[Dominion] Jester Card Guide - Random Curse + Card-gain Attack
Rating of the Cornucopia card Jester. Cost 5 Action-Attack. +2 Coin / opponent reveals top: VP=Curse, else gain copy (you choose recipient).
Jester
Basic Info
- Type: Action-Attack
- Cost: 5
- Effect: +2 Coin. Each other player discards the top card of their deck. If it's a Victory card they gain a Curse; otherwise they gain a copy of the discarded card or you do, your choice.
Rating
A unique two-pronged attack. Cost 5: +2 Coin (2 Silvers) + "Curse distribute or card-gain". In the Province phase, "opponent's Province → Curse distribution" is a brutal swing.
Big strength: opponent's deck-content determines effect. VP-heavy decks → Curse; treasure-heavy → you snatch (Gold gain!). Province-phase devastation: turns opponent's Province into "VP + Curse to them".
Weakness: high randomness, +2 Coin is unremarkable for cost 5. Pre-Province phase, Curse-distribution probability is low.
Overall B+ to A. Strong in Province phase, mediocre early-mid. Cost 5 has tough competition (Witch, Gold, Hunting Party).
How to Play
5-coin slot when nothing better. Or for late-game decisive attack.
Mid-game: fire each turn. Provinces revealed = curse spread = huge VP swing.
End-game: disrupt opponent's draws + steal Gold for self.
Effect Patterns
Opponent's top card:
- Estate / Duchy / Province / Gardens / Duke (VP) → opponent gains Curse
- Copper / Silver / Gold / Platinum → you or opponent gains copy (you decide)
- Action card → you decide (good = you, bad = opponent)
- Curse → you decide (give to them)
"VP = Curse" is strongest. Force Province draws in late game.
Key Combos
Jester + Fortune Teller: lock opponent's top deck on VP → Jester curses.
Jester + Witch / Young Witch: stacked curser.
Jester + Ghost Ship: hand→deck topping makes Jester predictable.
Jester + Library: self-defense.
Jester + Throne Room: TR + Jester = +4 Coin / 2 attacks.
Synergies
- Fortune Teller: lock top to VP.
- Witch / Young Witch: curser stack.
- Ghost Ship: top-deck stacking.
- Library: self-defense.
- Throne Room: doubled.
- Remodel / Expand: convert stolen cards.
- Smithy: simple draw boost.
Counters & Bad Matchups
- Thinned engines: little VP/Curse/Copper to hit.
- Top-deck manipulation: opponent controls top.
- Speed games: Jester's mid-game value insufficient.
- 4-player: effect dilutes but Curse spread compounds.
Advanced Tips
Province phase = peak. With opponent VP-heavy, Jester revealing Province → Curse.
"Self-gain vs opponent-gain" rule:
- Strong card (Gold / Platinum / good Action): self-gain
- Weak card (subpar Action): give to opponent
- Copper / Curse: give to opponent (deck pollution)
- Silver: depends on relative wealth
+2 Coin steady but unremarkable. Province line aid.
Multi-Jester: 2-3 enough; more redundant.
Jester mirror: trades curses, drags game out. First-Jester buyer gains tempo.
Note: Jester is an Attack — Moat / Lighthouse blocks.