Journeyman
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Journeyman (Guilds)

Cost: $5

Type: Action

Text: Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.

Strategy Review

Here's a comprehensive strategy guide for Journeyman:

Journeyman Strategy Guide

Overview: Journeyman is a powerful $5 action card that provides significant hand improvement through selective deck filtering. While it may appear simple, it requires careful strategic consideration to maximize its effectiveness. The ability to draw three cards while filtering out a named card can be tremendously powerful when used correctly.

Basic Mechanics: - You name a card before revealing - You keep revealing until you get 3 cards that aren't the named card - The named card and any excess revealed cards are discarded - The 3 non-named cards go to your hand

Key Strengths: 1. Reliable draw of exactly 3 cards 2. Ability to filter out unwanted cards 3. Information about deck composition 4. Potential for deep deck digging

Key Weaknesses: 1. Terminal action (no +Actions) 2. Can be slow if you name the wrong card 3. Risk of revealing too many valuable cards 4. Requires deck awareness

Optimal Usage Strategies

  1. Naming Strategy

The most crucial decision with Journeyman is which card to name. Here are the primary considerations:

a) Frequency-Based Naming: - Generally, name your most common card - Early game: Usually name Copper - Mid-game: Often Estate or Copper - Late game: Could be Victory cards or other frequent cards

b) Strategic Naming: - Name cards you don't want to draw right now - Consider naming terminal actions if you already have one - Sometimes name cards you know are already in hand - In engines, name your least useful component

  1. Deck Composition Considerations

Your deck composition greatly affects Journeyman's effectiveness:

a) Thin Decks: - More predictable results - Easier to choose what to name - Higher chance of getting desired cards - Consider naming Copper or Estate

b) Thick Decks: - Less predictable - May need to track deck contents more carefully - Higher risk of missing key cards - Consider naming most common card type

  1. Timing and Purchase Strategy

When to Buy Journeyman:

Early Game ($5 opening): - Strong opener in money strategies - Good with Silver-heavy starts - Consider if no strong engine pieces available

Mid Game: - Excellent addition to money strategies - Can help transition phases - Useful for finding key cards

Late Game: - Still valuable for finding Victory cards - Can help dig for specific answers - May be too slow if deck is very bloated

  1. Synergies and Combinations

Strong Synergies:

a) Deck Tracking Cards: - Wishing Well - Scout - Oracle - These help you name correctly

b) Deck Thinning: - Chapel - Steward - Ambassador - Makes Journeyman more reliable

c) Card Cost Reducers: - Bridge - Highway - Quarry - Makes it easier to play multiple Journeymen

d) Duration Cards: - Fishing Village - Wharf - Village Green - Provides actions for multiple Journeymen

  1. Engine Considerations

Using Journeyman in Engines:

Pros: - Finds engine pieces reliably - Can filter out excess components - Provides good deck visibility

Cons: - Takes up terminal action space - May reveal key components you want - Can be awkward with other sifters

Engine Building Tips: 1. Get enough actions first 2. Consider as supplement rather than core 3. Use to find payload cards 4. Name common engine pieces you have extras of

  1. Money Strategy Integration

Journeyman excels in money strategies:

Benefits: - Finds treasure consistently - Helps skip through green cards - Provides reliable improvement - Works well with high-value treasures

Considerations: 1. Buy early and often 2. Name Copper most times 3. Track Victory card distribution 4. Can support Big Money variants

  1. Counter-Strategy and Competition

Playing Against Journeyman:

a) Junking Attacks: - Curse givers become stronger - Ruins can dilute effectiveness - Consider forcing difficult naming choices

b) Deck Inspection: - Bureaucrat can mess with naming - Spy/Scrying Pool provide counter-information - Navigator can protect from bad reveals

  1. Advanced Techniques

Optimization Strategies:

a) Multi-Journeyman Play: - Requires +Actions - Name different cards for each play - Track what's been revealed - Consider order of plays

b) Information Gathering: - Use reveals to track deck - Count remaining key cards - Adjust strategy based on reveals - Plan future turns accordingly

c) Defensive Naming: - Name cards opponents might attack with - Protect key components - Avoid revealing crucial cards

  1. Kingdom-Specific Considerations

Evaluating Journeyman's Worth:

Strong Kingdoms: - Limited trashing available - Few terminal actions - Good support cards - Money-based strategies viable

Weak Kingdoms: - Heavy engine components - Many competing terminals - Strong trashing available - Fast rush strategies

  1. Common Mistakes to Avoid

  2. Naming Wrong:

  3. Don't name rare cards
  4. Avoid naming cards you want
  5. Consider hand contents first
  6. Track deck composition

  7. Poor Timing:

  8. Buying too late
  9. Playing in wrong order
  10. Not considering shuffle timing
  11. Ignoring other players' pace

  12. Strategic Errors:

  13. Over-investing in Journeymen
  14. Ignoring other key cards
  15. Not adapting naming choices
  16. Failing to track reveals

  17. Sample Play Patterns

Early Game: Turn 1-2: Silver/Journeyman opening Turn 3-4: Name Copper, find Silver/Action cards Turn 5-6: Continue building economy

Mid Game: - Establish naming patterns - Track deck changes - Adjust to opponent's strategy - Build toward end game

Late Game: - Name Victory cards - Find key treasures - Prepare for final shuffles - Track scoring potential

  1. Special Situations

Split Pile Considerations: - Track specific cards - Name common half - Consider pile depletion - Adjust to availability

Alternate Victory Cards: - Gardens: Changes naming strategy - Duke: Name Duchy strategically - Silk Road: Consider Estate naming - Colony: Affects late-game naming

  1. Conclusion

Journeyman is a powerful but subtle card that rewards careful play and good deck tracking. Success with Journeyman requires:

  1. Accurate naming choices
  2. Good timing of purchases
  3. Understanding deck composition
  4. Adapting to game state
  5. Careful action management

Key Takeaways: - Name frequent cards - Track deck contents - Consider timing carefully - Adapt to kingdom context - Plan multiple turns ahead

With proper use, Journeyman can provide consistent deck improvement and help execute various strategies effectively. The key is making good naming choices and understanding how it fits into your overall game plan.

  1. Quick Reference

When to Buy: - Early: With Silver-heavy strategies - Mid: To find key cards - Late: If deck still manageable

What to Name: - Early: Copper - Mid: Most common card - Late: Victory cards

Key Synergies: - Deck trackers - Action providers - Deck thinners - Treasury effects

Common Counters: - Junking attacks - Fast rush strategies - Heavy engine kingdoms - Deck inspection attacks

This comprehensive understanding of Journeyman will help you make better decisions about when to include it in your strategy and how to use it effectively throughout the game. Remember that practice and experience will help refine your Journeyman play, as many of the decisions require good game sense and deck awareness.