This is an interesting idea, but seems really difficult to set up in practice, and also maybe not a scenario that would be well-simulated. There are only 10 ventures in the supply, so getting 8 of them is no simple task, as with getting 8 of 10 of any valuable kingdom card, especially one that costs $5. I'm also not sure I buy the whole
Nevertheless, in a real game, it is likely that the opponent would not catch onto the whole Venture thing until it's too late to for the opponent to embargo the Ventures for any good.
thing. Decks in which one card is crucial to a strategy are
exactly those which are most vulnerable to embargo, and it's usually not too hard to pick up on when an opponent is going for such a deck.
Then again, once you have 4 or 5 ventures, the rest come almost automatically, and this deck would handle curses pretty well, so who knows. I'm curious as to how long it took the simulations to obtain X number of ventures/trash all the coppers/place Y embargoes.