Cost: $5
Type: Action
Text: Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed.
Here's a comprehensive strategy guide for Harvest:
Introduction Harvest is a $5 Action card from Cornucopia that provides variable money based on revealing different card names. While seemingly straightforward, it requires careful deck construction and timing to maximize its potential. This guide will explore how to effectively use Harvest, its strengths and weaknesses, and key strategic considerations.
Basic Mechanics - Reveal exactly 4 cards from your deck - Discard all revealed cards - Gain $1 for each differently named card - Maximum possible gain is $4 (with 4 different cards) - Minimum gain is $1 (if all cards have the same name)
Key Characteristics 1. Terminal Action - Takes up your Action without providing +Actions - Competes with other terminal Actions for play - Generally wants to be your main Action play for the turn
Can provide better money-per-card than Silver in ideal conditions
Self-Discarding
Optimal Usage Conditions
Deck Diversity The primary requirement for Harvest to succeed is having different card names in your deck. Ideal diversity ratios:
Early Game (10-15 cards): 4-5 different cards
Late Game (30+ cards): 8+ different cards
Timing Considerations Best times to play Harvest:
Avoid playing when: - You need specific cards for combos next turn - Your deck is too homogeneous - You have better terminal Actions available
Building Around Harvest
a) Card Diversity - Mix different basic treasures (Copper, Silver, Gold) - Include varied Victory cards - Add utility Actions with different names - Consider unique Kingdom cards
b) Deck Size Management - Moderate deck size (25-35 cards) - Too small: harder to maintain diversity - Too large: harder to draw Harvest consistently
a) Card Drawing - Laboratory - Council Room - Smithy - Village variants (for additional Actions)
b) Deck Manipulation - Sifting cards (Cellar, Warehouse) - Card selection (Scrying Pool, Navigator) - Deck inspection (Oracle, Scout)
Synergies and Combinations
a) Deck Inspection - Oracle: Helps arrange diverse cards - Scout: Reveals and arranges top cards - Navigator: Can skip bad reveals
b) Card Recovery - Treasury: Returns to deck for diversity - Haven: Sets aside key cards - Archive: Preserves important cards
c) Multi-Card Types - Great Hall (Action-Victory) - Harem (Treasure-Victory) - Market (Action giving multiple benefits)
a) Tournament - Provides deck cycling - Prizes add name diversity - Helps maintain card variety
b) Menagerie - Similar requirement for different cards - Natural fit in diversity-focused decks - Can share support cards
c) Warehouse/Cellar - Helps manage hand composition - Improves probability of diverse reveals - Provides deck cycling
Counter-Strategies and Weaknesses
a) Terminal Action Nature - Competes for limited Action slots - May prevent playing other important Actions - Requires Villages if multiple terminal Actions exist
b) Unreliable Payload - Can whiff with similar cards - Average return often less than Gold - Requires specific deck conditions
c) Forced Discarding - Can discard needed cards - May disrupt next turn's plans - Cannot choose which cards to keep
a) Deck Attack - Cursing attacks reduce diversity - Discard attacks weaken setup - Deck inspection interference
b) Rush Strategies - Province rush can end game before setup - Colony rush similarly effective - Gardens rush can work if Kingdom supports it
Optimization Techniques
a) Early Game (First 4-5 Turns) - Buy one Harvest - Add 1-2 different treasures - Include 1-2 different Actions - Avoid duplicate purchases
b) Mid Game (Turns 6-12) - Maximum 2-3 Harvests - Continue adding variety - Start including Victory cards - Balance economy and actions
c) Late Game (Turns 13+) - Maintain card diversity - Consider trimming duplicates - Add necessary Victory cards - Keep economy strong
a) Optimal Sequencing 1. Play treasure-generating Actions first 2. Play Harvest 3. Play remaining treasures 4. Make purchases
b) Hand Management - Consider holding diverse cards for next Harvest - Track deck composition - Plan for reshuffles
Kingdom Considerations
Favorable Kingdoms
Multiple unique Action cards
Multi-type cards
Unfavorable Kingdoms
Heavy curse-giving attacks
Sample Opening Strategies
Maintains buying power
Double $4 Opening
May sacrifice early economy
$5 Opening
Comparing Alternative Options
Disadvantages: - Takes an Action - Less reliable - Requires setup
Disadvantages: - Less reliable - Requires more support - Takes an Action
Disadvantages: - More setup needed - Less reliable - May discard key cards
Advanced Techniques
Monitor deck composition
Probability Management
Adjust strategy based on results
Endgame Considerations
Common Mistakes to Avoid
Neglecting core deck needs
Poor Timing
Discarding needed cards
Insufficient Support
Conclusion
Harvest is a complex card that requires careful deck building and strategic play to maximize its potential. Success with Harvest depends on: - Maintaining card name diversity - Proper timing and sequencing - Supporting infrastructure - Understanding probability - Careful deck management
While not always the optimal $5 choice, Harvest can be powerful in the right kingdom and with proper support. Its variable nature makes it both challenging and rewarding to play effectively.
Final Tips: - Start with one copy - Build diversity naturally - Monitor effectiveness - Adjust strategy based on kingdom - Consider alternatives if support is lacking - Practice deck tracking - Pay attention to timing - Plan for the long game
With proper understanding and application of these principles, Harvest can be a valuable addition to your deck-building strategy.