[Dominion] Carpenter Card Guide - Workshop Variant
Rating of the Allies card Carpenter. Cost 4 Action. While no piles empty: +1 Action gain cost-4. Otherwise trash and upgrade by 2.
Carpenter
Basic Info
- Type: Action
- Cost: 4
- Effect: While no Supply piles are empty: +1 Action, gain a card costing up to [4]. Otherwise trash a card from hand, gain a card costing up to [2] more than it.
Rating
Two-mode card. Mode 1 (early): +1 Action Workshop. Mode 2 (late): Remodel +2. Adapts to game state.
Killer feature: pre-empty-pile, it's a Workshop with built-in Village. Gain a cost-4 every turn while building engine pieces. Massive efficiency.
Late-game pivots to Remodel mode for Province conversion.
Overall A-tier. Carries from early to late.
How to Play
Strong open-4 candidate.
Mid-game: Carpenter every turn for cost-4 gains (Silver, Village, draw).
End-game: pile emptied → Remodel mode. Estate→Duchy, Silver→Gold, Gold→Province.
Key Combos
Carpenter + Guildmaster: gain triggers Favor.
Carpenter + Throne Room: TR + Carpenter = +2 Actions + 2 gains.
Carpenter + Bridge: +1 Buy + multi-gain.
Carpenter + pile-empty strategy: deliberately empty piles to trigger Remodel mode.
Carpenter + cost-5 villages/actions: mid-game ladder up.
Synergies
- Liaisons (Guildmaster, Underling): double Favor.
- Throne Room: 2x gain.
- Bridge / Royal Seal: +1 Buy multi-gain.
- Strong cost-4 actions: gain → mid-game core.
Counters & Bad Matchups
- Cost-4 Action thin supplies: gain efficiency drops.
- Quick-empty supplies: Workshop mode shorts out early.
- BM: Workshop weak in BM.
Advanced Tips
Mode 1: gain strong cost-4s every turn = engine.
Silver-gain every turn = economy boost. Estate-gain for tempo points.
Time the pile empty deliberately for Remodel mode.
2-3 copies enough. Excess wastes after pile empty.
Pair with gain-synergies (Guildmaster, Artisan, Royal Seal) for snowball.