Swindler
Basic Info
- Type: Action-Attack
- Cost: 3
- Effect: +$2. Each other player reveals the top card of their deck. You trash it and gain a card of the same cost (you choose) to their discard pile.
Rating
Intrigue's flagship pollution attack. +$2 economy plus "transform opponent's deck cards into same-cost cards" — Curse conversion is brutal.
Defining trait: "convert opponents' Coppers into Curses." Same-cost (0) swap turns Coppers into Curses. Double hit on economy + VP.
But "what to give" is your choice from supply piles, only same-cost cards. Estate ($2 → no $2 cards in standard supply, weak), Silver ($3 → many options).
Tier B to A. Supply-dependent. Strong with Curse pile + opponent Coppers/Estates; weak when no $3 cards or alternatives.
How to Play
Early: $3 buy. First Swindler converts opponent Estates / Coppers to Curses.
Mid: Swindler spam continuously poisons opponent decks. +$2 also pads economy.
End: Convert opponent Silver/Gold. Note: Province ($8) → no same-cost replacement, no good answer.
Cost-by-Cost Transformation
Same-cost replacement options:
- Copper ($0): → Curse ($0). Pollution.
- Estate ($2): → no standard $2 cards. Effectively rare.
- Silver ($3): → Great Hall / Villages / Council Room. Economy hit.
- $4 cards: → Ironworks / Bridge / etc.
- Important $5 cards: → Duchy ($5). Force Duchy on them (often bad for them).
- Gold ($6): → Harem / Nobles / KC.
Curse conversion happens at cost 0.
Key Combos
Swindler + Witch: Witch curses, Swindler converts Coppers to Curses. Total deck collapse.
Swindler + Torturer: Torturer chain + Swindler pollution.
Swindler + Minion: Minion reset + Swindler deck-pollution.
Swindler + Chapel: Self side trashes Curses; opponent side receives Curses. Asymmetric.
Swindler + Festival: Action + buy + economy padding.
Swindler + Mining Village: Action + attack support.
Synergies
- Witch: Curse pairing.
- Torturer: Multi-vector attack.
- Minion: Reset + pollute.
- Chapel: Self-curse-trashing.
- Festival: Economy support.
- Mining Village: Action.
- Masquerade: Thin + pass.
- King's Court: Triples.
- Throne Room: Doubles.
- BM (as +$2 padding).
Counters & Bad Matchups
- Moat: Reaction blocks.
- Lighthouse (Seaside): Persistent.
- Sparse same-cost piles: Conversion limited.
- Empty Curse pile: No Copper → Curse.
- Trash-heavy enemy: Chapel cleanses Curses.
- Swindler mirrors: Mutual pollution war.
Advanced Tips
"Copper → Curse" is the killer: Cost-0 swap is reliable. Double-hit economy + VP.
$3 conversion strategy: Silver → Great Hall (VP cantrip — actually helps them sometimes). Be aware. Village conversions = neutral.
$5 conversion: On Duke boards, convert opponent's Witch/Torturer to Duchy. They lose card, but Duchy adds 3 VP — read carefully.
Multiple Swindlers: 1 = stable, 2nd+ = chain pollution. 3+ rare.
Curse pile management: Swindler depends on Curse supply. After empty, conversion options shrink.
KC + Swindler: 1 KC plays Swindler 3x = +$6 / 3 conversions. Massive 1-turn deck makeover.
3-pile-out: Curse pile + others. Skip Province path.
"Destroy opponent's deck" philosophy: Swindler's identity is wrecking opponents, not own economy. +$2 is a side effect.