Mint

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Mint
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set Prosperity
Illustrator(s) Kim Feigenbaum
Card text
You may reveal a Treasure card from your hand. Gain a copy of it.
When you gain this, trash all non-Duration Treasures you have in play.

Mint is an Action card from Prosperity. When played, it lets you gain a copy of a Treasure card that you have in your hand; when gained, it forces you to trash all non-Duration Treasures that were in play when you gained it. Gaining a Mint can therefore be effective for clearing out early Coppers.

FAQ

Official FAQ

  • When you gain this, you trash all of your non-Duration Treasure cards from play (but not ones in your hand or elsewhere). (Duration cards are in other expansions, such as Seaside).
  • This doesn't cause you to lose the $ you made from those cards this turn.
  • Remember that you don't have to play all of the Treasures from your hand each turn, just the ones you want to play, and you can't play more Treasures after buying cards.
  • If you gain this in your Action phase, such as with Artisan, you will usually not have any Treasures in play to trash.
  • When you play this, you may reveal a Treasure from your hand to gain a copy of it from the Supply, putting the gained card into your discard pile.
  • The revealed card stays in your hand and can still be played that turn.
  • If you gain a Mint with Tiara in play, you can put the Mint on your deck, regardless of whether you trash the Tiara before or afterwards.

Other rules clarifications

  • If you have Capitalism, Mint can both gain and trash Action-Treasures.
  • If you played some Coppers, but trashed them all with Mint, that means you're allowed to buy a Grand Market.
  • If you first gain Mandarin and top-deck all your Treasures, gaining Mint won't trash any Treasures.
  • Mint can only gain copies from the Supply, so it can't gain copies of Spoils, Heirlooms, or Treasures from the Black Market deck.

Deprecated official FAQ (2020)

  • When you buy this, you trash all of your Treasure cards in play (but not ones in your hand or elsewhere).
  • If you buy multiple cards in a turn, trash your Treasures right when you buy Mint; you still have any leftover $ they produced for spending on something else.
  • Remember you do not have to play all of the Treasures from your hand each turn (just all the ones you want producing money for you), and you cannot play more Treasures after buying a card.
  • When you play this, you may reveal a Treasure card from your hand and gain a copy of it from the Supply, putting the gained card into your discard pile.
  • The revealed card stays in your hand.
  • If you buy a Mint and use Watchtower to put it on top of your deck or trash it, you still trash all of your Treasures from play.
  • However if you buy a Mint with Royal Seal in play, the Royal Seal will be gone before you can use it to put Mint on your deck.
Deprecated rules clarifications (2012 2016 2020)
  • You can have as many Treasure cards as you want in play, so you can put Potions in play, for example, to trash them even though they didn't go into the purchase of Mint.
  • If you buy Mint with at least $11 and 2 Buys, you are able to purchase the Mint, trash your Treasures in play, and then buy a Grand Market, even if some of those Treasures were Coppers, as they are not in play anymore.
  • If you buy Mandarin first and top-deck all your Treasures, buying Mint will not result in any Treasures being trashed as there are none in play any longer.
  • Since gained cards must come from the Supply, Mint cannot be used to gain copies of Spoils, Heirlooms, or Treasures that were bought from the Black Market deck.

Strategy

Mint is a terminal Treasure gainer with a relatively important on-gain thinning effect. If the Kingdom offers more convenient ways to trash your Coppers, Mint is likely to be skippable; however, it can be a serviceable way to achieve thinning, especially if strong Treasures are present so that you have further use for the Mint after buying it.

Mint's trashing effect provides a way to get rid of your starting Coppers and is most likely to be relevant for this purpose if there are no good alternatives, such as Counterfeit. Because Mint trashes all of your Treasures in play when gained, it is at its best thinning when you can get as many Coppers into play as possible, although you will have to weigh this against trying to thin as early as possible. In the simplest case, you can use five Coppers to buy Mint and trash them all; a Mint trash is also sometimes worthwhile even if you can only get four Coppers into play (supplementing the $ using another source such as a Peddler variant or a Silver), but only rarely with less than that. This is due both to the opportunity cost of not buying another $5 card and the fact that Mint itself is a stop card—if you add it to your deck while only trashing three Coppers, you’ve only effectively thinned two cards. Occasionally, you can trash more than five Coppers, which sometimes makes it worthwhile to delay Mint until you can draw a big hand. Ways to spike a larger hand size before achieving deck control, such as Expedition, can help enable this sooner.

Trashing a large number of Coppers with Mint drastically thins your deck and greatly helps you with deck control, but because it can remove a large portion of your payload, it can be important to have a way to restore this to be able to afford price points and continue building. An extreme case is opening with Mint when you have a $5/$2 split, which might cripple you as you are unable to buy anything costing more than $2. Potentially useful effects include ways to transform the Mint itself into payload, such as with Advance or Way of the Butterfly, and cheap ways to add payload, such as with Delve or Alms. Fool's Gold synergizes doubly with Mint: not only is it a cheap payload option that you can copy with Mint to gain in bulk, it also greatly benefits from the immediate, heavy thinning. Page is a similarly good option: Treasure Hunter can restore your payload in the short term, Hero can provide good targets for Mint later, and in the meantime the thinning helps you advance your Travellers quickly. An early Mint can also synergize with trash-for-benefit effects such as Remodel, both to trash the Mint and your Estates.

