[Dominion] Develop Card Guide - Trash + Gain Two Adjacent-Cost
Rating of the Hinterlands card Develop. Cost 3 Action. Trash a card; gain one $1 more and one $1 less, both onto deck.
Develop
Basic Info
- Type: Action
- Cost: 3
- Effect: Trash a card from your hand. Gain a card costing exactly $1 more and one costing exactly $1 less, both onto your deck in either order.
Rating
Hinterlands' unusual trash + gain card. Trash one card; gain a +$1 and -$1 cost card, both topdecked. Both available next turn.
Highly supply-dependent: trash $3 → gain $4 + $2; trash $5 → gain $6 + $4. Strong if both cost-adjacent piles are useful.
Community consensus: variable based on supply, generally moderate. Tier B+.
How to Play
Open buy at $3. Early: trash Estate for Copper + $3.
Mid: trash Silver for Copper + $4 (Minion, Remodel, JoaT).
Late: trash $5 for $4 + $6 key cards.
When to Pick / Skip
Strong when:
- $4 → $5 (Witch, Minion) + $3 (Silver).
- $5 → $6 (Border Village, Golem) + $4 (Minion, Remodel).
- Estate ($2) trash → $1 (Copper) + $3 (Silver, Crossroads).
Skip when adjacent costs are weak.
Key Combos
Develop + Estate: Estate ($2) → Copper + $3 card.
Develop + Silver: Silver ($3) → Copper + $4.
Develop + Witch ($5) → Border Village ($6) + Minion ($4): Two power cards.
Develop + Throne Room: Doubled trash + gain.
Synergies
- Border Village ($6): Common Develop target.
- Witch ($5): Trash for $6 + $4.
- Minion ($5): Develop pivot.
- Remodel ($4): Stacked trash + gain.
- Throne Room: Doubling.
- Spice Merchant ($4): Trash support.
Counters & Bad Matchups
- Weak adjacent-cost piles: Develop produces dud cards.
- Trash-poor decks: No targets.
- Pure draw engines: Develop disrupts flow.
Advanced Tips
Trash chain: Estate → Copper + $3 → trash $3 with Develop → $2 + $4 power.
Gain order: Choose topdeck order. Put next-turn key card on top.
Trash priority: Estate, Copper, unwanted terminal.
KC + Develop: 2 trashes + 4 gains. Deck overhaul.
Cap: 1-2 copies. 3+ runs out of targets.