Messenger
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Messenger (Adventures)

Cost: $4

Type: Action

Text: +1 Buy\n+$2\nYou may put your deck into your discard pile.\dWhen this is your first buy in a turn, gain a card costing up to $4, and each other player gains a copy of it.

Strategy Review

Here's a comprehensive strategy guide for Messenger:

Messenger Strategy Guide

  1. Overview

Messenger is a complex $4 Action card from Adventures that combines multiple effects: terminal payload (+$2), +1 Buy, deck manipulation (optional discard), and a unique gaining effect when purchased. Its versatility makes it interesting, but also requires careful consideration to use effectively.

  1. Core Functions

a) As an Action Card: - Provides +$2 and +1 Buy - Optional deck-to-discard movement - Terminal (no +Action) - Functions as basic payload/economy

b) As a Purchase: - First-buy gaining effect - Forces other players to gain same card - Maximum gain cost of $4 - Triggers on purchase, not play

  1. Key Strategic Uses

3.1 Terminal Payload - Basic economic boost ($2) - Useful early game when basic treasures are primary economy - Helps reach important price points ($5, $6) - Extra Buy enables multiple purchases - Generally weaker than other $4 terminals like Smithy

3.2 Deck Management - Optional discard ability can be strategically valuable - Reset deck when good cards are buried - Avoid drawing known bad cards - Combine with deck inspection effects - Useful with shuffle-beneficial cards

3.3 First-Buy Gaining Effect - Powerful multiplayer interaction - Force opponents to gain specific cards - Can be both beneficial or detrimental - Requires careful timing and planning - Key decision point in purchase phase

  1. Timing Considerations

4.1 Early Game - Strong opening at $4 - Can help establish economy - First-buy gaining effect valuable early - Consider kingdom context carefully

4.2 Mid Game - Utility decreases as stronger actions become available - Gaining effect remains relevant - Consider transition timing - May become dead card

4.3 Late Game - Often weak as payload - Gaining effect can still be strategic - Consider removing/rotating out - Possible junking weapon

  1. Multiplayer Dynamics

5.1 Advantages - Force gains on opponents - Potential for group benefit - Strategic junking tool - Table politics opportunity

5.2 Disadvantages - Symmetric gaining effect - Can help opponents - May strengthen opposing engines - Requires careful evaluation

  1. Strategic Combinations

6.1 Positive Synergies

a) Deck Inspection - Wishing Well - Scout - Oracle - Improves discard decision

b) Shuffle Benefits - Tunnel - Library - Stash - Watchtower - Makes deck reset valuable

c) Gain-Based Effects - Trader - Watchtower - Royal Seal - Market Square - Controls forced gains

d) Buy Phase Manipulation - Bridge - Highway - Princess - Affects gaining threshold

6.2 Anti-Synergies

a) Action Chains - Laboratory - Village variants - Terminal collision - Competes for actions

b) Alternate Victory - Gardens - Duke - Silk Road - Deck size concerns

c) Deck Top Effects - Oracle - Spy - Navigator - Conflicts with discard

  1. Kingdom Considerations

7.1 Supporting Elements - Villages (action support) - Card draw - Trash for benefit - Gain manipulation

7.2 Counter Elements - Strong terminals - Better payload - Alternative gainers - Deck inspection

  1. Strategic Approaches

8.1 Engine Building - Early economy boost - Transition piece - Eventually remove - Consider terminal space

8.2 Big Money - Supplemental payload - First-buy utility - Limited deck impact - Often skipable

8.3 Rush Strategy - Quick economy - Force useful gains - Early pressure - Time sensitive

  1. Using the Gaining Effect

9.1 Beneficial Gains - Silver - Good $4 cards - Engine pieces - Shared benefits

9.2 Junking Options - Curse - Ruins - Copper - Weak cards

9.3 Tactical Considerations - Kingdom context - Player positions - Game stage - Table dynamics

  1. Counter-Play

10.1 Direct Counters - Trader - Watchtower - Mining Village - Way of the Chameleon

10.2 Strategic Counters - Avoid dependency - Alternative economy - Trash aggressively - Time purchases

  1. Common Mistakes

11.1 Play Mistakes - Unnecessary deck reset - Poor timing - Terminal collision - Overvaluing +$2

11.2 Purchase Mistakes - Wrong gain timing - Helping opponents - Ignoring table position - Poor transition timing

  1. Advanced Techniques

12.1 Deck Tracking - Monitor opponent decks - Track gained cards - Plan forced gains - Time purchases

12.2 Table Politics - Negotiate gains - Form alliances - Target leaders - Balance interactions

12.3 Timing Optimization - Purchase sequencing - Action efficiency - Gain timing - Transition planning

  1. Specific Kingdom Scenarios

13.1 Engine Kingdoms - Early economy - Transition piece - Eventually trim - Terminal considerations

13.2 Slog Kingdoms - Sustained value - Forced gains - Deck control - Timing critical

13.3 Rush Kingdoms - Quick pressure - Force key gains - Early impact - Time sensitive

  1. Cost Considerations

14.1 As $4 Card - Competes with strong options - Often secondary choice - Situational value - Kingdom dependent

14.2 Gain Threshold - Limited to $4 - Key price point - Strategic implications - Market manipulation

  1. Practical Tips

15.1 General Guidelines - Consider kingdom context - Plan purchase sequence - Monitor opponent decks - Time transitions

15.2 Decision Points - Buy timing - Gain selection - Deck reset - Remove timing

  1. Example Plays

16.1 Early Game Opening $4/$3: - Messenger/Silver - Enable quick $5 - Force Silver gains - Build economy

16.2 Mid Game Engine Building: - Transition to core - Time removal - Manage terminals - Control gains

16.3 Late Game Tactical Use: - Force key gains - Control pace - Time purchases - Strategic junking

  1. Conclusion

Messenger is a complex card that requires careful consideration of multiple factors:

Strengths: - Flexible utility - Multiple effects - Strategic gaining - Table interaction

Weaknesses: - Terminal action - Limited payload - Symmetric gains - Situational value

Success with Messenger depends on: - Kingdom context - Player count - Table position - Timing decisions

Understanding these elements enables effective use of Messenger in appropriate situations while avoiding common pitfalls and maximizing its potential impact on game outcomes.

  1. Quick Reference

When to Buy: - Early economy needed - Gaining effect valuable - Kingdom synergy present - Table position favorable

When to Skip: - Better terminals available - Gaining harmful - Action conflict - Late game

When to Remove: - Engine online - Better payload - Terminal conflict - Transition time

This guide provides a comprehensive framework for understanding and utilizing Messenger effectively in Dominion games. Success requires careful consideration of kingdom context, timing, and table dynamics while avoiding common pitfalls and maximizing the card's unique capabilities.