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[Dominion] Lookout Card Guide - Trash + Sort

Rating of the Seaside card Lookout. Cost 3 Action. +1 Action / look at top 3 / trash 1 / discard 1 / topdeck 1.

Lookout

Basic Info

  • Type: Action
  • Cost: 3
  • Effect: +1 Action. Look at the top 3 cards of your deck. Trash one, discard one, put the other back on top.

Rating

Seaside's powerful trash + sort. +1 Action (no terminal split) + 3-card 3-way (trash / discard / topdeck). $3 = early-buyable; efficient Estate/Copper trash.

Defining trait: random trash. Unlike Chapel (handpicked), Lookout sees top 3, so depends on shuffle luck. Speed compensates: rapid early thinning.

Tier B+ thin-focus, A on no-other-trasher boards. Cantrip-style: no terminal collision.

How to Play

Early: $3 buy strongly considered. First Lookout = Estate/Copper trash.

Mid: Spam Lookout for thinning.

End: Already-thin = stop. Switch to Province buy.

Trash Priority

Among 3:

  1. Curse → trash (top priority).
  2. Estate → trash (-VP).
  3. Copper → trash (econ dilute).
  4. Strong → topdeck.
  5. Medium → discard.

"No trash target": If all 3 are strong, discard 1 (delay) + topdeck others to optimize.

Key Combos

Lookout + Lookout: Spam = thinning speedup.

Lookout + King's Court: KC + Lookout = see 9 / trash 3 / discard 3 / topdeck 3.

Lookout + Throne Room: TR + Lookout = see 6 / trash 2.

Lookout + Chapel: Double thinning.

Lookout + Island: Double exile.

Lookout + Fishing Village: Duration + Lookout.

Lookout + Witch board: Curse trash synergy.

Synergies

  • King's Court: Triple trash.
  • Throne Room: Doubles.
  • Chapel: Double thinning.
  • Island: Double exile.
  • Fishing Village: Duration + Lookout.
  • Witch board: Curse hedge.
  • Masquerade: Thin + draw.
  • Smithy: Draw + Lookout.
  • Lighthouse: Defense + Lookout.
  • Duke: $5 frequency.

Counters & Bad Matchups

  • Already-thin deck: No trash targets, strong card discard hurts econ.
  • Short games: Thin value low.
  • Pure BM: Risk of mis-trashing strong cards.
  • Heavy attacks: Pre-Lookout disrupted.
  • Pure-draw engines: Risk Lookout discards key cards.
  • Existing trasher (Chapel): Redundancy.

Advanced Tips

"Peak efficiency window": T2-5 = best. High Estate/Copper density.

"Trash-priority judgment": 3 cards = if any Curse/Estate/Copper → trash. All strong = play with caution (discard risk).

KC + Lookout: KC + Lookout 3x = see 9 / trash 3 / discard 3 / topdeck 3. Massive 1-turn thin.

3-pile-out: Lookout 10 + 2 piles.

"Lookout vs Chapel": Chapel ($2, trash 4 hand) vs Lookout ($3, +1 Action / trash 1 deck). Chapel = handpicked but consumes hand. Lookout = no terminal but random. Both available = combine.

Lookout buying: 2-3 early. No mid additions.

VP value: 0 VP plain Action. Don't overbuy late.