Horn of Plenty
|Horn of Plenty|
|Gain a card costing up toper differently named card you have in play (counting this). If it's a Victory card, trash this.|
Horn of Plenty is a Treasure from Cornucopia. Instead of producing + , Horn of Plenty is a gainer. It allows you to gain a card with a cost of up to for each different card you have in play, thus rewarding you for playing a variety of cards.
- This is a Treasure worth ; you play it in your Buy phase, but do not get any for playing it.
- However, when you play it, you gain a card costing up to per differently named card you have in play. For example, if you have 5 differently named cards in play, you gain a card costing up to .
- This counts itself, other played Treasures, played Actions, and any Duration cards (such as Caravan from Dominion: Seaside) played on your previous turn.
- It only counts cards currently in play, not ones that were in play but left; for example if you played a Pillage (from Dominion: Dark Ages) this turn, you will have trashed it, so it will not count for Horn of Plenty.
- If the card you gain is a Victory card, trash Horn of Plenty.
- You do not have to play Horn of Plenty, and you choose the order that you play Treasures.
- You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one).
Horn of Plenty is a powerful and often centralising form of payload, as it enables building towards a Province-emptying megaturn in many Kingdoms. In games where this is not possible, Horn is significantly less important but can still play a role as a useful gainer.
The ideal Horn of Plenty megaturn is one in which you can draw and play at least eight unique cards and enough Horns to gain all eight Provinces. In practice, winning with a megaturn of this type usually doesn’t require you to play eight Horns: you’re likely to be able to buy at least one Province in addition to those you can gain with Horns, and you may only need to gain five or six in total to seal the win. Regardless, the Kingdom needs to offer two main ingredients to make this type of strategy viable:
- eight unique cards that you can get into play; and
- sufficient deck control to reliably draw and play the large number of stop cards involved (particularly the Horns of Plenty themselves).
If necessary, at least four of your unique cards can be Treasures (the three basic Treasures, plus Horn), so at a bare minimum the first criterion can be met with only four unique Action cards. Therefore, in practice, the limiting factor in determining whether the megaturn is possible is more likely to be the strength of the deck control than the availability of unique cards. Thinning and draw are particularly important, and some village support may be required as well. However, it is also occasionally difficult or impossible to set up this type of megaturn even with plenty of draw, e.g. if the Kingdom cards are mostly terminals, with a lack of cantrips or non-terminal draw. One-shot cards that don’t remain in play, such as Acting Troupe, can also make it more difficult to get enough uniques; however, one-shot forms of draw (e.g. Stampede or Sinister Plot) can be very useful facilitators of a Horn megaturn despite not contributing to your count of unique cards.
Building towards a Horn megaturn usually involves establishing deck control and then starting to gain Horns that you can use to gain more Horns, alongside any further draw and unique cards that you need. It can be important to win the Horn split, although usually not at the expense of being able to draw and play the Horns that you have. In terms of timing, once you have the capacity to take a few Provinces by trashing your Horns, it's often important to consider whether your opponent is also capable of doing so next turn, especially in a mirror. Particularly if this is the case, it can sometimes be advisable to cash in your Horns earlier than you might execute certain other forms of megaturn. There are two main reasons for this:
- Unlike most forms of megaturn, executing one revolving around Horn doesn’t substantially hurt your ability to draw next turn, unless that relies specifically on Treasures (e.g. with Stables), since you remove a stop card in Horn for every Victory card that you gain in this manner.
- The one-shot nature of Horn of Plenty when you use it to gain Victory cards makes catching up via a source of other than Province less viable than usual: Horns are likely to make up most of your payload, and trashing them for e.g. Duchies will severely damage your ability to gain Provinces.
Thus, even if you can’t empty the Provinces, there is a good chance you’ll still be able to draw well enough to finish the job next turn, and taking most of them can put your opponent in a difficult position in which they're forced to use their payload sub-optimally. Given that Horn is a strong gainer, it’s also not unusual to instead end the game via a three-pile ending (usually involving Horn, non-terminal draw, and some other pile) before reaching the point at which you can empty the Provinces.
Good support for Horn includes effects that allow you to play it more, gain copies more quickly, or use it for gain-and-play. For example, Crown allows you to play a single Horn multiple times, which can relieve pressure on the Horn split. Treasure gainers such as Mint are also useful, as they can free up your Horn plays to gain cards other than Horns; Treasurer is notable as a response to an opponent who greens early, since it can retrieve Horns from the trash. Ways to play Treasures during your Action phase, e.g. Storyteller, are the most common way to enable gain-and-play with Horns. Finally, Specialist is a powerful synergy, as it plays all three of these roles: using it to play Horn potentially allows you to gain-and-play two cards, and the option to use Specialist's gaining ability means that one of these can be an additional Horn even if you don't have five unique cards in play.
When you play this, gain a card costing up to per differently named card you have in play, counting this.
If it's a Victory card, trash this.
|When you play this, gain a card costing up toper differently named card you have in play (counting this). If it's a Victory card, trash this.||Guilds & Cornucopia (2017 printing)||March 2018|
|Gain a card costing up toper differently named card you have in play (counting this). If it's a Victory card, trash this.||June 29, 2022|
Other language versions
Horn of Plenty was the first Treasure card that never produces any amount of spendable money.