Swindler/Masquerade Madness
base + cornucopia + hinterlands + intrigue + prosperity expansions
Chapel
action
2💰
Fool's Gold
reactiontreasure
2💰
Masquerade
action
3💰
Swindler
actionattack
3💰
Thief
actionattack
4💰
Remodel
action
4💰
Horse Traders
actionreaction
4💰
Throne Room
action
4💰
Border Village
action
6💰
Peddler
action
8💰 Card List
Comments (1)
rabaroni2012-08-26
This is the most fun I've managed to have with a dominion game, all 10 cards become useful in the game. Generally whenever I play dominion I end up focusing on 2-3 cards, this deck forces everyone to play with all 10 cards with rather obnoxious/entertaining results. With all these variables you have absolutely no idea who is going to win until the last turn.
Matches revolve around the $3 cards: swindler screwing up opponents deck compositions (like copper -> curse) or masquerade transferring curses and other less desirable cards to opponents.
A fun bank of $4 cards forces the swindler to think twice about which cards to swap the opponent to. Remodel allows players to actually gain provinces through 2 routes a peddler or a border village. Thief should steal high valued coins since copper is trashed by chapel, masquerade, or remodel. Horse Trader gives a bit of a defensive bonus in a prevalent attack deck. Finally throne room sets up for a cheaper peddler in addition to a double card played.
The border village exists to give swindler's the option of removing opponents gold. This comes as a double edged sword since it gives the owner the choice of a $4 card.
The peddler is somewhat difficult to purchase thanks to the lack of +action cards. The real fun of the paddler comes into play whenever you swindle a province into a peddlar. Remeber, someone might also gain revenge by remodeling the peddler into a province.