Transport
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Transport | |
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Info | |
Cost | |
Type | Event |
Set |
Menagerie![]() |
Illustrator(s) | Brian Brinlee |
Event text | |
Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck. |
Transport is an Event from Menagerie. It can put an Action card from the Supply onto your Exile mat or take a card from your Exile mat onto your deck, letting you get any Action card you want with two purchases. It is the only way to retrieve uniquely-named cards, such as Knights, from the Exile mat, as there is no way to gain another copy of them.
Contents |
[edit] FAQ
[edit] Official FAQ
- It only matters if the card is an Action, not if the whole pile is.
- This can take Action cards from your Exile mat that were put there by other cards.
[edit] Strategy
There isn't a Transport strategy article.
Transport is highly circumstantial, like many events, but in the right set it rapidly becomes game-defining.
The most obvious tactics treat its first effect like an action-specific Camel Train and its second effect like Royal Seal. Transport can bypass Swamp Hag or exile a string of Grand Markets for a power spike when you can first buy one, or it can top-deck a Crown to let you close out a slog that will be over before you reshuffle. With a couple of buys, it can even set up a reliable Treasure Map. But the most powerful uses of Transport make heavy use of its Event nature and ability to add a card to your deck without ever paying the normal cost. Not only can you bypass nasty on-gain conditions, you can get fast and reliable access to cards which are normally too slow or awkward to make proper use of.
A Transport/Transport opening guarantees you any one action in your third hand. On weak boards, that can be worthwhile simply to improve a Curse split, for instance letting your 3/4 keep up with an opponent's 5/2 Witch. On stronger boards, it truly shines when aimed at an early-game buy which normally requires two shuffles to get: turn three Goons, Hireling, or even Possession are likely stronger than any two buys you had planned. University also deserves special mention despite the low sticker price: it's much better than Transport at piling up 5-cost engine pieces like Market, and benefits hugely from being accelerated.
Beyond that, a pair of Transports can be used to draw into any action without purchasing it normally. This adds speed and consistency to expensive cards: King's Court and Golem aren't good opening cards, but are easily worth two buys later to set up major combos like King's Court/Bridge or Golem/Scheme/anything. It also lets you skip intermediate purchases to set up engines under weak draw or trashing, for instance skipping Silver and going straight to Forge or Altar.
[edit] Synergies/Combos
- Transport/Transport openings guarantee you any one action in your third hand, including cards like Hireling and Familiar which normally have to wait for the second shuffle at best.
- Transport is one of very few ways to gain Potion-costed actions without needing to buy Potion.
- High-cost actions like Prince and King's Court, or high-debt actions like Overlord and City Quarter.
- Hybrid action/VP cards like Nobles and even Island, which can be picked up for 3 without clogging your deck.
- Death Cart, Embassy, and Lost City because exiling isn't a gain.
- Grand Market, and opposing Swamp Hag because exiling isn't a buy.
- Both megaturns and slogs, where "onto your deck" can set up a card you might not see fast enough otherwise.
- Other Exile effects like Camel Train to fuel Transport's "on top of deck" ability.
- +Buy to Transport twice in a turn, or to exile a card and then immediately buy a second copy.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck. | Menagerie | March 2020 |
[edit] Other language versions
[edit] Trivia
[edit] Secret History