Royal Blacksmith
Basic Info
- Type: Action
- Cost: $8 (8 Debt)
- Effect: +5 Cards / Reveal your hand, discard each Copper revealed.
Rating
The premier big-draw terminal of Empires, paid with 8 Debt. A Smithy (+3 Cards) on steroids: +5 Cards plus mass-Copper trashing. Tier B+ to A-.
8 Debt locks your buys for several turns, but as an engine cornerstone it's elite. Annihilates synergy with Coppersmith / Money-handler builds, but ideal for engines that want Copper gone.
How to Play
Mid-game, after engine has revenue, gain 1-2 Royal Blacksmiths. Time the 8-Debt carefully.
Copper-discard fits engines that swap to Gold / Platinum / special treasures. Doesn't fit Copper-loyal builds.
+5 Cards beats Smithy and rivals Council Room (+4/+1 Buy). Terminal, so needs villages.
Use as the closer of a draw-deck engine for mass-Province turns.
When to Pick / Skip
Pick when:
- Strong villages / +Action exist for chaining.
- Engine wants Copper gone (no Coppersmith).
- Debt-payment is feasible.
- Big-money or hybrid draw is the plan.
Skip when:
- Coppersmith / Counting House / Merchant Guild builds.
- Short games where 8 Debt won't pay back in time.
- Weak village support — terminal collisions.
Key Combos
Royal Blacksmith + village: chain-draw engine.
Royal Blacksmith + King's Court: +10 Cards, Copper trash twice. Engine kill move.
Royal Blacksmith + draw-deck: cycle deck fully every turn.
Royal Blacksmith + Library: combine to oversize hand and dig for actions.
Royal Blacksmith + Mint: clear Debt instantly.
Royal Blacksmith + City / Capital: high-income debt pay.
Royal Blacksmith + Tribute / Borrow: extra coin to clear debt.
Synergies
- Strong villages (Border Village, Throne Room): chain.
- King's Court: doubled big draw.
- Remodel / Expand: $8 → Province.
- Grand Market: pairs with Debt-card economy.
- Borrow / Tax: Debt management.
- Trader / Mountebank counter: Copper handling.
- Capital: high income for Debt.
- Mint: snap-off Debt.
Counters & Bad Matchups
- Coppersmith / Money-handler: Copper-loyal builds break.
- Bank / Venture: Treasure-count economies suffer when Coppers go.
- Short games (Witch, Sea Hag): no time for 8-Debt.
- Terminal-collision boards.
- Heavy attacks (Witch, Mountebank): engine-disruption.
Advanced Tips
Pay Debt incrementally — even $1 at a time is legal.
KC + Royal Blacksmith: +10 Cards, double Copper trash, signature combo.
Copper-discard happens after the draw, from hand only — not deck.
Mid-late, Coppers dwindle to 0-1; the +5 Cards alone is still elite.
Royal Blacksmith → Province via Remodel / Expand for endgame snap.
In mirror, first to two RBs typically wins; Debt management decides tempo.