Knights
Basic Info
- Type: Action - Attack - Knight
- Cost: 5
- Effect: Mixed split pile of 10 unique Knights. Shuffled at game start, only the top card can be bought or gained. Each Knight has a common attack: each other player reveals the top 2 cards of their deck, trashes one costing 3-6, and discards the rest. If a Knight is trashed by another Knight, both perish.
- Composition: Dame Anna / Josephine / Molly / Natalie / Sylvia + Sir Bailey / Destry / Martin / Michael / Vander (10 total).
Rating
The signature attack pile of Dark Ages. While each Knight has unique stats, the shared attack — forcing opponents to reveal and trash one of their top two cards costing 3-6 — is one of the most punishing in Dominion. It strips Estates, Silvers, Duchies, and key 5-cost engine pieces alike.
Knight-on-Knight collisions trash both attackers (since Knights cost 5, in the 3-6 range). Whoever attacks first usually gains the tempo edge.
Overall the pile rates A-to-S tier. Top picks include Dame Anna (extra trashing), Sir Martin (+2 Buys +$2), Sir Michael (Militia attack), and Sir Vander (cantrip + Gold-on-trash). Sir Vander is uniquely a cantrip with a trash compensation that can flip the entire matchup.
How to Play
Snap-buy Knights when $5 hits. Check the top card — every Knight is at least solid; the question is whether you race to the second copy before opponents get the same one.
In the opening, Knights typically take priority over other 5-costs. Stripping a non-Curse Estate, Silver, or Duchy from opponents is huge VP/economy denial.
Midgame, Knight-on-Knight wars trash both copies. This both thins your deck and depletes the pile (a viable 3-pile route).
Endgame, exploit Sir Martin (+2 Buys +$2) for double Province turns, or trigger Sir Vander's gain-Gold-on-trash by sacrificing it intentionally.
Each Knight Rated
- Dame Anna: Trash up to 2 cards from hand. Thinning attacker.
- Dame Josephine: Worth 2 VP at game end + attack.
- Dame Molly: +2 Actions +$1, plays as a village.
- Dame Natalie: Gain a card costing up to $3 + attack.
- Dame Sylvia: +$2 + attack. Treasure-substitute.
- Sir Bailey: +1 Card +1 Action (cantrip) + attack.
- Sir Destry: +2 Cards. Pure draw attacker.
- Sir Martin: +2 Buys +$2. The closer.
- Sir Michael: Each opponent discards down to 3 (Militia) + attack.
- Sir Vander: +1 Card; when trashed, gain a Gold. Often an MVP.
Key Combos
- Throne Room / King's Court: Multiply the attack. Crushes opponents' decks.
- Procession: Trash a Knight, gain a 6-cost Action.
- Remodel / Expand: Recycle trashed Knights into Provinces / Duchies.
- Fortress loop: Knights' trashing wakes Fortress's return-to-hand clause.
- Apprentice / Altar: Trash Knights for big draw / gains.
Synergies
- Throne Room family: Attack stacking.
- Villages (Fishing Village, Inn): Knights are terminal.
- Draw (Smithy, Market): Reliable Knight delivery each turn.
- Remodel / Procession: Recycle trashed Knights.
- Ruins-givers (synergistic style not direct combo).
Counters & Bad Matchups
- Moat (Reaction): Negates the attack — multiple Moats hurt.
- Tournament / Wishing Well type lookers: Predict-top decks reduce the trashing efficiency.
- Chapel / heavily thinned decks: Few trash-eligible cards in opponent's deck.
- Crown / sub-3-cost-heavy decks: Attack often whiffs.
Advanced Tips
The collision tempo decides games — first attacker gains advantage. If the top of the pile is a weak Knight, sometimes pass and let the rotation cycle.
3-pile endgame: Knights have only 10 copies; emptying the pile is a real threat. Combine with Province / Duchy splits.
Sir Vander on top means Knight-on-Knight battles become beneficial — losing your Knight gains a Gold. Aggressive play flips the script.
Sir Michael's Militia clause cripples engine players midgame. Even one copy disrupts opponent tempo dramatically.