[Dominion] Tactician Card Guide - 10-Card Hand Burst
Rating of the Seaside card Tactician. Cost 5 Action-Duration. Discard hand. Next turn +5 Cards / +1 Action / +1 Buy.
Tactician
Basic Info
- Type: Action-Duration
- Cost: 5
- Effect: If you have at least one card in hand: Discard your hand, and at the start of your next turn, +5 Cards / +1 Action / +1 Buy.
Rating
One of Seaside's most explosive cards. Discard hand → next turn +5 Cards / +1 Action / +1 Buy = 10+ card hand. Province double-buy and massive engines hinge on it.
Defining trait: "10-card hand next turn". Normal 5 + Tactician 5 = 10. Add villages / draw = 14-15. Province x2 in one turn realistic.
Tier S. Top support card. But terminal + duration → village support mandatory.
How to Play
Early: $5 buy candidate. First Tactician harder to cycle.
Mid: Tactician + village + draw = 10-card every-other-turn.
End: Tactician + Province x2 final turn.
"Cards in Hand" Requirement
Critical:
- Empty hand = no effect (no discard, no next-turn bonus).
- Always have ≥ 1 card in hand when playing.
- Play Tactician last (after using other cards).
Key Combos
Tactician + Village: Terminal split + 10-card hand.
Tactician + Fishing Village: Duration + Tactician.
Tactician + Smithy / Council Room: 14-15 card hand.
Tactician + King's Court: KC + Tactician = next-turn +15 / +3 / +3 Buy. Game-warping.
Tactician + Throne Room: TR + Tactician = next-turn +10 / +2 / +2.
Tactician + Bridge: Cost reduction + huge hand.
Tactician + Highway: Cost reduction + huge hand + cantrip.
Synergies
- King's Court: Triple Tactician, +15 cards next turn.
- Throne Room: Doubles, +10 cards.
- Village / Fishing Village / Native Village: Terminal split.
- Smithy / Council Room: Draw amp.
- Bridge (Intrigue): Cost reduce + 10-card → multi-Province.
- Highway (Hinterlands): Cost reduce + 10-card.
- Chapel: Thinning.
- Masquerade: Thin + draw + Tactician.
- Lighthouse: Defense.
- Duke: $5 frequency support.
Counters & Bad Matchups
- Heavy attacks (Torturer / Witch): Off-turn-handsize disrupted.
- Short games: Engine forms too late.
- Pure BM: Terminal + duration in the way.
- Single-village board: Hard to split.
- Pure-draw engines: Already drawing deck.
- Already-thin engines: Tactician redundant.
Advanced Tips
"Every-other-turn strategy": Tactician turn = nothing. Next turn = Province x2. Net: 1 Province per turn equivalent.
"Tactician's first hand": Have Tactician + Treasures in hand. Spend Treasures, then play Tactician last.
KC + Tactician: KC + Tactician 3x = next-turn +15 cards / +3 actions / +3 Buys. Game-ending burst.
3-pile-out: Tactician 10 + 2 piles.
"Tactician vs Council Room": Council Room (Base, $5, +4 Cards / +1 Buy) vs Tactician ($5, discard → next-turn 10+). Council Room = single-turn draw, Tactician = every-other-turn burst. Pure-draw = Council Room; alt-turn strategy = Tactician.
Tactician mirror: Both off-turn burst. Province race.
Tactician cap: 1-2 sufficient. 3+ is overkill.
Duke strategy: Tactician = mass-Duchy buys.
VP value: 0 VP plain Action. Don't overbuy late.