[Dominion] Patrol Card Guide - Big Draw + Deck Filter
Rating of the Intrigue card Patrol. Cost 5 Action. +3 Cards. Reveal next 4 deck cards; set aside Victories/Curses; replace others.
Patrol
Basic Info
- Type: Action
- Cost: 5
- Effect: +3 Cards. Reveal the top 4 cards of your deck. Put the Victories and Curses into your hand, and the rest back on top in any order.
Rating
Intrigue's big-draw + deck-filter card. +3 Cards (Smithy-grade) plus 4-card reveal that pulls Victories/Curses to hand and reorders the rest. Cost-5 terminal but high efficiency.
Defining trait: "Victories/Curses to hand." Mid-deck Estates/Curses pulled forward (Gardens VP-counting or Curse-trashing). Remaining cards reordered for next-turn prediction.
Tier B to B+. Smithy-tier draw + deck info. BM-strong, engine sub-draw.
How to Play
Early: $5 buy. First Patrol = big draw + info.
Mid: Pull Victories/Curses for filtering.
End: Draw Provinces while pushing weak cards down with reordering.
Deck-Filter Tactics
"4 reveal → Victories/Curses to hand + rest back":
- Victory to hand: Estate revealed → easy to trash later.
- Curse to hand: Curse revealed → trash via Chapel.
- Rest order: Strong on top, weak on bottom.
Key Combos
Patrol + Chapel: Curse-to-hand → Chapel trash.
Patrol + Masquerade: Estate-pass.
Patrol + Market: Universal.
Patrol + Library: Deck info.
Patrol + King's Court (Prosperity): KC + Patrol = +9 Cards + 12 reveal. 1-turn explosion.
Patrol + Throne Room: TR + Patrol = +6 Cards + 8 reveal.
Patrol + Minion: Chain.
Synergies
- Chapel: Curse trashing.
- Masquerade: Estate-pass.
- Market: Universal.
- Library: Deck info.
- King's Court: Triples.
- Throne Room: Doubles.
- Minion: Chain.
- Gardens (Base): Estate use.
- Duke: $5 frequency.
- Courtyard: Topdeck control.
Counters & Bad Matchups
- Already-thin decks: 4-reveal contains no Victories/Curses.
- Heavy terminals: Patrol also terminal.
- Militia hand-strip: Draw matters less.
- Pure BM: Silver more direct.
- Short games: Reveal tactics underused.
Advanced Tips
Order manipulation: Strong cards (Gold / key Actions) on top; weak on bottom. Optimize next hand.
4-reveal memory: Remember reordered cards for shuffle prediction.
KC + Patrol: KC + Patrol = +9 Cards + 12 reveal. Near-total deck info + Victory/Curse pull.
3-pile-out: Patrol 10 + Estate 8 + 1 pile.
Duke strategy: Patrol pulls Estates/Duchies for deck cleanup + VP utilization.
"Patrol vs. Smithy": Smithy = simple +3. Patrol = +3 + filter + VP pull. Cost-1 higher but multi-function.
Patrol's real value = curse-attack counter: On Witch/Torturer boards, Curse-to-hand → Chapel trash. Minimizes deck pollution.
Gardens synergy: Estate-pull for Gardens VP (10 cards = 1 VP) intentional growth.