[Dominion] Seer Card Guide - $2-$4 Costs to Hand
Rating of the Renaissance card Seer. Cost 5 Action. +1 Card +1 Action. Reveal top 3, put $2-$4 cost cards into hand.
Seer
Basic Info
- Type: Action
- Cost: 5
- Effect: +1 Card / +1 Action / Reveal top 3 cards. Put cards costing $2-$4 into hand. Return rest randomly to deck top.
Rating
Renaissance's "mid-cost-grab" cantrip. Cost 5: +1 Card / +1 Action plus mid-cost card retrieval. Engine builds with cost-2-4 staples (Smithy, Inventor, Lackeys, Sculptor, Silver) get reliable hand assembly.
Biggest strength: mid-cost density bonus. Pulls Smithy / Inventor / Silver to hand, stabilizing terminal-fire and economy.
Overall A tier. Engine core, especially exceptional on $2-$4 staple-heavy boards.
How to Play
Auto-buy at 5 coins.
Mid: every turn pull mid-cost cards to hand for reliable terminals.
Late: Silver / mid-Action retrieval supports Province buys.
Mid-Cost Tactics
Cost $2-$4 targets:
- Silver ($3): instant +$3.
- Smithy ($4): instant +3 draw.
- Inventor ($4): cost-cut + gain.
- Lackeys ($2): instant +2 draw.
- Border Guard ($2): filter + Heirloom.
Cost-$5+ (Witch / Sculptor) excluded; $1 too. Mid-cost-dense decks maximize value.
Key Combos
Seer + Smithy: Pull Smithy ($4), +3 cards.
Seer + Inventor: Pull Inventor, cost-down chain.
Seer + Lackeys: Pull Lackeys, +2 cards chain.
Seer + City Gates: +1 hand size.
Seer + Seer: Chain cascading hand-builds.
Seer + Throne Room: TR + Seer = +2 Cards / +2 Actions / 6 reveals.
Synergies
- Smithy / Lackeys: Mid-cost draw.
- Inventor / Experiment: Mid-cost Action.
- Silver: Economy + hand-grab.
- City Gates Project: +1 hand.
- Multiple Seers: Chain.
- Throne Room: Doubled.
- Remodel / Improve: Gain chain.
Counters & Bad Matchups
- High-cost-heavy boards: $5+ excluded.
- Low-cost-heavy boards: $1- excluded.
- Quick-finish: Filter unused.
- Pure Big Money: Silver only target.
Advanced Tips
Seer chain: Seer hits another Seer or mid-cost Action → cascading hand.
Mid-cost focused build: Stack cost-$2-$4 staples for max Seer payoff.
Province turn: mid-cost Treasures and Silvers cluster in hand for economy.
Note: Non-target cards return to deck top in random order — opponents can't see ordering.