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[Dominion] Shaman Card Guide - Trash + Trash-Pile Recovery

Rating of the Plunder card Shaman. Cost 2 Action. +1 Action +$1 + trash, each turn gain a card from trash costing up to $6.

Shaman

Basic Info

  • Type: Action
  • Cost: 2
  • Effect: +1 Action / +$1 / You may trash a card from your hand. / In games using this, at the start of your turn, gain a card from the trash costing up to $6.

Rating

A Plunder unique-effect standout. The "gain a card from trash each turn" Landmark-style effect activates for everyone at the supply level. Shaman itself is a cantrip-ish trasher (+1 Action +$1 +trash) at cost 2.

Defining feature: the always-on supply effect. Whether or not you ever buy Shaman, presence on the board grants every player "gain a $6-or-less card from trash each turn" automatically. This is Plunder's signature board-wide modifier.

But "trash empty = no effect." Someone needs to start trashing to fire the loop. Pairs especially well with Chapel / Masquerade / Altar.

Strategy: With Shaman in play, exploiting the opponent's trash is real. Conversely, over-trashing feeds opponents.

Overall A-S tier. Game-altering card.

How to Play

Shaman itself is buyable at cost 2. Take on $2 turns. +1 Action +$1 +trash beats Silver as an opener.

Trash-pile tactics:

  1. Self-trashed cards may be reclaimed by opponents on their turn-start. Trash low-cost dross only.
  2. To trash high-cost cards (Gold), calculate whether you can reclaim before opponents.
  3. With the trash pile loaded with Gold/Silver/Duchy, it's free gains every turn.

Each turn you gain a "$6 or less" card from trash. Province ($8) is out, but Gold ($6), Duchy ($5), and Silver ($3) qualify.

Trash-Pile Recovery Techniques

  1. Trash + recover chain: Chapel trashes Coppers/Estates → on your next turn-start, reclaim them via Shaman before opponents.
  2. Gold loop: Remodel a Gold → next turn Shaman reclaims it → effectively "play Gold for $3, then get it back."
  3. Province trash: Province trashed isn't reclaimable (cost 8 > $6 limit).

Key Combos

Shaman + Chapel: Chapel mass-trash → Shaman reclaims each turn.

Shaman + Remodel: Remodel Silver → Gold; reclaim Silver via Shaman.

Shaman + Witch: Don't auto-reclaim Curses you trashed.

Shaman + Altar (Dark Ages): Mass trash + gain; Shaman recycles the trash pile.

Shaman + Looting (Plunder): Loot pile expands trash variety.

Synergies

  • Chapel: Mass trash supply for Shaman.
  • Masquerade (Intrigue): Trash + pass supply.
  • Remodel / Expand: Trash-gain chain + Shaman recovery.
  • Altar (Dark Ages): Mass trash.
  • Travelling Fair: Cheap non-terminal trash fodder.
  • Silver Mine (Plunder): Trash-pile gain pairs.
  • Knights (Dark Ages): Knight kills supply Shaman fodder.

Counters & Bad Matchups

  • No trasher: Trash pile stays empty.
  • Solo-win plans: Trashing feeds opponent.
  • Short games: Trash buildup needs time.
  • Forced-trash attacks (Bandit): Your strong cards trashed → opponent's Shaman recovers.

Advanced Tips

Second Shaman: One usually suffices. Cost 2 invites overbuy.

Trash-pile management: Calculate the "self-trash → opponent turn → opponent recovery → your turn recovery" sequence. Order of play matters.

No Province trashing: Shaman caps at $6. Trashing Province (8) gains no one.

Exploiting opponent trash: Their Silver/Gold trashed → you reclaim turn-start. Counter Chapel-heavy opponents.

Recovery timing: Effect fires "start of turn" = post-cleanup. Reclaimed Gold available on first draw of new turn.

Shaman-BM: Shaman + Silver BM still benefits enormously from trash-pile gains.