It is somewhat uncommon to use Mint extensively as a Treasure gainer, although it may be reasonable to do so if it's the best or only way to ramp up your payload and/or you already have it in deck as a result of thinning. Mint's attractiveness as a gainer further depends on the desirability of the available Treasures: for example, it may be very useful if the alternative payload is particularly weak, if a strong target like Crown or Platinum is present, or if Capitalism allows you to Mint useful Action cards. Since Treasures are generally stop cards, like Mint itself, it's usually best to Mint more of them only once you have strong deck control, and note that you’ll likely need to add draw to keep pace with your Treasures. It may also be useful to gain Treasures primarily as targets for trash-for-benefit effects; in these cases, the need to keep adding more draw is less pronounced, since you can maintain deck control by trashing Treasures at the same rate that you gain new copies.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Mint Mint from Goko/Making Fun You may reveal a Treasure card from your hand. Gain a copy of it.
When you buy this, trash all Treasures you have in play.
Prosperity October 2010
Mint Mint from Shuffle iT You may reveal a Treasure card from your hand. Gain a copy of it.
When you buy this, trash all Treasures you have in play.
Prosperity (2016 printing) February 2017
Mint Mint from Shuffle iT You may reveal a Treasure card from your hand. Gain a copy of it.
When you gain this, trash all non-Duration Treasures you have in play.
Prosperity (Second Edition) June 2022

Other language versions

Language Name Print Digital Text Notes
Chinese 鑄幣局 你可以展示手牌的一張錢幣卡,獲得一張同名卡。
當你購買這張卡,移除這回合所有出牌區的錢幣卡。
Czech Mincovna
Dutch Aanmunten Dutch language Mint Je mag een geldkaart uit je hand tonen. Pak een gelijk exemplaar uit de voorraad.
Als je deze kaart koopt, vernietig alle geldkaarten die je in het spel hebt.
Aanmunten Je mag een geldkaart uit je
hand tonen. Pak er een
exemplaar van.
Pak je deze kaart, vernietig dan
alle niet-Duurzame geldkaarten
die je in het spel hebt.
2. Edition
(2022)
Finnish Rahapaja
French Hôtel de la Monnaie
German Münzer German language Mint 2010 by HiG Du darfst eine Geldkarte aus deiner Hand aufdecken. Nimm dir eine Geldkarte mit gleichem Namen.
Wenn du den Münzer kaufst, entsorge alle Geldkarten, die du im Spiel hast.
(2010)
Münzer German language Mint 2021 from Shuffle iT Du darfst eine Geldkarte aus deiner Hand aufdecken. Nimm davon eine gleiche.
Wenn du diese Karte kaufst, entsorge alle Geldkarten, die du im Spiel hast.
(Nachdruck 2021)
Münzer German language Mint German language Mint from Shuffle iT Du darfst eine Geldkarte aus deiner Hand aufdecken, um eine gleiche zu nehmen.
Wenn du diese Karte nimmst, entsorge alle Geldkarten, die du im Spiel hast und die keine Dauerkarten sind.
2. Edition
(2022)
Italian Zecca
Japanese 造幣所 (pron. zōhei-jo) 手札の財宝カード1枚を公開してもよい。それと同じカード1枚を獲得する。
これを購入するとき、場の財宝カードをすべて廃棄する。
Polish Mincerz (lit. minter) Polish language Mint Możesz odkryć kartę Skarbu z ręki. Dodaj jej kopię (na stos kart odrzuconych).
Kiedy kupujesz tę kartę, wyrzuć na śmietnisko wszystkie karty Skarbu, jakie masz w grze.
(2016)
Mincerz (lit. minter) Polish language Mint Możesz odkryć kartę Skarbu z ręki. Dodaj jej kopię.
Kiedy dodajesz tę kartę, wyrzuć na Śmietnisko wszystkie karty Skarbu (niebędące kartami Następstwa), które masz w grze.
II Edycja
(2022)
Russian Монетный Двор (pron. monyetny dvor)
Spanish Acuñador (lit. coiner)

Trivia

Official card art.

Secret History

At one point, the expansions were all 20 cards. Do you count Platinum and Colony? Initially I did. Later I decided not to, and added two cards to Prosperity - Wishing Well and Mint. Wishing Well as you know migrated to Intrigue, but Mint hung around. Originally it did nothing when you bought it. I took that "penalty" from Mountebank. Mint had been too weak and Mountebank too strong, and moving the "penalty" addressed both of those problems. Plus it seems more natural here.

Why was Mint on-buy?

Since this quote, Mint has received errata.

Probably because it started that way and then didn't change. It wasn't a secret that it was buy rather than gain; I had Hinterlands already, and had to FAQ the Royal Seal interaction. Later with (more focused work on) Hinterlands it became a thing, I tried to make everything when-gain but couldn't. But with Mint I think it was just like that and it worked fine so so much for that.

2022 Errata

Triggers on gain not buy. Here I thought I could just change the functionality and it would be okay. Also no longer works on Durations, so that there's no tracking issue there. Yeeha, you can get a Mint and not lose that Astrolabe.


It should have been that I only had when-gain from the start. And this has been clear since before Hinterlands came out. I kept when-buy because a few cards needed it to not have some other fix, and I'd already put out Mint with when-buy. I immediately regretted it, then felt for years like, oh well, that damage is done, and made more when-buy cards. Finally I stopped making them and now I'm getting rid of them.


Durations don't want to be trashed from play because then you have to remember the effect with no card reminding you. There didn't used to be Treasure - Durations but now there are; hence "non-Duration" on Counterfeit, Crypt, Mint.


Cards $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Combos and Counters Bishop/FortressCounting House/Travelling FairGolden deck
Other concepts Victory tokens
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)