Experiment
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Experiment (Renaissance)

Cost: $3

Type: Action

Text: +2 Cards\n+1 Action\nReturn this to the supply.\dWhen you gain this, gain another Experiment (that doesnt come with another).

Strategy Review

Here's a comprehensive strategy guide for Experiment:

Experiment Strategy Guide

Introduction: Experiment is a unique $3 Action card from Renaissance that provides +2 Cards and +1 Action before returning to the supply. When gained, it comes with a second copy (one-time only). This dual-gain mechanic and self-returning nature make it an interesting card with specific strategic implications.

Core Characteristics: - Cost: $3 - Net cards: +1 (draws 2, plays 1) - Net actions: +0 (gives 1, plays 1) - Returns to supply after play - Gains a bonus copy when first acquired

Basic Evaluation: Experiment is essentially a Laboratory (draw 2, +1 action) that you can only use once per shuffle. The initial buy provides two copies, making it a cost-effective purchase early in the game. At $3, it competes with Silver but offers different benefits.

Key Strengths: 1. Early Game Efficiency - Getting two cards for one purchase is excellent value - Helps reach price points of $5-$6 more consistently - Doesn't clog deck like permanent draw cards can - Strong opening buy at $3

  1. Card Draw Without Deck Bloat
  2. Self-removing nature prevents deck dilution
  3. Particularly valuable in engines that want to stay lean
  4. Helps find key cards without permanently taking deck space

  5. Action Economy

  6. Doesn't consume actions
  7. Can chain with other actions safely
  8. Helps establish early engine functionality

Weaknesses: 1. One-Time Use Per Shuffle - Must be regained to use again - Less reliable than permanent draw cards - Can be awkward with reshuffles

  1. Supply Pile Limitations
  2. Returns to supply, allowing opponents access
  3. Can be depleted by opponents
  4. Requires tracking supply count

  5. Limited Scaling

  6. Doesn't compound like permanent cards
  7. Additional copies beyond initial pair are less efficient
  8. Can be outclassed by stronger draw in late game

Opening Strategies:

  1. Opening $3/$4 Experiment is often a strong $3 opening, particularly when paired with:
  2. Silver ($4): Provides reliable money while Experiment helps find it
  3. Merchant ($3): Synergizes well with Silver and benefits from draw
  4. Village variants ($4): Helps find your village and provides needed draw

  5. Opening $5/$2 When opening $5/$2, consider:

  6. Strong $5 card / Experiment
  7. This can help find your powerful $5 card more consistently

  8. Double Experiment Opening

  9. Possible with $3/$3
  10. Provides four Experiments total
  11. Very strong for early deck cycling
  12. Better in kingdoms without crucial $3-$4 cards

Key Timing Considerations:

Early Game: - Usually want to gain early for maximum shuffles - Prioritize when building towards engine components - Strong complement to early payload cards

Mid Game: - Consider gaining replacements as original copies get used - Evaluate against other draw options becoming available - useful for reaching key price points

Late Game: - May become less relevant - Consider whether regaining is worth the action - Can help dig for Provinces/key cards

Synergies:

  1. Gainers
  2. Workshop variants: Can gain Experiment efficiently
  3. Gain-for-benefit cards: Get value from the double gain
  4. Villa: Can gain mid-turn to extend chains

  5. Card Cost Reducers

  6. Bridge: Makes regaining cheaper
  7. Highway: Same as Bridge
  8. Quarry: If multiple actions needed

  9. Action Support

  10. Villages: Help play multiple Experiments
  11. Throne Room variants: Can double the draw effect before return
  12. Duration cards: Provide actions for future turns

  13. Return to Supply Interactions

  14. Scheme: Can't top-deck due to return clause
  15. Haven: Can save for next turn
  16. Archive: Can save for later

Anti-Synergies:

  1. Deck Tracking
  2. Tracker: Can't top-deck
  3. Ranger: Same issue
  4. Other top-deck manipulation

  5. Action Density

  6. Terminal draw heavy boards: Competes for actions
  7. Chains requiring specific cards: Less reliable than permanent draw

  8. Treasure-Focused Strategies

  9. Money-heavy decks: May prefer Silver
  10. Treasure-synergy cards: Don't benefit from temporary draw

Strategic Considerations:

  1. Supply Management
  2. Track remaining copies
  3. Consider denying opponents access
  4. Watch for pile depletion possibilities

  5. Deck Composition

  6. Keep deck slim for maximum effectiveness
  7. Balance with other draw sources
  8. Consider payload needs

  9. Action Sequencing

  10. Play early in turn when possible
  11. Consider saving for crucial turns
  12. Plan for return to supply

Specific Kingdom Contexts:

  1. Engine Kingdoms Experiment shines in:
  2. Fast engine building
  3. Thin deck strategies
  4. Action-chain focused games

  5. Big Money Contexts Less valuable in:

  6. Pure Big Money
  7. Treasure-heavy strategies
  8. Slow-paced games

  9. Rush Strategies Can support:

  10. Province rushing
  11. Alternate VP rushing
  12. Engine rushing

Counter-Play:

  1. Pile Control
  2. Monitor supply count
  3. Consider gaining to deny opponents
  4. Watch for pile-out scenarios

  5. Tempo Considerations

  6. May need to outpace Experiment users
  7. Consider stronger permanent draw
  8. Build toward late-game advantages

  9. Alternative Strategies

  10. Focus on permanent cards
  11. Build reliable engines
  12. Leverage other efficiency tools

Special Interactions:

  1. Throne Room Effects
  2. Can double Experiment before return
  3. May be worth it for big turn setup
  4. Consider carefully vs. other targets

  5. Ways

  6. Way of the Chameleon: Changes function before return
  7. Way of the Mouse: Can copy before return
  8. Consider other Ways based on kingdom

  9. Projects/Landmarks

  10. Innovation: Extra gain can be valuable
  11. Museum: Counts when gained
  12. Various VP conditions: Consider timing

Advanced Techniques:

  1. Supply Manipulation
  2. Time gains for maximum benefit
  3. Consider opponent's needs
  4. Use as pile control tool

  5. Turn Optimization

  6. Sequence with other draw
  7. Plan for future shuffles
  8. Balance with action requirements

  9. Late Game Transitions

  10. Know when to stop gaining
  11. Prepare for stronger alternatives
  12. Maintain efficiency

Cost Analysis:

  1. Initial Investment ($3)
  2. Two cards for $3 is excellent value
  3. Competes with Silver
  4. Consider opportunity cost

  5. Regaining Cost

  6. $3 for one card less efficient
  7. Compare to alternatives
  8. Consider action economy

  9. Long-term Value

  10. Diminishing returns
  11. Must factor reshuffle frequency
  12. Compare to permanent options

Kingdom Building:

When including Experiment in kingdom design, consider: 1. Action support availability 2. Alternative draw sources 3. Gain mechanisms 4. Competition at $3 price point 5. Engine enabling tools

Conclusion:

Experiment is a unique card that offers excellent early-game value and interesting strategic decisions throughout the game. Its strength lies in providing efficient deck cycling without permanent deck bloat, but this comes with the trade-off of needing to regain copies for continued use.

Key takeaways: - Strong early game card, especially as opening - Excellent for engine building - Requires careful supply management - Best in lean decks - Consider carefully when to transition away

Success with Experiment comes from understanding its temporary nature and maximizing its impact during crucial deck-building phases while having a clear plan for late-game transitions.