[Dominion] Swap Card Guide - Cantrip Action-Toolbox
Rating of the Allies card Swap. Cost 5 Action. Cantrip + return Action to gain a different cost-5 Action to hand.
Swap
Basic Info
- Type: Action
- Cost: 5
- Effect: +1 Card / +1 Action / You may return an Action from your hand to its pile to gain a different Action costing up to 5 to your hand.
Rating
Cost 5 cantrip + Action toolbox. Beyond +1 Card / +1 Action, lets you summon any cost-5 Action straight to hand each turn.
Strength: rerouting bad draws into the right tool. Want a village? Swap for it. Want draw? Swap for it. Engine consistency dramatically improves.
Limit: cost-5-and-under Actions only; no Treasure/Curse fixing. Toolbox value scales with the kingdom's Action depth.
Overall A-tier. Premier flexibility tool.
How to Play
First buy at cost 5 mid-game. After core engine pieces (village, draw) are in place, add 1-2 copies.
Each turn check hand and summon the missing piece.
End-game: summon Bridge / Royal Seal for Province closer.
Key Combos
Swap + Smithy-stack: drawn extra Smithy → swap for a village.
Swap + Throne Room: TR + Swap = +2 Cards / +2 Actions / 2 swaps.
Swap + cost-5 villages (Mining Village, Port): consistent village access.
Swap + key tactical card: summon Highwayman, Witch, etc. as needed (different name only).
Synergies
- Strong cost-5-and-under Actions: more swap targets.
- Throne Room: doubled swap.
- Villages: swap unwanted for needed pieces.
- Liaisons: optimize Favor draws.
Counters & Bad Matchups
- Action-light supplies: nothing to swap into.
- Cost-6+ decks: can't access top tier.
- BM: cantrip too weak in BM.
Advanced Tips
"Different-named" restriction: Swap → Swap not allowed. Plan target carefully.
Each turn evaluate hand composition. Village+Draw set → swap for +Coin card.
Multiple Swaps lose efficiency (same target restriction). 1-2 copies optimal.
Swap value scales with kingdom action depth. Powerful on rich Action boards.