[Dominion] Soothsayer Card Guide - Curser + Self-Gold
Rating of the Guilds card Soothsayer. Cost 5 Action-Attack. Gain a Gold; each other player gains Curse and draws a card.
Soothsayer
Basic Info
- Type: Action - Attack
- Cost: 5
- Effect: Gain a Gold. Each other player gains a Curse, and if they did, draws a card.
Rating
One of Dominion's elite curse-spreaders. Combines self-Gold-gain with Curse-spam attack. The opponent's "draws a card" softens the sting, but doesn't undo deck dilution.
Rating A-S. Cost 5 for a self-Gold (worth 6) plus a Curse attack is premium. Compared to Witch: Witch = +2 Cards + Curse; Soothsayer = +Gold + Curse + opponent draws 1. BM favors Soothsayer; engines often favor Witch.
Always 1-2 on Soothsayer boards. In Curse mirror matches, stacking Soothsayers wins.
How to Play
5-coin opening for Soothsayer is strong; competes with Witch. BM-leaning → Soothsayer; engine-leaning → Witch (debate splits).
Mid-game fire every turn. Self-Gold accumulates; opponents stack Curses.
End-game, after Curses pile out, Soothsayer becomes a terminal Gold-gainer.
Curser + Self-Gain
- Gold gain: +3 Coin long-term value to your deck.
- Curse to opponents: -1 VP + cycling junk for them.
- Opponent draws 1: Helps them keep hand size, but new card might be weak.
Curses are -1 VP + deck dilution. Total Curses received = total negative VP + thinning headache.
Key Combos
Soothsayer + Chapel: Self-trash incoming Curses.
Soothsayer + Masquerade: Pass received Curses left ("hot potato").
Soothsayer + Witch: Stacked Curse pressure.
Soothsayer + Throne Room: TR + Soothsayer = 2 Golds + 2 Curses.
Soothsayer + Remodel / Expand: Gold → Province pipeline.
Soothsayer + Library / Smithy: Backup draw.
Synergies
- Chapel / Masquerade: Curse cleanup.
- Throne Room: Doubled.
- Remodel / Expand: Gold → Province.
- Library / Smithy: Draw stack.
- Witch: Stacked cursing.
- No-defense boards: Devastating effect.
Counters & Bad Matchups
- Moat / Lighthouse / Secret Chamber: Defense.
- Strong 5-cost cards: Witch / Throne / Market.
- Short games: Curse pile may not empty.
- Curse mirror: You take Curses too.
Advanced Tips
Always gain the Gold. Curse is automatic against undefended opponents.
In Curse mirrors, stockpile Chapel/Masquerade/Ambassador to thin received Curses.
Second Soothsayer: Speeds Curse-spread. 3+ excess.
Post-Curse-empty: Soothsayer = terminal Gold gainer. Late-game economic booster.
Soothsayer-BM: Silver/Soothsayer → Silver → Soothsayer (Gold+Curse) → Gold → Province. Strong BM variant; rivals Witch-BM.
Curse "draw consolation": Opponents preserve hand size but acquire dead cards. Long-term, you win.