+Buy

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Revision as of 12:49, 7 July 2022 by Anagkai (talk | contribs) (Cleaned up intro with replaced examples, removed strange examples, removed questionable synergies, reorganized list of cards.)
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Herbalist, a +Buy card.

Playing a card that provides +Buy increases the number of cards you are allowed to buy during your buy phase.

+Buy is an essential component of most engine strategies, since engines can take a long time to build; +Buy allows you to acquire engine components more rapidly, thus speeding up the construction of the engine, and once the engine is running it allows you to buy multiple Victory cards at once to make up for the slower start. An easy trap to fall into is that of "overbuilding" an engine in the absence of +Buy: there's no use in building a deck that can regularly generate $16 each turn if you can still only buy one Province with it. In some cases, if the +Buy card is rather unwieldy like Herbalist, it is good strategy to wait to buy even a relatively cheap +Buy card until you are close to generating enough $ to benefit from the effect, although you need to avoid waiting too long as well or else you will have to waste $ on the turn you buy that card.

If you are lacking the deck control to generate large amounts of $ or to assure having a +Buy card in hand when you do, a +Buy card may not be worth its opportunity cost.

Some cards that give +Buy have it as part of their core function, such as Herbalist; usually the +Buy is the only reason for wanting a Herbalist. In some cases, a card offers +Buy as a feature that synergizes with its core function: Collection offers you a VP reward per card you buy, and gives +Buy to make the reward go farther. Other cards have +Buy merely as an extra vanilla bonus that keeps the card competitive with other cards at the same cost: Worker's Village is a village costing {$4 with the +Buy as an extra bonus for the $1 it costs more than Village.

Cards that give unrestricted +Buy

Cards in italics have been removed.

Terminal

Terminal draw

Cantrip

Treasures and other non-terminal stop cards

+Buy between other options

  • Bauble
  • Hamlet
  • Pawn can provide +Buy in combination with either +Action, +Card, or +$1.
  • Courtier offers +Buy as one of several choices.
  • Scrap offers +Buy as one of several choices.

Other

Cards that give restricted +Buy

  • Some cards only work later during the game when one or more piles have emptied:
  • Menagerie: Animal Fair
  • City (but only after 2 Supply piles are empty)

Giving back Buys

  • Forum and Cavalry give +Buy when gained. Similarly, Villa can be played instantly after being gained and so gives back a Buy.
  • Galleria and Band of Nomads can give back Buys upon buying certain cards.

Synergies


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDraw-to-xDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn