Beggar

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'''Beggar''' is an [[Action]]-[[Reaction]]card from [[Dark Ages]]. When played as an Action, it gains three [[Copper]]s, putting them in your hand, so you get an effective +{{Cost|3}} this turn at the cost of gaining three Coppers, which is usually a penalty. When revealed and discarded as a reaction, it gains you two [[Silver]]s, putting one on top of your deck - an effective defense against [[trashing attack]]s, since they'll hit your new Silver, and a defense against some [[discard attack]]s which only force you to discard down to 4.  
+
'''Beggar''' is an [[Action]]-[[Reaction]] card from [[Dark Ages]]. When played as an Action, it gains three [[Copper]]s, putting them in your hand, so you get an effective +{{Cost|3}} this turn at the cost of gaining three Coppers, which is usually a penalty. When revealed and discarded as a reaction, it gains you two [[Silver]]s, putting one on top of your deck - an effective defense against [[trashing attack]]s, since they'll hit your new Silver, and a defense against some [[discard attack]]s which only force you to discard down to 4.  
 
   
 
   
 
== FAQ ==
 
== FAQ ==
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Beggar is the new {{Card|Copper}} hipster. When we were all introduced to Dominion, we thought Coppers were cool. Who would want to trash them? Hipster {{Card|Chapel}}, I guess. But, as time went by, we all realized that trashing Coppers was fun, and the hipsters started saying they liked Chapel before it was cool. Now the hipsters are back into Copper, and Beggar is their new retro king.
 
Beggar is the new {{Card|Copper}} hipster. When we were all introduced to Dominion, we thought Coppers were cool. Who would want to trash them? Hipster {{Card|Chapel}}, I guess. But, as time went by, we all realized that trashing Coppers was fun, and the hipsters started saying they liked Chapel before it was cool. Now the hipsters are back into Copper, and Beggar is their new retro king.
  
Before considering how to use it, let's take a look at what Beggar does. The action part is pretty simple, right? Gain 3 Coppers into your hand. But, it's more subtle than that. Beggar can be seen as a [[terminal]]{{Card|Gold}} that comes with the drawback of three more Coppers in your deck. The reaction part of Beggar gains you two [[Silvers]], one on top of your deck. This is also more subtle than it looks, and depends on what [[Attack]]card it is reacting to, as we will discuss in a bit.
+
Before considering how to use it, let's take a look at what Beggar does. The action part is pretty simple, right? Gain 3 Coppers into your hand. But, it's more subtle than that. Beggar can be seen as a [[terminal]] {{Card|Gold}} that comes with the drawback of three more Coppers in your deck. The reaction part of Beggar gains you two [[Silvers]], one on top of your deck. This is also more subtle than it looks, and depends on what [[Attack]] card it is reacting to, as we will discuss in a bit.
  
 
=== As an Action ===
 
=== As an Action ===
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Another general use for Beggar is as a late-game buy to keep your money going strong as you start to green. If you can pick up a Beggar with an extra buy when you expect to see it only once or twice more until the end of the game, it can be used as a terminal Gold without worrying about the Coppers hurting your deck too much. In non-trimmed decks, this can make all the difference in hitting {{Cost|8}} more often than your opponent, and in thinned engine decks, it can boost you to {{Cost|16}} for the all-important double Province or {{Cost|13}} for Province + {{Card|Duchy}}.
 
Another general use for Beggar is as a late-game buy to keep your money going strong as you start to green. If you can pick up a Beggar with an extra buy when you expect to see it only once or twice more until the end of the game, it can be used as a terminal Gold without worrying about the Coppers hurting your deck too much. In non-trimmed decks, this can make all the difference in hitting {{Cost|8}} more often than your opponent, and in thinned engine decks, it can boost you to {{Cost|16}} for the all-important double Province or {{Cost|13}} for Province + {{Card|Duchy}}.
  
Early Beggars aren't good in straight [[Big Money]]or BM+draw decks - they conflict with drawing terminals, and aren't good enough on their own since the Coppers slow things down a bit too much. They also aren't good early in engines, where they put too many Coppers between important engine parts. As mentioned above, Beggar can be worthwhile later in both of these types of decks as a boost to large payoffs. In {{Card|Curse}} or [[Ruins]]slogs where you aren't as worried about a few extra Coppers, Beggar can be more effective early, since it can help buy important Attack cards and Provinces and Duchies later. Additionally, Beggar's reaction provides a benefit when hit by the Attack cards that are slowing down the game.
+
Early Beggars aren't good in straight [[Big Money]] or BM+draw decks - they conflict with drawing terminals, and aren't good enough on their own since the Coppers slow things down a bit too much. They also aren't good early in engines, where they put too many Coppers between important engine parts. As mentioned above, Beggar can be worthwhile later in both of these types of decks as a boost to large payoffs. In {{Card|Curse}} or [[Ruins]] slogs where you aren't as worried about a few extra Coppers, Beggar can be more effective early, since it can help buy important Attack cards and Provinces and Duchies later. Additionally, Beggar's reaction provides a benefit when hit by the Attack cards that are slowing down the game.
  
