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
Here's a comprehensive strategy guide for Island in Dominion:
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
Late Game (Turns 13+): Consider only if you need the VPs and have expendable cards to set aside
Basic Functions
Key Strategic Considerations
Helps maintain engine efficiency in the late game
Opportunity Cost
May compete with other important $4 cards in the kingdom
VP Efficiency
Optimal Usage Strategies
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
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
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
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
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
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
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
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
Use as a reaction to opponent's strategies
Pile Control
Use as third pile in three-pile endings
Endgame Tactics
Common Mistakes to Avoid
Neglecting engine development
Mid Game Mistakes
Ignoring opportunity cost
Late Game Errors
Kingdom Setup Considerations
Features: - Multiple +Action sources - Strong card draw - Clear targets for setting aside - Slower pace - Engine potential
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.