Minion
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Minion (Intrigue)

Cost: $5

Type: Action-Attack

Text: +1 Action\nChoose one: +$2; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.

Strategy Review

Here's a comprehensive strategy guide for Minion:

Minion Strategy Guide

Introduction Minion is one of the most versatile and powerful $5 cards in Dominion. It offers two distinct modes that are both valuable, making it useful in nearly any deck stage. The combination of terminal draw, attack potential, and coin generation makes Minion a strong contender for any strategy where it appears.

Core Features 1. Mode 1: +1 Action, +$2 - Functions as a Silver that doesn't take up your action - Chains with other actions due to self-replacing - Reliable coin generation

  1. Mode 2: +1 Action, discard hand & draw 4, attack others
  2. Strong deck cycling
  3. Hand disruption attack
  4. Can transform bad hands into fresh ones

Key Strengths 1. Flexibility - Never dead in hand due to dual modes - Adapts to your current needs - Works well early, mid, and late game

  1. Self-replacing Action
  2. Doesn't compete for your action capacity
  3. Enables action chains
  4. Supports engine building

  5. Attack Element

  6. Disrupts opponent's carefully crafted hands
  7. Can shut down combos
  8. Forces difficult decisions on opponents

Basic Strategy

Early Game (Turns 1-5) - Usually buy as first or second $5 - Initially use primarily for +$2 mode - Helps reach important price points - Provides reliable economy

Mid Game (Turns 6-12) - Begin leveraging draw mode more frequently - Use to cycle through deck faster - Start building Minion chains - Attack becomes more relevant

Late Game (Turns 13+) - Maximum flexibility between modes - Key component in drawing deck - Strong attack potential - Helps find key cards

Advanced Tactics

  1. Minion Chains One of Minion's strongest aspects is its ability to chain with itself and other actions. Since it gives +1 Action, you can play multiple Minions in sequence. This creates several powerful possibilities:

  2. Chain Mode 1 (+$2)

  3. Generates large amounts of money
  4. Reliable purchasing power
  5. Less dependent on treasure cards

  6. Chain Mode 2 (Draw 4)

  7. Cycles through deck rapidly
  8. Finds key cards quickly
  9. Can draw most/all of deck with enough Minions

  10. Mixed Mode Chains

  11. Start with draw to find more Minions
  12. End with +$2 for purchasing
  13. Maximizes flexibility

  14. Hand Assessment Knowing when to use which mode is crucial:

Keep Current Hand When: - Hand contains essential combo pieces - Already have needed money - Hold critical victory cards - Have other important actions to play

Discard and Draw When: - Hand is weak or unplayable - Need to find specific cards - Want to trigger shuffle - Can chain multiple Minions - Want to attack opponents

  1. Attack Timing The attack component requires careful timing:

Optimal Attack Moments: - When opponents likely have full hands - After they've played card draw - Before their buy phase - When they're setting up combos

  1. Counter-Attack Considerations Be aware that opponents can use Minion's attack against you:
  2. Don't build up large hands without purpose
  3. Be prepared to have hands disrupted
  4. Consider keeping important cards under 5 cards
  5. Reaction cards become more valuable

Building Around Minion

  1. Engine Components Minion works excellently in engines with:

Action Support: - Village variants - Throne Room effects - Duration cards - Other self-replacing actions

Draw Support: - Laboratory variants - Cantrips - Other multi-card drawers - Sifting cards

  1. Treasure Integration Consider treasure density carefully:
  2. Fewer treasures needed due to +$2 mode
  3. Silver becomes less important
  4. Gold still valuable for big turns
  5. Treasure map becomes stronger

  6. Victory Card Handling Minion affects victory card strategy:

  7. Can cycle past green cards quickly
  8. Helps find Provinces when needed
  9. Makes alt-VP cards more manageable
  10. Gardens becomes interesting with heavy Minion play

Specific Card Combinations

Strong Synergies:

