Disciple
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Disciple (Adventures)

Cost: $5*

Type: Action-Traveller

Text: You may play an Action card from your hand twice. Gain a copy of it.\dWhen you discard this from play, you may exchange it for a Teacher.\n(This is not in the Supply.)

Strategy Review

Here's a comprehensive strategy guide for Disciple:

Disciple Strategy Guide

Introduction Disciple is a powerful Action-Traveller card from Adventures that combines the double-play ability of Throne Room variants with a gain effect and the option to upgrade into Teacher. While not available in the Supply (it's gained via Page's upgrade path), Disciple offers tremendous flexibility and can be a game-changing addition to many strategies.

Core Functions

  1. Double Action Play
  2. Similar to Throne Room, King's Court, and other multipliers
  3. Allows playing one Action card from hand twice
  4. Both plays happen immediately and consecutively
  5. The doubled card stays in play until cleanup

  6. Gaining Ability

  7. Gains a copy of the Action card you doubled
  8. The gained card goes to your discard pile
  9. Gaining occurs after both plays are complete

  10. Traveller Upgrade

  11. Can be exchanged for Teacher during cleanup
  12. Exchange is optional
  13. Teacher provides powerful training abilities

Key Strengths

  1. Card Advantage
  2. Net +1 card in deck (gained copy)
  3. Double play effect provides immediate value
  4. Can multiply powerful one-shot effects

  5. Flexibility

  6. Works with virtually any Action card
  7. Can choose whether to upgrade to Teacher
  8. Useful throughout all game phases

  9. Economy Boost

  10. Can double terminal money cards
  11. Effectively turns one card into three uses (2 plays + gained copy)
  12. Can accelerate deck building

Using Disciple Effectively

Early Game - Target cheap, powerful Actions that benefit from doubling - Focus on cards that provide +Cards or +Actions - Consider whether immediate doubling or rushing to Teacher is better - Good early targets include: * Village variants * Smithy/Drawing cards * Peddler variants * Cantrips with useful effects

Mid Game - Look for powerful payload cards to double - Consider deck composition when deciding to upgrade - Strong mid-game targets include: * Bridge/cost reducers * Draw-to-X cards * Attack cards * Duration cards

Late Game - Double game-ending components - Use for decisive VP gains - Consider keeping as Disciple if Teacher is less useful - Prime late-game targets: * Province gainers * Point-generating Actions * Game-ending attacks

Key Combinations

  1. Village Variants
  2. Doubles village effects for massive action chains
  3. Gains additional villages for future turns
  4. Examples:
  5. Native Village
  6. Fishing Village
  7. Worker's Village

  8. Draw Cards

  9. Multiplies draw effects
  10. Builds hand size quickly
  11. Key targets:
  12. Smithy
  13. Council Room
  14. Laboratory
  15. Draw-to-X cards

  16. Payload Cards

  17. Doubles economic impact
  18. Accelerates big money strategies
  19. Notable examples:
  20. Bridge
  21. Market
  22. Grand Market
  23. Festival

  24. Attack Cards

  25. Amplifies attack impact
  26. Gains additional copy for sustained pressure
  27. Strong with:
  28. Militia
  29. Witch
  30. Mountebank
  31. Ghost Ship

  32. Duration Cards

  33. Gets double benefit now and next turn
  34. Gains copy for future use
  35. Excellent with:
  36. Wharf
  37. Fishing Village
  38. Caravan
  39. Haven

  40. Victory Card Gainers

  41. Accelerates endgame
  42. Creates big VP swings
  43. Works well with:
  44. Workshop variants
  45. Ironworks
  46. Monument

Special Considerations

  1. Timing Decision When to exchange for Teacher:
  2. Early game: Usually upgrade if engine-building
  3. Mid game: Evaluate based on remaining needs
  4. Late game: Keep as Disciple if Teacher training is too slow

