Saboteur
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Saboteur (Intrigue)

Cost: $5

Type: Action-Attack

Text: Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

Strategy Review

Saboteur Strategy Guide

Introduction: Saboteur is one of the most controversial cards in Dominion, often considered among the weakest $5 cards despite its attack nature. However, understanding when and how to use Saboteur effectively can help you maximize its potential in specific situations. This guide will explore the card's strengths, weaknesses, and strategic considerations.

Core Mechanics and Basic Considerations:

  1. Attack Resolution
  2. Saboteur forces opponents to reveal cards until hitting one costing $3 or more
  3. The revealed card is trashed, and the opponent may gain a cheaper replacement
  4. All other revealed cards are discarded
  5. If no $3+ card is found after revealing the entire deck, nothing is trashed

  6. Key Characteristics

  7. Non-terminal (doesn't use up actions)
  8. Affects all opponents
  9. Can potentially trash expensive cards
  10. Allows replacement with cheaper cards
  11. Creates deck inspection information

Strengths:

  1. Engine Disruption
  2. Can trash key engine components
  3. Forces opponents to rebuild with inferior cards
  4. Particularly effective against thin decks relying on specific cards

  5. Information Gathering

  6. Reveals portion of opponent's deck
  7. Helps track opponent's deck composition
  8. Can inform future tactical decisions

  9. Multiple Target Impact

  10. Hits all opponents simultaneously
  11. More effective in multiplayer games
  12. Can create cumulative negative effects over time

  13. Non-terminal Nature

  14. Can be played alongside other actions
  15. Allows for multiple Saboteur plays per turn
  16. Works well in action-heavy strategies

Weaknesses:

  1. Unpredictable Results
  2. Random nature of deck revealing
  3. Cannot target specific cards
  4. May hit insignificant cards

  5. Replacement Effect

  6. Opponents can often gain useful replacements
  7. May actually help opponents trim their deck
  8. Can enable beneficial downgrades

  9. Cost Inefficiency

  10. $5 cost for potentially minimal impact
  11. Opportunity cost of not buying other $5 cards
  12. Often doesn't affect game state significantly

  13. Limited Impact on Strong Strategies

  14. Weak against thick decks
  15. Minimal effect on money-based strategies
  16. Can be countered by careful deck building

Strategic Applications:

  1. Early Game (Turns 1-7)
  2. Generally poor early purchase
  3. Better alternatives at $5 price point
  4. Consider only if opponent heavily depends on specific cards

  5. Mid Game (Turns 8-15)

  6. Can disrupt developing engines
  7. More effective when opponents have valuable cards
  8. Consider if multiple opponents building similar strategies

  9. Late Game (Turns 16+)

  10. Less effective as decks become more robust
  11. Can still impact critical cards
  12. May help prevent decisive turns

Optimal Use Cases:

  1. Engine Disruption
  2. Target opponents building specific combinations
  3. Most effective against thin decks
  4. Can delay or prevent engine assembly

  5. Multiple Opponents

  6. Value increases with player count
  7. Creates more opportunities for impact
  8. Spreads attack effect efficiently

  9. Supporting Role

  10. Part of larger attack strategy
  11. Combined with other deck inspection
  12. Supplement to primary strategy

Synergies and Combinations:

  1. Other Attack Cards
  2. Militia/Bureaucrat for deck manipulation
  3. Ghost Ship for controlled reveals
  4. Witch for combined pressure

  5. Deck Inspection

  6. Oracle for additional information
  7. Scout for deck tracking
  8. Spy for strategic targeting

  9. Action Chains

  10. Throne Room for double impact
  11. King's Court for triple effect
  12. Village variants for multiple plays

Counter-Strategies:

  1. Deck Composition
  2. Maintain thick deck
  3. Include multiple victory cards
  4. Avoid critical single cards

  5. Alternative Strategies

  6. Money-based approaches
  7. Multiple paths to victory
  8. Redundant engine components

  9. Protective Measures

  10. Moat for direct defense
  11. Watchtower to protect gains
  12. Horse Traders for reshuffling

Specific Kingdom Considerations:

