[Dominion] Horn of Plenty Card Guide - Gain-by-Variety Treasure
Rating of the Cornucopia card Horn of Plenty. Cost 5 Treasure. Gain a card costing up to 1 per differently-named card in play; trash on Victory.
Horn of Plenty
Basic Info
- Type: Treasure
- Cost: 5
- Effect: Gain a card costing up to 1 per differently-named card you have in play (counting this). If it's a Victory card, trash this.
Rating
A unique Treasure that produces no coin but instead gains cards based on variety in play. With a wide engine, Horn cycles into cost-6-7 cards every turn. Strong as "extra buy" — even decks without +1 Buy can gain 2+ great cards per turn via Horn.
Big appeal: gaining a Province at 6-7 coin without an 8-coin hand. Province trashes Horn, but Province itself is a huge swap.
Weakness: dead in low-variety boards and in early game. Timing matters — purchasing before engine finishes wastes Horn.
Overall A. Strong in variety-heavy / engine boards; mid-tier in BM or low-variety setups.
How to Play
Buy in 5-coin slot. Best when supply has variety (villages, drawers, treasures, attacks).
Mid-game: 1-2 Horns once engine fires. With 5-6 different cards in play, Horn fetches cost-5/6 cards.
Province rush: Horn at 6-7 coin → Province (Horn self-trashes). Pivotal swing.
Maximizing Variety
Tips:
- Lay one of each Kingdom card in play (single-of-many > multi-same).
- Copper / Silver / Gold all count as separate names (3 from treasures alone).
- Throne Room played twice still = 1 name.
- Cards from Masquerade / Ambassador receive count.
- Royal Seal, Counterfeit etc. add more treasures.
Aim 7-9 named cards by Horn play to gain Province / Duchy / Colony.
Key Combos
Horn + Variety small-pieces deck: 1 each of village / drawer / cantrip / treasure.
Horn + Fairgrounds: variety drives both VP and gains. Self-reinforcing.
Horn + Bridge: cost reduction extends Horn's reach.
Horn + Throne Room / King's Court: Horn is treasure (not doubleable), but those increase action variety.
Horn + +1 Buy cards: Horn-gain + extra purchase = 3+ cards/turn.
Horn + Menagerie: hand-diverse draw drives more variety.
Synergies
- Fairgrounds: variety synergy.
- Menagerie: handful diversity.
- Hunting Party: ensures diversity.
- Bridge: cost reduction.
- Throne Room / King's Court: engine-stack.
- Harem / Grand Market: multi-type variety.
- Fishing Village / Caravan / Silver: easy named cards.
- Remodel / Expand: convert Horn-gained low cost into high cost.
Counters & Bad Matchups
- Same-name spam: stacks of Smithies don't count.
- Terminal-light strategies: less variety per turn.
- Early game: too few in play.
- Gardens conflict: Gardens wants spam, Horn wants variety.
- Pure BM: low variety.
Advanced Tips
Track "Horn self-trash threshold". Once Provinces start, each Province gain trashes one Horn. Plan for 2-3 Horns when committing to Province rush.
Variety counts only cards in play (not deck/hand). Play all engines before Horn.
Horn is a treasure: chained purchases work. Horn → gain Silver → variety++ → next Horn.
Multiple Horns same turn count as 1 name (same name).
Specialty "Gardens + Horn" hybrid: variety drives Horn, raw count drives Gardens. Theoretical but tight.