 
One situation when extra Coppers don't hurt much is if you aiming for [[Alt-VP|alternative Victory cards]]. {{Card|Gardens}} are a natural fit, since playing Beggar allows you to gain 4 cards on a turn and all but guarantees enough money for a Gardens (see below for more detailed analysis). Beggar works decently well with other alt-VPs, namely {{Card|Silk Road}} and {{Card|Duke}}, and possibly {{Card|Feodum}} if your opponents are going heavy on the Attacks. These strategies require a heavy density of Beggars, which is probably easiest to achieve if there is a source of cheap +Buy, especially if it is non-terminal such as {{Card|Hamlet}}, {{Card|Worker's Village}}, {{Card|Forager}}, or {{Card|Market Square}}. In these games you will want to load up on 4 or 5 Beggars, and then start hitting the Victory cards. Note that in games without cheap +Buy, these strategies will more likely end up being slogs than rushes.
 
One situation when extra Coppers don't hurt much is if you aiming for [[Alt-VP|alternative Victory cards]]. {{Card|Gardens}} are a natural fit, since playing Beggar allows you to gain 4 cards on a turn and all but guarantees enough money for a Gardens (see below for more detailed analysis). Beggar works decently well with other alt-VPs, namely {{Card|Silk Road}} and {{Card|Duke}}, and possibly {{Card|Feodum}} if your opponents are going heavy on the Attacks. These strategies require a heavy density of Beggars, which is probably easiest to achieve if there is a source of cheap +Buy, especially if it is non-terminal such as {{Card|Hamlet}}, {{Card|Worker's Village}}, {{Card|Forager}}, or {{Card|Market Square}}. In these games you will want to load up on 4 or 5 Beggars, and then start hitting the Victory cards. Note that in games without cheap +Buy, these strategies will more likely end up being slogs than rushes.
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Similarly, {{Card|Counting House}} can be a good partner in an otherwise mediocre kingdom - you can easily get more than enough Coppers in your deck to get Colonies. Also, since Begger is a terminal Gold, it is easy to hit early {{Cost|5}} to get the Counting Houses. This should come with the usual caveat that Counting House is not a good card, and should only be attempted if no strong strategies are present.
 
Similarly, {{Card|Counting House}} can be a good partner in an otherwise mediocre kingdom - you can easily get more than enough Coppers in your deck to get Colonies. Also, since Begger is a terminal Gold, it is easy to hit early {{Cost|5}} to get the Counting Houses. This should come with the usual caveat that Counting House is not a good card, and should only be attempted if no strong strategies are present.
  
{{Card|Bank}} can also be one of Beggar's best friends (which is sort of ironic when you think about it). Bank has several properties that make it work well with Beggar. It is a Treasure, so you can play Beggar and Bank on the same turn without any [[Villages]](unlike Counting House and [[Coppersmith]]). Beggars can help hit the high {{Cost|7}} cost early in the game. Plus, each time you play a Beggar and a Bank in the same hand, you are already guaranteed {{Cost|7}}, which means you just need a Copper more to hit Province.
+
{{Card|Bank}} can also be one of Beggar's best friends (which is sort of ironic when you think about it). Bank has several properties that make it work well with Beggar. It is a Treasure, so you can play Beggar and Bank on the same turn without any [[Villages]] (unlike Counting House and [[Coppersmith]]). Beggars can help hit the high {{Cost|7}} cost early in the game. Plus, each time you play a Beggar and a Bank in the same hand, you are already guaranteed {{Cost|7}}, which means you just need a Copper more to hit Province.
  
