Remodel
Remodel | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Matthias Catrein |
Card text | |
Trash a card from your hand. Gain a card costing up to more than the trashed card. |
Remodel is an Action card from the Base set. When played, it makes you trash a card from your hand, and gain a card costing up to more, thus improving your deck by ; it's one of the first trash-for-benefit cards that players encounter when learning Dominion, and similar cards from future expansions, such as Expand, are sometimes called the "Remodel family". It can be used on cheap cards, such as Remodeling Estates into Silvers or cheap engine pieces, or on expensive cards, such as Remodeling Golds into Provinces. It is not very good for trashing Coppers or Curses, since it'll make you gain a 2-cost card you probably don't want.
Contents |
FAQ
Official FAQ
- You cannot trash the Remodel as it isn't in your hand when you resolve it (you can trash a different Remodel card from your hand).
- If you do not have a card to trash, you cannot gain a card from the Remodel.
- The gained card goes in your Discard pile.
- You can only gain cards from the Supply.
- The gained card need not cost exactly more than the trashed card; it can cost that much or any amount less.
- You cannot use from Treasures or previous Actions (like the Market) to increase the cost of the card you gain.
- You can trash a card to gain a copy of the same card.
Other Rules clarifications
You must trash a card from your hand if you have one.
Strategy Article
There is no comprehensive strategy article for Remodel.
Remodel is typically worst for trashing Coppers or Curses, since you're usually forced to pick up not-very-good -cost cards with it (Estates on boards without -cost cards). There are exceptions when there are good -cost cards to gain, such as Lighthouse or Fool's Gold. Pawn is also a good target for Remodelling coppers: because it can be used as a Cantrip, it can speed engine construction, and may also be useful for other reasons, such as its flexibility, or when its +Buy is needed.
Remodel is typically good for trashing Estates in exchange for --cost engine pieces such as Villages or Smithies. Remodel is also very useful in the endgame, when you can trash a Gold with it to gain a Province, or trash an engine piece to gain a Duchy. As an endgame accelerator, it can even be used to Remodel a Province back into a Province, solely for the purpose of ending the game sooner.
Desirable cards that cost usually work worst with remodel. You can't gain these cards early by trashing Estates, and you can't remodel them into Provinces either. Usually, buying -cost cards and remodelling them is too slow to be an effective strategy: buying a Silver is usually enough to reliably boost your buying power up to , but the silver remaining in the deck provides sustained benefits. In the endgame though, Silver can be remodelled into a Duchy, and some engines may benefit from the occasional remodelling of -cost cards into -cost cards so long as this is not a primary strategy.
Remodel is thus often a strongest buy on boards with a lot of good cards that cost even-numbered multiples, and is usually a poor choice on boards with a lot of desirable cards that cost or .
You may be tempted to try a turbo-Remodel strategy where you aim to Remodel your Estates into more Remodels, then Remodel Remodels into Golds, then Remodel Golds to Provinces. This approach of slowly building up value with Remodels is usually too slow to be effective.
Synergies/Combos
- Fool's Gold+Remodel is quite good.
- Engine pieces that cost -.
Antisynergies
- Decks made primarily out of -cost cards
Trivia
In other languages
- Czech: Přestavba
- Dutch: Verbouwing
- French: Rénovation
- German: Umbau
- Italian: Miglioria
- Norwegian: Ombygging
- Polish: Przebudowa
- Romanian: Remodelare
- Russian: Реконструкция (pron. ryekonstruktsiya)
- Spanish: Remodelar
Secret History