Thief
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Thief (Dominion)

Cost: $4

Type: Action-Attack

Text: Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.

Strategy Review

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

Thief Strategy Guide

Introduction Thief is one of the original attack cards from base Dominion, and it has a unique role as the only attack card that directly targets opponents' Treasure cards. While many experienced players consider Thief to be one of the weaker attack cards, understanding when and how to use it effectively can still be valuable for improving your game.

Basic Mechanics - Forces each opponent to reveal their top 2 cards - You choose one Treasure card (if any) from those revealed to trash - You may gain the trashed Treasure - Opponents discard any other revealed cards

Key Strengths 1. Treasure Removal - Permanently removes Treasure cards from opponent decks - Can deny opponents important economy cards - Particularly effective against decks relying on high-value Treasures

  1. Potential Gain
  2. Allows you to acquire Treasures without buying them
  3. Can gain Treasures above your current buying power
  4. Creates card advantage by gaining while removing from opponents

  5. Information

  6. Reveals opponents' deck composition
  7. Helps track what Treasures opponents have available
  8. Can inform decision-making about timing attacks

Primary Weaknesses 1. Inconsistent Results - Highly dependent on opponent deck composition - May often miss Treasures entirely - Effectiveness decreases as decks get thinner

  1. Opportunity Cost
  2. Takes up an Action
  3. $4 cost could be spent on more reliable cards
  4. Often slower than simply buying Treasures

  5. Can Help Opponents

  6. May thin opponents' Coppers, improving their deck
  7. Can help opponents cycle their deck
  8. Sometimes removes cards opponents want to trash anyway

When to Buy Thief

Good Situations for Thief:

  1. Early Game (Turns 1-5)
  2. Multiple opponents playing (3+ players)
  3. No strong $4 alternatives available
  4. Opponents likely to have high Copper density

  5. Mid Game (Turns 6-12)

  6. Opponents investing heavily in Silver/Gold
  7. Few other attack cards in kingdom
  8. Limited trashing available to opponents

  9. Specific Kingdom Conditions

  10. Presence of valuable Treasures (Platinum, unique Treasure cards)
  11. Absence of strong deck-thinning options
  12. Kingdoms where slowing opponents is valuable

Poor Situations for Thief:

  1. When alternatives at $4 include:
  2. Strong engine components
  3. More reliable attacks
  4. Better economy options

  5. Kingdom Features

  6. Strong trashing available
  7. Alternative victory conditions
  8. Fast game pace

  9. Opponent Strategies

  10. Heavy action-based engines
  11. Already thin decks
  12. Strong defensive capabilities

Optimal Timing and Usage

Early Game Play: 1. Target Priority - Focus on players building traditional Big Money - Hit players who haven't thinned Coppers - Consider passing on gaining stolen Coppers

  1. Deck Position
  2. Play early in your turn
  3. Use before drawing cards when possible
  4. Consider terminal space carefully

Mid Game Play: 1. Selective Targeting - Prioritize stealing Silver/Gold - Focus on players with known Treasure density - Consider opponent deck cycling

  1. Gaining Strategy
  2. Always gain valuable Treasures (Gold+)
  3. Be selective with Silver based on needs
  4. Generally skip Copper unless desperate

Late Game Play: 1. Timing Considerations - Use before opponents' crucial turns - Consider Victory card density - Watch for game-ending conditions

  1. Defensive Usage
  2. Prevent crucial purchases
  3. Disrupt optimization attempts
  4. Force deck reshuffling

Combos and Synergies

Strong Combinations:

  1. Throne Room Effects
  2. Throne Room
  3. King's Court
  4. Multiple attacks increase consistency
  5. Better chances of hitting Treasures

  6. Deck Inspection

  7. Spy
  8. Scout
  9. Improves information about opponent decks
  10. Helps time attacks better

  11. Card Draw

  12. Laboratory
  13. Smithy
  14. Helps offset Action usage
  15. Improves overall deck velocity

  16. Duration Cards

  17. Wharf
  18. Fishing Village
  19. Helps manage terminal collision
  20. Provides additional benefits

  21. Treasure-Related Cards

  22. Mine
  23. Merchant Guild
  24. Complements Treasure manipulation
  25. Creates additional economic advantages

Anti-Synergies:

