Merchant Guild
Merchant Guild | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set |
Guilds![]() |
Illustrator(s) | Eric J Carter |
Card text | |
+1 Buy + At the end of your Buy phase this turn, +1 Coffers per card you gained in it. |
Merchant Guild is an Action card from Guilds. It gives an extra Buy, and puts tokens in your Coffers for every card gained during your Buy phase.
Contents |
FAQ
Unofficial FAQ (2022)
- When you play this, you get +1 Buy and + , and you set up an ability to conditionally add tokens to your Coffers mat, which will resolve at the end of your Buy phase.
- Merchant Guild works on cards gained via buying them, and cards gained other ways. So if you buy 1 Stonemason and overpay for 2 Action cards, that will be 3 cards gained for +3 Coffers.
- This is cumulative; if you use Throne Room to play Merchant Guild twice, then it will give you +2 Coffers for each card you gain in your Buy phase.
- This only cares about cards you gained during your Buy phase. If you gain a card during your Action phase (with e.g. Butcher), Merchant Guild will not give you Coffers for it.
- If you have multiple Buy phases in a single turn (due to Villa or Cavalry), Merchant Guild will trigger at the end of each of those Buy phases you take. However, cards gained in a previous Buy phase are not counted.
Other rules clarifications
With the new rules to Coffers introduced in 2021, you would be able to spend Coffers that you gained from Merchant Guild during the same Buy phase. Because of this, Merchant Guild received errata to give Coffers at the end of your Buy phase. It also lost the dividing line.
- When multiple things are supposed to happen at the end of your buy phase, you can choose the order and spend Coffers between them. So you may acquire the Coffers from Merchant Guild, spend two of them to earn Wine Merchants from your Tavern mat. , and use the to discard
- If you play Merchant Guild after your Buy phase (e.g. you gain it at Night (with e.g. Vampire) or Clean-up (with e.g. Improve) and then play it with Innovation), you won't get any Coffers from it.
Deprecated official FAQ (2017) |
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Strategy (Post-Errata)
Merchant Guild is a terminal payload card and source of +Buy that functions well in a somewhat restricted set of circumstances. In the best case, you can use multiple copies to generate large amounts of Coffers, which sometimes even enables a megaturn. However, Merchant Guild has three main weaknesses:
- A single copy is relatively weak, likely generating only one or two Coffers and providing only as much benefit this turn as an expensive Herbalist. As such, many other cards are likely to serve you better in the early and midgame.
- As it's a terminal stop card, you need strong deck control and draw alongside abundant terminal space to play multiple copies.
- Because the Coffers are generated at the end of your Buy phase, you usually need to wait a turn before using them. This can make Merchant Guild relatively slow as payload, as you need one big turn to produce a large amount of Coffers and a second to spend them. This outcome compares unfavorably to that of other similar cards like Bridge, which need only a single big turn.
Even in Kingdoms with better payload or without proper support, Merchant Guild can still occasionally be usable as an expensive source of +Buy, or with synergies that allow you to gain many Coffers with relatively few copies.
In theory, a Merchant Guild megaturn relies on two stages. In the first, you play multiple Merchant Guilds and use all of your Buys. Because each Buy that you use nets you as many Coffers as the number of Merchant Guilds you've played, and each one also provides an additional Buy to use, this scales quadratically, generating a large amount of Coffers. In the second stage, on your next turn, you use all of those Coffers to buy as many Provinces as possible, with your Merchant Guilds providing the Buys to do so. Realistically, however, building up to the point where you can store up enough Coffers to green in a single turn is slow, and you will often be better served by greening over two or three turns, using the Coffers from each to bolster the next. The number of Merchant Guilds you need for this will depend on how reliably you can play them and how many Coffers you are able to carry over, but generally three or four copies will suffice.
While building your deck, it is usually a good idea to utilize the fact that Merchant Guild rewards you for buying more cards. Most often, this simply means using as many of your Buys as you reasonably can. Ideally, you have enough Border Guard) or more Merchant Guilds. Sometimes, however, you will not be able to do so, and may want to consider buying junk such as Copper; doing so will harm your deck control and may cause you to dud, but it may also give you enough Coffers to, for example, end the game on your next turn. Buying junk is more likely to be a good option if your deck is highly reliable or if you can trash the junk quickly: Watchtower is particularly notable, as it can prevent the junk from ever entering your deck.
or Coffers available to use these Buys to build up your deck, possibly via useful cheap cards (e.g.Merchant Guild's efficiency is sometimes greatly enhanced through synergies with a few different effects:
- You can generate more Coffers per Merchant Guild than the number of Buys you have if you can gain additional cards during the Buy phase. There are several ways this can work:
- Some cards, such as Supplies, Livery, and Haggler, help you gain additional useful cards; the extra Coffers can therefore be regarded as a side benefit of continuing to build.
- Other effects involve gaining junk, and so may disrupt building, but may gain you so many cards that even a limited number of Merchant Guilds can generate significant Coffers. These include Masterpiece, Banquet, and Alliance.
- Stampede is a particularly notable synergy, allowing you to quickly bank both a large number of Coffers and plenty of extra draw; this potentially enables rapidly emptying the Province pile.
- Cavalry and Villa allow you to make use of any Coffers generated by Merchant Guild on the same turn by ending your Buy phase and returning you to your Action phase. This can significantly accelerate Merchant Guild's ability to let you green heavily or orchestrate an early pileout.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
Versions
English versions
Digital | Text | Release | Date | |
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+1 Buy + While this is in play, when you buy a card, take a Coin token. |
Guilds | June 2013 |
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+1 Buy + While this is in play, when you buy a card, +1 Coffers. |
Guilds & Cornucopia (2017 printing) | March 2018 |
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+1 Buy + At the end of your Buy phase this turn, +1 Coffers per card you gained in it. |
Coffers Rules Change | September 17, 2021 / February 18, 2022 |
Other language versions
Trivia
Secret History
Errata