BasicsCost: 2
Description: Trash up to 4 cards from your hand.
Usage: Chapel can streamline your deck by removing the less effective cards to leave only the best ones. However, these optimized decks are vulnerable to attack and are weakened more (proportionately) by Provinces.
AdvantagesBest With: Minion, Laboratory
Any action card which allows you to draw additional cards into your hand (and to a lesser extent, additional actions) can help your deck realize its full potential on every turn. Additionally, some cards can help counter Chapel's vulnerability to attacks.
Minion- defends against Militia by drawing four new cards
- defends against Thief by reducing, or even eliminating, the need for treasure cards
- works best with Festival and Market, by adding coins and buys before Minion draws a new hand
Laboratory- defends against Militia by drawing cards without losing an action
- makes it easier to trash the maximum of four cards by drawing to larger hands
- works best with Gold treasure cards
Best Against: Witch, Spy
Chapel can trash the Curses that Witches give you, and Spy can't force you to draw weak cards if you've already trimmed your deck to contain only strong ones.
DisadvantagesWorst With: Gardens
The value of Gardens increases with the size of your deck, so trashing cards with Chapel would decrease the value of your Gardens.
Worst Against: Swindler, Militia, Bureaucrat, Thief
Getting hit with Militia before you've finished trimming your deck can force you to trash less cards than desired and/or skip buying new cards. Swindler, Bureaucrat and Thief all prey upon the increased frequency of their target cards that occurs in Chapel decks.
Links Game Balance... (Chapel is overpowered)Chapel trashing no cards