[Dominion] Teacher Card Guide - Permanent Token Distribution
Rating of the Adventures card Teacher. Cost 6 Action-Reserve. Place tokens on supply piles for permanent boosts.
Teacher
Basic Info
- Type: Action-Reserve
- Cost: 6 (exchange from Disciple only)
- Effect: Place this on your Tavern mat. At start of your next turn, recall it; place a token (+1 Card / +1 Action / +1 Buy / +$1) on a Supply pile that has no token.
Rating
Final form of the Peasant Traveller line. Permanent token distribution turbo-charges any pile.
Biggest strength: "Permanent deck upgrade." Place +1 Card / +1 Action / +1 Buy / +$1 on any pile. Example: +1 Action on Smithy = Cantrip Smithy. +1 Card on Witch = Lab Witch.
Community consensus: top-tier in all of Dominion, alongside Champion as the Adventures endgame. Tier S+.
How to Play
From Disciple exchange. Reaching Teacher means near-game-won.
Every turn recall from Tavern, place token. Priority:
- +1 Action on a key terminal (Smithy) → fix village problem
- +1 Card on Witch / weak draw → engine
- +1 Buy on main treasure → Silver/Gold pick
- +$1 on main action → economy
Key Combos
Teacher + Smithy: +1 Action token = cantrip Smithy.
Teacher + Witch: +1 Card token = Lab+Curser.
Teacher + Champion: ultimate. Infinite actions + permanent tokens.
Teacher + Hireling: token-permanent boost.
Synergies
- Smithy / Council Room: +Action token fit.
- Witch / cursers: +Card token boost.
- Champion: dual Travellers.
- Hireling: tokens persist.
Counters & Bad Matchups
- Short games: don't reach Teacher.
- Few Action piles: tokens have nothing to enhance.
Advanced Tips
Teacher is Reserve; sits on Tavern mat until recalled.
Token priority depends on supply. Default: +1 Action on most-played terminal.
Second Teacher: very strong; place tokens on additional piles.
Mirror match: simultaneous Teacher arrival = even; first-mover wins.