Cost: $4
Type: Action
Text: +3 Cards
Here's a comprehensive strategy guide for Smithy in Dominion:
Introduction Smithy is one of the original and most straightforward card drawers in Dominion. For $4, you get +3 cards with no other effects. While simple, Smithy's role in Dominion strategy is nuanced and has evolved significantly as the game has expanded. This guide will explore when and how to use Smithy effectively.
Basic Characteristics - Cost: $4 makes Smithy accessible early but competes with other important $4 cards - Draw power: +3 cards is significant but comes without +Actions - Terminal action: Uses up your action without giving more - No additional effects or restrictions
Core Strengths 1. Strong Early Draw - Smithy provides immediate access to substantial card draw - Helps see more of your deck quickly - Can enable $8 provinces turns earlier in the game - Effective at finding key cards in your deck
Easy to plan around and calculate probabilities
Affordable Price Point
Limitations 1. Terminal Action Nature - Uses your single action without providing more - Can lead to action collision with other terminals - May dead-draw multiple copies
When to Buy Smithy
Strong Situations for Smithy:
Can accelerate province buying significantly
Thin Deck Environments
Higher probability of hitting important treasures
Key Card Hunting
Useful for finding reaction cards against attacks
Early Game Acceleration
Weak Situations for Smithy:
Better alternatives usually available
Junked Decks
May just reveal more junk
Strong Attack Presence
May need different defensive priorities
Better $4 Options Available
Optimal Number of Smithies
The ideal number of Smithies varies by strategy:
Big Money - Usually 1-2 Smithies optimal - Third copy often causes collision - Diminishing returns after second copy
Engine Building - Generally 0-1 Smithies - Usually transitional until better draw found - Multiple copies rarely correct
Hybrid Approaches - 1-2 Smithies typical - Depends on other components - Consider action density carefully
Key Factors in Determining Quantity: - Deck size and composition - Other available draw - Action supply - Game pace - Kingdom synergies
Playing With Smithy Effectively
Timing Considerations:
Helps establish economy quickly
Mid Game
Watch for diminishing returns
Late Game
Deck Position: - Prefer playing early in turn - Reveals options for remaining actions/buys - Can find crucial reaction cards
Action Management: - Plan around terminal nature - Consider carefully with other terminals - May need to choose between competing actions
Common Combos and Synergies
Village Combinations: - Villages enable multiple Smithy plays - Can form basic drawing engine - Watch action balance carefully
Throne Room Effects: - Double Smithy draws 6 cards - Can enable huge turns - Watch for deck tracking
Treasury Synergy: - Helps find Treasuries - Can enable consistent returns - Builds strong money density
Cost Reducers: - Bridge makes Smithy more accessible - Highway enables earlier acquisition - Quarry can enable multiple buys
Counters and Challenges
Direct Counters: 1. Discard Attacks - Militia/Ghost Ship particularly effective - Forces difficult decisions - May need to adjust strategy
Requires careful timing
Hand Size Attacks
Indirect Challenges: 1. Action Pressure - Cursers strain action economy - May need different priorities - Consider alternative strategies
Watch draw quality
Speed Pressure
Defending Smithy Strategy:
Trading Post can convert dead cards
Action Management
Market provides balanced effects
Careful Timing
Kingdom Analysis
Favorable Kingdoms: 1. Limited Draw - Few competing draw options - Basic treasures prominent - Simple victory conditions
High-quality draws likely
Limited Actions
Unfavorable Kingdoms: 1. Strong Alternatives - Laboratory available - Drawing engines possible - Better terminal actions
Deck inspection present
Engine Requirements
Specific Card Interactions
Strong With: - Chapel (enables thin deck) - Village (provides actions) - Market (balanced support) - Bridge (cost reduction) - Treasury (money density)
Weak Against: - Militia (discard pressure) - Ghost Ship (hand size) - Torturer (discard punishment) - Ambassador (deck dilution) - Bureaucrat (deck inspection)
Alternative Considerations: - Laboratory (superior draw) - Council Room (more effects) - Hunting Party (selective draw) - Library (hand filling) - Warehouse (filtering)
Advanced Techniques
Deck Tracking: - Monitor deck composition - Track shuffle timing - Plan draw probability
Action Sequencing: - Optimize play order - Consider revealed information - Plan multiple turns ahead
Buy Phase Planning: - Calculate probability curves - Consider deck evolution - Plan transition timing
Conclusion
Smithy remains a solid, if unspectacular, card in Dominion. Its straightforward nature and reliable effect make it a useful tool in many strategies, particularly in simpler kingdoms or big money variants. However, its limitations become more apparent as kingdom complexity increases or when facing strong attacks.
Success with Smithy requires: - Careful consideration of kingdom context - Clear strategic planning - Understanding of timing and probability - Recognition of alternatives and transitions
While rarely the optimal choice in complex kingdoms, Smithy's accessibility and reliability ensure it maintains a role in the game. Understanding when and how to use Smithy effectively remains an important skill for Dominion players at all levels.
Remember: - Consider kingdom context carefully - Plan around terminal nature - Watch for diminishing returns - Be prepared to transition - Monitor deck composition - Track effectiveness throughout game
When used appropriately, Smithy can provide the draw power needed to execute many strategies effectively while remaining simple enough to fit into almost any deck building approach.