[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:
- Few attack defenses.
- Weak $5 slot.
- Engine able to play many actions.
Skip:
- Lighthouse / Moat / Caravan Guard abundant.
- Rush boards.
- 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.