{{Card|Gardens}} may be Beggars most powerful combo. Unlike just about any other board, it may be optimal to buy a straight Victory card on turn 1 or 2 with the [[opening]]Gardens/Beggar. This allows you to get a jump on the Gardens pile to almost guarantee an even split of the Gardens, if not a split in your favor. According to simulations performed by DStu, just buying Gardens / ([[Estate]]when Gardens are low) / Beggar / Copper wins against a basic {{Card|Workshop}} / Gardens bot 80% of the time. When your opponent is not rushing the Gardens, you should buy Duchies once the Gardens are gone to help 3-pile and get more VP. This wins against a [[DoubleJack]]bot 75% of the time.
+
{{Card|Gardens}} may be Beggars most powerful combo. Unlike just about any other board, it may be optimal to buy a straight Victory card on turn 1 or 2 with the [[opening]] Gardens/Beggar. This allows you to get a jump on the Gardens pile to almost guarantee an even split of the Gardens, if not a split in your favor. According to simulations performed by DStu, just buying Gardens / ([[Estate]] when Gardens are low) / Beggar / Copper wins against a basic {{Card|Workshop}} / Gardens bot 80% of the time. When your opponent is not rushing the Gardens, you should buy Duchies once the Gardens are gone to help 3-pile and get more VP. This wins against a [[DoubleJack]] bot 75% of the time.
  
 
Even though Coppersmith + Beggar intuitively seems like it would work well, I think most of the time it will end up being more of a nombo than a combo. Coppersmith likes Coppers, but more of the time it prefers you just draw your starting Coppers on the same turn you play Coppersmith, not that you actually gain extra Coppers. Playing Village then Beggar then Coppersmith is doable, though unlikely. And once you have played Beggar a few times, the extra Coppers make it difficult to line up your Village + draw + Coppersmith for the big hands. If you are playing Beggar a lot, you may be able to expect at least 3 Coppers in hand with your Coppersmith, though you will be unlikely to hit the necessary 4 for a Province.
 
Even though Coppersmith + Beggar intuitively seems like it would work well, I think most of the time it will end up being more of a nombo than a combo. Coppersmith likes Coppers, but more of the time it prefers you just draw your starting Coppers on the same turn you play Coppersmith, not that you actually gain extra Coppers. Playing Village then Beggar then Coppersmith is doable, though unlikely. And once you have played Beggar a few times, the extra Coppers make it difficult to line up your Village + draw + Coppersmith for the big hands. If you are playing Beggar a lot, you may be able to expect at least 3 Coppers in hand with your Coppersmith, though you will be unlikely to hit the necessary 4 for a Province.
  
A few other cards may combo decently depending on the board. {{Card|Stables}} will enjoy guaranteed Coppers to discard, though the Copper flood will limit the ability to build an engine. {{Card|Philosopher's Stone}}, like Gardens, likes a thick deck and may be a decent option, especially with other [[Potion]]-cost cards present. If you have a {{Card|Trader}} in hand, you can Beggar for 3 Silvers, albiet ones that go to your discard pile instead of your hand. {{Card|Counterfeit}}, {{Card|Moneylender}}, and [[Spice Trader]]can all trash Coppers for benefit, though in most cases it won't be enough of a benefit to make it worth gaining Coppers just to trash them.  
+
A few other cards may combo decently depending on the board. {{Card|Stables}} will enjoy guaranteed Coppers to discard, though the Copper flood will limit the ability to build an engine. {{Card|Philosopher's Stone}}, like Gardens, likes a thick deck and may be a decent option, especially with other [[Potion]]-cost cards present. If you have a {{Card|Trader}} in hand, you can Beggar for 3 Silvers, albiet ones that go to your discard pile instead of your hand. {{Card|Counterfeit}}, {{Card|Moneylender}}, and [[Spice Trader]] can all trash Coppers for benefit, though in most cases it won't be enough of a benefit to make it worth gaining Coppers just to trash them.  
  
As mentioned earlier, Beggar can boost you into the expensive card zone early on, with Bank being the star of the show. Additionally, depending on the Kingdom, expensive cards like {{Card|Goons}}, {{Card|Hunting Grounds}}, {{Card|Forge}}, and {{Card|Altar}} may be worth the sacrifice of having 3 extra Coppers to buy them early. On the other hand, cards like {{Card|Grand Market}}, {{Card|King's Court}}, {{Card|Border Village}}, and {{Card|Expand}} conflict with having lots of Coppers around, making an early Beggar not worthwhile to get to them. If you need to hit {{Cost|5}} on your first reshuffle for some important card ([[Witch]]and {{Card|Mountebank}} come to mind), Beggar all but guarantees their purchase while giving some defense if your opponent is also grabbing attacks.
+
As mentioned earlier, Beggar can boost you into the expensive card zone early on, with Bank being the star of the show. Additionally, depending on the Kingdom, expensive cards like {{Card|Goons}}, {{Card|Hunting Grounds}}, {{Card|Forge}}, and {{Card|Altar}} may be worth the sacrifice of having 3 extra Coppers to buy them early. On the other hand, cards like {{Card|Grand Market}}, {{Card|King's Court}}, {{Card|Border Village}}, and {{Card|Expand}} conflict with having lots of Coppers around, making an early Beggar not worthwhile to get to them. If you need to hit {{Cost|5}} on your first reshuffle for some important card ([[Witch]] and {{Card|Mountebank}} come to mind), Beggar all but guarantees their purchase while giving some defense if your opponent is also grabbing attacks.
  
