[Dominion] Lighthouse Card Guide - Total Attack Immunity
Rating of the Seaside card Lighthouse. Cost 2 Action-Duration. +1 Action / +$1 / next turn +$1 / immune to attacks while in play.
Lighthouse
Basic Info
- Type: Action-Duration
- Cost: 2
- Effect: +1 Action / +$1. At the start of your next turn, +$1. While this is in play, attacks played by other players don't affect you.
Rating
Seaside's premier defensive card. Cantrip-strength (+1 Action / +$1) plus next-turn +$1 plus total attack immunity. At cost 2, ridiculously multi-function.
Defining trait: complete attack immunity while in play. Witch / Torturer / Minion etc., all blocked. Unlike single-shot Moat reactions, Lighthouse provides sustained protection.
Tier A to S. Top priority on attack-heavy boards. Cost-2 = affordable T1.
How to Play
Early: $2 buy. First Lighthouse = attack countermeasure.
Mid: Play every turn (sustained immunity).
End: +$1 economy, Province support.
Attack Immunity Mechanics
"While in play":
- Play turn: Immediate immunity.
- Until next turn start: Duration immunity.
- 2-stack play: Near-constant immunity (1+ Lighthouse per turn).
Key Combos
Lighthouse + Lighthouse: Spam = near-constant immunity.
Lighthouse + Chapel: Thinning + defense.
Lighthouse + Market: Universal.
Lighthouse + King's Court (Prosperity): KC + Lighthouse = +3 Actions / +$3 / next-turn +$3 / sustained immunity.
Lighthouse + Throne Room: TR + Lighthouse = +2 Actions / +$2 / next-turn +$2 / immunity.
Lighthouse + Witch/Torturer/Minion boards: Defense core.
Lighthouse + Fishing Village: Duration cantrip chain.
Synergies
- Lighthouse (multi): Constant immunity.
- Chapel: Thinning + defense.
- Market: Universal.
- King's Court: Triples.
- Throne Room: Doubles.
- Witch/Torturer/Minion boards: Defense.
- Fishing Village (Seaside): Duration cantrip.
- Caravan (Seaside): Duration + draw.
- Duke: $5 frequency.
- Masquerade: Thin + draw.
Counters & Bad Matchups
- No-attack environments: Defense wasted, just cantrip-coin.
- Already-thin: No need for defense.
- Short games: Duration value low.
- Pure BM: Silver suffices.
- Heavy terminals: Lighthouse is cantrip, but adjacent collisions.
Advanced Tips
"2nd Lighthouse" timing: Attack-heavy boards = early 2nd. Continuous defense.
Lighthouse spam importance: 1 = "off-turn" exposed. 2+ = always-on.
KC + Lighthouse: 1 KC plays Lighthouse 3x = +3 Actions / +$3 / next-turn +$3.
3-pile-out: Lighthouse 10 + Estate 8 + 1 pile.
"Lighthouse vs. Moat": Moat (Base, $2, +2 Cards / Reaction) vs. Lighthouse ($2, +1 Action / +$1 / Duration immunity). Moat = single-shot block, Lighthouse = sustained. Heavy attacks = Lighthouse.
Duke strategy: Lighthouse $5 frequency + cantrip coin.
Lighthouse mirror: Both immune. Attack effects wasted, pure engine race.
VP value: 0 VP plain Action. Don't over-buy late.