Journeyman
Basic Info
- Type: Action
- Cost: 5
- Effect: Name a card. Reveal cards from your deck until 3 non-matches appear. Put those 3 into your hand; discard the rest.
Rating
Cost-5 filtered terminal-3 draw. "Skip the named card and draw 3" is a unique mechanic. Excellent at dodging Estates / Coppers / Curses while drawing engine pieces.
Rating B+. Cost 5 for 3 cards equals a terminal Lab — but Journeyman skips dead weight. Note: the named copies hit discard, not trash, so they cycle back.
Overall B+. Strong on Curse boards and engine builds. Competes with Witch / Wharf / Throne for the 5-coin slot.
How to Play
5-coin opening as a candidate, though Witch/Wharf/Market often win the slot.
Mid-game keep 1-2 Journeymen. Name "Curse" / "Estate" / "Copper" to skip junk while restoring hand.
End-game, with thinning done, name "Copper" to grab Silvers/Golds reliably.
Naming Choice
Generally name "Curse", "Estate", or "Copper":
- Curse: Top priority on Curse-spreader boards.
- Estate: Early to skip starter Estates.
- Copper: Mid-late once Silver/Gold dominate.
If reveal contains no matches, Journeyman is a vanilla +3-card terminal.
Key Combos
Journeyman + Witch: Self-skip Curses while opponents struggle.
Journeyman + Chapel: Thinning amplifies filtered draw.
Journeyman + Smithy: Stack terminal draw.
Journeyman + Throne Room: TR + Journeyman = 6 filtered draw.
Journeyman + Laboratory: Stack draw.
Journeyman + Cellar: Cellar dumps junk, Journeyman pulls fresh.
Synergies
- Chapel / Masquerade: Thin to focus.
- Throne Room: Doubled.
- Witch: Curse-asymmetric.
- Smithy: Terminal stack.
- Cellar: Junk discard combo.
- Remodel: Trash + gain.
Counters & Bad Matchups
- Unthinned decks: Named card frequent → discard pile bloats.
- Terminal-heavy: Journeyman is terminal; Villages required.
- Short games: Filter benefit limited.
- Strong 5-cost cards: Witch/Wharf/Market crowd it out.
Advanced Tips
Audit deck before firing — name the most-copied dead card.
Named cards hit discard, not trash. They reshuffle back. Net thinning = 0.
Second Journeyman: Engines OK with 2. 3+ excess.
Journeyman-BM: Silver/Journeyman → Silver → name Copper → Gold → Province. Mid-tier BM variant.
Reveal length: If many matches stacked in deck, reveal can blow through entire deck, triggering early reshuffle.
Post-shuffle Journeyman: Firing right after a reshuffle lets you skim top 3 (filtered) from a fresh deck.