Copper: Difference between revisions
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* [[Nocturne]]: {{Hex|Greed}} | * [[Nocturne]]: {{Hex|Greed}} | ||
* [[Menagerie]]: {{Event|Alliance}} | * [[Menagerie]]: {{Event|Alliance}} | ||
* [[Rising Sun]]: {{Prophecy|Bureaucracy}} | |||
===Other interactions=== | ===Other interactions=== |
Latest revision as of 20:33, 9 August 2024
Copper | |
---|---|
Info | |
Cost | |
Type(s) | Treasure |
Kingdom card? | No |
Set | Base |
Illustrator(s) | Ryan Laukat |
Card text | |
Copper is one of the three basic Treasure cards included in every game of Dominion. It produces + when played. Each player starts the game with seven Coppers in their deck, meaning that, under ordinary circumstances, each player will be able to spend a total of on their first two turns—either on one turn and on the other, or (one-sixth of the time, on average) and . Each standalone set comes with 60 Copper cards, which means the Supply will usually start with 60 Coppers minus 7 for each player in the game (46 for a 2-player game).
In games with an Heirloom-granting Kingdom card, one of your starting Coppers will be replaced with the corresponding Heirloom.
Learning that Copper is bad for your deck and that trashing it is usually a good idea is an important early step in learning Dominion strategy.
Strategy
The strategy for Copper is typically quite simple: Copper is a bad card because it is an inefficient stop card which will interfere with control of your deck. As a result, in many games, and especially when building an engine, you should aim to trash most or all of your starting Coppers.
There are a few nuances here, however. First, at the start of the game, Coppers are your only economy, so if you trash them all before adding other cards that produce Chapel. Second, Copper trashing is occasionally a low priority if you are pursuing a money strategy, or if your draw is very strong (e.g. Wharf). Finally, Copper has synergies with a few cards: For example, you can build an engine that uses Apothecary to increase your hand size by drawing Coppers alongside sifters such as Cellar to replace the Coppers you drew with better cards.
, you will become unable to buy anything useful. This means you should think about how much purchasing power you will have left before getting rid of all or most of your Coppers using a very strong trasher such asBuying Coppers is almost always a bad idea. The main exception is when you have a card such as Altar or Bat which can gain a powerful card, but requires you to trash something. In an engine that is reliably drawing and has extra +Buy, you can consider buying Coppers as fuel to use these cards more. Strategies that benefit by buying many cards on the same turn (e.g. with Merchant Guild) can also make use of the fact that Copper costs , but you should be careful about filling your deck with too much junk before the final turn of the game. Finally, the synergy between Beggar and Guildhall is an example of a rare case where a deck can be built around a synergy with Coppers.
Cards that interact with Copper
The cards in italics have been removed.
Copper gainers
- Prosperity: Mountebank
- Hinterlands: Cache, Noble Brigand, Ill-Gotten Gains
- Dark Ages: Beggar, Count
- Adventures: Treasure Trove
- Empires: Banquet
- Nocturne: Greed
- Menagerie: Alliance
- Rising Sun: Bureaucracy
Other interactions
- Dominion: Moneylender
- Intrigue: Coppersmith
- Seaside: Cutpurse
- Alchemy: Apothecary
- Prosperity: Counting House, Grand Market
- Adventures: Miser, Bonfire
- Empires: Royal Blacksmith, Settlers, Fountain, Palace
- Nocturne: Monastery, Bad Omens, Locusts
- Renaissance: Ducat, Silos
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Dominion 1st Edition | October 2008 | |||
never implemented | Base Cards 1st Edition | June 2012 | ||
Dominion 2nd Edition | October 2016 | |||
never implemented | Base Cards 2nd Edition | June 2018 |
Other language versions
Trivia
Secret History
Copper junking