Here is one approach you could consider. If the number of non-missing coordinates is tightly concentrated around 10, it might help you partly avoid the curse of dimensionality. I don't know whether it will be useful in practice.
Choose a random hash function $h:\{1,\dots,d\} \to \{1,\dots,10\}$. If $x \in \mathbb{R}^d$ is a data point, let $f(x)$ be its signature, where $f:\mathbb{R}^d \to \mathbb{R}^{10}$ is defined as
$$f(x) = (x^*_1,\dots,x^*_{10})$$
where $x^*_j = \max \{x_i \mid h(i)=j\}$.
Notice that the signature is dense, i.e., $f$ maps a sparse high-dimensional vector to a dense low-dimensional vector.
Also, notice that $f$ is monotonic: if $z \preceq x$ then $f(z) \preceq f(x)$. The converse does not necessarily hold.
The approach will be to build a data structure that, given a query $z$, helps us enumerate all $z$ such that $f(z) \preceq f(x)$; then we will check each such $x$ to see whether $z \preceq x$, and count the number that do, or output the lowest-priced ones that do. This reduces the problem from a 500-dimensional problem (on sparse data points) to a 10-dimensional problem (on dense data points).
How does the 10-dimensional data structure look? We can use a simple trie, where the $i$th level branches on the value of $x^*_i$, and each leaf stores one data point. In practice, I suggest organizing the list of children at the $i$th level using a binary search tree keyed on $x^*_i$, rather than as a list.
Now, the lookup algorithm simply traverses the trie recursively, but with the traversal pruned in the obvious way. In other words, at each level we only explore the children $x^*_i$ where $z^*_i \le x^*_i$ (for query $z$). Using the binary search tree data structure, at each level it is easy to enumerate only those children without having to enumerate the other children.
What is the running time of this algorithm? The worst-case time could be bad, but I'll analyze the average-case running time, via an extremely crude heuristic. If $z,x$ are two randomly chosen data vectors, then crudely $\Pr[z^*_i \le x^*_i] \approx 1/2$ for each $i$, as we have two randomly chosen numbers from $\mathbb{R}$ and it is roughly equally likely which one is larger. Therefore, we can expect that only about a $1/2^{10}$ fraction of the data points $x$ will satisfy $f(z) \preceq f(x)$. And, the running time of the recursive traversal of the trie will be approximately proportional to the number of such data points $x$. Therefore, this heuristic predicts the average-case running time of this algorithm, on a random query $z$, to be something like $O(|X|/2^{10})$ time. In other words, this is approximately a 1000-fold speedup over the naive algorithm of enumerating all data points in your dataset. This crude analysis is overly optimistic and probably the true running time will be worse (e.g., due to collisions in the hash function, as this analysis implicitly assumed that both $z$ and $x$ have exactly 10 components and there are no collisions in the hash function, but in practice neither of those will always be true).
P.S. There are multiple variants possible. We can also consider replacing 10 by an arbitrary $d'$ and optimizing over $d'$. Also, we can alternatively define $f$ by
$$f(x) = (x^*_0,x^*_1,\dots,x^*_{d'})$$
where $x^*_0$ is the number of $x^*_1,\dots,x^*_{d'}$'s that are not $-\infty$. I don't know whether either of those would be better, but they could be variants to try on your data set.
Another possible optimization is to precompute a dozen different copies of the data structure for a dozen different hash functions. Then, when you want to answer a query for $z$, check which hash function maximizes the number of coordinates in $f(z)$ that are not $-\infty$, and use the corresponding data structure for the lookup. If $x$ has exactly 10 non-missing coordinates, then it is very likely that one of these hash functions leads to a signature with only 0, 1, or 2 coordinates at $-\infty$. Also you could consider an approach where $d'$ is large, say $d'=20$; then there is a good chance that there will be one hash function that does not introduce any collision... though I'm not sure what the effect of increasing the dimension like that might be on running time.