[Dominion] Apprentice Card Guide - Trash for Massive Draw
Rating of the Alchemy card Apprentice. Cost 5 Action. +1 Action / Trash a card, +1 Card per coin cost, +2 Cards if it has P.
Apprentice
Basic Info
- Type: Action
- Cost: 5
- Effect: +1 Action / Trash a card from your hand. +1 Card per coin it costs. +2 Cards if it has P in its cost.
Rating
Trasher + scalable drawer engine core. Cost-5 cantrip trasher rivaling Chapel. Estate (cost 2) → +2 cards. Silver (cost 3) → +3. Gold (cost 6) → +6. Potion-cost cards add +2.
Biggest strength: scaling draw with trashed card cost. Late-game lets you flip Silvers/Golds into draw bombs.
Tier A. Premier cost-5 cantrip-trash card. Compared to Chapel (trash-only), Apprentice draws every turn. Engine staple.
How to Play
Buy when 5 coin available, turns 3-5.
Mid: Apprentice each turn, trashing Estates/Coppers for +2-3 cards.
Late: Trash targets thin out; flip Silver/Gold for big draw if a Province turn needs the burst.
Trash Targets
Priority:
- Estates (cost 2): +2 cards + dead VP removed.
- Curses (cost 0): +0 cards, removes Curse.
- Coppers (cost 0): +0, thinning.
- Silvers (cost 3): +3 cards, late-game sliming.
- Golds (cost 6): +6 cards, ultimate draw at economy cost.
- Potion-cost cards: +cost +2 bonus = huge draw.
Key Combos
Apprentice + Chapel: Chapel for bulk thinning, Apprentice for draw-while-trashing.
Apprentice + Estate: Estate fuel.
Apprentice + Vineyard: Apprentice itself is Action, Vineyard scales.
Apprentice + Potion-cost cards: Vineyard (0+P) → +2; Scrying Pool (2+P) → +4; Golem (4+P) → +6.
Apprentice + Remodel: Remodel into Gold, Apprentice trashes Gold for +6 cards.
Apprentice + Smithy: Stack draw.
Synergies
- Estate: Dead VP fuel.
- Chapel: Two-stage thinning.
- Remodel: Gold-and-trash combo.
- Vineyard: Action density + score.
- Potion-cost cards: Bonus +2.
- Smithy: Auxiliary draw.
Counters & Bad Matchups
- Trash-poor deck: Draw count crashes.
- Heavy hand-attacks: Militia/Goons wreck the chain.
- Pure BM: +1 Action wasted.
- Heavy attack threats: Apprentice doesn't trash terminals so deck stays vulnerable.
Advanced Tips
Buy 1-2 Apprentices. 3+ runs out of targets.
3 Estates + 7 Coppers at start = 10 trash fuel. Compression engine staple.
Potion-cost cards explode: Pool (2+P) trash = +4 cards. Fast investment recovery.
Apprentice as Stonemason-style: Trash and draw, deck-cleaning while filling hand.
Apprentice vs Chapel: Chapel trashes 4/turn, Apprentice trashes 1 + draws. Pick by board, often buy both.
"Trash Gold for +6 cards": Final-turn power move to enable double-Province purchases.