(http://wiki.dominionstrategy.com/images/thumb/d/d2/Fool.jpg/373px-Fool.jpg)(http://wiki.dominionstrategy.com/images/thumb/3/3e/Lost_in_the_Woods.jpg/800px-Lost_in_the_Woods.jpg)
Fool is my greatest creation, and my worst mistake.
Fool is one of the strongest $3 costs in recent memory, and has a tendency to take over games, especially if multiple players decide to pick it up.
Most of its power comes from the passive effect of the Lost in the Woods state. Getting to discard a card for a Boon every turn is powerful enough to deserve contesting it heavily - the 3 Boons you get when playing Fool the first time are simply a rounding error.
Due to the power of Lost in the Woods, it's important to pick up as many Fools as possible. Not only does this protect you from other players taking the Lost in the Woods effect, it also gives you plenty of fodder to feed to Lost in the Woods. A Fool's a Fool, but you could discard that Fool to to Lost in the Woods and get The Sea's Gift to get +1 Card. You could draw anything! It could even be another Fool. This was strong enough that Donald X ended up pairing Fool with Lucky Coin to slow down the game.
In the end though I decided maybe I could pair it with Lucky Coin and the Silvers you gained would slow down how often you played Fool enough to avoid problems.
As everyone knows, Silvers are the same as Curses. It's only thanks to this Lucky Coin balancing that Fool doesn't take over games quite as strongly as Ambassador or Masquerade do. Strategy-wise, there isn't much more to say, besides
1) You should open Fool (Fool/Silver is a common choice).
2) You should try to pick up a 2nd Fool before your 2nd shuffle.
3) It's important to check the date of all strategy articles, as many old articles are no longer relevant in the current age.