Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Chris is me on February 07, 2017, 10:26:23 am

Title: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on February 07, 2017, 10:26:23 am
PPE: Interactions between landscapes and/or cards are also allowed

So uh, there's this other thread, right? Where people post when they find a card interaction that seems novel. 90% of the posts in that thread are people who wish to share what they found immediately after playing a game online. Tons of things in that thread are useful, but often they involve more than two cards, so we're subjected to completely endless and infuriating debate every single time someone wants to share a card interaction about whether or not it is "common enough" to be "potentially useful". It's funny, because that thread was made to avoid discussions about "combos" since that word itself has a loaded definition which was endlessly debated. But I digress.

So here is the criteria for posting in this thread:
1. Post interactions between multiple cards here which result in novel, interesting, and/or particularly effective synergy.
2. Post interactions between cards that you have observed, in an actual game of Dominion at least once. If it happened at least once, that's cool. If it's a purely theoretical 8 card combo, maybe not?

As long as those criteria are met, it can be posted. I mean really, I'm not going to breathe down anyone's neck rigorously checking this, but at some point in the future someone is going to cite this post as a reason something shouldn't get posted, so I'm going out of my way to be inclusive here.

Maybe, finally, with this almost identical thread with a very slightly different topic, we won't have pages and pages of people derailing with their tired arguments about how common or rare something is, as if we all always play full random games and as if we all only use that thread for practical advice and not just discussion. Or if you think this whole thing is silly and doesn't deserve a splinter topic, we can stop derailing the existing thread? You can't have it both ways. Either the content doesn't belong in the other thread, so we need a new one for that content; or it does belong in the other thread and we should stop tolerating constant derailment.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Deadlock39 on February 07, 2017, 10:57:55 am
I played a few games the other day with the selection set of Empires plus the new second edition cards. We got Charm, Royal Blacksmith, and City Quarter. It was Cwazy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: werothegreat on February 07, 2017, 11:04:01 am
I played a few games the other day with the selection set of Empires plus the new second edition cards. We got Charm, Royal Blacksmith, and City Quarter. It was Cwazy.

I will often deliberately put those cards in a game together because I enjoy that interaction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: UmbrageOfSnow on February 07, 2017, 11:52:26 am
I played a few games the other day with the selection set of Empires plus the new second edition cards. We got Charm, Royal Blacksmith, and City Quarter. It was Cwazy.

I will often deliberately put those cards in a game together because I enjoy that interaction.

I never play random games at home, we deliberately make kingdoms with interesting interactions in them and play those, usually three games in a row with the same kingdom.  That thread, and I guess this one, are a good source to mine for ideas.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jack Rudd on February 07, 2017, 12:59:55 pm
I once had a game on Isotropic with Governor, Black Market and Minion in it. That made for an amusing variant on the old Council Room - Militia decks we all know and love.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on February 07, 2017, 01:02:20 pm
I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jacob marley on February 07, 2017, 06:54:21 pm
I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)

Only if you used the maple syrup to covertly stick cards to the palm of your hand to be slipped back into play at opportune moments...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Schneau on February 08, 2017, 08:55:16 am
In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AdrianHealey on February 08, 2017, 09:05:02 am
I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 08, 2017, 09:16:17 am
I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Aleimon Thimble on February 08, 2017, 09:28:10 am
I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?

You accidentally.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AdrianHealey on February 08, 2017, 10:23:32 am
I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?

n00b
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Watno on February 08, 2017, 10:25:30 am
You just need a big enough can or a really Small Castle.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AdrianHealey on February 08, 2017, 10:27:12 am
Are you a Castlecan or a castlecannot?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Qvist on February 08, 2017, 10:28:35 am
I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?

(https://www.makro.co.za/Images/Products/Large/MIN_109057_CSA.jpg?v=20160306)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on February 08, 2017, 01:48:46 pm
In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: werothegreat on February 08, 2017, 02:13:49 pm
In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

Lurker works great with any tfb card.  "I could trash my Market and draw 5 cards, but then I won't have my Market anymore... oh, wait, I can Lurker it back!"  :D
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on February 08, 2017, 02:26:49 pm
In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

Even without the trash-for-benefit synergies like Apprentice and fun on-trash tricks (e.g. Fortress, Cultist), I think Lurker might be the strongest $2-cost engine enabler aside from Chapel and the Travellers (Yes, I think it's better than Stonemason).  While it's of course weak when played by itself, in pairs and multiples, Lurker becomes a powerhouse gainer, like an Ironworks that can gain anything.  Unlike Stonemason, Lurker can eliminate the need for Treasures or Buys altogether when engine building--you just need enough trashing or sifting to connect your Lurker pairs, and you can gain all your engine components without ever needing coin. 

Later in the game, Lurker changes function from a gainer to a drainer.  Especially for deck-drawing engines, winning the Lurker split can give you a tremendous amount of pile control over your opponent--the ability to instantly empty a Supply pile of six or seven cards while saving your Buys for Victory cards can give you powerful authority to determine exactly when the game ends.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on February 08, 2017, 02:43:37 pm
In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

Lurker works great with any tfb card.  "I could trash my Market and draw 5 cards, but then I won't have my Market anymore... oh, wait, I can Lurker it back!"  :D

The particular strength of the synergy with Apprentice is that both cards are nonterminal, so you don't need any external support to make them work. As opposed to Salvager, Butcher, Graverobber, etc.

Plus nonterminal draw is just so great and you don't even need to line the cards up.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: allanfieldhouse on February 09, 2017, 11:44:04 am
So yeah, Lurker goes well with any TfB card, but I agree that Apprentice might be a special case. When you're "allowed" to trash any valuable action (including other Apprentices), you can instantly draw your whole deck every turn non-terminally. That's amazing. A couple Apprentices plus some fodder is like having the whole pile of Labs (minus the reliability).

I've been really underwhelmed with Lurker in general when it takes 2 plays to gain a card. Any time it can gain a card every single play, it's amazing (hence the general synergy with all TfB cards).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on February 09, 2017, 01:35:34 pm
Other interesting Lurker interactions I've experienced:

Lurker/Border Village/TfB (in this case, Replace).  Gaining Border Villages out of the trash triggers their when-gain ability.

