Create a deck for each player, comprising Estate1 VP
Cost: 2 Coins
and Haunted Mirror1 Coin
When you trash this, you may discard an Action card, to gain a Ghost from its pile.
Cost: 0 Coins
Copper1 Coin
Cost: 0 Coins
DominionClick to exclude Dominion: MoneylenderClick to veto MoneylenderTrash a Copper from your hand. If you do, +3 coins.
Cost: 4 Coins
SeasideClick to exclude Seaside: CaravanClick to veto Caravan+1 Card
+1 Action

At the start of your next turn, +1 Card.
Cost: 4 Coins
Seaside Update PackClick to exclude Seaside Update Pack: Tide PoolsClick to veto Tide Pools+3 Cards
+1 Action

At the start of your next turn, discard 2 cards.
Cost: 4 Coins
AlchemyClick to exclude Alchemy: Potion
Cost: 4 Coins
Scrying PoolClick to veto Scrying Pool+1 Action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action. Put all of your revealed cards into your hand.
Cost: 2 Coins + 1 Potion
HinterlandsClick to exclude Hinterlands: Jack of All TradesClick to veto Jack of All TradesGain a Silver. Look at the top card of your deck; discard it or put it back. Draw until you have 5 cards in hand. You may trash a card from your hand that is not a Treasure.
Cost: 4 Coins
TraderClick to veto TraderTrash a card from your hand. Gain a number of Slivers equal to its cost in coins. When you would gain a card, you may reveal this from your hand. If you do, instead gain a Silver.
Cost: 4 Coins
AdventuresClick to exclude Adventures: Event BorrowClick to veto Borrow+1 Buy
Once per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin.
Cost: 0 Coins
EmpiresClick to exclude Empires: Landmark BattlefieldClick to veto BattlefieldWhen you gain a Victory card, take 2 VP Tokens from here. Setup: Put 6 VP Tokens here per player.
NocturneClick to exclude Nocturne: GhostReveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice. (This is not in the Supply.)
Cost: 4 Coins
CemeteryClick to veto Cemetery2 VP
When you gain this, trash up to 4 cards from your hand.
Cost: 4 Coins
Faithful HoundClick to veto Faithful Hound+2 Cards
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Cost: 2 Coins
MenagerieClick to exclude Menagerie: Horse+2 Cards
+1 Action

Return this to its pile. (This is not in the Supply.)
Cost: 0 Coins
SleighClick to veto SleighGain 2 Horses. When you gain a card, you may discard this, to put that card into your hand or onto your deck.
Cost: 2 Coins
AlliesClick to exclude Allies: BaubleClick to veto BaubleChoose two different options: +1 Buy; +1 Coin; +1 Favor; this turn, when you gain a card, you may put it onto your deck.
Cost: 2 Coins
Ally Island FolkClick to veto Island FolkAt the end of your turn, if the previous turn wasn't yours, you may spend 5 Favors to take another turn.
Cost: 0 Coins
Other components these cards require:
Players: 2 3 4 5 6 whatever
(Selecting anything above will remember which kingdom cards are currently selected. Click the button below to reset.)
Select new cards with these criteria
Excluded sets:
Click on a set name to exclude it. Click on a card to veto it. Excluded sets and vetoed cards are listed just above here; click on them to include them again.
Select up to / precisely 2 Event/Landmark/Project/Trait/Way cards.
Exclude / Include deprecated cards.
List cards alphabetically
Enable background colors