[Dominion] Border Guard Card Guide - Cantrip with Heirloom Gain
Rating of the Renaissance card Border Guard. Cost 2 Action. +1 Action, look at top 2, take 1 to hand; if revealed an Action, gain Lantern or Horn.
Border Guard
Basic Info
- Type: Action
- Cost: 2
- Effect: +1 Action / Look at the top 2 cards of your deck. Put one into your hand and discard the other. If you revealed an Action, you may gain a Lantern or Horn.
Rating
The strongest cantrip at cost 2. +1 Action keeps it free, "look 2 keep 1" is powerful filtering equivalent to deck-thinning. Plus an Heirloom (Lantern or Horn) gain when you reveal an Action.
Biggest strength: filter + gain dual function. Trash dead cards (Estates / Coppers) by discarding, keep useful ones. Effectively close to draw. At cost 2, the efficiency is exceptional.
Heirloom gain is the killer feature. Lantern ($3 Treasure, +$1) or Horn ($5 Treasure, +1 Buy, trash to gain a Border Guard) — Horn's cycle is potent.
Overall A tier. Top contender at the cost-2 slot, prime pick on 3-2 / 2-3 splits.
How to Play
Auto-buy at 2 coins early. Behind Chapel, ahead of most others.
Mid-game: 2-3 copies for every-turn filtering. Province acceleration.
Heirloom choice: engine = Horn (+1 Buy, cycling); pure economy = Lantern (+$1).
Heirloom Choice
The signature Heirloom decision:
- Lantern: cost $3 Treasure, +$1. Pure economy boost, Big Money fit.
- Horn: cost $5 Treasure, +1 Buy. When trashed, gain a Border Guard (infinite cycle). Engine fit.
Decide based on board: thinning-light = Lantern, engine-buildable = Horn.
Key Combos
Border Guard + Smithy: Filter to find Smithy reliably.
Border Guard + Witch / Old Witch: Find Witch fast for stable Curse-spreading.
Border Guard + Chapel: Filter for early Chapel hit.
Border Guard + Horn: Trash Horn → gain Border Guard, repeat.
Border Guard + City Gates: +1 hand size raises hit rate.
Border Guard + Throne Room: TR + Border Guard = +2 Actions, look 4 keep 2, gain 2 Heirlooms.
Synergies
- Smithy / Council Room: Filter for terminal-draw.
- Witch / Curser: Find attacker reliably.
- Chapel: Thinning acceleration.
- Horn (own Heirloom): Permanent cycle.
- City Gates Project: +1 hand size.
- Throne Room: Doubled filter / gain.
- Remodel / Improve: Upgrade Border Guard later.
Counters & Bad Matchups
- Action-light boards: No Action revealed = no Heirloom.
- Pure Big Money: Filter strong, but Heirlooms underutilized.
- Terminal-collision: Cantrip self, but other cards collide.
- Quick-finish: Long-term Heirloom value lost.
Advanced Tips
Multiple copies: 2-3 reach 30% deck saturation; filter efficiency explodes.
Heirloom timing: gain Horn early → use +1 Buy → trash Horn for Border Guard → repeat.
Discard choice: dead cards (Estates / Curses) → instant discard; Coppers situational; useful cards → hand.
Mix Lantern and Horn: Horn-trash spawns more Border Guards, each can choose its own Heirloom. Mixed builds optimal.