Stables
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Stables (Hinterlands)

Cost: $5

Type: Action

Text: You may discard a Treasure. If you do, +3 Cards and +1 Action.

Strategy Review

Here's a comprehensive strategy guide for Stables:

Stables Strategy Guide

Introduction Stables is a $5 action card from Hinterlands that offers powerful draw potential when combined with Treasures. Its ability to draw three cards while maintaining action economy makes it a valuable engine component, but it requires careful deck construction to maximize its effectiveness. Understanding when and how to incorporate Stables into your strategy is crucial for success.

Core Mechanics and Basic Usage

The Key Elements: - Optional discard of a Treasure card - Conditional +3 Cards and +1 Action - $5 cost point

Basic Functionality: Stables requires you to discard a Treasure card to activate its effects. When you do, you get both +3 Cards and +1 Action. This makes it a self-replacing card draw effect when successfully activated. If you cannot or choose not to discard a Treasure, Stables does nothing.

Key Advantages: 1. Strong card draw when activated 2. Action neutral (doesn't consume your action chain) 3. Helps filter Treasures from your hand 4. Can improve hand quality by trading Copper for better cards

Key Disadvantages: 1. Requires Treasure cards to function 2. Can be unreliable without proper deck composition 3. May compete with other $5 cards 4. Less effective in very lean decks

Optimal Usage Strategies

  1. Deck Composition

Treasure Density: - Aim for approximately 35-40% Treasure density in your deck - Consider including more Treasures than a typical engine might want - Silver is often the sweet spot for Stables activation - Don't trim too many Coppers early if Stables is your main draw

Card Ratios: - Usually want 2-4 Stables in an engine - Balance Treasures with other components - Consider payload cards that don't require Treasures

  1. Timing and Purchase Decisions

Early Game: - Consider opening Silver/Silver to support early Stables - Don't rush to trash all Coppers if Stables is your draw engine - Prioritize one Stables early if it's your main draw source

Mid Game: - Add additional Stables once basic engine pieces are in place - Begin improving Treasure quality (Silver over Copper) - Consider trashing excess Treasures once engine is reliable

Late Game: - May want to trim Treasures once deck is highly efficient - Consider alternative draw if Treasure density becomes too low - Use Stables to help find key cards for winning

  1. Play Techniques

Hand Management: - Save Treasures for Stables activation when possible - Consider which Treasure to discard (usually Copper) - Plan action sequence to maximize draw potential

Activation Priority: 1. Copper (preferred discard) 2. Silver (if needed and have better Treasures) 3. Gold (rarely optimal to discard) 4. Special Treasures (usually better kept)

Synergies and Combinations

Strong Synergies:

  1. Treasure Gainers
  2. Bureaucrat
  3. Mine
  4. Merchant Guild
  5. Plaza These cards help maintain Treasure density while improving quality.

  6. Treasure-Based Cards

  7. Bank
  8. Merchant
  9. Royal Seal
  10. Ventures Cards that benefit from high Treasure counts work well alongside Stables.

  11. Sifting Effects

  12. Warehouse
  13. Cellar
  14. Trading Post Help find Treasures when needed for Stables activation.

  15. Cost Reducers

  16. Highway
  17. Bridge
  18. Quarry Make Stables more accessible early game.

  19. Multiple Action Providers

  20. Village variants
  21. Festival
  22. Market Enable multiple Stables plays per turn.

Anti-Synergies:

  1. Heavy Trashing
  2. Chapel
  3. Steward
  4. Trading Post Can remove too many Treasures if not managed carefully.

  5. Alternative Economy

  6. Workplace
  7. Market Square
  8. Horn of Plenty Reduce reliance on Treasures, making Stables less reliable.

  9. Terminal Draw

  10. Smithy
  11. Council Room Compete for actions and may make Stables redundant.

Specific Kingdom Considerations

When to Prioritize Stables: 1. Kingdoms with strong action chains but weak draw 2. Presence of Treasure synergies 3. Absence of stronger draw options 4. Kingdoms where hand size matters 5. When trashing is limited or gradual

When to Skip Stables: 1. Strong alternative draw available 2. Very lean deck strategies 3. Heavy trashing kingdoms 4. Treasure-light economies 5. Terminal action pressure

Counter Strategies

Playing Against Stables: 1. Attack their Treasure density - Thief - Noble Brigand - Bandit

  1. Pressure the $5 price point
  2. Contest key cards
  3. Rush strategies

  4. Force deck bloat

  5. Cursers
  6. Ruins givers

  7. Compete for actions

  8. Ghost Ship
  9. Militia
  10. Bureaucrat

Building Your Engine

Early Development: 1. Secure basic Treasures 2. Add 1-2 Stables 3. Establish action supply 4. Begin quality improvements

Mid-Game Optimization: 1. Add supporting cards 2. Improve Treasure quality 3. Balance trashing 4. Add additional Stables if needed

Late Game Considerations: 1. Maintain Treasure density 2. Consider trimming excess components 3. Focus on victory condition 4. Adjust draw chains as needed

Sample Build Orders

Basic Stables Engine: Turn 1-2: Silver/Silver Turn 3-4: Stables, Village Turn 5-6: Second Stables, Market Turn 7+: Engine improvements

Aggressive Stables: Turn 1-2: Silver/Silver Turn 3: Stables Turn 4-5: Key payload cards Turn 6+: Additional engine pieces

Hybrid Approach: Turn 1-2: Silver/Fishing Village Turn 3-4: Stables, Market Turn 5-6: Payload development Turn 7+: Additional draw/actions

Common Mistakes to Avoid

  1. Over-trashing
  2. Don't remove too many Treasures too quickly
  3. Maintain sufficient density for reliability

  4. Over-investing

  5. Don't buy too many Stables without support
  6. Balance with other engine components

  7. Poor Treasure Management

  8. Keeping Gold over Copper for discarding
  9. Not planning ahead for activations

  10. Neglecting Action Supply

  11. Failing to secure enough villages
  12. Over-extending action chains

  13. Improper Timing

  14. Buying Stables too early without support
  15. Waiting too long in appropriate kingdoms

Advanced Techniques

  1. Treasure Cycling
  2. Use Stables to cycle through Treasures strategically
  3. Time discards for maximum effect

  4. Action Chaining

  5. Optimize order of operations
  6. Maintain flexibility in play sequences

  7. Density Management

  8. Calculate and maintain optimal Treasure ratios
  9. Adjust as engine develops

  10. Hybrid Strategies

  11. Combine with other draw sources
  12. Balance multiple engine components

Kingdom Analysis Examples

Strong Stables Kingdom: - Village - Market - Mine - Merchant - Stables Good support cards and Treasure synergies

Weak Stables Kingdom: - Chapel - Laboratory - Witch - Festival - Stables Better alternatives and anti-synergistic elements

Conclusion

Stables is a powerful but conditional draw card that requires careful deck construction and planning to use effectively. When properly supported, it can form the backbone of a strong engine while helping to filter through Treasures efficiently. Success with Stables comes from understanding its requirements and building appropriately around them.

Key Takeaways: 1. Maintain appropriate Treasure density 2. Balance trashing and support cards 3. Plan activation sequences 4. Consider kingdom context 5. Build proper support structure

With proper understanding and execution, Stables can be a valuable addition to many strategies and provide strong, reliable draw power throughout the game.