[Dominion] Conspirator Card Guide - Action-Density Cantrip
Rating of the Intrigue card Conspirator. Cost 4 Action. +$2; if 3+ Actions played this turn, +1 Card / +1 Action.
Conspirator
Basic Info
- Type: Action
- Cost: 4
- Effect: +$2. If you've played 3 or more Actions this turn (counting this), +1 Card / +1 Action.
Rating
Intrigue's "action-density payoff" card. Base +$2 plus, in built-up engines, the cantrip mode "+1 Card / +1 Action." A +$2 cantrip is Festival-tier strength.
Defining trait: "conditional cantrip." Without engine support, just a +$2 terminal (Silver-equivalent). In engine boards, surpasses Festival (+$2 cantrip). Strongly supply-dependent.
In engine boards, "3rd-Action-onwards = Conspirator spam" is the play. Village → Village → Conspirator → Conspirator → ... with +$1 / +1 draw / +1 Action sustained.
Tier B to A. Engine environment: S; BM environment: C (Silver-tier). Wide swing depending on supply.
How to Play
Early: $4 buy candidate. BM = Silver; Engine = Conspirator.
Mid: Build Village → Conspirator → Conspirator chain. Conspirator after 3+ actions cantrips.
End: Conspirator = stable +$2 source. Engine plays 2-3 Conspirators per turn for +$4-$6.
The "3rd Action" Condition
What "3rd action played this turn" means:
- 1st: any Action.
- 2nd: any Action.
- 3rd+: Conspirator cantrips.
A standalone Conspirator does NOT cantrip itself. Need Villages (+ Actions) to enable.
Example: Village (+2 Actions) → Conspirator (2nd, +$2 only) → Conspirator (3rd, +$2 / +1 Card / +1 Action) → Conspirator (4th, also cantrip)...
Building Conspirator Chains
Conspirator shines in chains:
- 1 Village + 2-3 Conspirators: Village covers actions, 2nd+ Conspirators cantrip.
- 2 Villages + 3-4 Conspirators: 4+ actions secured, all Conspirators cantrip.
- Minion (cantrip Village itself) + Conspirator: Minion-spam hits 3 actions easily.
Ideal: 3-4 Conspirators. 1st as terminal, 2nd-3rd+ as cantrip.
Key Combos
Conspirator + Village: Standard combo. Village +2 Actions enables Conspirator cantrip.
Conspirator + Mining Village: +2 Actions + Conspirator chain. Self-trash for +$2.
Conspirator + Shanty Town: +2 Actions + conditional draw. Excellent fit.
Conspirator + Minion: Minion is Action; spam hits 3-action threshold.
Conspirator + Conspirator: 1st = +$2 only. 2nd+ cantrips (after 3 actions).
Conspirator + Great Hall: GH (+1 Action / +1 Card) helps hit 3-action mark.
Conspirator + Throne Room: TR + Conspirator = +$4 / conditional +2 Cards / +2 Actions.
Conspirator + King's Court (Prosperity): KC + Conspirator = +$6 / 3 cantrips.
Conspirator + Bridge: Cost reduction + economy acceleration.
Synergies
- Village: Standard support.
- Mining Village: Action + coin.
- Shanty Town: Conditional draw.
- Minion: Universal Action.
- Great Hall: VP + Action.
- Throne Room: Doubles.
- King's Court (Prosperity): Triples.
- Bridge: Cost reduction.
- Masquerade: Thinning + draw.
- Upgrade: Action density + transformation.
Counters & Bad Matchups
- Pure BM: Silver enough; Conspirator wasted.
- Heavy terminal supplies: Smithy / Torturer collisions, can't hit 3 actions.
- No Villages: Standalone +$2 only.
- No thinning: Deck too thick, chain breaks.
- Heavy attacks: Militia hand-strip breaks chain.
Advanced Tips
Order matters: First Conspirator = 2nd-or-earlier action = +$2 only. Play Villages first to set up 3+ count for Conspirators.
"Conspirator-only 3 actions": 3 Conspirators in a row → 1st = +$2 (2nd-action), 2nd = cantrip (3rd), 3rd = cantrip.
Terminal management: All-Conspirator deck collapses. At least 1 Village minimum.
KC + Conspirator: 1 KC plays Conspirator 3x. The 3rd play guaranteed cantrips. +$6 / +2 Cards / +2 Actions.
3-pile-out condition: Conspirator 10 + Village 10 + Estate 8 = pile-out. Province-skip viable.
Conspirator BM impossible: Solo = Silver-tier. BM-buy makes Conspirator inferior. Engine-only.
Minion synergy: Minion is itself an Action; Minion → Conspirator → Conspirator hits the threshold.
Pre-Province Conspirator: Pre-megaturn, Conspirator pads coin. Post deck-cycle economy aid.