[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":
- Skip Province/Duchy/Estate (Island also counts).
- End of Buy phase = topdeck self.
- 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.