Cost: $3
Type: Action
Text: +1 Card\n+1 Action\nAt the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
Here's a comprehensive strategy guide for Scheme in Dominion:
Overview: Scheme is a $3 Action card from Hinterlands that allows you to place an Action card you played this turn on top of your deck during Clean-up, instead of discarding it. With +1 Card and +1 Action, it's a cantrip that doesn't immediately affect your turn but can significantly influence your next one.
Basic Mechanics: - Draw a card and get an Action back when played - At Clean-up, choose one Action card you played this turn - That chosen card goes on top of your deck instead of the discard pile - The choice is optional - You must have actually played the card to Scheme it - Cards in play for other reasons (e.g., Throne Room's copy) cannot be Schemed
Core Strategy Elements:
Terminal Draw Consistency One of Scheme's primary uses is ensuring reliable access to your best terminal draw cards. By putting a strong draw card like Smithy or Council Room on top of your deck, you guarantee having it for your next turn. This creates consistency in accessing your deck and reduces the variance inherent in shuffle luck.
Engine Acceleration In engine decks, Scheme can help ensure you have key components available each turn. This is particularly valuable early in the game when your engine isn't fully built yet. By consistently having access to your best Action cards, you can build your engine more reliably.
Duration Card Enhancement Scheme works exceptionally well with Duration cards, as you can put them back on top after they've already provided their initial benefit. This creates powerful recurring combinations that can significantly boost your deck's performance.
Key Use Cases:
Margrave These cards become much stronger when you can guarantee having them every turn. Scheme allows you to consistently access your deck's drawing power.
Payload Cards
Festival Important payload cards that provide +Buy, +Coins, or extra Actions become more reliable with Scheme, ensuring you have them when needed.
Attack Cards
Bureaucrat Keeping pressure on opponents becomes easier when you can consistently replay your attacks.
Duration Cards
Specific Card Combinations:
Scheme + Wharf This is one of the strongest Scheme combinations. Wharf provides +2 Cards and +1 Buy now, and +2 Cards next turn. By Scheming it, you guarantee having it every turn, creating a powerful drawing engine.
Scheme + Laboratory Laboratory's +2 Cards and +1 Action makes it self-replacing. Scheming it ensures consistent deck access and maintains your Action count.
Scheme + Bridge Repeatedly Scheming a Bridge can accelerate your buying power significantly, especially in engines focused on playing multiple Actions.
Scheme + Fishing Village This combination provides reliable economy and Actions, as Fishing Village gives both immediate and delayed benefits before being Schemed.
Building Around Scheme:
Consider whether terminal draw will be important in your strategy
Mid Game (Turns 6-10)
Consider getting additional Schemes if beneficial
Late Game (Turns 11+)
Multiple Schemes:
Having multiple Schemes can be powerful but requires careful consideration: - Can put multiple cards back on deck in a specific order - Allows for more flexible sequencing of important cards - May become redundant if you don't have enough worthy targets - Consider opportunity cost of additional $3 purchases
Number of Schemes to Buy: - 1 Scheme: Basic consistency for key cards - 2 Schemes: Flexible sequencing, multiple important targets - 3+ Schemes: Usually excessive unless specific strategy requires it
Counter-Strategy: - Junking attacks can disrupt Scheme's effectiveness - Deck inspection/manipulation (e.g., Spy, Scrying Pool) can interfere with planned sequences - Fast rushing strategies may outpace Scheme's setup time
Playing Against Scheme: 1. Consider rushing strategies if opponent is building a Scheme engine 2. Use attacks that add cards to their deck 3. Focus on disrupting their key Action cards rather than the Schemes themselves
Common Mistakes to Avoid:
Consider opportunity cost of not buying other $3 cards
Poor Target Selection
Make sure the card you're Scheming is worth having next turn
Inflexible Planning
Be willing to adapt based on game state
Forgetting the Optional Nature
Advanced Techniques:
Attack cards based on opponent's likely responses
Duration Card Cycling With Duration cards, you can create powerful cycles:
Repeat for consistent benefits
Reaction Threading When using Reaction cards, Scheme can help ensure they're available when needed:
Kingdom Considerations:
Engine-friendly environments
Weak Scheme Kingdoms
Cost Considerations:
At $3, Scheme competes with: - Silver - Other useful $3 Actions Consider whether Scheme's consistency outweighs raw buying power
Opening Strategies:
Good if planning to add valuable Actions
Double Scheme
Can set up powerful early combinations
Scheme/Action
Timing Considerations:
Rarely late unless specific need
When to Stop Buying Schemes
Edge Cases and Rules Notes:
Original card eligible for Scheme
Duration Card Timing
Conclusion:
Scheme is a powerful card that requires thoughtful implementation. Its strength lies in creating consistency and enabling powerful combinations, particularly with Duration cards and terminal draw. Success with Scheme depends on: - Choosing appropriate targets - Proper kingdom analysis - Careful timing of purchases - Understanding of deck composition
When used correctly, Scheme can be a key component in many successful strategies, from engine building to attack chains. However, it requires careful consideration of opportunity costs and kingdom context to maximize its effectiveness.
The key to mastering Scheme is recognizing when its consistency-providing power outweighs the opportunity cost of including it in your deck, and then leveraging that consistency to execute your strategy more effectively than would be possible without it.