Cost: $0
Type: Action
Text: Trash a card from your hand. If it is an... Action card, gain a Duchy\nTreasure card, gain a Transmute\nVictory card, gain a Gold
Introduction: Transmute is one of the more peculiar cards from the Alchemy expansion, costing 0 coins and one potion. Its transformation abilities make it a unique card that can help transition your deck through different phases of the game, though it requires careful planning to use effectively.
Core Mechanics: Transmute allows you to trash one card from your hand and gain a specific card based on the type of card trashed: - Action → Duchy (6 cost) - Treasure → Transmute (0 cost + potion) - Victory → Gold (6 cost)
Basic Strategy:
Can be valuable in games where you want multiple copies of itself
Mid-Game Usage: The primary uses of Transmute in the mid-game are: a) Converting cheap treasure cards into more Transmutes b) Converting excess actions into Duchies c) Converting starting Estates into Gold
Late Game Considerations:
Specific Card Type Analysis:
Cons: - Loses deck functionality - May be too slow compared to just buying Duchies - Requires having actions in hand with Transmute
Best Practice: - Save this conversion for when you're ready to transition to victory points - Focus on trashing cheaper actions first - Consider whether the action's ongoing utility outweighs the 3VP from Duchy
Cons: - Loses money from deck - May slow down overall purchasing power - Requires potion in supply
Best Practice: - Usually best with excess Silver - Avoid trashing Gold unless you have a specific strategy - Consider whether you need more Transmutes
Cons: - Limited victory cards available early - May not want to trash victory cards late game - Requires having victory cards in hand with Transmute
Best Practice: - Almost always convert Estates when possible - Consider keeping Duchies/Provinces late game - Time conversions with deck cycling
Combo Potential:
Council Room These help find Transmute with its target cards.
Action Chains:
Market Help play multiple Transmutes per turn
Specific Card Synergies:
a) Throne Room/King's Court: - Can perform multiple transmutations in one turn - Helps overcome terminal nature - Can quickly build up Transmutes
b) Herb Gatherer: - Helps acquire potions - Provides flexibility in timing Transmute plays
c) Warehouse/Cellar: - Helps find matching pairs of Transmute and target cards - Improves consistency
d) Quarry: - Makes actions cheaper to buy as Transmute fodder - Enables faster action-to-Duchy conversion
Counter Strategies:
Cursing attacks can clog hand, making it harder to match Transmute with targets
When Transmute is in supply:
Kingdom Considerations:
Strong Conditions: - Multiple useful conversion targets available - Strong draw engine present - Few alternate victory point sources - Slower kingdom pace - Good trashing already available
Weak Conditions: - Fast kingdom pace - Better victory point engines available - Limited draw - Strong alternate card gainers - Better uses for actions/treasures
Minimal Strategy (1-2): - When using primarily for Estate/action conversion - Limited potion availability - Fast game pace
Medium Strategy (2-3): - When building moderate engine - Regular treasure conversion planned - Moderate game pace
Heavy Strategy (3+): - Full conversion engine - Multiple potion sources - Slow game pace
Timing Considerations:
Consider potion if planning mid-game Transmute
Mid Game (Turns 6-12):
Begin building multiple Transmutes if needed
Late Game (Turns 13+):
Advanced Strategies:
Requires careful deck management
Victory Point Acceleration:
Balance conversion with direct Province purchases
Engine Construction:
Risk Factors:
Watch victory card density
Timing Risks:
Balance between engine building and point conversion
Resource Management:
Sample Turn Sequences:
Early Game: Turn 1-2: Silver/Potion Turn 3-4: Deck development Turn 5: Transmute Turn 6: Convert Estate to Gold
Mid Game Engine Building: Turn 7: Convert Silver to Transmute Turn 8: Draw engine components Turn 9: Convert more treasure to Transmutes Turn 10: Begin action conversion
Late Game Conversion: Turn 11-12: Convert actions to Duchies Turn 13+: Balance between conversion and Province purchases
Conclusion:
Transmute is a specialized card that requires careful planning and timing to use effectively. Its strength lies in its flexibility to convert cards throughout the game, but this comes at the cost of speed and efficiency. Success with Transmute often depends on:
While not always the optimal strategy, Transmute can be powerful in the right circumstances, particularly in kingdoms with: - Strong draw engines - Limited alternate VP sources - Slower pace - Good potion accessibility
Remember that Transmute's greatest strength is its ability to adapt your deck through different game phases, but this must be balanced against the opportunity cost of using more direct strategies.