Lurker/Knights.  In an engine mirror playing these cards, it turns into a lengthy contest for who can end up with all of the Knights.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 09, 2017, 07:29:20 pm
Storyteller/Raid/Conquest was pretty neat.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on February 10, 2017, 02:43:37 pm
Just found that quest with some buy completely counters haunted woods. Sometimes you even get gold.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: allanfieldhouse on February 10, 2017, 09:13:38 pm
Tactician + Baths. You weren't going to do anything on the turn you played Tac anyway, so here's 2 free points!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: terminalCopper on February 11, 2017, 05:05:02 pm
Pirate Ship + Lurker + bad opponent

Lurk a pirate ship, your opp. will likely "steal" it, and trash your coppers.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: schadd on February 11, 2017, 05:45:30 pm
ditto thie- oh
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on February 12, 2017, 11:20:48 am
When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 12, 2017, 11:39:34 am
When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on February 12, 2017, 12:29:32 pm
Apprentice/Rocks.  It gives your Apprentices 3 things to trash.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Eran of Arcadia on February 13, 2017, 10:10:02 am
I had a game last night where on, I think, 2 turns, I: had a Raze trash itself or an estate, drawing and discarding an action card in the process; played Harbinger to put the discarded action card back on top of my deck; played Vassal to play the action card; used Lurker to get the Raze back.

Not powerful, maybe, but kind of fun to keep moving a card around like that.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Haddock on February 13, 2017, 12:33:57 pm
When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Since this thread is strictly better than the other thread, why would anyone post anything in the other thread?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 13, 2017, 01:18:24 pm
When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Since this thread is strictly better than the other thread, why would anyone post anything in the other thread?

The other thread is better if you want to post something that people should care about.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on February 13, 2017, 04:22:27 pm
Lurker/Knights.  In an engine mirror playing these cards, it turns into a lengthy contest for who can end up with all of the Knights.

My first Lurker/Knight game made me feel a little sorry for the poor knights: I realized we were repeatedly resurrecting them and sending them to die in combat again and again and again.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Petrovic on February 14, 2017, 12:47:43 am
When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Since this thread is strictly better than the other thread, why would anyone post anything in the other thread?

The other thread is better if you want to post something that people should care about.

This thread was strictly better until Awaclus decided he needed to use it to give people permission to post to the other thread
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 14, 2017, 01:07:03 am
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on February 14, 2017, 05:01:56 pm
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: UmbrageOfSnow on February 14, 2017, 05:05:12 pm
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on February 14, 2017, 05:18:31 pm
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 15, 2017, 04:46:48 am
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ThetaSigma12 on February 15, 2017, 08:04:17 am
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
You know he's a killer...

                      ...But did you know he's a Cereal killer?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on February 15, 2017, 10:52:09 am
Procession + Ironmonger + Page line was cool in a game I played. IronMONGER helps you cycle faster to upgrade your Pages, and once you reach Champion, IronMONGER isn't as useful anymore since you don't need the action, so you can Procession it into that $5 terminal draw you're eyeing.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on February 15, 2017, 10:59:57 am
Procession + Ironworks + Page line was cool in a game I played. Ironworks helps you cycle faster to upgrade your Pages, and once you reach Champion, Ironworks isn't as useful anymore since you don't need the action, so you can Procession it into that $5 terminal draw you're eyeing.

Ironmonger?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on February 15, 2017, 11:23:42 am
I dunno what you're talking about it totally says ironmonnger up there it always has I swear :P
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: allanfieldhouse on February 15, 2017, 11:36:46 am
I dunno what you're talking about it totally says ironmonnger up there it always has I swear :P

lol...even after editing, it still says Ironworks twice.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on February 15, 2017, 12:12:59 pm
Ironworks, editing doesn't.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on February 15, 2017, 12:56:26 pm
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
You know he's a killer...

                      ...But did you know he's a Cereal killer?

That was the best episode of that season, which was still not a very good episode.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ThetaSigma12 on February 15, 2017, 02:31:07 pm
I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
You know he's a killer...

                      ...But did you know he's a Cereal killer?

That was the best episode of that season, which was still not a very good episode.
I'm torn between giving you a +1 for watching Sherlock and not giving a +1 for hating one of my favorite episodes.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on February 15, 2017, 04:52:07 pm
I'm torn between giving you a +1 for watching Sherlock and not giving a +1 for hating one of my favorite episodes.

It wasn't much of a mystery. It was an interesting character study, but the fun in Sherlock is the mystery.

In fact, Season 4 was so bad that I am not looking forward to Season 5 (assuming it even comes to existence). I have a full review written for it too, just waiting for me to not be lazy to go and record it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tailred on February 16, 2017, 11:37:07 pm
Legionary, Fortune Teller
cute.

Crown, Bank
Power up banks without needing to spam actual yellows.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Aleimon Thimble on February 17, 2017, 07:56:57 am
Legionary, Fortune Teller
cute.

I wouldn't call it cute. It's actually pretty evil; your opponent pretty much starts with a two-card hand every turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tim17 on February 18, 2017, 05:35:05 am
Transmogrify + Catapult/Rocks

Transmogrify helps turn estates into catapults to help get to the rocks.  Once rocks are uncovered, you probably have mostly coppers and a bunch of catapults, which ends up working out quite well.  Say for example you have a transmogrify on your tavern mat and a hand of 2x catapult, 3x copper.  Call tmog to turn a catapult into a rocks, gaining a silver to hand.  Play the other catapult to trash the rocks, gaining a silver to hand.  Now you have 8 for a province, and you curse+discard attacked your opponent.

I saw this in a game a couple days ago, where it won handily.  Squire helped somewhat, but it was clear that this was the main interaction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Willvon on February 20, 2017, 04:31:21 pm
In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

My wife and I had an IRL game with Apprentice and Lurker in it.  We also had Explorer in the game, which is a card I rarely buy.  In addition, we had Obelisk.  We chose randomly from the randomizer cards and chose Explorer as the Obelisk card.  Explorers worked great as food for Apprentice and Lurker put it right back in our hands.  We had Villa in the layout also and a lot of cantrips.  So it never gummed up our decks and even gave us points at the end of the game.  The silvers and golds generated by Explorer were also available to sacrifice to Apprentice.  That was my first game with Lurker.  It is an excellent addition to the Base game, and it certainly feels like a top 5 $2 card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on February 21, 2017, 10:15:33 am
Royal Blacksmith + Poor House: I just played a game with these two on a board with lots of potential for a strong engine; plenty of +Actions, huge draw from Royal Blacksmith, and +Buy...but no trashing.  Poor House is usually awful if you can't trash your Coppers, and Royal Blacksmith similarly prefers some trimming.  But together, with some village support, each Royal Blacksmith draws a bunch of cards and handily purges your hand of Coppers so you can then maximize your Poor Houses for +$4 each!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tailred on February 21, 2017, 08:57:51 pm
Wishing Weel, Vassal
I just played a game where Vassal was the main payload but was pretty risky (no villages whatsoever, nor the typical topdeck-set-uppers.) Turns out Well is a pretty good topdeck-set-upper, as long as you have quite a few wells per vassal. Just wish away stop cards and once a well (or some other nonterminal that's okay to play) is revealed, play it with vassal.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: schoeggu on February 22, 2017, 05:19:42 am
Hunting Grounds and Donate (and a +buy source otherwise it's difficult)
When trashed Hunting Grounds gives you either a Duchy or three Estates.
The trick is to have two piles empty and then buy Donate to trash all your Hunting Grounds and using the gains to either empty the Estate or Duchy pile. You will get 3VP per Hunting Grounds (unless you need to gain 1 or 2 Estates to empty the pile), plus all the VP gained during your turn (where you can still use your Hunting Grounds).
Because the endgame state is checked after your turn but before you Donate your opponent gets a last turn. But they cannot use Donate to trash Hunting Grounds as the game will finish after their turn.

