[Dominion] Importer Card Guide - Favor Token & Next-Turn Gain
Rating of the Allies card Importer. Cost 3 Action-Liaison. Take 1 Favor; at the start of your next turn, gain a card costing up to $5.
Importer
Basic Info
- Type: Action-Liaison
- Cost: 3
- Effect: Take a Favor / At the start of your next turn, gain a card costing up to $5.
Rating
Allies Liaison: Favor + next-turn gain. Effectively a free $5 card per Importer fired.
Tier S. Premium economy from $3.
How to Play
$3 slot, 2-4 copies. Early-game to mid: aggressive purchase. Stack to gain Smithy/Market/Council Room every turn.
Gain timing: start of next turn → enters shuffle pool sooner.
When to Pick / Skip
Shines on:
- Strong $5 cards (Council Room, Market).
- Aggressive Ally effects.
- Free gain wanted.
Skip:
- Weak $5 slot.
- Rush boards.
- Strong Chapel-only.
Key Combos
Importer + King's Court: 2 Favors + 2 gains.
Importer + Other Liaison: stacked Favor income.
Importer + Market / Council Room: gain target.
Importer + Inn: cycling.
Importer + Crossroads: VP draw.
Synergies
- King's Court: doubled.
- Liaison cards: Favor stacking.
- Market / Council Room: gain target.
- Inn: cycling.
- Crossroads: VP draw.
- Ally effects: Favor consumption.
Counters & Bad Matchups
- Weak $5 supply.
- Rush.
- Strong Chapel build.
Advanced Tips
Triple role at $3: Favor + gain + Ally trigger.
Multi-Importer: 2-4 copies = stable per-turn gain.
KC + Importer: 2 Favors + 2 gains. Fast deck building.
Gain timing: shuffle-friendly. New cards enter mid-game shuffle.
Engine ramp: Smithy / Council Room gained free each turn.
Mirror match: Favor income decides Ally power.
Ally synergy: Liaison stacking + Importer flood = dominant.