Cost: $0*
Type: Action
Text: +2 Actions\nReturn this to the Madman pile. If you do, +1 Card per card in your hand.\n(This is not in the Supply.)
Here's a comprehensive strategy guide for Madman in Dominion:
Introduction Madman is a unique action card that isn't available in the Supply but can only be obtained through the Hermit card, which can exchange itself for a Madman when discarded from play during the Buy phase with no buys made. Understanding how to effectively use Madman requires both knowing how to acquire it and how to maximize its powerful but one-time-use effect.
Core Mechanics - Provides +2 Actions - Returns to the Madman pile (mandatory) - Draws cards equal to the number of cards in your hand - Can't be bought; must be gained through Hermit - One-shot effect (returns to pile after use)
Key Strengths 1. Massive Draw Potential The primary strength of Madman is its ability to draw a large number of cards in a single action. Since it draws based on your current hand size, it can potentially draw more cards than virtually any other single card in Dominion.
Action Generation The +2 Actions component is significant, especially when drawing so many cards, as it enables you to play multiple action cards from your newly expanded hand.
Zero Cost Although it can't be directly purchased, Madman's zero cost means it doesn't count against your deck's total cost for cards like Rebuild or Cultist that care about cost.
Optimal Usage Strategies
a) Duration Cards - Cards like Fishing Village or Caravan that give you extra cards at the start of your turn - Library can help ensure a full hand before playing Madman
b) +Cards Effects - Playing cards like Laboratory or Council Room before Madman - Using villages or other +Action cards to enable multiple draw effects
a) Early Game - Usually best to save Madman for later turns when you can maximize hand size - Exception: if you need an early boost to acquire key $5-$6 cost cards
b) Mid Game - Ideal timing is often mid-game when your deck has enough draw and +Action cards - Can help assemble powerful combinations or reach important price points
c) Late Game - Can be crucial for assembling winning turns - May be worth using with smaller hand size if it helps secure victory
a) Action Sequencing - Play non-drawing actions first if they don't help hand size - Save drawing actions for before Madman - Consider terminal actions you'll want to play after Madman
b) Village Sequencing - Often better to play Madman before villages to ensure you can play actions drawn - Exception: if village provides extra cards (e.g., Worker's Village)
Synergies and Combinations
Warehouse (helps filter through mass draws)
Action Enablers Cards that help play actions drawn by Madman:
Festival (provides actions and resources)
Payload Cards Cards that benefit from being drawn together:
Grand Market (needs careful copper management)
Special Interactions
Acquisition Strategy (Hermit Management)
Converting to Madman
Consider timing of conversion based on deck strength
Hermit Timing
Counter Strategies and Weaknesses
Must be careful not to draw deck too thin
Counter Cards
Hand size attackers in general
Counter Strategies
Specific Kingdom Considerations
May need to plan carefully for victory cards
Heavy Attack Kingdoms
Consider defensive cards to protect hand size
Alt-VP Kingdoms
Could change priority of Madman acquisition
Trash-Heavy Kingdoms
Advanced Techniques
Can lead to massive turn potential
Combo Turns
Consider Victory card gathering combinations
Engine Building
Example Turn Sequences
Basic Madman Turn: 1. Start with 5 cards 2. Play Lab (+1 Card, +1 Action) 3. Play Village (+1 Card, +2 Actions) 4. Play Madman with 7 cards in hand 5. Draw 7 cards, return Madman 6. Play drawn actions with +2 Actions from Madman
Advanced Madman Turn: 1. Start with 5 cards including duration effects 2. Have Haven-saved key cards 3. Play draw actions 4. Play Madman with 10+ cards 5. Draw 10+ cards 6. Execute powerful combination
Kingdom-Specific Considerations
When to Skip Madman: - Kingdoms with strong alternate engines - Very fast kingdoms where setup is too slow - Kingdoms where hand size is consistently attacked
When to Prioritize Madman: - Kingdoms lacking reliable draw - Engines that benefit from one big turn - Kingdoms with strong payload combinations
Conclusion
Madman is a powerful but situational card that requires careful planning and setup to use effectively. Its unique acquisition method through Hermit and one-time-use nature make it particularly important to time correctly. When used properly, it can enable some of the most explosive turns in Dominion, particularly in engines that can maximize hand size before playing it.
Success with Madman requires: - Understanding optimal timing for both Hermit conversion and Madman play - Building deck infrastructure to maximize hand size - Planning action chains to utilize the massive draw - Balancing the one-time nature with overall strategy
While not always essential to victory, Madman can be a game-changing card when properly supported and executed. Its unique properties make it both challenging to use optimally and potentially very rewarding when done correctly.