You may put your deck into your discard pile.
When this is your first buy in a turn, gain a card costing up to , and each other player gains a copy of it.
 Official FAQ
- When you play this, you get +1 Buy, + , and may optionally put your deck into your discard pile.
- This is not discarding cards and does not trigger Tunnel (from Hinterlands).
- When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card.
- If the Supply runs out of copies of the card, further players do not get anything.
 Other rules clarifications
- Revealing Trader to gain a Silver instead of a Messenger when you buy one does not prevent the on-buy effect from happening. However, revealing a Trader to gain a Silver instead of the other card that comes with Messenger does prevent each other player from gaining that card.
There is no strategy article for Messenger, but the card has been discussed on the forum.
Messenger is a difficult card to utilize well. On play, it is a mash-up of Chancellor and Woodcutter, two cards not famous for being very strong. Of course, like Woodcutter, you'll buy it if there's no better source of +Buy for your engine. Luckily, in some of these cases, the Chancellor deck-discarding ability actually comes in handy, as you can shuffle the good cards you just bought right into your deck again. Nevertheless, it's not the most exciting ability ever, and in many cases Messenger will struggle to fit in your terminal slot.
The thing that makes Messenger interesting is its on-buy ability. If you buy it (be careful that it's actually your first buy this turn!), you can choose a card both you and your opponents will gain with it. This allows for some tricky maneuvers. You'll want to choose a card you particularly like, but with limited usefulness for your opponent. Because of this, Messenger is stronger in non-mirrors. If you're playing an engine and your opponent is going for something more Big Money-ish, hand out Village. If it's the other way around, distribute Silver instead. If you're playing a slog, distribute Estates, they will hurt your opponent way more than you.
Maybe your opponent already got a Chapel or a Potion and you did not, so you can give your opponent an often not very useful second Chapel or Potion. In this sense, Messenger is kind of a reverse Embargo: Instead of preventing your opponent from getting key cards, you're giving them cards they actually don't like too much. On a / opening, opening Messenger is an interesting idea if you're second player, since you get to shuffle an extra good card in your deck, while you make it miss the shuffle for your opponent.
If you have a Watchtower in hand, you can do a dirty trick by choosing Curse to distribute, immediately trashing yours with the Watchtower. Unfortunately, Trader instead of Watchtower does not work, due to the blue dog rule.
Of course, it's nice when a strong 4-cost card has only a single copy left. It's not reason enough to buy the Messenger alone, but if you want the Messenger, you can get the nice card with it and cheat the others. To set up this situation intentionally, however, requires an action-phase gainer like Ironworks.
Late-game, Messenger is a card to look out for, because of its ability to create unexpected three-pile endings out of thin air, especially if you play with more than two players.
 Alternate versions
Digital version for Dominion Online
 In other languages
- Dutch: Koerier
- Finnish: Kuriiri (lit. courier)
- French: Courrier (lit. courier)
- German: Kurier
- Japanese: 使者 (pron. shisha)
- Russian: Посланник (pron. poslannik)
 Secret History