[Dominion] Moneylender Card Guide - Copper Trash + Coins
Rating of the Base set Moneylender. Cost 4 Action. Trash a Copper from hand for +3 Coins. Thinning + economy in one card.
Moneylender
Basic Info
- Type: Action
- Cost: 4
- Effect: You may trash a Copper from your hand. If you do, +3 Coins.
Rating
Terminal "trash a Copper for +3 coins." Combines thinning (one less Copper) with economy boost (+3, Silver-equivalent) in one card. Cost 4 with this dual function is strong.
The biggest strength is Big Money synergy. Decks with 7 starting Coppers can use Moneylender every turn for +3 coins (better than Silver) plus deck compression.
But once Coppers run out, Moneylender becomes a dead terminal. Limited to early-mid game effectiveness.
Overall B to A tier. Excellent Big Money support in Base. Strong on boards where Coppers stay relevant (non-Gardens strategies).
How to Play
4-coin opening: Moneylender is mid-tier. Competes with Remodel/Throne Room. Big Money plans favor Moneylender.
Mid-game: 1-2 Moneylenders. Beyond 2 risks Copper depletion.
End-game: With Coppers thinned, Moneylender becomes obsolete. Trash via Remodel/Apprentice.
Moneylender BM Strategy
Simple Big Money variant:
- T1-2: Silver/Moneylender or Silver/Silver
- T3-4: Add Moneylender
- T5+: Trash Coppers each turn, build Silver/Gold
Moneylender-BM can outpace Smithy-BM. Smithy-BM draws more, Moneylender-BM thins + economy. Compression + economy simultaneously is the edge.
Key Combos
Moneylender + Chapel: Chapel trashes Estates, Moneylender trashes Coppers. Two-stage thinning.
Moneylender + Throne Room: TR + Moneylender = 2 Coppers trashed + 6 coins. Province purchase guaranteed.
Moneylender + Witch: Curse opponents while compressing yourself.
Moneylender + Smithy: Compression + draw + economy.
Moneylender + Mine: Mine upgrades Treasures, Moneylender trashes Coppers. Treasure cleanup pair.
Synergies
- Silver / Gold: Moneylender's thinning boosts density.
- Chapel: Thinning support.
- Throne Room: Doubled trash + 6 coins.
- Witch: Compression + attack.
- Smithy / Council Room: Draw + economy.
- Remodel: Convert Coppers to Estates while Moneylender handles others.
- Apprentice (Alchemy): Trash Copper for draws (small since Copper is cost 0).
Counters & Bad Matchups
- Thinned decks: No Coppers, Moneylender whiffs.
- Gardens strategy: Deck-stuffing plan; trashing Coppers is counterproductive.
- Heavy terminal collisions: Moneylender is terminal — needs Villages.
- Better cards present: Forager (Dark Ages, 3) — non-terminal trash + scaling +1 coin. Strict upgrade.
Related Cards
- Forager (Dark Ages, 3): +1 action + trash + scaling +1 coin per unique trash type. Direct upgrade.
- Coppersmith (Intrigue, 3): Coppers worth +1 each play.
- Mine (Base, 5): Treasure upgrade.
- Masquerade (Intrigue, 3): Trash + card pass.
- Remodel (Base, 4): Trash + flexible gain.
- Monastery (Nocturne, 2/Night): Trash on gain.
Moneylender's "Copper-only trash + instant coins" is unique among trashers. Best Big Money trash support in Base.
Advanced Tips
When to play: Only when Copper is in hand. No-Copper hand = skip Moneylender, prioritize others.
Sequential play math: Moneylender every turn for 5-7 turns clears all 7 starting Coppers. Remaining = Silver/Gold/buys.
Second Moneylender: Useful early game with many Coppers; mid-late game Copper-poor decks make it redundant.
Province with Moneylender BM: Silver/Silver → Moneylender → Silver → Gold. Turn 8: 2 Golds + Moneylender + Copper trash + 3 = 8 coins for Province. 1-2 turns faster than Smithy-BM.
vs Forager: Forager is non-terminal scaling at cost 3. Moneylender is terminal +3 fixed at cost 4. With Forager available, prefer Forager.