Rebuild
Basic Info
- Type: Action
- Cost: 5
- Effect: +1 Action / Name a card. Reveal cards from your deck until you reveal a Victory card that isn't the named card. Discard the others, trash the revealed Victory card, and gain a Victory card costing up to 3 more than it.
Rating
The fastest and one of the strongest VP-generating cards in all of Dominion. Estate → Duchy → Province in a one-way upgrade chain. At cost 5, this output is absurd; "Rebuild BigMoney" is a near-universal default plan when present.
Biggest strength: non-terminal (+1 Action) VP generation. Remodel/Altar consume cards from hand. Rebuild searches your deck for the named VP, leaving your hand untouched. +1 Action lets you fire multiple per turn.
Weakness: must transition Duchies → Provinces. Run out of Duchies (8 in supply) and the chain breaks. Balance Duchy production vs direct Province buys.
S+ tier (Rebuild BM is one of Dominion's strongest dedicated strategies). Auto-buy when present.
How to Play
5/2 opening: must-buy Rebuild. 4/3: take Rebuild on first 5-coin slot. Standard 2-3 copies.
Mid-game: every turn fire Rebuild for Estate → Duchy upgrades. Once Estates exhausted, swap to Duchy → Province.
End-game: name Province (so it isn't trashed). Reveal until non-Province VP appears, trash that (Duchy), gain Province. Pile out or out-point.
Rebuild BM Standard Line
- Open: Rebuild + Silver.
- Mid: 2nd-3rd Rebuild, Silver → Gold.
- Estates → Duchies (3-4 Estates → 3-4 Duchies).
- Duchies → Provinces.
- Province pile-out or score-edge.
7-10 turn Province pile-out is the target — faster than vanilla BM.
Key Combos
Rebuild + Fortress: Revealed Fortresses are discarded, not trashed.
Rebuild + Altar: Altar gains Rebuild copies for chain-buying.
Rebuild + Witch/Cultist: Junk attacks dilute the deck. Rebuild's name-then-reveal mechanic lets you flush junk to discard while finding VP.
Rebuild + Bridge: Bridge reduces VP cost; Rebuild upgrades cheaper Provinces (rules: +3 cost is fixed, but Bridge's discount applies to gains).
Rebuild + Great Hall/Island/Feodum: Special VP cards chain into the upgrade.
Synergies
- Silver/Gold: Economic base.
- Fortress: Non-terminal village (revealed → discard).
- Altar: Cost-5 gain for more Rebuilds.
- Bridge: Province discount.
- Great Hall (Intrigue) / Island (Seaside) / Feodum: Special VP chains.
- Remodel / Expand: Gain Estates → Rebuild upgrades them.
Counters & Bad Matchups
- Insufficient Duchy throughput: Province chain breaks.
- Deck-shuffling attacks: Reveal mechanism slowed.
- Bishop / point-trash: Rebuild doesn't pressure opponents.
- Ambassador for VP removal: Source material gone.
Advanced Tips
Balance Estates/Duchies/Provinces awareness — too many Duchies stuck without Province route is a dead end.
Province naming behavior: Name Province → reveal until non-Province VP → trash that → gain Province (since named card is "skipped"). Subtle but critical.
Rebuild mirror: First mover wins. Squeeze every point — single-VP edge decides Province pile-out timing.
Duchy + 5 + Island combo: Island reduces effective Duchy cost, Rebuild can gain "9-cost VP equivalent" via the +3 chain.