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Lucky Pennies is the weakest one of all.
Bounty Hunter I would remove as you get enough copper from Compound Interest.
And if you were in need to remove another one then I suggest Compound Interest, you will most likely be buying upgrades and card anyway so you probably will not fully get the benefits of it, though of course it depends. The first 4 cards I would say are staples.
I recently beat NM Act 1 with a full copper deck + all the scavenger cards. Got me a nice Headband Magnifier and the last stage was easy. Copper builds make the game way too easy since you can buy cards, and it can also be fun as you get to change your style while playing.
Unless you're running a deck purely for generating all the copper you want, Grubbers and Copper Scav is usually okay. I flip back and forth between Hazard Pay and Bounty Hunter, because I usually do not end up with all 300c from Bounty Hunter, but Hazard Pay doesn't proc in hives whereas Bounty Hunter does. Generally when I'm running an econ deck I'll take 3-4 copper cards; grubber, copper scav, bounty hunter or hazard pay, and if I want a fourth I'll take share the wealth.
I personally avoid stealthy passage because while it does generate copper, it's not really necessary. Hives unload so much copper on you, and stealthy passage is useless in hives while simultaneously disabling your utility slot. I find that if you run Pinata (which will most likely be nerfed) and/or utility scavenger you will end up with enough tool kits to waste on alarm doors and stashes anyways.