[Dominion] Embassy Card Guide - Top-Tier $5 Terminal Drawer
Rating of the Hinterlands card Embassy. Cost 5 Action. +5 Cards, discard 3; on-gain each opp gains a Silver.
Embassy
Basic Info
- Type: Action
- Cost: 5
- Effect: +5 Cards / discard 3 cards / When you gain this, each other player gains a Silver.
Rating
Top-tier Hinterlands terminal drawer. +5 Cards far surpasses Smithy (+3); even after discarding 3, net gain is +2 with massive sifting. At cost 5 this efficiency is exceptional — alongside Council Room as the strongest $5 terminal drawer.
The on-gain Silver to opponents is a downside, but the Silver dilutes their engine density. Often a wash or even self-positive.
Community consensus: top draw card in Hinterlands, alongside Council Room as the strongest $5 terminal. Tier A-S.
How to Play
Mid: buy 1-2 Embassies. Core of engine.
Use the 3-discard to ditch Estates and Coppers. Doubles as soft thinning.
3-discard hurts on small decks but with mid-game density of Estates/Coppers, ditches deadweight.
When to Pick / Skip
On Embassy boards going engine, near-mandatory pickup. Skip when:
- Pure BM with no draw need (rare).
- Few $5 turns and stronger $5s (Witch, Minion) preferred.
- Tight small-deck plans where 3-discard hurts.
Usually 1-2 copies suffice.
Key Combos
Embassy + Village: Terminal action — village support (Border Village, Fishing Village).
Embassy + Chapel / Masquerade: Thinning + draw — full engine. 3-discard becomes painless on thin decks.
Embassy + Crossroads: Crossroads draws VP, Embassy massive draw. More VPs in hand boost Crossroads' +Card/VP.
Embassy + Fool's Gold: FG is Treasure; Embassy draws → multi-FG explosion.
Embassy + King's Court / Throne Room: +10 / +15 cards. Massive thinning too.
Embassy + Inn: Inn shuffles Embassy back for reuse.
Embassy + Bridge: Draw + cost-reduction → multi-Province.
Synergies
- Chapel / Masquerade: Thinning offsets discard pain.
- Border Village / Fishing Village: Action support.
- Crossroads: VP + draw synergy.
- Fool's Gold: Massive Treasure draws.
- King's Court / Throne Room: Doubled draw.
- Inn: Reuse.
- Bridge: Draw + cost reduction.
- Smithy (Base): Backup draw.
Counters & Bad Matchups
- Heavy attacks (Minion, Torturer): Reduced hand defeats +5 effect.
- Trash-poor decks: 3-discard hits key cards.
- Short games: No time to fire Embassy multiple times.
- BM opponents: Granted Silver helps them more than your engine wants.
Advanced Tips
3-discard priority: Estate > Copper > unwanted terminal > excess Treasure.
Play Embassy early in turn for max sifting effect.
Second Embassy: 1 reaches near-deck-out; 2 stabilizes; 3+ excess.
On-gain Silver: Dilutes opponent decks. Often net neutral or favorable to thinner engines.
KC + Embassy: +15 draw / 9 discards. Engine knockout.
Crossroads combo: Embassy draws large hand; Crossroads outputs +1 Card per VP — VP-heavy hand maximizes Crossroads value.
Embassy-BM: Embassy → Silver → Embassy → Gold → Province. Solid even in BM contexts.
Inn shuffle: When Inn is gained, shuffle Embassy back for immediate reuse.
3-discard utility: Ditch Coppers to raise density. Keep Silver/Gold.