  1. Throne Room/King's Court
  2. Double/triple the effect
  3. Choose mode after copying
  4. Can generate massive money or draw
  5. Multiplied attack impact

  6. Duration Cards

  7. Provides actions for future turns
  8. Less affected by discard mode
  9. Can set up strong future turns
  10. Fishing Village especially strong

  11. Bridge

  12. Combines with +$2 mode
  13. Enables multiple purchases
  14. Supports rush strategies
  15. Works well in chains

  16. Laboratory

  17. Doesn't care about hand size
  18. Helps find more Minions
  19. Supports engine building
  20. Resistant to attack mode

  21. Native Village

  22. Stores cards safely from attack
  23. Can save key components
  24. Helps manage hand size
  25. Enables combo setups

Counters and Weaknesses:

  1. Reaction Cards
  2. Moat blocks attack
  3. Horse Traders provides compensation
  4. Watchtower protects key cards
  5. Market Square benefits from discards

  6. Hand Size Management

  7. Keep hands under 5 cards
  8. Split important cards across turns
  9. Use duration effects
  10. Maintain board presence without large hands

  11. Alternative Strategies

  12. Big Money can sometimes outrace
  13. Gardens rush can work
  14. Province rush with few actions
  15. Defense-heavy approaches

Common Mistakes to Avoid:

  1. Over-committing to One Mode
  2. Don't always choose draw
  3. Don't always take +$2
  4. Adapt to situation
  5. Consider opponent's position

  6. Poor Chain Management

  7. Running out of actions
  8. Drawing dead cards
  9. Missing shuffle timing
  10. Failing to calculate payoff

  11. Attack Misuse

  12. Attacking empty hands
  13. Poor timing
  14. Helping opponents
  15. Forgetting self-impact

  16. Deck Composition Issues

  17. Too many terminals
  18. Insufficient actions
  19. Poor treasure balance
  20. Weak support cards

Kingdom Considerations

  1. Fast Kingdoms
  2. Emphasize +$2 mode
  3. Focus on efficiency
  4. Consider rush strategies
  5. Watch opponent's pace

  6. Slow Kingdoms

  7. Leverage draw mode more
  8. Build stronger engines
  9. Develop attack potential
  10. Plan for long game

  11. Balanced Kingdoms

  12. Maximum mode flexibility
  13. Adapt to opponent's strategy
  14. Build versatile deck
  15. Maintain options

Opening Strategies

  1. First $5 Buy
  2. Almost always strong
  3. Provides immediate value
  4. Supports future purchases
  5. Enables early attacks

  6. Second $5 Buy

  7. Complements other $5 cards
  8. Builds toward engines
  9. Provides flexibility
  10. Maintains momentum

  11. Alternative Considerations

  12. Kingdom-specific synergies
  13. Opponent's strategy
  14. Available support cards
  15. Victory card mix

Endgame Tactics

  1. Province Dancing
  2. Use draw mode to find Provinces
  3. Maintain buying power
  4. Watch opponent's deck size
  5. Time attacks carefully

  6. Alt-VP Considerations

  7. Cycle to find specific cards
  8. Maintain count awareness
  9. Balance economy needs
  10. Watch opponent's approach

  11. Three Pile Ending

  12. Monitor pile sizes
  13. Use attack to slow opponents
  14. Maintain purchase flexibility
  15. Calculate endgame timing

Conclusion

Minion is a remarkably versatile card that rewards skilled play and careful decision-making. Its dual modes provide options for nearly any situation, while its attack component adds another layer of strategic depth. Success with Minion comes from:

  • Understanding when to use each mode
  • Building appropriate support around it
  • Timing attacks effectively
  • Managing hand size and deck composition
  • Adapting to kingdom context

While it can be used effectively in simple strategies, Minion truly shines in the hands of experienced players who can maximize its flexibility and chain potential while minimizing its drawbacks. Whether used as a primary strategy piece or support card, Minion remains one of Dominion's most interesting and powerful $5 cards.