Sir Martin
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Sir Martin (Dark Ages)

Cost: $4

Type: Action-Attack-Knight

Text: +2 Buys\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 Sir Martin:

Sir Martin Strategy Guide

  1. Overview and Basic Characteristics

Sir Martin is one of the Knights from Dark Ages, costing $4 and providing +2 Buys while attacking opponents. As with all Knights, it has a unique ability that sets it apart from its counterparts. The key features that make Sir Martin distinctive are:

  • Low cost ($4) compared to most Knights
  • Provides +2 Buys
  • Attacks multiple cards but trashes selectively
  • Can be lost in Knight-vs-Knight battles

  • Key Strengths

a) Cost Efficiency At $4, Sir Martin is one of the most affordable Knights. This makes it accessible early in the game when other Knights might be out of reach. You can often open with Sir Martin on a 4/3 or 4/4 split.

b) Multiple Buys The +2 Buys is a significant bonus that sets Sir Martin apart from most other Knights. This allows for: - Multiple cheap card purchases - Flexibility in deck building - Potential for rapid Victory card accumulation - Ability to grab multiple copies of good cards when they appear

c) Selective Trashing The targeted trashing of cards costing $3-$6 means Sir Martin can: - Remove key engine pieces from opponent's decks - Target mid-cost cards that are often crucial to strategies - Force discards of cards outside the trashing range

  1. Strategic Applications

a) Early Game (Turns 1-5)

Early acquisition of Sir Martin can be powerful because: - Many opening purchases fall within the $3-$6 range - Opponents haven't built up defenses yet - The +2 Buys helps establish your strategy faster

Opening Considerations: - Sir Martin/Silver is a solid opening - Sir Martin/Workshop can leverage the extra buys immediately - Consider Sir Martin with cards that benefit from multiple buys like Warehouse or Cellar

b) Mid Game (Turns 6-12)

During the middle game, Sir Martin serves multiple purposes: - Continuing to disrupt opponent's deck building - Providing buying flexibility for your strategy - Supporting transitions to different phases of your strategy

c) Late Game (Turns 13+)

Sir Martin's utility can decline in the late game because: - Many key cards may be outside the $3-$6 range - Opponents may have built up defenses - The trashing becomes less impactful - The +2 Buys becomes more valuable for Victory card acquisition

  1. Synergies and Combinations

a) Draw Synergies - Laboratory: Helps find Sir Martin more consistently - Hunting Grounds: Can draw replacements for discarded cards - Library: Helps maintain hand size after buying multiple cards

b) Buy Synergies - Bridge: Allows Sir Martin to target different cards by manipulating costs - Highway: Similar to Bridge, affects targetable cards - Gardens: Extra buys help accumulate cards quickly - Monument: Multiple buys means multiple VP tokens

c) Attack Synergies - Militia: Forces opponent to discard after Sir Martin's attack - Ghost Ship: Can force opponents to put good cards back on top for Sir Martin - Bureaucrat: Similar to Ghost Ship in setting up Sir Martin's attack

  1. Counter Strategies

a) Defending Against Sir Martin

Several approaches can minimize Sir Martin's impact: - Moat and other Reaction cards - Building with cards outside the $3-$6 range - Using cards that benefit from being discarded - Maintaining deck variety to reduce consistent hits

b) Specific Counter Cards - Moat: Direct defense - Watchtower: Can protect key cards from being trashed - Horse Traders: Provides draw after the attack - Market Square: Benefits from trashing - Other Knights: Can eliminate Sir Martin in confrontations

  1. Kingdom Considerations

a) When to Buy Sir Martin

Favorable conditions: - No strong attack defense present - Opponent's strategy relies on $3-$6 cards - Multiple buy synergies available - Early access to $4 purchases - Few other trashing options

Less favorable conditions: - Strong Reaction cards present - Opponent's strategy uses mainly cheap or expensive cards - Better Knights available - Strong alternative $4 cards present - Many trashing options available

b) Number to Buy

Consider purchasing: - 1-2 copies in most games - More if strong buy synergies exist - Fewer if other Knights present - Multiple copies if opponent lacks defense

  1. Gameplay Tips and Tricks

a) Timing Considerations - Play Sir Martin before other terminals if possible - Consider keeping Sir Martin unplayed if opponent's deck is weak - Use early in your turn to inform other purchases

b) Buy Usage - Don't feel compelled to use both buys every turn - Consider spreading purchases across different price points - Save buys for opportunistic purchases - Use for cheap cards when necessary

c) Attack Optimization - Track opponent's deck composition - Remember what's been trashed - Consider waiting for optimal timing - Be aware of potential Knight battles

  1. Common Mistakes to Avoid

a) Strategic Errors - Over-investing in multiple copies - Ignoring the buy bonus - Focusing too much on the attack - Not considering Knight battles - Buying too late in the game

b) Tactical Errors - Playing Sir Martin after other actions - Using both buys unnecessarily - Not tracking opponent's deck composition - Ignoring defensive options - Not considering cost-reduction effects

  1. Special Considerations

a) Multiplayer Games - Attack impact is diluted - Knight battles more likely - Buy bonus becomes more valuable - Timing becomes more critical

b) Colony Games - Higher value cards may reduce attack effectiveness - Extra buys more valuable for expensive cards - Consider alternative strategies

  1. Example Strategies

a) Sir Martin Rush - Focus on early acquisition - Multiple copies if possible - Combine with cheap victory cards - Use buys for rapid deck growth

b) Sir Martin Support - Single copy for utility - Focus on buy bonus - Selective attack usage - Support for main strategy

c) Sir Martin Control - Combine with other attacks - Focus on disruption - Use buys for flexibility - Maintain pressure on opponents

  1. Advanced Techniques

a) Cost Manipulation - Use Bridge effects to target specific cards - Consider Highway interactions - Track cost reductions carefully

b) Deck Tracking - Monitor opponent's purchases - Track trashed cards - Anticipate deck compositions - Plan attack timing

  1. Conclusion

Sir Martin is a versatile Knight that combines attack capability with economic flexibility. Its low cost makes it accessible early, while its dual benefits of attack and extra buys provide utility throughout the game. Success with Sir Martin requires:

  • Understanding its timing and optimal use
  • Leveraging the buy bonus effectively
  • Managing the attack component strategically
  • Adapting to game state and opponent strategies

While not always a game-defining card, Sir Martin can be a solid support piece or central component depending on the kingdom and game situation. Its flexibility and accessibility make it a Knight worth considering in many games where it appears.

The key to maximizing Sir Martin's potential lies in balancing its attack and economic aspects while adapting to the specific game context. Whether used as a primary strategy piece or support card, understanding its capabilities and limitations will help inform better decisions about when and how to incorporate it into your strategy.