[Dominion] City Card Guide - Pile-Empty Boosted Village
Rating of the Prosperity card City. Cost 5 Action. +1 Card / +2 Actions. With 1 empty pile: +1 Card. With 2: +1 Coin / +1 Buy.
City
Basic Info
- Type: Action
- Cost: 5
- Effect: +1 Card / +2 Actions. If there is 1 empty Supply pile, +1 Card. If there are 2+ empty Supply piles, +1 Coin / +1 Buy.
Rating
A unique village that scales with pile-emptiness. Base = standard village. 1 pile empty = cantrip-village (+2 cards +2 actions). 2+ empty = full economy/buy village (+2 cards +2 actions +1 coin +1 buy).
Overall A tier. Strong synergy with 3-pile endings. Deliberately empty piles to power up your Cities.
How to Play
Open with City on 5-coin (alternative). Mid-game: engine base.
Mid-game: deliberately empty piles (Curse, Workers, etc.) to boost City.
End-game: After triggers, City's explosive value carries 3-pile victories.
Key Combos
City + Worker's Village: Empty Worker's Village (10) for City boost.
City + Witch/Mountebank: Empty Curse pile.
City + King's Court: ×3 boost; 2-pile state = +6 cards +6 actions +3 coin +3 buys.
City + Vineyard: Action = VP.
City + Smithy: Draw support.
Synergies
- Worker's Village / Artisan / other 5-cost: Pile-empty triggers.
- Witch / Mountebank: Curse pile drain.
- King's Court / Throne Room: Doubled effect.
- Smithy / Library: Drawing support.
- Vineyard: Action = VP.
Counters & Bad Matchups
- Boards without empty triggers: City doesn't power up.
- Fast games: End before triggers fire.
- 5-coin hard to reach.
- BM: City unnecessary.
Advanced Tips
Deliberate pile-emptying: Witch into Curse pile, Workshop into Workshop's pile, etc.
3-pile endings: With Cities boosted, win via 3-pile finish.
KCKC + City (2-pile state): ×9 effect, massive action count + economy.