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屑屋
Action 5 Dark Ages

Junk Dealer

屑屋

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

  1. Curses / Ruins (immediate, junk poisons)
  2. Estates / Overgrown Estate / Hovel (Shelters)
  3. Coppers (mid-game once Silver/Gold dense)
  4. 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.