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[Dominion] Treasurer Card Guide - $3 + Treasure Trash/Gain/Key Choice

Rating of the Renaissance card Treasurer. Cost 5 Action. +$3, choose: trash a Treasure from hand, gain a Treasure costing up to $5 from trash, or take the Key.

Treasurer

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +$3. Choose one (you may choose the same option multiple times): trash a Treasure from your hand; gain a Treasure costing up to $5 from the trash; take the Key.

Rating

A Renaissance powerhouse — +$3 plus trash, gain, or Key options bundled into one $5 card. Tier S.

After gaining the Key, you get +$1 every turn. Treasurer enables Copper trashing, Gold gain, and Key all in parallel.

Best $5 buy in nearly every supply. 3-4 copies common.

How to Play

Early: $5 buy. First copy: trash Coppers. Second: take the Key. Third+: Gold gain.

Mid: Coppers gone, deck is Silver/Gold. Key provides perpetual +$1.

Late: Pull Gold/Silver from trash for Province turns. $3 + Key + Gold = $7 with no other cards.

Multi-buy synergy: parallel trash, Key, and gain.

When to Pick / Skip

Pick when:

  1. Almost any supply. Top $5 priority.
  2. Copper trashing not yet solved.
  3. BM/hybrid wants Gold.
  4. Long games where Key compounds.

Skip when:

  1. Chapel/Bishop already saturate trashing.
  2. Short rushes.
  3. KC max already targets a different card.

3-4 copies standard. 2 in pure BM.

Key Combos

Treasurer + Chapel: Chapel trashes, Treasurer recovers Gold from trash.

Treasurer + King's Court: KC + Treasurer = +$6, three choices.

Treasurer + Smithy: Smithy finds Treasurer, +$3 + Gold gain = $11+ turn.

Treasurer + Market: +1 Buy enables Province + Duchy.

Treasurer + Haven: Save for the right turn.

Treasurer + Messenger: Combine gain effects.

Treasurer + Key: Permanent +$1.

Synergies

  • Chapel: Co-trash.
  • King's Court: Triple trigger.
  • Smithy/Council Room: Draw.
  • Market (Base): +1 Buy.
  • Haven: Timing.
  • Key: Self-target.
  • Bishop: VP + trash.
  • Remodel/Expand: Trash + gain.
  • Messenger: Gain synergy.
  • Baker: Carry $.

Counters & Bad Matchups

  • Short games: Key payoff doesn't mature.
  • Strong attacks: Treasurer hand-discarded.
  • Terminal collision: Treasurer is terminal.
  • Pre-trashed decks: trash option redundant.

Advanced Tips

Choice rotation:

  1. Coppers in hand → trash.
  2. First Treasurer → Key.
  3. Gold/Silver in trash → gain.

Economy: +$3 + Gold gain = effective $6. With Key: +$4. Steady Province turns.

Trash mining: Take Gold opponents trashed via Chapel.

KC max: KC + Treasurer = +$6, 3 choices. Trash 2 Coppers + gain 1 Gold typical.

Mirror: First Key takes long-game advantage.

Trash-gain chain: Treasurer 1 trashes Silver, Treasurer 2 gains it back — cycle for free.

Haven: Save Treasurer for trash-rich turn.

Province + Duchy: $3 + $3 + $3 = $9, with +1 Buy.

Multi-purchase: Only 1 Key total, but trash/gain repeats infinitely.