[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.