[Dominion] Root Cellar Card Guide - Cost 2 Mega-Draw
Rising Sun Root Cellar. Cost 2 Action. +3 Cards +1 Action +3 Debt.
Root Cellar
Basic Info
- Type: Action
- Cost: 2
- Effect: +3 Cards. +1 Action. +3 Debt.
Rating
Cost 2 for "+3 Cards / +1 Action" — Smithy-grade draw plus action support. 3 Debt is the price, but the per-coin efficiency is absurd.
Best feature: fits the 2-coin slot in 2/5 splits. 3 Debt clears in 3 turns, but the early ramp from a turn-1 buy is devastating.
Overall S tier. Top pick for 2/5 splits' 2-coin slot.
How to Play
Early: must-buy at 2. Turn 1-2 buy → turn 3-4 +3 Cards / +1 Action engine kickstart.
Mid-game: multi-copy for stacked draw. Manage Debt.
End-game: trigger draw for Province coin while clearing Debt.
Debt Management
"+3 Debt" pays off in 3 turns:
- Stagger use to avoid Debt stacking.
- Pay during coin-stable turns.
- Plan Debt clearance before Province turns.
Key Combos
Root Cellar + villages: Multi-draw stack.
Root Cellar + Daimyo: Doubled = +6 Cards / +2 Actions / +6 Debt.
Root Cellar + Bridge: +1 Buy synergy for multi-Province.
Synergies
- Daimyo: Doubled blast.
- Smithy / Lab: Draw chain.
- Remodel / Craftsman: Mitigate Debt by reshaping deck.
Counters & Bad Matchups
- Quick games: Debt repayment falls short.
- Trashers: Don't trash Root Cellar.
- Pure BM: Engine-grade card unneeded.
Advanced Tips
Top 2-coin pick on 2/5 splits. Plan Debt repayment over future turns.
Multiple copies stack Debt — every-turn use accumulates 6-9 Debt. 1-2 copies is safe.