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[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":

  1. Victory to hand: Estate revealed → easy to trash later.
  2. Curse to hand: Curse revealed → trash via Chapel.
  3. 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.