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[Dominion] Taxman Card Guide - Treasure Trash + Attack + Topdeck Gain

Rating of the Guilds card Taxman. Cost 4 Action-Attack. Trash a Treasure; opponents discard a copy; gain a Treasure costing up to [3] more onto deck.

Taxman

Basic Info

  • Type: Action - Attack
  • Cost: 4
  • Effect: You may trash a Treasure from your hand. Each other player with 5+ cards in hand discards a copy of it (or reveals their hand). Gain a Treasure costing up to [3] more onto your deck.

Rating

Cost-4 three-in-one card: Treasure-trash + Attack + topdeck-Treasure-gain. Multifunctional but each function partial.

Rating B-. The "Gold trash → Province topdeck + opponent discards Gold" line is the dream play but requires Gold accumulation first. Other lines are mediocre — Copper trash for Silver topdeck is acceptable but slow.

Overall B-. Boards with Taxman benefit from the Gold-attack endgame, but the 4-coin slot has stronger options usually.

How to Play

Early-game 4-coin slot for Taxman is fragile — Attack barely fires (opponents may have <5 cards). Prefer Smithy / Bridge / Remodel.

Mid-game, when Gold appears in deck, fire Taxman for "trash Gold → Province on top + opponent discards Gold". The strongest play.

End-game, prefer Province directly over Taxman activation.

Trash + Gain Patterns

Treasure trashed → Treasure costing up to [3] more on top of deck:

  • Copper (0) → cost-3: Silver topdeck.
  • Silver (3) → cost-6: Gold topdeck.
  • Gold (6) → cost-9: Province (8) topdeck. Best play.
  • Platinum (9) → cost-12: Almost nothing (Platinum self).

"Trash Gold → Province topdeck" is the signature combo.

Attack Mechanic

"Each other player with 5+ cards in hand discards a copy":

  • Hand 5 (typical): Always triggers if they have it.
  • Hand 4-: No effect.
  • No copy: They reveal hand (info leak only).

Mid-game when opponents hold Coppers/Silvers in hand, Taxman strips them.

Key Combos

Taxman + Merchant Guild: Gold trash + Province topdeck while MG fuels Coffers.

Taxman + Smithy: Smithy draws, Taxman strikes Gold.

Taxman + Great Hall: Boost Action density for Attack pacing.

Taxman + Throne Room: TR + Taxman = 2 trashes + 2 gains + 2 Attacks.

Taxman + Chapel: Chapel for Coppers, Taxman for Silver/Gold upgrade.

Taxman + Remodel: Trash + gain combo.

Synergies

  • Merchant Guild: Coffers tie-in.
  • Smithy: Draw stack.
  • Throne Room: Doubled.
  • Chapel: Copper cleanup.
  • Remodel / Expand: Trash + gain combo.
  • Ambassador: Estate-return + Treasure refactor.

Counters & Bad Matchups

  • Moat / Lighthouse / Secret Chamber: Attack defense.
  • Strong 4-cost cards: Smithy / Bridge / Baron / Remodel compete.
  • Short games: Effect underused.
  • Treasure-thin decks: No trash target.

Advanced Tips

Taxman shines on the Gold-trash → Province play. Other lines are sub-par.

Before playing, verify Gold in hand; otherwise hold Taxman.

Second Taxman: One usually fine. 2+ excess.

Taxman-BM: Silver/Taxman → Silver → Taxman trashes Copper for Silver → Gold → Taxman trashes Silver for Gold → Province. Mid-tier BM variant.

Attack copy mechanic: opponent must have a copy of the trashed Treasure. Without it, no discard, just reveal.

The "discard + topdeck" is split function. Remodel beats Taxman at single-function efficiency. Taxman bundles attack + gain for situational power.

Taxman + Merchant Guild + Bridge: Gold trash + Province topdeck + Bridge buys another Province next turn = 2 Province turn potential.