Cost: $5
Type: Action
Text: +1 Card\n+1 Action\n+$1\nTrash a card from your hand.
Here's a comprehensive strategy guide for Junk Dealer:
Junk Dealer Strategy Guide
Introduction Junk Dealer is a $5 action card from Dark Ages that serves multiple purposes: it's a cantrip (draws 1 card and gives 1 action), provides economy (+$1), and includes a mandatory trash effect. This combination of effects makes it a versatile card that can help streamline your deck while maintaining tempo.
Core Functions
Deck Improvement The primary function of Junk Dealer is to help improve your deck quality by removing unwanted cards while maintaining hand flow. Unlike many trashers that are terminal actions (such as Chapel or Steward), Junk Dealer replaces itself with both a card and an action, allowing you to continue playing other actions afterward.
Economic Boost The +$1 bonus, while modest, helps offset the cost of trashing and can contribute to reaching important price points, especially in the early game.
Action Chain Maintenance As a non-terminal action, Junk Dealer can be played in any position within your action chain without disrupting it, making it highly flexible.
Key Strengths
Provides immediate economic benefit
Flexible Timing
Doesn't require specific hand composition to be useful
Multiple Benefits
Limitations
May force you to trash cards you'd prefer to keep
Single Card Trashing
May need multiple copies for faster deck improvement
Cost
Optimal Usage Strategies
a) Opening Considerations - Strong opener when $5 is available - Particularly effective with $5/$2 split (buy Junk Dealer and a cheap trasher) - Works well with $3-$4 support cards in second hand
b) Priority Trashing - Focus on Estates first - Then Coppers (unless needed for economy) - Maintain balance between trashing and maintaining buying power
a) Deck Development - Continue selective trashing - Begin focusing on building engine components - Use +$1 to reach key price points
b) Multiple Copy Strategy - Consider getting 2-3 copies for consistent trashing - Balance with other deck needs - Watch for diminishing returns
a) Selective Retention - Be more careful about what you trash - Consider keeping some money cards - May want to stop trashing entirely
b) Victory Card Handling - Can help manage green card dilution - Consider trashing early Estates vs. keeping them - Be cautious with Provinces
Synergies and Combinations
Maintains hand size while trashing
Other Trashers
Provides different trashing options
Action-Heavy Engines
Benefits from non-terminal nature
Treasure-Generating Actions
Helps maintain buying power while trashing Coppers
Trash-for-Benefit Cards
Counter-Synergies
May need additional trashing support
Handsize Attacks
May force suboptimal trashes
Card-Dependent Strategies
Kingdom Considerations
When to Prioritize Junk Dealer
No other trashing available
Presence of cards that benefit from thin decks
When to Skip Junk Dealer
Better trashing available (Chapel, etc.)
Kingdoms favoring big money strategies
Number of Copies to Buy
a) One Copy When: - Supporting other trashers - Limited actions available - Mainly need early game improvement
b) Multiple Copies When: - Primary trasher - Action-heavy engine - Need consistent trashing - Can support multiple non-terminals
Timing and Execution
Cons: - May trash card needed later - Less information about turn potential - Might miss better trashing opportunities
Cons: - Might miss opportunities to use trashed cards - Less flexibility with drawn card - May not maximize +$1 benefit
Specific Card Interactions
a) Duration Cards - Fishing Village - Wharf - Provides consistent action flow
b) Card Drawing - Library - Hunting Party - Helps find more trash targets
c) Gain-to-Hand Effects - Workshop - Artificer - Provides immediate trash targets
a) Discard Attacks - Militia - Margrave - Limits trashing options
b) Deck Inspection - Scout - Venture - Can interfere with planned trashing
Advanced Strategies
Balance trashing with deck functionality
Treasure Management
Consider alternate money sources
Victory Card Handling
Optimization Tips
Track action density
Timing
Coordinate with other cards
Purchase Planning
Common Mistakes to Avoid
Creating too-thin deck
Under-Utilizing
Inefficient timing
Poor Prioritization
Sample Game Scenarios
Focus on early improvement
Mid-Game Engine
Draw cards
Late Game Considerations
Conclusion
Junk Dealer is a versatile card that provides deck improvement while maintaining game tempo. Its non-terminal nature and multiple benefits make it a valuable addition to many strategies, particularly in engine-building contexts. Success with Junk Dealer requires careful balance of trashing priorities, economic considerations, and strategic timing.
The card's main strengths lie in its ability to improve deck quality without sacrificing turn efficiency, while its limitations center around the mandatory trash effect and relatively slow improvement speed. Understanding these aspects and how they interact with various kingdom cards is key to maximizing Junk Dealer's effectiveness.
When used properly, Junk Dealer can be a powerful tool for deck improvement and engine building, but it requires thoughtful play and careful consideration of kingdom context to reach its full potential.