[Dominion] Ironworks Card Guide - Great Hall / Harem Gainer
Rating of the Intrigue card Ironworks. Cost 4 Action. Gain a card costing up to 4 — bonus depends on type.
Ironworks
Basic Info
- Type: Action
- Cost: 4
- Effect: Gain a card costing up to $4. If the gained card is an Action, +1 Action; Treasure, +$1; Victory, +1 Card.
Rating
Intrigue's universal gainer. Pick "+Action / +Coin / +Card" by selecting the gained card type. Gain an Action and it's effectively a cantrip-gainer; gain a Treasure for Silver + $1; gain a Victory for VP + draw.
Peak power lies in gaining Harem, Great Hall, or Duchy-class VP cards. Example: Great Hall (cost 3, VP + Action) gain → +1 Card from VP bonus + Great Hall is itself +1 Action — effectively cantrip VP gain.
Tier B+ to A. On Harem/Great Hall boards, explosive; otherwise Workshop-equivalent. Combos with Bridge or Mining Village extend reach.
How to Play
Early: $4 acquisition candidate. First Ironworks needs a clear "what to gain" plan.
Mid: Ironworks → Great Hall / Harem for VP acceleration. Second Ironworks gains Silver / Festival for economy.
End: Ironworks → Duchy (with Bridge cost-reduction) for VP + draw. Near 3-pile-out, Estate-pile or Ironworks-pile out.
Gain Targets
The art is "what to gain":
- Great Hall (cost 3, VP + Action): +1 Card (VP bonus) + cantrip. Effective cantrip VP gain.
- Harem (cost 6): Out of reach without cost-reduction. Bridge enables.
- Duchy (cost 5): Out of reach. Bridge → 4 enables.
- Silver (cost 3): +$1 (Treasure bonus). Effectively gain Silver + $1.
- Festival (cost 5): Bridge required.
- Market (cost 5): Bridge required.
- Villages (cost 3): +1 Action bonus. Engine acceleration.
- Embassy (Hinterlands, cost 5): Bridge required.
Ironworks-Great Hall Combo
The signature Intrigue combo:
- Buy Ironworks ($4).
- Buy Great Hall ($3).
- Play Ironworks → gain Great Hall (VP bonus +1 Card).
- Play Great Hall → +1 Card / +1 Action.
- Next Ironworks → Great Hall, repeat.
Great Hall (10) + Ironworks (10) = 20-card cantrip VP deck. 3-pile-out friendly.
Key Combos
Ironworks + Great Hall: Signature combo.
Ironworks + Harem (via Bridge): Bridge reduces Harem (6→5→4), then Ironworks gain.
Ironworks + Bridge: Cost reduction expands gain targets.
Ironworks + Duke: Duke strategy support — Duchy via cost reduction.
Ironworks + Mining Village: Village gain + action support.
Ironworks + Festival: Same-turn Festival gain (Bridge required).
Ironworks + Gardens (Base): Mass-Estate gain for Gardens VP.
Ironworks + Conspirator: 3+ action threshold via Ironworks chain.
Synergies
- Great Hall: Signature.
- Harem (with Bridge): Economy + VP.
- Silver: Economy.
- Villages: Action support.
- Ambassador (Seaside, $3): Action gain.
- Bridge: Cost-reduction expansion.
- Duke: Duchy support.
- Gardens (Base): Estate-spam.
- Mining Village: Action + coin.
- Conspirator: Action-count.
Counters & Bad Matchups
- No good cost-4 targets: Ironworks idles.
- No Great Hall/Harem: Signature combo absent.
- No trashing: Ironworks gains bloat the deck.
- Heavy terminals: Action-bonus wasted.
- Late-game VP shortage: No Duchy access weakens endgame.
Advanced Tips
Multiple Ironworks → 3-pile: Ironworks 10 + Great Hall 10 + Estate 8 = three piles.
Ironworks → Great Hall → draw: Great Hall gain triggers +1 Card. Hand-Ironworks chains continue.
Ironworks timing: First = early ($4 turn). Second+ = combo boards only.
Bridge synergy: Bridge cost-reduction (-1 to -3) extends Ironworks reach to $5-$7.
Harem trick: Harem $6, unreachable solo. Bridge x2 (6→4) enables Ironworks → Harem with VP bonus.
Province gain (3+ Bridges): Cost -3 makes Province ($8 → $5) and further reduction enables Ironworks → Province. Theoretical, rare in practice.
Workshop comparison: Workshop (Base, $3, gain ≤$4) similar but terminal. Ironworks has bonus + non-terminal-with-Action-gain. Edge to Ironworks.