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[Dominion] Merchant Ship Card Guide - Stable Duration Coin

Rating of the Seaside card Merchant Ship. Cost 5 Action-Duration. +$2 / next turn +$2.

Merchant Ship

Basic Info

  • Type: Action-Duration
  • Cost: 5
  • Effect: +$2. At the start of your next turn: +$2.

Rating

Seaside's reliable economy card. Cost 5 for "+$2 now / +$2 next turn" = +$4 total per Action click. Vs Gold (cost 6, +$3 once), Merchant Ship is $1 cheaper with $1 more coin spread over 2 turns.

Biggest strength: 2-turn duration coin. One Action covers two turns of economy. BM-friendly and engine-friendly.

But no draw or +Buy — solo it's "Silver+ duration." Engines need draw partners.

B+ to A tier. Reliable in BM and engines.

How to Play

Early game: $5 candidate, after Wharf / Witch.

Mid-game: 2 Merchant Ships alternating give +$4/turn.

End-game: Province coin support.

Duration Mechanic

  1. Turn 1: Ship A → +$2. Stays.
  2. Turn 2: A duration → +$2. New B → +$2. Stays.
  3. Continuous: +$4/turn.

Key Combos

Merchant Ship + Chapel: Thinning supports per-turn firing.

Merchant Ship + Fishing Village: Duration + duration, +1 Action to play.

Merchant Ship + Smithy: Draw to find Ships.

Merchant Ship + Market: +1 Buy support.

Merchant Ship + Throne Room: TR-MS = +$4 / next turn +$4.

Merchant Ship + King's Court: KC-MS = +$6 / +$6.

Merchant Ship + Outpost: Extra-turn $2 carries.

Synergies

  • Chapel: Thinning.
  • Fishing Village: Duration + duration.
  • Smithy: Draw.
  • Market: +1 Buy.
  • Throne Room: Doubles.
  • King's Court: Triples.
  • Outpost: Extra-turn coin.
  • Wharf: Duration draw partner.
  • Ambassador: Thinning.
  • Bank (Prosperity): Coin stack.

Counters & Bad Matchups

  • Stronger $5 cards: Wharf / Witch outpace.
  • Low draw: Can't reach Ships.
  • Attacks: Militia / Ghost Ship hand reduction hurts.
  • Fast races: Duration too slow.
  • Over-thinning: Ships get thinned out.

Advanced Tips

MS-BM: Silver / MS / Silver simple build. 2 Ships = +$4/turn for stable Province hits.

MS + Chapel BM: Open thin then ship economy — simple & strong.

MS vs Gold: Gold is +$3 once, MS is +$4 over 2 turns. Long game favors MS.

KC-MS: Prosperity required — KC = +$6 / +$6 = $12 over 2 turns. Double Province turn.

3-pile-out: $5 doesn't help piling.