dood
メインコンテンツへ
予言者
ギルド / カード

[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.