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The most common way of improving a Big Money deck is with a small number of [[terminal draw]] cards. This is discussed in [[http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ this article]] written by HiveMindEmulator and edited by Theory, and partially reproduced below.  
 
The most common way of improving a Big Money deck is with a small number of [[terminal draw]] cards. This is discussed in [[http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ this article]] written by HiveMindEmulator and edited by Theory, and partially reproduced below.  
  
One of the simplest basic strategies you learn which is surprisingly effective in the base set is “{{Card|Smithy}} Big Money”. The idea of this strategy is to open Smithy/Silver, add a second Smithy sometime after a couple of shuffles, and other than that, buy just money and VP cards. You can add in some cards to help with the late game, like Market or Remodel, but for the most part, it’s just a couple of Smithies and money. The idea is that the Smithy is going to draw you up to 7 cards, and with 7 cards, you can very often buy Gold. And when you have enough Silver/Gold, you can often buy Provinces.
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One of simplest basic strategies you learn which is surprisingly effective in the base set is “{{Card|Smithy}} Big Money”. The idea of this strategy is to open Smithy/Silver, add a second Smithy sometime after a couple shuffles, and other than that, buy just money and VP cards. You can add in some card to help with the late game, like Market or Remodel, but for the most part, it’s just a couple Smithies and money. The idea is that the Smithy is going to draw you up to 7 cards, and with 7 cards, you can very often buy Gold. And when you have enough Silver/Gold, you can often buy Provinces.
  
 
When you add in some expansions with more [[trashing]] and other [[engine]]-friendly cards, as well as cards that are better than Smithy with “Big Money” strategies, Smithy BM becomes pretty weak. But there are some variants of it that you may at times go for, particularly when there is no way to quickly build a strong engine. The goal of this article is to look at the terminal draw cards and discuss the differences from plain old Smithy BM and how they affect the game.
 
When you add in some expansions with more [[trashing]] and other [[engine]]-friendly cards, as well as cards that are better than Smithy with “Big Money” strategies, Smithy BM becomes pretty weak. But there are some variants of it that you may at times go for, particularly when there is no way to quickly build a strong engine. The goal of this article is to look at the terminal draw cards and discuss the differences from plain old Smithy BM and how they affect the game.
  
Before we get into the cards, we should outline a few general ideas about terminal draw BM. First off, you can’t afford to have too many actions, particularly terminals, because you’re going to draw cards [[dead]]. And compared to decks without card-drawing, you go through more cards per turn. As a result, you want to stick to a couple of drawing cards and only mix in other actions that do something particularly strong in the early- or late-game. Examples include end-game accelerating trash-for-benefit cards like {{Card|Remodel}} or {{Card|Salvager}}, and really strong estate-trashing openings like {{Card|Jack of all Trades}}, {{Card|Masquerade}}, or {{Card|Island}}. With these three cards, in particular, you want to open them ahead of Smithy, adding the Smithy on turn 3-4.
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Before we get into the cards, we should outline a few general ideas about terminal draw BM. First off, you can’t afford to have too many actions, particularly terminals, because you’re going to draw cards [[dead]]. And compared to decks without card-drawing, you go through more cards per turn. As a result, you want to stick to a couple drawing cards and only mix in other actions that do something particularly strong in the early- or late-game. Examples include end-game accelerating trash-for-benefit cards like {{Card|Remodel}} or {{Card|Salvager}}, and really strong estate-trashing openings like {{Card|Jack of all Trades}}, {{Card|Masquerade}}, or {{Card|Island}}. With these three cards in particular, you want to open them ahead of Smithy, adding the Smithy on turn 3-4.
  
 
While you want to take it easy on the actions, you’re more than happy to grab kingdom treasure cards like {{Card|Fool's Gold}}, {{Card|Venture}}, {{Card|Stash}}, {{Card|Cache}}, {{Card|Royal Seal}}, {{Card|Bank}}, {{Card|Hoard}}, or {{Card|Harem}} (not {{Card|Loan}}, {{Card|Contraband}}, {{Card|Quarry}}, {{Card|Talisman}} or {{Card|Horn of Plenty}}, which are primarily for engines, and not {{Card|Philosopher's Stone}}, whose {{Card|Potion}} cost makes it too slow for a fast BM strat). Kingdom treasures tend to make terminal draw BM stronger, so the presence of one of these cards may steer you towards playing terminal draw BM.  Terminal draw BM decks are really set back by drawing {{Cost|5}} (which is a little too much for a Silver but not enough for a Gold), so being able to buy {{Card|Venture}} is a real benefit.
 
