dood
メインコンテンツへ
カササギ
冒険 / カード

[Dominion] Magpie Card Guide - Self-Replicating Cantrip

Rating of the Adventures card Magpie. Cost 4 Action. +1 Card +1 Action, reveal top of deck — Treasure goes to hand, Action/Victory triggers another Magpie gain.

Magpie

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: +1 Card / +1 Action / Reveal top card. Treasure goes to hand. Action or Victory triggers gaining a Magpie.

Rating

A core cantrip from Adventures. Base +1 Card +1 Action, with "self-replicate" and "draw treasure" attached. Higher treasure density early = more value; once Victory cards mix in, Magpie gains more Magpies.

Greatest strength: "swells the deck without consuming an action". Not a terminal like Smithy — multiple Magpies can chain without villages. Even late game when Provinces fill the deck, Magpie keeps gaining itself.

Community consensus: a benign Adventures card; a strong $4 draw helper. Tier A.

How to Play

Early: at $4, often pick over Silver. With high treasure density, one Magpie does more than a Silver (treasure to hand + cantrip + chance to gain more).

Mid: with 3-4 Magpies, "reveal Victory → gain Magpie" loop kicks in. Buying one Province cycles Magpie gains.

For draw-everything engines, Magpie helps thin (+1 Action) and grabs treasures.

When to Pick / Skip

  • Boards where $4 turns recur frequently.
  • Treasure-heavy builds (Copper/Silver/Gold).
  • Few +Card cantrips and you need card volume.

Avoid:

  1. Strong existing draw engines (Council Room, Hireling).
  2. Heavy trashers that crush treasure density.
  3. Short rush boards with no time to grow.

Key Combos

Magpie + Copper/Silver/Gold mass: high treasure density boosts hit rate.

Magpie + Throne Room / King's Court: 2-3 reveals per play.

Magpie + Inn: shuffle Magpies back for re-trigger.

Magpie + Crossroads: Victory reveal + Magpie gain.

Magpie + Merchant Guild: coin token income.

Magpie + Vestry / Crypt: gain timing.

Synergies

  • Silver / Gold: maintain treasure density.
  • Throne Room / King's Court: doubled play.
  • Inn: shuffle control.
  • Crossroads: VP draw.
  • Merchant Guild: coin tokens.
  • Vestry / Crypt: gain triggers.
  • Smithy: draws to find Magpies.
  • Chapel: keep some Silvers, don't over-trash.

Counters & Bad Matchups

  • Heavy trash engines (Chapel rush): treasures vanish, hit rate drops.
  • Curse spammers (Witch, Minion): curses jam Magpie's effective draw.
  • Rush games: self-replication doesn't compound in time.
  • Terminal-collision boards: cantrip nature less valuable.

Advanced Tips

Pick Magpie aggressively at $4. Target ~3 copies.

After 3-4 Magpies, the "reveal Victory → gain Magpie" loop self-grows. No need to actively buy more.

In engine builds, keep 3-4 Magpies as cantrip filler — won't trash via Chapel.

Province phase: revealing Province via Magpie still gains a Magpie. Doesn't thin the deck but adds card mass.

Mirror match: first to mass Magpies wins midgame tempo.

Magpie + Throne Room: doubled = 2 reveals. 2 Treasures to hand or 2 Magpie gains.

Treasure preservation: keep at least some Silvers so Magpie hits frequently.