 
=== As a Reaction ===
 
=== As a Reaction ===
 
You rarely want to buy Beggar solely for its reaction. But, if you were thinking about it anyway for its Action, you may be swayed further by its reactionary ability. Beggar is often happy to be hit by an Attack card. Gaining 2 Silvers is very good, unless you're going for a Treasureless deck, in which case why would you buy Beggar in the first place? Unlike {{Card|Moat}}, and somewhat like {{Card|Horse Traders}}, Beggar's reaction acts differently depending on what attack triggers it, making it a better defense against some Attacks than others.
 
You rarely want to buy Beggar solely for its reaction. But, if you were thinking about it anyway for its Action, you may be swayed further by its reactionary ability. Beggar is often happy to be hit by an Attack card. Gaining 2 Silvers is very good, unless you're going for a Treasureless deck, in which case why would you buy Beggar in the first place? Unlike {{Card|Moat}}, and somewhat like {{Card|Horse Traders}}, Beggar's reaction acts differently depending on what attack triggers it, making it a better defense against some Attacks than others.
  
Junkers: Beggar's reaction is probably weakest against [[Curser]]s and [[Looter]]s. You still get the Silvers, but no other advantage. On the other hand, Beggar's action can be good in {{Card|Curse}} and [[Ruins]]slogs, so Beggar may still be worthwhile in these games. Beggar pairs well with {{Card|Ambassador}}, both for its action and reaction abilities.
+
Junkers: Beggar's reaction is probably weakest against [[Curser]]s and [[Looter]]s. You still get the Silvers, but no other advantage. On the other hand, Beggar's action can be good in {{Card|Curse}} and [[Ruins]] slogs, so Beggar may still be worthwhile in these games. Beggar pairs well with {{Card|Ambassador}}, both for its action and reaction abilities.
  
[[Discard attack]]s: Beggar is very good against many discard attacks. Against a [[vanilla]] discard attack like {{Card|Militia}}, Beggar allows you to discard it to gain 2 Silvers, while reducing your hand size so that you have to discard one fewer card. This works great against {{Card|Militia}}, {{Card|Goons}}, {{Card|Ghost Ship}}, and {{Card|Urchin}}/{{Card|Mercenary}}, and decently against {{Card|Margrave}}. Beggar is an excellent counter to {{Card|Pillage}}, since it removes itself from your hand, giving you 4 cards which makes you immune to Pillage. Similarly, Beggar allows you to dodge [[Minions]]if you wish, or you can choose not to reveal it if you don't like your hand. Beggar is bad against the targeted discards of {{Card|Cutpurse}} and {{Card|Bureaucrat}}, which don't care about handsize.
+
[[Discard attack]]s: Beggar is very good against many discard attacks. Against a [[vanilla]] discard attack like {{Card|Militia}}, Beggar allows you to discard it to gain 2 Silvers, while reducing your hand size so that you have to discard one fewer card. This works great against {{Card|Militia}}, {{Card|Goons}}, {{Card|Ghost Ship}}, and {{Card|Urchin}}/{{Card|Mercenary}}, and decently against {{Card|Margrave}}. Beggar is an excellent counter to {{Card|Pillage}}, since it removes itself from your hand, giving you 4 cards which makes you immune to Pillage. Similarly, Beggar allows you to dodge [[Minions]] if you wish, or you can choose not to reveal it if you don't like your hand. Beggar is bad against the targeted discards of {{Card|Cutpurse}} and {{Card|Bureaucrat}}, which don't care about handsize.
  
 
Deck Inspection Attacks: Though cards like {{Card|Spy}} and {{Card|Scrying Pool}} will usually discard the topdecked Silver, they are often played frequently and therefore you can expect them to be played when you have Beggar in hand. Beggar is not as good against {{Card|Rabble}}, {{Card|Fortune Teller}}, or {{Card|Oracle}}, which will discard the topdecked Silver. It is pretty decent against {{Card|Jester}}, which prefers to hit your really good cards or your really bad cards; Silver is in the middle ground which gives your opponent the least advantage.
 
