[Dominion] Druid Card Guide - Boon-Selecting Cantrip
Rating of the Nocturne card Druid. Cost 2 Action-Fate. +1 Buy, receive one of 3 Boons set aside at game start.
Druid
Basic Info
- Type: Action - Fate
- Cost: 2
- Effect: +1 Buy. Receive one of the 3 Boons set aside at game start (face-up beside the supply), then turn it face down again.
Rating
A-tier. At cost 2, +1 Buy plus your pick of one of three locked Boons every turn. +1 Buy is a rare effect comparable to Worker's Village or Festival, making cost 2 absurdly efficient.
Three Boons remain fixed for the game; pre-game, study the trio. Forest's Gift (+1 Card +1 Action) makes Druid a near-cantrip. Mountain's Gift (+1 VP token) provides slow VP accrual.
Weaknesses: terminal Action; only one Boon picked per play, with the rest cycling.
How to Play
Top $2 pick when no other +Buy exists.
Mid-game, Druid every turn, take +1 Buy plus best Boon. With Forest's Gift, it acts as a cantrip.
Late, +1 Buy enables Province+Duchy or double-Province on a fat turn.
Key Combos
Druid + Chapel: +1 Buy buys Chapel efficiently.
Druid + Bridge/Highway: Cost reduction + +1 Buy → bulk gains.
Druid + Forest's Gift: Pseudo-cantrip every turn.
Synergies
- Chapel: Early thinning support.
- Bridge / Highway: Cost reduction synergy.
- Smithy: Draw chaining.
- Bellows: Cost reduction.
- Silver / Gold: BM route + Buy use.
Counters & Bad Matchups
- Weak Boon set: payoff thin.
- Terminal-heavy supplies: Druid is terminal too.
- Short games: Boon cycling fails to close.
Advanced Tips
At game start, study the three Boons carefully. Forest, Mountain, River, Field — strong Boons spike priority.
Two-Druid build viable: double +Buy enables Province+Duchy+Duchy fat turns.