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[Dominion] Tormentor Card Guide - Imp/Hex Hybrid Attack

Rating of the Nocturne card Tormentor. Cost 5 Action-Attack-Doom. +$2; if no other cards in play, gain an Imp; otherwise each other player receives a Hex.

Tormentor

Basic Info

  • Type: Action-Attack-Doom
  • Cost: 5
  • Effect: +$3 / If you have no other cards in play, gain an Imp; otherwise each other player receives a Hex.

Rating

Nocturne dual attack. +$3 = Gold-tier; bonus is "gain Imp" or "Hex everyone". Tier S.

How to Play

$5 slot, 1-2 copies. Turn 3 first play (no other cards out) → gain Imp.

Mid-late: fire each turn for Hex spam.

When to Pick / Skip

Shines on:

  1. Few attack defenses.
  2. Weak $5 slot.
  3. Engine able to play many actions.

Skip:

  1. Lighthouse / Moat / Caravan Guard abundant.
  2. Rush boards.
  3. Pure draw engine.

Key Combos

Tormentor + King's Court: +$6 + 3 Imps or 3 Hexes.

Tormentor + Imp: Imp chain.

Tormentor + Witch: dual hex+curse.

Tormentor + Margrave / Torturer: stacked attacks.

Tormentor + Smithy: draw.

Synergies

  • King's Court: doubled.
  • Imp: chain gain.
  • Witch: dual attack.
  • Margrave / Torturer: stacked.
  • Smithy: draw.

Counters & Bad Matchups

  • Lighthouse / Moat / Caravan Guard.
  • Rush boards.
  • Mirror Tormentor.
  • Pure engine without $3 use.

Advanced Tips

+$3 alone = Gold-class. Bonus is gravy.

First play tempo: turn 3 with no other cards → Imp gain. Free $2 cantrip.

Mid-game Hex spam: 12 Hexes in pool, varied severity.

KC + Tormentor: +$6 + 3 effects per play.

Imp chain: gained Imps further trigger when alone in play.

Mirror match: defense race (Lighthouse).

Hex pool: tracked across players, recycles after exhaustion.