Put a card from your hand onto your deck.
Courtyard is an Action card from Intrigue. It is a soft terminal draw card; its draw equals Smithy's, but with a mandatory top-decking afterward. Though at first this looks weaker than Smithy, that's often not the case. Its ability to put a card back on top of the deck can be more powerful than keeping that card in hand, since it prevents collisions and lets you smooth out your money.
 Official FAQ
- The card you put on top does not have to be one of the 3 you just drew.
 Other Rules clarifications
 Strategy Article
Original article by theory
Appearances can be deceiving. Courtyard looks (and is priced as) a gimped Smithy, effectively only drawing 2 cards instead of 3. In reality, the top-decking effect makes Courtyard a far stronger card than Smithy, at least when you aren’t actually looking to draw your deck. It means any Actions that you draw dead can be placed back on top of your deck, and any incomplete combos (like Fool's Gold) can be placed back to be drawn another day. In a single-Action game, where you’ll only have a single terminal Action and several nonterminal Actions, Courtyard is far preferable to Smithy.
In many ways, Courtyard is like Haven. It smooths your turns and assists your combos so that you can draw and instead of and . Multiple Courtyards are much less useful than multiple Havens, but Courtyard makes up for its terminal-ness by drawing you to a 7 card hand first. In other words, Courtyard tends to lend itself to Big Money, while Haven lends itself to engines. This is borne out by simulator results, where Courtyard is one of the premier Big Money enablers (along with Wharf and Jack of all Trades).
Where Courtyard really excels is when you run a predominantly Big Money deck that has a few combo pieces in it. Tournament, Baron, Fool's Gold, etc. are all very strong additions to a Big Money-Courtyard deck.
Paradoxically, where Courtyard is least effective is when you actually try to use it as a Smithy. Here, you’ll just find yourself re-drawing that top-decked card over and over again, and you’re really just drawing 2 cards at a time. The point of Courtyard is not actually to draw +3 Cards; it’s the deck rearrangement and handsize increase that makes it such a strong card.
 Big Money strategy
Original article by HiveMindEmulator, edited by theory
Courtyard BM is significantly stronger than Smithy BM, and in BM, the difference between and is basically nothing, since you don’t have the extra buys. So the question is how to take advantage of the ability to return a card to your deck. The most immediate benefit is that you don’t have to worry about 2 Courtyards colliding. One can just put the other back on top of the deck. This means you can, and should, buy your second Courtyard much sooner (i.e. after a single Silver), and can be much more willing to add a third (terminal) action to your deck. Having 2 Courtyards very early can be a huge advantage, since as with Smithies, when you play them, you very often find yourself able to buy Gold. Combining this with the power to put back excess money on hands where you draw to or , and you’ll find that you are able to get a huge amount of Golds early. Once you’ve racked up the Golds, it’s smooth sailing, using your Courtyards to rearrange your hands into mostly . As with Smithy, you should prefer to open Island, Jack of all Trades, or Masquerade ahead of Courtyard, delaying your first Courtyard to turn 3-4. And if you open Jack or Masquerade, you also want to delay your second Courtyard, since you already have that extra terminal.
- Big Money
- Combo pieces, like Tournament, Baron, Fool's Gold
- Single-Action games
- Farming Village because it skips over victory cards placed on the top of the deck.
- Situations where you’re actually looking for +3 Cards
 English versions
|+3 Cards. Put a card from your hand on top of your deck.||Intrigue 1st Edition||July 2009|
|+3 Cards. Put a card from your hand onto your deck.||Intrigue 2nd Edition||October 2016|
 Other language versions
 Secret History