[Dominion] Cavalry Card Guide - 2 Horses + Bonus Action Phase
Rating of the Menagerie card Cavalry. Cost 4 Action. +$2, gain 2 Horses; if it's your Buy phase, return to Action phase.
Cavalry
Basic Info
- Type: Action
- Cost: 4
- Effect: +$2. Gain 2 Horses. If you gained this during your Buy phase, end the Buy phase, +1 Card, +1 Action, +1 Buy, and return to your Action phase.
Rating
Exceptional value at cost 4. +$2 plus 2 Horses (each gives +2 Cards / +1 Action when played) — effectively +4 cards / +2 actions / +$2 over 1-2 turns. The "buy-phase to action-phase" effect is uniquely powerful.
Biggest strength: on-gain effect. Buying Cavalry mid-Buy phase rewinds you to Action phase, letting you immediately use the gained Horses.
Tier A. Top contender at $4.
How to Play
Early: $4 → Cavalry. On-gain triggers Horse-gain + Action phase return.
Mid: Build Cavalry + Horse + draw engine. Horses are single-use (return to Horse pile, not your deck).
Late: +$2 for Province pickups. Horse pile may be empty.
Horse Mechanic Tactics
Horses (Menagerie's special pile of 30) work thus:
- Play = +2 Cards / +1 Action (cantrip + extra draw).
- After play, return to Horse pile (not your deck).
- Gained from Cavalry / Groom / Hostelry / Livery / Gatekeeper / Sheepdog / Supplies / etc.
Cavalry is the premier Horse-gainer because of the buy-phase rewind.
Key Combos
Cavalry + Smithy: +3 cards plus 2 Horses = +5 draw potential.
Cavalry + Groom: Horse-gain plus VP card synergies.
Cavalry + Livery: Core $5 Horse engine.
Cavalry + Sheepdog: On-gain trigger draw extra.
Cavalry + Mastermind: Triple-Cavalry next turn = +$6 / 6 Horses / 3 phase rewinds.
Cavalry + Throne Room / King's Court: Doubled or tripled gains.
Cavalry + Hostelry: +2 Actions and discard-to-draw enables Horse usage.
Synergies
- Smithy / Council Room: Draw to find Cavalry.
- Groom: Horse + VP.
- Livery: Engine base.
- Sheepdog: On-gain reaction.
- Hostelry: Action support.
- Snowy Village: +4 Actions chain.
- Mastermind: 3x firing.
- Throne Room / King's Court: Doubling.
Counters & Bad Matchups
- Empty Horse pile: drops to +$2 only.
- Terminal-collision boards: Cavalry is terminal, needs Villages.
- Heavy attacks (Minion etc): Action phase rewind blunted.
- No trash needed: Horses cycle out, no deck pollution.
Advanced Tips
The on-gain is the core. Flow:
- Action phase: deploy actions.
- Buy phase: buy Cavalry.
- On-gain → 2 Horses + return to Action phase + 1 card + 1 Buy.
- Play Horses for more draw.
- Buy phase again.
This phase-loop expands buys per turn dramatically.
Horse pile management: With 3 Cavalry / 2 Groom / 1 Livery, 30 Horses run dry fast. 3+ player games risk Horse exhaustion.
Horse timing: Horses are throwaway. Burn them all each turn — they shuffle back from deck regardless.
Mirror: Whoever stockpiles Cavalry first wins. Aim 3-4 copies.
Cavalry-BM: Silver / Cavalry → Silver → Cavalry for $2 + Horses → Gold → Province.
3-pile end: Cavalry empties Horse pile + 2 others (Estates / Duchies).
Cardinal / Gatekeeper competition: Other $4-5 Horse-gainers compete; pick by board.