2 Platinums, 1 Copper, 1 or 2 Adventurers 2.0 and perhaps a sifter and you will get a Colony each turn.
Is that not also true of Adventurer1.0, except slightly less so? Throw in a Peddler, or one of your treasures in your starting hand, or Scheme a Warehouse, or [...].
Of course, "3" is the magic number at which you can't buy the biggest green card with a smaller number of basic treasures, so Adv2.0 is a one-card combo in a way that Adv1.0 isn't, but... my guess is that a deck built around abusing Adv1.0 only performs slightly worse than one built around abusing Adv2.0, and not massively worse. Agree/disagree?
Adventurer is incredibly weak but digging for 3 Treasures would be too strong (and boring).
Let's hijack this thread into "how to designed a better but well-balanced Adventurer2.0" until someone tells us to stop
If 2 treasures is too weak and 3 is too strong, how about 2.5?
i.e. "dig for 3 treasures, choose 2, put them in hand and discard the other cards".
Initially it's a terminal silver. It quickly(?) becomes a terminal gold, with potential to become more than that if you put in some effort.
Also, hey, Moneylender/Adventurer synergy I hadn't yet noticed. ML makes you see Adv more often, and makes it worth more when you do. Adv cycles past ML or picks up the coppers you want to trash. [Uh, ok, ignore the last part.]