Dominion Strategy Forum

Dominion => Dominion Articles => Topic started by: McGarnacle on December 16, 2016, 09:13:00 am

Title: Artificer
Post by: McGarnacle on December 16, 2016, 09:13:00 am
(Re-posted here because it is an article)

Okay, so Artificer. Artificer is neat; nice name, cool mechanics, and not really hated by anyone. But I’m not here to tell you why I like Artificer. I’m here to tell you why I think it is one of the best cards in Adventures. We will start by looking at this versatile card’s many uses, and then talk about when to get Artificer and what to get with it.

Artificer as a Gainer

Artificer’s main strength lies in its versatility. However, the most obvious use for this guy is as a gainer. The topdecking ability means you can just discard 5 Coppers instead of playing them and get to use that Mountebank (or just another Artificer) next turn (or even this turn, if you have more draw). Being able to quickly acquire engine components is vital early game, and often gives you a huge edge on those first few turns.

Artificer as a +Buy

Though Artificer is a gainer, it can also function as a source of +Buy. Say you have an Artificer in play and  from 4 Coppers and a Silver. You can discard it all to topdeck a , spend it all on a , or split it by discarding some and saving some for your buy phase. Additionally, with enough draw it’s entirely feasible to discard 8 or 11 cards to land that Colony or Province. Once you start greening, you can discard dead cards to get more VP or keep you engine running by also gaining Action cards.

Artificer as a Sifter/Enabler

The third and perhaps most subtle use for Artificer is a sifter and enabler. Remember, you don’t need to gain anything for discarding. Enabling Tunnels, Menageries, or Coppers for Counting House is useful, not mention that since it says “gain a card costing  per card discarded”, with cost reduction, you can gain stuff without discarding anything, or just gain Copper if you need them. Draw-to-X is also great, and you can even trigger it repeatedly in a turn with enough Artificers.

Case Study: Artificer/Menagerie

While none of Artificer’s abilities are groundbreaking by themselves, it is when they can be used together that Artificer becomes a power card. It’s synergy with Menagerie is a case in point: Discard duplicates to gain Menageries (or Artificers) while enabling you other Menageries to draw more. While any sifter can do this, Artificer has the added advantage of actually gaining the combo components while sifting. Once you draw lots of cards, you don’t need to worry about a lack of +Buy, because Artificer has that base covered, too.

When it’s hot

So when is Artificer good? Since it is so versatile, it’s almost always useful to some extent, but Kingdoms with no gainers or +Buys really let Artificer shine. The presence of cantrips or Peddler variants also boosts Artificer, as you can quickly acquire them and play them.

When it’s not

Regardless, there are circumstances when Artificer is not a good option. It is almost completely useless in Big Money (which is why this article has no section on it), and kingdoms with good trashing mean you have nothing to discard. Likewise, handsize reduction attacks like Goons or Militia really hurt, as it makes gaining those key s harder with fewer cards in hand.

Summing it up

In conclusion, Artificer is an often underrated but very strong card. It’s worth considering on most boards, and the key card more often that it would seem. It’s versatility ensures that it can perform well in a variety of roles, often combining with other cards to be a real power card.

Synergies

Scrying Pool
Counting House
Menagerie
Tunnel
Poor House
Alms
Inheritence
Cantrips and Peddler variants

Antisynergies

Big Money strategies
Strong Trashing
Opponent’s handsize reducers
Title: Re: Artificer
Post by: Chris is me on December 16, 2016, 10:19:34 am
I'm kind of confused what the difference between "Gainer" and "+Buy" is here, seeing as it literally gains cards directly and has nothing to do with the buy phase. "Gaining can be like an extra buy" yeah, but you already have a section on the whole gaining cards thing.

Sifting section should put less emphasis on "plus you can gain a card!", since that was already covered, and more emphasis on "you may", which is easy to miss and allows the gain to be skipped.

Tactician and Ferry warrant mention in synergies.
Title: Re: Artificer
Post by: Witherweaver on December 16, 2016, 10:30:24 am
I feel like the Highway synergy should be more emphasized.  In certain situations you could empty both piles in the same turn.
Title: Re: Artificer
Post by: McGarnacle on December 16, 2016, 11:22:54 am
Got it! Will make changes soon.
Title: Re: Artificer
Post by: faust on December 17, 2016, 02:43:43 pm
I am not convinced of the power level you seem to imply Artificer has. It's okay due to being at least a peddler, but without cost reduction or draw-to-X, you need some really strong draw to make use of its gaining.

On another note, I think the article could use an "Artificer in slogs" section.
Title: Re: Artificer
Post by: McGarnacle on December 17, 2016, 07:14:55 pm
I am not convinced of the power level you seem to imply Artificer has. It's okay due to being at least a peddler, but without cost reduction or draw-to-X, you need some really strong draw to make use of its gaining.

On another note, I think the article could use an "Artificer in slogs" section.

It's strength is the fact that it is so versatile. Many versatile cards rely on their versatility, but as you mentioned, Artificer is still a Peddler without it.
Title: Re: Artificer
Post by: AdrianHealey on December 30, 2016, 01:56:51 pm
An Artificer can (almost always) gain a $5 card. That's not too shabby.
Title: Re: Artificer
Post by: Dingan on December 30, 2016, 06:32:18 pm
An Artificer can (almost always) gain a $5 card. That's not too shabby.

(Before Awaclus can say it...)

But don't you need 5 other cards too?
Title: Re: Artificer
Post by: Awaclus on January 02, 2017, 05:24:58 am
An Artificer can (almost always) gain a $5 card. That's not too shabby.

(Before Awaclus can say it...)

But don't you need 5 other cards too?

You do need 5 other cards, but those cards aren't doing the gaining so I wouldn't have said that.
Title: Re: Artificer
Post by: ipofanes on January 03, 2017, 04:36:29 am
As many of your comboes include cards played after Artificer, I would think that Villages are something to list as a combo card.
Title: Re: Artificer
Post by: Jack Rudd on January 03, 2017, 10:47:31 am
As many of your comboes include cards played after Artificer, I would think that Villages are something to list as a combo card.
Particularly Border Village and University, for Artificer-gaining reasons.