[Dominion] Tea House Card Guide - Festival-style Cantrip
Rising Sun Tea House. Cost 4 Action-Fate. +1 Favor +1 Card +1 Action +$2. Prophecy enabler.
Tea House
Basic Info
- Type: Action-Fate
- Cost: 4
- Effect: +1 Favor. +1 Card. +1 Action. +$2.
Rating
Hyper-efficient cost-4 cantrip. +1 Card / +1 Action / +$2 matches Festival-tier economy plus action while not bloating the deck. Adds +1 Favor for Prophecy management.
On Prophecy boards where Favors matter, Tea House is excellent. With weak Prophecies, it's "just a great cantrip."
Overall B tier. Rises to A on Prophecy-active boards.
How to Play
Early: top pick on 4-coin slots. Strictly better than Silver — adds card, action, Favor.
Mid-game: multiple copies as engine core. Stable actions and +$2 toward Province buys.
End-game: bank Favors for Prophecy effects.
Key Combos
Tea House + Prophecy cards (Rising Sun): Favor accumulation peaks Prophecy power.
Tea House + Smithy: Provides action support and +$2.
Tea House + Witch: Favor stack while spreading curses.
Synergies
- All Prophecy cards: Favor source.
- Smithy: Action support.
- Witch: Combined curse + Favor.
- Silver: Tea House strictly outclasses Silver.
Counters & Bad Matchups
- Boards with no/weak Prophecy: Favors wasted.
- Heavy terminal collisions: Tea House itself is fine, but the cantrip body is the only redeeming factor.
Advanced Tips
Always pick Tea House over Silver when both are options.
Backwards-plan Favor count needed for the active Prophecy and buy enough Tea Houses.