Ironmonger
Basic Info
- Type: Action
- Cost: 4
- Effect: +1 Card / +1 Action / Reveal top of deck, may discard. If Action: +1 Action. Treasure: +$1. Victory: +1 Card.
Rating
Tier A. Premier $4 cantrip plus typed bonus. Versatile across builds.
Cantrip (no engine drag) + bonus per top-card type — discard junk Estates for +1 Card, snap Action for +1 Action, etc.
How to Play
$4 turn — Ironmonger top pick. Stack 2-4 in engine.
Each play, evaluate top-card type: Action / Treasure / Victory. Discard for the appropriate bonus or keep.
Mid-game, per-turn fire = compounding resource.
When to Pick / Skip
Almost always pick. Skip when:
- Pre-built engine.
- Short games.
- Strong attacks block engine.
Key Combos
Ironmonger + KC / TR: doubled.
Ironmonger + Cartographer / Watchtower: top control.
Ironmonger + Inn: shuffle.
Ironmonger + Engineer / University: gain.
Ironmonger + draw deck: stable.
Ironmonger + Scrying Pool: top reveal.
Synergies
- KC / TR: doubled.
- Cartographer / Watchtower: top control.
- Inn: shuffle.
- Engineer / University: gain.
- Big draw: engine.
- Scrying Pool.
Counters & Bad Matchups
- Pre-built engines.
- Short games.
- Strong attacks.
- Copper-loyal builds (action surplus).
Advanced Tips
Decide each play: Action top → +1 Action discard, Victory top → +1 Card discard, Treasure top → keep or +1 Coin.
KC + Ironmonger: +2 Cards / +2 Actions / 2 bonuses.
Cartographer / Watchtower for top-control = guaranteed bonus.
Mirror: more Ironmongers = more flex.
2-4 copies standard in engine.