Gainer
A gainer is any card which allows you to gain cards without buying them. The simplest example is Workshop. They often work well with Gardens strategies, as they allow you to gain more cards than you have buys. They can also be useful for picking up engine components, especially cheap ones.
Cards that allow you to trash one card and gain another, like Remodel, are usually considered to be in a separate category from gainers, since they don't increase your deck size. However, they can sometimes have similar functions for gaining engine components or accelerating a three-pile ending.
Types of gainers
Cards in italics have been removed.
Workshop variants
These cards let you gain cards costing up to cost reduction methods like Highway, which will let you gain more expensive cards than you usually can.
. Many of them work well in combinations with- Dominion: Workshop
- Intrigue: Ironworks
- Seaside: Blockade
- Prosperity: Anvil
- Hinterlands: Weaver, Berserker
- Dark Ages: Armory
- Adventures: Alms, Ball, Seaway
- Empires: Engineer
- Nocturne: Devil's Workshop, Cobbler, The Earth's Gift
- Renaissance: Inventor, Sculptor
- Menagerie: Groom, Falconer, Demand
- Allies: Carpenter, Conjurer, Hill Fort, Crafters' Guild
- Plunder: Quartermaster, Hammer
- Rising Sun: Amass, Continue, Credit, River Shrine
Gainers with a cost limit other than 4
- Dominion: Artisan
- Seaside: Smugglers
- Alchemy: University
- Prosperity: War Chest
- Hinterlands: Wheelwright
- Dark Ages: Hermit, Dame Natalie, Altar
- Cornucopia & Guilds: Horn of Plenty
- Adventures: Artificer
- Empires: Charm, Advance, Banquet
- Nocturne: Vampire
- Allies: Importer
- Rising Sun: Craftsman
Feast, Wish, and Spell Scroll gain a card, but as one-shots act more as temporary replacements than gainers.
Gainers depending on cards played
These cards can gain with no cost restriction; what cards they can gain depends on whether or not copies of those cards are in play when the gainer is used, or played while the gainer is resolving.
- Adventures: Disciple
- Menagerie: Kiln, Way of the Rat
- Allies: Specialist, Sunken Treasure
- Plunder: Tools
- Rising Sun: Receive Tribute
Friendly, from Plunder, resembles Way of the Rat, but lets you discard a card, rather than play it, to gain a copy.
Changeling, from Nocturne, is another one-shot gainer; which can gain copies of cards in play.
Trash gainers
These cards can gain cards out of the Trash instead of the supply:
- Intrigue: Lurker
- Dark Ages: Graverobber and Rogue
- Renaissance: Treasurer
Thief and Noble Brigand technically gain cards from the trash as well, but only the cards trashed as part of resolving their Attack abilities.
On-buy/gain gainers
These cards resemble the above in gaining cards up to or at a particular cost, but do so when you buy or gain another card, rather than when you play the gainer itself.
- Prosperity: Talisman
- Hinterlands: Haggler
- Adventures: Duplicate
- Empires: Charm
- Allies: Architects' Guild
- Rising Sun: Growth
Treasure gainers
Certain cards allow you to gain only Treasures. Some of them gain only specific Treasures; others gain whatever Treasure happens to be available. Lists of Silver gainers and Gold gainers can be found at the articles for Silver and Gold; other Treasure gainers are listed here:
- Dominion:Thief
- Seaside: Pirate
- Prosperity: Mint
- Hinterlands: Noble Brigand, Ill-Gotten Gains, Cache
- Dark Ages: Beggar, Marauder, Bandit Camp, Count, Pillage
- Cornucopia & Guilds: Taxman
- Adventures: Hero
- Empires: Banquet
- Nocturne: Tragic Hero, Greed
- Renaissance: Treasurer
- Plunder: Cutthroat, Pickaxe, Silver Mine, Sack of Loot
Other specific-card gainers
For a list of Estate gainers, see here. For a list of Duchy gainers, see here. For a list of Province gainers, see here. For a list of Horse gainers, see here.
- Alchemy: Transmute—can gain another Transmute
- Dark Ages: Rats—gains additional copy of Rats
- Dark Ages: Urchin—can gain a Mercenary
- Dark Ages: Death Cart—gains two Ruins upon gain
- Cornucopia & Guilds: Tournament—can gain a Duchy or a Prize
- Cornucopia & Guilds: Jester—can gain whatever non-Victory card is on top of other player's deck
- Cornucopia & Guilds: Ferryman—gains a specific set-aside card on gain
- Cornucopia & Guilds: Joust–can gain a Reward
- Adventures: Magpie—can gain additional copy of Magpie
- Adventures: Port—gains another Port on buy
- Empires: Small Castle—gains another Castle by trashing one
- Empires: Ritual—gains a Curse
- Nocturne: Devil's Workshop—can gain an Imp
- Nocturne: Leprechaun—can gain a Wish
- Nocturne: Tormentor—can gain an Imp
- Nocturne: The Swamp's Gift—gains a Will-o'-Wisp
- Nocturne: Haunted Mirror—can gain a Ghost
- Nocturne: Magic Lamp—can gain Wishes
- Nocturne: Cursed Gold—gains a Curse
- Rising Sun: Kind Emperor—gains any Action
When gain/buy/trash gainers
- Hinterlands: Border Village - gains a cheaper card when gained
- Hinterlands: Cache - gains two Coppers when gained
- Hinterlands: Duchess - allows you to gain itself when you gain a Duchy
- Dark Ages: Catacombs - gains a cheaper card when trashed
- Dark Ages: Death Cart - gains 2 Ruins when gained
- Dark Ages: Feodum - gains 3 Silvers when trashed
- Dark Ages: Hunting Grounds - gains a Duchy or 3 Estates when trashed
- Dark Ages: Sir Vander - gains a Gold when trashed
- Dark Ages: Squire - gains an Attack card when trashed
- Cornucopia & Guilds: Masterpiece - can gain Silvers when bought
- Cornucopia & Guilds: Stonemason - can gain 2 Action cards when bought
- Adventures: Messenger - can gain a card costing up to when bought
- Adventures: Port - gains an additional copy of itself when bought
- Empires: Crumbling Castle - gains a Silver when gained or trashed
- Empires: Haunted Castle - gains a Gold when gained during your turn
- Empires: Sprawling Castle - gains a Duchy or three Estates when gained
- Empires: Rocks - gains a Silver when gained or trashed
- Nocturne: Skulk - gains a Gold when gained
- Renaissance: Experiment - gained in pairs
- Menagerie: Hostelry - can gain Horses when gained
- Allies: Lich - gains a cheaper card when trashed
- Plunder: Doubloons - gains a Gold when gained
- Plunder: Fawning - gains the Fawning card when a Province is gained
- Plunder: Wealthy Village - can gain Loot when gained
- Plunder: Jewelled Egg - gains Loot when trashed
- Plunder: Cursed - makes you gain Loot and a Curse whenever you gain from a specific pile.
For a list of Events that gain cards, see here
Edge cases
- Though Nocturne: Changeling trash itself and gains a copy of a card you have in play, both effects are not related. Furthermore as a one-shot Changeling acts more as a temporary replacement than a gainer.
- Though it does not gain a card, Menagerie: Camel Train does move a card from the Supply to your Exile mat that is included in your deck at the end of the game (or earlier if you legitimately gain a copy and choose to discard the ones in Exile).