133 votes on this list. Here they are.
| #22 =0 Secret Chamber (Intrigue) Weighted Average: 11.0% ▲1.8pp / Unweighted Average: 13.8% / Median: 9.5% ▲4.2pp / Standard Deviation: 17.6%
Secret Chamber is the worst $2 card again, but it was closer. It has 41 last ranks and it was voted 7 times above 50%. In the unweighted list, it's one rank higher.
The action part seems not so bad. You can discard cards for money and in decks with many victory cards or curses it's guaranteed $4. But first: What do you want to buy with $4? As a opener it's bad, because mostly you want to get to $5 and later in the game you need $5 too to get at least a Duchy. So, basically it's a very bad Vault and you better buy a Silver. But there are rare cases, especially you can use it when you need virtual money like in Tactician turns, or you draw your whole deck with Scrying Pools discard all action cards with Secret Chamber for money just to draw them again, or when you want to buy Grand Markets. It's reaction part is really bad. It has nearly no effect against the best attacks: Cursers and Handsize-Reducers, but you can use it against cards that mess up the top of your deck or trash cards from your deck, like Swindler, Pirate Ship or Knights. But most of them (like Thief) are already bad. Why buy a reaction card against Thief? Yes, it's nice against Minion, but that's all.
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| #21 =0 Duchess (Hinterlands) Weighted Average: 12.1% ▲0.2pp / Unweighted Average: 12.8% / Median: 9.5% ▲2.8pp / Standard Deviation: 13.6%
Duchess stayed also where it was: second last. It has the second lowest deviation in this list. It has 23 last votes and only 3 voted it above 50%.
It's a terminal silver with a spy-effect that has even a benefit for your opponents. Yeah, it's even so bad that it needs a clause to get it for free when you buy a Duchy. And mostly that are the only cases you want a Duchess. Rarely you want to spend $2 to buy one. Once in a while you want it for free, especially when you are trying to make a "green card rush" with Duke or Silk Road and want to maintain the buying power and emptying the third pile as fast as possible. Getting it for free is probably the only reason that it isn't ranked last. That means: A Duchess for free is even better than a Secret Chamber for $2.
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| #20 =0 Pearl Diver (Seaside) Weighted Average: 15.7% ▲2.4pp / Unweighted Average: 17.5% / Median: 14.3% ▲3.8pp / Standard Deviation: 17.5%
Pearl Diver is better than last year, but still third last. In the unweighted list, it's even better. It was voted 23 times last and 9 times above average.
Pearl Diver mostly don't hurt in your deck as it is a cantrip. So, if you got $2 early and you don't want to buy an Estate, you can buy a Pearl Diver. Buying too much Duchesses or Secret Chambers hurts much more than too many Pearl Divers. But the benefit of Pearl Diver is lower than those cards. It's only use is to minimize draw luck a little bit and to let cards shine which interact with the top card of your deck (Native Village comes into my mind). Since Cornucopia it might got a little boost as it can add more diversity into your deck and cards like Menagerie, Fairgrounds, Horn of Plenty can profit from it. It can also be essential for a Conspirator chain, but Pearl Diver never really shines, it only hurts less.
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| #19 =0 Herbalist (Alchemy) Weighted Average: 21.8% ▲1.0pp / Unweighted Average: 24.8% / Median: 19.1% ▼1.4pp / Standard Deviation: 21.0%
Over 6pp better is Herbalist and its unweighted average is even 3pp higher. Still it stays on fourth last. It was voted 12 times last and 15 times above average.
Herbalist is a terminal copper. How bad is that! So, mostly it hurts. But "scheming" your treasures is really nice. In the beginning you can use your newly bought Gold or even Platinum twice if you have the luck to draw it with Herbalist. And even putting back a Silver is not so bad in the beginning. But especially if you're going for Potion (because of that it's in Alchemy) you can use it twice early on. The most important combo might be Alchemist+Herbalist. And - mostly forgotten - it's one of few $2 cards that gives the important +Buy and it's the only one - besides Candlestick Maker - which gives the +Buy without taking a disadvantage (either discarding one card or forfeiting an option). The +Buy and putting back Treasure cards makes Herbalist + Philosopher's Stone a very powerful combo. But otherwise this card is mostly not worth buying.
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| #18 ▼2 Beggar (Dark Ages) Weighted Average: 30.6% ▼4.2pp / Unweighted Average: 31.0% / Median: 28.6% ▼3.0pp / Standard Deviation: 21.2%
Beggar is the first loser in this list. It's over 4pp worse and lost 2 ranks. It was voted last 9 times and 25 times above average. It has the fifth highest deviation in this list.
As gaining Coppers is generally bad, this card is very situational as the high deviation suggests. Beggar/Gardens is a power combo. With Beggar you can green very early and are still likely to hit $4 and gain 4 cards in a turn with Beggar in hand. As Copper is no bad card for alternative Victory cards in general, it works also decent with Silk Road, Duke and Feodum (if your opponent is going to attack you a lot). Beggar also helps you to get to $5 and then Counting House is a solid option to buy especially in slogs or in Colony games. It even helps you to get to $6 or $7, but of all the expensive cards Bank might be the only one worth it as Beggar + Bank gives you already $7 guaranteed. It might also work well in decks that like Coppers, like Philosopher's Stone and Apothecary. But in general the 3 Coppers really slow you down and are a big disadvantage, but near the end a terminal Gold isn't that bad. The reaction part is not so strong in general and depends on the attack card. It's great against Pillage and is also nice against Jester/Swindler/Saboteur/Knights as they don't want to hit Silver.
