[Dominion] Mastermind Card Guide - Triple-Play Powerhouse
Rating of the Menagerie card Mastermind. Cost 5 Action-Duration. Next turn, may play an Action from hand 3 times.
Mastermind
Basic Info
- Type: Action-Duration
- Cost: 5
- Effect: At the start of your next turn, you may play an Action card from your hand 3 times.
Rating
One of Dominion's strongest "Throne" effects. King's Court ($7) at $5, but Duration so you choose the target after seeing your next hand. Tier A, top priority pick.
Biggest strength: guarantees a powerful next turn. Pick best Action from next hand and triple-fire — Coven / Cavalry / Bounty Hunter / Remodel become game-ending plays.
How to Play
5/2 split: Mastermind immediately. Next turn = triple-fire your strongest Action.
Mid: 2 Masterminds → guaranteed every-turn triple-firings.
Key Combos
Mastermind + Coven: +3 Actions / +$6 / 3 Curse waves.
Mastermind + Cavalry: +$6 / 6 Horses / 3 phase rewinds.
Mastermind + Bounty Hunter: 3 Exiles + Exile-cash conversion.
Mastermind + Smithy: +9 cards.
Mastermind + Remodel: 3-chain gain. Estate → Duchy → Province.
Mastermind + Black Cat: +6 cards / reaction stack.
Mastermind + King's Court: KC × Mastermind = 6 firings.
Synergies
- Coven: 3 Curse waves.
- Cavalry: Horse + phase loops.
- Bounty Hunter: Exile chain.
- Smithy / Council Room: Mass draw.
- Remodel / Expand: Gain chain.
- Black Cat: Double firing.
- Snowy Village: Action support.
- Throne Room / King's Court: Double Mastermind.
Counters & Bad Matchups
- Heavy attacks: Hand disruption removes Mastermind targets.
- Single-terminal boards: Without strong Actions, Mastermind whiffs.
- Duration-counters: Effect canceled.
- Trash: Mastermind too valuable to trash.
Advanced Tips
Target picking: See next hand first, choose optimal Action.
Stagger: 2 Masterminds = alternating fire/duration cycle.
Mirrors: Whoever stockpiles Masterminds wins.
3-pile end: Mastermind + gainers empty piles fast.
Mastermind-BM: Silver / Mastermind → Silver → next turn triple-Action → Province.