[Dominion] Bounty Hunter Card Guide - Exile Trasher
Rating of the Menagerie card Bounty Hunter. Cost 4 Action. +1 Buy, exile a card from hand; if no copy was on Exile mat, +$3.
Bounty Hunter
Basic Info
- Type: Action
- Cost: 4
- Effect: +1 Buy / Exile a card from your hand. If no copy of it is already on your Exile mat, +$3.
Rating
Menagerie terminal money + Exile-trasher. +$3 + Buy plus thinning. One card pays for trash + money + buy.
Tier A. Versatile $4 utility.
How to Play
$4 slot, 1-2 copies. Early Estate/Copper Exile + $3.
Same-named copy on mat = no +$3. Cycle different targets.
Mid-late: exile Curses, Victories.
When to Pick / Skip
Shines on:
- Trasher engine boards.
- Weak $4 slot.
- Exile synergy (Camel Train, Sleigh).
Skip:
- Strong existing trasher (Chapel).
- Rush boards.
- Heavy Curse spam clogs Exile mat.
Key Combos
Bounty Hunter + King's Court: +2 Buys + 2 Exiles + $6 (conditional).
Bounty Hunter + Exile cards: mat sharing.
Bounty Hunter + Chapel: dual trash.
Bounty Hunter + Vault: hand prep.
Bounty Hunter + Smithy: draw to find.
Synergies
- King's Court: doubled.
- Camel Train: mat sharing.
- Chapel: dual trash.
- Vault: hand prep.
- Smithy: draw.
- Silver: early money.
Counters & Bad Matchups
- Strong existing trasher.
- Rush.
- Curse spam clogs Exile.
- Terminal collision.
Advanced Tips
Triple-role at $4: trash + $3 + Buy.
Cycle Exile targets: Estate → Copper → Curse → Estate prevents same-name lockout.
KC + Bounty Hunter: 2 Buys + 2 Exiles + $6. Province + Duchy possible.
Exile vs Trash: exiled cards leave deck completely; recoverable via Camel Train.
Engine build: 1-2 Bounty Hunters + other trasher = clean deck.
Mirror: Exile speed wins.
Curse defense: exile Curses for full eradication.