[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:
- Strong attacks present (Minion, Torturer, Ninja).
- Shadow synergy boards.
- Engine fillers needed.
Skip when:
- Attack-free boards.
- Strong draws (Smithy) already exist.
- 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.