[Dominion] Rabble Card Guide - Top-Deck Attack + Smithy Hybrid
Rating of the Prosperity card Rabble. Cost 5 Action-Attack. +3 Cards. Each opponent reveals top 3, discards Actions/Treasures.
Rabble
Basic Info
- Type: Action - Attack
- Cost: 5
- Effect: +3 Cards. Each other player reveals top 3 cards of deck, discards Actions/Treasures, returns the rest in any order.
Rating
Smithy (cost 4, +3 cards) with top-deck attack rider. Forces opponents to dump Actions/Treasures, leaving Victory cards/Curses on top.
Overall A tier. Strong cost-5 Smithy variant. Works in BM and engine. The attack is decisive, effectively shrinking opponent's effective draws.
How to Play
Mid-game on 5 coin. Versus Smithy (cost 4): Rabble's attack tilts the comparison.
Mid-game: Rabble every turn. Opponent's next-turn hand becomes Victory-card heavy.
End-game: +3 cards stabilizes Province jumps.
Key Combos
Rabble + King's Court: ×3 = +9 cards + 3 attacks.
Rabble + Throne Room: ×2 = +6 cards + 2 attacks.
Rabble + Fishing Village/Wharf: Duration villages avoid terminal collisions.
Rabble + Watchtower: Self top-deck while attacking.
Rabble + Vineyard: Action = VP.
Synergies
- King's Court / Throne Room: Doubled.
- Fishing Village / Wharf: Duration.
- Smithy / Library: Drawing.
- Watchtower: Top-deck combo.
- Vineyard: Action = VP.
Counters & Bad Matchups
- Reactions (Moat, Lighthouse, Caravan Guard): Block attack.
- Heavy terminal collisions: Rabble is terminal.
- Hard 5-coin boards.
- 4-player games: Attack diluted.
Advanced Tips
Rabble is roughly Smithy upgrade. Even with Smithy in supply, Rabble priority.
KC + Rabble: +9 cards + 3 attacks per turn — devastating.
3-pile end: Mass draw from Rabble + intentional Province/Rabble pile drain.