[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.