[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:
- Strong existing draw engines (Council Room, Hireling).
- Heavy trashers that crush treasure density.
- 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.