[Dominion] River Shrine Card Guide - Favor + Trash + Conditional Gain
Rising Sun River Shrine. Cost 3 Action-Fate. +1 Favor + trash up to 2 + if you bought no cards this turn, gain a card costing up to $4.
River Shrine
Basic Info
- Type: Action-Fate
- Cost: 3
- Effect: +1 Favor. Trash up to 2 cards from your hand. At the start of Clean-up, if you didn't gain any cards in your Buy phase this turn, gain a card costing up to $4.
Rating
Top-tier 3-cost card. +1 Favor / up to 2 trash / conditional cost-4 gain. Chapel-level thinning (capped at 2) plus Favor plus gain support.
Best feature: cost 3 delivers "2-card Chapel trash + Favor + Workshop-style 4-cost gain" in one card. Top contender for the 3-coin slot.
Overall S tier. Top priority when on board, 1-2 copies.
How to Play
Early: must-buy at 3 coin. Trash Estate+Copper, gain a Favor, and on no-buy turns gain a cost-4.
Mid-game: thin while targets remain. Use the cost-4 gain before Province turns.
End-game: Favor for Prophecy. Trash only when not blocking Province buys.
Key Combos
River Shrine + Fate cards: Favor stack for Prophecy.
River Shrine + Chapel: Two-stage thinning.
River Shrine + University / Craftsman: Multiple cost-4 gain sources.
Synergies
- Chapel: Thinning split.
- Tea House / Poet / Mountain Shrine: Favor source.
- Remodel / Craftsman: Gain methods.
Counters & Bad Matchups
- No trash targets: Thinned decks limit value.
- No-buy condition: Forfeits cost-4 gain on buy turns.
- 4/3 splits at no 3 coin: Rare problem.
Advanced Tips
"No-buy turn → cost-4 gain at clean-up" is powerful. Sometimes deliberately skip buying to trigger the gain on a 3-5 coin turn.
Multiple River Shrines: trash up to 2 per copy, but cost-4 gain triggers only once per turn — extra copies are for trash + Favor.