Marauder
Basic Info
- Type: Action-Attack-Looter
- Cost: 4
- Effect: Gain a Spoils. Each other player gains a Ruins.
Rating
Tier A-. Cost-4 junker plus self-Spoils. Spreads Ruins (5 variants) — clogs opponents while you bank instant Treasure.
How to Play
$4 turn — Marauder is top pick. Junk early, gain economy.
Per-turn Marauder = continuous opponent disruption. Spoils give immediate $3.
5-type Ruins make countering harder — opponents can't strategy around one.
When to Pick / Skip
Pick when:
- Want junker attack.
- Want Spoils economy.
- Few attacks otherwise.
Skip when:
- Reaction-heavy mirror.
- Strong trash on board.
- Short games.
Key Combos
Marauder + KC / TR: doubled.
Marauder + other attacks (Witch, Mountebank): stack.
Marauder + Chapel / Altar: process Ruins.
Marauder + draw deck: per-turn.
Marauder + Rebuild: Ruins processing.
Marauder + Pillage / Knights: stack.
Synergies
- KC / TR: doubled.
- Other attacks: stack.
- Chapel / Altar: cleanup.
- Draw deck: per-turn.
- Rebuild: process.
- Pillage / Knights: stack.
Counters & Bad Matchups
- Moat / Diplomat / Lighthouse.
- Strong trasher pre-built.
- Short games.
- Overlapping attacks.
Advanced Tips
KC + Marauder: 2 Spoils + 2 Ruins distributed.
Ruins are 5 random types — no consistent counter.
Per-turn engine with Marauder = constant junk pressure.
Drain Ruins fast for max effect.
Mirror: more Marauders → more junk → win.