[Dominion] Torturer Card Guide - Cursing Attacker King
Rating of the Intrigue card Torturer. Cost 5 Action-Attack. +3 Cards / each other player either discards 2 or gains a Curse to hand.
Torturer
Basic Info
- Type: Action-Attack
- Cost: 5
- Effect: +3 Cards. Each other player either discards 2 cards from their hand or gains a Curse to their hand (their choice).
Rating
One of Intrigue's premier — and Dominion's all-time strongest — cursing attackers. +3 draw (Smithy-grade) plus an attack at cost 5, with the unique twist of forcing the opponent's choice. Stands shoulder-to-shoulder with Witch as the curser benchmark.
The signature feature is the "Torturer chain." Linked through Villages, two or three Torturers in succession force opponents into hellish repeated choices: discard 2 to save the Curse and run out of discards, or take the Curse and clog the hand. Three chained Torturers effectively destroy the opponent's turn.
Curses go directly to the hand, so they can't be drawn-and-trashed mid-turn. Standard cursers (Witch) put Curses in the discard; Torturer's lands occupy a hand slot immediately. That's the killer.
S tier overall. Community consensus puts it among Intrigue's strongest and Dominion's top 5. On Torturer boards, top-priority pickup.
How to Play
Early game: snap-buy on $5. Whoever lands on $5 first must take Torturer. On 4/3 splits the first $5 typically lands on turn 3-4 — first acquisition matters.
Mid-game: pair with Villages (Village, Mining Village, Shanty Town, Minion, Conspirator) to construct chains. Second Torturer typically a few turns later. 3+ Torturers only in chain-friendly setups.
End-game: hand preservation through +3 Cards lifts $8 hit-rate for Provinces.
Building the Torturer Chain
Ideal chain progression:
- Village (+2 Actions / +1 Card) → Torturer (+3 Cards, opponent choice)
- Torturer (+3 Cards, opponent choice) → Torturer (+3 Cards, opponent choice)
- Chain continues — opponent's deck floods with Curses
Two-link chain hurts. Three-link chain is decisive. Four+ links typically game over.
Building blocks:
- Villages: Village, Mining Village, Shanty Town, Minion, Conspirator (Intrigue action-density payoff)
- Action density: Minion (+2 Actions + discard) is a top match
- Draw: Torturer self-draws; pair with Market / Lab
Reading the Choice
Opponent's "discard 2 or take Curse" depends on their state:
- Early (weak hand): pick discard 2 → forces them to discard Estates/Coppers, hurts economy
- Mid (strong hand): pick Curse → keep their key cards
- During chain: 1st discard, 2nd Curse, 3rd Curse (no cards left to discard)
In chain environments, the standard pattern is "preserve hand for first 2 plays, take Curse on 3rd."
Key Combos
Torturer + Village: Foundational chain piece. 2 Villages + 2 Torturers = chain start.
Torturer + Mining Village: Action support, self-trash for +$2 enables Province purchase.
Torturer + Shanty Town: +2 Actions, conditional +2 Cards. Top village support for chain.
Torturer + Minion: +2 Actions + discard accelerates chain.
Torturer + Conspirator: Conspirator's "3+ actions = +1 Card / +1 Action" triggers throughout chain.
Torturer + Throne Room: TR + Torturer = +6 Cards / 2 attacks. One card = 2 chain links.
Torturer + King's Court: KC + Torturer = +9 Cards / 3 attacks. One card finishes the chain.
Torturer + Masquerade: After lodging Curse in opponent's hand, Masquerade pushes more Estates/Curses left.
Synergies
- Village: Action support.
- Mining Village: Action + coin.
- Shanty Town: Conditional draw.
- Minion: Top village support.
- Conspirator: Action-count payoff.
- Throne Room: Doubles draw + attack.
- King's Court (Prosperity): Triples — game-ending.
- Masquerade: Pile-on follow-up.
- Swindler: Multi-vector attack.
- Chapel: Cleanse own (rarely received).
Counters & Bad Matchups
- Moat: Reaction fully blocks.
- Diplomat (Intrigue): Some draw-back mitigation.
- Lighthouse (Seaside): Persistent attack negation.
- Double Lighthouse: Long-term Torturer protection.
- Courtyard / Smithy alone: Terminal collision blocks chain.
- Chapel: Opponent trashes received Curses.
- Curse pile depletion: Once empty, "discard 2" only — half effect.
Advanced Tips
Chain warfare is "race to deplete the Curse pile." Spread all 10 quickly — afterwards only "discard 2" remains. Peak power is pre-empty.
Second Torturer timing: chain boards 3-4 turns after first, BM-only one is plenty.
"Torturer mirror": both players holding Torturers leads to mud-fight. First complete chain wins.
Take-Curse-then-trash: Chapel/Masquerade/Remodel can clean received Curses. Knowing this, opponents may pick discard.
Hand management during chain: keeping next-turn cards from current chain requires fine deck-cycling.
KC + Torturer ideal form: 1 KC plays Torturer 3x = full chain in one card. If KC is in supply, contest aggressively.
3-pile-out: Torturer chains often end via Curse-pile + 2 piles before Provinces deplete.