[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
- Turn 1: Ship A → +$2. Stays.
- Turn 2: A duration → +$2. New B → +$2. Stays.
- 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.