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[Dominion] Swashbuckler Card Guide - +3 Cards + Treasure Chest

Rating of the Renaissance card Swashbuckler. Cost 5 Action. +3 Cards. If discard pile has cards: +1 Coffer; if Treasure Chest mat has 4+ tokens, take Treasure Chest and Gold.

Swashbuckler

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +3 Cards. If your discard pile is not empty: +1 Coffers; if you have 4+ Coffers, take the Treasure Chest and gain a Gold.

Rating

A Smithy-tier draw card with conditional +1 Coffers and a Treasure Chest payoff. Long-game powerhouse.

Tier B+. Excellent in engine boards and long games. Slightly worse in short rushes.

How to Play

Early: $5 buy. First play has no Coffer (empty discard) but +3 Cards is strong.

Mid: Discard always non-empty. Coffers tick up, Treasure Chest at 4 Coffers.

Late: Treasure Chest grants free Gold per turn, +3 draw, mounting Coffers.

When to Pick / Skip

Pick when:

  1. Engine plans on long boards.
  2. Manageable terminal collision.
  3. Long games where Chest matters.
  4. Weak alternative draw.

Skip when:

  1. Heavy terminal collision.
  2. Strong handsize attacks.
  3. Short rush boards.

2-3 copies typical.

Key Combos

Swashbuckler + Village: Avoid terminal jam.

Swashbuckler + King's Court: KC + Swash = +6 Cards + 2 Coffers.

Swashbuckler + Cellar: Cellar fills discard for Coffers.

Swashbuckler + Chapel: Chapel discards Coppers, fueling.

Swashbuckler + Haven: Save for the right turn.

Swashbuckler + Key: Stable +$1.

Swashbuckler + Treasure Chest: Self-target unlock.

Synergies

  • Villages: action room.
  • Cellar: discard fuel.
  • Chapel: trash + discard.
  • King's Court: doubled draw + Coffers.
  • Haven: timing.
  • Key: continuous +$1.
  • Treasure Chest: self-unlock.
  • Treasurer: synergistic gain.
  • Baker: $ carryover.

Counters & Bad Matchups

  • Terminal collision: Swash is terminal.
  • Hand attacks: discarded.
  • Short games: Chest doesn't mature.
  • Workshop-only: needs other draw.

Advanced Tips

Discard condition: Empty just after shuffle. Make discards early to keep Coffers flowing.

Cellar synergy: Cellar fills discard, Swash adds Coffers + draw.

Chest timing: 4th Coffer gains Chest + Gold. Coffers don't reset.

KC max: KC + Swash = +6 Cards + 2 Coffers per turn.

Mirror: First to Chest wins tempo.

Haven: Save for fat-discard turn.

Province line: Swash + Coffers + Treasures = $8 reliable.

Forced discard: Torturer/Minion can paradoxically help Coffers.

3-pile-go: Chest gains pile up the deck; combine with other pile-out plans.