Adventurer
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|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. | |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. | ||
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+ | '''Adventurer''' is an [[Action]] card from the [[Base]] set. Since it draws cards but does not give +Action; it is [[terminal card draw]]; since it finds [[Treasure]]s and discards other cards, it can be considered a [[sifter]]. Since it costs as much as [[Gold]], it is often difficult to find a good use for it, since in the absence of [[trasher]]s, Adventurer is liable ot just draw Coppers. | ||
== FAQ == | == FAQ == |
Revision as of 15:57, 4 November 2012
Adventurer | |
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Cost | 6 |
Type | Action |
Set/Expansion | Base |
Illustrator | Ryan Laukat |
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. Since it draws cards but does not give +Action; it is terminal card draw; since it finds Treasures and discards other cards, it can be considered a sifter. Since it costs as much as Gold, it is often difficult to find a good use for it, since in the absence of trashers, Adventurer is liable ot just draw Coppers.
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 $6 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 $6 purchases on something else.
Synergies/Combos
- Works with trashing, especially trashing to get rid of Coppers - Moneylender, Spice Merchant, Chapel.
Antisynergies
- Typically is worse than other sources of terminal draw.
Trivia
Secret History