Merchant Guild
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Merchant Guild (Guilds)

Cost: $5

Type: Action

Text: +1 Buy\n+$1.\dWhile this is in play, when you buy a card, take a Coin token.

Strategy Review

Merchant Guild Strategy Guide

Introduction: Merchant Guild is a $5 Action card from the Guilds expansion that provides a modest immediate benefit (+$1 and +1 Buy) along with an ongoing effect that generates Coin tokens whenever you buy cards while it remains in play. This unique combination makes it an interesting economic engine component that rewards multiple buys and can create long-term economic advantages.

Core Mechanics and Basic Use:

  1. Immediate Benefits:
  2. +1 Buy: Allows purchasing an additional card during your turn
  3. +$1: Provides a small economic boost
  4. While in play, each card purchase generates a Coin token

  5. Coin Token Mechanics:

  6. Coin tokens can be spent at any time during your turn for +$1 each
  7. Tokens persist between turns, allowing for economic flexibility
  8. Unlike regular money, tokens can't be affected by cards like Militia or taxed by opponents

Basic Strategy Considerations:

  1. Early Game:
  2. Generally not a priority first or second buy
  3. Best acquired around turns 3-5 when your deck can more reliably play it
  4. Can help transition into mid-game by generating tokens for future purchases

  5. Mid Game:

  6. Becomes more valuable as your deck can support multiple buys
  7. Helps accumulate resources for late-game Province purchases
  8. Creates economic flexibility through token generation

  9. Late Game:

  10. Continues providing value through token generation
  11. Stored tokens can enable crucial Province purchases
  12. Helps maintain buying power even during weak draws

Key Synergies and Combinations:

  1. Multiple Buy Enablers: a) Market (+1 Buy)
  2. Natural pairing for additional purchases
  3. Helps trigger Merchant Guild's token generation more frequently
  4. Provides card draw to help find Merchant Guild

b) Grand Market (+1 Buy) - Strong economic boost alongside Merchant Guild - Helps enable multiple purchases - No anti-copper restriction on tokens spent

c) Bridge - Cost reduction enables more purchases - Synergizes well with multiple Merchant Guilds - Can create powerful buying turns

  1. Card Draw and Deck Control:

a) Laboratory - Helps find Merchant Guild consistently - Enables playing multiple actions reliably - Supports multi-buy strategies

b) Cellar - Helps cycle to find Merchant Guild - Can discard victory cards to improve consistency - Cheap enough to acquire early

c) Warehouse - Provides deck filtering to find key cards - Helps maintain action density - Supports consistent Merchant Guild play

  1. Village Variants:

a) Village/Native Village - Enables playing multiple Merchant Guilds - Supports action-heavy strategies - Helps maintain consistency

b) Festival - Provides additional buys and actions - Strong economic boost - Natural fit with Merchant Guild strategies

  1. Token Synergies:

a) Baker - Starts game with one Coin token - Natural complement to token strategies - Helps establish early economy

b) Plaza - Can generate additional tokens - Supports token-focused strategies - Provides action flexibility

Advanced Strategies:

  1. Token Management:

a) Saving vs. Spending: - Consider banking tokens for crucial Province turns - Use tokens to smooth out weak draws - Save tokens when expecting attacks that reduce hand size

b) Timing Considerations: - Sometimes better to save tokens for multiple Province turns - Can help recover from attack cards - Useful for reaching specific price points

  1. Multiple Merchant Guild Strategies:

a) Benefits: - Each copy generates tokens independently - Can quickly accumulate significant token reserves - Supports aggressive buying strategies

b) Considerations: - Requires strong action support - Need reliable deck drawing - Risk of action collision

  1. Rush Considerations:

a) Against Province Rush: - Can generate tokens faster than opponents gain Provinces - Supports sustainable Province buying - Provides economic flexibility

b) Against Colony/Platinum: - May be too slow without significant support - Better in engines that can play multiple copies - Consider alternative strategies

Counter-Strategies and Weaknesses:

  1. Deck Composition Challenges:

a) Action Density: - Requires sufficient actions to play reliably - Can conflict with treasure-heavy strategies - May need supporting villages

b) Treasure Balance: - Still needs adequate treasure cards - Can't rely solely on tokens - Must balance action/treasure ratio

  1. Timing Issues:

a) Setup Time: - Takes several turns to generate significant tokens - May be too slow against aggressive strategies - Requires investment in support cards

b) Opportunity Cost: - $5 cost competes with other important cards - May delay crucial engine pieces - Requires careful timing decisions

  1. Counter Play:

a) Rush Strategies: - Province rush can outpace token generation - Garden strategies may end game too quickly - Need to adjust strategy accordingly

b) Attack Cards: - Militia/Ghost Ship can disrupt action chains - Curse givers can clog deck - Must plan for resilience

Building a Merchant Guild Strategy:

  1. Early Game Goals:
  2. Establish reliable deck drawing
  3. Acquire 1-2 Merchant Guilds
  4. Develop action support

  5. Mid Game Development:

  6. Build token reserves
  7. Establish multiple buy capability
  8. Maintain deck efficiency

  9. Late Game Execution:

  10. Use tokens strategically for Provinces
  11. Maintain buying pressure
  12. Adapt to opponent's strategy

Sample Opening Strategies:

  1. Silver/Merchant Guild: Pros:
  2. Early economic boost
  3. Begins token generation
  4. Flexible approach Cons:
  5. May be too slow
  6. Lacks deck control
  7. Limited immediate impact

  8. Monument/Merchant Guild: Pros:

  9. VP generation plus tokens
  10. Strong economic development
  11. Good long-term value Cons:
  12. Expensive combination
  13. May miss crucial support cards
  14. Can be awkward timing

  15. Village/Merchant Guild: Pros:

  16. Establishes action chains
  17. Supports multiple Merchant Guilds
  18. Good foundation for engine Cons:
  19. Weak immediate economy
  20. Requires additional support
  21. May struggle against aggressive strategies

Kingdom Considerations:

  1. Favorable Kingdoms:
  2. Strong card draw present
  3. Multiple buy enablers
  4. Token synergies
  5. Action support available
  6. Longer game likely

  7. Unfavorable Kingdoms:

  8. Heavy attack presence
  9. Alternative VP sources
  10. Limited action support
  11. Rush enablers
  12. Poor card draw options

Practical Tips:

  1. Gameplay Mechanics:
  2. Remember to collect tokens for each purchase
  3. Track token count carefully
  4. Consider token spending timing
  5. Plan multiple buy turns

  6. Decision Making:

  7. Evaluate support card priority
  8. Balance action/treasure ratio
  9. Monitor game pace
  10. Adjust strategy to kingdom

  11. Common Mistakes:

  12. Over-investing in Merchant Guilds
  13. Neglecting necessary support
  14. Poor token management
  15. Ignoring opponent's strategy

Conclusion: Merchant Guild is a versatile economic engine component that rewards careful planning and strategic token management. While not always a game-defining card, it can provide significant advantages when properly supported and can enable powerful late-game purchasing power. Success with Merchant Guild requires understanding its role in your overall strategy and building appropriate support around it.

Key Takeaways: 1. Prioritize proper support cards 2. Manage tokens strategically 3. Consider kingdom context 4. Balance action/treasure ratio 5. Maintain flexibility in strategy

Learning to effectively use Merchant Guild can add another valuable tool to your Dominion strategy arsenal, particularly in kingdoms where multiple buys and economic flexibility are important. While it requires some setup and support, the long-term advantages it provides can be well worth the investment in the right circumstances.