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[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:

  1. T1-2: Silver/Moneylender or Silver/Silver
  2. T3-4: Add Moneylender
  3. 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.