That's another thing. Why are people hating on Smugglers all the time. I get great stuff from them. Almost always get at least one, even two if the board is full of nice things.
Cause it sucks. I get great wins all the time from my opponents falling into the Smugglers trap.
Well, I want to believe you, because I hate Smugglers.
I'd say that Smugglers is good with Minion, Grand Market, cheap alt-VPs like Gardens, SR, Duke, and Vineyards... and just about nothing else. This is not a hard and fast rule, but it's pretty close to the truth.
Smugglers is not nearly as bad as the worst $4s, or the worst $5s, or 'Mute/PStone, or Adventurer. But I do think it's likely the worst $3 (though you could make good arguments for Develop, Workshop, and Chancellor- they're all pretty close).
Or cartographer, mining village, nobles, bazaar, etc. The big thing about smugglers is that it is like mine and remodel. You need to be able to play it just about every turn. On a board with spice merchant or warehouse, you call pull smugglers out pretty quick and keep slapping them down. The only problem is, you need to be sure that there's *something* your opponent is gonna buy that will let you get more money.
(For reference, I'm 0.65 effect with, -0.56 effect without, and I buy the damn thing 79.7% of the time, compared to the average of 55.8%).
Okay, possibly Nobles. Not those other things. The big thing with Smugglers
actually is, what are you not able to buy because you bought Smugglers instead of Silver, and end up with hands that are often worth $2 less (or more if it leads to terminal clashes)?
I mean, if there's a mirror match engine (or alt-VP) to be built, then sure I'll consider Smugglers. More commonly as second player, of course. However:
* if my opponent is pursuing a different strategy (pretty common)
* or I need to save my terminal slots for attacks that will hopefully hit my opponent and force them to not buy nice things (also pretty common)
* or if I'm going for most BM strategies, especially those like Masq and Jack where the key cards are bought on Turns 1 and 2 (again, pretty common)
* or if the engine is mostly built on Potion and/or Black Market cards (not too uncommon)
...then Smugglers is just not going to do that much for me!
I would say that instead of Mine and Remodel, Smugglers is like Workshop and Tribute. It's a terminal gainer with uncontrollable benefits that rely on your opponent doing the right thing. It has better range than Workshop, but at the price of control- and that's a high price to pay.
(FWIW, I'm 0.47 Effect With, 1.42 Effect Without, and buy it a mere 25.7% of the time.)
I like it as an extra Buy on a no +Buy board. And sometimes if you start out hosed, you need to gamble on it to get ahead.
If it's a no +Buy board, chances are I'm either attacking hard or going BM-esque, and Smugglers is pretty bad in both those cases.
The second case is reasonable. I can definitely imagine situations where you want a Smugglers even though you're likely to lose with it in your deck, and I can see that depressing its CR stats a smidge. (Sort of like Saboteur.)