While you want to take it easy on the actions, you’re more than happy to grab kingdom treasure cards like {{Card|Fool's Gold}}, {{Card|Venture}}, {{Card|Stash}}, {{Card|Cache}}, {{Card|Royal Seal}}, {{Card|Bank}}, {{Card|Hoard}}, or {{Card|Harem}} (not {{Card|Loan}}, {{Card|Contraband}}, {{Card|Quarry}}, {{Card|Talisman}} or {{Card|Horn of Plenty}}, which are primarily for engines, and not {{Card|Philosopher's Stone}}, whose {{Card|Potion}} cost makes it too slow for a fast BM strat). Kingdom treasures tend to make terminal draw BM stronger, so the presence of one of these cards may steer you towards playing terminal draw BM.  Terminal draw BM decks are really set back by drawing {{Cost|5}} (which is a little too much for a Silver but not enough for a Gold), so being able to buy {{Card|Venture}} is a real benefit.
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A couple of tactics also show up in terminal draw BM games.
 
A couple of tactics also show up in terminal draw BM games.
  
* If playing your draw card will trigger a reshuffle, you have to weigh the benefits. Usually, it’s worth it, since skipping this play of the card is usually just as bad as having it miss the shuffle, but if it’s not going to improve your buying power, you should skip it.
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* If playing your draw card will trigger a reshuffle, you have to weigh the benefits. Usually it’s worth it, since skipping this play of the card is usually just as bad as having it miss the shuffle, but if it’s not going to improve your buying power, you should skip it.
* When it comes down to [[Duchy dancing]], you want to keep track of your opponent's key cards: their terminal drawers and their Golds. For Smithy BM, for example, once you’re well into greening, Province turns typically require Smithy+Gold or 2xGold. So if you can tell from previous turns that your opponent can’t have one of these hands, you may want to break the [[Penultimate Province Rule]].
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* When it comes down to [[Duchy dancing]], you want to keep track of your opponents key cards: their terminal drawers and their Golds. For Smithy BM, for example, once you’re well into greening, Province turns typically require Smithy+Gold or 2xGold. So if you can tell from previous turns that your opponent can’t have one of these hands, you may want to break the [[Penultimate Province Rule]].
  
As a disclaimer, none of the numerical things I say in this article are to be taken too literally. When I say that you want a Smithy “after the second shuffle”, that doesn’t necessarily mean that something magical happens when you shuffle the deck a second time. It’s just a relative timing. At around 16-18 cards in your deck, you can tolerate a second Smithy if your only actions are Smithies. But if you want to add some other card or your opponent does some sort of attack, that changes things.  
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As a disclaimer, none of the numerical things I say in this article are to be taken too literally. When I say that you want a Smithy “after the second shuffle”, that doesn’t necessarily mean that something magical happens when you shuffle the deck a second time. It’s just a relative timing. At around 16-18 cards in your deck, you can tolerate a second Smithy if your only actions are Smithies. But if you want to add some other card, or your opponent does some sort of attack, that changes things.  
  
 
Describing how to play Big Money with each Terminal draw card is best done on the wiki pages for those cards:
 
Describing how to play Big Money with each Terminal draw card is best done on the wiki pages for those cards:
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''[http://dominionstrategy.com/2012/02/27/the-keys-to-big-money-money-density-and-opportunity-cost/ Original article] by WanderingWinder and edited by Theory.''  
 
''[http://dominionstrategy.com/2012/02/27/the-keys-to-big-money-money-density-and-opportunity-cost/ Original article] by WanderingWinder and edited by Theory.''  
  
In a big-money kind of deck, there are really two concepts you need to be aware of: the first is money density, the second is opportunity cost.
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In a big-money kind of deck, there’s really two concepts you need to be aware of: the first is money density, the second is opportunity cost.
  
 
==== Money Density ====
 
==== Money Density ====
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Calculating your money density is very simple if you know what’s in your deck: add up all the production values of the money, divide by the total cards in your deck. So for your initial deck, you have 7*1 for the Coppers +3*0 for the Estates, all divided by the 10 total cards for a money density of 0.7.
 
