Band of Misfits
Some card images may not be available for public viewing.

Band of Misfits (Dark Ages)

Cost: $5

Type: Action

Text: Play this as if it were an Action card in the Supply costing less than it that you choose.\nThis is that card until it leaves play.

Strategy Review

Band of Misfits Strategy Guide

Band of Misfits (BoM) is one of the most versatile cards in Dominion, functioning as a shapeshifter that can become nearly any Action card in the Supply that costs less than itself. This flexibility makes it both powerful and complex to use optimally. Let's dive deep into how to make the most of this $5 card.

Core Mechanics and Key Concepts

  1. Cost Restriction
  2. Can only copy cards that cost less than itself ($4 or less)
  3. Affected by cost reducers like Bridge and Highway
  4. Works with cost increases from cards like Tax
  5. Cannot copy cards that cost $5 or more, including other copies of Band of Misfits

  6. Timing and Duration

  7. Must choose what to copy when you play it
  8. Remains that card until it leaves play
  9. Returns to being Band of Misfits when returned to hand or deck
  10. Can be different cards on different turns

Basic Strategy

  1. Flexibility as Primary Advantage
  2. Acts as a "virtual copy" of desired Action cards
  3. Helps reach critical mass of key cards without buying as many copies
  4. Allows adaptation to changing game situations
  5. Can fill multiple roles in your deck

  6. Economic Considerations

  7. Often worth buying even if you're not sure what you'll copy
  8. Can function as cheaper cards while saving deck space
  9. Particularly valuable when key kingdom cards cost $4 or less
  10. Sometimes better than buying actual copies of cheaper cards

Advanced Applications

  1. Engine Building
  2. Can serve as extra copies of villages or draw cards
  3. Helps achieve consistency in engines
  4. Can fill missing pieces in card combinations
  5. Particularly valuable when key engine components cost $4 or less

  6. Terminal Space Management

  7. Can act as non-terminal actions when needed
  8. Helps manage terminal collision
  9. Provides flexibility in action density

Key Copying Targets

  1. Draw Cards ($4 and under)
  2. Smithy
  3. Council Room
  4. Hunting Party
  5. Library
  6. These provide significant deck velocity

  7. Villages ($4 and under)

  8. Native Village
  9. Fishing Village
  10. Festival
  11. Worker's Village
  12. Crucial for engine building

  13. Gainers ($4 and under)

  14. Workshop
  15. Ironworks
  16. Workshop
  17. Helps expand deck quickly

  18. Attack Cards

  19. Militia
  20. Witch (when cost-reduced)
  21. Sea Hag
  22. Provides defensive flexibility

Specific Combo Strategies

  1. Cost Reduction Synergies
  2. Bridge: Allows copying of normally $5 cards
  3. Highway: Similar to Bridge
  4. Quarry: Particularly effective for Action cards
  5. These combos significantly expand copying options

  6. Throne Room Effects

  7. Can be Throne Roomed to copy two different cards
  8. Each copy can be different
  9. Allows for powerful turn combinations
  10. Consider carefully which cards to copy in what order

  11. Duration Card Interactions

  12. Can copy Duration cards
  13. Stays as that card until it leaves play
  14. Particularly powerful with cards like Fishing Village
  15. Consider timing of when cards will leave play

  16. Return to Hand Effects

  17. Haven
  18. Archive
  19. Secret Chamber
  20. Can allow multiple uses per turn

Timing Considerations

  1. Early Game
  2. Often best used for economic advancement
  3. Copy Workshop or other gainers
  4. Focus on deck building fundamentals
  5. Consider future engine requirements

  6. Mid Game

  7. Transition to engine components
  8. Copy villages or draw cards
  9. Adapt to opponent's strategy
  10. Fill missing pieces in combinations

  11. Late Game

  12. Can shift to victory point generation
  13. Copy cards that help slim deck
  14. Adjust to end game conditions
  15. Consider victory point race timing

Counter-Strategy and Weaknesses

  1. Limited by Supply
  2. Can only copy available cards
  3. Emptied piles limit options
  4. Consider Supply control strategies
  5. May need backup plans

