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[Dominion] Treasury Card Guide - Cantrip Money with Topdeck

Rating of the Seaside card Treasury. Cost 5 Action. +1 Card / +1 Action / +$1 / topdeck self if no Victory bought this turn.

Treasury

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +1 Card / +1 Action / +$1. At the end of your Buy phase this turn, if you didn't gain a Victory card in it, you may put this onto your deck.

Rating

Seaside's premier cantrip money. +1 Card / +1 Action / +$1, and self-topdecks if no Victory bought. Effectively a reusable +$1 cantrip every turn.

Defining trait: self-recycling. Skip the Province/Duchy/Estate/Island buy and you redraw next turn. A $5-deck plays Treasury every turn for stable +$1.

Tier A. Competitive at $5 slot but a strong economic pillar in mid-game engines.

How to Play

Early: $5 buy = Treasury. First copy supports BM-leaning economy.

Mid: Play every turn for +$1. Self-topdecking ensures continuous use.

End: On final Province turn, just play it without recycling.

Self-Recycling Mechanics

"If you didn't gain a Victory card":

  1. Skip Province/Duchy/Estate (Island also counts).
  2. End of Buy phase = topdeck self.
  3. Redraw next turn immediately.

Key Combos

Treasury + Treasury: Multi-stack stable economy.

Treasury + King's Court: KC + Treasury = +3 Cards / +3 Actions / +$3, with topdeck (one copy returns, but triple value).

Treasury + Throne Room: TR + Treasury = +2 Cards / +2 Actions / +$2.

Treasury + Lighthouse: Defense + economy.

Treasury + Chapel: Thinning + economic pillar.

Treasury + Market: Universal + Buy.

Treasury + Mining Village: Copper trash + economy.

Synergies

  • Treasury (multi): Stable economic spam.
  • King's Court: Triple + topdeck.
  • Throne Room: Doubles.
  • Lighthouse: Defense + economy.
  • Chapel: Thinning.
  • Market: Universal.
  • Mining Village: Copper trash.
  • Smithy: Draw + economy.
  • Inn (Hinterlands): Topdeck retrigger.
  • Duke: $5 frequency.

Counters & Bad Matchups

  • Short games: Recycling value low.
  • Heavy attacks (Witch / Torturer): Draw-blocking breaks the chain.
  • Quick-end boards (Salt the Earth / Soothsayer): Slow growth misaligns.
  • Pure BM: Silver/Gold suffice.
  • Final turn: Don't recycle, just spend.

Advanced Tips

"Last Treasury play": Final Province turn = give up topdeck. Prioritize Victory over +$1.

Treasury stacking power: 3-4 copies = +$3+ per turn. Strong stepping-stone before pure-engine builds.

KC + Treasury: KC + Treasury 3x = +3 Cards / +3 Actions / +$3 with one topdeck. Massive economy preserving actions.

3-pile-out: Treasury 10 + Estate 8 + 1 pile.

"Treasury vs. Market": Market (Base, $5, +1 Card / +1 Action / +$1 / +1 Buy) vs. Treasury ($5, +1 Card / +1 Action / +$1 / topdeck). Market = +1 Buy, Treasury = recycling. Engine = Market, BM-lean = Treasury.

Duke strategy: Treasury $5 frequency + cantrip coin.

Treasury mirror: Both maintain economy via Treasury. Province race.

Treasury timing: Early = Smithy first, mid-game add Treasury for efficiency.

VP value: 0 VP plain Action. Don't overbuy late.