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[Dominion] Lurker Card Guide - Trash/Gain Bidirectional

Rating of the Intrigue card Lurker. Cost 2 Action. +1 Action; choose: trash an Action from supply, or gain an Action from trash.

Lurker

Basic Info

  • Type: Action
  • Cost: 2
  • Effect: +1 Action. Choose one — trash an Action card from the Supply, or gain an Action card from the trash.

Rating

Intrigue's unique trash/gain card. +1 Action cantrip + bidirectional supply-trash / trash-gain effect. Cost-2 utility.

Defining trait: "trash → gain pipeline." 1st Lurker trashes high-cost from supply; 2nd Lurker gains it. Cost-2 cards yield Province-tier targets — astonishing efficiency.

Tier B+ to A. Niche but explosive. Supply-dependent.

How to Play

Early: $2 buy. First Lurker plans the trash target.

Mid: Trash high-cost Action from supply, gain next turn.

End: Continue trash/gain chain.

Trash/Gain Chain Tactics

"Supply-trash → trash-gain" loop:

  1. 1st: Trash high-cost Action from supply (no Provinces — Action only).
  2. 2nd: Gain from trash.
  3. 3rd+: Different cards, repeat.

Note: "Action only." Province (Victory) can't be gained via Lurker.

Key Combos

Lurker + Lurker: 1st-trash, 2nd-gain chain.

Lurker + Chapel: Thinning + special gain.

Lurker + King's Court (Prosperity): KC + Lurker = 3 trash/gains.

Lurker + Throne Room: TR + Lurker = 2 trash/gains.

Lurker + Minion: Chain.

Lurker + Conspirator: Action count.

Lurker + Mining Village: Action support.

Synergies

  • Lurker (multiple): Chain tactic.
  • Chapel: Thinning.
  • King's Court: Triples.
  • Throne Room: Doubles.
  • Minion: Chain.
  • Conspirator: Action count.
  • Mining Village: Actions.
  • High-cost Action supplies: Gain targets.
  • Masquerade: Thin + draw.
  • Duke: $5 frequency.

Counters & Bad Matchups

  • Action-light supplies: Limited gain targets.
  • Short games: Chain takes time.
  • Pure BM: Silver suffices.
  • No thinning: Hard to deploy.
  • Heavy terminals: Lurker is cantrip but adjacent collisions.

Advanced Tips

"Trash → gain" loop: 2nd Lurker gains 1st-Lurker-trashed card. Cost-2 efficiency for Province-tier Actions.

Province gain warning: Province = Victory; not gainable. Action-only.

High-cost Action gain: KC ($7, Prosperity), Council Room ($5), etc., trashed → gained for economy boost.

KC + Lurker: 1 KC plays Lurker 3x = 3 trash/gains. Multi-card 1-turn acquisition.

3-pile-out: Lurker 10 + Estate 8 + 1 pile.

"Lurker mirror": Both players trash/gain. First to lock in strong card wins.

Duke strategy: Lurker for economy support or high-cost Action gain.

Choosing gain targets: Trash pile may have multiple Actions; pick strongest.