Bat
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Bat (Nocturne)

Cost: $2*

Type: Night

Text: Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.\n(This is not in the Supply.)

Strategy Review

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

Bat Strategy Guide

Introduction: Bat is a unique Night-duration card that serves as the lower form of Vampire, forming a transforming pair. While not available in the Supply directly, Bats are obtained through various kingdom cards (primarily from buying Vampire) and serve as a powerful early-game trasher that can later transform back into the more powerful Vampire form.

Basic Characteristics: - Cost: $2* (not purchasable) - Type: Night - Primary function: Trasher - Secondary function: Transform mechanism

Core Strengths: 1. Flexible trashing of up to 2 cards 2. Night timing allows for more strategic decisions 3. Can transform back into Vampire 4. Doesn't take up an Action 5. Can trash any card type from hand

Core Weaknesses: 1. Not available in Supply 2. Must trash at least one card to transform 3. Limited availability (typically starts as Vampire) 4. Temporary nature (wants to transform back)

Fundamental Strategy

Early Game Use: Bat excels in the early game as a dedicated trasher. Its ability to trash up to two cards from your hand without using an Action makes it particularly effective at deck cleaning. Key considerations for early game use include:

  1. Priority Trashing:
  2. Estates are prime targets
  3. Copper removal when better treasure is available
  4. Curse removal when necessary
  5. Starting hands with multiple Bats should focus on maximizing trashing

  6. Timing Decisions:

  7. Being a Night card, you can make informed decisions about what to trash after seeing your entire turn play out
  8. Consider keeping Copper if you need it for purchases
  9. Can help set up next turn's hand by selective trashing

Mid-Game Transformation: Deciding when to transform Bat back into Vampire is a crucial strategic decision. Consider these factors:

  1. Deck State:
  2. Has sufficient trashing been accomplished?
  3. Are there still priority cards to trash?
  4. Would Vampire's abilities be more valuable now?

  5. Board Context:

  6. Presence of valuable $5 cards to gain
  7. Availability of other trashing options
  8. Likelihood of getting cursed

Advanced Strategies

Multiple Bat Management: When you have multiple Bats (usually from a Vampire splitting), consider these approaches:

  1. Staggered Transformation:
  2. Keep some Bats for continued trashing
  3. Transform others back to Vampire for flexibility
  4. Balance based on deck needs

  5. Mass Transformation:

  6. Transform all Bats when deck is sufficiently thin
  7. Useful when wanting multiple Vampires for gaining power

  8. Preservation Strategy:

  9. Sometimes keeping Bats longer is correct
  10. Particularly valuable with cursing attacks present

Combo Potential

Strong Synergies:

  1. Gainers:
  2. Workshop variants
  3. Gain-to-hand effects These help acquire cards that Vampire can then trash or transform

  4. Card Draw:

  5. Laboratory variants
  6. Cantrips Help find Bats when needed and maximize trashing potential

  7. Benefits from Trashing:

  8. Market Square
  9. Forge
  10. Salvager Cards that reward you for trashing

  11. Night Card Synergies:

  12. Ghost Town
  13. Night Watchman Other Night cards that work well in sequence

  14. Curse Protection:

  15. Moat
  16. Guardian Help protect Vampire from opponent's cursing

Counter-Strategies:

Playing Against Bat/Vampire:

  1. Rush Strategies:
  2. Fast province strategies can outpace the Bat/Vampire engine
  3. Three-pile endings before the engine comes together

  4. Cursing Pressure:

  5. Force Vampire transformations through Curse giving
  6. Reduce effectiveness of deck thinning

  7. Alternative Trashing:

  8. Compete for trash targets
  9. Establish faster deck thinning

Timing and Transformation Considerations

When to Keep Bat:

  1. Early Game:
  2. Multiple starting cards still need trashing
  3. No urgent need for Vampire's gaining ability
  4. Deck still too thick for effective Vampire use

  5. Mid Game:

  6. Cursing attacks are prevalent
  7. Alternative gainers are available
  8. Deck thinning still priority

When to Transform to Vampire:

  1. Deck Indicators:
  2. Most starting cards trashed
  3. Deck consistently drawing treasures
  4. Action density sufficient

  5. Board State:

  6. Valuable $5 cards available
  7. Cursing attacks unlikely/manageable
  8. Engine pieces needed

Special Considerations

Kingdom Specific Factors:

  1. No Other Trashing:
  2. Bat becomes premium trashing
  3. May need to keep longer than usual
  4. Consider multiple Bats

  5. Heavy Cursing:

  6. Vampire transformation more situational
  7. May want backup Bats
  8. Consider curse handling strategy

  9. Alternative Gainers:

  10. Reduces need for Vampire
  11. Can focus on Bat's trashing longer
  12. Transform when trashing complete

  13. Colony Games:

  14. Longer timeline affects transformation timing
  15. More time to utilize both forms
  16. Higher value targets for Vampire

Card Interaction Details

Notable Card Interactions:

  1. Fortress:
  2. Can't be trashed by Bat
  3. Reduces trashing efficiency
  4. May affect transformation timing

  5. Market Square:

  6. Benefits from Bat's trashing
  7. Can generate significant treasure
  8. Speeds up deck improvement

  9. Watchtower:

  10. Can top-deck Vampire gains
  11. Improves gaining efficiency
  12. Makes Vampire form more attractive

  13. Tunnel:

  14. Can be trashed for Gold
  15. Improves trashing value
  16. May delay transformation

Game Pace Considerations

  1. Fast Games:
  2. Transform earlier
  3. Focus on gaining power
  4. Less emphasis on perfect trashing

  5. Slow Games:

  6. Can keep Bat longer
  7. More thorough trashing possible
  8. Multiple transformations viable

Economy Impact

Bat's Economic Effects:

  1. Treasure Density:
  2. Increases through Copper trashing
  3. Improves buying power
  4. Affects transformation timing

  5. Action Economy:

  6. Night timing preserves actions
  7. Doesn't compete with engine pieces
  8. Enables more flexible turn planning

Strategic Decision Tree

Early Game Decision Points:

  1. First Hand with Bat:
  2. Trash Estates if possible
  3. Consider Copper if good treasure density
  4. Keep if needed for purchases

  5. Multiple Bats:

  6. Distribute trashing across turns
  7. Consider hand composition
  8. Plan transformation sequence

Mid Game Decision Points:

  1. Transformation Timing:
  2. Assess deck composition
  3. Evaluate board state
  4. Consider opponent's strategy

  5. Multiple Bat Handling:

  6. Keep some for trashing
  7. Transform others for gaining
  8. Balance based on needs

Common Mistakes to Avoid

  1. Early Game:
  2. Transforming too early
  3. Trashing needed resources
  4. Ignoring hand composition

  5. Mid Game:

  6. Keeping Bat too long
  7. Transforming without clear purpose
  8. Neglecting board state

  9. Late Game:

  10. Inefficient transformation timing
  11. Poor gaining targets
  12. Overvaluing trashing

Conclusion:

Bat is a powerful and flexible card that requires careful strategic management. Its dual nature as both a trasher and a transform target makes it unique in Dominion. Success with Bat comes from understanding both its immediate trashing utility and the longer-term implications of transformation timing. The key to maximizing Bat's potential lies in recognizing the right moment to switch between its two forms based on your deck's needs and the broader game state.

The ability to trash without using actions, combined with the Night timing, makes Bat an excellent deck improver. However, the transformation aspect adds a layer of complexity that rewards careful planning and board awareness. Whether keeping it for extended trashing or transforming quickly for gaining power, Bat's flexibility makes it a valuable component in many strategies.