Moneylender
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Moneylender (Dominion)

Cost: $4

Type: Action

Text: Trash a Copper from your hand. If you do, +$3.

Strategy Review

Here's a comprehensive strategy guide for Moneylender:

Moneylender Strategy Guide

Introduction Moneylender is one of the original Dominion cards and represents one of the game's first trashing options. While seemingly straightforward, it occupies an interesting strategic space as a card that both trashes and provides economy. Understanding when and how to use Moneylender effectively can significantly improve your gameplay.

Basic Mechanics - Costs $4 - Trashes exactly one Copper from your hand - Provides +$3 if and only if you successfully trash a Copper - Cannot trash other treasure cards (Silver/Gold) - The trashing is mandatory to get the +$3

Key Strengths 1. Economy Boost - Net gain of +$2 when successfully played (lose $1 Copper, gain $3) - Improves hand quality by removing a Copper - Provides more money per card than Silver - Can enable $5 and $6 purchases early in the game

  1. Deck Thinning
  2. Permanently removes Coppers from your deck
  3. Makes future hands more consistent
  4. Works toward eventual deck optimization

Key Limitations 1. Copper Dependency - Requires a Copper in hand to function - Becomes less reliable as your deck thins - Dead card when no Copper is available - Can be awkward with other trashers

  1. Opportunity Cost
  2. Takes up an Action
  3. Costs $4, competing with other important $4 cards
  4. Limited flexibility compared to other trashers

Timing and Purchase Considerations

Early Game (Turns 1-5) Moneylender is often most effective when purchased early because: - Your deck contains many Coppers - The economy boost is most impactful - Early trashing provides long-term benefits

Optimal opening considerations: - $4/$3 split: Moneylender can be a strong $4 opener - $5/$2 split: Usually better to prioritize $5 cards - Consider skipping if strong alternative $4 cards are available

Mid Game (Turns 6-12) Effectiveness begins to vary based on: - Remaining Coppers in deck - Alternative trashing options - Economy needs - Action density

Late Game (Turn 13+) Generally poor purchase as: - Few Coppers remain - Action economy becomes more important - Better options usually available - May be dead card

Number of Copies to Buy

Usually 1-2 copies maximum: Reasons for one copy: - Basic trashing needs - Early economy boost - Limited action capacity

Reasons for two copies: - No other trashing available - Heavy Copper-based strategy - Strong action support

Rarely want three copies because: - Diminishing returns - Copper dependency - Action competition - Terminal collision risk

Synergies

Action Support 1. Villages and +Action cards - Allows multiple Moneylenders per turn - Mitigates terminal nature - Examples: Village, Festival, Market

  1. Card Draw
  2. Helps find Coppers for Moneylender
  3. Increases consistency
  4. Examples: Laboratory, Council Room, Smithy

  5. Throne Room effects

  6. Can trash multiple Coppers
  7. Provides significant money boost
  8. Examples: Throne Room, King's Court

Treasure Synergies 1. Copper generators - Ensure Moneylender remains active - Examples: Poor House, Counterfeit - Can be risky strategy

  1. Treasure-focused cards
  2. Benefit from reduced Copper density
  3. Examples: Bank, Merchant Guild
  4. Can work well in hybrid strategies

Anti-Synergies

  1. Other Trashers
  2. Compete for Coppers
  3. May make Moneylender dead card
  4. Examples: Chapel, Steward, Trading Post

  5. Action-heavy engines

  6. Limited action capacity
  7. Better alternatives usually exist
  8. Terminal draw can be problematic

  9. Alt-VP strategies

  10. Often too slow
  11. Better to focus on engine building
  12. May need actions for other purposes

Kingdom Considerations

When to Prioritize Moneylender

  1. Limited trashing options
  2. No Chapel or similar efficient trashers
  3. Few or expensive trashing alternatives
  4. Need for economic improvement

  5. Strong action support

  6. Villages available
  7. Card draw present
  8. Limited terminal competition

  9. Economic needs

  10. Few alternative money sources
  11. Important $5/$6 cards to hit
  12. Limited treasure improvements

When to Skip Moneylender

  1. Better trashing available
  2. Chapel in kingdom
  3. More flexible trashers
  4. Multiple trashing options

  5. Strong engine components

  6. Better use of $4 purchase
  7. Need actions for engine pieces
  8. Fast engine potential

  9. Alternative strategies

  10. Rush strategies available
  11. Strong alt-VP options
  12. Better economy options

Countering Moneylender Strategies

  1. Attack cards
  2. Discard attacks weaken effectiveness
  3. Militia, Ghost Ship can disrupt
  4. Copper flooding can overwhelm

  5. Racing strategies

  6. Faster engines can outpace
  7. Province rush can work
  8. Alt-VP can end game earlier

  9. Superior economy

  10. Big Money variants
  11. Treasure-based strategies
  12. More efficient engines

Playing Against Moneylender

  1. Tempo considerations
  2. Early advantage can be temporary
  3. May have weak mid-game
  4. Look for timing windows

  5. Deck inspection

  6. Track opponent's Coppers
  7. Notice when effectiveness drops
  8. Adjust strategy accordingly

  9. Strategic adjustments

  10. May need to accelerate plans
  11. Consider blocking key support cards
  12. Watch for engine development

Advanced Strategies

  1. Copper Management
  2. Keep track of Copper count
  3. Consider intentional Copper retention
  4. Balance trashing speed

  5. Action Sequencing

  6. Play draw cards first
  7. Consider other trashing priorities
  8. Maximize probability of hitting Coppers

  9. Alternative Uses

  10. Potential dead card cycling
  11. Consider resale value
  12. May want as stop-gap solution

Sample Game Scenarios

Early Game Example: Opening $4/$3 - Turn 1: Buy Moneylender - Turn 2: Buy Silver - Turn 3-4: Focus on trashing Coppers - Turn 5-6: Transition to engine/strategy

Mid Game Development: With Villages - Acquire multiple Moneylenders - Build action capacity - Develop reliable engine

Without Villages - Single Moneylender - Focus on efficiency - Transition to better terminals

Common Mistakes to Avoid

  1. Over-investment
  2. Buying too many copies
  3. Focusing too heavily on trashing
  4. Neglecting engine development

  5. Poor Timing

  6. Late-game purchases
  7. Ignoring better options
  8. Missing key power cards

  9. Strategic Inflexibility

  10. Over-relying on Moneylender
  11. Not adapting to kingdom
  12. Ignoring alternative strategies

Conclusion

Moneylender occupies a specific niche in Dominion strategy. While not as powerful as Chapel or as flexible as other trashers, it can provide valuable early-game acceleration and deck improvement. Success with Moneylender requires:

  • Understanding its timing windows
  • Recognizing appropriate kingdoms
  • Managing Copper density
  • Balancing trashing speed
  • Supporting with appropriate cards

The card shines brightest in kingdoms where: - Alternative trashing is limited - Action support is available - Economy improvement is needed - Engine building is gradual

While not always a game-defining card, Moneylender can be a valuable tool in the right circumstances. Its dual nature as both trasher and economy card provides unique opportunities for strategic development, particularly in the early stages of the game.

Remember: - Don't over-invest - Time purchases appropriately - Support with complementary cards - Remain flexible in strategy - Consider kingdom context

With proper understanding and application, Moneylender can be an effective component of many successful Dominion strategies.