Cost: $2
Type: Night-Duration
Text: Until your next turn, when another player plays an Attack card, it doesnt affect you. At the start of your next turn, +$1.\dThis is gained to your hand (instead of your discard pile).
Here's a comprehensive strategy guide for Guardian in Dominion:
Introduction Guardian is a unique $2-cost Night-Duration card from the Nocturne expansion that serves three distinct functions: attack protection, minor economy boost, and immediate availability when gained. Its relatively low cost and multiple benefits make it an interesting consideration in many kingdoms, particularly those featuring attacks.
Key Features
Does not protect other players or prevent attack effects on others
Economic Boost
Stacks with multiple copies
Special Gaining Rule
Core Strategic Uses
Strong Against: - Militia/Militia-like discard attacks - Ghost Ship and similar deck-manipulation attacks - Witch and other curse-givers - Torturer and similar choice-based attacks - Sea Hag and other topdeck attacks - Bureaucrat and similar forced-gain attacks
Timing Considerations: - Protects through multiple opponents' turns - Must be played before opponents' attacks - Can chain multiple Guardians for continuous protection
Advantages: - Cheaper than Silver - Doesn't take up Action slots - Can stack multiple copies - Night timing doesn't interfere with main turn
Disadvantages: - Delayed payoff - Lower payload than Silver - Takes up Duration slots
Benefits: - Immediate protection if needed - Can be gained and played same turn - Useful with gain-and-play effects - Strong with cards that gain cheap cards
Specific Strategies
Pros: - Cheap early defense - Economic boost helps reach $5/$6 price points - Can buy multiple copies easily - Doesn't compete with actions
Cons: - Opportunity cost of other $2-$3 cards - May slow down deck development - Less valuable without attacks present
When to prioritize early Guardians: - Strong attacks present - Few other valuable $2-$3 cards - Need reliable economy - Multiple night cards in kingdom
Key Uses: - Supplementary economy - Ongoing attack protection - Support for night-based strategies - Buffer against late-game attacks
Considerations: - Balance with other purchases - Duration pile-up effects - Deck velocity impact - Alternative defense options
Advantages: - Quick to acquire and deploy - Immediate protection when needed - Helps maintain economy - Flexible purchase timing
Disadvantages: - May be too slow - Could clog deck - Might be better as Victory cards - Limited impact on scoring
Synergies and Combinations
Strong Combinations: - Vampire (protection during transformations) - Werewolf (economy support) - Ghost Town (additional actions) - Devil's Workshop (gain-to-hand synergy) - Monastery (thin while protecting)
Notable Interactions: - Workshop variants - Artisan - Gain-based attacks - Transport - Ironworks
Positive Interactions: - Fishing Village - Caravan - Haven - Wharf - Bridge Troll
Multipliers: - Treasury - Bank - Grand Market - Merchant Guild - Forum
Counter-Strategies and Weaknesses
Key Limitations: - Doesn't stop non-attack negative effects - One-time protection per copy - Delayed economic return - Can cause Duration pile-up - Vulnerable to trashing
Strategies: - Focus on non-attack interference - Emphasize trashing - Race for alternate victory conditions - Target other players - Leverage timing windows
Alternative Options: - Other $2 cards - Early trashing - Action acceleration - Direct economy - Victory token generators
Kingdom Considerations
Attack-Heavy Kingdoms: - Multiple strong attacks - Recurring attack effects - Limited alternative defense - Attack-dependent strategies
Economic Needs: - Few other $2-$3 options - Need for reliable income - Night strategy support - Duration synergies
Skip When: - Few or weak attacks - Strong alternative defense - Better economy options - Fast game pace - Strong trashing presence
Factors: - Attack frequency - Deck size - Other duration cards - Economy needs - Game length
Typical Ranges: - Light protection: 1-2 copies - Moderate need: 2-3 copies - Heavy reliance: 3-4 copies - Full strategy: 4+ copies
Advanced Techniques
Considerations: - Night phase sequencing - Attack anticipation - Duration stack management - Gain timing - Deck cycling
Adjustments: - Higher attack frequency - Protection prioritization - Political implications - Timing complexity - Purchase competition
Approaches: - Support piece in action engines - Night phase economy - Defense layer in combo decks - Transitional component - Reliability enhancer
Sample Strategies
Implementation: - Buy 3-4 Guardians early - Add payload cards - Maintain protection - Transition to victory - Leverage economy boost
Components: - Mixed defense cards - Economy development - Strategic timing - Flexible responses - Victory transition
Structure: - Night card foundation - Guardian protection - Economy building - Action support - Victory conversion
Conclusion
Guardian is a versatile $2 card that offers significant value through its three core functions: attack protection, economic support, and immediate availability. While not always essential, it can be a powerful tool in the right kingdom, particularly when attacks are prevalent or night strategies are viable. Understanding its strengths, limitations, and optimal timing is crucial for maximizing its effectiveness.
Success with Guardian often comes down to: - Accurate kingdom assessment - Proper timing of purchases and plays - Balance with other strategic elements - Understanding of attack dynamics - Efficient use of night phase
When used appropriately, Guardian can provide crucial protection while contributing to your deck's economy, making it a valuable addition to many Dominion strategies. Its unique combination of effects and special gaining rule create interesting tactical opportunities that reward careful planning and execution.