[Dominion] Mountebank Card Guide - Strongest Curser & Copper Spreader
Rating of the Prosperity card Mountebank. Cost 5 Action-Attack. +2 Coin and gives every opponent a Curse + Copper unless they discard a Curse. Generally stronger than Witch.
Mountebank
Basic Info
- Type: Action - Attack
- Cost: 5
- Effect: +2 Coin. Each other player may discard a Curse. If they don't, they gain a Curse and a Copper.
Rating
One of the strongest cursing attacks in all of Dominion. Often rated above Witch (cost 5, +2 cards + Curse). Mountebank delivers double pollution — a Curse AND a Copper — and also gives you +2 coin to spend on more attacks or Provinces.
The key strength is curse-spreading efficiency. The "discard a Curse" option is a trap: if the opponent has a Curse to discard, they're forced into a tempo-loss decision (their hand effectively shrinks); if not, they take both Curse + Copper. Either way, your Mountebank cripples them.
Overall S+ tier. On Mountebank boards, it's a top-priority pickup. With a 5/2 opening, Mountebank is almost always the right turn-1 buy.
How to Play
5/2 opening — buy Mountebank turn 1. 4/3 — top priority on the first 5-coin turn. The second Mountebank matters: 2 copies empty the 10-Curse pile in 6-7 turns instead of 8-10.
Mid-game, fire Mountebank every turn. Pair with curse-trashing (Chapel, Altar, Remodel) so your own received Curses are handled.
End-game, even after the Curse pile empties, the +2 coin remains a useful economy contribution toward Province buys.
Mountebank Mirror
When both players run Mountebank, it becomes a Curse + Copper exchange. The first buyer wins; access to trashing (Chapel, Altar, Remodel, Masquerade) is decisive.
Unlike Witch, Mountebank forces the discard decision — having Curses in hand effectively shrinks opponent's hand size, an indirect draw attack.
Key Combos
Mountebank + Chapel/Altar: Trash own Curses and Coppers immediately while opponents struggle.
Mountebank + Throne Room: +4 coin, 2 Curses, 2 Coppers per play. Devastating board impact.
Mountebank + King's Court: Triple Mountebank = 3 Curses per turn. 2 turns empty the Curse pile entirely.
Mountebank + Smithy: Reliable Mountebank-drawing; Smithy +3 cards finds Mountebank consistently.
Mountebank + Fishing Village/Wharf (Seaside): Duration +1 Action eliminates terminal collisions.
Mountebank + Watchtower: Trash Curses/Coppers via Watchtower's reaction or top-deck them harmlessly.
Synergies
- Chapel: Bulk-trash own Curses/Coppers.
- Altar: Trash + gain combo.
- Throne Room: Doubled attack.
- King's Court: Tripled attack — Curse pile empties in 2 turns.
- Watchtower: Top-deck or trash gained Coppers/Curses.
- Smithy / Library: Drawing reliability.
- Fishing Village / Wharf: Duration enablers.
- Masquerade: Pass and trash Curses.
- Remodel / Expand: Curse → useful card.
Counters & Bad Matchups
- Reactions (Moat, Caravan Guard, Lighthouse): Block the attack entirely.
- Easy Curse-trashing supplies: Multiple trashers reduce Mountebank's pressure.
- 4-player games: 20 Curses available; pressure thins per player.
- Heavy terminal collisions: Mountebank is terminal Attack — needs Villages.
Advanced Tips
Buying the first Mountebank is paramount. On 5/2 or 4/3, the first 5-coin turn is almost always Mountebank. Even with Chapel competing, Chapel is normally the second buy.
Second Mountebank matters: doubles the Curse output rate, denies opponent recovery time.
Mountebank-BM variant: Open Mountebank → buy Silver → Smithy → Gold → Province. Curse spreader plus minimal deck construction.
Boards without trashing: When no trasher exists in supply, Curse recipients must hold Curses → Mountebank's value spikes massively.