So in this game, I bought two Provinces and made sure two piles were empty. And with the last remaining buy I bought Donate.
With Donate I trashed my four Hunting Grounds, gaining a Duchy and 8 Estates. Thus so emptying the third pile. (23VP)
The opponent would have to been able to buy 4 Provinces (24VP) to get ahead of me which she wasn't ;)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: singletee on February 22, 2017, 05:37:09 pm
Tomb (http://wiki.dominionstrategy.com/index.php/Tomb) and Fool's Gold (http://wiki.dominionstrategy.com/index.php/Fool's_Gold)

Be careful taking the last Province for a narrow "win" - it may turn into a loss!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: abura448 on February 24, 2017, 03:29:57 pm
Just played a game with Sacrifice+Fortress+Tomb..... trash-tastic!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: allanfieldhouse on February 24, 2017, 05:09:59 pm
Tomb (http://wiki.dominionstrategy.com/index.php/Tomb) and Fool's Gold (http://wiki.dominionstrategy.com/index.php/Fool's_Gold)

Be careful taking the last Province for a narrow "win" - it may turn into a loss!

Surprise! Keep was also in the game, and they lost 5 points for trashing the Fool's Gold.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on February 24, 2017, 05:52:40 pm
Just had a board with NV, KC, bridge, and duplicate. Would you believe that those cards indeed interacted in a neat way?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Skumpy on February 24, 2017, 08:46:55 pm
Just had a board with NV, KC, bridge, and duplicate. Would you believe that those cards indeed interacted in a neat way?


Do you need the Duplicate? 2 King's Court's + 3 Bridges is game. And you can just King's Court-Native Village everything if needed until you pick up your whole hand one turn.

Also, it's probably just me, but typing out the whole card name feels so satisfying.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: schoeggu on February 28, 2017, 05:28:42 am
Just played a game with Sacrifice+Fortress+Tomb..... trash-tastic!

It's insane. Add a Scheme to your deck and you're guaranteed to always start with Fortress in hand.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: terminalCopper on February 28, 2017, 04:09:04 pm
Legionary / Enchantress

The best defence against Legionsry is to keep two synergic cards like village/smithy. This is nerved the hard way if the village is a cantrip.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: grrgrrgrr on March 03, 2017, 11:47:59 am
Lurker+Catacombs
A very neat combo, as it makes Lurker effectively a nonterminal workshop. If you play two Lurkers, you can gain yourself a Catacombs and a $4 card!
I played this combo together with Island. In one turn, the Lurker pile was empty, and the Island and Lurker piles only had three cards left. Guess what I did with my three lurkers.

Bonfire+Market Square
Very very very powerfull interaction; an incredibly easy way for gaining a shitload of Golds.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on March 12, 2017, 01:18:22 am
Lost Arts plus Scheme is fun—a good way to never be stuck with a dead terminal action at the start of a turn.

(It was a Black Market game, so Lost Arts on the terminals themselves was not an option—I didn't have more than one of any key terminal.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on March 12, 2017, 10:15:04 am
Sacrifice + Squire

Draw your deck, Sacrifice a Squire, gain an attack, draw it, and have an extra Action to play it
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on March 14, 2017, 04:07:34 am
Treasure Trove + Palace + Fountain
Gold helps get more VP out of Palace, Copper helps get us to 15 VP, and Silver is often easy enough to buy.

Necropolis + Arena
2 VP before the first reshuffle!

Necropolis + Advance
0-cost 6-cost action card!

Delve + Tomb + Watchtower
With Watchtower in hand, as long as there are Coppers and/or Curses left, each Buy gets you 1 VP.
As long as you can spend $2, each of those will get you 1 VP as well!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Psyduck on March 14, 2017, 04:39:10 am
Storyteller + Raid

Use the Storytellers and Silvers to draw a lot, then get many more Silvers. Works best with Copper/Estate trashing and +Buy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on March 14, 2017, 11:21:28 am
I just have made a beautiful combo:

Develop Peddler into Platinum/Expand, play Magpie, draw both and Expand the second Peddler into Colony. Felt so good.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: xyz123 on March 14, 2017, 12:47:39 pm
Crossroads + Bridge Troll + non-terminal draw (other terminal durations may apply).

Had a game with Crossroads, Bridge Troll, Laboratory and no other villages.

A single Crossroads can support up to 6 terminal durations. With non-terminal draw a single Crossroads can be all the village you would want.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on March 14, 2017, 03:29:43 pm
Treasury + Dominate
Getting the latter gets you a whole bunch of points, but you still get to recycle your Treasuries.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on March 14, 2017, 05:23:42 pm
everybody knows kc-scheme. Pathfinding-scheme is similar. But in recent game I found city quarter-scheme which is similar of topdecking actions then drawing lot with city quarter. and easier to pull of as you don't need spike 7/8 thanks to debt.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on March 14, 2017, 11:39:29 pm
Navigator + Loan
Set up your deck so Victory cards get passed over, put good Treasure towards the end, and have the Copper come between the 2 groups.  If you're going to pass up a bunch of good stuff, then you'll know not to play the Loan

Royal Blacksmith + Poor House: I just played a game with these two on a board with lots of potential for a strong engine; plenty of +Actions, huge draw from Royal Blacksmith, and +Buy...but no trashing.  Poor House is usually awful if you can't trash your Coppers, and Royal Blacksmith similarly prefers some trimming.  But together, with some village support, each Royal Blacksmith draws a bunch of cards and handily purges your hand of Coppers so you can then maximize your Poor Houses for +$4 each!

Oh, Counting House + Royal Blacksmith
Here, you're also not afraid to discard your Coppers

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on March 15, 2017, 12:13:38 am
Counting House + Secret Passage

Get a bunch of Secret Passages and use them to put a Counting House 5th from the bottom.  Helps to have some source of nonterminal +buy (in this case, Market) to put next to the Counting House.

