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'''Envoy''' is an [[Action]] card which was released as a [[Promo]]. It gives +4 cards, but lets the opponent choose the worst 4 out of 5; as such, it works best in
'''Envoy''' is an [[Action]] card which was released as a [[Promo]]. It gives +4 cards, but lets the opponent choose the worst 4 out of 5; as such, it works best in decks where the best cards aren't much better than the average, and it's more important to just have a large number of them.
== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
Revision as of 00:27, 12 September 2013
|Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.|
Envoy is an Action card which was released as a Promo. It gives +4 cards, but lets the opponent choose the worst 4 out of 5; as such, it works best in homogeneous decks where the best cards aren't much better than the average, and it's more important to just have a large number of them.
- If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest.
- The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest.
- If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.
Other Rules clarifications
Envoy is the closest cousin of Smithy — so close that it was cut from Intrigue due to the great similarity. So what is the difference? Envoy adds 4 cards to your hand instead of 3, and draws 5. Because it draws so many more cards, you really can’t afford to add any terminal actions to your deck if you're playing Envoy-Big Money (i.e. no second Envoy). In the Envoy turn you see more than half your deck, so the probability of collision is higher than the probabilty of non-collision until your deck size is at least 19, at which point the game is nearly over and you should be buying Victory cards. Although you can’t really add any other terminals to Envoy, you still get plenty of plays out of your single Envoy due to the rapid cycling. Though you want to avoid terminal actions, you should still be willing to open Jack of all Trades or Island before getting your Envoy (with Masquerade, you’re better off just skipping the Envoy).
Envoy-Big Money is a common benchmark, because it reaches four Provinces extremely fast. In truth, it is only slightly better than Smithy-Big Money, because it is not at all resilient to greening - since your opponent gets to pick which card out of 5 you discard, you'll find that you're seeing your green cards more often and your Golds less often as you get more junk in your deck.
Envoy also works well in engines, but requires a bit of redundancy - you have to make sure that even if your opponent consistently picks either Envoys or Villages to discard, you'll still have enough of both to draw what you need.
- Big Money
- redundancy in engines, which probably requires low-cost (Villages - )
- Monotonous decks where most cards are average, with very few very good or very bad ones. (Such as a Big Money deck with mostly Silvers and Coppers, but could also be an engine deck with lots of - cantrips)
- Alt-VP, since they give engines a chance to catch up, and Envoy-Big Money decks are not resilient to greening.
- High-variance decks.