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武器庫
Action 4 Dark Ages

Armory

武器庫

Armory

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: Gain a card costing up to $4, putting it on top of your deck.

Rating

Terminal, but the topdeck-on-gain clause is exceptional. Next turn the gained card almost always enters your hand, fast-tracking deck-building. A-tier.

How to Play

Opening: $4 Armory → next turn gain a Silver / key 4-cost on top.

Midgame: Each Armory secures a 4-cost engine piece per turn (Witch, Remodel, Forager...).

Endgame: Topdeck Estates for 3-pile tempo or grab final pieces.

Key Combos

  • Workshop (3-cost) upgrade: Topdeck speed.
  • Apprentice / Procession: Trash Armory for 5-cost.
  • Remodel: Armory → Gold.
  • Throne Room: 2 gains.

Synergies

  • All key 4-costs: Witch, Remodel, Forager.
  • Silver: 5-cost engine acceleration.
  • Masquerade: Topdeck synergy.
  • Gardens: Mass-gain VP.
  • Smithy: Topdeck for next-turn play.

Counters & Bad Matchups

  • 5+ cost-heavy boards: No targets.
  • Pre-Chapel thin decks: Gain works against thinning.
  • Terminal-heavy: Armory is terminal too.
  • Silver-heavy decks: Topdecking Silver locks next hand.

Advanced Tips

Pick the gain by "what do I want to draw next turn?" Engine cores (village+draw) topdecked = instant activation.

Armory itself is great trash-target. Procession Armory: 2 gains + trash + 5-cost gain. Triple-effect turn.

Workshop's superior cousin — same cost +1 with topdeck. Stays useful into late game.