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[Dominion] Wharf Card Guide - Seaside's Top Duration Drawer

Rating of the Seaside card Wharf. Cost 5 Action-Duration. +2 Cards / +1 Buy now and at the start of next turn.

Wharf

Basic Info

  • Type: Action-Duration
  • Cost: 5
  • Effect: +2 Cards / +1 Buy. At the start of your next turn: +2 Cards / +1 Buy.

Rating

A premier Seaside card and one of Dominion's top duration draw cards overall. Cost 5 for "+2 Cards / +1 Buy across two turns" totals +4 Cards / +2 Buys, beating Smithy (cost 4 / +3 Cards) outright while tossing in Buys.

Biggest strength: one Action click pays out twice. Play Wharf turn 1; turn 2 fires +2 Cards / +1 Buy without any Action consumed. It effectively gives "extra Action time across turns," and even terminal-heavy decks don't choke.

Plus, two +1 Buys make Province + Duchy / Province + extras trivial in both engine and BM contexts. Top of class on draw and buy axes.

S tier overall. Community consensus is unanimous: Wharf on the board = top-priority pickup.

How to Play

Early game: snap-buy on $5. Wharf is correct opener for engine, BM, or hybrid lines.

Mid-game: pick up the second Wharf. Alternating two Wharves means every turn fires +4 Cards / +2 Buys — outpaces standard Big Money.

End-game: leverage the doubled +1 Buys for Province + Duchy or multi-card finishes.

Duration Mechanic

Wharf's value lives in the duration:

  1. Turn 1: play Wharf → +2 Cards / +1 Buy. Wharf stays in play.
  2. Turn 2: duration trigger → +2 Cards / +1 Buy (auto, no Action consumed). Wharf moves to discard.
  3. Turn 3 onwards: standard cycling.

The "no Action consumed for second pulse" is the unique edge. Turn 2 has Wharf's bonuses on top of normal Action plays.

Key Combos

Wharf + Fishing Village: Both duration, both lay down lasting effects. Fishing Village +2 Actions / +$1 stacks beautifully.

Wharf + Native Village: Stash mat preserves cards, Wharf draws fresh ones; the +1 Buy converts to gains.

Wharf + Throne Room: TR-Wharf = 2 turns of +4 Cards / +2 Buys.

Wharf + King's Court (Prosperity): KC-Wharf = 2 turns of +6 Cards / +3 Buys. Best Seaside megatier combo.

Wharf + Chapel: Thinning makes Wharf hit every turn. Standard engine ideal.

Wharf + Market: +1 Action / +1 Buy / +$1 cushions Wharf's terminal slot and stacks Buys.

Wharf + Lab: Cantrip draw plus duration draw stacks hand size.

Wharf + Mining Village: Action fix + self-trash for $2 enables Province turns.

Wharf + Ambassador (Seaside): Thin + draw for end-game flush.

Synergies

  • Fishing Village: Duration + duration synergy.
  • Native Village: Action support.
  • Throne Room: Doubles.
  • King's Court (Prosperity): Triples — Seaside ceiling.
  • Chapel: Thinning enables every-turn Wharf.
  • Market: Action / Buy support.
  • Lab: Cantrip draw add.
  • Mining Village: Trash for coin.
  • Ambassador: Thinning support.
  • Lighthouse: Attack-environment protection.

Counters & Bad Matchups

  • Heavy terminals on board: Wharf is terminal, Villages required.
  • High attack density: Militia / Ghost Ship degrades Wharf hand quality.
  • Over-thinning with Chapel: Thin too far and decks deck-out under Wharf draws.
  • Heavy $4 splits: Delayed access to $5 hurts Wharf timing.
  • Mirror in fast races: Opponent's Wharf head-start is hard to claw back.

Advanced Tips

Play order: Wharf usually fires first to maximize draw before other Action choices.

Two-Wharf rotation: alternate two Wharves so every turn has +4 Cards / +2 Buys baked in.

3+ Wharves: in engine build, 3+ Wharves with Villages enables 2-3 simultaneous active per turn.

Province finish: late-game $8 turn with Wharf's +1 Buys allows Province + Duchy + Estate triple buys.

BM-Wharf: Silver / Gold / Wharf simple build, two Wharves + Gold reliably hit $8 for fast Province cleanup.

KC-Wharf: requires King's Court (Prosperity). KC-Wharf = +6 Cards / +3 Buys × 2 turns × 3 (KC triples) for theoretical +18 Cards / +9 Buys. In practice paired with Villages and draw for megaturns.

3-pile awareness: Wharf engines drain piles fast via stacked Buys.

Mirror match: whoever lands second Wharf first usually pulls ahead. Cursers / Militia disrupt opponent's Wharf cadence.