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[Dominion] Advisor Card Guide - Cost 4 Hand Refill with Opponent Choice

Rating of the Guilds card Advisor. Cost 4 Action. +1 Action, reveal top 3, left opponent picks one to discard, take the other 2.

Advisor

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: +1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them; discard it. Put the rest into your hand.

Rating

A cantrip-style hand refill at cost 4. +1 Action plus effectively +2 Cards in raw throughput is excellent — but the "left opponent chooses one to discard" downside is severe: they discard whatever you most wanted.

Rating B-. Cost 4 for effective +2 Cards / +1 Action is attractive, but losing whichever card matters most to you is brutal. Compared to Laboratory (cost 5) you save a coin, but lose autonomy.

Useful for early hand turnover but unreliable as an engine core. On boards with strong Villages + terminal draw, Smithy or Lab usually wins the slot.

How to Play

Early game, on a 3-4 split with the 4-coin slot open, Advisor is a candidate. Often Silver or stronger 4-cost cards (Bridge, Remodel, Bank, etc.) take priority.

Mid-game pair with Villages — Advisor's +1 Action means no terminal collisions.

Left opponent picks the card you'd most prefer. Reveal of "Gold / Estate / Copper" → opponent discards Gold. Reveal of "Copper / Copper / Estate" → opponent's choice is meaningless.

Reveal Patterns

  • Strong + weak mix: Strong card discarded. Worst case.
  • All weak: Opponent's choice irrelevant. Ideal but rare.
  • Exactly one strong: Always discarded.
  • All strong: Opponent forced to drop only one. Late-engine win.

Key Combos

Advisor + thinning: Chapel / Masquerade thin out garbage so reveals are mostly strong, blunting the downside.

Advisor + Pirate Ship: Disrupt opponent decks while cycling yours.

Advisor + Throne Room: TR + Advisor = +2 Actions, reveal 6, opponent discards 2, take 4 effective.

Advisor + Secret Chamber: Flexibility to discard junk after the reveal.

Advisor + Ambassador: Estate-return + thinning.

Synergies

  • Chapel / Masquerade: Thin to lift reveal quality.
  • Throne Room: Doubled draw.
  • Ambassador (Seaside): Thinning combo.
  • Villages: No collisions (Advisor is itself cantrip-action).
  • Smithy: Backup draw.

Counters & Bad Matchups

  • Unthinned decks: Reveals contain Coppers/Estates → opponent picks the gem.
  • 4-player games: 3 opponents see your reveals; the leftmost optimizes.
  • Strong Lab boards: Cost-5 cantrip draw outclasses on engine focus.
  • Information-leak averse: Reveal also gives opponents info.

Advanced Tips

Track deck contents before firing — a thin deck makes reveals strong; opponent choice loses bite.

Second Advisor: One usually suffices. Two for engines. 3+ excess.

Curse boards: Opponents may discard a Curse from your reveal — looks like a free thin, but doesn't actually trash, just clears top-deck.

Advisor-BM: Silver/Advisor → Silver → Gold → Province. Mediocre BM variant; Smithy-BM is stronger.

Reveal timing: If you must keep an Estate (alt-VP combo) be cautious — order plays to avoid the reveal.