Calculating your money density is very simple if you know what’s in your deck: add up all the production values of the money, divide by the total cards in your deck. So for your initial deck, you have 7*1 for the Coppers +3*0 for the Estates, all divided by the 10 total cards for a money density of 0.7.
  
Branching out slightly, you probably want to buy at least one card that’s not a Silver or Gold or Province or Duchy, right? How do other cards fit into money density? Well, the simplest are cards like {{Card|Woodcutter}}. Woodcutter (at least, the first one) provides an obvious benefit over Silver in that it gives you a buy. But, for all intents and purposes, it still counts as {{Cost|2}} in your money density.
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Branching out slightly, you probably want to buy at least one card that’s not a Silver or Gold or Province or Duchy, right? How do other cards fit in to money density? Well, the simplest are cards like {{Card|Woodcutter}}. Woodcutter (at least, the first one) provides an obvious benefit over Silver in that it gives you a buy. But, for all intents and purposes, it still counts as {{Cost|2}} in your money density.
  
There’s another very simple, very common kind of card to deal with when making your money density calculations: [[cantrip|cantrips]]. (I’m using ‘cantrip’ here to define any kind of card that always draws at least one card and gives at least one action back to you). Cantrips are what I call, for the purposes of money density calculations, ‘virtual cards’. What I mean by that is, because they replace themselves totally in your hand, they don’t count toward the total count of cards that you’re using as the denominator for your money density calculations. So, if you buy a {{Card|Village}} and a {{Card|Militia}} with your two starting buys (not, by the way, a good strategy), you have 7 Coppers, 3 Estates, 1 Village, 1 Militia, producing 7, 0, 0, and 2 money respectively and with a total of 7, 3, 0, and 1 cards to count against your deck total. Your total money density is therefore 9/11 = .818181…..
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There’s another very simple, very common kind of card to deal with when making your money density calculations: [[cantrip|cantrips]]. (I’m using ‘cantrip’ here to define any kind of card that always draws at least one card and gives at least one action back to you). Cantrips are what I call, for the purposes of money density calculations, ‘virtual cards’. What I mean by that is, because they replace themselves totally in your hand, they don’t count toward the total count of cards which you’re using as the denominator for your money density calculations. So, if you buy a {{Card|Village}} and a {{Card|Militia}} with your two starting buys (not, by the way, a good strategy), you have 7 Coppers, 3 Estates, 1 Village, 1 Militia, producing 7, 0, 0, and 2 money respectively and with a total of 7, 3, 0, and 1 cards to count against your deck total. Your total money density is therefore 9/11 = .818181…..
  
 
Further expanding on that, if you get a slightly more interesting (in this respect anyway) card, the {{Card|Peddler}}, into your deck, you’ve increased your effective deck size by 0 (because it’s a cantrip), but because it produces {{Cost|1}} extra, you’ve increased your buying power by one. If you could add {{Card|Peddler}} to your starting deck, you would have {{Cost|8}} total money in 10 effective cards for a density of 0.8 {{Cost|}}.
 
Further expanding on that, if you get a slightly more interesting (in this respect anyway) card, the {{Card|Peddler}}, into your deck, you’ve increased your effective deck size by 0 (because it’s a cantrip), but because it produces {{Cost|1}} extra, you’ve increased your buying power by one. If you could add {{Card|Peddler}} to your starting deck, you would have {{Cost|8}} total money in 10 effective cards for a density of 0.8 {{Cost|}}.
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Okay, once you get that down, you need to think about terminal collision. I think that most of you know that buying only Treasures and VP won’t get you very far in terms of success (or fun). So you probably want to buy some terminal Actions, and by the end of the game, you probably want to buy more than one. This creates some chance that your terminal Actions will collide. The big key to playing Big Money decks is weighing out the benefits that Actions provide you with versus the chances that they collide. Of course, with non-terminals, you don’t have to worry about that, but very often, you’re better served by taking the risk at some point.
 
Okay, once you get that down, you need to think about terminal collision. I think that most of you know that buying only Treasures and VP won’t get you very far in terms of success (or fun). So you probably want to buy some terminal Actions, and by the end of the game, you probably want to buy more than one. This creates some chance that your terminal Actions will collide. The big key to playing Big Money decks is weighing out the benefits that Actions provide you with versus the chances that they collide. Of course, with non-terminals, you don’t have to worry about that, but very often, you’re better served by taking the risk at some point.
  
