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[Dominion] Ronin Card Guide - Shadow Hand-Filler

Rating of the Rising Sun card Ronin. Cost 5 Action-Shadow. Draw until you have 5 cards in hand. Shadow: playable from deck.

Ronin

Basic Info

  • Type: Action-Shadow
  • Cost: 5
  • Effect: Draw until you have 5 cards in hand.
  • Shadow: Can be played directly from your deck.

Rating

A handfiller. Reaches max value (+5 cards) only when hand is empty — typically post-attack. Shadow type compensates for terminality.

Tier C overall. Situational. Inferior to Smithy (+3 cards always) in most boards.

How to Play

Early: not a top $5 buy. Prefer Smithy/Change.

Mid: Play Ronin from deck (Shadow) post-attack to refill hand.

Late: insurance card vs hand attacks.

Caveat: dead if hand already has 5+ cards.

When to Pick / Skip

Pick when:

  1. Strong attacks present (Minion, Torturer, Ninja).
  2. Shadow synergy boards.
  3. Engine fillers needed.

Skip when:

  1. Attack-free boards.
  2. Strong draws (Smithy) already exist.
  3. Short rushes.

1-2 copies typical.

Key Combos

Ronin + Ninja: Shadow synergy.

Ronin + Minion (own): Refill after Minion's discard.

Ronin + Cellar: Discard for refill.

Ronin + Haven: timing.

Ronin + King's Court: Doubled play (second often wasted).

Synergies

  • Ninja: Shadow.
  • Minion/Torturer: refill insurance.
  • Cellar: discard + refill.
  • Haven: timing.
  • King's Court: doubled.
  • Shadow cards.
  • Smithy (coexists): different role.

Counters & Bad Matchups

  • Attack-free supplies: not needed.
  • Strong draw (Smithy): outclassed.
  • Short games: insurance role unused.
  • Already 5+ hand: dead card.

Advanced Tips

Shadow play conserves hand: post-attack to 3 cards → Shadow Ronin → 5 cards.

Anti-attack defense: Minion drops you to 3, Shadow Ronin restores.

Cellar synergy: Discard hand → Ronin refills.

KC max: KC + Ronin = 2 plays; second usually wasted.

Mirror: attack-trade meta affects Ronin value.

Haven: save Ronin for post-attack turn.

Dead-card avoidance: don't fire if hand already 5+.

3-pile-go: Ronin pile depletion.

Post-shuffle weakness: hand often already at 5; Ronin whiffs.