I wanted to write an article on Watchtower, but
theory beat me to it years ago. However, his article written in November 2010 felt a little dated to me as it was written before Cornucopia, Hinterlands and some of the promo cards had been released. I thought that his article could use a revamp, so I edited it where I thought it needed it and updated it for the new sets. I took a wikipedia-ish approach to updating it, by which I mean if I thought he had it right the first time I just left it as is. This is an attempt to create a strong article based on the collective wisdom of the forums. Though it is based on theory's original article I have made substantive changes. Much of what I wrote on what works and does not work are my own opinions, and were not contained in the original or voiced by theory, any mistakes are probably mine. Of course any feedback is appreciated.
WatchtowerAt $3 Watchtower is well worth the price. It is one of the most versatile cards in the game, and an Action that provides a benefit even without playing it.
First, and most obviously, Watchtower is a devastating defense card against junk giving attacks (Mountebank, Witch, Familiar, Sea Hag, Young Witch, Ambassador, Followers, Swindler). Not only does it block the Curse (or other junk) from entering your deck, it actually trashes the Curse, meaning that an attack-heavy opponent will soon find himself running out of Curses to give. (Compare to Moat, which, against a Witch-heavy player, only delays the inevitable.) It even counters Ill-Gotten Gains, which reaction cards that specifically react to Attacks cannot. It provides no defense against “deck-inspection” attacks (e.g. Spy, Thief, Pirate Ship, Rabble, Noble Brigand, Saboteur, Fortune Teller), but these attacks are weak enough that you’re usually not buying a reaction just to counter them. It does
defend against handsize-reduction attacks by allowing you to draw back up to 6. It should be noted that it does this especially well against Torturer as you get a choice of trashing the incoming Curse or discarding two weak cards.
Second, if you’re willing to hold onto Watchtower and not playing it, it works as a mini-Royal Seal, minus the $2. With a way to gain multiple cards a turn there are some ridiculous ways to take advantage of this. You can play a Talisman, buying a Treasure Map, gaining another one, and
putting them both on the deck! More commonly, you can buy something like
Hamlet/Watchtower or Throne Room/[some other action] and ensure that you draw them together next turn.
This thread contains some other more advanced examples. Any reasonably strong two card combo works. Even when you just have one buy, Watchtower can make sure you play important attack cards (Mountebank, Goons, Witch) before your opponent gets a chance to.
Third, and this is a very specialized use, Watchtower can greatly mitigate the damage of negative on gain effects (Cache, Embargo,
Goons). Ordinarily,
Goons-heavy players will avoid buying too many Coppers for VP tokens for fear of weighing down their deck. Watchtower solves this problem by trashing the Coppers as they come in, while still collecting the VP tokens. It similarly works well with Cache (you get to top-deck the Cache too!), and let’s you buy right through an Embargo.
Finally, Watchtower can form part of a good card-drawing engine, especially with +Actions that reduce your hand size while giving some other benefit. The prime example of these are disappearing Villages, such as Fishing Village, Hamlet, Festival,
University, and Native Village. It should be noted that of these University is exceptionally powerful as having a University and a Watchtower in hand allows you to gain a $5 cost action, top-deck it and then draw and play it in the same turn. These engines also benefit from card sifters (Warehouse, Cellar, Inn), and +Action cards that grant some other benefit, but can reduce your handsize when played (Lighthouse, Governor, Upgrade, Pawn, Minion, Ironworks, Lookout,
Haven). With enough Actions floating around terminals can be added for additional benefits, for example Vault, Bridge, Secret Chamber, Monument or Bishop.
Although on some boards Library will be superior, Watchtower is much cheaper, and its other abilities can sometimes make it superior. Drawing a dead Watchtower (either because you have no Actions left, or because your hand size is very large already) is much less of a liability than a dead Library because of its other uses.
Works well with:-Disappearing Villages (Fishing Village, Hamlet, Festival, University, Native Village)
-Card sifters (Warehouse, Cellar, Inn)
-+Actions that grant some other benefit (Lighthouse, Governor, Upgrade, Pawn, Minion, Ironworks, Lookout, Haven)
-Two card combos, when there is the ability to gain them both on the same turn (KC-Bridge, Treasure Map-Treasure Map, Hamlet-Watchtower, Throne Room-Mountebank, etc)
-Sources of +Buy and card gainers (Talisman, Bridge, Ironworks, University, Horn of Plenty, etc.)
-Junk giving attacks (Mountebank, Witch, Familiar, Sea Hag, Young Witch, Ambassador, Followers, Swindler)
-Cards that make you want to take junk (Goons, Embargo, Cache)
Conflicts with:-Cards that increase hand size (e.g., Laboratory, Alchemist, Caravan, Wharf, Tactician)
-Attacks that it does not defend against (Pirate Ship being the most important)
-Royal Seal, since the benefit becomes a bit redundant
-Library, on some boards.
Edit1: Added Haven. Made explicit mention of strength of Uni combo.