Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.
Treasurer is an Action card from Renaissance. It is a terminal gold that either trashes a Treasure from your hand, gains a trashed Treasure to your hand, or gets you its corresponding Artifact, the Key.
 Official FAQ
- When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices.
- You can choose to take the Key even if you already have it.
Treasurer is an expensive but solidly useful trasher and payload card that offers a good degree of flexibility; it can see some use as a gainer as well. This flexibility ensures that it’s relevant in most Kingdoms and continues to be helpful throughout the game.
Initially, Treasurer is primarily useful as a Copper trasher. When played in this way, it has the same outcome as a Moneylender, and is similarly good in Kingdoms in which thinning Coppers while still affording relatively expensive purchases is important. The obvious difference is that Treasurer costs , so it’s usually only available in the opening if you have a / split; if you do, it’s often a good choice, and otherwise you’ll often aim to generate an early to get one. Treasurer also offers more flexibility than Moneylender even in the early game: for example, you can trash Heirlooms as well as Copper, and occasionally you might take an option other than trashing alongside the generated. This is most likely to be beneficial when there’s an important high price point that you want to spike. Generally, in this case, you would prefer to take the Key rather than gain a Treasure (very likely to be Copper) from the trash at this early stage, but sometimes your target price point may be high and important enough that you need to do the latter (e.g. if it lets you buy an early Inheritance). Outside the spiking scenario, it’s usually not a good plan to take the Key over trashing Copper, but there are situations in which you might consider this. For example, it could be worthwhile if the draw is very strong (e.g. with Wharf), or if your opponent has no Treasurer yet and you judge it unlikely that they’ll be able to get one any time soon, meaning that you anticipate keeping the Key for many turns.
As you begin to run low on Coppers to trash, Treasurer plays become more likely to focus on fighting over the Key. This Artifact is useful to have, but rarely of great importance. Its value is generally highest in money strategies and weak or unreliable engines, where the extra is more likely to make the difference between missing and hitting an important price point with your next hand; additionally, if your opponent has adopted a similar strategy and therefore isn’t drawing their deck every turn either, you’re more likely to keep the Key for a few turns. If all players can draw their decks consistently and therefore take the Key every turn, no one ever benefits from it (except indirectly, by denying it to the other players), meaning that Treasurer is largely just a terminal Gold in this phase of the game.
Treasurer’s ability to regain Treasures from the trash can be very useful in several scenarios. First, in the late game (particularly on your final shuffle when deck control no longer matters), you can take a Treasure from the trash to help you afford an extra Victory card, or otherwise close out the game. If the trash contains more valuable Treasures than Copper (e.g. because Knights have been trashing Silvers), this ability may become relevant earlier. Second, Treasurer’s gaining ability combines well with certain trash-for-benefit effects. For example, with sufficient village support, you could play multiple Bishops and Treasurers to trash and regain a single Gold several times per turn, scoring 4 per iteration without adding any green cards to your deck or needing to re-buy fodder for Bishop. Third, this Treasurer function produces some centralising interactions with Treasures that have a one-shot aspect to them. Among the most powerful of these is with Magic Lamp, since regaining this Heirloom after trashing it gives you access to another three Wishes if you can meet the conditions to activate it again. Another important interaction in this vein is with Stockpile: once its pile is empty, there’s usually no way to get your Exiled Stockpiles back, but keeping one in your deck to trash and then regain with Treasurer each turn allows you to discard all your others from Exile, rendering them indefinitely available (with the added benefit that, if you can then play them all, they never get shuffled back into your deck at the end of a turn).
A single Treasurer is often sufficient, but there are scenarios in which you might consider gaining more. In addition to those cases in which your strategy revolves around trashing and regaining Treasures for some important benefit, there are situations in which terminal Golds are valuable in their own right, e.g. in a draw-to-x deck with plenty of village support, or with a Throne Room variant such as King's Court.
 English versions
|+. Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.||Renaissance||November 2018|
 Other language versions
 Secret History