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Before we get into the cards, we should outline a few general ideas about terminal draw BM. First off, you can’t afford to have too many actions, particularly terminals, because you’re going to draw cards [[dead]]. And compared to decks without card-drawing, you go through more cards per turn. As a result, you want to stick to a couple of drawing cards and only mix in other actions that do something particularly strong in the early- or late-game. Examples include end-game accelerating trash-for-benefit cards like {{Card|Remodel}} or {{Card|Salvager}}, and really strong estate-trashing openings like {{Card|Jack of all Trades}}, {{Card|Masquerade}}, or {{Card|Island}}. With these three cards, in particular, you want to open them ahead of Smithy, adding the Smithy on turn 3-4.
 
Before we get into the cards, we should outline a few general ideas about terminal draw BM. First off, you can’t afford to have too many actions, particularly terminals, because you’re going to draw cards [[dead]]. And compared to decks without card-drawing, you go through more cards per turn. As a result, you want to stick to a couple of drawing cards and only mix in other actions that do something particularly strong in the early- or late-game. Examples include end-game accelerating trash-for-benefit cards like {{Card|Remodel}} or {{Card|Salvager}}, and really strong estate-trashing openings like {{Card|Jack of all Trades}}, {{Card|Masquerade}}, or {{Card|Island}}. With these three cards, in particular, you want to open them ahead of Smithy, adding the Smithy on turn 3-4.
  
While you want to take it easy on the actions, you’re more than happy to grab kingdom treasure cards like {{Card|Fool's Gold}}, {{Card|Venture}}, {{Card|Stash}}, {{Card|Cache}}, {{Card|Royal Seal}}, {{Card|Bank}}, {{Card|Hoard}}, or {{Card|Harem}} (not {{Card|Loan}}, {{Card|Contraband}}, {{Card|Quarry}}, {{Card|Talisman}} or {{Card|Horn of Plenty}}, which are primarily for engines, and not {{Card|Philosopher's Stone}}, whose {{Card|Potion}} cost makes it too slow for a fast BM strat). Kingdom treasures tend to make terminal draw BM stronger, so the presence of one of these cards may steer you towards playing terminal draw BM.  Terminal draw BM decks are really set back by drawing {{Cost|5}} (which is a little too much for a Silver but not enough for a Gold), so being able to buy {{Card|Venture}} is a real benefit.
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While you want to take it easy on the actions, you’re more than happy to grab kingdom treasure cards like {{Card|Fool's Gold}}, {{Card|Venture}}, {{Card|Stash}}, {{Card|Cache}}, {{Card|Royal Seal}}, {{Card|Bank}}, {{Card|Hoard}}, or {{Card|Harem}} (not {{Card|Loan}}, {{Card|Contraband}}, {{Card|Quarry}}, {{Card|Talisman}} or {{Card|Horn of Plenty}}, which are primarily for engines, and not {{Card|Philosopher's Stone}}, whose {{Card|Potion}} cost makes it too slow for a fast BM strat). Kingdom treasures tend to make terminal draw BM stronger, so the presence of one of these cards may steer you towards playing terminal draw BM.  Terminal draw BM decks are really set back by drawing {{Cost|5}} (which is a little too much for a Silver but not enough for a Gold), so being able to buy Venture is a real benefit.
  
 
On the flip side, strong engine parts and {{Card|Colony|Colonies}} are real drawbacks to running a terminal draw big money strategy.  Your slow-but-steady “tortoise” strategy is more likely to be hammered down by a game-ending mega-turn “hare” strategy.
 
On the flip side, strong engine parts and {{Card|Colony|Colonies}} are real drawbacks to running a terminal draw big money strategy.  Your slow-but-steady “tortoise” strategy is more likely to be hammered down by a game-ending mega-turn “hare” strategy.

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