Without the variable pricing, Peddler should probably be priced at $4, as a Market without the +Buy. With the variable pricing, it’s a steal at $2 or $0, and you should try to set up a deck with spammable non-terminal Actions to take advantage of it (e.g., Caravan, Spy, Treasury). Peddlers themselves are also good ways to get more Peddlers.
But Peddlers are best if you can get them down to $0 and then use them to soak up extra Buys. For example, the easiest way to grab Peddlers is with Worker’s Villages, which provide free Actions as well as ample +Buy. Past 4, each Worker’s Village represents an additional free Peddler. Markets can also work, though those are harder to get, as well as Pawns, which are not as effective.
The biggest problem, in fact, is that after a certain point cheapness doesn’t matter any more. When you’re regularly pulling in $6–$8 per turn, buying Peddlers is a bit of a waste without +Buy.
Peddler’s variable pricing also makes it work extremely well with cards that depend on its cost. You can:
- Remodel or Forge it into a Province;
- Upgrade it to a Platinum;
- Expand it to a Colony;
- Bishop it for 4 VP;
- Apprentice it for +8 cards;
- Salvage it for +$8.
It also defends against Swindlers extremely well, since once you run out the Peddler pile, an opponent’s Swindler becomes very dangerous to play for fear of turning your Peddlers into Provinces. Peddler is also one of the few cards that defends against Smugglers, since it’s cheap to buy but un-Smuggleable.
- Worker’s Villages/Markets/non-terminal +Buy
- Conspirators/other Peddlers/Caravan/Treasury/spammable non-terminal Actions
- Cards that depend on other cards’ cost (e.g., Remodel, Forge, Apprentice, Salvager)
- Opponents’ Swindlers
- Opponents’ Smugglers
- Lack of +Buy
- Lack of non-terminal Actions