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== Strategy ==
 
== Strategy ==
While it may look quite unassuming, Silk Merchant is one of the best 4 cost openers in the game because of how easy it makes it to get to 5 coins on turns 3 and 4. Also, because it draws 2 cards, opening Silk Merchant and a non card draw card, like Silver, allows you to perfectly use your whole deck on turns 3 and 4 (unless Silk Merchant is bottom decked). While in some kingdoms you will prefer to open with a thinner like {{Card|Remake}} on a 3/4 start, you can open Silk Merchant Remake on the 4/3 because of the added flexibility of the coffer and villager, and with a strong 5 cost card in the kingdom like {{Card|Sentry}}, opening Silk Merchant Silver is likely better than getting a slower trasher like {{Card|Forager}}, which is by no means a weak card, but with Silk Merchant enabling you to hit 5 so often, it is probably better to not open Forager.
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While it may look quite unassuming, Silk Merchant is one of the best 4 cost openers in the game because of how easy it makes it to get to 5 coins on turns 3 and 4. Also, because it draws 2 cards, opening Silk Merchant and a non card draw card, like Silver, allows you to perfectly use your whole deck on turns 3 and 4 (unless Silk Merchant is bottom decked). While in some kingdoms you will prefer to open with a thinner like {{Card|Remake}} on a 4/3 start, on boards with popular 5 cost cards, Silk Merchant shines.
  
 
According to calculations by WanderingWinder, a player opening Silk Merchant/Silver has an over 50% chance to open with two 5 cost cards, and getting at least one 5 cost card is guaranteed on turns 3 and 4 because of the coffer. It also gives a player a decent chance to hit 7 for an early {{Card|Inheritance}} if that is in the kingdom. An even better opening is Silk Merchant/{{Card|Improve}} if the kingdom has desirable 5s, as the villager from Silk Merchant helps in the case of collision, and otherwise, the Improve can turn into another Silk Merchant or other 4 cost card, like one of the villages, to allow you to play your 5s, if terminal, more often.
 
According to calculations by WanderingWinder, a player opening Silk Merchant/Silver has an over 50% chance to open with two 5 cost cards, and getting at least one 5 cost card is guaranteed on turns 3 and 4 because of the coffer. It also gives a player a decent chance to hit 7 for an early {{Card|Inheritance}} if that is in the kingdom. An even better opening is Silk Merchant/{{Card|Improve}} if the kingdom has desirable 5s, as the villager from Silk Merchant helps in the case of collision, and otherwise, the Improve can turn into another Silk Merchant or other 4 cost card, like one of the villages, to allow you to play your 5s, if terminal, more often.

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