There are some strategies that need or want +Buy to work well, and some that do not. I think it would make a very interesting article to look at when it is important to prioritize getting at least some sort of +Buy in your deck, and when it's not at all helpful. This can be an important decision to make, especially if the only source of +Buy is cheap and something you wouldn't otherwise want, like Herbalist or Woodcutter. I don't have the time to give the article the thought it deserves, but here are some of my initial thoughts if anyone wants to run with them:
You likely want some +Buy in your deck if one of these conditions is met:
- If you expect to often produce more than $8 (or $11 in Colony games) while being able to play a +Buy card.
- If you want a lot of cheap components, especially costing $2 and $3, but also $4.
- If you want a bloated deck for a specific strategy (Gardens, Philosopher's Stone, maybe Counting House)
- A lot of alt-VP decks want +Buy. These definitely include Silk Road, Vineyard, Goons, maybe Duke, and maybe Fairgrounds (along with Gardens which was mentioned earlier).
- Cost reducers often need +Buy to be used effectively. These include Bridge, Highway, Quarry, and Peddler.
- If you want cheap Potion-cost cards, especially along with cheap non-Potion cards, +Buy can help get multiple cards per turn. Examples include Vineyard, Transmute, Apothecary, Scrying Pool, and maybe University.
- In general, rush, engine, and combo decks often need +Buy.
There are times when you definitely don't need +Buy. I would guess that most straight Big Money strategies fall into this category, as well as most slogs. Are there other times when you definitely don't need +Buy?
Anyway, thoughts on the matter would be appreciated.