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* Later in the game, Mission can double some types of payload. While this can include Attacks which stack, such as [[Knights]], the most common use case is to double your total number of gainer plays, which can both rapidly improve your deck and allow you to more easily threaten a [[three-pile ending|pileout]].
 
* Later in the game, Mission can double some types of payload. While this can include Attacks which stack, such as [[Knights]], the most common use case is to double your total number of gainer plays, which can both rapidly improve your deck and allow you to more easily threaten a [[three-pile ending|pileout]].
 
* Other opportunities Mission can provide that are typically less powerful but may still be worthwhile include the chance to accumulate resources such as [[Villager]]s or [[Coffers]] or pay back {{Debt}}.
 
* Other opportunities Mission can provide that are typically less powerful but may still be worthwhile include the chance to accumulate resources such as [[Villager]]s or [[Coffers]] or pay back {{Debt}}.
* Occasionally, the value of Mission lies largely in the fact that it offers relatively cheap access to an extra turn, even if you can do little or nothing with that turn itself. Similar considerations might apply if you anticipate a [[dud]] for other reasons (e.g., by using deck tracking and noting that the remainder of your shuffle is mostly [[junk]]) and wish to cycle past it, or simply want a chance to set up your next turn, e.g. by playing [[Duration draw]].
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* Occasionally, the value of Mission lies largely in the fact that it offers relatively cheap access to an extra turn, even if you can do little or nothing with that turn itself. For example, if you've played {{Card|Outpost}} but anticipate difficulty drawing from a three-card starting hand, you can buy Mission and use up the weak starting hand on a turn that is restricted in any case, creating an entirely unrestricted {{Card|Outpost}} turn afterwards. Similar considerations might apply if you anticipate a [[dud]] for other reasons (e.g., by using deck tracking and noting that the remainder of your shuffle is mostly [[junk]]) and wish to cycle past it, or simply want a chance to set up your next turn, e.g. by playing [[Duration draw]].
  
 
When and how often to buy Mission mostly depends on which of the above options you’re using it for. If an early Mission can accelerate your deck control or advance another high-priority early-game goal, it may be worth buying over another {{Cost|4}} card. If, however, Mission’s main effect will be to amplify your payload, you’ll likely have to [[build]] up your deck first, as in the early game you likely lack both the specific type of payload you want and the [[deck control]] to reliably find it on your Mission turn. Once you have key payload options and sufficient deck control, you may then want to buy Mission consistently throughout the midgame or even the endgame, depending on how valuable and flexible the extra payload on your Mission turns is.  
 
When and how often to buy Mission mostly depends on which of the above options you’re using it for. If an early Mission can accelerate your deck control or advance another high-priority early-game goal, it may be worth buying over another {{Cost|4}} card. If, however, Mission’s main effect will be to amplify your payload, you’ll likely have to [[build]] up your deck first, as in the early game you likely lack both the specific type of payload you want and the [[deck control]] to reliably find it on your Mission turn. Once you have key payload options and sufficient deck control, you may then want to buy Mission consistently throughout the midgame or even the endgame, depending on how valuable and flexible the extra payload on your Mission turns is.  

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