  1. Other Terminal Actions
  2. Most other attacks
  3. Big draw cards
  4. Competes for limited Actions

  5. Trashing Cards

  6. Chapel
  7. Steward
  8. May work against your attack strategy
  9. Helps opponents optimize decks

Defending Against Thief

Counter Strategies:

  1. Deck Composition
  2. Minimize Treasure density
  3. Rely more on Action economy
  4. Include deck-thinning options

  5. Defensive Cards

  6. Moat
  7. Lighthouse
  8. Prevent attack effects entirely

  9. Deck Management

  10. Strategic reshuffling
  11. Careful deck tracking
  12. Timing purchases

  13. Alternative Strategies

  14. Engine building
  15. Action-based economy
  16. Fast victory approaches

Specific Card Counters:

  1. Direct Defense
  2. Moat
  3. Lighthouse
  4. Horse Traders

  5. Deck Manipulation

  6. Warehouse
  7. Cellar
  8. Library

  9. Alternative Economy

  10. Market
  11. Festival
  12. Village/Smithy combinations

Advanced Techniques

  1. Deck Tracking
  2. Monitor opponent shuffles
  3. Track Treasure density
  4. Time attacks optimally

  5. Multi-Player Dynamics

  6. Spread attacks evenly
  7. Create alliances when needed
  8. Manage table politics

  9. Economic Warfare

  10. Target specific Treasures
  11. Deny key purchases
  12. Control game pace

  13. Psychological Aspects

  14. Force suboptimal plays
  15. Create uncertainty
  16. Influence purchase decisions

Kingdom Analysis

Favorable Kingdoms:

  1. Limited Options
  2. Few alternative $4 cards
  3. Weak trashing available
  4. Slow game pace

  5. Treasure-Dependent

  6. Big Money viable
  7. Limited Action economy
  8. Valuable Treasures present

  9. Supporting Cards

  10. Card draw available
  11. Action support present
  12. Complementary attacks

Unfavorable Kingdoms:

  1. Fast Kingdoms
  2. Strong engines possible
  3. Quick victory conditions
  4. Efficient trashing

  5. Action Economy

  6. Strong village options
  7. Non-Treasure economy
  8. Engine enablers

  9. Defense-Heavy

  10. Multiple reaction cards
  11. Deck manipulation
  12. Alternative victory paths

Cost-Benefit Analysis

Benefits: 1. Economic Impact - Treasure removal - Potential gains - Purchase denial

  1. Strategic Value
  2. Information gathering
  3. Opponent disruption
  4. Pace control

  5. Psychological Effect

  6. Creates uncertainty
  7. Forces adjustments
  8. Influences decisions

Costs: 1. Resource Investment - $4 purchase - Action usage - Opportunity cost

  1. Reliability Issues
  2. Inconsistent results
  3. Diminishing returns
  4. Potential backfire

  5. Strategic Limitations

  6. Terminal Action
  7. Limited scaling
  8. Vulnerable to counters

Conclusion

Thief occupies a unique but challenging position in Dominion strategy. While not typically considered a top-tier card, it can be effective in specific situations and kingdoms. Success with Thief requires:

  • Careful kingdom analysis
  • Strategic timing
  • Understanding of opponent deck composition
  • Proper support cards
  • Clear win conditions

Best Practices: 1. Be selective in purchasing 2. Time attacks carefully 3. Support with appropriate cards 4. Monitor effectiveness 5. Adjust strategy as needed

Common Mistakes to Avoid: 1. Over-investing in Thieves 2. Ignoring better alternatives 3. Poor timing of attacks 4. Failing to adapt strategy 5. Neglecting win conditions

While Thief may not be a dominant strategy card, understanding its proper use and limitations can make you a more complete Dominion player. Consider it as part of your strategic toolkit, but be prepared to pass on it when better options exist.