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[Dominion] Guildmaster Card Guide - Favor Powerhouse

Rating of the Allies card Guildmaster. Cost 5 Action-Liaison. +3 Coins, +1 Favor on each gain this turn.

Guildmaster

Basic Info

  • Type: Action-Liaison
  • Cost: 5
  • Effect: +3 Coins. This turn, when you gain a card, +1 Favor.

Rating

One of Allies' strongest favor-generating cards. At cost 5, +3 Coins (Market-tier coin output) plus the per-gain +1 Favor trigger.

The kicker: the trigger fires "each time you gain a card." Combined with +Buy cards (Bridge, Mining Village, Artisan), one turn can yield 5+ gains = 5+ Favors. On Allies-strong boards, a single Guildmaster can stockpile dominating Favor resources.

Terminal but +3 Coin economic value alone is good. Stack with Villages for explosive Favor accumulation.

Overall A-tier. Value spikes when the kingdom Ally is Favor-hungry.

How to Play

First buy at cost 5 mid-game. Pair with Villages and +Buy before second copy.

Maximize gains: combine with +Buy and gain-effect cards (Artisan, Remodel).

End-game: powerful Ally activation (gain Province / Gold equivalents) can decide the game.

Key Combos

Guildmaster + Bridge: +1 Buy enables multi-gain → multi-Favor.

Guildmaster + Artisan: gain costing 5 → +1 Favor. Chains gain effects.

Guildmaster + Smithy-tier draw: cycle deck to fire Guildmaster every turn.

Guildmaster + Remodel/Modify: trash+gain triggers Favor.

Guildmaster + Throne Room: +6 Coins, doubled +Coins enables more buys = more gains.

Synergies

  • Bridge / Royal Seal: +1 Buy multi-gain.
  • Artisan: gain chain.
  • Remodel/Modify: trash+gain combo.
  • Carpenter: cost-up-to-4 gain + Ally favor.
  • Broker: gain+favor double dip.

Counters & Bad Matchups

  • Weak Ally pile: stockpiled Favor wasted.
  • No gain triggers: just a +3 Coin terminal.
  • Terminal collisions: requires Villages.

Advanced Tips

Order matters: fire Guildmaster BEFORE gain-effect cards so the trigger applies.

"How many gains per turn" directly controls Favor income. Plan +Buy purposefully.

Multi-Guildmaster + Smithy-stack = 10+ Favors per turn. Ally-dependent, but game-deciding.

Second copy: Ally-strength dependent. Strong Ally → mandatory; weak Ally → one suffices.