[Dominion] Peddler Card Guide - Cost-Variable Cantrip
Rating of the Prosperity card Peddler. Cost 8 (less 2 per Action in play during Buy phase) Action. +1 Card / +1 Action / +1 Coin cantrip with variable cost.
Peddler
Basic Info
- Type: Action
- Cost: 8 (during Buy phase, costs 2 less per Action card you have in play)
- Effect: +1 Card / +1 Action / +1 Coin.
Rating
A hidden gem of Prosperity. Base statline is a Market-grade cantrip-Treasure (+1 Card, +1 Action, +1 Coin), with a cost mechanic that drops to 0-2 coin for a fully-running engine.
With 4+ Actions in play during the Buy phase, Peddler costs 0. Add +1 Buy and you can scoop multiple copies in a single turn — perfect for engine acceleration or pile-end games.
Overall A tier. Excellent late-game engine fuel. Worthless in pure BM since you'll never see the discount.
How to Play
Early game: usually unaffordable (8 coin = Province). Mid-game, once your engine has 4-5 Actions hitting the table per turn, redirect spending to Peddler.
Ideal Peddler-buy state: 5+ Actions in play → Peddler costs 0 → with +1 Buy, scoop 2-3 copies per turn. Bridge / Black Market / Grand Market provide the +Buy.
Each Peddler adds +1 cantrip + +1 coin to engine output, raising both draw count and money simultaneously without using a terminal slot.
Peddler Rush
On boards where Peddler reaches cost 0 with reliable +Buy, a Peddler rush wins: build engine basis (Village + draw) → 5+ Actions → buy 2-3 Peddlers per turn → engine output rises → buy more Peddlers (positive feedback).
Peddler pile depletion is a 3-pile-ending trigger. Plan deliberately for Peddler-pile empty.
Key Combos
Peddler + Bridge: +1 Buy + cost reduction. Multi-Peddler scooping per turn.
Peddler + Grand Market: Both supply +Buy; double-track buying.
Peddler + Black Market: +1 Buy + economy.
Peddler + King's Court: KC + Peddler = +3 cards / +3 actions / +3 coin.
Peddler + Vineyard (Alchemy): Action count = VP, Peddler-rich decks score.
Synergies
- Bridge / Grand Market / Black Market: +Buy combos.
- Smithy / Library / Council Room: Drawing engine to put 5+ Actions in play.
- King's Court / Throne Room: Doubled effect (cost discount frozen for the turn).
- Village / Fishing Village / Wharf: More Actions in play = lower cost.
- Workshop (variable cost interactions).
- Vineyard (Action count = VP).
Counters & Bad Matchups
- BM strategy: No Action base means no discount; 8 coin → Province.
- Boards with weak 4-coin Actions: Hard to put 5 in play.
- Heavy Attack supplies: Engine pollution before Peddler unlocks.
Advanced Tips
Peddler needs +Buy support. Without Bridge / Grand Market / Black Market / Festival, you can't buy multi-Peddlers per turn.
"How many Peddlers per turn" is the engine quality metric. 3-4/turn = engine complete, 1-2/turn = incomplete.
3-pile ending: Stack Province + Duchy + Peddler. With 20 Peddlers (4P games), pile-empty hits a sudden stop trigger.
Vineyard synergy: Vineyard scores 1 VP per 3 Actions; Peddler is +Action and counts as Action card itself. Peddler-heavy decks turn Vineyards into bombs.