|Type(s)||Action - Reserve|
Put this on your Tavern mat.
At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to more than it, and put that card into your hand.
Transmogrify is an Action-Reserve from Adventures. It is a remodeler that allows you to turn any card in your hand into another card, putting the new one into your hand. It is the only remodeler that stipulates a cost for the gained card of "up to more" than the trashed card.
 Official FAQ
- When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns.
- If multiple things can happen at the start of your turn, you can do them in any order.
- When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to more than the trashed card.
- The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one.
- Transmogrify is discarded that turn with your other cards in play.
- You may trash a card to gain a card costing more, or the same amount, or less; you may trash a card to gain a copy of the same card.
There is no strategy article for Transmogrify, but the card has been discussed on the forum.
Transmogrify is a Remodel variant, that, like most Reserve cards, trades a decrease in power and speed for an increase in flexibility. Transmogrify is a lot slower than Remake and cannot gain cards by trashing Estates, like Remodel. In most cases, you can't trash Copper with it at all: gaining a card costing up to more is mandatory, and Copper can't turn into anything useful, unless you want a ton of Poor Houses for some reason. Because of this, it's not especially exciting early-game, although you might still want to open with one for your engine if it's the only trasher on the board.
Although Transmogrify is never a power card, its power does increase in the middle game. Notably, the presence of a Transmogrify or two on your Tavern mat makes it possible for you to over-invest in terminal draw cards or other terminals: if they ever happen to collide, just turn one of them into a nice Village. This works better if there are good expensive villages to gain, such as Bazaar or Bandit Camp. The opposite thing could also happen: perhaps you get a bad draw that would give you a highly annoying village idiot turn, but you can just turn one of those villages into a good terminal. Transmogrify shines if you can play it often, and there is a nice chain of cards available, with each card more expensive than the previous card: Smithy -> Bazaar -> Grand Market -> King's Court, for example. In this sense, it's distantly comparable to Procession.
Unfortunately, Transmogrify is once again not so great once you enter the late game. Although you could cannibalize Duchies with it, doing so is often risky, since you can only Transmogrify something from your starting hand, and you might still need the engine piece for some other reason this turn.engine parts into
- Cards with on-trash effects: Cultist, Rats, Catacombs, Fortress, Squire, Hunting Grounds, Sir Vander
- Market Square for its when-trash
- Trader allows you to transmogrify curses or copper into copper and replace the gained copper with silver
- Expensive Villages or other good engine components: Bazaar, Grand Market, King's Court
- Good Copper trashing: Moneylender, Spice Merchant
- Having one or (preferably) more Bridge Trolls in play makes it possible to ditch Coppers after all
 Alternate versions
Digital version for Dominion Online
 In other languages
- Dutch: Metamorfose (lit. metamorphosis)
- Finnish: Muodonmuutos (lit. transformation)
- French: Transfiguration (lit. transfiguration)
- German: Transformation (lit. transformation)
- Japanese: 変容 (pron. hen'yō, lit. changed appearance)
- Polish: Przemiana (note: as referred to in Polish Empires rulebook)
- Russian: Метаморфоза (pron. myetamorfoza, lit. metamorphosis)
 Secret History