From the same game:

Cellar + Secret Passage

Putting a bunch of junk on the bottom of your deck with Secret Passage?  Put a Cellar down there too!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on March 15, 2017, 10:19:13 am
Counting House + Secret Passage

Get a bunch of Secret Passages and use them to put a Counting House 5th from the bottom.  Helps to have some source of nonterminal +buy (in this case, Market) to put next to the Counting House.

From the same game:

Cellar + Secret Passage

Putting a bunch of junk on the bottom of your deck with Secret Passage?  Put a Cellar down there too!

With cellar you have to be careful - you're generally trying to make the junk miss the reshuffle by putting it on the bottom. Warehouse or Forum may be a better choice for this weird old trick, or maybe another Secret Passage!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: faust on March 16, 2017, 12:34:58 pm
Peasant/City Quarter
Seriously, these two together are basically a complete, fully functioning engine.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Schneau on March 16, 2017, 11:35:38 pm
Masterpiece + Triumph

Get a mega turn where you have a ton of money and 2 buys. Get tons of Silvers and 1VP for each one.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on March 17, 2017, 07:42:41 pm
Messenger + Castles

If you're going for Castles, can gain the first couple for free w/Messenger without giving your opponent anything.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on March 19, 2017, 04:57:20 am
Embassy + Bandit Fort
Turn $5 into not 3pts for you (when Duchies are gone), but -2pts for everyone else.

Ambassador + Bandit Fort
4 to 6pt swing between you and each player.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on March 19, 2017, 09:30:04 pm
Dungeon is a good counter for Rabble.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Erick648 on March 23, 2017, 09:53:37 pm
Grand Market + Ferry + Band of Misfits

What should I use to buy my first couple Grand Markets? How about Grand Market!

This board also featured Beggar + Triumph, which, with the Grand Markets, led to a pretty juicy last turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Eran of Arcadia on March 27, 2017, 11:27:34 am
Replacing Estates with Mills is fun.

But revealing Diplomat when someone else played Replace actually saved a couple hands for me, regardless of what they Replaced.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on March 28, 2017, 04:43:00 pm
Masquerade + Wolf Den

With Wolf Den, a single Masquerade play could net up to 15 VP!
That particular scenario is unlikely to manifest, but you definitely need to be aware of big point swings when these two cards are in the kingdom.  I recently played a League match against tracer where Cultist was also present; Ruins definitely increased the likelihood of large VP swings from Masquerade plays.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on March 28, 2017, 11:35:22 pm
Villa + Tactician
ACTION: Play as many cards as you can, leaving the Tactician in your hand
BUY: Play all Treasures.  Then buy a Villa

ACTION again: Play the Tactician.  If you have at least one other card in your hand you didn't/couldn't play (e.g. Victory card), you can play the Villa before the Tactician
BUY again: spend the rest of your coins

You got to play all of your actions cards and all of your Treasures, while getting +5 cards at the start of your next turn!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on March 30, 2017, 02:57:07 am
This isn't so much a neat interaction as it is a hilarious situation I'll probably never see again: Colony Dancing.

It was a Platinum/Colony board with Dominate; also Tomb, Sauna/Avanto, Crown, but without a readily usable source of + Buy (I think Spice Merchant and Ruins from Death Cart were the only possibilities?). 

We both went for Sauna/Avanto, mirroring almost identically, trashing down to overdrawing decks capable of hitting at least $14 every turn and then splitting the Dominates 3-3.  Then, with scores basically tied, we naturally followed the well-known Penultimate Dominate rule and started Colony Dancing.  We split the Colonies 3-3, and then started Duchy Dancing.  Both our decks started stalling out, with mine failing first, giving my opponent the victory, though it really could've gone either way.  Alas, I doubt I'll ever encounter such a bizarre, amusing mirror game. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: allanfieldhouse on March 30, 2017, 09:35:11 pm
Upgrade + Fortress + Donate.

Once you have two of those cards and one of the other (either way works, I think), you Donate. Next turn you can auto-pile the Upgrades.

Obviously this trick could technically work without Donate, but it's not really feasible to set it up early-game otherwise. In the game I saw this, there weren't really any other good 5's, so I put Seaway on Fortress and Upgraded all my Upgrades into Golds.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: J Reggie on March 31, 2017, 12:59:28 am
Diplomat + Borrow

Make sure your first Diplomat is always a village, even without discard attacks!  It's usually better to buy Borrow even if you don't need the coin, as long as you have a reasonable chance of drawing a Diplomat.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Sharajat on March 31, 2017, 11:40:10 am
Artificer+Highway

After five highways artificers are free.  That lets you play one to gain an artificer to the top of the deck.  Then you can just pile out the artificers, filling your deck with really good cantrips and potentially ending the game on the spot. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LastFootnote on March 31, 2017, 11:49:06 am
Masquerade + Wolf Den

With Wolf Den, a single Masquerade play could net up to 15 VP!
  • Pass a singleton card (+3 VP)
  • Receive a duplicate card - which was singleton (+3 VP)
  • Trash a singleton card (+3 VP)
  • Opponent receives a singleton card (+3 VP)
  • Opponent passes a duplicate card - dropping them to singleton (+3 VP)
That particular scenario is unlikely to manifest, but you definitely need to be aware of big point swings when these two cards are in the kingdom.  I recently played a League match against tracer where Cultist was also present; Ruins definitely increased the likelihood of large VP swings from Masquerade plays.

I saw some big VP swings like this while playtesting Empires and Intrigue 2nd Edition. Swindler is another harsh card in Wolf Den games; its maximum VP swing is smaller, but I think its average VP swing is greater.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on April 01, 2017, 10:00:09 am
City Quarter + Storeroom

Storeroom can hunt for your City Quarters, actions to pair with your City Quarters (via discard for cards), and then take advantage of overdraw from later City Quarters (via discard for coin).  This works best if there's another village available.

Possession + Harbinger

Assuming this is one of those boards where you buy a Possession, build up to single Province, and then start greening: Harbinger is one of the best support cards for Possession.  Even in a large deck with poor cycling, Harbinger can help you play your single Possession almost every turn.  In the game I encountered this, there was also Alchemist, and I had no desire to get a second Possession, because the Harbingers were finding my single copy so consistently.  Scheme would also work, of course.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Avin on April 03, 2017, 02:01:28 pm
Peasant + Royal Carriage

Or more specifically, Disciple. You can Disciple a Royal Carriage, gaining you a Royal Carriage, and immediately repeat the Disciple with that Royal Carriage. If you are drawing your deck, then this cost you nothing, since your disciple still gets played on any other card you had wanted it on, and you get a new Royal Carriage that you can use to double something else as well.

