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[Dominion] Remodel Card Guide - All-Purpose TfB & VP Conversion

Rating, usage, and synergies of the Base set card Remodel in Dominion. Cost 4 Action. Trash a card from hand, gain one costing up to +2. The end-game VP converter.

Remodel

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: Trash a card from your hand. Gain a card costing up to 2 more.

Rating

Dominion's quintessential Trash-for-Benefit card. Convert any unwanted hand card into a "+2 cost" card. The classic conversions: Estate → Smithy/Silver/Remodel (cost 2 → 4); Silver → Witch/Sentry/Remodel (cost 3 → 5); Gold → Province (cost 6 → 8).

The signature move is end-game Gold → Province. Drawing "Remodel + Gold" converts immediately into a Province. One-card win condition.

Versatile across all phases: early thinning (Estate→4-cost), mid-game upgrades (Silver→5-cost), end-game VP conversion. Cost 4 makes it among the most accessible TfB cards.

Overall A to S tier. Among Base's strongest cards alongside Witch. With Remodel on the board, prioritize 1-2 copies.

How to Play

4/3 opening: Remodel is a top 4-coin pick. Buying it early enables Estate-trashing and 4-cost upgrades from turn 3-4. On 5/2, prioritize 5-cost first.

Mid-game: 1-2 Remodels. Beyond 2 risks running out of trash targets.

End-game: "Gold → Province" is the deciding play. Look for "Remodel + Gold" hands and execute.

Key Combos

Remodel + Estate: Estate (2) → cost-4 card (Smithy, Silver, Remodel itself). Early thinning + gain.

Remodel + Copper: Copper (0) → cost-2 card (Moat, Cellar). Thin + gain hybrid.

Remodel + Silver: Silver (3) → cost-5 card (Witch, Sentry, Remodel). Mid-game upgrade.

Remodel + Gold: Gold (6) → Province (8). End-game finisher.

Remodel + Smithy: Smithy (4) → cost-6 card (Gold). Mid-game economy boost.

Remodel + Fortress (Dark Ages): Fortress trashed → returns to hand → Remodel still gives a cost-6 card. Effectively "free Province purchase."

Remodel + Throne Room: TR + Remodel = trash 2, gain 2.

Remodel + Vineyard (Alchemy): Action-heavy decks score big. Remodel keeps trashing pace.

Synergies

  • Estates: Early thinning targets.
  • Silver / Gold: Mid-late upgrade targets.
  • Chapel: Pure thinning supplement.
  • Throne Room: Doubled TfB.
  • Fortress: Infinite Remodel loop.
  • Apprentice (Alchemy): Trash + draw, complementary to Remodel.
  • Expand (Prosperity): Cost-7 upgrade with +3 cost.

Counters & Bad Matchups

  • Trash-empty decks: With nothing to trash, Remodel sits idle.
  • Heavy terminal collisions: Remodel itself is terminal — needs Villages.
  • 4-cost-only supplies: Without higher-cost targets, the +2 cost jump is wasted.

Related TfB Cards

  • Expand (Prosperity, 7): +3 cost upgrade. Cost 6 → Duchy, 7 → Province.
  • Forge (Prosperity, 7): Trash any number for total cost gain.
  • Masquerade (Intrigue, 3): Card pass + 1 trash.
  • Procession (Dark Ages, 4): TR + trash + cost+1 Action gain.
  • Apprentice (Alchemy, 5): Trash + draw cards equal to cost.
  • Repair (Allies, 3): Trash + cost-1 card gain. Minor jump.
  • Scholar (Renaissance, 5): Discard hand, draw 7.

Remodel's "+2 cost flexible jump" is the simplest and strongest among these.

Advanced Tips

Always pair "what to trash" with "what to gain" before playing. Check hand for cards plus desired upgrade.

Phase usage: Early Estate → 4-cost. Mid Silver → 5-cost. End Gold → Province.

Remodel can trash itself (cost 4 → cost-6 card like Gold). Useful when Remodels become excess.

"Remodel chain": Remodel a Remodel → next Remodel different upgrade in same turn possible (with Throne Room more efficient, but works as fallback).