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[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.