Mystic
Far sights await you
Knowing the future is key
Reclaim what you know
Mystic – Action $5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand.
This is really quite a simple card. When guessing correctly, it is a cantrip card that gives +$2. It is really that simple. The fun in this card is making sure to get that extra +Card. We are already Familiar (pun intended) with the text portion as we saw that in Wishing Well way back in intrigue. By correctly guessing, or should I say knowing, the top card of your deck, you may place it in your hand. I say knowing, because that is where the true power of Mystic comes from. The key different between Mystic and Wishing Well is the lack of +Card in the simple text. With Wishing Well, you are forced to draw the top card of your deck before you guess. This means that you must know more than just the top card of your deck. You must know the top of your deck to a depth of at least 2 cards. This distinction greatly affects the ability to use Wishing Wells text with certainty. Wishing Well therefore only combos with Navigator (needs village), Cartographer, Apothecary, Wandering Minstrel (kinda) and yes I’m really saying this, SCOUT! Mystic lacks the initial +Card meaning that you can combo it with so many more things. These include the following and are sorted in terms of how the combo works.
Cantrip Actions
$2 -Pearl Diver
$2 -Vagrant
$2P - Apothecary
$3 - Lookout
$3 - Wishing Well
$4 - Spy
$4 - Ironmonger
$4 - Wandering Minstrel
$4 - Scout
$5 - Mystic
$5 - Cartographer
$4 - Tournament Prize (countered)
$0* - Bag of Gold
The cantrip action group is the bread and butter of making Mystic shine. The only synergy required is having both of these cards in your hands at the same time and voila, you just made Mystic a card that grants +Action, +Card and +$2. The real power comes from all of the cheap cantrip actions that are available. It is easy to get a slew of these in your deck with your Mystics. In that way, you will almost always have the required cards in hand to successfully pull off the combo. It is worth noting that things like Cartographer, Scout and Apothecary can set up consecutive successful Mystic plays. You can therefore have a greater density of Mystics and still pull off the combo fairly regularly. Notice that Mystic can actually combo with itself! If you guess wrong with the first one and have another in hand, you will be guaranteed to get the bonus for the second play. It is not perfect, but think of it as starting with $4 virtual money and only 4 cards in hand. I would say that $4 virtual money is well worth the cost of having 1 less card.
Village Support Required
$0 - Survivors
$2 - Courtyard
$2 - Duchess
$3 - Develop
$4 - Armory
$4 - Scavenger
$4 - Navigator
$5 - Graverobber
$5 - Count
$5 – Mandarin
This section is quite explanatory. The benefit is the same in that you can get the top card of your deck, but the ability to pull it off just became more difficult. You must have surplus action available because these cards are terminal and you must be able to play your Mystic afterwards. That being said, if there are good opportunities for +action, making use of Mystic with any of these cards can yield great benefits.
Protection from Attacks
Ghost Ship
Scrying Pool
Rabble
Bureaucrat
Sea Hag
Fortune Teller
Oracle
There are a number of attacks that mess with the top of your deck. These can be quite irksome and any way to diminish there effect is a good thing. Mystic will to a certain extent lesson the damage from these attacks making your next hand a little bit better.
Reactions
Beggar
Watchtower
Secret Chamber
Fool's Gold
There are a few reactions that impact the top of your deck. Beggar and Secret Chamber can be played in response to an opponent’s attack. Both will allow you to start off your turn by grabbing for free the top card of your deck. With Watchtower, you can place cards gained mid-turn on top of your deck and then draw them with mystic.
Other Synergy
Minion - Cantrip source of +Coin (you probably want to buy the Minions first though)
Conspirator - Works in conjunction as both a source of +Coin and an activator
Village/Draw Up To - The benefit is guaranteed as you will just draw up to X amount of cards anyways making it more economical.
Trashing
Like any card that works best when it works with another card, trashing can be very useful. By removing the extra fluff from your deck, you will ensure you draw the cards together and use them to their fullest potential. Mystic works best with Moderate to Heavy trashing. These include things like:
Chapel
Steward
Remake
Count
Ambassador
Conclusion
As you can clearly see, there are many instances where Mystic can be used with certainty. It is obviously at its best when it gets the +Card with certainty. But remember that you will not always know the top of your deck when you play Mystic. When that is the case you must find the right balance between what you need the most and what is the most probable. If you are trying to get up to a crucial money level because you absolutely need to get there this turn, guess for what you need. If you just want to cycle your deck, guess for the most probable. Always remember to keep track of your deck when playing with Mystic. As you get closer and closer to a reshuffle, if you have been keeping track of what cards you've seen, you can greatly increase your odds of successfully drawing a card from Mystic.