Deck Inspection Attacks: Though cards like {{Card|Spy}} and {{Card|Scrying Pool}} will usually discard the topdecked Silver, they are often played frequently and therefore you can expect them to be played when you have Beggar in hand. Beggar is not as good against {{Card|Rabble}}, {{Card|Fortune Teller}}, or {{Card|Oracle}}, which will discard the topdecked Silver. It is pretty decent against {{Card|Jester}}, which prefers to hit your really good cards or your really bad cards; Silver is in the middle ground which gives your opponent the least advantage.

Revision as of 04:03, 13 November 2012

Beggar
Beggar.jpg
Info
Cost $
Type(s) Action - Reaction
Kingdom card? Yes
Set Dark AgesDark Ages icon.png
Illustrator(s) Garrett DeChellis
Card text
Gain 3 Coppers, putting them into your hand.
When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck.

Beggar is an Action-Reaction card from Dark Ages. When played as an Action, it gains three Coppers, putting them in your hand, so you get an effective +$3 this turn at the cost of gaining three Coppers, which is usually a penalty. When revealed and discarded as a reaction, it gains you two Silvers, putting one on top of your deck - an effective defense against trashing attacks, since they'll hit your new Silver, and a defense against some discard attacks which only force you to discard down to 4.

Contents

FAQ

Official FAQ

  • When you play this, you gain three Coppers from the Supply, putting them into your hand.
  • If there are not three Coppers left, just gain as many as you can.
  • When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile.
  • If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.

Other Rules clarifications

Strategy Article

Original article by Schneau on the forums.

Beggar is the new CopperCopper.jpg hipster. When we were all introduced to Dominion, we thought Coppers were cool. Who would want to trash them? Hipster ChapelChapel.jpg, I guess. But, as time went by, we all realized that trashing Coppers was fun, and the hipsters started saying they liked Chapel before it was cool. Now the hipsters are back into Copper, and Beggar is their new retro king.

Before considering how to use it, let's take a look at what Beggar does. The action part is pretty simple, right? Gain 3 Coppers into your hand. But, it's more subtle than that. Beggar can be seen as a terminal GoldGold.jpg that comes with the drawback of three more Coppers in your deck. The reaction part of Beggar gains you two Silvers, one on top of your deck. This is also more subtle than it looks, and depends on what Attack card it is reacting to, as we will discuss in a bit.

As an Action

So, when would you want to use Beggar? Didn't we all learn long ago that Coppers are bad? Well, yes, they are bad in many engines. But, as most things in Dominion, it isn't as simple as that and it depends on the kingdom. Even in a thin engine, there may be a time and place for Beggar.

The thing to realize about Beggar is that $3 on a terminal Action is really good, especially on a $2 card. With a terminal Gold, it is easy to hit $5, $6, and even $7 on early hands, making it easier to get those important high-cost cards. The only downside is that you now have Copper clogging your deck. So, if you can play it in situations when you don't mind the extra Copper, it can be fantastic.

Another general use for Beggar is as a late-game buy to keep your money going strong as you start to green. If you can pick up a Beggar with an extra buy when you expect to see it only once or twice more until the end of the game, it can be used as a terminal Gold without worrying about the Coppers hurting your deck too much. In non-trimmed decks, this can make all the difference in hitting $8 more often than your opponent, and in thinned engine decks, it can boost you to $16 for the all-important double Province or $13 for Province + DuchyDuchy.jpg.

Early Beggars aren't good in straight Big Money or BM+draw decks - they conflict with drawing terminals, and aren't good enough on their own since the Coppers slow things down a bit too much. They also aren't good early in engines, where they put too many Coppers between important engine parts. As mentioned above, Beggar can be worthwhile later in both of these types of decks as a boost to large payoffs. In CurseCurse.jpg or Ruins slogs where you aren't as worried about a few extra Coppers, Beggar can be more effective early, since it can help buy important Attack cards and Provinces and Duchies later. Additionally, Beggar's reaction provides a benefit when hit by the Attack cards that are slowing down the game.

One situation when extra Coppers don't hurt much is if you aiming for alternative Victory cards. GardensGardens.jpg are a natural fit, since playing Beggar allows you to gain 4 cards on a turn and all but guarantees enough money for a Gardens (see below for more detailed analysis). Beggar works decently well with other alt-VPs, namely Silk RoadSilk Road.jpg and DukeDuke.jpg, and possibly FeodumFeodum.jpg if your opponents are going heavy on the Attacks. These strategies require a heavy density of Beggars, which is probably easiest to achieve if there is a source of cheap +Buy, especially if it is non-terminal such as HamletHamlet.jpg, Worker's VillageWorker's Village.jpg, ForagerForager.jpg, or Market SquareMarket Square.jpg. In these games you will want to load up on 4 or 5 Beggars, and then start hitting the Victory cards. Note that in games without cheap +Buy, these strategies will more likely end up being slogs than rushes.

