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[Dominion] Messenger Card Guide - First-Gain Bonus and Group Hand-Out

Rating of the Adventures card Messenger. Cost 4 Action. +1 Buy +$2, optional discard of deck. First gain in Buy phase = everyone gains a card costing up to $4.

Messenger

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: +1 Buy / +$2 / You may put your deck into your discard pile. / If this is the first card you gain in your Buy phase, gain a card costing up to $4 and each other player gains a copy of it.

Rating

Adventures terminal money/gainer. +$2 +1 Buy is essentially a Silver-equivalent with bonus. The killer features are "deck reset" and "first-gain group hand-out".

Turn 2 with $4 → buy Messenger → instant trigger → you and all opponents gain a $4 card. Next shuffle Messenger almost always lands in hand: huge early tempo.

Tier A on supplies that combo well; otherwise C-tier. Tactical card.

How to Play

Turn 2 / $4 = top pick. Buy Messenger → trigger gain → distribute Messenger or another $4 card to everyone (yourself included).

"Deck reset": discarding deck after Messenger play forces fresh shuffle, often returning Messenger + Silver pair.

Mid: plays as a normal +$2 +1 Buy terminal.

When to Pick / Skip

Shines on:

  1. $4 hosts strong cards (Herald, Silver-equivalents, Familiar at appropriate points).
  2. Cantrip-light, terminal-light decks.
  3. Early tempo race.

Skip:

  1. Heavy trasher engine (Chapel-rush): no value to the gain effect.
  2. Rush boards where compounding doesn't matter.

Key Combos

Messenger → distribute Silver: safe value-add for self.

Messenger → distribute another Messenger: dangerous mirror-trigger.

Messenger + Herald / Silver: gain a $4 power card.

Messenger + deck-reset trick: pair with Silver for next shuffle.

Messenger + Smithy ($4): hand out and keep tempo.

Messenger + +1 Buy: stack purchases.

Synergies

  • Silver: safe distribution target.
  • Smithy ($4): board draw boost shared.
  • Herald: $4 cantrip-trigger.
  • Familiar / Witch (if $4): risky shared distribution.
  • Merchant: Silver synergy.
  • Apothecary: gain Coppers (situational).

Counters & Bad Matchups

  • Chapel-rush builds: gain effect wasted.
  • Strong handsize attacks (Minion / Torturer): deck reset works against you.
  • Rush games: slow compounding doesn't pay off.
  • Mirror Messenger: distribution cancels out.

Advanced Tips

Turn 2 "buy Messenger → trigger" is canonical opening tempo. Self-gain Messenger, Silver, or any preferred $4.

Deck-reset trick: discard deck on Messenger's last play of the turn → next shuffle returns Messenger + Silver paired.

Distributing strong $4 cards helps opponents too — sometimes safer to hand out a benign Silver.

Multiple Messengers: only the first gain triggers. One copy is enough.

In engine build, mid-game Messenger sits as terminal +$2 +1 Buy. Watch terminal collisions.

Mirror match: dual Messengers cancel distribution edge — switch lanes early.