[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:
- Almost any supply. Top $5 priority.
- Copper trashing not yet solved.
- BM/hybrid wants Gold.
- Long games where Key compounds.
Skip when:
- Chapel/Bishop already saturate trashing.
- Short rushes.
- 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:
- Coppers in hand → trash.
- First Treasurer → Key.
- 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.