But if you have the peasant line then you might also have a Teacher token on the Royal Carriage as well. So Discipling the RC not only gains you a new Royal Carriage, but also doubles the effect of whatever token is there.

I'm sure this was an intended combo since they both are from Adventures but I only just noticed it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on April 04, 2017, 04:38:39 pm
Masquerade + Market Square + Villa + Save

These four cards featured in one of the fastest money games I've played (sans Donate): 5 Provinces in 11 turns.  The sixth and final Province on turn 13.  It's hard to say which of Market Square, Villa, or Save had the stronger synergy with Masquerade.  It turned out that I never needed to buy Silver and I only bought one Gold.  I ended up with three Masquerades, two Market Squares, and two Villas, ~5-6 Gold, and ~3-4 Copper.  I probably didn't play optimally.

If there's a moral to the story, it is this: Masquerade with support can lead to really fast money strategies.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: McGarnacle on April 05, 2017, 10:19:09 am
Masquerade + Wolf Den

With Wolf Den, a single Masquerade play could net up to 15 VP!
  • Pass a singleton card (+3 VP)
  • Receive a duplicate card - which was singleton (+3 VP)
  • Trash a singleton card (+3 VP)
  • Opponent receives a singleton card (+3 VP)
  • Opponent passes a duplicate card - dropping them to singleton (+3 VP)
That particular scenario is unlikely to manifest, but you definitely need to be aware of big point swings when these two cards are in the kingdom.  I recently played a League match against tracer where Cultist was also present; Ruins definitely increased the likelihood of large VP swings from Masquerade plays.

I believe this is in one of the recommended kingdoms.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: McGarnacle on April 05, 2017, 10:19:33 am
Artificer+Highway

After five highways artificers are free.  That lets you play one to gain an artificer to the top of the deck.  Then you can just pile out the artificers, filling your deck with really good cantrips and potentially ending the game on the spot.

Yay Artificer!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Skumpy on April 07, 2017, 03:48:21 am
I kinda feel bad about posting a Donate combo, seeing as it combos with....well, everything. But so be it.

Donate + Poor House

On your first 3 turns, pick up 2 Poor Houses and a village, if possible.
Donate your starting deck on turn 4, and by turn 6 (at the latest), you'll have a debt-free 3-card deck producing $8. Groovy!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on April 07, 2017, 08:33:24 am
This isn't like, great, but it was sort of novel. Someone playing me yesterday opened 5/2, buying Mandarin / Mandarin / Mandarin / City Quarter. Counting Necropolis, that made their deck full of economy and 1/3 Actions. Probably not the best move on 99% of boards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JThorne on April 07, 2017, 11:23:16 am
Quote
Donate + Poor House

On your first 3 turns, pick up 2 Poor Houses and a village, if possible.
Donate your starting deck on turn 4, and by turn 6 (at the latest), you'll have a debt-free 3-card deck producing $8. Groovy!

Well, at least until you buy your 4th Province, at which point it has a chance of stalling if you don't draw the village, and that chance goes up with each additional Province. Sure, it seems as though six or seven Provinces should win, but the deck is missing pile control. You can't end the game. With Donate on the board, I wouldn't be at all surprised to see that lose to an engine that could do something with Alt+VP and/or piles, or maybe even raw speed.

Poor House makes such fantastic engine economy with Donate and +Actions, what you should really be doing in a kingdom where they're present is figure out how MANY Provinces you want per turn, and that number is almost certain to be more than one. Assuming there's +buy. Which, if there is, almost guarantees some kind of Megaturn since the Poor Houses themselves are super-easy to pile with extra buys. Play what you're describing, and you're likely to see

Player 1: Province
Player 2: Stuff
Player 1: Province
Player 2: More stuff
Player 1: Province
Player 2: A lot more stuff
Player 1: Province
Player 2: The other four Provinces and a Duchy.

I gotta stop thinking about Donate. I'm drooling on my keyboard.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on April 07, 2017, 11:56:16 am
Honestly if you miss a Village or Poor House after Province 4, you can just buy another? It'll end the game soon enough to be viable a decent chunk of the time.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Skumpy on April 07, 2017, 12:02:48 pm
Quote
Donate + Poor House

On your first 3 turns, pick up 2 Poor Houses and a village, if possible.
Donate your starting deck on turn 4, and by turn 6 (at the latest), you'll have a debt-free 3-card deck producing $8. Groovy!

Well, at least until you buy your 4th Province, at which point it has a chance of stalling if you don't draw the village, and that chance goes up with each additional Province. Sure, it seems as though six or seven Provinces should win, but the deck is missing pile control. You can't end the game. With Donate on the board, I wouldn't be at all surprised to see that lose to an engine that could do something with Alt+VP and/or piles, or maybe even raw speed.

Poor House makes such fantastic engine economy with Donate and +Actions, what you should really be doing in a kingdom where they're present is figure out how MANY Provinces you want per turn, and that number is almost certain to be more than one. Assuming there's +buy. Which, if there is, almost guarantees some kind of Megaturn since the Poor Houses themselves are super-easy to pile with extra buys. Play what you're describing, and you're likely to see

Player 1: Province
Player 2: Stuff
Player 1: Province
Player 2: More stuff
Player 1: Province
Player 2: A lot more stuff
Player 1: Province
Player 2: The other four Provinces and a Duchy.

I gotta stop thinking about Donate. I'm drooling on my keyboard.

Well, I never said what to do once you got there, just that you have a very good consistent payload for at least a couple of turns and COULD pick up a few Provinces early on. Absolutely it's probably best to build for a little longer, especially if there's plus buy. Reading back, I can understand why you inferred it that way. My bad.

In the game I played where I found this, there weren't any +buys on the board. It went something like 4 Ports/2 Poor houses on my first 4 turns, Donate on turn 5, Diplomat (which I think was the only draw) turn 6, maybe a province or 2 next, then realized I should get a Butcher to speed up the Province pile. By turn 12, my opponent (who admittedly didn't play the board too great, as they went for Moneylender as the only trashing) had one province, while I emptied out the other 7, keeping 4. Again, it might have gone very different if there was +buy...but there wasn't.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: dedicateddan on April 10, 2017, 01:18:56 pm
When you inherit Border Village, you can Border Village for Estate (Border Village)

The estate normally gains a 0-1 cost card. But if you reduce its cost to 0, you gain nothing
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Beyond Awesome on April 13, 2017, 06:02:06 am
Beggar + Steward + Triumph + Tomb

Beggar gots lot of Triumph points. Steward trashed the coppers for Tomb points. I lost this game though because I did not plan it out as well as I should have.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on April 13, 2017, 11:59:59 am
Finally managed to get working bureaucrat pin. It was game with forge, kc and storyteller. I could get 3 silvers each turn that turned into platinum with forge for storyteller draw.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on April 13, 2017, 01:24:40 pm
IGG-Triumph

You want to gain those Coppers on your turn anyway.  Might as well take 4-5 points for 5 Debt!