Fortunately, calculating the chances for terminal collision isn’t too hard in general, you just have to remember to use your effective deck size rather than the actual number of cards in your deck. As for figuring out which benefits are worth it… well, I’ll let you guys work that out for yourselves. Just keep in mind that you aren’t optimizing your results in a vacuum, you have to beat another player. This means, generally, that you have to count on yourself getting a little luckier than you should expect to on average because, in those really unlucky cases, you’ve probably already lost anyway. And the amount you have to count on yourself getting lucky, i.e., the amount of risks you have to take, increases more with the more players you add to the game. {{Card|Village|Villages}} will help to ease these wrinkles, but you have to get the {{Card|Village}} together in the hand that the terminals collide in, which doesn’t happen so often as people think.
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Fortunately, calculating the chances for terminal collision isn’t too hard in general, you just have to remember to use your effective deck size rather than the actual number of cards in your deck. As for figuring out which benefits are worth it… well, I’ll let you guys work that out for yourselves. Just keep in mind that you aren’t optimizing your results in a vacuum, you have to beat another player. Which means, generally, that you have to count on yourself getting a little luckier than you should expect to on average, because in those really unlucky cases, you’ve probably already lost anyway. And the amount you have to count on yourself getting lucky, i.e., the amount of risks you have to take, increases more with the more players you add to the game. {{Card|Village|Villages}} will help to ease these wrinkles, but you have to get the {{Card|Village}} together in the hand that the terminals collide in, which doesn’t happen so often as people think.
  
 
Of course, this leads us to the very important subject of terminal card draw (like {{Card|Smithy}}). In general, by the time you’re mixing multiple terminal draws… you’re probably engine building*. And for engine building, things like getting your engine to be able to fire consistently and having a sufficient payload are far more important than the money density concept.
 
Of course, this leads us to the very important subject of terminal card draw (like {{Card|Smithy}}). In general, by the time you’re mixing multiple terminal draws… you’re probably engine building*. And for engine building, things like getting your engine to be able to fire consistently and having a sufficient payload are far more important than the money density concept.
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Let’s take Smithy; if I have 2 Silvers, a Gold, a {{Card|Smithy}}, and my starting cards in the deck, that’s 13 effective cards, 14 total money, and you’ve got your chance of getting a 7 card hand rather than a 5. Calculating the exact probability is not as easy as you might think, given how reshuffles work. But you can come up with ways to approximate it.  As a guesstimate, you’ll have around 3 turns before a reshuffle, and two of those three turns will be 5-card hands and one turn will be 7 cards.  That works out to (roughly) 5.4 {{Cost|}}, 5.4 {{Cost|}}, and 7.5 {{Cost|}} per hand.  If you now add a second Smithy, you have a higher chance of getting your 7 card hand, but your money density has dropped from 14/13 to 14/14 (or {{Cost|1}}).  (This seems pretty good, but its hidden cost is discussed in the next section.)
 
Let’s take Smithy; if I have 2 Silvers, a Gold, a {{Card|Smithy}}, and my starting cards in the deck, that’s 13 effective cards, 14 total money, and you’ve got your chance of getting a 7 card hand rather than a 5. Calculating the exact probability is not as easy as you might think, given how reshuffles work. But you can come up with ways to approximate it.  As a guesstimate, you’ll have around 3 turns before a reshuffle, and two of those three turns will be 5-card hands and one turn will be 7 cards.  That works out to (roughly) 5.4 {{Cost|}}, 5.4 {{Cost|}}, and 7.5 {{Cost|}} per hand.  If you now add a second Smithy, you have a higher chance of getting your 7 card hand, but your money density has dropped from 14/13 to 14/14 (or {{Cost|1}}).  (This seems pretty good, but its hidden cost is discussed in the next section.)
  
Understanding money density is also helpful in understanding how much your deck will stall out. A deck with 3 Gold, 7 Silver, 7 Copper, and 3 Estates has a money density of 1.5 {{Cost|}}. A deck with 1 Gold, 3 Silver, 2 Copper, and a Chapel has a money density of 11/7, or just over 1.57 {{Cost|}}. But if we add two provinces to both decks… the first deck drops to an average money density of ~1.364 {{Cost|}}. The second drops to ~1.222 {{Cost|}}. So we can see that thinner decks generally require more padding, and/or choke more on green cards, whereas decks rich with Big Money are much more resilient.
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Understanding money density is also helpful in understanding how much your deck will stall out. A deck with 3 Gold, 7 Silver, 7 Copper and 3 Estates has a money density of 1.5 {{Cost|}}. A deck with 1 Gold, 3 Silver, 2 Copper, and a Chapel has a money density of 11/7, or just over 1.57 {{Cost|}}. But if we add two provinces to both decks… the first deck drops to an average money density of ~1.364 {{Cost|}}. The second drops to ~1.222 {{Cost|}}. So we can see that thinner decks generally require more padding, and/or choke more on green cards, whereas decks rich with Big Money are much more resilient.
  
