Venture
(→Secret History) |
m (added Illustrator) |
||
Line 4: | Line 4: | ||
|Set = Prosperity | |Set = Prosperity | ||
|Type = [[Treasure]] | |Type = [[Treasure]] | ||
− | |Illustrator = | + | |Illustrator = Lee Smith |
|Text = Worth $1<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. | |Text = Worth $1<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. | ||
}} | }} |
Revision as of 20:10, 3 November 2012
Venture | |
---|---|
Cost | 5 |
Type | [[Treasure]] |
Set/Expansion | Prosperity |
Illustrator | Lee Smith |
Worth $1 When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. |
Contents |
FAQ
Official FAQ
Copy & Paste Official FAQ here, please.
Other Rules clarifications
Strategy Article
Original article by theory
Venture is one of those $5 “Silver-plus” cards: it’s guaranteed to be at least worth $2, but usually provides a little extra. It does best in high-quality Treasure decks, and therefore works well with Hoard, Platinum, Mint, Moneylender, and Mine. Even Loan trashing is normally good enough to justify buying Ventures. But even with high-value Treasures, Venture really depends on some kind of early trashing to get going: without it, it’s hard to justify buying Venture when so much other good stuff is at $5. Mine can sometimes be enough to make Ventures the best $5 buy, as can Venture/Bank. But in general, the card is too weak if you have too many Coppers in your deck.
Assuming you can get the trashing, Venture’s best feature is its chain reaction ability: if you can get to 5 or 6 Ventures and little other Treasure in your deck (a setup most likely achieved via Mint), then playing any Venture will net you at least $5, and probably singlehandedly get you a Province.
Decks that work well with Venture will also benefit strongly from an Adventurer, but in most cases, Venture is probably going to be superior. Although it draws only one Treasure instead of two, Adventurer requires an Action to play and it doesn’t chain onto itself. That being said, Adventurer is more helpful early on, when you don’t have enough Ventures in your deck to reliably chain them together. In addition, Adventurer can be Throned or Kinged (to great effect), but Venture cannot.
Venture doesn’t play particularly well with Alchemy and Potion. You’ll rarely want your Ventures to be hitting Potions, since Potion has little place in the kind of Big Money deck that Venture is best in. Although it can be good for Potion-grabbing if you’re desperate to keep your Alchemist chain going, Alchemist/Herbalist is a more reliable way to keep the Potions on your deck.
Finally, Venture’s deck-cycling power is usually a good one. When you’re improving your deck, you want your cards reshuffled as soon as possible. It’s a bit weaker when you start buying Victory cards (since reshuffling your deck starts to dilute it), but Venture is still helping you find your Treasures amidst the sea of green cards. And it can help you against attacks like Ghost Ship or Bureaucrat: just dump your Victory cards on your deck and use Venture to power through them.
Synergies/Combos
- Strong early trashing
- High-quality Treasure decks (Hoard, Mint, Mine, Platinum, Moneylender)
- Opponents’ Ghost Ship or Bureaucrat
- Adventurer
Antisynergies
- Grand Market, only in the sense that it might draw an unwanted Copper
- Contraband, if you didn’t want to draw it
- Opponents’ Copper-giving attacks (Mountebank, Ambassador)
Trivia
Secret History