[Dominion] Caravan Card Guide - The Duration Cantrip Standard
Rating of the Seaside card Caravan. Cost 4 Action-Duration. +1 Card / +1 Action / next turn +1 Card.
Caravan
Basic Info
- Type: Action-Duration
- Cost: 4
- Effect: +1 Card / +1 Action. At the start of your next turn: +1 Card.
Rating
Seaside's premier duration cantrip. Cost 4 for "this turn +1 Card / +1 Action, next turn +1 Card" totals +2 Cards / +1 Action — Lab-equivalent (Lab: cost 5, +2 Cards / +1 Action) for $1 less, spread over two turns.
Biggest strength is "duration cantrip" deck cycling. With +1 Action, no collision with terminals. Excellent engine glue.
Caveat: the second +1 Card is mandatory next turn, occasionally over-drawing.
A tier overall. Community consensus puts it among Seaside's best engine pieces.
How to Play
Early game: $4 buy candidate. Compare with Silver — engine-leaning take Caravan.
Mid-game: stack 2-3 Caravans for guaranteed +2 Cards / +1 Action per turn.
End-game: ride duration draw to deck flush, push Province turns.
Duration Cantrip Mechanic
Maintaining at least one Caravan per turn guarantees +1 Card each next-turn:
- Turn 1: Caravan A → +1 Card / +1 Action. Stays.
- Turn 2: A's duration → +1 Card (auto). New B → +1 Card / +1 Action. B stays.
- Turn 3+: same. Continuous +2 Cards advantage.
Key Combos
Caravan + Chapel: Thinned deck cycles every Caravan reliably.
Caravan + Smithy: Action slack to fire Smithy.
Caravan + Market: +1 Buy + draw harmony.
Caravan + Fishing Village: Action support, dual duration synergy.
Caravan + Throne Room: TR-Caravan = +2 / +2 / next turn +2.
Caravan + King's Court: KC-Caravan = +3 / +3 / next turn +3.
Caravan + Ambassador: Thin + draw for long engine.
Synergies
- Chapel: Thinning.
- Smithy: Draw boost.
- Market: Buy add.
- Fishing Village: Action + duration.
- Throne Room: Doubles.
- King's Court: Triples.
- Ambassador: Thinning support.
- Lab: Cantrip stack.
- Conspirator: Action-count payoff.
- Wharf: Duration + duration.
Counters & Bad Matchups
- Strong $4 alternatives: Militia / Remodel.
- High attack density: Militia / Ghost Ship breaks hand.
- Over-thinning: Decks deck-out under stacked draws.
- BM strategy: +1 Action wasted in BM.
- Fast races: Caravan's incremental advantage too slow.
Advanced Tips
Caravan count: engine wants 3-5 Caravans. Two active per turn = +4 Cards continuous.
Caravan vs Lab: Lab is one-shot $5 / +2 Cards. Caravan is $4 spread over 2 turns with next-turn guarantee.
Stacking pulse: each turn fires last turn's duration + this turn's new = +2 Cards / +1 Action. Engine baseline rhythm.
Caravan-BM: Silver / Caravan / Caravan adds +2 Cards mid-game for Province hit rate.
KC-Caravan: Prosperity required. KC plays Caravan 3x = +3 Cards / +3 Actions / +3 next turn.
3-pile-out: Caravan at $4 is easy to drain.