In actuality, things are a little bit more complicated than this model would have you think because you don’t actually draw average hands. Drawing cards isn’t a continuous operation; it’s discrete. So there’s a difference between having two Silvers and having a Gold and a Copper, and it will be painfully clear to you when you are hit by Militia. Sometimes you want more variance, sometimes you want less.
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In actuality, things are a little bit more complicated than this model would have you look at, because you don’t actually draw average hands. Dominion isn’t a game that’s continuous; it’s discrete. So there’s a difference between having two Silvers and having a Gold and a Copper, and it will be painfully clear to you when you are hit by Militia. Sometimes you want more variance, sometimes you want less.
  
 
==== Opportunity Cost ====
 
==== Opportunity Cost ====
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Well, if the choice were between buying the second Smithy and buying nothing, you’d be right. But it’s not. Any time you can buy a Smithy, you can buy a Silver instead. And if you buy that Smithy, that stops you from buying a Silver. The correct play here is for the Silver, not so much because of the collision problem (though that makes putting a free Smithy in your deck barely worth it in the short term), but more because of opportunity cost, i.e. you have to consider what you buy in terms of what else you could have bought, not in a vacuum.
 
Well, if the choice were between buying the second Smithy and buying nothing, you’d be right. But it’s not. Any time you can buy a Smithy, you can buy a Silver instead. And if you buy that Smithy, that stops you from buying a Silver. The correct play here is for the Silver, not so much because of the collision problem (though that makes putting a free Smithy in your deck barely worth it in the short term), but more because of opportunity cost, i.e. you have to consider what you buy in terms of what else you could have bought, not in a vacuum.
  
This is actually an important way of looking at all of Dominion, not just Big Money, but I think it’s easiest to understand in Big Money because the money density is easy to calculate. So if you’re trying to decide whether or not to buy a Market, you can’t just look and see whether that’s good for your deck, you have to see if it’s better for your deck than the alternatives.
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This is actually an important way of looking at all of Dominion, not just Big Money, but I think it’s easiest to understand in Big Money, because of the money density being available. So if you’re trying to decide whether or not to buy a Market, you can’t just look and see whether that’s good for your deck, you have to see if it’s better for your deck than the alternatives.
  
 
One nice little way to look at this is with Potion cards. Since whenever you buy a potion, you could’ve gotten a silver, it’s generally true that any time you have {{Cost|X}}+{{Cost|P}}, you could have bought something costing {{Cost|X}}+{{Cost|2}}. For instance, if you buy a Possession, that could have almost always been a Province if you’d gotten Silver instead. Your Alchemists could have been Laboratories (hey, that actually makes a lot of sense), your Familiars could have been Witches, etc. Now, whether or not you should go for Potions for these cards has a lot to do with variance and the usefulness of the potion later in the game, but it’s a tremendous illustration of opportunity cost in action. The opportunity cost of buying a Potion is a silver (or any other {{Cost|4}} or less cost card), and that Silver could have gotten you a Province; instead you have Possession, which is sometimes better than Province early in the game but typically probably worse than just having the 6VP.
 
One nice little way to look at this is with Potion cards. Since whenever you buy a potion, you could’ve gotten a silver, it’s generally true that any time you have {{Cost|X}}+{{Cost|P}}, you could have bought something costing {{Cost|X}}+{{Cost|2}}. For instance, if you buy a Possession, that could have almost always been a Province if you’d gotten Silver instead. Your Alchemists could have been Laboratories (hey, that actually makes a lot of sense), your Familiars could have been Witches, etc. Now, whether or not you should go for Potions for these cards has a lot to do with variance and the usefulness of the potion later in the game, but it’s a tremendous illustration of opportunity cost in action. The opportunity cost of buying a Potion is a silver (or any other {{Cost|4}} or less cost card), and that Silver could have gotten you a Province; instead you have Possession, which is sometimes better than Province early in the game but typically probably worse than just having the 6VP.

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