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[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:

  1. Trasher engine boards.
  2. Weak $4 slot.
  3. Exile synergy (Camel Train, Sleigh).

Skip:

  1. Strong existing trasher (Chapel).
  2. Rush boards.
  3. 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.