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[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.