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Graverobber
Basic Info
- Type: Action
- Cost: 5
- Effect: Choose one — (A) Gain a card from the trash, putting it on top of your deck. (B) Trash an Action from your hand, gain a card costing exactly 3 more.
Rating
Two-mode trash interaction: trash-pile recovery + +3-cost upgrader. Stronger than Remodel for Action upgrade. A-tier.
How to Play
Opening: $5 Graverobber. Initially use mode B — trash a 4-cost Action, gain a 7-cost.
Midgame: Trash-pile fills (Spoils, Hunting Grounds), pivot to mode A retrieval.
Endgame: Mode B for engine-piece upgrades to 7-cost Actions. Mode A retrieval for finishers.
Key Combos
- Fortress: Graverobber retrieves Fortress from trash to hand (no trash trigger).
- Procession: 2× Graverobber = 2 retrievals.
- Remodel: Graverobber's +3 cost > Remodel's +2.
- Throne: 2× Graverobber.
Synergies
- Stocked trash: Fortress / Spoils / Hunting Grounds / Artisan.
- Procession / Count: Trash-pile chains.
- Action-heavy: Mode B targets.
- Fortress loop: Retrieval method.
- Gardens: Mass gain VP.
Counters & Bad Matchups
- Empty trash: Mode A dead.
- Action-light: Mode B dead.
- Pre-thinned deck: Both modes weak.
- $5 scarce: Few buys.
Advanced Tips
The trick is curating the trash pile. Chapel / Procession / Count creates targets, Graverobber retrieves.
Mode B's +3 cost upgrade jumps engine pieces 5 → 8 (Action though, so 7-cost cap practically).
Procession + Graverobber = 2 plays + trash + 6-cost gain. Recursive trash-engine peak.