Mountebank
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Mountebank (Prosperity)

Cost: $5

Type: Action-Attack

Text: +$2\nEach other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.

Strategy Review

Here's a comprehensive strategy guide for Mountebank:

Mountebank Strategy Guide

Introduction Mountebank is one of the strongest attack cards in Dominion, combining payload (+$2) with a brutal junking attack that forces opponents to gain both Curse and Copper cards unless they can discard a Curse. This double-junking effect makes it particularly devastating, as it not only adds negative points to opponents' decks but also dilutes them with additional stop cards.

Core Strengths 1. Strong Economy - Provides +$2 on play, making it an excellent economic card even without the attack - Self-sustaining cost-wise: can pay for itself and contribute toward other $5 purchases - Functions as both an economy card and an attack card, saving deck space

  1. Powerful Attack
  2. Forces two junk cards on opponents (Curse and Copper)
  3. The Copper addition makes it harder to clean up Curses compared to pure cursing attacks
  4. Creates a snowball effect as junked decks become less able to defend
  5. Affects all other players simultaneously

Basic Strategy

Early Game - Priority acquisition at $5 - Often worth opening with if available - Generally want 2-3 copies in most games where it's present - Can skip if opponents have strong defense cards available early

Mid Game - Continue playing regularly to maintain pressure - Consider transitioning away if Curses are depleted - Watch for defensive responses from opponents - May need additional trashing/deck control to maintain efficiency

Late Game - Effectiveness decreases as Curses run out - Still valuable for +$2 even after attack becomes irrelevant - Consider trashing if deck needs streamlining for provinces

Key Timing Considerations

  1. Opening Buy Mountebank is usually a strong opening buy at $5 because:
  2. Provides immediate economy boost
  3. Early cursing is most effective before defenses are established
  4. Copper gaining hurts most in early game when decks are small
  5. Creates immediate pressure on opponents' opening strategies

  6. Multiple Copies The decision to get multiple Mountbanks depends on:

  7. Presence of defending cards
  8. Kingdom trashing options
  9. Alternative $5 cards available
  10. Game pace and Victory card rushing potential

Synergies and Combinations

  1. Draw Engines
  2. Village/Draw combinations help play multiple Mountbanks per turn
  3. Card draw helps offset the dead draws from gained Coppers
  4. Laboratory, Council Room, and similar cards work well
  5. Drawing opponents' newly gained junk cards quickly is advantageous

  6. Trashing Strong synergy with trashing cards:

  7. Chapel helps maintain deck efficiency
  8. Moneylender turns gained Coppers into economy
  9. Trading Post can convert both Curses and Coppers
  10. Mine upgrades forced Coppers into better treasure

  11. Duration Cards

  12. Wharf and other multi-turn draw helps find Mountbanks consistently
  13. Fishing Village/Haven help ensure multiple plays
  14. Bridge Troll can make gaining Copper even more punishing

  15. Throne Room Effects

  16. Throne Room/King's Court multiply the attack
  17. Can force multiple Curse/Copper pairs in one turn
  18. Particularly devastating early game
  19. Remember the +$2 also multiplies

Counter-Strategy and Defense

  1. Direct Defenses Several cards can defend against Mountebank:
  2. Moat blocks the attack completely
  3. Watchtower can trash gained cards
  4. Trading Post converts gained cards
  5. Horse Traders provides discard defense

  6. Indirect Defenses Alternative defensive approaches:

  7. Fast deck thinning
  8. Rush strategies (Gardens, Duke, etc.)
  9. Alternative victory point sources
  10. Economy focus to outpace the attack

  11. Mirror Strategy When both players have Mountebank:

  12. First player advantage becomes significant
  13. Consider whether to mirror or defend
  14. May need hybrid approach
  15. Watch Curse pile depletion

Advanced Tactics

  1. Pile Control
  2. Track Curse pile depletion
  3. Consider enabling/preventing three-pile endings
  4. Watch for Copper pile attacks in longer games
  5. May want to leave last Curse to prevent reshuffling

  6. Deck Composition Management

  7. Balance number of Mountbanks with other needs
  8. Consider trashing later in game
  9. Watch total action density
  10. Account for increased copper density

  11. Multi-Player Considerations

  12. Attack impacts all opponents simultaneously
  13. Can create interesting alliance dynamics
  14. May want fewer copies in multiplayer
  15. Watch for group defensive strategies

Specific Kingdom Configurations

  1. Strong Mountebank Kingdoms
  2. Limited trashing available
  3. Weak or no defense cards
  4. Strong draw engines present
  5. Good throne room effects

  6. Weak Mountebank Kingdoms

  7. Strong defense cards present
  8. Heavy trashing available
  9. Alternative VP strategies viable
  10. Fast province rush possible

Common Mistakes to Avoid

  1. Over-Investment
  2. Buying too many copies
  3. Focusing solely on attack
  4. Neglecting victory points
  5. Ignoring deck efficiency

  6. Poor Timing

  7. Playing too late in turn
  8. Missing crucial early purchases
  9. Holding too long waiting for combo
  10. Not recognizing when to stop buying

  11. Defensive Errors

  12. Over-defending
  13. Under-defending
  14. Poor discard choices
  15. Neglecting counter-strategy

Special Considerations

  1. Tournament Play
  2. More experienced opponents
  3. Better defensive play
  4. Faster recognition of counter-strategies
  5. Higher skill ceiling

  6. Online Play

  7. Automatic tracking helps
  8. Faster game pace
  9. Different meta considerations
  10. More experienced opposition

Sample Game Plans

  1. Aggressive Mountebank Opening: Mountebank/Silver Build: Multiple Mountbanks + draw Victory: Provinces while maintaining pressure

  2. Balanced Approach Opening: Mountebank/Chapel Build: 2 Mountbanks + deck control Victory: Traditional province victory

  3. Engine-Based Opening: Mountebank/Village Build: Draw engine with Mountebank support Victory: Multiple provinces per turn

Comparison to Similar Cards

  1. Witch
  2. Curses only (no Copper)
  3. Gives +2 cards instead of +$2
  4. Generally slower but more consistent
  5. Better with engines

  6. Sea Hag

  7. Top-decks Curse
  8. No additional junk
  9. No economic benefit
  10. Generally weaker

  11. Torturer

  12. Choice-based attack
  13. Can be stronger or weaker
  14. Better with chains
  15. More flexible

Conclusion

Mountebank is among the strongest attack cards in Dominion, combining reliable economy with a devastating junking attack. Success with Mountebank requires: - Understanding proper timing - Balancing attack with victory point acquisition - Recognizing counter-play opportunities - Maintaining deck efficiency

The card's power level makes it a frequent game-defining presence, but skilled players must avoid over-relying on it at the expense of winning strategies. Whether as a primary strategy or supporting piece, Mountebank demands respect and careful consideration in any kingdom where it appears.

Final Tips - Don't automatically buy every time you have $5 - Watch opponent's defenses and adapt accordingly - Consider kingdom context carefully - Balance aggression with victory point acquisition - Maintain deck quality despite copper gains - Track curse pile carefully - Be prepared to transition strategies - Don't neglect engine building if kingdom supports it

This powerful card rewards skilled play while punishing poor defense and deck management. Understanding its strengths and limitations is crucial for high-level Dominion play.