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[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":

  1. Play turn: Immediate immunity.
  2. Until next turn start: Duration immunity.
  3. 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.