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[Dominion] Harbinger Card Guide - Discard Pile Topdeck

Rating of the Base 2E Harbinger. Cost 3 Action. +1 Card / +1 Action + look through discard, topdeck a card.

Harbinger

Basic Info

  • Type: Action
  • Cost: 3
  • Effect: +1 Card / +1 Action / Look through your discard pile. You may put a card from it onto your deck.

Rating

A non-terminal cantrip (+1 card / +1 action) with "topdeck a discard card" attached. At cost 3, a low-cost deck-management tool useful for engine support.

The main feature is topdeck setup. Pick up strong cards (Witch, Remodel, Throne Room) from discard for guaranteed next-turn access. Stabilizes engine plays.

But "no desired cards in discard" makes the effect whiff. Early game or thinned decks limit usefulness.

Overall B tier. Base 2E replacement for old Chancellor. Chancellor's flashy "deck-to-discard" effect replaced with subtler topdeck.

How to Play

Opening 3-coin slot: Harbinger is a mid-tier pick. Competes with Village, but useful as engine non-terminal slot.

Mid-game: Harbinger to topdeck strong cards for next turn (Throne Room + Smithy turn setup).

End-game: Topdeck Gold/VP gainers from discard.

Key Combos

Harbinger + Witch: Topdeck Witch for guaranteed Curse next turn.

Harbinger + Throne Room: Topdeck TR for next-turn doubling.

Harbinger + Remodel: Topdeck Remodel for next-turn VP conversion.

Harbinger + Smithy: Topdeck Smithy for guaranteed +3 cards.

Harbinger + Cellar/Warehouse: Cycle to discard, then Harbinger picks back up.

Synergies

  • Strong actions: Witch, Remodel, Throne Room, Smithy.
  • Chapel: Thinning support.
  • Cellar / Warehouse: Discard manipulation creates Harbinger targets.
  • Throne Room: Doubled topdeck.
  • Vineyard (Alchemy): Action stacking score.
  • Wharf (Seaside): Discarded duration retrievable.

Counters & Bad Matchups

  • Thinned decks: Few discard cards, Harbinger withers.
  • Early game: Discard mostly empty turns 1-2.
  • Other topdeck cards present: Sentry, Artisan duplicate function.
  • Pure Big Money: +1 card weak, topdeck underutilized.

Related Topdeckers

  • Sentry (Base 2E, 5): Sort top 2.
  • Artisan (Base, 6): Gain + topdeck.
  • Courtyard (Intrigue, 2): Draw + topdeck.
  • Cartographer (Hinterlands, 5): View top 4 + sort.
  • Scout (Intrigue, 3): View top 4 + collect VP.
  • Soothsayer (Nocturne, 5): Token operations.
  • Scout (Allies, 3): Simple top operation.

Harbinger's "cost 3 cantrip + topdeck" is its niche. Less powerful than Sentry but cheaper.

Advanced Tips

Plan topdeck target each turn. Default = "strong card you want guaranteed next turn."

Watch the discard pile. Before playing Harbinger, check if a desired card is in discard. If not, just use as cantrip.

Target "recently-played strong cards" pre-shuffle. Played a Witch this turn, Harbinger picks it up for next turn.

Second Harbinger: One usually sufficient. Two retrieves more but targets dry up.

vs old Chancellor: Old Chancellor "deck to discard" was flashy but unstable. Harbinger more reliable, less ceiling.