Dame Natalie
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Dame Natalie (Dark Ages)

Cost: $5

Type: Action-Attack-Knight

Text: You may gain a card costing up to $3.\nEach other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.

Strategy Review

Here's a comprehensive strategy guide for Dame Natalie:

Dame Natalie Strategy Guide

Introduction: Dame Natalie is one of the ten distinct Knights in Dominion: Dark Ages. Like all Knights, she combines an attack with a beneficial effect and can potentially be destroyed when clashing with other Knights. Understanding how to best utilize both aspects of Dame Natalie is key to maximizing her effectiveness.

Core Mechanics:

  1. Gaining Component:
  2. The ability to gain a card costing up to $3 is optional
  3. This happens before the attack portion
  4. The gained card goes to your discard pile
  5. You can choose not to gain anything if desired

  6. Attack Component:

  7. Forces opponents to reveal their top 2 cards
  8. Must trash one card if any cost $3-$6
  9. Other card is discarded
  10. Self-destructs if it trashes another Knight

Basic Strategy:

  1. Timing Your Purchase:
  2. Dame Natalie is best acquired in the mid-game
  3. Early enough to disrupt opponent's deck-building
  4. Late enough that opponents have valuable cards to trash
  5. Generally purchase between turns 4-8
  6. Consider buying earlier if opponents are rushing $5 cards

  7. Using the Gain Ability: Strong $3 targets include:

  8. Silver (reliable treasure)
  9. Village variants (action density)
  10. Cantrip actions
  11. Sifting cards
  12. Defense cards

Key considerations: - Don't feel obligated to gain something every time - Consider your deck's current needs - Think about deck density - Factor in shuffle timing

  1. Attack Optimization: The attack portion is most effective when:
  2. Opponents have many cards in the $3-$6 range
  3. Opponent deck quality is improving
  4. You can hit key engine pieces
  5. Disrupting treasure density

Common targets: - Silver ($3) - Gold ($6) - Key kingdom cards - Engine components - Other Knights

Advanced Strategies:

  1. Deck Tracking:
  2. Monitor opponent purchases
  3. Track their shuffle timing
  4. Note their key cards
  5. Adjust timing based on likely targets

  6. Multi-Knight Strategies: Pros:

  7. Multiple attack vectors
  8. Redundancy if some are trashed
  9. Increased pressure on opponents

Cons: - Knights can trash each other - Diminishing returns - Opportunity cost

  1. Throne Room Effects:
  2. Generally poor with Throne Room
  3. Attack portion less effective twice
  4. Gaining two $3 cards can be useful
  5. Consider other $5 priorities

Synergies:

  1. Strong Combinations: a) Gainers:
  2. Workshop
  3. Ironworks
  4. Mining Village Reason: Help acquire Dame Natalie earlier

b) Deck Inspection: - Scrying Pool - Oracle - Navigator Reason: Help time the attack effectively

c) Trash-for-benefit cards: - Salvager - Remodel - Upgrade Reason: Can leverage trashed cards

  1. Kingdom Card Synergies:
  2. Villages (action density)
  3. Draw cards (find Dame Natalie)
  4. Treasury (reliable payload)
  5. Duration cards (protect from attack)

Counter-Strategies:

  1. Defending Against Dame Natalie: Direct Counters:
  2. Moat
  3. Reaction cards
  4. Watchtower
  5. Other defensive cards

Indirect Counters: - Buy cheaper cards (<$3) - Buy expensive cards (>$6) - Focus on alternate victory paths - Build robust engines

  1. Card-Specific Responses:
  2. Horse Traders (reaction + redraw)
  3. Guardian (protection)
  4. Market Square (benefit from trashing)
  5. Tunnel (alternate gain method)

Timing Considerations:

  1. Early Game: Pros:
  2. Disrupts early deck building
  3. Can slow opponent development
  4. Gains useful $3 cards

Cons: - Fewer valuable targets - Opportunity cost high - May miss better $5 cards

