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Count
Basic Info
- Type: Action
- Cost: 5
- Effect: Choose one — (A) Discard 2 cards, (B) Topdeck an Estate, (C) Trash all Coppers in hand. Then choose one — (D) +$3, (E) Gain a card from trash (max Duchy), (F) Gain a Duchy.
Rating
Mode-choice flexibility — trashing, gaining, VP all in one. B+ to A-tier.
How to Play
Opening: $5 Count for early Copper-trash + $3.
Midgame: Pull key trashed cards (Spoils, Hunting Grounds) + $3.
Endgame: Gain Duchies, finish on VP.
Key Combos
- Chapel overlap: Initial Copper-trash burst.
- Trash-pile gems: Spoils, Hunting Grounds, Artisan retrieval.
- Masquerade/Procession: Trash pile manipulation.
- Fortress loop: Trash Fortress + gain Duchy after.
Synergies
- Rich trash piles: Count retrieves.
- Duchy strategy: +Duchy.
- Baron + Estate topdeck.
- Thinning-heavy: Copper-clear synergy.
- Gardens: Estate + card mass.
Counters & Bad Matchups
- No Coppers in hand: Mode C wasted.
- Empty trash: Mode E weak.
- Big Money: Copper-trash anti-synergy.
- Terminal-heavy: Count terminal too.
Advanced Tips
Count is "better the more you play." First copy clears Coppers, second gains Duchies, etc.
Trash-manipulators (Graverobber, Necromancer) plus Count = curated retrieval target.
Procession Count = 6 modes + trash + 6-cost gain. Trash-pile peak.