  1. Favorable Kingdoms
  2. Limited $5+ options
  3. Key engine pieces
  4. Thin deck strategies
  5. Multiple attack synergies

  6. Unfavorable Kingdoms

  7. Strong money strategies
  8. Multiple engine paths
  9. Abundant cheap alternatives
  10. Defense cards available

Multiplayer Considerations:

  1. 3+ Player Games
  2. Increased overall impact
  3. More targets for effect
  4. Better value proposition

  5. Team Games

  6. Can protect partner's strategy
  7. Coordinate attacks
  8. Share information gained

  9. Positioning

  10. Consider turn order effects
  11. Track opponent's purchases
  12. Time attacks strategically

Timing and Purchase Decisions:

  1. When to Buy
  2. After establishing economy
  3. When opponents commit to engines
  4. Multiple opponents vulnerable
  5. Limited better $5 options

  6. When to Skip

  7. Strong alternative $5 cards
  8. Money-based kingdoms
  9. Defensive cards present
  10. Late game situations

  11. Quantity Considerations

  12. Usually 1-2 maximum
  13. Diminishing returns
  14. Opportunity cost

Advanced Tactics:

  1. Information Usage
  2. Track revealed cards
  3. Predict opponent's draws
  4. Adjust strategy based on reveals

  5. Targeting Priority

  6. Focus on engine builders
  7. Attack vulnerable strategies
  8. Consider replacement options

  9. Timing Optimization

  10. Play early in turn
  11. Chain multiple attacks
  12. Coordinate with other effects

Common Mistakes to Avoid:

  1. Over-Investment
  2. Buying too many copies
  3. Focusing too heavily on attack
  4. Neglecting own strategy

  5. Poor Timing

  6. Buying too early
  7. Playing at wrong moment
  8. Missing better opportunities

  9. Misreading Board

  10. Ignoring kingdom context
  11. Missing better strategies
  12. Overvaluing attack impact

Sample Strategies:

  1. Saboteur Chain
  2. Multiple Saboteurs
  3. Action generators
  4. Deck tracking support

  5. Mixed Attack

  6. Combine with other attacks
  7. Pressure multiple aspects
  8. Create compound effects

  9. Engine Support

  10. Supplement main engine
  11. Occasional disruption
  12. Information gathering

Kingdom Example Analysis:

Example 1: Strong Saboteur Kingdom - Limited $5 options - Key engine pieces - Thin deck strategies - Multiple attack synergies

Example 2: Weak Saboteur Kingdom - Strong money strategies - Multiple engine paths - Abundant cheap alternatives - Defense cards available

Conclusion:

Saboteur is a situational card that requires careful consideration of kingdom context, opponent strategies, and timing. While often considered weak, it can be effective in specific situations:

  • Multiple opponents
  • Engine-dependent strategies
  • Limited alternative options
  • Supportive attack role

Keys to Success: 1. Proper timing of purchase and play 2. Understanding kingdom context 3. Reading opponent strategies 4. Using information gained 5. Avoiding over-investment

Final Recommendations:

  1. Consider Saboteur when:
  2. Multiple opponents present
  3. Engines are vulnerable
  4. Information is valuable
  5. Better $5 options limited

  6. Skip Saboteur when:

  7. Strong alternatives available
  8. Money strategies dominant
  9. Defense present
  10. Late game situations

  11. General Guidelines:

  12. Buy 1-2 maximum
  13. Support main strategy
  14. Use information gained
  15. Time attacks carefully

Remember that while Saboteur isn't a top-tier card, understanding its proper use can add another tool to your strategic arsenal. Focus on maximizing its strengths while minimizing its weaknesses, and always consider the broader game context when deciding to include it in your strategy.