[Dominion] Apothecary Card Guide - Copper/Potion Filterer
Rating of the Alchemy card Apothecary. Cost 2+P Action. +1 Card / +1 Action. Reveal top 4, take Coppers and Potions, replace rest in any order.
Apothecary
Basic Info
- Type: Action
- Cost: 2+P (requires Potion)
- Effect: +1 Card / +1 Action / Reveal the top 4 cards of your deck. Put the Coppers and Potions into your hand. Put the rest back in any order.
Rating
A unique cantrip that "filters" Coppers and Potions out of your deck. Beyond bare cantrip (Market's Village mode), it pulls Coppers/Potions into your hand for effective +3 cards in early game.
Biggest strength: explodes in Copper-heavy decks. With 7 starting Coppers, average 2-3 Coppers fly into hand per fire.
Tier A. Best on Alchemy boards before deck thinning. Late-game it tames toward bare cantrip but Potion-pulling stabilizes Potion strategies.
How to Play
Open Potion + Copper-friendly. Apothecary turns 3-4.
Mid: Fire each turn; Copper-rich = high draw.
Late: After thinning, Apothecary acts as Potion filter to keep Potion in play.
Draw Math
Apothecary reveals top 4 and pulls Coppers/Potions:
- Deck 20 / 10 Coppers → ~2 pulled (+2)
- Deck 20 / 7 Coppers → ~1.4 pulled
- Deck 20 / 3 Coppers → ~0.6 pulled
Strong early; tapers as Coppers thin.
Key Combos
Apothecary + Potion: Pulls itself / supports Potion-heavy plans.
Apothecary + Alchemist: Cantrip stacking.
Apothecary + Familiar: Witch effect + Apothecary thins/draws.
Apothecary + Vineyard: Action + score base.
Apothecary + Scrying Pool: Filter Coppers up = Pool sees more Actions.
Apothecary + Smithy: Smithy +3 + Apothecary Coppers = economy boost.
Synergies
- Potion: Required.
- Alchemist: Same draw lane.
- Familiar: Attack + thinning.
- Vineyard: Action density.
- Scrying Pool: Filtered Coppers up boosts Pool.
- Copper-keep strategies: Maximizes Apothecary.
Counters & Bad Matchups
- Copper-totally-trashed: Chapel-thin decks make Apothecary near-cantrip.
- Pure BM: Wasted Potion.
- Heavily thinned decks: Late-game weak.
Advanced Tips
Apothecary thrives on "Coppers stay." If your plan trashes all Coppers (Chapel), skip Apothecary.
2-3 Apothecaries chain via +1 Action, dumping Coppers into hand each turn.
Order returned cards: stack Actions for next turn's draw, push Estates back to bottom logic doesn't apply since they go on top — replace with Action/Treasure for advantageous order.
Early Apothecary is among the strongest opens — 2+P at turn 3-4 detonates Copper-rich early game.
Vineyard + Apothecary: Action density + Apothecary draw fuels both.
Apothecary vs Alchemist: Apothecary is +1 / Alchemist is +2; together perfect. Buy both ideally.