[Dominion] Island Card Guide - Thinning + 2 VP
Rating of the Seaside card Island. Cost 4 Action-Victory. 2 VP + set this and one card aside on Island mat.
Island
Basic Info
- Type: Action-Victory
- Cost: 4
- Effect: Put this and a card from your hand onto your Island mat. 2 VP.
Rating
Seaside's unique thinning + VP card. Cost 4 for 2 VP (Duchy = 5 VP / $5) is weaker per coin, but the trash-light "Island mat" exile is powerful.
Defining trait: exile Curse / Copper / starting Estate. Island mat cards never return — deck density rises dramatically.
Tier B+. Combines greening + thinning, but 2 VP / $4 is inefficient. Especially valuable when no Chapel-tier trasher exists. Terminal.
How to Play
Early: $4 buy candidate (especially trasher-free boards). First Island = Copper/Estate exile.
Mid: Island = thinning + 2 VP combo. Island mat shuffle cycle reduction.
End: Continue Island for 2 VP gains.
Island Mat Priority
- Curse (top priority — removes -1 VP).
- Estate (starting -0 VP / dead).
- Copper (economic dilution).
- Late: excess actions (extra villages / defense).
Key Combos
Island + Chapel: Thinning + VP.
Island + Masquerade: Thin + draw + VP.
Island + King's Court: KC + Island = 3 mat-sends (self + 2 cards), 2 VP (Island counts once).
Island + Throne Room: 2 mat-sends.
Island + Witch board: Mat-send Curses.
Island + Jeweler / Artisan: 5-VP gain support.
Island + Duke: Duchy synergy.
Island + Smugglers: Island copy gain.
Synergies
- Chapel: Premier thinner, Island = backup.
- Masquerade: Thin + draw.
- King's Court: Doubled exile.
- Throne Room: Doubled exile.
- Witch board: Curse hedge.
- Duke: Greening synergy.
- Gardens: Mass greening.
- Smugglers: Island copy.
- Jeweler / Artisan: Greening boost.
- Council Room: Draw amp finds Island.
Counters & Bad Matchups
- Heavy attacks (Torturer): Curse-hits before Island plays.
- Short games: Thinning value low.
- Pure BM: Green alone suffices.
- Chapel-tier trasher: Thinning overlap.
- Pure-draw engines: Island mat reduces deck cards.
Advanced Tips
"First Island target": Curse → Estate → Copper sequence.
Island mat "VP storage": Mat cards still count VP at game end (Island's 2 VP + sent VP cards).
KC + Island: KC + Island 3x = exile 5 cards (self + 4) and 6 VP (2 VP x3).
3-pile-out: Island 10 + 2 piles.
"Island vs Duchy": Duchy (Base, $5, 3 VP) vs Island ($4, 2 VP + thin). Duchy = pure VP; Island = combo. $4 slot = Island.
Duke strategy: Island + Duchy greening line.
Island mirror: Both thin + green. Province race.
Island timing: Mid 1-2, late add 2-3. Max 4-5 sufficient.
VP value: 2 VP Action-Victory. Green + thin combo.