Honorable mention: Masterpiece-Triumph.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: jamfamsam on April 24, 2017, 07:51:08 pm
Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on April 24, 2017, 11:02:23 pm
Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.

Better than Borrow!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: gloures on April 25, 2017, 12:13:46 am
Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: BBL on April 25, 2017, 03:17:26 pm
Mine & Royal Carriage on a Colony Board

Not sure, if I overrate colliding two 5s, but going from Silver to Platinum at Turn 6 still felt pretty nice, as well as turning all Coppers into Platinum over the course of the game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on April 28, 2017, 12:31:38 pm
Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.

I just recently had a game with Villa + Poor House that was a variation on this. Play all treasures, buy Villa, play Villa + Poor House.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on April 28, 2017, 12:44:35 pm
Salvager+Alms+Bonfire

Salvage an Estate, play two coppers, buy Bonfire, trash the coppers, buy Alms and gain something useful.

It felt a little like I'd duct-taped together my own ersatz Chapel.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: J Reggie on April 30, 2017, 11:17:47 pm
Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Derg17 on May 01, 2017, 12:37:39 am
City Quarter - Rats

There was no other trashing. It's always fun to find a strong rats board.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on May 01, 2017, 01:43:17 am
Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on May 01, 2017, 02:03:16 am
Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.

(http://www.reactiongifs.com/r/bth.gif)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: trivialknot on May 01, 2017, 02:11:58 am
Treasure Map / Triumph is a known synergy.  Play treasure maps, buy Triumph, get 5 points while easily paying off debt the next turn.

Well, I played a game with Treasure Map, Triumph, and Traveling Fair.  I spent several turns alternating between playing Treasure Maps and buying Triumph, and buying Traveling Fair/double T-map.  To cap it all off, Baker let me open double T-map.  Of course, I still lost.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on May 01, 2017, 02:17:16 am
Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.

(http://www.reactiongifs.com/r/bth.gif)

I recently played a game with this very cool combo in it! Smithy+Silver!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on May 01, 2017, 09:06:50 am
Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.

Please keep discussions of comboes out of this thread if you can. The scope of this thread was intentionally defined to try and prevent this discussion, just so we could focus on talking about neat ways cards interact with each other.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on May 01, 2017, 10:19:23 am
Please keep discussions of comboes out of this thread if you can. The scope of this thread was intentionally defined to try and prevent this discussion, just so we could focus on talking about neat ways cards interact with each other.

I thought this was a "Best Dominion moments" variant thread.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LastFootnote on May 01, 2017, 11:32:12 am
Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.

I only had to play a few Alms/Villa games before I never wanted to play another Alms/Villa game again.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on May 03, 2017, 10:12:56 am
Coin of the Realm + Storyteller

Coin of the Realm is an excellent source of cheap +Actions since you can call it exactly when you need it (for what's effectively +3 Actions since it doesn't use an action), but it suffers from two downsides: first, when they're not on your mat, they're effectively coppers and too many can clog your deck; secondly, you can't usually call it on the turn you play it since it's a Treasure that is usually played during your buy phase, which basically means you only get the +Actions effect every other turn. 

Storyteller resolves both of the above downsides beautifully.  First, it turns your CotRs into draw, and then it immediately puts them onto your Tavern Mat during your action phase so you can use them later during the same turn.  I recently used this interaction on a board without other +Actions to keep my Goons engine firing each turn. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: faust on May 10, 2017, 09:51:48 am
Advance - Villa

This is pretty neat even outside of "win on turn 2" solutions.

Starting the turn with a bunch a bunch of terminals? Advance one into Villa, continue turn. Only $4 to spend and want a more expensive action? Buy Villa and Advance.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on May 10, 2017, 09:56:42 am
Advance - Villa

This is pretty neat even outside of "win on turn 2" solutions.

Starting the turn with a bunch a bunch of terminals? Advance one into Villa, continue turn. Only $4 to spend and want a more expensive action? Buy Villa and Advance.

You can't buy Villa and Advance (trashing Villa) on the same turn without a different source of +Buy.

(Remember what I said about "the game you found them in"...)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on May 12, 2017, 01:50:53 am
remake/advance/poor house is insane. With buy in board in makes getting lot of five cards easy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on May 12, 2017, 10:10:50 am
Chariot Race + Secret Passage

Chariot Race has so much potential to be a fantastic source of VP: cheap, peddler-variant, and easily spammable, but its randomness makes it unreliable--paying $3 for what are often just plain cantrips half the time isn't so great.  There basically are two primary ways to make Chariot Race activate more consistently: A) have a higher average value deck than your opponent, or B) control what's on top of your deck. 

Secret Passage is tailor-made for controlling the top of your deck and activating your Chariot Races.  With Chariot Race in hand, playing Secret Passage allows you to drop the most expensive card in your hand on top, like a $5, a Gold, or a Province, to vastly increase your chances of getting the coin and VP.  Even better, you're happy buying lots of both cards since they're both non-terminal, and each pair can practically guarantee each of your Chariot Races are enabled.  I played game the other day where a single Gold was my expensive card that I could repeatedly drop back on top with each of my Secret Passages and redraw with each of my Chariot Races, generating 5-7 VP every single turn thereafter.  With another strong terminal attack to slow your opponent down (in my game it was Ghost Ship), you can pile the Secret Passages and Chariot Races and then theoretically earn points almost infinitely without ever greening. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: J Reggie on May 12, 2017, 11:12:09 am
But doesn't Ghost Ship kind of anti-synergize with Chariot Race?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on May 12, 2017, 11:25:06 am
But doesn't Ghost Ship kind of anti-synergize with Chariot Race?

