Cost: $2
Type: Action
Text: +1 Card\n+1 Action\nReveal the top card of your deck. If it's a Victory card, Curse, Ruins, or Shelter, put it into your hand.
Here's a comprehensive strategy guide for Vagrant in Dominion:
Introduction Vagrant is a $2 action card from Dark Ages that serves as a simple cantrip (draws 1 card and gives 1 action) with a bonus ability to draw certain types of cards that are typically "dead" in your deck. While not a powerhouse card, understanding when and how to use Vagrant effectively can give you an edge in specific kingdom setups.
Basic Properties - Always at least replaces itself (+1 Card) and maintains action chain (+1 Action) - Can potentially draw an extra card if it hits specific card types - Very affordable at $2 - Non-terminal (doesn't end your action chain)
Core Functions
Never hurt to play
Bonus Card Drawing Vagrant's special ability allows it to draw additional cards of specific types:
This selective drawing can be particularly valuable in certain situations:
Victory Cards: - Provinces, Duchies, Estates - Kingdom victory cards (e.g., Gardens, Duke, Silk Road) - Victory/Action hybrids (e.g., Great Hall, Mill)
Curses: - Basic Curse cards - Particularly relevant when facing attack cards
Ruins: - All five types of Ruins from Dark Ages - Typically enter your deck through Looters
Shelters: - Necropolis, Overgrown Estate, Hovel - Only present in some Dark Ages games
Timing and Usage
Early Game During the opening turns and early game, Vagrant is: - An acceptable $2 opening - Useful for seeing more cards early - Helpful in games with starting Shelters - Good with early Estate cycling
Mid Game As the game progresses, Vagrant becomes: - A way to draw through growing numbers of victory cards - Useful against curse-giving attacks - Support for action chains - Deck velocity maintenance
Late Game In the endgame, Vagrant shines by: - Drawing victory cards as they accumulate - Maintaining deck functionality - Supporting final province grabs - Helping find key cards through a victory-cluttered deck
Synergies and Combinations
Strong Synergies:
Cards that care about victory cards (like Duke)
Curse-Heavy Games Particularly effective when:
Curse-giving landscapes are active
Ruins Generators Better value when playing with:
Other Looters
Draw-to-X Cards Works well with cards like:
Jack of all Trades Helps ensure victory cards don't get discarded
Victory Card Manipulation Synergizes with:
Mill
Action Chains Supports strategies using:
Specific Card Combinations
Strong Pairs: - Duke/Vagrant: Helps find Duchies for Duke scoring - Gardens/Vagrant: Maintains deck velocity while building deck size - Mill/Vagrant: Draws both portions of the card reliably - Tunnel/Vagrant: Can trigger Tunnel's gold-gaining ability - Library/Vagrant: Prevents victory card discarding
Supporting Cards: - Treasury: Helps manage victory card density - Scheme: Can set up Vagrant draws - Warehouse: Helps manage unwanted cards - Haven: Can set up valuable Vagrant reveals
When to Buy Vagrant
Good Times to Buy: 1. Early game when: - Starting with Shelters - Planning victory card strategy - Expecting curses - Need cheap non-terminals
Action density needed
Late game when:
Skip Vagrant When: - Better $2 options available - No victory/curse/ruins synergy - Terminal space is tight - Draw power is abundant
Counter-Strategies and Weaknesses
Limitations: 1. Weak raw drawing power - Only guaranteed one card - Conditional second draw - Many dead reveals
May delay key purchases
Diminishing returns
Countering Vagrant: - Junking attacks less effective - Discard attacks hurt setup - Deck inspection reduces surprise value - Deck order manipulation weakens reliability
Kingdom Considerations
Kingdom Features That Favor Vagrant:
Alternative victory conditions
Curse Presence
Curse-giving events/projects
Action Support
Action chain strategies
Deck Composition
Kingdoms to Avoid: - Fast engines - Heavy trashing - Strong terminal draw - Better $2 options
Number to Buy
Optimal Vagrant count varies by kingdom:
Minimal Investment (1-2): - Basic action support - Light victory card presence - Better alternatives available
Medium Investment (2-3): - Moderate victory strategy - Some curse/ruins presence - Decent action support
Heavy Investment (3+): - Heavy victory focus - Multiple curse/ruins sources - Strong action chains - Few better options
Strategy Tips and Tricks
Monitor deck composition
Timing Considerations
Watch for shuffle timing
Purchase Timing
Late for province management
Action Management
Advanced Techniques
Track known cards
Victory Card Management
Consider alternative scoring
Action Optimization
Common Mistakes to Avoid
Relying too heavily on bonus draw
Poor Timing
Missing key purchases
Strategic Errors
Conclusion
Vagrant is a subtle card that requires careful consideration of kingdom context and game state. While not typically a game-defining card, it can provide valuable support in the right circumstances. Key points to remember:
Understanding when to include Vagrant in your strategy and how to maximize its effectiveness can provide an edge in specific kingdoms, particularly those featuring victory cards, curses, or ruins. While not always an essential purchase, its low cost and potential upside make it a valuable tool in the right circumstances.
Remember to: - Consider kingdom context - Watch victory card density - Monitor deck composition - Time purchases carefully - Maintain action balance - Track revealed cards
With proper understanding and application, Vagrant can be a valuable addition to your Dominion strategy arsenal, particularly in games where its special ability can be leveraged effectively.