Archive
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Archive (Empires)

Cost: $5

Type: Action-Duration

Text: +1 Action\nSet aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.

Strategy Review

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

Archive Strategy Guide

Introduction Archive is a $5 Action-Duration card from Empires that provides deck manipulation and hand management over three turns. While its effects might seem modest at first glance, Archive offers unique strategic advantages that can significantly impact your gameplay when used properly.

Basic Mechanics When you play Archive, you: 1. Get +1 Action immediately 2. Look at and set aside the top 3 cards of your deck 3. Choose one card to put in your hand immediately 4. Put another card in your hand at the start of your next turn 5. Put the final card in your hand at the start of your second next turn

Key Strengths 1. Hand Selection - You get to choose which card you receive each turn - Allows you to plan multiple turns ahead - Can save key cards for when they're most needed - Helps ensure you have specific cards when you want them

  1. Deck Filtering
  2. Effectively removes weak cards from your deck temporarily
  3. Can improve the quality of your remaining draws
  4. Helps manage deck composition during shuffles

  5. Non-terminal

  6. The +1 Action means it doesn't take up an action slot
  7. Can be played alongside other actions
  8. Chains well with other cards

  9. Duration Effect

  10. Provides value over three turns
  11. Helps ensure consistent hand quality
  12. Can bridge gaps between reshuffles

Strategic Considerations

  1. Timing Your Archive Play

Early Game: - Can help manage early game copper/estate hands - Allows you to save key cards for crucial turns - Useful for ensuring early payload cards aren't wasted

Mid Game: - Helps orchestrate specific combinations - Can save victory cards for later turns - Useful for managing deck dilution

Late Game: - Can hide victory cards from attacks - Helps ensure key cards aren't stuck in shuffle - Can be used to thin deck temporarily

  1. Card Selection Strategy

When choosing which cards to take and in what order, consider:

Immediate Needs: - What does your current turn require? - Do you need money this turn? - Are there specific action cards needed now?

Future Planning: - What will you likely need next turn? - Are there combinations you're setting up? - Will you need specific amounts of money?

Card Preservation: - Which cards are most vulnerable to attacks? - What cards would you rather draw later? - Which cards work better together?

  1. Synergies and Combinations

Strong Synergies:

Throne Room/King's Court - Can set aside 6/9 cards - Provides multiple turns of hand management - Excellent for finding specific combinations

Draw Cards - Laboratory, Smithy, etc. - Helps find Archive more consistently - Makes up for cards set aside

Villages - Allow multiple Archives to be played - Help maintain action economy - Enable more complex combinations

Specific Card Synergies:

Bridge - Can save Bridges for key buying turns - Helps ensure multiple Bridges connect - Improves consistency of price reduction strategies

Gardens - Can temporarily hide victory cards - Helps maintain deck velocity - Improves consistency of deck size strategies

Duration Cards - Caravan, Wharf, etc. - Creates overlapping benefits - Helps maintain consistent hand quality

  1. Counter-Synergies and Weaknesses

Deck Inspection Attacks: - Bureaucrat - Fortune Teller - Can reveal cards you wanted hidden

Discard Attacks: - Militia - Ghost Ship - Can force difficult choices with saved cards

Deck Order Matters: - Takes cards out of circulation temporarily - Can disrupt shuffle timing - May affect cards that care about deck order

  1. Kingdom Considerations

When to Buy Archive:

Strong Situations: - Kingdoms with important combinations - Presence of powerful terminal actions - Need for hand management - Weak trashing options - Important payload cards

Weak Situations: - Heavy attack kingdoms - Strong trashing available - Fast engines present - Limited payload options - Strong alternate $5 cards

Number to Buy: - Usually 1-2 is sufficient - 3+ can be good with Throne Room effects - Consider diminishing returns - Watch deck composition

  1. Advanced Techniques

Shuffle Management: - Can help time reshuffles - Useful for managing green cards - Can preserve key cards through shuffle

Attack Defense: - Can hide vulnerable cards - Provides some militia protection - Helps maintain hand quality

Engine Building: - Helps find key pieces - Maintains consistency - Improves reliability

Victory Card Management: - Can temporarily remove green cards - Helps maintain deck quality - Useful for timing Province buys

  1. Common Mistakes to Avoid

  2. Poor Card Selection

  3. Taking cards in wrong order
  4. Not planning multiple turns ahead
  5. Ignoring future needs

  6. Over-investing

  7. Buying too many Archives
  8. Neglecting other important cards
  9. Reducing deck velocity too much

  10. Poor Timing

  11. Playing too early/late
  12. Not considering shuffle timing
  13. Missing key combinations

  14. Inflexible Planning

  15. Not adapting to opponent's strategy
  16. Sticking to predetermined order
  17. Ignoring changing game state

  18. Sample Strategies

Engine Support: - Buy 1-2 Archives early - Use to find engine pieces - Save key cards for crucial turns - Maintain engine consistency

Big Money Variant: - Single Archive - Save high-value treasures - Manage Province purchases - Maintain buying power

Combo Support: - Multiple Archives - Focus on finding key cards - Save combo pieces - Time combinations effectively

  1. Kingdom Examples

Strong Kingdom: - Archive - Village - Laboratory - Bridge - Throne Room Strategy: Use Archive to save Bridges and ensure multiple plays on key turns.

Weak Kingdom: - Archive - Militia - Chapel - Market - Witch Strategy: Archive less valuable due to attacks and strong alternatives.

  1. Timing Considerations

Early Game (Turns 1-4): - Consider opening Archive - Use to manage early hands - Set up early combinations

Mid Game (Turns 5-10): - Focus on engine building - Save key cards - Manage deck composition

Late Game (Turns 11+): - Victory card management - Maintain engine quality - Time final purchases

Conclusion

Archive is a versatile card that rewards careful planning and strategic thinking. Its ability to manage hand composition over multiple turns makes it valuable in many situations, particularly in engines and combo-based strategies. While not always a game-defining card, Archive's non-terminal nature and consistent benefits make it a solid addition to many decks.

Key Takeaways: - Plan multiple turns ahead - Consider card order carefully - Use for both immediate and future needs - Balance number purchased - Watch for synergies and combinations - Adapt to changing game state

Success with Archive comes from understanding both its immediate benefits and long-term strategic implications. Used properly, it can provide the consistency and control needed to execute more complex strategies while maintaining deck quality throughout the game.