Cost: $5
Type: Treasure
Text: Worth $0\nWhen you play this, gain a card costing up to $1 per differently named card you have in play, counting this. If it's a Victory card, trash this.
Here's a comprehensive strategy guide for Horn of Plenty:
Horn of Plenty Strategy Guide
Introduction Horn of Plenty (HoP) is a unique $5 treasure card that rewards players for playing a diverse array of cards during their turn. While it provides no direct money when played, its gaining ability can be extremely powerful when built around properly. Understanding how to maximize Horn of Plenty's potential requires careful deck construction and thoughtful play.
Core Mechanics Let's break down the key aspects of Horn of Plenty: - It counts unique card names in play, including itself - The gained card can cost up to $1 per different card name - It gets trashed if you gain a Victory card with it - Being a Treasure, it plays during your Buy phase
Basic Value Assessment At minimum, Horn of Plenty played alone is worth gaining a $1 card. This is quite poor for a $5 card. However, its value scales dramatically: - 3 different cards = gain up to $3 - 5 different cards = gain up to $5 - 8 different cards = gain up to $8
The key to making Horn of Plenty worthwhile is consistently getting it to hit high numbers, ideally $5+.
Building Around Horn of Plenty
Variety is Key - Include many different card names rather than multiple copies of fewer cards - Consider cards that provide multiple effects or options - Look for cards that stay in play (Duration cards, Villages, etc.) - Include card-drawing effects to see more unique cards per turn
Card Categories to Consider: - Villages (different names when possible) - Cantrips (cards that draw at least one card) - Duration cards - Cards that play other cards - Throne Room variants - Action-Treasure hybrid cards
Early Game (Turns 1-4): - Generally too early unless specific kingdom cards support it - Exception: strong engine components present that guarantee variety
Mid Game (Turns 5-8): - Prime time to add Horn of Plenty if: * You already have 4+ different useful cards in your deck * Kingdom supports playing multiple cards per turn * You have good card draw
Late Game (Turns 9+): - Usually too late unless your engine already generates variety - Can still be valuable if planning to gain expensive Victory cards
Strong Synergies:
Villages and Splitters: - Fishing Village (stays in play, provides actions) - Festival (provides multiple benefits) - City (scales well, draws cards) - Worker's Village (multiple benefits)
Card Draw: - Laboratory (draws cards, stays in play) - Hunting Party (guarantees variety) - Library (helps find variety) - Wharf (Duration, draws cards)
Duration Cards: - Wharf - Fishing Village - Caravan - Haven - Merchant Ship
Throne Room Variants: - Throne Room - King's Court - Crown - These can copy Horn of Plenty or other cards to increase variety
Specific Power Combinations:
King's Court + Horn of Plenty: - Allows three gains in one turn - Each gain can potentially cost more than the last - Very powerful when gaining Victory cards
Duration Chain: - Playing multiple Duration cards - Each stays in play next turn - Creates high Horn of Plenty values consistently
Village/Draw Engine: - Multiple different Villages - Different draw cards - Generates both variety and card flow
Timing Your Gains: - Early: Gain engine components - Mid: Gain powerful Action cards - Late: Gain Victory cards
Victory Card Gains: - Horn of Plenty gets trashed when gaining Victory cards - Plan accordingly - sometimes worth waiting - Can be a feature, not a bug (deck thinning)
Counting Considerations: - Keep track of unique cards played - Plan turn sequence to maximize variety - Consider whether to play other Treasures first
Weaknesses: - Requires multiple cards in play to be valuable - Vulnerable to hand disruption - Can be slow to set up - Trashing on Victory gains can be limiting
Counters: - Attacks that reduce hand size - Cursing attacks - Fast Province strategies - Heavy trashing strategies
Favorable Kingdoms: - Many unique card names available - Strong engine components - Duration cards present - Multiple Victory card options - Card draw available
Unfavorable Kingdoms: - Few unique useful cards - Heavy attack presence - Very fast kingdoms - Limited card draw
Chain Gaining: 1. Play Horn of Plenty for moderate value 2. Gain a card that stays in play 3. Play second Horn of Plenty for higher value 4. Repeat as needed
Victory Card Timing: - Save Horn of Plenty gains for Victory cards until ready to trash it - Can intentionally trash it to thin deck late game
Engine Building: - Use early gains to build variety - Create self-reinforcing engines - Balance variety with consistency
In 3-4 Player Games: - More competition for key cards - May need to pivot strategies - Consider alternative unique cards - Victory pile drain more relevant
In 2 Player Games: - More reliable access to key cards - Can focus more on optimal strategy - More time to set up engines
Basic Engine Turn: 1. Village 2. Market 3. Laboratory 4. Festival 5. Horn of Plenty (gains up to $5)
Advanced Engine Turn: 1. King's Court 2. Laboratory 3. Market 4. Festival 5. Wharf 6. Horn of Plenty (gains up to $7) 7. Play gained card 8. Second Horn of Plenty (gains up to $8)
Strategy Mistakes: - Buying too early without support - Not including enough variety - Focusing too much on variety over function - Poor timing of Victory card gains
Tactical Mistakes: - Playing unnecessarily before Horn of Plenty - Miscounting unique cards - Poor sequencing of plays - Not planning for trashing effect
General Guidelines: 1. Plan your deck composition carefully 2. Balance variety with functionality 3. Include reliable card draw 4. Have a plan for Victory card gains 5. Consider timing of Horn of Plenty purchases 6. Track unique cards carefully 7. Sequence turns thoughtfully 8. Prepare for Horn of Plenty loss when gaining Victory cards
Strong Support Cards: - Laboratory - Market - Festival - Fishing Village - Wharf - King's Court - City - Grand Market - Hunting Party - Haven
Consider Including: - Different Village variants - Multiple card draw options - Duration cards - Cards with multiple effects - Action-Treasure hybrids
Initial Investment: - $5 cost is significant - Requires support cards - May need multiple copies
Return on Investment: - Can gain cards worth more than cost - Provides flexibility in gains - May thin deck via Victory gains - Value increases with engine development
Conclusion
Horn of Plenty is a powerful but complex treasure that rewards careful deck building and thoughtful play. Success with Horn of Plenty requires: - Building around variety - Strong engine components - Careful timing - Strategic planning - Good card sequencing
When properly supported, Horn of Plenty can be a game-winning card by: - Gaining expensive cards efficiently - Providing flexible gaining options - Supporting engine building - Enabling Victory card acquisition - Potentially thinning deck
The key to mastering Horn of Plenty is understanding that it's not just about maximizing variety, but about creating a functional deck that naturally generates variety while maintaining consistency and power. When this balance is achieved, Horn of Plenty becomes a formidable tool in your Dominion strategy.
Remember that Horn of Plenty's strength varies significantly based on kingdom composition and your overall strategy. Always evaluate whether it fits your game plan and the available kingdom cards before committing to it as a key component of your strategy.