[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:
- Self-trashed cards may be reclaimed by opponents on their turn-start. Trash low-cost dross only.
- To trash high-cost cards (Gold), calculate whether you can reclaim before opponents.
- 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
- Trash + recover chain: Chapel trashes Coppers/Estates → on your next turn-start, reclaim them via Shaman before opponents.
- Gold loop: Remodel a Gold → next turn Shaman reclaims it → effectively "play Gold for $3, then get it back."
- 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.