Cost: $0*
Type: Action-Attack
Text: You may trash 2 cards from your hand. If you do, +2 Cards, + $2, and each other player discards down to 3 cards in hand.\n(This is not in the Supply.)
Here's a comprehensive strategy guide for Mercenary:
Overview: Mercenary is a powerful non-Supply Action-Attack card that can only be obtained through trashing a Band of Misfits. It combines three valuable effects - trashing, draw, money, and attack - making it one of the most versatile cards in Dominion. Understanding how to maximize each aspect of Mercenary is key to using it effectively.
Core Strengths: 1. Strong trashing capability (2 cards at once) 2. Card draw (+2 Cards) 3. Economic boost (+$2) 4. Powerful hand-size attack 5. Non-terminal (can chain multiple Actions after it)
Key Characteristics: - Not available in Supply (requires Band of Misfits) - Optional trashing (you can choose not to trash) - Attack affects all opponents simultaneously - Functions as deck improvement and economy card
Timing and Usage:
Early Game: - Excellent early-game trasher for removing starting Estates and Coppers - Getting Mercenary early via Band of Misfits can accelerate deck improvement - Can help reach important price points by combining +$2 with other treasures - Attack element is particularly effective when opponents haven't built up their decks
Mid Game: - Transitions well from pure trashing to drawing and economy - Can trash newly acquired green cards while maintaining momentum - Attack becomes stronger as opponents build larger hands - Helps maintain deck quality while building
Late Game: - May become primarily an economy/draw card once trashing is less needed - Attack remains relevant by disrupting opponents' big turns - Can still trash Victory cards to maintain deck efficiency - Useful for reaching Province price points
Trashing Strategy:
What to Trash: 1. Early Game Priority - Estates - Coppers (keeping enough for economy) - Curses - Other weak cards
Trashing Timing: - Consider whether you need the cards you're trashing for current turn - Balance trashing versus keeping resources for buying - Sometimes better to delay trashing to maintain hand size - May want to hold weaker cards to trash later with Mercenary
Draw Aspect:
Maximizing +2 Cards: - Play early in turn to see what you draw - Can help find key cards or additional actions - Useful for setting up combos - May reveal cards needed for other effects
Draw Considerations: - Drawing after trashing means new cards come from improved deck - Can help reach critical hand sizes - Helps offset cards lost to trashing - May reveal victory cards you'd prefer to trash
Economic Benefits:
Using the +$2: - Helps reach key price points - Combines well with other treasures - Can enable multiple buys - Provides economy while improving deck
Economic Timing: - Consider whether to play before or after other treasure-generating effects - May influence trashing decisions - Can affect buy phase planning - Helps maintain buying power while trashing
Attack Element:
Maximizing the Attack: - Most effective when opponents have large hands - Can disrupt engine building - Forces difficult discard decisions - More impactful in multiplayer games
Timing the Attack: - Consider opponents' likely hand sizes - More effective after card-drawing events - Can prevent big combo turns - May influence opponent's play order
Synergies and Combinations:
Strong Synergies: 1. Card Draw - Laboratory - Smithy - Council Room - Other draw effects that increase hand size
Enables multiple Mercenary plays
Treasure-generating cards
Helps reach higher price points
Other trashers
Provides multiple trashing options
Duration cards
Counter Strategies:
Playing Against Mercenary: 1. Hand Management - Keep hand size low when possible - Play important cards before opponent's turn - Consider timing of draw effects
Maintain consistent deck performance
Victory Card Timing
Balance deck efficiency versus points
Action Density
Specific Counters: - Moat (blocks attack) - Watchtower (protects from forced discards) - Horse Traders (provides draw after attack) - Reaction cards that benefit from discarding
Kingdom Considerations:
Favorable Kingdoms: 1. Strong trashing support - Multiple trashing options - Ways to gain specific cards - Card draw support
Payload cards
Attack multiplication
Ways to play multiple attacks
Duration support
Unfavorable Kingdoms: - Limited trashing options - Weak card draw - Anti-attack elements - Rush strategies
Gameplay Tips:
General Strategy: 1. Early Game - Focus on obtaining Band of Misfits - Prioritize trashing - Establish action chain capability - Build toward engine components
Time attacks effectively
Late Game
Advanced Techniques:
Consider order of operations
Timing Considerations
Action/treasure ordering
Multi-player Strategies
Consider table position
Engine Integration
Common Mistakes to Avoid:
Ignoring opportunity cost
Attack Timing
Not maximizing multi-player effect
Resource Management
Wasteful trashing choices
Strategic Errors
Conclusion:
Mercenary is a versatile and powerful card that combines multiple valuable effects into a single action. Success with Mercenary requires: - Understanding all aspects of the card - Proper timing and sequencing - Good kingdom analysis - Flexible strategic thinking - Awareness of game state
The ability to trash, draw, generate money, and attack makes Mercenary a strong contributor to many strategies. While obtaining it requires specific circumstances, its power level often justifies the effort to acquire it through Band of Misfits.
Mastering Mercenary involves balancing its multiple effects, understanding timing considerations, and adapting its use to different game states and kingdom configurations. When used effectively, it can be a key component in powerful engines and a significant factor in game outcomes.