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[Dominion] Cobbler Card Guide - Reliable Night Gainer

Rating of the Nocturne card Cobbler. Cost 5 Night. At the start of your next turn, gain a card costing up to $4 to your hand.

Cobbler

Basic Info

  • Type: Action - Night
  • Cost: 5
  • Effect: At the start of your next turn, gain a card costing up to $4 to your hand.

Rating

One of Nocturne's signature gainers. Played as a Night card, so it does not consume an Action slot and can fire after Buys and Attacks. Because the gained card lands in hand at the start of your next turn, it is immediately playable.

A-tier. As a cost-5 gainer, it acts like an upgraded Silver: matches or beats Silver/Workshop in efficiency. In engine builds it reliably tops up Villages, Silvers, key cantrips, or any $4 piece every turn.

Being a Night card means it does not collide with other terminals, so boards with stacked terminal Actions love Cobbler. Multiple copies plus cost reduction or +Buy snowball into explosive engines.

The only weak spots are the $4 cap (no Provinces or Golds) and the one-turn delay before the gain materializes.

How to Play

On any $5 turn, Cobbler is a top candidate alongside Smithy and Blessed Village.

Mid-game, fire 2-3 Cobblers in a Night phase to import Silvers, Villages, draw, or cost-reducers each turn. Since gains land in hand, they double as immediate plays.

End-game, switch to a Province route (direct buys or Remodel) since Cobbler caps at $4. It still tops up Villages and Silvers for cleanup turns.

Key Combos

Cobbler + Villages: Stream Villages each turn for engine stability.

Cobbler + Blessed Village: Gain $4 Villages while triggering Boons.

Cobbler + Devil's Workshop: Both Night gainers stack into massive deck expansion.

Cobbler + Bridge/Highway: Cost reduction effectively raises Cobbler's gain ceiling on some boards.

Cobbler + Faithful Hound: Stocks reliable cantrip filler.

Cobbler + Conclave: Picks up the strong cantrip every turn.

Synergies

  • Blessed Village: $4 Village stream + Boons.
  • Devil's Workshop: Stacked Night gain.
  • Faithful Hound: Cantrip pipeline.
  • Remodel: Trash Cobbler into Province late.
  • Bellows: Cost reduction towards Province.
  • Smithy: Reliable $4 draw target.
  • Silver: Always a safe gain.

Counters & Bad Matchups

  • Pure Province rushes without cost reduction.
  • Boards that punish Night cards.
  • Kingdoms with no real $4 cards worth gaining.

Advanced Tips

When firing Cobbler, pick gains based on next turn's needs, not the current turn's leftovers. If next turn calls for a Village, gain a Village.

Aim for two Cobblers. One is workable; two locks in two gains per turn. Three is usually overkill.

Because Cobbler resolves in the Night phase, it fires after buys and treasure plays. Buy a Province, then Cobbler-gain a Silver as cleanup.

Cobbler-BM: Silver/Cobbler → Cobbler-gain Silvers → Gold → Province. A surprisingly stable BM variant rivaling Smithy-BM on the right boards.