Cost: $5
Type: Action
Text: +1 Action\nTrash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has in its cost.
Here's a comprehensive strategy guide for Apprentice:
Apprentice Strategy Guide
Introduction Apprentice is a powerful trashing and drawing card from the Alchemy expansion that rewards players for trashing expensive cards. Its unique ability to provide extra draw based on card costs makes it both a deck thinner and a strong engine component. Understanding how to maximize Apprentice's potential is key to using it effectively.
Basic Mechanics - Apprentice gives +1 Action, allowing it to chain with other actions - You must trash a card from your hand (this is not optional) - You draw cards equal to the coin cost of the trashed card - You get 2 additional cards if the trashed card has a potion cost - The card draw happens after the trashing
Key Strengths 1. Engine Building - Self-replacing action (+1 Action) - Can generate significant card draw - Helps thin deck while maintaining hand size
More efficient than most other trashers for maintaining hand size
Flexibility
Using Apprentice Effectively
Early Game Strategy In the early game, Apprentice serves primarily as a deck thinner, typically targeting: - Estates ($2) = 2 cards drawn - Copper ($0) = 0 cards drawn - Early purchases you no longer need
While trashing Copper provides no immediate draw benefit, it's often correct to do so early to improve deck quality. However, if you have the choice, trashing Estates is usually better as it provides both deck improvement and card draw.
Mid Game Strategy During the mid-game, Apprentice becomes more versatile: - Can trash medium-cost cards ($3-$4) for decent draw - Helps maintain engine consistency - Can strategically trash potions once they're no longer needed
Late Game Strategy In the late game, Apprentice really shines: - Can trash expensive cards for massive draw - Helps dig for key cards or Victory cards - Can convert dead cards (like Gold) into immediate utility
Optimal Trashing Targets
By Cost: $0 (Copper): 0 cards $2 (Estate): 2 cards $3 (Silver): 3 cards $4 (many Kingdom cards): 4 cards $5 (including Apprentice itself): 5 cards $6 (Gold): 6 cards $8 (Province): 8 cards
Potion-cost cards ($2P to $6P): Base cost + 2 extra cards
Notable Targets: - Provinces ($8): Draw 8 cards - Colonies ($11): Draw 11 cards - Platinum ($9): Draw 9 cards - Potion-cost cards: Extra value from +2 cards bonus
Key Combos and Synergies
Salvager: Alternative way to benefit from expensive cards
Gainers
Governor: Gains Provinces you can trash for massive draw
Cost-Increasing Effects
King's Court/Throne Room: Multiply Apprentice's effectiveness
Potion-Cost Cards
Golem: Worth 6 cards when trashed (4+2)
Treasure-Heavy Strategies
Building Around Apprentice
Key payload cards
Treasure-Based Strategy
Optional trashing support
Action-Heavy Engine
Counter-Strategies and Weaknesses
Sometimes forces trashing of useful cards
Counter-Play
Junking attacks can dilute deck quality
Hostile Environments
Timing and Quantity
How Many to Buy? - Minimum: 1-2 for deck thinning - Engine support: 2-3 - Heavy focus: 3-4 - Rarely want more than 4
When to Buy? - First Apprentice: Turns 3-5 - Additional copies: After basic engine pieces - Stop buying: When deck is sufficiently thin
Opening Considerations
Strong Openings with Apprentice: - Silver/Apprentice - Potion/Apprentice (if potion cards present) - Double Silver into Apprentice - Native Village/Apprentice
Avoid: - Double Apprentice opening - Apprentice without good trash targets - Apprentice with competing $5 priorities
Kingdom Considerations
Favorable Kingdoms: 1. Boards with: - Expensive cards - Multiple potion-cost cards - Strong engine components - Card gainers - Cost reducers
Unfavorable Kingdoms: 1. Boards with: - Few expensive cards - Heavy attacking elements - Rush strategies - Gardens/Silk Road scoring
Advanced Tips and Tricks
Plan ahead for Province trashing
Engine Management
Consider opportunity cost of trashing versus playing cards
Endgame Considerations
Consider keeping some valuable cards for final scoring
Multi-Player Dynamics
Sample Game Plans
Basic Engine Turn 1-2: Silver/Silver Turn 3-4: Apprentice, support cards Turn 5+: Additional Apprentices, engine pieces Late game: Trash Provinces for massive draws
Potion Strategy Turn 1-2: Silver/Potion Turn 3-4: Apprentice, potion cards Turn 5+: Additional engine pieces Late game: Trash potion cards for extra value
Treasure Focus Turn 1-2: Silver/Silver Turn 3-4: Apprentice, Gold Turn 5+: More treasures, selective trashing Late game: Convert treasures to cards as needed
Conclusion
Apprentice is a versatile card that combines trashing with powerful draw potential. Its ability to convert expensive cards into immediate card draw makes it both a strong engine component and a late-game powerhouse. Success with Apprentice requires careful planning, good timing, and understanding of when to trash which cards.
Key Takeaways: - Early game: Focus on deck thinning - Mid game: Build engine consistency - Late game: Convert expensive cards into massive draw - Balance trashing versus maintaining valuable cards - Consider kingdom context for optimal strategy
Remember that Apprentice's effectiveness scales with the cost of available cards and the presence of potion-cost cards. While it can be powerful in many situations, it's important to evaluate whether it fits your overall strategy and the specific kingdom context.