[Dominion] Quartermaster Card Guide - Permanent Gainer
Rating of the Plunder card Quartermaster. Cost 5 Action-Duration. Each turn: gain a card up to $4 set aside, or take one back to hand.
Quartermaster
Basic Info
- Type: Action-Duration
- Cost: 5
- Effect: At the start of each of your turns for the rest of the game, choose one: gain a card costing up to $4, setting it aside on this; or put a card from this into your hand.
Rating
A premier permanent Duration. Cost 5 = "free gains every turn for the rest of the game." Even post-Province-line, $4-or-less gains continue.
Defining feature: permanent effect. One Quartermaster across 15-18 future turns = massive gain volume.
Gain target: $4 or less = Silver / Estate / Siren / Harbor Village / Workshop, etc.
Choice: gain and set aside vs. take aside-card to hand. Decouples gain timing from use timing.
Overall S tier. Plunder game-changer.
How to Play
Early: After buying Quartermaster, gain Silver each turn → set aside. Mid-game: take aside-cards to hand for use.
Mid: Gain Action cards $4 or less (Harbor Village, Siren, etc.). Stockpile for finisher turn.
Late: Each turn gain Silver / cheap card + use simultaneously.
Key Combos
Quartermaster + Harbor Village ($4): Each turn gain HV → stockpile.
Quartermaster + Siren ($3): Each turn extra Siren = Curse-spread acceleration.
Quartermaster + King's Cache ($7): Cache itself can't be gained, but Silver each turn boosts economy.
Quartermaster + Trickster: Duration + gain chain.
Quartermaster + Harbor Village + Mining Road: 3-piece engine.
Synergies
- Harbor Village ($4): Gain target.
- Siren ($3): Curse acceleration.
- Mining Road ($4): +1 Buy +$2 stack.
- Workshop ($3): Gainer overlap.
- Silver: Economy.
- Silver Mine (Plunder, $4): Gain target.
- Enlarge: Cost conversion.
Counters & Bad Matchups
- Already-built engines: +1 card/turn redundant.
- Thinning-focused: QM bloats deck.
- Short games: Long-term effect not realized.
Advanced Tips
Gain targets: Silver (3), Estate (2), $4-or-less Actions. Province/Gold not eligible.
"Set aside" power: Cards don't enter deck immediately. Use for finisher.
Second QM: One usually suffices. Two is overkill.
Multi-set-aside: One QM can hold multiple aside-cards. 10 turns = 10 cards aside.
Quartermaster-BM: QM + Silver BM = Silver each turn.