[Dominion] Treasure Map Card Guide - High-Variance Romance Card
Rating of the Seaside card Treasure Map. Cost 4 Action. Trash this and another Treasure Map for 4 Golds on top of deck.
Treasure Map
Basic Info
- Type: Action
- Cost: 4
- Effect: Trash this. If you have another Treasure Map in hand, trash that too. If you trashed both, gain 4 Golds and put them on top of your deck.
Rating
A high-variance "romance" card. Pair-and-trash for 4 Golds (+$12 total) topdecked — explosive economy when it hits. The Golds land on top, so they're guaranteed in next turn's hand.
But "needs both in hand" is devastating. One in hand alone self-trashes for nothing — wasted $4. Even with 2 bought, drawing them in different turns can blank the entire investment.
Mitigation requires thinning + draw + topdeck manipulation. Chapel + Native Village + Lookout combos pump pair-up odds. Without setup, Treasure Map is gambling.
B- tier. Romance for advanced players; safer cards win consistently.
How to Play
Early game: aim to buy 2 simultaneously on $4 turns. Must pair to fire.
Mid-game: manipulate deck to pair them. Chapel thin, Native Village stash, Lookout sift.
Post-fire: 4 Golds enable 2-Province turns.
Pair-Up Tactics
Drawing 2 Treasure Maps in one hand requires:
- Chapel away Estates / Coppers to raise Treasure Map density.
- Native Village stash one, release when second drawn.
- Warehouse / Salvager cycle deck.
- Smithy / Lab hand expansion.
Key Combos
Treasure Map + Native Village: Stash for guaranteed pairing.
Treasure Map + Chapel: Thinning for density.
Treasure Map + Warehouse: Cycle for pair-up.
Treasure Map + Salvager: Thin + cycle.
Treasure Map + Lookout: Topdeck the second one.
Treasure Map + Ambassador: Thinning accelerator.
Treasure Map + Throne Room: TR-Map = 2 trashes = 8 Golds (theoretical, needs 2 in hand).
Synergies
- Native Village: Mat-stash.
- Chapel: Thinning.
- Warehouse: Cycle.
- Salvager: Thin + cycle.
- Lookout: Topdeck control.
- Ambassador: Thinning.
- Throne Room: Doubling (complex).
- Smithy: Draw.
- Lab: Cantrip draw.
- Courtyard: Topdeck.
Counters & Bad Matchups
- No thinning: Low pair-up probability.
- No draw source: Insufficient hand size.
- Militia: Hand reduction breaks pair-up.
- Fast races: Pair-up too slow.
- 4-player: Game ends before fire.
Advanced Tips
TM-BM: Silver / Map / Map / Silver. Mid-game 4 Golds → instant $8 turn.
Buy 2 simultaneously: Need two $4 turns, ideally turns 3-4.
3rd Map insurance: Helps pair-up odds dramatically.
TM + Native Village + Chapel: Compress + stash full package.
KC-TM: Possible to fire Map multiple times via KC, but needs another Map in hand. Practical value low.
3-pile-out: TM at $4 doesn't reduce supply (it self-trashes), but engine-buyout count contributes.