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[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.