Scavenger
Basic Info
- Type: Action
- Cost: 5
- Effect: +2 Coins / You may put your deck into your discard pile / You may take a card from your discard pile and put it on top of your deck.
Rating
Cost-4 utility: +2 Coins, optional deck-reset, discard-to-top placement. The +2 Coins alone is weaker than Silver, but the deck-control turns it into a tempo card.
Discard-to-top sets up "must-have" cards for next turn — Gold, Witch, key engine pieces. Combined with deck-reset, guarantees specific draws.
B+ tier overall. Strong on boards where deck control matters; subtle but reliable.
How to Play
Opening 4-coin candidate. Competes with Silver — pick Scavenger when deck-shaping matters more than economy.
Mid-game: every turn fire +2 Coins while topping a key Action. Pre-Province turn, queue a critical Attack.
Late game: reset deck near shuffle, top a VP card for next turn.
Key Combos
Scavenger + Smithy: Top Smithy → next turn guaranteed +3 Cards.
Scavenger + Witch: Top Witch → guaranteed Curse-attack next turn.
Scavenger + Catacombs: Reliable trigger for Catacombs draw chain.
Scavenger + Fortress: Top Fortress → next turn cantrip-village.
Synergies
- Smithy / Catacombs: Reserve big draws.
- Witch / Cultist: Reserve attacks.
- Fortress: Reserve cantrip-village.
- Great Hall: Reserve VP+draw.
- Silver / Gold: Economic parallel.
Counters & Bad Matchups
- Heavy terminals: Scavenger is also terminal — collisions.
- No deck-control payoff: +2 Coins alone < Silver.
- Already-thin decks: Top-deck control is moot when small.
Advanced Tips
True value: "next-turn certainty." Use last turn before Province for guaranteed Attack/draw.
Deck-reset best when shuffle is imminent — recycles bottom-deck junk faster.
More than 1 copy is overkill.