[Dominion] Counting House Card Guide - Copper Recovery Specialist
Rating of the Prosperity card Counting House. Cost 5 Action. Look through your discard pile, reveal any number of Coppers, and put them into your hand.
Counting House
Basic Info
- Type: Action
- Cost: 5
- Effect: Look through your discard pile, reveal any number of Coppers, and put them into your hand.
Rating
A specialized one-trick pony that recovers Coppers from the discard pile. Right before a shuffle, can flip 8-10 Coppers into hand for an explosive turn.
Problems: terminal, discard-dependent, weak in Colony games, totally dead after a shuffle. Stability is awful.
Tier C overall. Only viable in BM-style decks that retain Coppers. Dead in trash-heavy or pure-engine decks.
Niche power: protects against Coppers gained via Mountebank/Pillage; thrives where Workshop variants flood the deck.
How to Play
Early: rarely the right $5 buy. Smithy, Gold, and Mountebank dominate.
Mid: pair with Banks/Jewels and time around shuffles. 7-10 Coppers in hand = $7-10 turn.
Late: enables Province + Duchy turns at $11+ with +1 Buy.
Shuffle awareness: never play just after a shuffle when discard pile is empty.
When to Pick / Skip
Pick when:
- No strong trasher (Coppers stay).
- Workshop-heavy boards keeping Coppers in motion.
- Mountebank/Pillage in play (Coppers gain).
- +1 Buy enables multi-card lategame turns.
Skip when:
- Chapel/Bishop saturate.
- Colony games (Copper devalued).
- Pure engines.
- Tiny decks where shuffle timing is hard.
1-2 copies typical.
Key Combos
Counting House + Cellar: Cellar discards Coppers, Counting House retrieves.
Counting House + Mountebank: Forced Coppers fed back into your hand.
Counting House + King's Court: 2-3 plays in one turn = massive recovery.
Counting House + Smithy: Smithy mines deck, finds CH while discard piles fill.
Counting House + Haven: Haven sets aside CH, plays next turn after discard fills.
Counting House + Throne Room: Double dip on a fat discard.
Synergies
- Cellar: Force-discard Coppers.
- Mountebank: Coppers from attack.
- King's Court: Multiplied recovery.
- Smithy: Draw to find CH.
- Haven: Timing control.
- Spice Merchant: +1 Buy enabler.
- Bank: Pairs with thick hand.
- Venture: Co-Treasure value.
Counters & Bad Matchups
- Chapel/Bishop: Strip Coppers, neutering CH.
- Colony games: Coppers worth less relative to Platinum.
- Pure engines: Coppers don't pile up.
- Tiny decks: Shuffle management impossible.
- Torturer/Minion: Hand attack removes CH.
Advanced Tips
Pre-shuffle peak: count deck, play CH the turn before reshuffle.
Multi-copy strategy: First CH retrieves all Coppers; second CH waits for discard to refill.
Cellar combo: Cellar discards Coppers, CH refills hand. Net: cycling for free.
Mountebank counter: Curse rush hurts you, but CH eats the Coppers.
Haven: Save CH for next turn when discard is full.
KC max: KC + CH + CH = double pull from refilled discard.
Province + Duchy: 10 Coppers + spare = $11. Need +1 Buy.
Mirror: Both running CH = restraint on early trash. Last to flush wins.
Post-shuffle weakness: Just after shuffle, discard is near-empty. Time CH plays carefully.