Cost: $4
Type: Action
Text: +1 Action\nReveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
Here's a comprehensive strategy guide for Advisor in Dominion:
Introduction Advisor is a $4 Action card from the Guilds expansion that offers card draw with an interesting twist: your opponent gets to choose which card you don't receive. While this might seem like a significant drawback, Advisor is actually quite powerful in many situations and can be a strong engine component.
Basic Mechanics - Reveals 3 cards from your deck - Opponent chooses one to discard - You get the other 2 cards - Provides +1 Action (non-terminal) - Net card gain of +2 cards
Core Strengths 1. Non-terminal The +1 Action means Advisor can be played in sequence with other Actions, making it an excellent engine component. You can chain multiple Advisors together or play them alongside other important Action cards.
Good Card Draw Rate Getting 2 cards for $4 is quite efficient, especially since it's non-terminal. Compare this to Laboratory ($5 for +2 cards, +1 Action) - while your opponent gets some control, you're getting similar drawing power for less cost.
Deck Inspection Revealing three cards gives you information about what's coming up in your deck, which can be valuable for planning your turns.
Key Weaknesses 1. Opponent Control Your opponent choosing the discarded card is the obvious drawback. They will typically: - Remove your best Action card if you need Actions - Remove key payload cards (especially in engines) - Remove key treasure cards in big money strategies - Remove crucial combo pieces
Strategic Considerations
Good Advisor Decks: - Decks with redundant components - Decks where most cards are roughly equal in value - Decks with many good cards and few dead cards - Decks that want to see many cards but aren't reliant on specific combinations
Poor Advisor Decks: - Combo decks that need specific cards - Decks with crucial single copies of cards - Decks with many dead cards - Decks where card quality varies dramatically
Mid Game: - Strong when you have multiple good cards to draw - Better when you have redundant engine pieces - Consider quantity needed based on deck size
Late Game: - Less useful when deck quality varies greatly - Can be risky when specific cards are needed - Still valuable in engines that want to see many cards
Synergies and Combinations
Filters (Cellar, Warehouse) When most cards in your deck are good, opponent's choice matters less.
Card Draw Multipliers
Drawing throne room variants These allow you to chain multiple Advisors effectively.
Victory Card Handlers
Cards that benefit from Victory cards (Monument, Hoard) These reduce the downside of drawing Victory cards.
Deck Tracking Cards
Counter-Strategies
Think about their deck's strategy
Competing Against Advisor
Advanced Tactics
Build redundancy into your engine
Information Usage
Watch for deck tracking opportunities
Multi-Player Considerations
Number of Advisors to Buy
Light Engine: - 2-3 Advisors - Support other draw cards - Maintain action density
Heavy Engine: - 3-5 Advisors - Primary draw source - Need village support
Balanced Approach: - 2-4 Advisors - Mix with other draw - Flexible build order
Sample Strategies
Maintain action density
Hybrid Money Key Components:
Maintain buying power
Rush Support Key Components:
Kingdom Recommendations
Strong Kingdoms: - Heavy trashing available - Multiple villages - Payload multipliers - Deck improvers
Weak Kingdoms: - Combo-dependent strategies - Single copy important cards - Cursing attacks - Deck order matters
Sample Turn Examples
Early Game: Turn 3: Advisor Reveal: Copper, Estate, Silver Opponent chooses Estate Result: Decent draw, typical early game
Mid Game: Turn 8: Advisor Reveal: Village, Advisor, Gold Opponent chooses Village Result: Still good, can play second Advisor
Late Game: Turn 15: Advisor Reveal: Province, Gold, Market Opponent chooses Province Result: Strong draw, typical late game
Price Point Comparison
At $4, Advisor competes with: - Smithy (+3 cards, terminal) - Council Room (+4 cards, terminal, others draw) - Village variants (typically +1 card, +2 actions)
Advisor advantages: - Non-terminal - Efficient cost - Information gathering
Advisor disadvantages: - Opponent control - Variable results - Can miss key cards
Closing Thoughts
Advisor is a strong card that often performs better than initial impressions suggest. The opponent's control is real but manageable with proper deck building and strategy. Key points to remember:
When used correctly, Advisor can be a powerful engine component and card drawer that provides consistent deck cycling at an efficient price point. While not always the optimal choice, it's a versatile card that fits well in many strategies and deserves serious consideration in appropriate kingdoms.
Remember that like many Dominion cards, Advisor's effectiveness is highly context-dependent. Consider the kingdom, your strategy, your opponents, and your deck composition when deciding whether and how many to include in your deck.