  5. Deck Composition Consider:

  6. Action density
  7. Terminal space
  8. Draw capability
  9. Victory card ratio

  10. Board Context Evaluate:

  11. Available kingdoms cards
  12. Opponent's strategy
  13. Game pace
  14. Alt-VP presence

  15. Resource Management Balance:

  16. Action economy
  17. Draw capability
  18. Deck cycling speed
  19. Training needs

Comparing to Other Throne Room Variants

  1. vs. Throne Room Advantages:
  2. Gains copy of doubled card
  3. Can upgrade to Teacher
  4. More flexible long-term

Disadvantages: - Costs $5 vs. $4 - Not in supply - Must come from Page

  1. vs. King's Court Advantages:
  2. Gains copy of card
  3. Teacher upgrade option
  4. Cheaper ($5 vs. $7)

Disadvantages: - Only doubles (vs. triples) - Not in supply - Less immediate impact

Counter Strategies

When Opposing Disciple:

  1. Rush Strategies
  2. Push to end game before Teacher impact
  3. Focus on Provinces before engine builds
  4. Consider alternate VP paths

  5. Deck Attack

  6. Use discard attacks to disrupt combos
  7. Apply pressure with hand size reduction
  8. Consider deck inspection attacks

  9. Resource Denial

  10. Contest key kingdom cards
  11. Block crucial targets
  12. Control pile endings

Common Mistakes to Avoid

  1. Upgrade Timing
  2. Upgrading too early without good training targets
  3. Keeping too long when Teacher is needed
  4. Not considering game length

  5. Target Selection

  6. Doubling weak actions
  7. Gaining unnecessary copies
  8. Ignoring board context

  9. Resource Management

  10. Overextending action capacity
  11. Neglecting draw power
  12. Poor timing of gained cards

  13. Strategic Focus

  14. Lacking clear upgrade path
  15. Mixing incompatible strategies
  16. Ignoring opponent's plans

Advanced Techniques

  1. Chaining Multiple Disciples
  2. Stack effects for massive turns
  3. Gain multiple copies of key cards
  4. Create powerful action chains

  5. Training Optimization

  6. Plan Teacher tokens carefully
  7. Coordinate with other Travelers
  8. Time upgrades for maximum impact

  9. Endgame Acceleration

  10. Double Province gainers
  11. Create VP generating engines
  12. Control pile endings

Sample Strategies

  1. Fast Teacher Engine Components:
  2. Early Disciple upgrade
  3. Multiple villages
  4. Strong draw
  5. Key engine pieces

Execution: 1. Acquire Page 2. Rush to Disciple 3. Double key engine pieces 4. Upgrade to Teacher 5. Train essential cards 6. Build to dominance

  1. Sustained Disciple Chain Components:
  2. Multiple Disciples
  3. Strong payload cards
  4. Reliable draw
  5. Action suppliers

Execution: 1. Develop Page line 2. Keep Disciples 3. Build action chains 4. Double key cards 5. Gain critical mass 6. Execute big turns

  1. Hybrid Approach Components:
  2. Mix of Disciples/Teachers
  3. Flexible payload
  4. Reliable engine
  5. Multiple paths

Execution: 1. Develop multiple Pages 2. Split upgrade paths 3. Use Disciples tactically 4. Train selectively 5. Maintain flexibility 6. Adapt to game flow

Kingdom Recommendations

Strong Kingdoms: - Village/Draw engines - Duration card presence - Strong payload actions - Multiple training targets

Weak Kingdoms: - Big Money dominant - Few action cards - Rush strategies - Cursing attacks

Conclusion

Disciple is a versatile and powerful card that offers both immediate impact through its double-play ability and long-term strategic options via the Teacher upgrade. Success with Disciple requires careful consideration of timing, target selection, and strategic context. Whether keeping it as a multiplier or upgrading to Teacher, Disciple can be a cornerstone of many winning strategies when used thoughtfully and appropriately.

The key to mastering Disciple lies in: - Understanding when to upgrade vs. keep - Selecting optimal targets for doubling - Managing resources effectively - Adapting to board context - Planning long-term strategy

With proper application of these principles, Disciple can be a game-changing addition to your Dominion strategy arsenal.