Adventurer
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* Works with trashing, especially trashing to get rid of Coppers - {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Chapel}}. | * Works with trashing, especially trashing to get rid of Coppers - {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Chapel}}. | ||
* In heavy [[curser]] (without {{Card|Mountebank}}) games, Adventurer is better than other sources of terminal draw. | * In heavy [[curser]] (without {{Card|Mountebank}}) games, Adventurer is better than other sources of terminal draw. | ||
+ | * High-value treasures, most notably {{Card|Platinum}} and {{Card|Bank}}, increase the value of this card. | ||
+ | * {{Card|Bandit Camp}} increases the expected coin value generated by this card while also lowering the risk of a terminal collision. This combo is a natural fit for an engine strategy. | ||
=== Antisynergies === | === Antisynergies === |
Revision as of 18:12, 12 June 2015
Adventurer | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Ryan Laukat |
Card text | |
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards. |
Adventurer is an Action card from the Base set. It is a terminal Action that digs for Treasure cards in your deck. Since it costs as much as Gold, it is often difficult to find a good use for it: in the absence of efficient trashers, Adventurer is liable to just draw Coppers and therefore produce less money per turn than Gold; if trashing is easy, it is often possible to put together an engine deck that doesn't contain very many Treasure cards and can use cheaper cards than Adventurer to draw the Treasures it does contain.
Contents |
FAQ
Official FAQ
- If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards.
- If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.
Other Rules clarifications
Strategy Article
There isn't a strategy article for Adventurer. It has been mentioned in this article by HiveMindEmulator, edited by theory.
If I asked you to enumerate the terminal draw cards, you’d probably forget Adventurer. I know I did at first. Technically, it’s terminal and it draws 2 cards, and like Library it guarantees no dead actions, and even no victory cards! Sounds great, but the problem is that it costs and will rarely be better than Gold in a BM deck with 7 Coppers in it. In pure BM (and engines too, for that matter), it’s basically always better to spend your terminals and purchases on something else.
Synergies/Combos
- Works with trashing, especially trashing to get rid of Coppers - Moneylender, Spice Merchant, Chapel.
- In heavy curser (without Mountebank) games, Adventurer is better than other sources of terminal draw.
- High-value treasures, most notably Platinum and Bank, increase the value of this card.
- Bandit Camp increases the expected coin value generated by this card while also lowering the risk of a terminal collision. This combo is a natural fit for an engine strategy.
Antisynergies
- Typically is worse than other sources of terminal draw.
Trivia
In other languages
- Chinese: 冒險者 (pron. màoxiǎnjiā)
- Czech: Dobrodruh
- Dutch: Avonturier
- Finnish: Seikkailija
- French: Aventurier
- German: Abenteurer
- Greek: Τυχοδιώκτης (pron. tykhodhioktes)
- Hungarian: Kalandor
- Italian: Esploratore (lit. explorer)
- Japanese: 冒険者 (pron. bōken-sha)
- Korean: 모험가 (pron. moheomga)
- Norwegian: Eventyrer
- Polish: Odkrywca (lit. explorer)
- Romanian: Aventurier
- Russian: Искатель приключений (pron. iskatyel' priklyuchiniy)
- Spanish: Aventurero
Secret History