[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:
- Mid-power decks where elite hands are rare.
- Pre-Province-line turns.
- No engine option, one-shot strategy.
Skip:
- Strong draw-everything engine.
- Chapel-led BM that already hits Province.
- 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.