dood
メインコンテンツへ
案内人
冒険 / カード

[Dominion] Guide Card Guide - Hand Reroll Cantrip via Tavern Mat

Rating of the Adventures card Guide. Cost 3 Action-Reserve. +1 Card +1 Action, place on Tavern mat. At start of turn, call to discard hand and draw 5 fresh cards.

Guide

Basic Info

  • Type: Action-Reserve
  • Cost: 3
  • Effect: +1 Card / +1 Action / Put this on your Tavern mat. / At the start of your turn, you may call this to discard your hand and draw 5 cards.

Rating

Adventures cantrip-Reserve. Base cantrip is fine; the killer feature is "redraw your hand at start of turn" via call. Tier A-S on suitable supplies.

How to Play

Pick at $3. Target 1-2 copies. Stash on Tavern mat early; call on critical turns to reroll a weak hand into a Province-buying hand.

Bad hand (CCEEE)? Call Guide → fresh 5. Strong hand (Smithy + 3 Treasure)? Save Guide for later.

When to Pick / Skip

Shines on:

  1. Mid-power decks where elite hands are rare.
  2. Pre-Province-line turns.
  3. No engine option, one-shot strategy.

Skip:

  1. Strong draw-everything engine.
  2. Chapel-led BM that already hits Province.
  3. Short rush boards.

Key Combos

Guide + Inn: shuffle Guide back for repeat use.

Guide + King's Court: doubled call.

Guide + Chapel: trash + reroll.

Guide + Lighthouse: durable defense plus reroll.

Guide + Sea Hag / Torturer attack survival: reroll the bad hand.

Synergies

  • Inn: shuffle.
  • King's Court: doubled call.
  • Chapel: trash.
  • Lighthouse: defense.
  • Smithy / Council Room: hand boost.
  • Silver / Gold: density via reroll.
  • Port: cross-turn draw.

Counters & Bad Matchups

  • Pure draw engine: Guide redundant.
  • Rush games.
  • Heavy Chapel-builds outpace.
  • Mirror Guide neutralizes.

Advanced Tips

Call timing: open hand, evaluate Province threshold; if can't reach, call. If hand already strong, save Guide.

Multi-Guide: 2-3 copies = redraws on multiple critical turns.

KC + Guide: 2 calls = total 10 fresh cards (needs 2 Guides on mat).

Inn + Guide: shuffle Guide back into deck for endless cycle.

Province line: Guide ensures the Province-money turn. Game-deciding.

Mirror match: depth in support cards (Chapel, Inn) decides.

Decision rule: hand sub-$3 → call. Hand $4-5 → judgment. Hand $6+ → save.