This article was written by Jake.


Often ignored, Contraband is considered by many a weak card. A lot of the time it is, but that’s to the extent that Dominion has strong and weak cards.

What Dominion really has are commonly applicable and rarely applicable cards, and the best players look out for all possible advantages, all the time, on every board.

Contraband is guilty until proven innocent in terms of utility— it’s unwise to start your game plan by dreaming up uses for Contraband. Rather, one should identify their deckbuilding and endgame goals, then decide whether or not Contraband is an enabler.


Limitations- Why don’t you buy Contraband more often?

  • It’s rare for an opponent not to have some idea of what your goals are based on what your deck is doing, and by extension what the best card for your deck would be.This applies to every phase of the game (this is especially true for money-focused decks that don’t interact with much of the Kingdom).
  • Counting on your opponent making a mistake is a bad strategy– And relying on Contraband for payload is usually just that.
  • Playing more than one compounds the problem, making the card inherently unreliable, as you rarely want more than one.
  • At its worst in the in the endgame, as your opponent almost always knows which green card you need to buy.

A $5-cost card that doesn’t help you get control of your deck has the onus to deliver significant payload. Contraband does, but with the restriction that you’re required to do the second-best thing with your turn. If there’s one clear best thing, the opportunity cost is that thing (because a $5 buy probably could have advanced you toward it somehow).

For example, when you and your opponent are fighting over the last Avanto, Contraband probably isn’t welcome in your hand.
Whereas you’re usually content having to buy Blessed Village instead of Worker’s Village, or two Markets instead of a Grand Market.

Strengths and how to capitalize on them:

It’s cheaper than Gold, but the real strength lies in the extra buy. Non-terminal plus buy is kind of rare, and Contraband provides money to help use it, making it an efficient means of picking up two or more cards per turn so long as there isn’t one you need in particular.


-Situations to capitalize on these strengths

-Boards with many useful supply piles or redundancy (more than one source of plus action, draw, etc.).

-A way to profitably trash the Contraband once you’re done building.

-Events you want to buy

It’s also worth noting the advantage you have by giving your opponent as little information about your hand as possible. This means you normally play it as your first treasure, and that it’s weaker when you need to reveal cards from your hand mid-turn, like with Menagerie or Legionary.



Contraband is terrible in big money decks and terrible on boards with one or two piles key to a dominant strategy. However, on boards with multiple build-routes/useful components, its plus buy makes it an efficient means of shoving them into your deck en masse.

The key thing to remember is that Contraband can help you build your deck, but it does NOT help you win the game with your deck.

This entry was posted in Articles, General Strategy, Individual Card Analysis, Prosperity, Uncategorized. Bookmark the permalink.

1 Response to Contraband

  1. Jomini says:

    The single biggest reason to get Contraband is a lack of other +buy. Being able to get two cards a turn is huge – it lets you threaten with the Duchy pile, have more control over piling out, and very often you can trade off buying clutch cards on non-Contraband turns (e.g. village) while spiking two useful, less clutch cards (e.g. draw & coin) on the other turns. Buying three engine components every two turns is vastly faster than just getting one per turn. Just be sure to not play Contraband when you absolutely need a specific thing; use it other turns to get twice the stuff. This massively rewards deck tracking.

    The single best enabler of Contraband is alt-VP. The easiest case is with Fairgrounds. It is often easy to get them point equivalent to provinces and being able to swap point stacks works quite well. Other options – like Distant lands, Duke or less commonly Gardens/Silk roads are also huge enablers.

    It also works exceedingly well with Black market decks. Naming in mid turn is vastly less useful and the Bm provides massive alternative buys.

    The Remodel family works very well with Contraband. It is a bit clumsy, but you can use Contraband to get two cards (which otherwise may not be possible if you trash a lot of stuff & have no +buy) and then use Remodel/Upgrade to get what you really want.

    Page and Peasant both make Contraband much better. These allow you to make good on imbalanced decks and Contraband can let you stock up on cheap cards that become great in the mid to late game (e.g. Courtyard). Once you build out your deck, you can almost always just stop playing Contraband,

    Lastly, debt works well with Contraband. If your engine is regularly taking heavy debt, Contraband can allow you to pay down debt and still have that clutch +buy.

    If you tactically just don’t play Contraband you can get around its weakness. This means you have a $5 that is often dead … but that does not have to be every turn and many situations will make your “dead” turns far more valuable.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s