  6. Cost Limitation

  7. Cannot copy $5+ cards naturally
  8. May miss key powerful cards
  9. Consider cost reduction if needed
  10. Sometimes inferior to actually buying cards

  11. Vulnerability to Attacks

  12. Discard attacks can be particularly disruptive
  13. Trash attacks remove flexibility
  14. Consider defensive options
  15. May need multiple copies for reliability

Optimization Tips

  1. Kingdom Analysis
  2. Evaluate available $4 and under cards
  3. Consider cost modification effects
  4. Plan primary and backup copying targets
  5. Assess synergies with other kingdom cards

  6. Quantity Considerations

  7. Often want 2-3 copies
  8. More valuable with cost reduction
  9. Consider deck size and shuffle timing
  10. Balance with actual cards needed

  11. Opportunity Cost

  12. Compare to buying actual cards
  13. Consider deck space efficiency
  14. Evaluate terminal action density
  15. Account for gameplay flexibility

  16. Deck Composition Impact

  17. Affects overall deck reliability
  18. Influences shuffle timing
  19. Consider action density
  20. Plan for terminal space

Special Situations

  1. Mirror Matches
  2. Can lead to complex decisions
  3. Consider copying opponent's strategy
  4. May need to adapt quickly
  5. Watch Supply pile depletion

  6. Multiplayer Games

  7. More competition for Supply piles
  8. Increased need for flexibility
  9. Consider table position
  10. Watch for multiplayer attacks

  11. Colony Games

  12. May need different copying targets
  13. Consider longer game length
  14. Evaluate victory point strategy
  15. Plan for bigger engines

Common Mistakes to Avoid

  1. Over-reliance
  2. Don't depend too heavily on copying
  3. Maintain backup strategies
  4. Consider actual cards when appropriate
  5. Watch for Supply depletion

  6. Inflexible Planning

  7. Stay adaptable with copying choices
  8. Watch opponent's strategy
  9. Consider changing game conditions
  10. Keep multiple options available

  11. Poor Timing

  12. Don't copy prematurely
  13. Consider shuffle timing
  14. Watch for key moments
  15. Plan multiple turns ahead

Example Strategies

  1. Village/Smithy Engine
  2. Copy villages early
  3. Transition to draw cards
  4. Build engine consistency
  5. Adapt to opposition

  6. Workshop/Gainer Focus

  7. Early game acceleration
  8. Transition to engine components
  9. Consider victory card gaining
  10. Watch timing windows

  11. Attack-Heavy Approach

  12. Copy relevant attacks
  13. Maintain pressure
  14. Watch for counter-strategy
  15. Consider defensive needs

Kingdom Recommendations

  1. Strong Kingdoms
  2. Multiple useful $4 cards
  3. Cost reduction available
  4. Clear engine components
  5. Flexible victory paths

  6. Weak Kingdoms

  7. Few useful copy targets
  8. Better alternatives at $5
  9. Limited synergy options
  10. Strong terminal space competition

Card Synergies

  1. Strong With
  2. Cost reducers
  3. Throne Room effects
  4. Duration cards
  5. Card draw

  6. Weak Against

  7. Trash attacks
  8. Discard attacks
  9. Supply depletion strategies
  10. Strong $5+ cards

Conclusion

Band of Misfits is a fascinating card that rewards careful planning and flexible thinking. Its ability to adapt to different roles makes it valuable in many kingdoms, but using it effectively requires understanding both its strengths and limitations. Success with Band of Misfits comes from:

  • Careful kingdom analysis
  • Strategic copying choices
  • Timing optimization
  • Supply awareness
  • Synergy understanding

The card's flexibility makes it a strong addition to many strategies, but players must avoid over-reliance and maintain clear goals for their deck. When used properly, Band of Misfits can be a powerful tool for building efficient engines and adapting to changing game conditions.

Remember that Band of Misfits is not always the optimal choice, even when good copying targets exist. Consider the opportunity cost of buying it versus actual cards, and always keep your overall strategy in mind. With practice and understanding, Band of Misfits can be a valuable addition to your Dominion gameplay repertoire.