At least in that particular game, I'd always play Ghost Ship last, after all my other actions, so my opponent couldn't put something expensive on top to try and stop my Chariot Races.  But really, which specific terminal attack you use isn't all that important here, it's just another component that can supplement the Chariot Race/Secret Passage synergy to slow them down in building up a higher cost average deck.  Even without an attack, Chariot Race/Secret Passage seems like it can be pretty good interaction on its own. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: drsteelhammer on May 12, 2017, 12:40:44 pm
On a board with no village or non terminal draw, Chariot race might slightly mitigate the downside of the attack, but definitely not antisynergize.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on May 12, 2017, 03:53:06 pm
Got another interaction with chariot race - sea hag. It needs good trashing to make hag otherwise ignorable but you topdeck curse just for lot of vp even if its trashed next turn
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on May 13, 2017, 03:09:10 am
Similarly, from a game I just played—it's not like Chariot Race is a strong counter to Rabble or anything, but once you've trashed your Estates and started buying Provinces, it's nice to know that on a turn when you've been Rabbled, at least your Chariot Races will probably score.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: benedettosoxfan on May 15, 2017, 01:04:24 pm
I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on May 15, 2017, 01:05:53 pm
I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.

Peddler doesn't care how many Actions you have played, it cares how many you have in play. So BoM only counts as one.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on May 15, 2017, 01:36:59 pm
Treasury/Dominate

You may have gained a Province, but you didn't buy one, so all those Treasuries go back on your deck.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on May 15, 2017, 02:06:59 pm
I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.

Overlord as BoM as Conspirator is instaactivated :)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: SirClemens on May 15, 2017, 02:34:32 pm
I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.

Overlord as BoM as Conspirator is instaactivated :)

Only if you reduced Conspirator's cost to zero. Your Overlord played as BoM emulates a card costing less than 8 debt.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on May 15, 2017, 02:56:37 pm
Only if you reduced Conspirator's cost to zero. Your Overlord played as BoM emulates a card costing less than 8 debt.

Your Overlord played as BoM costs $5, not (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png), as long as it's in play. If it's in the trash by the time you play it, then that's how it would work.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: SirClemens on May 15, 2017, 03:29:28 pm
Only if you reduced Conspirator's cost to zero. Your Overlord played as BoM emulates a card costing less than 8 debt.

Your Overlord played as BoM costs $5, not (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png), as long as it's in play. If it's in the trash by the time you play it, then that's how it would work.

Thanks for the clarification!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: xyz123 on May 25, 2017, 01:28:00 am
Small Castle + Lurker (Graverobber and Rogue would also work)

If you are able to retrieve Small Castle from the trash after playing it, you can play it again later to gain further Castles.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on June 02, 2017, 06:30:44 pm
Sacrifice/Rogue/[Nobles]

Sacrifice something for the effect, then take it back with Rogue.  Works best with hybrid cards: Nobles, Harem, Mill, etc. get you a lot of bang for your buck.

#4090143
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jack Rudd on June 03, 2017, 02:21:09 pm
Bridge Troll/Ferry/Villa

Because occasionally, you just want to empty a pile in one turn to prove you can.

#4110076
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JThorne on June 03, 2017, 02:38:52 pm
Quote
Because occasionally, you just want to empty a pile in one turn to prove you can.

Did that with Highway/Forum once. Highway will take its +buys where it can get them.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on June 03, 2017, 03:42:36 pm
Bridge Troll/Ferry/Villa

Because occasionally, you just want to empty a pile in one turn to prove you can.

#4110076

Quarry/ferry opening gives in on t3. I did it once in a league game, don't have the number tho :(
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JThorne on June 04, 2017, 09:17:22 am
All this talk of piling out Villas makes me want to take a moment to offer a special message to all of the non-drawing Villages out there. Villa, Shanty Town, Festival, Squire, sometimes even Nobles. Sometimes you guys are great. Sometimes you're the only source of +Action and we have to live with you. Other times, you're just Necropolises (Necropoli?) with delusions of grandeur, offering us a +buy and maybe some coin in a desperate attempt to make us like you. (Fishing Village and Native Village, you guys get a pass.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jack Rudd on June 04, 2017, 10:03:43 am
Necropoles.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: werothegreat on June 04, 2017, 05:39:26 pm
Necropoles.

Necropolpodi
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: jamfamsam on June 04, 2017, 11:58:15 pm
Advancing Rats was kind of fun.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Accatitippi on June 05, 2017, 04:02:04 am
Necropoleis.


#greekisnotajoke
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on June 06, 2017, 01:40:31 am
Familiar/Apothecary/Transmogrify! Once the Curses have been handed out, transmogrify your Familiars into Apothecaries and your Curses into Coppers.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Eran of Arcadia on June 12, 2017, 02:43:01 pm
Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jacob marley on June 12, 2017, 04:29:24 pm
Settlers and Forager.  The settlers can find your untrashed coppers in your discard.  Works for other trash from your hand cards as well.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on June 12, 2017, 04:33:53 pm
Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.

I was really disappointed in myself for not noticing Lurker/Fortress the first time I encountered it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Accatitippi on June 12, 2017, 04:39:52 pm
Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.

I was thinking "what has watchtower to do with Lurker/Fortress" and "does he know that you can't topdeck a fortress you lurk" for a couple of minutes before realizing that it was Tower and not Watchtower.

Dominion is running out of things to put on cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Eran of Arcadia on June 13, 2017, 12:59:17 pm
I usually win - and I usually pick up the synergies/combos that she doesn't notice - so it was a very satisfying moment for her.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on June 13, 2017, 01:05:22 pm
Dominion is running out of things to put on cards.

Indeed. http://forum.dominionstrategy.com/index.php?topic=12461.0
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on June 13, 2017, 02:57:43 pm
Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.

I was thinking "what has watchtower to do with Lurker/Fortress" and "does he know that you can't topdeck a fortress you lurk" for a couple of minutes before realizing that it was Tower and not Watchtower.

Dominion is running out of things to put on cards.

http://forum.dominionstrategy.com/index.php?topic=17009

"Sir Merchant's Castle Market"
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jfrisch on June 15, 2017, 10:46:41 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on June 16, 2017, 02:15:19 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: drsteelhammer on June 16, 2017, 02:18:09 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on June 16, 2017, 02:32:04 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

I had a game with a similar trick: Highway + Ferry. Cost reducers are a nice combo with Events where the cost restriction is only enforced at the time of purchase.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on June 16, 2017, 02:50:59 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Mic Qsenoch on June 16, 2017, 03:11:53 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on June 16, 2017, 03:24:10 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

I think the idea is that Quarry allows you to Inherit Grand Market in the first place.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Mic Qsenoch on June 16, 2017, 03:25:50 pm
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

I think the idea is that Quarry allows you to Inherit Grand Market in the first place.

