Fortress
Basic Info
- Type: Action
- Cost: 4
- Effect: +1 Card / +2 Actions / When you trash this, put it into your hand.
Rating
Indestructible village. +1 Card +2 Actions baseline, trash-return clause makes it immune to forced trashers.
Tier S. Premier $4 village.
How to Play
$4 slot, 2-4 copies. Engine cornerstone.
Trash effects (Remodel, Expand) → Fortress returns → replay → infinite loop.
When to Pick / Skip
Shines on:
- Draw-everything engines.
- Trash-loop combos (Remodel chain).
- Knights / forced-trash attacks present.
Skip:
- Rush boards.
- Pure Chapel BM.
- No-terminal cantrip-only.
Key Combos
Fortress + King's Court: +2 Cards +4 Actions.
Fortress + Remodel / Expand: trash-loop gain engine.
Fortress + Barge / Smithy: engine base.
Fortress + Knight: trash defense.
Fortress + Marauder: loop.
Synergies
- King's Court: doubled.
- Remodel / Expand / Artisan: trash loop.
- Barge / Smithy: draw.
- Knights (defense): trash immunity.
- Marauder / Cemetery: trash loops.
Counters & Bad Matchups
- Rush.
- Pure Chapel BM.
- No-terminal supply.
Advanced Tips
Trash-loop with Remodel: trash Fortress for $5 card → Fortress returns to hand → next turn replay → trash again.
KC + Fortress: +2 Cards +4 Actions = doubled village + draw.
Engine base: 2-4 Fortresses + 2-3 draws stable.
Knight defense: forced trash returns Fortress safely.
Mirror match: trash loop efficiency wins.
Province line: stable Province money via Fortress engine.
Note: This Fortress is the Allies card (distinct from Dark Ages Fortress).