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.)
Here's a comprehensive strategy guide for Disciple:
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
The doubled card stays in play until cleanup
Gaining Ability
Gaining occurs after both plays are complete
Traveller Upgrade
Key Strengths
Can multiply powerful one-shot effects
Flexibility
Useful throughout all game phases
Economy Boost
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
Draw Cards
Draw-to-X cards
Payload Cards
Attack Cards
Duration Cards
Victory Card Gainers
Special Considerations
Deck Composition Consider:
Victory card ratio
Board Context Evaluate:
Alt-VP presence
Resource Management Balance:
Comparing to Other Throne Room Variants
Disadvantages: - Costs $5 vs. $4 - Not in supply - Must come from Page
Disadvantages: - Only doubles (vs. triples) - Not in supply - Less immediate impact
Counter Strategies
When Opposing Disciple:
Consider alternate VP paths
Deck Attack
Consider deck inspection attacks
Resource Denial
Common Mistakes to Avoid
Not considering game length
Target Selection
Ignoring board context
Resource Management
Poor timing of gained cards
Strategic Focus
Advanced Techniques
Create powerful action chains
Training Optimization
Time upgrades for maximum impact
Endgame Acceleration
Sample Strategies
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
Execution: 1. Develop Page line 2. Keep Disciples 3. Build action chains 4. Double key cards 5. Gain critical mass 6. Execute big turns
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.