[Dominion] Outpost Card Guide - The Extra Turn Trigger
Rating of the Seaside card Outpost. Cost 5 Action-Duration. After this turn, take an extra turn with a 3-card hand.
Outpost
Basic Info
- Type: Action-Duration
- Cost: 5
- Effect: If this turn is not a non-consecutive turn, take an extra turn after it (3-card hand).
Rating
Unique "extra turn" card. Cost 5, take an immediate extra turn — but with only a 3-card hand. No back-to-back extra turns.
Biggest strength: doubles the buying opportunity. With $8 hit, extra turn means another Province / Duchy. With engine, extends megaturns.
But 3-card hand is harsh. Without thinning, mostly Coppers — $2-3 only. Pair with Chapel / Ambassador for thinned 3-card hits of $7-8.
B tier. Strong in engines, weak in BM. Often loses to Witch / Wharf among $5 picks.
How to Play
Early game: skip Outpost — pick Wharf / Witch first.
Mid-game: after thinning + draw is set up, consider Outpost.
End-game: chain "Province turn → extra turn Duchy" finishes.
Extra Turn Specifics
- After main turn, cards stay in play; extra turn begins immediately.
- Hand is 3 cards (not standard 5).
- Outpost in extra turn does nothing (no chained extras).
- After extra turn, normal cleanup + 5-card draw.
Key Combos
Outpost + Chapel: Thinned deck → 3-card hand has good quality.
Outpost + Ambassador: Estate removal lifts 3-card hit quality.
Outpost + Smithy: Smithy expands hand to 6 cards on extra turn.
Outpost + Lab: Cantrip stack for hand maintenance.
Outpost + Fishing Village: Duration synergy, +1 Action carries.
Outpost + Throne Room: NO — Throne on Outpost doesn't grant 2 extras.
Outpost + King's Court: NO — same restriction.
Outpost + Prosperity: Bank / Royal Seal etc shine on extra turn.
Synergies
- Chapel: Thinning.
- Ambassador: Estate removal.
- Smithy: Hand expansion.
- Lab: Cantrip.
- Fishing Village: Duration synergy.
- Merchant Ship: Duration coin.
- Courtyard: Topdeck.
- Militia: Hand reduction (opponent).
- Bank (Prosperity): Extra-turn coin.
- Pearl Diver: Topdeck cycling.
Counters & Bad Matchups
- Throne Room series: Doubling ineffective.
- Unthinned deck: 3-card hand garbage.
- BM strategy: Most coppers, weak.
- Heavy attacks (Militia): 3-card hand devastated.
- Fast races: Cumulative effect too slow.
Advanced Tips
Play timing: Outpost at end of main turn. Secure coin first then trigger.
3-card hand fix: Chapel / Ambassador thinning makes Silver / Gold reliable.
Courtyard combo: Topdeck a card to carry into extra turn.
Outpost + Merchant Ship: Duration $2 carries to extra turn — $5-6 from 3-card hand.
No Outpost chains: extra-turn Outpost is dead.
3-pile-out: Outpost $5 doesn't help much.