Cost: $5
Type: Action
Text: +1 Card\n+1 Action\nReveal the top 3 cards of your deck. Put the ones costing from $2 to $4 into your hand. Put the rest back in any order.
Here's a comprehensive strategy guide for Seer:
Introduction Seer is a $5 Action card from Renaissance that serves as a card drawer with selective filtering capabilities. Its ability to specifically target cards costing $2-$4 makes it unique among card-drawing effects and requires careful deck construction to maximize its potential.
Basic Mechanics When you play Seer, you: 1. Draw 1 card immediately 2. Get +1 Action 3. Reveal the top 3 cards of your deck 4. Put revealed cards costing $2-$4 into your hand 5. Return other cards (costing $0, $1, or $5+) in any order of your choice
Key Strengths - Non-terminal (provides +1 Action) - Potential to draw multiple cards - Helps filter through expensive cards - Allows deck manipulation for non-matching cards - Can effectively thin your deck during play
Key Weaknesses - Requires deck building around $2-$4 cost cards - May miss expensive payload cards - Can whiff completely with wrong cost distribution - Less effective in prosperity games with Colonies/Platinum
Optimal Usage Strategies
To maximize Seer's effectiveness, your deck should contain a healthy proportion of cards costing $2-$4. Key cards in this range include:
$2 Cards: - Harbinger - Haven - Chapel - Cellar - Vassal
$3 Cards: - Village variants - Cantrips - Silver
$4 Cards: - Smithy - Gardens - Village variants - Horse Traders - Market Square
Aim for approximately 40-50% of your deck to fall within the $2-$4 range for consistent Seer performance.
Early Game Priorities: - Acquire Seer when you can reliably hit $5 - Balance buying Silver ($3) with other utility cards - Consider whether to skip Province purchases that might clog Seer reveals - Look for complementary cards in the $2-$4 range
Early game traps to avoid: - Don't over-invest in expensive cards too early - Don't neglect economy just to get more Seer targets - Don't buy too many terminals if Seer is your primary source of +Actions
Mid-game focus areas: - Build chains of multiple Seers - Establish reliable deck drawing - Start incorporating payload cards while maintaining Seer effectiveness - Use Seer's ordering ability strategically
Optimal Seer play requires careful attention to timing: - Play Seers early in your turn to maximize options - Consider playing other draw cards first if you need specific cards - Use ordering of non-matching cards to set up future turns - Track your deck composition to predict Seer effectiveness
Strong Synergies:
A. Cost Reducers - Bridge - Highway - Innovation (from Renaissance) These can bring expensive cards into Seer's range
B. Card Cost Modifiers - Quarry - Bridge Troll These help manage what Seer can grab
C. Deck Manipulation - Harbinger - Navigator - Scout Help ensure Seer hits valuable cards
D. Duration Cards Many duration cards fall in the $2-$4 range and provide ongoing benefits: - Fishing Village - Caravan - Wharf
E. Treasure Cards - Silver ($3) is a natural fit - Treasurer can be grabbed - Consider Market Square as a supplement
F. Villages Many village variants cost $4 or less: - Native Village - Fishing Village - Workers' Village These help build action chains with Seer
Cards/Strategies to Avoid:
A. Expensive Terminal Actions - High-cost terminals can clog your deck - May need to skip powerful $5+ cards
B. Alternate VP Sources - Provinces and Colonies are missed by Seer - Consider Gardens or Silk Merchant as alternatives
C. Junking Attacks - Ruins and Curses are missed by Seer - Consider protective measures
Kingdom Features That Favor Seer:
A. Available Cost Reducers - Makes more cards accessible to Seer - Increases flexibility in deck building
B. Strong $2-$4 Cards - Provides quality targets for Seer - Enables powerful combinations
C. Limited Trashing - Helps maintain density of valid targets - Makes Seer's filtering more valuable
Kingdom Features That Weaken Seer:
A. Prosperity Components - More emphasis on expensive cards - Reduced effectiveness of filtering
B. Heavy Junking - Dilutes deck with cards Seer can't grab - Reduces consistency
In multiplayer games: - Consider race conditions for key components - Watch for deck attacks that might disrupt Seer chains - Be aware of end-game timing with filtered Provinces
A. Deck Tracking - Count your deck's cost distribution - Track shuffle timing - Monitor remaining valid targets
B. Order Manipulation - Use non-matching cards strategically - Set up future turns - Protect key cards from attacks
C. Province Management - Consider when to add Provinces - Use other VP sources when possible - Time Province purchases with shuffle cycles
A. Over-investing in Seers - Don't buy too many too early - Ensure sufficient targets remain
B. Neglecting Economy - Balance Seer targets with treasure - Maintain buying power
C. Poor Cost Distribution - Don't skew too heavily toward any cost - Maintain flexible deck composition
D. Ignoring Other Victory Paths - Be prepared to pivot if necessary - Don't force Seer if kingdom doesn't support it
Early Game Focus: Turn 1-2: Silver/Silver Turn 3-4: Seer/Silver Turn 5-6: Seer/Strong $4 card Turn 7+: Begin adding payload while maintaining target density
Alternative Approach: Turn 1-2: Silver/$2 trash Turn 3-4: Seer/$4 village Turn 5-6: Seer/Seer Turn 7+: Build engine while managing cost distribution
Good indicators of Seer effectiveness: - Drawing 2+ cards per Seer play consistently - Maintaining action chains - Filtering through deck efficiently - Reaching payload cards reliably
Poor performance signs: - Frequent whiffs - Action clogging - Inability to reach key cards - Slow deck cycling
Conclusion
Seer is a powerful but demanding card that requires careful deck construction and strategic play. Success with Seer depends on: - Maintaining appropriate cost distribution - Strategic timing and sequencing - Proper kingdom analysis - Flexible approach to victory conditions
When properly supported, Seer can form the backbone of strong engines and provide consistent deck control. However, it requires more attention to deck composition than many other $5 cards and may not always be the optimal choice depending on kingdom composition.
The key to mastering Seer is understanding both its strengths and limitations while building your deck to maximize its effectiveness. With proper support and careful play, Seer can be a powerful tool for deck control and engine building, but it requires more setup and maintenance than simpler draw cards.
Remember to regularly assess your deck's composition and be prepared to adjust your strategy as the game develops. Seer's unique filtering ability can be either a powerful advantage or a significant limitation, depending on how well you build around it.