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| #17 ▲1 Moat (Base) Weighted Average: 33.9% ▲10.0pp / Unweighted Average: 33.1% / Median: 28.6% ▲7.5pp / Standard Deviation: 18.1%
Moat is a big winner this year. It is 10 percentage points and one rank higher than last year. It also had a high deviation last time, this year it's the sixth lowest. Only 4 people voted it last and 25 voted it above average.
Moat is very situational. It highly depends on the cards on the board and - more important - on the number of players. If there's Mountebank in the supply and you're playing a 4-player-game, Moat is generally a must-buy. It can prevent getting 3 coppers and 3 curses in one turn. But if you're playing a 2-player game, buying Moat is mostly superfluous. Buying a trasher more against Cursers or Library/Watchtower/Menagerie against hand-size-reducing is mostly the better alternative. Even worse, if there's no attack card on the board, +2 cards with no other benefit is so weak, because that means a raw benefit of +1 card. Maybe only if your going for Big Money with bad other cards and you're getting unlucky and hit $2 early, this might be worth considering.
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| #16 ▲1 Vagrant (Dark Ages) Weighted Average: 36.4% ▲9.7pp / Unweighted Average: 36.6% / Median: 33.3% ▲12.2pp / Standard Deviation: 20.2%
Vagrant made a big jump similar to Moat. It's also nearly 10pp and one rank better. It was voted last once.
Vagrant is the fixed Scout. It has the advantage over Scout that it is at least a cantrip, so it never hurts as long as you don't draw it dead. Also it can put Shelters, Ruins and Curses in hand while Scout can't. But on the other hand, it's at best only a Laboratory where one of the two cards is dead anyway. You basically just have a chance to make your next hand better. So, in essence it's similar to Pearl Diver, a nice card for engines if you have spare buys which will occasionally help you but is never a real Power House. It can only shine in heavy Curse/Ruins games where you have a lot of $2 hands anyway and in situations where you want those cards in hand, especially dual-type Victory cards like Great Hall, Nobles and Harem. It could also work as a soft counter against Ghost Ship.
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| #15 ▼1 Poor House (Dark Ages) Weighted Average: 37.8% ▼8.5pp / Unweighted Average: 38.3% / Median: 38.1% ▼9.3pp / Standard Deviation: 20.6%
This is the only card costing $1 and it's not last. But it lost quite a bit in comparism to last year. It's one rank worse and lost over 8 percentage points. It was voted last 3 times.
Poor House is the shiny $1 card that let you look differently at Remake and Upgrade as you can't trash Coppers without having to gain a card anymore when it's on the board. Poor House looks really complicated, but is similar to Secret Chamber in that manner that it guarantees $4 in a 5-card hand. It even doesn't care about the size of your hand. But it's only really useful in treasure-less decks where it is a terminal $4. A hand of 2 Poor Houses and Hamlet basically guarantees a Province. So, it loves engines with virtual coins and of course it loves +buy as you can pick up multiple Poor Houses in one turn. Mint/Poor House can also be a really good opening. But in Big Money decks or Draw Engines without trashing Poor House is horrible. A 2-card hand of King's Court and Poor House even guarantees a Colony, great for a card costing only $1.
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| #14 ▼1 Embargo (Seaside) Weighted Average: 40.7% ▼7.3pp / Unweighted Average: 39.6% / Median: 38.1% ▼9.3pp / Standard Deviation: 20.8%
Embargo lost nearly as much as Poor House and also dropped one rank. It was voted last 3 times.
First, it's a terminal silver. Basically that's bad. But it's a one-shot. So if you get unlucky and hit $2 early you can buy it without much thinking as it only interferes once. But Embargo can be a game-changer, especially if you and your opponent(s) are taking different strategies. And it really shines if your opponent buys a Potion and you decide not to go for Potion. Just embargo the Potion-cost card and you are turns ahead. And especially you can shut down strategies that want a lot of a single card, like Hunting Party, Alchemist or alternative victory cards. So, it's nearly never bad, but only shines situation-wise.
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| #13 ▲2 Cellar (Base) Weighted Average: 43.2% ▲6.2pp / Unweighted Average: 43.6% / Median: 42.9% ▲6.1pp / Standard Deviation: 19.9%
Cellar is 2 ranks higher than last year, ignoring the new Guilds cards, and has over 6pp more than last year. It was voted last twice.
There are many cards that take profit from bad cards like Estate or Curses. Secret Chamber fails - as mentioned earlier - by just getting $1 per card. Cellar let you discard them and get you get your good cards in hand. Of course Warehouse is better in most cases as it let you draw your cards before discarding, but Cellar can even discard more than 3 cards if you wish. If you want compare Cellar with another $2 card, Crossroads comes into your mind. Crossroads also lets you draw more cards for useless cards. But it is limited to green cards, so you get no benefit for Curses and Coppers. But you don't have to discard them and it gives you +3 Actions the first time. So it highly depends which card is better. In cursing games Cellar's great. And of course with Tunnel. The problem is often the opportunity cost; when do you want to spend your money on a $2 mediocre card?
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| #12 ▼2 Haven (Seaside) Weighted Average: 44.0% ▼12.7pp / Unweighted Average: 46.1% / Median: 47.6% ▼10.3pp / Standard Deviation: 22.1%
Haven is a really big loser. Over 12pp worse, wow! This results also in being 2 ranks worse than last year. It has 2 last votes.
Haven reduces your hand size by one, but your next hand size is bigger, that hurts very rarely, so it's like a mini-Tactician. And this ability to minimize draw luck is great. You have $11, just set a Gold aside. You have $7, just set a Copper aside. Two terminal actions in hand, no problem. A village you don't need this turn, etc. You get your maximum out of your money and your actions. It's a pretty solid card, but no game-changer what may be the reason why it isn't rated higher. It supports every strategy but isn't a strategy on its own.
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