Cost: $5
Type: Action
Text: You may discard a Treasure. If you do, +3 Cards and +1 Action.
Here's a comprehensive strategy guide for Stables:
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
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
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
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:
Plaza These cards help maintain Treasure density while improving quality.
Treasure-Based Cards
Ventures Cards that benefit from high Treasure counts work well alongside Stables.
Sifting Effects
Trading Post Help find Treasures when needed for Stables activation.
Cost Reducers
Multiple Action Providers
Anti-Synergies:
Trading Post Can remove too many Treasures if not managed carefully.
Alternative Economy
Horn of Plenty Reduce reliance on Treasures, making Stables less reliable.
Terminal Draw
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
Rush strategies
Force deck bloat
Ruins givers
Compete for actions
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
Maintain sufficient density for reliability
Over-investing
Balance with other engine components
Poor Treasure Management
Not planning ahead for activations
Neglecting Action Supply
Over-extending action chains
Improper Timing
Advanced Techniques
Time discards for maximum effect
Action Chaining
Maintain flexibility in play sequences
Density Management
Adjust as engine develops
Hybrid Strategies
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.