Specific Card Combos

Some Action cards don't mind having a pile of Coppers around. ApothecaryApothecary.jpg might be the strongest combo here, where Beggar can be the terminal after an Apothecary chain. The Apothecaries will just sweep up those extra Coppers to easily get to Province or ColonyColony.jpg range. Non-terminal +Buy would definitely help here, both for Apothecary+ buys as well as Province+ buys.

Similarly, Counting HouseCounting House.jpg can be a good partner in an otherwise mediocre kingdom - you can easily get more than enough Coppers in your deck to get Colonies. Also, since Begger is a terminal Gold, it is easy to hit early $5 to get the Counting Houses. This should come with the usual caveat that Counting House is not a good card, and should only be attempted if no strong strategies are present.

BankBank.jpg can also be one of Beggar's best friends (which is sort of ironic when you think about it). Bank has several properties that make it work well with Beggar. It is a Treasure, so you can play Beggar and Bank on the same turn without any Villages (unlike Counting House and Coppersmith). Beggars can help hit the high $7 cost early in the game. Plus, each time you play a Beggar and a Bank in the same hand, you are already guaranteed $7, which means you just need a Copper more to hit Province.

GardensGardens.jpg may be Beggars most powerful combo. Unlike just about any other board, it may be optimal to buy a straight Victory card on turn 1 or 2 with the opening Gardens/Beggar. This allows you to get a jump on the Gardens pile to almost guarantee an even split of the Gardens, if not a split in your favor. According to simulations performed by DStu, just buying Gardens / (Estate when Gardens are low) / Beggar / Copper wins against a basic WorkshopWorkshop.jpg / Gardens bot 80% of the time. When your opponent is not rushing the Gardens, you should buy Duchies once the Gardens are gone to help 3-pile and get more VP. This wins against a DoubleJack bot 75% of the time.

Even though Coppersmith + Beggar intuitively seems like it would work well, I think most of the time it will end up being more of a nombo than a combo. Coppersmith likes Coppers, but more of the time it prefers you just draw your starting Coppers on the same turn you play Coppersmith, not that you actually gain extra Coppers. Playing Village then Beggar then Coppersmith is doable, though unlikely. And once you have played Beggar a few times, the extra Coppers make it difficult to line up your Village + draw + Coppersmith for the big hands. If you are playing Beggar a lot, you may be able to expect at least 3 Coppers in hand with your Coppersmith, though you will be unlikely to hit the necessary 4 for a Province.

A few other cards may combo decently depending on the board. StablesStables.jpg will enjoy guaranteed Coppers to discard, though the Copper flood will limit the ability to build an engine. Philosopher's StonePhilosopher's Stone.jpg, like Gardens, likes a thick deck and may be a decent option, especially with other Potion-cost cards present. If you have a TraderTrader.jpg in hand, you can Beggar for 3 Silvers, albiet ones that go to your discard pile instead of your hand. CounterfeitCounterfeit.jpg, MoneylenderMoneylender.jpg, and Spice Trader can all trash Coppers for benefit, though in most cases it won't be enough of a benefit to make it worth gaining Coppers just to trash them.

As mentioned earlier, Beggar can boost you into the expensive card zone early on, with Bank being the star of the show. Additionally, depending on the Kingdom, expensive cards like GoonsGoons.jpg, Hunting GroundsHunting Grounds.jpg, ForgeForge.jpg, and AltarAltar.jpg may be worth the sacrifice of having 3 extra Coppers to buy them early. On the other hand, cards like Grand MarketGrand Market.jpg, King's CourtKing's Court.jpg, Border VillageBorder Village.jpg, and ExpandExpand.jpg conflict with having lots of Coppers around, making an early Beggar not worthwhile to get to them. If you need to hit $5 on your first reshuffle for some important card (Witch and MountebankMountebank.jpg come to mind), Beggar all but guarantees their purchase while giving some defense if your opponent is also grabbing attacks.

As a Reaction

You rarely want to buy Beggar solely for its reaction. But, if you were thinking about it anyway for its Action, you may be swayed further by its reactionary ability. Beggar is often happy to be hit by an Attack card. Gaining 2 Silvers is very good, unless you're going for a Treasureless deck, in which case why would you buy Beggar in the first place? Unlike MoatMoat.jpg, and somewhat like Horse TradersHorse Traders.jpg, Beggar's reaction acts differently depending on what attack triggers it, making it a better defense against some Attacks than others.

