|Copper produces an extrathis turn.|
Coppersmith is an Action card from the first edition of Intrigue. When played, it increases the value of Copper that you play later in the turn. It can be extremely powerful in deck-drawing engines that have not gotten rid of their Copper, but is weak when there's no way to guarantee that you get it in hand with a few Coppers; as you buy more and more good cards, Coppersmith starts doing less and less for you on a typical hand. It is somewhat similar to a Bank, but it ignores Silver and Gold.
It was removed from the second edition of Intrigue.
 Official FAQ
- This just changes how much money you get when playing Copper.
- The effect is cumulative; if you use Throne Room on Coppersmith, each Copper that you play that turn will produce .
 Other Rules clarifications
 Strategy Article
There is no strategy article on Coppersmith, though it was mentioned here by theory.
Coppersmith is the archetype for all situationalcards. When it shines, it really shines; when it is bad, it’s really bad.
Unfortunately, the latter is more common than the former. What Coppersmith needs is big draw coupled with lots of Coppers. In practice, you can’t get that much reliable draw with many Coppers in your deck. Aside from edge cases like Tactician/Coppersmith/Warehouse, most of the time, Coppersmith either lacks the handsize for its Coppers, or lacks the Coppers for its handsize. And so it’s situational, but its situation happens to be inherently contradictory.
Add to the fact that it’s terminal, and you find yourself with a big liability if it doesn’t work out. Sure, on Turns 3 and 4 you might get away with a +, but as the game goes on you never match the same level of Copper density, and Coppersmith becomes "Spend an Action for + ".
There is one general situation in which you do want Coppersmith: when you
- have an engine that will reliably draw your whole deck...
- without needing you to trash your starting Coppers...
- which has +Buy to make use of huge numbers of coins.
In that case, Coppersmith is essentially a terminal +, and a good investment.
- Engines that draw your whole deck even with no trashing, such as with Wharf or King's Court
- Cute tricks with Counting House might count, though they're unlikely to work in a serious game
- Upgrade, Remodel, Expand or Develop to get it out of your deck if you've used it to spike a T3/4 Gold
- Weak draw
- Strong trashing
- Lack of an engine
 Alternate versions
 In other languages
- Chinese: 銅匠 (pron. tóngjiang)
- Czech: Měditepec
- Dutch: Kopersmid
- Finnish: Kupariseppä
- French: Chaudronnier
- German: Kupferschmied
- Hungarian: Rézműves
- Italian: Battirame
- Japanese: 銅細工師 (pron. dōsaikushi)
- Korean: 동세공인 (pron. dongsegong-in)
- Norwegian: Kobbersmed
- Polish: Mennica (lit. mint)
- Russian: Медник (pron. myednik)
- Spanish: Artesano del Cobre
 Secret History
 Second Edition Removal