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[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.