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.
Here's a comprehensive strategy guide for Minion:
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
Key Strengths 1. Flexibility - Never dead in hand due to dual modes - Adapts to your current needs - Works well early, mid, and late game
Supports engine building
Attack Element
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
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:
Chain Mode 1 (+$2)
Less dependent on treasure cards
Chain Mode 2 (Draw 4)
Can draw most/all of deck with enough Minions
Mixed Mode Chains
Maximizes flexibility
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
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
Building Around Minion
Action Support: - Village variants - Throne Room effects - Duration cards - Other self-replacing actions
Draw Support: - Laboratory variants - Cantrips - Other multi-card drawers - Sifting cards
Treasure map becomes stronger
Victory Card Handling Minion affects victory card strategy:
Specific Card Combinations
Strong Synergies:
Multiplied attack impact
Duration Cards
Fishing Village especially strong
Works well in chains
Resistant to attack mode
Counters and Weaknesses:
Market Square benefits from discards
Hand Size Management
Maintain board presence without large hands
Alternative Strategies
Common Mistakes to Avoid:
Consider opponent's position
Poor Chain Management
Failing to calculate payoff
Attack Misuse
Forgetting self-impact
Deck Composition Issues
Kingdom Considerations
Watch opponent's pace
Slow Kingdoms
Plan for long game
Balanced Kingdoms
Opening Strategies
Enables early attacks
Second $5 Buy
Maintains momentum
Alternative Considerations
Endgame Tactics
Time attacks carefully
Alt-VP Considerations
Watch opponent's approach
Three Pile Ending
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:
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.