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[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.