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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.