  1. Mid Game: Pros:
  2. Maximum impact on opponent decks
  3. Valuable gain targets available
  4. Can pivot strategy if needed

Cons: - May face other Knights - Opponents may have defenses - Competition for $5 slots

  1. Late Game: Pros:
  2. Can trash key engine pieces
  3. Flexible gain option
  4. Potential game-ending disruption

Cons: - May be too late to matter - Opponents may be too developed - Better closing options available

Kingdom Considerations:

  1. Strong Kingdoms:
  2. Limited trashing
  3. Key $3-$6 components
  4. Action-heavy strategies
  5. Limited defense options

  6. Weak Kingdoms:

  7. Heavy trashing available
  8. Many defense cards
  9. Alt-VP strategies
  10. Better $5 options

  11. Colony Games:

  12. Generally weaker
  13. Better $5 alternatives
  14. Less impact on economy
  15. Consider skipping

Multiple Knight Interactions:

  1. Knight Wars:
  2. Consider Knight density
  3. Track opponent Knights
  4. Time purchases carefully
  5. Accept some losses

  6. Knight Priority: Dame Natalie vs Other Knights:

  7. Sir Martin (better early)
  8. Dame Josephine (better late)
  9. Dame Anna (better combo)
  10. Sir Michael (better attack)

Board Control:

  1. Pile Control:
  2. Monitor Knight pile
  3. Track opponent purchases
  4. Consider denial strategy
  5. Plan for trashed Knights

  6. Kingdom Control:

  7. Deny key $3 cards
  8. Control village supply
  9. Manage treasure density
  10. Watch victory cards

Specific Match-ups:

  1. vs Big Money: Strengths:
  2. Disrupts treasure
  3. Slows development
  4. Gains Silver

Weaknesses: - May accelerate deck - Limited target range - Better alternatives

  1. vs Engines: Strengths:
  2. Hits key components
  3. Disrupts timing
  4. Forces redundancy

Weaknesses: - May be too slow - Better counters exist - Can be defended

  1. vs Rush: Strengths:
  2. Gains cheap cards
  3. Disrupts economy
  4. Provides defense

Weaknesses: - Too expensive - Too slow - Better options

Advanced Tips:

  1. Optimization:
  2. Track gained cards
  3. Monitor deck composition
  4. Adjust timing
  5. Plan sequences

  6. Reading Opponents:

  7. Watch purchase patterns
  8. Note deck composition
  9. Anticipate defenses
  10. Time attacks

  11. Edge Cases:

  12. Handling reshuffles
  13. Managing multiple Knights
  14. Dealing with reactions
  15. Timing gains

Common Mistakes:

  1. Tactical Errors:
  2. Gaining unnecessarily
  3. Poor timing
  4. Ignoring better options
  5. Over-investing

  6. Strategic Errors:

  7. Wrong strategy choice
  8. Poor Knight density
  9. Incorrect priorities
  10. Missed synergies

Conclusion:

Dame Natalie is a solid Knight that combines useful gaining with a potentially strong attack. While not always the optimal $5 choice, she can be effective in: - Disrupting opponent strategies - Gaining useful cards - Controlling the game pace - Supporting various strategies

Success with Dame Natalie requires: - Careful timing - Good target selection - Strategic flexibility - Board awareness

Key Takeaways:

  1. Strengths:
  2. Flexible gain option
  3. Reliable attack
  4. Mid-game power
  5. Strategy disruption

  6. Weaknesses:

  7. Knight vulnerability
  8. Timing dependent
  9. Better alternatives
  10. Limited late game

  11. Best Uses:

  12. Mid-game control
  13. Engine disruption
  14. Economy development
  15. Strategy support

Remember: - Consider kingdom context - Watch timing - Monitor opponents - Stay flexible - Don't over-invest

With proper understanding and application of these principles, Dame Natalie can be a valuable addition to many strategies and an effective tool for game control.