[Dominion] Credit Card Guide - $3 with Debt Cost
Rating of the Rising Sun card Credit. Cost 5 Treasure. +$3, +1 Buy. Take 3 Debt.
Credit
Basic Info
- Type: Treasure
- Cost: 5
- Effect: +$3, +1 Buy. Take 3 Debt.
Rating
A Gold-equivalent payout with +1 Buy and a Debt drawback. Strong in long-game BM with Debt-management cards.
Tier B+. Powerful when Debt can be repaid; weak when repayment crowds out buys.
How to Play
Early: $5 buy. +$3 +1 Buy at cost of $3 Debt.
Mid: spam Credit but balance Debt. Repay before key Province turns.
Late: clear Debt then buy Province. Don't fire Credit on a Province turn.
Caution: stacked Debt can paralyze buys.
When to Pick / Skip
Pick when:
- BM needs +$3 +1 Buy.
- Baker/Patron carry $.
- Long games with repayment slack.
Skip when:
- Short rushes (no time to repay).
- Pure engine wanting Province every turn.
- Already strong Gold base.
1-2 copies typical.
Key Combos
Credit + Baker: Coffer carry repays Debt.
Credit + King's Court: KC + Credit = +$6 + 2 Buys + $6 Debt.
Credit + Haven: timing.
Credit + Key: stable +$1.
Credit + Patron: Coffer race vs Debt.
Credit + Messenger: gain synergy.
Synergies
- Baker: $ carry.
- Patron: Coffer.
- Haven: timing.
- Key: continuous +$1.
- Messenger: gain.
- Spices: Coffer-on-gain.
- King's Court (double-edged).
Counters & Bad Matchups
- Short games.
- Pure engines (Province every turn).
- Hand attacks.
- Imperial Envoy / Debt-cost cards.
Advanced Tips
Debt math: Credit's +$3 can be funneled into Debt repayment. Effectively +$0 +1 Buy turn.
Multi-buy trap: 3 Credits = +$9 + 3 Buys, but $9 Debt may freeze 3 buy phases.
Province timing: clear Debt before Province turn; don't fire Credit on it.
KC max: KC + Credit = +$6 + 2 Buys + $6 Debt.
Mirror: Debt management decides.
Haven: save Credit for the right turn.
3-pile-go: Credit's +1 Buy fuels mass-gain.
Long game: pay off Debt + Province line every other turn.
Imperial Envoy interplay: cost 6 Debt + Credit Debt risks paralysis.