dood
メインコンテンツへ
香辛料商人
異郷 / カード

[Dominion] Spice Merchant Card Guide - Trash Treasure for Choice

Rating of the Hinterlands card Spice Merchant. Cost 4 Action. Optionally trash a Treasure to choose +2 Cards +1 Action OR +1 Buy +$2.

Spice Merchant

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: You may trash a Treasure from your hand to choose one: +2 Cards +1 Action, OR +1 Buy +$2.

Rating

Hinterlands' modal trasher. Trash a Treasure → choose draw (+2/+1) or economy (+1 Buy/+$2). Cost 4 with this flexibility is excellent.

Trash + draw combo complements Chapel for thinning, +1 Buy enables multi-buys, +$2 padding economy. Versatile.

Community consensus: solid mid-tier Hinterlands; Copper-trasher + modal output. Tier A.

How to Play

Open at $4. Top 3/4-split $4 contender.

Early: Trash Copper for +2/+1 (cantrip-style + 1 extra draw). Thinning + draw together.

Mid: Switch to +1 Buy / +$2 mode for multi-buy turns.

Key Combos

Spice Merchant + Fool's Gold: With many FGs, +1 Buy enables double-buy; or +2 Cards finds more FGs.

Spice Merchant + Chapel: Chapel mass-trash Coppers, SM cleans up.

Spice Merchant + Bridge: +1 Buy + Bridge cost reduction = multi-buy.

Spice Merchant + King's Court: 2 Treasures trashed / 2 modes selected.

Spice Merchant + Mine (Base): Cycle Treasures.

Synergies

  • Chapel: Thinning pair.
  • Fool's Gold: Multi-buy + draw.
  • Bridge: Cost reduction synergy.
  • King's Court / Throne Room: Doubling.
  • Border Village: Action support.
  • Mine: Treasure cycling.
  • Remodel: Trash chain.

Counters & Bad Matchups

  • Treasure-poor decks (engine): Activation fails.
  • Heavy attacks: Treasures denied.
  • Short games: Modal benefit lost.

Advanced Tips

Trash priority: Copper first; Silver mid-game; Gold last resort.

Mode pick: Early +2/+1 (draw); mid+ +1 Buy/+$2 (economy).

Cap: 1-2 copies. 3+ over-trashes Treasure.

KC + SM: 2 Treasures + 2 modes.

FG fuel: FG #1 = $1 (good trash target).

3-pile to-go: +1 Buy multi-buy drains piles.