[Dominion] Mountain Shrine Card Guide - Favor + Conditional Draw
Rising Sun Mountain Shrine. Cost 5 Action-Fate. +1 Favor +$2, optional trash; if Action in trash, +2 Cards.
Mountain Shrine
Basic Info
- Type: Action-Fate
- Cost: 5
- Effect: +1 Favor. +$2. You may trash a card from your hand. Then if any Action cards are in the trash, +2 Cards.
Rating
A versatile cost-5 multi-tool. +1 Favor / +$2 (Festival economy) / optional trash / +2 cards if any Action sits in the trash. Once mid-game starts, effectively +2 cards / +$2 / +Favor.
Biggest strength: trashing an Action (or having one trashed earlier) makes every subsequent Mountain Shrine a +2 cards bonus card. Pair with Chapel or Rice Broker to seed the trash, then ride the value.
Overall A tier. 2-3 copies standard.
How to Play
Early: buy at 5 coin. First copy gives +$2 + optional trash + Favor (Action trash also +2 cards).
Mid-game: seed the trash with an Action so all later Shrines fire the +2 cards bonus.
End-game: +2 cards / +$2 / +Favor is Festival + Lab tier.
Key Combos
Mountain Shrine + Chapel: Chapel trashes an Action, all later Shrines get +2 cards.
Mountain Shrine + Rice Broker: Rice Broker also seeds an Action.
Mountain Shrine + other Fate: Favor stack for Prophecy.
Synergies
- Chapel / Rice Broker: Action-trash seeders.
- Tea House / Poet: Favor accumulation.
- Smithy / Lab: Draw augmentation.
Counters & Bad Matchups
- Few Actions on board: Trash route doesn't fire.
- No Action trashed yet: First Shrine stays at +$2 only.
- 4/3 splits without 5: Can't open with it.
Advanced Tips
Before playing your first Shrine, get an Action into the trash (Remodel an Estate up to a cheap Action then re-trash, etc.).
Multi-Shrine: first triggers the seed trash, all later copies become Festival+Lab hybrids.