[Dominion] Workshop Card Guide - Gardens Rush & Gainer
Rating, usage, and synergies of the Base set card Workshop in Dominion. Cost 3 Action. Gain a card costing up to 4 — Gardens rush staple.
Workshop
Basic Info
- Type: Action
- Cost: 3
- Effect: Gain a card costing up to 4.
Rating
A simple gainer. At cost 3, gain any card costing up to 4. The basic deck-stuffing tool. Especially strong with Gardens (1 VP per 10 cards in deck).
Workshop's headline use is the Gardens rush. Workshop into Silver/Workshop/Estate, swelling the deck size and maximizing Gardens VP. On Base-only boards with Gardens, Workshop+Gardens is a top contender.
In normal engine builds, Workshop's use is limited. No +1 Action means each play burns a terminal slot, and gained cards go to the discard (not hand), preventing same-turn use.
Overall B to A tier (with Gardens) / B to C tier (without). Workshop's peak performance comes paired with Gardens.
How to Play
Opening 3-coin slot: Workshop is a standard pick. 4/3 split's 3-coin slot; on 5/2, can't afford directly.
Mid-game with Gardens strategy: stack 3-5 Workshops. 3-5 cards gained per turn (Workshops × 3 + buy = 4+ gains) rapidly fattens the deck.
In normal play, 1-2 Workshops suffice. Use to gain key cost-4 cards (Smithy, Remodel, Throne Room, Silver) for mid-game development.
Gardens Strategy
Workshop's signature build. Strong on Base-only boards:
- T1-2: Silver/Workshop (4/3 split)
- T3-5: Add Workshops, buy Coppers/Silvers
- Mid-game: Workshop into Gardens/Workshop/Silver, deck swells
- End-game: Trigger 3-pile ending (Gardens + 2 others). Workshop empties piles by gaining Estates / Silvers en masse.
Gardens scores 1 VP per 10 cards. 50-card deck = 5 VP = roughly 2 Duchies + 3 Estates. 100-card deck = 10 VP ≈ Province + Duchy + Estate.
Faster game-ending than engines, the key is closing before the engine completes.
Key Combos
Workshop + Gardens: The signature pairing.
Workshop + Throne Room: TR + Workshop = 2 gains. Two cards gained in one play.
Workshop + Remodel: Gain Silver via Workshop → Remodel into Gold etc.
Workshop + Chapel: Thinning + gaining = quality shift.
Workshop + Vineyard (Alchemy): Action stacking matches Vineyard scoring.
Workshop + Great Hall (Intrigue): Workshop gains Great Hall = VP + village.
Synergies
- Gardens: Gardens-rush core.
- Throne Room: Doubled gains.
- Remodel: Gain → upgrade chain.
- Chapel: Thin + gain.
- Great Hall (Intrigue): Workshop target with VP.
- Worker's Village (Prosperity, 4): Workshop target, strong village.
- Silver: Simple economy gain.
- Vineyard (Alchemy): Action-stacking score.
Counters & Bad Matchups
- Engine main role: Cannot anchor engines (terminal, no draw).
- Cost-5+ heavy supplies: Workshop caps at cost 4.
- No Gardens: Workshop's peak use disappears.
- TfB targeting Workshop: Procession trashes it.
Related Gainers
- Artisan (Base, 6): Gain cost-5 + topdeck a hand card.
- Remodel (Base, 4): Trash + gain (+2 cost).
- Trade (Adventures, 5): Trash 2, gain 2 Silvers.
- Forge (Prosperity, 7): Trash any number, total-cost gain.
- Replace (Intrigue, 5): Trash + gain +2 + topdeck/curse.
- Cobbler (Nocturne, 5): Gain cost-4 to hand at start of next turn.
Workshop's "cost 3 / gain up to 4" simplicity is its hallmark. Stronger gainers exist but at higher cost.
Advanced Tips
Plan target on each Workshop play. Gardens build → Gardens/Workshop/Silver. Engine build → Smithy/Silver/Throne Room.
Gained cards go to discard, not hand. Wait a few turns for them to reshuffle into hand.
Workshop chain: Stack many Workshops → Workshop gains another Workshop → next turn that one gains something else. Classic Gardens build.
"Workshop vs Silver" decision: Engine plan → Silver. Gardens plan → Workshop. Read the supply.