Cost: $4
Type: Action
Text: Trash a Copper from your hand. If you do, +$3.
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
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
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
Examples: Laboratory, Council Room, Smithy
Throne Room effects
Treasure Synergies 1. Copper generators - Ensure Moneylender remains active - Examples: Poor House, Counterfeit - Can be risky strategy
Anti-Synergies
Examples: Chapel, Steward, Trading Post
Action-heavy engines
Terminal draw can be problematic
Alt-VP strategies
Kingdom Considerations
When to Prioritize Moneylender
Need for economic improvement
Strong action support
Limited terminal competition
Economic needs
When to Skip Moneylender
Multiple trashing options
Strong engine components
Fast engine potential
Alternative strategies
Countering Moneylender Strategies
Copper flooding can overwhelm
Racing strategies
Alt-VP can end game earlier
Superior economy
Playing Against Moneylender
Look for timing windows
Deck inspection
Adjust strategy accordingly
Strategic adjustments
Advanced Strategies
Balance trashing speed
Action Sequencing
Maximize probability of hitting Coppers
Alternative Uses
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
Neglecting engine development
Poor Timing
Missing key power cards
Strategic Inflexibility
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:
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.