[Dominion] Improve Card Guide - +$2 + Trash-to-Upgrade
Rating of the Renaissance card Improve. Cost 3 Action. +$2; at clean-up, may trash an Action you played for a card costing +$1 more.
Improve
Basic Info
- Type: Action
- Cost: 3
- Effect: +$2 / At the start of clean-up, you may trash an Action card you played this turn, to gain a card costing exactly $1 more than it.
Rating
Renaissance's "clean-up upgrader." Cost 3, +$2 (Silver-grade economy) plus clean-up trash → upgrade. Effectively a Remodel-plus.
Biggest strength: trash while generating +$2. Remodel gives +$0; Improve generates economy. Targets Actions in play, so you upgrade the ones you actually used.
Caveat: only Actions in play (clean-up). Treasures / Victory cards can't be trashed. Actionless turns waste the upgrade.
Overall A tier. Exceptional efficiency at cost 3 — beats Silver.
How to Play
Early: top 3-coin pick alongside Smithy / Cargo Ship / Border Guard.
Mid: upgrade cheap Actions → strong ones (Experiment → Smithy, etc.).
Late: pure +$2 fueling Province buys.
Upgrade Tactics
Chain priorities:
- Experiment (3) → Smithy (4).
- Smithy (4) → Council Room (5).
- Border Guard (2) → Experiment / Silver (3).
- Trash Improve itself → cost-4 Action.
Plan the deck around target cards.
Key Combos
Improve + Experiment: Experiment → upgrade to stronger card.
Improve + Chapel: Bulk-thin + selective upgrade.
Improve + Witch: Maintain Witch + Improve economy.
Improve + Inventor: Upgrade what Inventor gained.
Improve + City Gates: +1 hand size.
Improve + Throne Room: TR + Improve = +$4, two upgrades.
Synergies
- Action-rich boards: Many upgrade targets.
- Chapel: Thin + upgrade.
- Workshop / Inventor: Upgrade gained cards.
- City Gates Project: +1 hand.
- Throne Room: Doubled.
- Remodel chain: Multi-stage upgrade.
Counters & Bad Matchups
- Pure Big Money: Few Actions to upgrade.
- Treasure-focused economy: Treasures can't trash.
- Terminal-collision boards: Improve is terminal too.
- Quick-finish: No time for upgrades.
Advanced Tips
Timing: trash happens at clean-up, after Action / Buy phases. Only in-play Actions qualify. Treasures / VP excluded.
Upgrade order: cheap → mid → mid → high. End-game shifts to economy.
Multiple copies: 2-3 sustain upgrades every turn; ensure target supply doesn't deplete.
Improve-BM: Improve ×2-3 as Silver-replacement. +$2 economy + occasional Action upgrades.