Clerk
Types: Action
Cost: $2
+1 Card. +1 Action. Look through your discard pile. You may reveal a Copper from it and put it into your hand.
That is a cute Clerk, but I imagine too good for $2. It's a cantrip when it misses and a
Peddler when it doesn't. Conditional
Peddlers Ironmonger and
Tournament both suggest $4 might be a more appropriate cost.
I'll look into testing it in some games.
I've been playing more with Mill Town. I've found that in pretty much every game where I can increase my handsize, Mill Town is just crazy. The fact that I was able to pretty much gain the Duchy pile in a 2-player game in a single turn. I would recommend taking a page from Horn of Plenty and having Mill Town trash itself when gaining Victory cards.
I'm definitely open to that idea. I hate stealing unique clauses from other cards, but I can definitely see how it would be warranted here. Could you tell me a bit more about the game where you gained all the Duchies? Did your opponent contest you for Mill Towns? What was his/her strategy?
Really, Mill Town is playing a lot like
Horn of Plenty overall, but a bit harder to get working since you need
Mill Towns and Coppers in hand.
The game in particular had as important cards:
Crossroads, Mill Town,
Band of Misfits,
HaremThe ability to use
Bands of Misfitses as either
Crossroadses (with
Harems no less) or Mill Towns was obviously a big upset to the game. I was gaining some early Duchies and later
Harems with Mill Towns. The early Duchies didn't hurt at all between Crossroadses' draws and Mill Towns' need of discard fodder. There were some fun mind games early on with
Smugglerses and
Tributes (since early
Harems could be countered by the use of those), but once the
Bands of Misfitses were flowing there wasn't much care in gaining cards. My opponent didn't gain Victory cards as early or as rapidly as he should have been (I believe there were 2 instances later on when he passed on picking up Duchies, once with
Smugglers, once with Mill Town, when I would have recommended otherwise), but we did both pick Mill Town as a key card on the board.
There was a decent draw card-- can't remember precisely what it was now, but it was really just a catalyst for Mill Towns or
Bands of Misfitses dressed as Mill Towns.
On another game I used Floodgate to pass Coppers into the next turn for a Mill Town megaturn. I mentioned that one earlier.
Another game I used
Apothecary to pull Coppers for gaining
Apprentices which I later trashed to get my cards into hand for the Mill Town megaturn.
I've played some others where Mill Town is just a neat little
Village\
Workshop thing. That's cool. Even when it can be used for these megaturns that gain tons of Duchies or Provinces it is fun to play with, but when that happens it feels a lot like
Horn of Plenty, so the trashing is probably necessary-- especially since Mill Town itself is a light sifter, making a little early Victory bloat okay. Either that or make it so Mill Town can't gain Victory cards, but I must confess that would make me a little sad.