[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.