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I think the implications there are fairly obvious. You're spending a measly {{Cost|8}} (really {{Cost|4}} two times, which is a whole lot different from {{Cost|8}}) on cards that could be worth a whole lot more. However, I'd argue Pilgrimage is still pretty sweet when you are gaining cheaper cards with it. The important thing here is that in most cases, Pilgrimage is gaining you cards that you certainly want more of in your engine. Most engines like having parts in mass: draw cards, villages, gainers, money earners, and so on. By adding more of these cards to your deck in one fell swoop, you are adding a lot of value at hopefully little stopping risk.  
 
I think the implications there are fairly obvious. You're spending a measly {{Cost|8}} (really {{Cost|4}} two times, which is a whole lot different from {{Cost|8}}) on cards that could be worth a whole lot more. However, I'd argue Pilgrimage is still pretty sweet when you are gaining cheaper cards with it. The important thing here is that in most cases, Pilgrimage is gaining you cards that you certainly want more of in your engine. Most engines like having parts in mass: draw cards, villages, gainers, money earners, and so on. By adding more of these cards to your deck in one fell swoop, you are adding a lot of value at hopefully little stopping risk.  
  
Of course, you want to be careful what you gain. If your turns contain {{Card|Village}}, {{Card|Smithy}}, {{Card|Market}}, and {{Card|Militia}}, odds are your Pilgrimages should be netting you Villages and Markets primarily with a few Smithies sprinkled in. Odds are you don't want to add another Militia. The more cantrips and nonterminal actions you can add, the better. It might seem like adding a bunch of Gold and {{Card|Woodcutter|Woodcutters}} could net you a lot of money, but remember that having a starting hand of five stop cards means you are doing no better than your initial hand in a turn. This is where deckbuilding skill comes in to play, and it's why I predict we will see better players using Pilgrimage more often. Pilgrimage is not an event you should trigger without a plan.
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Of course, you want to be careful what you gain. If your turns contain {{Card|Village}}, {{Card|Smithy}}, {{Card|Market}}, and {{Card|Militia}}, odds are your Pilgrimages should be netting you Villages and Markets primarily with a few Smithies sprinkled in. Odds are you don't want to add another Militia. The more cantrips and nonterminal actions you can add, the better. It might seem like adding a bunch of Gold and {{Card|Woodcutter}}s could net you a lot of money, but remember that having a starting hand of five stop cards means you are doing no better than your initial hand in a turn. This is where deckbuilding skill comes in to play, and it's why I predict we will see better players using Pilgrimage more often. Pilgrimage is not an event you should trigger without a plan.
  
 
Setting up your Pilgrimage takes a bit of finesse. You need to spend a spare buy on a {{Cost|4}} that nets you nothing. The upside of this is that by the time you have a deck worth playing Pilgrimage with, hopefully there are not very many {{Cost|4}} or fewer options you would consider worth a single buy. The prospect of gaining three helpful cards next turn should outweigh the lost opportunity. There are some instances where it might not! If an important pile is about to be drained, you should probably buy the last card in that pile instead, for example. Certain situations are nice for buying that dead Pilgrimage too, particularly in Adventures-heavy games. Opponent played a {{Card|Swamp Hag}}? Might as well set up your Pilgrimage this turn. You went on a {{Event|Mission}}? Pilgrimage away.  Of course, speaking more generally, there are times where you might end up with a bad draw. It happens to the best of us. Often you do have {{Cost|4}} on those draws, though, so Pilgrimage is likely to be a strong option as long as you have a good potential to profit off the Event soon.
 
Setting up your Pilgrimage takes a bit of finesse. You need to spend a spare buy on a {{Cost|4}} that nets you nothing. The upside of this is that by the time you have a deck worth playing Pilgrimage with, hopefully there are not very many {{Cost|4}} or fewer options you would consider worth a single buy. The prospect of gaining three helpful cards next turn should outweigh the lost opportunity. There are some instances where it might not! If an important pile is about to be drained, you should probably buy the last card in that pile instead, for example. Certain situations are nice for buying that dead Pilgrimage too, particularly in Adventures-heavy games. Opponent played a {{Card|Swamp Hag}}? Might as well set up your Pilgrimage this turn. You went on a {{Event|Mission}}? Pilgrimage away.  Of course, speaking more generally, there are times where you might end up with a bad draw. It happens to the best of us. Often you do have {{Cost|4}} on those draws, though, so Pilgrimage is likely to be a strong option as long as you have a good potential to profit off the Event soon.

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