Junkers: Beggar's reaction is probably weakest against Cursers and Looters. You still get the Silvers, but no other advantage. On the other hand, Beggar's action can be good in CurseCurse.jpg and Ruins slogs, so Beggar may still be worthwhile in these games. Beggar pairs well with AmbassadorAmbassador.jpg, both for its action and reaction abilities.

Discard attacks: Beggar is very good against many discard attacks. Against a vanilla discard attack like MilitiaMilitia.jpg, Beggar allows you to discard it to gain 2 Silvers, while reducing your hand size so that you have to discard one fewer card. This works great against MilitiaMilitia.jpg, GoonsGoons.jpg, Ghost ShipGhost Ship.jpg, and UrchinUrchin.jpg/MercenaryMercenary.jpg, and decently against MargraveMargrave.jpg. Beggar is an excellent counter to PillagePillage.jpg, since it removes itself from your hand, giving you 4 cards which makes you immune to Pillage. Similarly, Beggar allows you to dodge Minions if you wish, or you can choose not to reveal it if you don't like your hand. Beggar is bad against the targeted discards of CutpurseCutpurse.jpg and BureaucratBureaucrat.jpg, which don't care about handsize.

Deck Inspection Attacks: Though cards like SpySpy.jpg and Scrying PoolScrying Pool.jpg will usually discard the topdecked Silver, they are often played frequently and therefore you can expect them to be played when you have Beggar in hand. Beggar is not as good against RabbleRabble.jpg, Fortune TellerFortune Teller.jpg, or OracleOracle.jpg, which will discard the topdecked Silver. It is pretty decent against JesterJester.jpg, which prefers to hit your really good cards or your really bad cards; Silver is in the middle ground which gives your opponent the least advantage.

Trashing attacks: Beggar somewhat protects against ThiefThief.jpg and Noble BrigandNoble Brigand.jpg, since you'll likely gain a Silver while giving your opponent a Silver. It is excellent against SaboteurSaboteur.jpg, RogueRogue.jpg, and Knights, since the topdecked Silver protects your better cards. It is also great against SwindlerSwindler.jpg, where you will gain a Silver and another $3 card. The one card you'll almost never want to reveal Beggar to is Pirate ShipPirate Ship.jpg - you will guarantee they'll hit Treasure.

Synergies/Combos

Antisynergies

Trivia

Secret History

I had the reaction on the original card, with "gain a Silver" as the top. Long ago I had had a straight "gain a Silver" action for $2, and it wasn't good enough, but it seemed like a reaction might prop it up sufficiently. Then it got "+$1" for good measure. And well the card was fine, if not exciting. Then I decided to change SquireSquire.jpg, as told in its story, and it took the cheap Silver-gaining, leaving me to replace the top here. Three Coppers seemed flavorful and interesting.



