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[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:

  1. Stagger use to avoid Debt stacking.
  2. Pay during coin-stable turns.
  3. 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.