Venture is a card I'm glad to see didn't make it into the top third, even if my placement was about the same: I do think it's overrated, and if I was making this list again would probably have ranked it even lower. The problem is that Venture really only shines in well-trimmed Big Money decks, but why are you trashing aggressively if you're not going to chain actions to begin with? I have the same problem with Venture that toaster had with Inn, and since I prefer Action decks to begin with, you can guess which of those two cards I dislike. I actually buy Venture pretty rarely, and do better without it.
Personally, I had Venture a fair bit lower the the group consensus, but I will come to its defense here. A major difference between Inn for action decks and Venture for BM decks is that action heavy decks should have a lot of built in cycling already...whether in the form of cantrips of draw engines...in it's action Inn isn't bringing anything to the table that doesn't exist already. BM decks, on the other hand, have little to no inherent cycling ability, which makes that benefit invaluable...a $5+ treasure that also cycles through your dead cards is a godsend for a BM deck. Although my opponent played poorly here (you could sub in Chapel without changing much though), this is a great example of a deck enabled by Venture:
http://councilroom.com/game?game_id=game-20120130-222142-ed05dc86.htmlIn this sort of game, Venture isn't simply adding a little grease to a deck that would work anyway...an unassisted, thinned BM deck in a Colony game simply isn't a good idea in general, but Venture turns it into a very strong a robust deck.