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[Dominion] Scepter Card Guide - +$2 or Replay Action

Rating of the Renaissance card Scepter. Cost 5 Treasure. Choose: +$2; or replay an Action you played this turn (not a Duration).

Scepter

Basic Info

  • Type: Treasure
  • Cost: 5
  • Effect: Choose one: +$2; or replay a non-Duration Action you played this turn.

Rating

Renaissance's "Treasure-Throne." Cost 5 with +$2 (Silver+) or Action replay. Played in Buy phase, after Action phase, allowing strong-card replays beyond Throne Room.

Biggest strength: Action replay. Replay Smithy = +6 cards total, replay Witch = 2 Curses, replay Cargo Ship = +$2+stash twice — Treasure-phase doubling of strong cards.

Overall A tier. Engine core; on Action-rich boards, exceptional.

How to Play

Auto-buy at 5 coins. Pair with Witch / Smithy / strong Action.

Mid: replay key Actions for engine acceleration.

Late: +$2 for Province support, or replay best Action.

Replay Targets

Priority:

  • Smithy / Council Room: +3-4 cards replay.
  • Witch / Old Witch: Curse double.
  • Cargo Ship: +$2 + stash double.
  • Chapel: Re-trash.

Key Combos

Scepter + Smithy: +6 cards total.

Scepter + Witch: 2 Curses per turn.

Scepter + Cargo Ship: +$2 + stash twice.

Scepter + City Gates: +1 hand size.

Scepter + Inventor: Stacked cost reduction via Inventor replay.

Scepter + Throne Room: TR + Smithy then Scepter replay = 3× Smithy.

Synergies

  • Smithy / Council Room: Strong terminal replay.
  • Witch / Curser: Attack replay.
  • Cargo Ship: Duration replay (rules allow non-Duration replay only — note caveat).
  • Inventor: Stacked cost-down.
  • City Gates Project: +1 hand.
  • Chapel: Thinning replay.

Counters & Bad Matchups

  • Action-light: No replay target, just +$2.
  • Duration-only boards: Durations excluded.
  • Pure Big Money: No replay target.
  • Quick-finish: Underutilized.

Advanced Tips

Order: play strong Actions in Action phase, replay via Scepter in Buy phase.

Multiple Scepters: 2-3 enable multiple replays per turn for engine boom.

Note: Durations cannot be replayed. Cargo Ship technically Action-Duration; check official rulings — many cases the "non-Duration" clause excludes it.