3455
« on: July 07, 2011, 09:45:20 am »
Transmute is one of those cards that can seem repeatedly bad until you see someone play it amazingly well. It's first problem is that it is very limited in its uses compared to a remodel, say. The second problem is that it is so slow: buy potion, buy transmute, use transmute to make a gold, spend gold, game over. It's third problem is that you usually give priority to another terminal card.
Generally you need to make use of at least two transmute abilities during a game to make them effective. Changing estates to gold is clearly good in the early game. Changing excess actions to duchies can be good in the endgame, especially if there is no extra buy in the deck, and this typically features in a good transmute strategy. Changing treasures to transmutes is much more situational and can easily congest a deck, but if you're using scrying pools, vineyards, or ventures it could be just what you need. Also once you find a good transmute strategy, more transmutes might be just what you need. Like most cards that act on another card in hand, it works well with bigger hand size and good hand management.
Alchemy kingdoms are the best homes for a transmute. You do get bad potion draws where buying a transmute is better than buying nothing. It does work well with familiars, scrying pools, vineyards, etc.