Coppersmith
(Created page with "{{Cardbox| |Card = Coppersmith |Cost = 4 |Set = Intrigue |Type = Action |Illustrator = |Text = Copper produces an extra $1 this turn. }} == FAQ == === Official FAQ...") |
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|Set = Intrigue | |Set = Intrigue | ||
|Type = [[Action]] | |Type = [[Action]] | ||
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|Text = Copper produces an extra $1 this turn. | |Text = Copper produces an extra $1 this turn. | ||
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== FAQ == | == FAQ == | ||
=== Official FAQ === | === 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 3 coins. | |
=== Other Rules clarifications === | === Other Rules clarifications === | ||
+ | It does not affect the value of Coppers you have already played this turn via [[Black Market]]. | ||
== Strategy Article == | == Strategy Article == | ||
+ | There is no strategy article on Coppersmith, though it was mentioned [http://dominionstrategy.com/2012/02/24/the-five-worst-4-cards-2011/ here] by theory. | ||
+ | |||
+ | Coppersmith is the archetype for all situational $4 cards. 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 +$3, but as the game goes on you never match the same level of Copper density, and Coppersmith becomes “Spend an Action for +$1″. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * [[Tactician]] | ||
+ | * [[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 | ||
+ | * [[Apothecary]] | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * Weak draw | ||
+ | * Strong [[trashing]] | ||
+ | * Lack of an engine | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === | ||
− | + | {{Quote|Text=One of the times when I took something out and needed to replace it, I tried specifically to think of a new way to build up your money. This was the result. Double your Coppers! There are several directions to go with Coppersmith, but it's one of the trickier cards in the set. Those Coppersmith decks don't just build themselves.|Name=[[Donald X. Vaccarino]] | |
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 from the Secret History of the Intrigue cards]}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 20:50, 30 October 2012
Coppersmith | |
---|---|
Cost | 4 |
Type | [[Action]] |
Set/Expansion | Intrigue |
Illustrator | Claus Stephan |
Copper produces an extra $1 this turn. |
Contents |
FAQ
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 3 coins.
Other Rules clarifications
It does not affect the value of Coppers you have already played this turn via Black Market.
Strategy Article
There is no strategy article on Coppersmith, though it was mentioned here by theory.
Coppersmith is the archetype for all situational $4 cards. 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 +$3, but as the game goes on you never match the same level of Copper density, and Coppersmith becomes “Spend an Action for +$1″.
Synergies/Combos
- Tactician
- 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
- Apothecary
Antisynergies
- Weak draw
- Strong trashing
- Lack of an engine
Trivia
Secret History