Junk Dealer
Basic Info
- Type: Action
- Cost: 5
- Effect: +1 Card / +1 Action / +1 Coin / Trash a card from your hand.
Rating
One of the strongest trasher cards in all of Dominion. At cost 5, four effects bundled (+1 Card / +1 Action / +1 Coin / +1 Trash) make it a non-terminal multi-effect card. Effectively "Market with the +Buy swapped for trash" — and the trash slot is far more valuable than +Buy mid-game.
The biggest strength is mandatory trashing. Unlike Chapel ("may trash") or Masquerade ("may trash"), Junk Dealer forces a trash. This guarantees consistent thinning, but if no junk remains in hand you must trash useful cards (Silvers).
Being non-terminal (+1 Action) means it slots into any deck without Village support. The +1 Coin keeps it relevant even after your deck is fully thinned.
S-tier overall. The flagship Dark Ages trasher; rival to Witch as the cost-5 default.
How to Play
On 5/2 take Junk Dealer with the 5-coin slot. On 4/3 grab the first 5-coin opportunity. With Chapel also present, the canonical line is Chapel for bulk-thin, then Junk Dealer for ongoing maintenance.
Mid-game: Junk Dealer every turn. Trash Estates, Coppers, Curses, Ruins. Once junk runs out, transition to "trash Silver, gain Gold via Remodel" workflows.
Late game: with no junk left, Junk Dealer becomes a Market-clone (+1/+1/+1). Still a quality engine piece worth keeping.
Trash Priority
- Curses / Ruins (immediate, junk poisons)
- Estates / Overgrown Estate / Hovel (Shelters)
- Coppers (mid-game once Silver/Gold dense)
- Useless terminals (post-engine Altar/Graverobber etc.)
Once targets run out, trash Silvers paired with Remodel-style cards to upgrade.
Key Combos
Junk Dealer + Fortress: Trash Fortress → returns to hand → gain "+1 Coin / +1 Action / +1 Card / Fortress preserved." A nuclear-tier loop.
Junk Dealer + Rats: Burn Rats while gaining +1 Coin / +1 Action / +1 Card. Rats's own +1 Card on trash isn't doubled, but the disposal pace is excellent.
Junk Dealer + Witch: Trash own Curses immediately; opponents struggle. Asymmetric advantage like Chapel.
Junk Dealer + Remodel/Expand: Trash Copper/Silver → gain Silver/Gold chain.
Junk Dealer + Altar: Altar gains 5-cost, including more Junk Dealers.
Junk Dealer + Grand Market: +Buy + economy stack.
Synergies
- Fortress: Infinite trash without losing engine pieces.
- Rats: Rats-disposal engine.
- Witch / Cultist: Trash junk attacks instantly.
- Remodel / Expand: Trash + gain chain.
- Altar: Trash synergies.
- Chapel: Two-stage thinning.
- Grand Market: Economy + buy stack.
Counters & Bad Matchups
- Empty trash targets: Forced to trash Silvers.
- Graverobber: Opponents may steal from your trash pile.
- Bishop / point-trash: JD doesn't generate VP from trashing (self-only).
Advanced Tips
When forced trashing backfires, hold Junk Dealer (don't play it) — wait until you draw junk targets.
Standard 2 copies; 3 fine with sufficient junk; 4+ usually overkill.
Junk Dealer post-thin is still a Market-clone — keep it for late-game economy.
Fortress + Junk Dealer is the nuclear combo. With Fortress, stack 3-4 Junk Dealers safely.