Madman
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Madman (Dark Ages)

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.)

Strategy Review

Here's a comprehensive strategy guide for Madman in Dominion:

Madman Strategy Guide

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.

  1. 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.

  2. 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

  1. Hand Size Maximization Since Madman's draw is based on your current hand size, you want to maximize the cards in hand before playing it. Several approaches can help:

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

  1. Timing Considerations The optimal time to play Madman depends on several factors:

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

  1. Action Chain Planning Since Madman provides +2 Actions and potentially many cards, planning your action chain is crucial:

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

  1. Draw Multipliers Cards that benefit from large hand sizes:
  2. Library (ensures maximum hand size)
  3. Watchtower (can protect key cards drawn)
  4. Cellar (can reshape large hands)
  5. Warehouse (helps filter through mass draws)

  6. Action Enablers Cards that help play actions drawn by Madman:

  7. King's Court/Throne Room (multiply other actions)
  8. Village variants (provide additional actions)
  9. Festival (provides actions and resources)

  10. Payload Cards Cards that benefit from being drawn together:

  11. Bridge variants (stack price reductions)
  12. Peddler (cheaper with more actions played)
  13. Grand Market (needs careful copper management)

  14. Special Interactions

  15. Treasury (can help recover Madman through Hermit)
  16. Scheme (can help set up Hermit-to-Madman conversion)
  17. Haven (can save key cards for Madman turn)

Acquisition Strategy (Hermit Management)

  1. Getting Hermit
  2. Prioritize early Hermit acquisition
  3. Consider multiple Hermits for multiple Madmen
  4. Balance Hermit count with other deck needs

  5. Converting to Madman

  6. Ensure no buys remain when discarding Hermit
  7. Plan turn to avoid accidental purchases
  8. Consider timing of conversion based on deck strength

  9. Hermit Timing

  10. Early game: Use Hermit's trashing ability
  11. Mid game: Consider conversion to Madman
  12. Late game: May want to keep as trasher

Counter Strategies and Weaknesses

  1. Limitations
  2. One-time use
  3. Requires specific setup (Hermit)
  4. Needs hand size to be effective
  5. Must be careful not to draw deck too thin

  6. Counter Cards

  7. Ghost Ship (reduces hand size)
  8. Militia/Cutpurse (reduces hand size)
  9. Cursers (dilute deck quality)
  10. Hand size attackers in general

  11. Counter Strategies

  12. Rush strategies that end game before engine builds
  13. Possession can steal Madman turn
  14. Artifacts/Projects that limit hand size

Specific Kingdom Considerations

  1. No +Buy Kingdoms
  2. Easier to convert Hermit to Madman
  3. May need to plan carefully for victory cards

  4. Heavy Attack Kingdoms

  5. May need to delay Madman until attacks cleared
  6. Consider defensive cards to protect hand size

  7. Alt-VP Kingdoms

  8. May affect timing of Hermit conversion
  9. Could change priority of Madman acquisition

  10. Trash-Heavy Kingdoms

  11. Can help setup perfect Madman turns
  12. May compete with Hermit's trashing ability

Advanced Techniques

  1. Double Madman Turns
  2. Acquire multiple Madmen
  3. Use duration effects to draw both
  4. Can lead to massive turn potential

  5. Combo Turns

  6. Combine with Bridge effects for mega-buy turns
  7. Use with Kingdom-specific engines
  8. Consider Victory card gathering combinations

  9. Engine Building

  10. Use Madman to accelerate engine assembly
  11. Consider as supplement to existing draw
  12. Plan for post-Madman deck functionality

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.