Lackeys
Basic Info
- Type: Action
- Cost: 2
- Effect: +2 Cards / When you gain this, +2 Villagers.
Rating
Top-of-the-line cost-2 card. +2 Cards (2/3 of Smithy) plus +2 Villagers on gain. Cost-2 draw + token economy in one.
Biggest strength: gain-trigger Villagers. Just buying it grants Action freedom. The +2 Cards keeps it relevant as a standalone draw piece.
Overall A tier. Top of the cost-2 slot, prime 2-3 / 3-2 opening pick.
How to Play
Auto-buy at 2 coins.
Mid: multiple copies bank Villagers; stable +2 draw.
Late: dump Villagers on Province turns for terminal stacks.
Villager Use
Villager basics:
- Spendable any time (Action phase or otherwise).
- Persistent.
- No cap.
2 Lackeys = +4 Villagers, 3 = +6. Acting Troupe-tier Villager source.
Key Combos
Lackeys + Smithy: Draw + Villager support.
Lackeys + Witch: Terminal-collision relief.
Lackeys + Chapel: Thinning + draw.
Lackeys + City Gates: +1 hand size.
Lackeys + Inventor: Inventor gain → Lackeys → +2 Villagers.
Lackeys + Throne Room: TR + Lackeys = +4 Cards.
Synergies
- Smithy / Council Room: Draw chain.
- Witch / Curser: Terminal relief.
- Chapel: Thin + draw.
- City Gates Project: +1 hand.
- Inventor / Workshop: Gain chain for Villagers.
- Throne Room: Doubled.
- Remodel / Improve: Upgrade chain.
Counters & Bad Matchups
- Pure Big Money: +2 Cards weaker than Smithy.
- Quick-finish: Villager bank wasted.
- Action-light: No use for Villagers.
- Terminal-heavy: Collisions despite Villagers.
Advanced Tips
Gain-trigger: any Lackeys gain via Workshop / Inventor / Remodel grants +2 Villagers. Chain gains for Villager bursts.
Multiple copies: 2-3 = +4-6 Villagers, fueling terminal-heavy decks.
Lackeys-BM: Lackeys ×2 + Silver + Smithy. Cost-2 +2 draw + Villagers.
Note: +2 Cards is terminal (no +Action). Use Villagers from prior Lackeys to chain plays.