[Dominion] Merchant Camp Card Guide - Topdeck Village
Rating of the Allies card Merchant Camp. Cost 3 Action. +2 Actions / +1 Coin / topdeck on discard.
Merchant Camp
Basic Info
- Type: Action
- Cost: 3
- Effect: +2 Actions / +1 Coin / When you discard this from play, you may put it onto your deck.
Rating
Cost 3 +2 Actions +1 Coin solid village. The topdeck-on-discard rider lets you re-draw it next turn reliably.
The killer feature: guaranteed next-turn draw. Engine consistency soars. Village + 1 Coin is Fishing Village-grade for cost 3.
Overall A-tier. Engine stabilizer.
How to Play
Strong cost-3 buy. Stack 2-3 early.
Fire reliably each turn → re-topdeck → next turn fire again.
End-game: +1 Coin contributes to Province pricing.
Key Combos
Merchant Camp + Smithy stack: stable village+draw.
Merchant Camp + Throne Room: +4 Actions / +2 Coins.
Merchant Camp + other villages: multi-Action sprawl.
Merchant Camp + heavy draw: integrate cleanly.
Synergies
- Smithy-tier: terminal-stacking villager.
- Throne Room: doubled.
- Terminal attacks: stack repeatedly.
- Draw engines: topdeck stabilizes.
Counters & Bad Matchups
- Light-terminal decks: village unused.
- Total-deck-draw engines: topdeck moot (no deck).
- BM: villages unnecessary.
Advanced Tips
Topdeck is optional — pick situationally. Discard normally if next-turn topdeck is unwanted.
Multi-copy: spread for one-per-turn rotation.
Throne+Merchant Camp = +4 Actions but topdeck triggers once on discard only.