[Dominion] Practice Card Guide - Shadow Throne Room
Rating of the Rising Sun card Practice. Cost 3 Action-Shadow. Play an Action card from your hand twice. Shadow: playable from deck.
Practice
Basic Info
- Type: Action-Shadow
- Cost: 3
- Effect: Play an Action card from your hand twice.
- Shadow: Can be played directly from your deck.
Rating
A $3 Throne Room with Shadow type. Same effect as TR ($4), one cheaper, plus deck-play access.
Shadow type lets it double an Action without consuming a hand slot.
Tier B+. S in Action-engine boards. $3 doubling is a steal.
How to Play
Early: $3 buy ahead of Silver. Pre-position for mid-game doubling.
Mid: double key Actions (Smithy, Treasurer, Ninja) for huge turns.
Late: Shadow-play during Province turns for value compression.
When to Pick / Skip
Pick when:
- Key Actions present (Smithy, Treasurer, Ninja).
- Action-engine plans.
- Shadow synergy.
Skip when:
- Action-light supplies.
- Cheap KC also available.
- Short rushes.
3-4 copies typical.
Key Combos
Practice + Smithy: +6 Cards.
Practice + Treasurer: +$6 + 2 choices.
Practice + Ninja: +$4 + 2 attacks.
Practice + Change: 2 trash + 2 gain + 2 VP.
Practice + Practice: First Practice doubles second = 3-chain.
Practice + Messenger: 2 gains.
Practice + Shadow cards.
Synergies
- Smithy/Council Room: doubled draw.
- Treasurer: doubled choices.
- Ninja: doubled attack.
- Change: doubled VP.
- Messenger: doubled gain.
- Spices: gain trigger doubled.
- Throne Room (coexists).
- Shadow cards.
- Key: continuous +$1.
Counters & Bad Matchups
- Action-free supplies.
- KC at $7 (no overlap).
- Short games.
- Strong attacks.
Advanced Tips
Shadow strategy: deck-play conserves hand slot.
Chain: Practice + Practice = first Practice doubles the second = 3 plays.
Vs Throne Room: $1 cheaper, same effect, plus Shadow.
Mirror: race for key Actions.
Haven: save Practice or Shadow alt.
Province line: Smithy doubled = +6 Cards plus other plays.
3-pile-go: Practice pile depletion.
Multi-buy: 3-4 Practices double 3-4 actions per turn.
Change + Practice finisher: 2 trashes + 2 gains + 2 VP triggers, accelerating VP banking.