Island
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Island (Seaside)

Cost: $4

Type: Action-Victory

Text: Set aside this and another card from your hand. Return them to your deck at the end of the game.\dWorth 2VP

Strategy Review

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

Island Strategy Guide

Introduction Island is a unique hybrid Action-Victory card from the Seaside expansion that serves two primary purposes: it provides 2 Victory Points (VP) at game end while also allowing you to remove potentially harmful cards from your deck during gameplay. This dual functionality makes it an interesting tactical option that requires careful consideration of timing and card selection.

Core Mechanics and Basic Usage

  1. Timing of Purchase
  2. Early Game (Turns 1-4): Generally avoid purchasing Island this early unless specific circumstances apply
  3. Mid Game (Turns 5-12): Prime time for Island purchases when deck-thinning becomes valuable
  4. Late Game (Turns 13+): Consider only if you need the VPs and have expendable cards to set aside

  5. Basic Functions

  6. Victory Points: Provides 2VP at game end
  7. Deck Thinning: Removes two cards from your deck (Island itself plus one other card)
  8. Set-Aside Zone: Creates a separate area where cards are protected until game end

Key Strategic Considerations

  1. Deck Thinning Benefits
  2. Improves deck consistency by removing less useful cards
  3. Increases the frequency of drawing your best cards
  4. Can remove starting Coppers and Estates that dilute your deck
  5. Helps maintain engine efficiency in the late game

  6. Opportunity Cost

  7. Takes up a $4 buy that could be used for other engine components
  8. Requires an Action to play
  9. Temporarily reduces hand size by two cards
  10. May compete with other important $4 cards in the kingdom

  11. VP Efficiency

  12. 2VP for $4 is relatively efficient (compared to Estate's 1VP for $2)
  13. More efficient than Duchy in games where 3VP for $5 isn't needed
  14. Can be a good alternative to Gardens in games where you're keeping your deck small

Optimal Usage Strategies

  1. Cards to Set Aside

Best Candidates: - Starting Estates - Excess Coppers - Curses - Terminal actions that have outlived their usefulness - Victory cards that are clogging your deck - Cards that are only useful in early game

Poor Candidates: - Key engine components - Essential treasure cards - Cantrips that help maintain engine consistency - Cards with ongoing benefits

  1. Timing Your Plays

Early Game: - Generally avoid playing Island immediately after purchase - Wait until you have clear targets to set aside - Consider keeping Island in hand if you need the money for important purchases

Mid Game: - Use Islands to remove early-game cards that have lost value - Time plays to maximize deck efficiency - Consider setting aside duplicate terminal actions

Late Game: - Remove victory cards that would otherwise clog your deck - Set aside cards that don't contribute to your final turns - Keep essential engine pieces in your deck

Synergies and Combinations

  1. Strong Synergies

Card Drawing: - Laboratory - Smithy - Council Room These help offset the card loss from Island plays

Deck Inspection: - Scrying Pool - Oracle - Navigator Help ensure you play Island when you have optimal cards to set aside

Gainers: - Workshop - Ironworks - Mining Village Can gain Islands while using your buy for other cards

  1. Kingdom-Specific Synergies

Cursing Attacks: - Witch - Sea Hag - Mountebank Island can remove Curses efficiently

Card-Sensitive Cards: - Gardens - Duke - Silk Merchant Island helps maintain ideal deck size for these strategies

Counters and Anti-Synergies

  1. What Counters Island

Fast Deck Strategies: - Big Money variants - Rush strategies May end the game before Island's benefits materialize

Limited Actions: - Kingdoms without +Actions - Heavy terminal action density Make it harder to play Island effectively

  1. Anti-Synergies

Draw-to-X Cards: - Library - Watchtower Island reduces hand size, making these less effective

Deck Size Dependent Cards: - Gardens - Silk Merchant Island reduces deck size, potentially weakening these cards

Sample Game Scenarios

  1. Engine Building

Early Game: - Focus on key engine components - Buy Island only if $4 can't be better spent - Hold Islands until you have clear targets

Mid Game: - Use Islands to remove starting cards - Maintain engine efficiency - Set aside cards that slow down your engine

Late Game: - Remove victory cards that would clog your deck - Keep essential engine pieces - Use Islands for final VP push

  1. Big Money Variant

Early Game: - Consider Islands as alternative to early Duchy purchases - Use to remove starting Estates - Maintain money density

Mid Game: - Remove excess Coppers - Time plays to maximize buying power - Balance VP accumulation with deck efficiency

Late Game: - Set aside green cards to maintain buying power - Use as supplementary VP source - Consider whether Duchy would be better

Purchasing Guidelines

When to Buy Island:

YES if: - You have clear targets to set aside - Your deck needs thinning - You want VP without deck dilution - You have sufficient +Actions - The kingdom lacks better $4 options

NO if: - You need engine components - Better $4 cards are available - You lack +Actions - Game pace is too fast - You need the money density

Number to Buy: - 2-3 in most games - Up to 4-5 in slower games - 1-2 in faster games - More if primary VP source

Advanced Tactics

  1. Timing Considerations
  2. Consider holding Island until you draw optimal cards to set aside
  3. Time plays to maximize efficiency of remaining deck
  4. Use as a reaction to opponent's strategies

  5. Pile Control

  6. Monitor pile size in 3+ player games
  7. Consider pile-emptying potential
  8. Use as third pile in three-pile endings

  9. Endgame Tactics

  10. Calculate VP efficiency versus Duchy/Province
  11. Consider setting aside other VP cards
  12. Time final plays to maximize deck performance

Common Mistakes to Avoid

  1. Early Game Errors
  2. Buying too early without clear targets
  3. Setting aside valuable cards
  4. Neglecting engine development

  5. Mid Game Mistakes

  6. Playing too many too quickly
  7. Setting aside wrong cards
  8. Ignoring opportunity cost

  9. Late Game Errors

  10. Not considering alternative VP sources
  11. Setting aside needed components
  12. Miscalculating game end timing

Kingdom Setup Considerations

  1. Strong Kingdoms for Island

Features: - Multiple +Action sources - Strong card draw - Clear targets for setting aside - Slower pace - Engine potential

  1. Weak Kingdoms for Island

Features: - Limited +Actions - Rush potential - Better $4 options - Heavy requirement for treasure - Strong alternate VP sources

Conclusion

Island is a nuanced card that requires careful consideration of timing, targets, and opportunity costs. Its strength lies in its ability to provide VP while simultaneously improving deck quality, but it must be used thoughtfully to maximize its benefits. Success with Island comes from understanding both its immediate and long-term impacts on your deck and gameplay strategy.

Key Takeaways: - Time purchases and plays carefully - Choose set-aside targets wisely - Balance VP acquisition with deck efficiency - Consider kingdom context - Monitor game pace and adjust accordingly

When used correctly, Island can be a powerful tool for deck optimization while providing necessary VP for victory. However, it requires careful planning and execution to realize its full potential.