[Dominion] Cargo Ship Card Guide - Set Aside Gained Cards
Rating of the Renaissance card Cargo Ship. Cost 3 Action-Duration. +$2; once this turn, set aside a gained card; next turn, into hand.
Cargo Ship
Basic Info
- Type: Action-Duration
- Cost: 3
- Effect: +$2 / Once this turn, when you gain a card, you may set it aside (on this). At the start of your next turn, put it into your hand.
Rating
Renaissance's hidden gem. Cost 3, +$2 (Silver/Market-grade) plus a gained-card stash. The "next-turn-into-hand" feature beats topdecking (Bureaucrat-style) in many cases.
Biggest strength: "instant utility of gained cards." Gain a Province, set aside, next turn it's in hand — +6 VP, no deck pollution. Or stash a Gold for guaranteed +$3 opening hand next turn.
+$2 alone is useful. Terminal slot, but +$2 + stash dual-function at cost 3 is exceptional value.
Overall A tier. Province acceleration, late-game play, BM strategies — versatile.
How to Play
Early: top 3-coin pick alongside Smithy.
Mid-game: Cargo Ship + gain every turn, stash key cards for next turn.
Late: stash Provinces — instant VP, no deck pollution.
Stash Tactics
Stash priorities:
- Province: Late game; instant hand next turn = effective topdeck.
- Gold: Economic activation, big buy next turn.
- Action card: Stashed Action lands in hand for immediate play.
- Workshop-gained heavy: Activate immediately.
Skip stash when normal discard suffices.
Key Combos
Cargo Ship + Workshop / Inventor: Stash gained card for instant use.
Cargo Ship + Remodel: Stash upgraded card.
Cargo Ship + Province buy: Late game stash Province for clean hand.
Cargo Ship + Witch / Old Witch: Cargo Ship's +$2 funds curser play.
Cargo Ship + City Gates: +1 hand size raises Cargo Ship draw.
Cargo Ship + Throne Room: TR + Cargo Ship = +$4, stash 2 gained cards.
Synergies
- Workshop / Inventor: Instant gained-card use.
- Remodel / Improve: Upgrade chain.
- Border Guard: Filter to find Cargo Ship.
- City Gates Project: +1 hand size.
- Throne Room: Doubled +$4 + 2 stashes.
- All gain effects: Inventor, Recruiter, Treasurer.
- Other Durations: Coin of the Realm, etc.
Counters & Bad Matchups
- Action-light boards: Just +$2 = degraded Silver.
- No-gain boards: Stash unused.
- Quick-finish: Duration value lost.
- Pure thinning: Cargo Ship doesn't thin.
Advanced Tips
Multiple copies: 2-3 keep stashes flowing every turn. Late-game 4-5 Provinces stashable.
Province double: Cargo Ship → +$8 buy Province / stash → next turn +$8 buy Province. Stable double-Province endgame.
Note: "Gain" includes attacks / Workshop gains, not just Buy phase. All stashable.
Timing: must play Cargo Ship before gaining. Forgetting after buy = no stash.
Hidden info: stashed cards are public. Reveals strategy.