Dominion Cards
Basic cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg
Dominion $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 HaremHarem.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg
Seaside $2 EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg $5 CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg $6 GoonsGoons.jpgHoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Cornucopia $2 HamletHamlet.jpg $3 Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) • Young WitchYoung Witch.jpg $5 HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg $6 FairgroundsFairgrounds.jpg
Hinterlands $2 CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg $5 CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Dark Ages $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Guilds $2 Candlestick MakerCandlestick Maker.jpg $2plus StonemasonStonemason.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
Adventures $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events: $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Empires 4D EngineerEngineer.jpg 8D City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg $2 EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg $3 CastlesCastles.jpg (HumbleHumble Castle.jpgCrumblingCrumbling Castle.jpgSmallSmall Castle.jpgHauntedHaunted Castle.jpgOpulentOpulent Castle.jpgSprawlingSprawling Castle.jpgGrandGrand Castle.jpgKing'sKing's Castle.jpg) • CatapultCatapult.jpg/RocksRocks.jpgChariot RaceChariot Race.jpgEnchantressEnchantress.jpgFarmers' MarketFarmers' Market.jpgGladiatorGladiator.jpg/FortuneFortune.jpg $4 SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg $5 ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: 5D TriumphTriumph.jpg 8D AnnexAnnex.jpgDonateDonate.jpg $0 AdvanceAdvance.jpg $2 DelveDelve.jpgTaxTax.jpg $3 BanquetBanquet.jpg $4 RitualRitual.jpgSalt the EarthSalt the Earth.jpg $43D WeddingWedding.jpg $5 WindfallWindfall.jpg $6 ConquestConquest.jpg $14 DominateDominate.jpg
Landmarks: AqueductAqueduct.jpgArenaArena.jpgBandit FortBandit Fort.jpgBasilicaBasilica.jpgBathsBaths.jpgBattlefieldBattlefield.jpgColonnadeColonnade.jpgDefiled ShrineDefiled Shrine.jpgFountainFountain.jpgKeepKeep.jpgLabyrinthLabyrinth.jpgMountain PassMountain Pass.jpgMuseumMuseum.jpgObeliskObelisk.jpgOrchardOrchard.jpgPalacePalace.jpgTombTomb.jpgTowerTower.jpgTriumphal ArchTriumphal Arch.jpgWallWall.jpgWolf DenWolf Den.jpg
Nocturne $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons: The Earth's GiftThe Earth's Gift.jpgThe Field's GiftThe Field's Gift.jpgThe Flame's GiftThe Flame's Gift.jpgThe Forest's GiftThe Forest's Gift.jpgThe Moon's GiftThe Moon's Gift.jpgThe Mountain's GiftThe Mountain's Gift.jpgThe River's GiftThe River's Gift.jpgThe Sea's GiftThe Sea's Gift.jpgThe Sky's GiftThe Sky's Gift.jpgThe Sun's GiftThe Sun's Gift.jpgThe Swamp's GiftThe Swamp's Gift.jpgThe Wind's GiftThe Wind's Gift.jpg
Hexes: Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Renaissance $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects: $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
Menagerie $2 Black CatBlack Cat.jpgSleighSleigh.jpgSuppliesSupplies.jpg $3 Camel TrainCamel Train.jpgGoatherdGoatherd.jpgScrapScrap.jpgSheepdogSheepdog.jpgSnowy VillageSnowy Village.jpgStockpileStockpile.jpg $3star HorseHorse.jpg $4 Bounty HunterBounty Hunter.jpgCardinalCardinal.jpgCavalryCavalry.jpgGroomGroom.jpgHostelryHostelry.jpgVillage GreenVillage Green.jpg $5 BargeBarge.jpgCovenCoven.jpgDisplaceDisplace.jpgFalconerFalconer.jpgGatekeeperGatekeeper.jpgHunting LodgeHunting Lodge.jpgKilnKiln.jpgLiveryLivery.jpgMastermindMastermind.jpgPaddockPaddock.jpgSanctuarySanctuary.jpg $5star FishermanFisherman.jpg $6star DestrierDestrier.jpgWayfarerWayfarer.jpg $7star Animal FairAnimal Fair.jpg
Events: $0 DelayDelay.jpgDesperationDesperation.jpg $2 GambleGamble.jpgPursuePursue.jpgRideRide.jpgToilToil.jpg $3 EnhanceEnhance.jpgMarchMarch.jpgTransportTransport.jpg $4 BanishBanish.jpgBargainBargain.jpgInvestInvest.jpgSeize the DaySeize the Day.jpg $5 CommerceCommerce.jpgDemandDemand.jpgStampedeStampede.jpg $7 ReapReap.jpg $8 EnclaveEnclave.jpg $10 AllianceAlliance.jpgPopulatePopulate.jpg
Ways: Way of the ButterflyWay of the Butterfly.jpgWay of the CamelWay of the Camel.jpgWay of the ChameleonWay of the Chameleon.jpgWay of the FrogWay of the Frog.jpgWay of the GoatWay of the Goat.jpgWay of the HorseWay of the Horse.jpgWay of the MoleWay of the Mole.jpgWay of the MonkeyWay of the Monkey.jpgWay of the MouseWay of the Mouse.jpgWay of the MuleWay of the Mule.jpgWay of the OtterWay of the Otter.jpgWay of the OwlWay of the Owl.jpgWay of the OxWay of the Ox.jpgWay of the PigWay of the Pig.jpgWay of the RatWay of the Rat.jpgWay of the SealWay of the Seal.jpgWay of the SheepWay of the Sheep.jpgWay of the SquirrelWay of the Squirrel.jpgWay of the TurtleWay of the Turtle.jpgWay of the WormWay of the Worm.jpg
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper-new.jpgCurseCurse-new.jpg $2 EstateEstate-new.jpg $3 SilverSilver-new.jpg $4 PotionPotion-new.jpg $5 DuchyDuchy-new.jpg $6 GoldGold-new.jpg $8 ProvinceProvince-new.jpg $9 PlatinumPlatinum-new.jpg $11 ColonyColony-new.jpg
See also: Second Edition2019 ErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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