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[Dominion] Devil's Workshop Card Guide - Gain-Scaling Workshop

Rating of the Nocturne card Devil's Workshop. Cost 4 Night. 0 gained: Gold; 1: card up to $4; 2+: Imp.

Devil's Workshop

Basic Info

  • Type: Night
  • Cost: 4
  • Effect: Depending on cards gained this turn:
    • 0: Gain a Gold.
    • 1: Gain a card costing up to $4.
    • 2+: Gain an Imp (cost 2 Spirit, +2 Cards +1 Action, may play an Action you don't have a copy of in play).

Rating

A-tier. Cost-4 Night gainer with gain-count-dependent payoffs: Gold / Workshop / Imp.

Night card; no Action slot. Pairs perfectly with Cobbler and other gainers.

How to Play

Open at $4. Gold gain right out of the gate.

Mid-game, sequence: turn-start → Devil's Workshop (Gold) → other gains → later Devil's Workshop ($4-or-less / Imp).

Key Combos

Devil's Workshop + Cobbler: Night parallel, multi-gain.

Devil's Workshop + gainers: Workshop / Remodel chains.

Devil's Workshop + Den of Sin: Night parallel + draw.

Synergies

  • Cobbler: Parallel.
  • Workshop / Remodel: Gain chain.
  • Chapel: Imps are strong but bloat-prone.
  • Den of Sin: Night parallel.

Counters & Bad Matchups

  • Already large decks: Imp gain bloats further.

Advanced Tips

Fire first Devil's Workshop for Gold; later ones produce Imps after gains.

Imp = +2 Cards +1 Action cantrip-style enabler. Multiple Imps drive strong engines.

Night card — no Action slot, stable in terminal-heavy supplies.