Cost: $4
Type: Action
Text: Trash this card. Gain a card costing up to $5.
Here's a comprehensive strategy guide for Feast:
Introduction Feast is one of the original terminal one-shot cards from the base Dominion set. While relatively straightforward in its effect, understanding when and how to use Feast effectively can meaningfully impact your gameplay. This guide will explore the strategic considerations, timing, and combinations that make Feast a useful tool in your Dominion arsenal.
Basic Mechanics - Feast is a terminal action (doesn't give +Actions) that costs $4 - When played, you must trash it and gain a card costing up to $5 - The gained card goes to your discard pile - You cannot choose to keep Feast instead of trashing it - You must gain a card if possible (cannot choose to gain nothing)
Core Strategic Elements
Early Game: - Feast can serve as an early game economy boost by gaining a $5 treasure - Can help acquire key $5 components of your strategy earlier than natural buying would allow - Most effective when purchased in turns 3-5 when $4 is readily available but $5 cards are still out of reach
Mid Game: - Utility decreases as the game progresses since you likely can buy $5 cards naturally - Can still be useful for gaining specific cards you want multiples of - Consider whether the temporary action space is worth the investment
Late Game: - Generally poor late-game purchase as deck efficiency becomes more important - Exception: when specific $5 cards are crucial to your endgame strategy - Can be a liability as a dead card if drawn but not played
Purchasing Considerations: - $4 is an important price point with many competing options - Common alternatives include Silver, multiple $3 cards, or other $4 cards - Must evaluate whether temporary access to a $5 card justifies: * Spending $4 * Using an action * Taking up a card draw * Reducing deck density temporarily
Card Gain Value: - Should typically target cards costing exactly $5 to maximize value - Lower cost gains usually indicate Feast is suboptimal - Exception: when specific lower-cost cards are crucial to strategy
Premium $5 Targets: - Market: Provides immediate deck improvement with +Cards, +Actions, +Buy, and +$ - Laboratory: Strong card draw that doesn't require additional actions - Mine: Can transform your economy while staying in deck - Council Room: Significant card draw with +Buy - Duchy (late game): When transitioning to victory points - Festival: Strong action density with multiple benefits - Minion: Powerful card with flexible effects
Situational $5 Targets: - Library: In action-light decks - Merchant Ship: In money-focused strategies - Witch/Cursers: When joining a curse race - Throne Room: When building combo potential
Lower Cost Considerations: - Silver ($3): When desperately needing economy - Gardens ($4): In specific Gardens rush strategies - Actions that cost $3-4: When they're essential engine pieces
Economy Boost: - Early game acquisition of $5 treasures - Gaining Mine to improve treasure cards - Adding key money-generating action cards
Engine Building: - Acquiring essential $5 engine components - Getting early Labs or Markets - Adding Throne Rooms for combo potential
Rush Strategies: - Quick acquisition of specific cards needed for rushing - Early Duchy gains in Province rush - Gardens support in Gardens rush
Combo Support: - Gaining combo pieces that cost $5 or less - Adding support cards for existing strategies - Flexible gain option for variable strategies
Card Gainers: - Workshop: Can gain Feast to then gain $5 cards - Artisan: Can put Feast in hand for immediate use - Gainers make Feast more flexible by providing access when needed
Throne Room Effects: - Cannot double Feast (as it trashes itself) - But can use Throne Room to play two different Feasts - Useful when wanting multiple $5 cards quickly
Trackers: - Watcher: Can track gained cards for better timing - Ranger: Helps ensure Feast is drawn when needed - Navigator: Can avoid drawing Feast at bad times
Main Weaknesses: - One-shot nature makes it temporarily dead card space - $4 cost is significant for temporary effect - Terminal action without +Actions - Cannot gain cards costing $6 or more - Must be played to remove from deck
Counter-Play: - Outpace Feast strategies with more efficient buying - Focus on $6+ cards that Feast cannot gain - Build engines that make $5 purchases routine - Use attacks to reduce Feast effectiveness
Strong Kingdoms: - Limited other $4-5 options - Important $5 target cards - Support for one-shot effects - Lack of alternative gaining methods - Slower gameplay pace
Weak Kingdoms: - Strong $4 alternatives - Few valuable $5 targets - Fast gameplay pace - Better gaining methods available - Heavy emphasis on $6+ cards
Feast Chains: - Buy multiple Feasts to gain several $5 cards quickly - Can create powerful early game positions - Requires careful balance to avoid too many dead cards
Timing Optimization: - Consider when gained cards will shuffle in - Plan turns around Feast plays - Account for deck composition changes
Trasher Interaction: - Can use other trashers to remove Feast if unplayed - Helps maintain deck efficiency - Usually suboptimal but sometimes necessary
In 3+ Player Games: - Competition for specific cards increases - Feast becomes more valuable for securing limited cards - Timing becomes more critical - Consider other players' strategies when selecting targets
Multiplayer Politics: - Gaining attack cards can make you a target - Consider table position when planning Feast plays - Watch for pile depletion of key cards
Strategic Errors: - Buying too many Feasts - Getting Feast too late in the game - Gaining suboptimal cards - Forgetting about deck dilution - Not planning for the dead card draw
Tactical Mistakes: - Playing Feast too early/late - Poor target selection - Neglecting alternative options - Overvaluing temporary gains
Opening With Feast: Pros: - Early access to $5 cards - Can jump-start strategies - Flexible gaining option
Cons: - Weak economy contribution - Temporary deck dilution - Competing with strong $4 openings
Multiple Feast Strategy: Pros: - Quick acquisition of multiple $5 cards - Can build strategy faster - Flexible gaining options
Cons: - Significant deck dilution - Multiple dead draws possible - Large economy investment
No +Actions Available: - Be more selective with Feast purchases - Plan turns carefully to avoid action conflicts - Consider whether natural buying is better
Strong Trashing Available: - Can be more aggressive with Feast purchases - Plan for removing unplayed copies - Use as temporary acceleration
Alternative Gainers Present: - Compare efficiency with other options - Consider complementary gaining strategies - Look for unique advantages of Feast
Conclusion
Feast is a solid but unspectacular card that serves a specific purpose in Dominion. Its primary strength lies in providing early access to $5 cards that can jumpstart your strategy or provide key components before you can naturally purchase them. However, its one-shot nature and significant opportunity cost mean it should be used selectively and thoughtfully.
Key Takeaways: 1. Best purchased early when $5 cards are otherwise out of reach 2. Target cards costing exactly $5 to maximize value 3. Consider carefully whether the temporary nature justifies the investment 4. Plan for the dead card draw and deck dilution 5. Use primarily as a strategic accelerator rather than a core component
Success with Feast comes from understanding its limitations while maximizing its temporary advantages. When used appropriately, it can provide the boost needed to execute your strategy more quickly or gain key cards before opponents. However, overinvestment in Feast can lead to an inefficient deck and lost opportunities for more permanent improvements.