I know, that's what I was explaining.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jfrisch on June 16, 2017, 03:36:14 pm
I guess my comment was too brief, but Mic and Steel have it right. Quarry was necessary to inherit GM in the firstplace. (Highway/bridge/bridgetroll would also have worked but would have been much slower)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Limetime on June 16, 2017, 11:03:42 pm
I guess my comment was too brief, but Mic and Steel have it right. Quarry was necessary to inherit GM in the firstplace. (Highway/bridge/bridgetroll would also have worked but would have been much slower)
I think ferry is faster
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: singletee on June 16, 2017, 11:14:58 pm
Capital (http://wiki.dominionstrategy.com/index.php/Capital) provides a nice way to rack up Basilica (http://wiki.dominionstrategy.com/index.php/Basilica) points.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on June 18, 2017, 10:31:03 am
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on June 22, 2017, 04:41:26 pm
Mint/Tomb.  (With no other good trashing)  Free points!

In this case, helped out by IGG.  Play three IGGs, play three Copper, buy Mint, 6 points and got rid of effectively Coppers.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JW on June 22, 2017, 06:02:56 pm
AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.

If you aren't seeing Inheritance on the online client, check your familiar cards settings. It was marked unfamiliar for everyone before it was implemented, and when it was implemented that setting was not changed (at least for me), so bot/unrated games won't have Inheritance unless you changed the setting.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on June 24, 2017, 12:05:02 pm
Orchard/Inheritance!

Orchard gives you 4 points for each Action you have three copies of; Inheritance creates a new Action that you probably already have three copies of.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on June 25, 2017, 11:05:37 am
AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.

If you aren't seeing Inheritance on the online client, check your familiar cards settings. It was marked unfamiliar for everyone before it was implemented, and when it was implemented that setting was not changed (at least for me), so bot/unrated games won't have Inheritance unless you changed the setting.

Thanks, but I don't play online these days.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: luser on June 25, 2017, 02:58:32 pm
Ferry/highway isn't synergy as most of time you want to ferry another card for draw etc. Highway is weak early, spending one turn to ferry and several on essentially peddlers is move that loses game. Its basic draw your deck first, then you could add highways as payload even without cost reduction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on June 25, 2017, 11:39:09 pm
Ferry/highway isn't synergy as most of time you want to ferry another card for draw etc. Highway is weak early, spending one turn to ferry and several on essentially peddlers is move that loses game. Its basic draw your deck first, then you could add highways as payload even without cost reduction.

this is horrendously simplified advice that will definitely make many, many people who follow it lose the split in games where the split really does matter
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: singletee on July 15, 2017, 04:07:53 am
Advance (http://wiki.dominionstrategy.com/index.php/Advance) + Travelling Fair (http://wiki.dominionstrategy.com/index.php/Travelling_Fair) + Ruins (http://wiki.dominionstrategy.com/index.php/Ruins)

This is an especially good case of Advance + (easily accessible +Buy) + (cheap action).

Buy Traveling Fair on turn 1 and buy 2-3 Ruins, topdecking 1-2 (depending on how much you want to risk not hitting $2 next turn). Then on turn 2 you can Advance at least one Ruins into something good, also topdecking your buy(s) if you had the 2 Coppers to afford Travelling Fair again.

In the game I found this in, I had 2 Swamp Hags, 2 Forums, a Farming Village and 2 Nobles by the end of turn 5.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JacquesTheBard on July 15, 2017, 05:31:23 am
Has anyone mentioned Baron / Bonfire?

Bonfire trashes very quickly, with the downside that your deck has less overall economy and still has estates floating around. Baron in a deck that's been reduced mostly to estates is perfect for hitting $5 after you've successfully thinned with bonfire.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tim17 on July 22, 2017, 02:59:56 am
Played a game the other day with University + Pillage. Pillage is known for being an underwhelming card, some of its drawbacks:

1. It's too slow. Once you buy pillage, you have to wait to draw and play it, and then you have to wait again until you draw the spoils to use the spoils it gives to generate actual economy from it.

2. The attack, while it can be good, sometimes doesn't do a whole lot.

3. It's usually not worth using a buy and 5 coins on.

University often helps address all of these. On a board with enough of an engine to draw the deck (not too hard to achieve with university), you can often play the pillage the same turn you gain it (and then maybe even play the spoils too if you have enough draw), speeding things up considerably (addressing point 1).

For the 2nd point, the attack can actually be quite powerful in this situation if you can use it to prevent your opponent from firing. If the engine consists of say university for actions and some sort of terminal draw, then unless your opponent has at least 2 of each of these in hand, a pillage play means your opponent probably won't be able to kick off. This is nice, especially if you're playing pillage every turn (easier to do because of point 1).

For the 3rd point, well, you're just going to gain pillage with University. Probably your 5 universities are giving you plenty of gains of action cards so this is a pretty low cost.

The game I played had these two cards along with chapel and patrol and no other villages or draw (as well as no other coin from action cards). Pretty much the ideal situation for pillage being good, though I suspect that pillage and university still work well together even in somewhat less favorable circumstances.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Q on July 23, 2017, 02:36:55 am
The attack, while it can be good, sometimes doesn't do a whole lot.

Quote
For the 2nd point, the attack can actually be quite powerful in this situation if you can use it to prevent your opponent from firing.

The second claim is closer to the truth. Discarding the best card from hand is a nasty attack. But the benefical part of Pillage is not that brilliant. Absent gainers you rarely want more than one or two of those and use them to kick-start your economy, not to maintain it (which wouldn't work as you'd have to spend nearly all the coins you get from the two Spoils to buy another Pillage).

With gainers on the other hand (be it University, Artisan, Workshop variants plus Highway or trash-gainers like Lurker, Graverobber amdRogue) you don't have to spend 5 coins to get 6 one-shot coins which is why with such gainers Pillage can become the main payload in an engine.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on July 24, 2017, 09:50:30 pm
Has anyone mentioned Villa + draw to X? If your hand is Library-Copper-Copper-Copper-Copper, play 4 coppers to buy a villa, then play it and then library to draw 7 cards :D
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on July 25, 2017, 07:44:57 am
Has anyone mentioned Villa + draw to X? If your hand is Library-Copper-Copper-Copper-Copper, play 4 coppers to buy a villa, then play it and then library to draw 7 cards :D

I never knew you played Dominion.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on July 25, 2017, 04:11:17 pm
This was going to go in Rules Questions because I was really confused about this until I read the text of Donate carefully, but Borrow + Donate gives you an extra $1 with no drawback on any turn in which you buy Donate (essentially reducing the cost of Donate to 7D).

Ironically I discovered this in a game where I was trying to do Borrow/Diplomat things.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on July 25, 2017, 04:51:05 pm
This was going to go in Rules Questions because I was really confused about this until I read the text of Donate carefully, but Borrow + Donate gives you an extra $1 with no drawback on any turn in which you buy Donate (essentially reducing the cost of Donate to 7D).

Ironically I discovered this in a game where I was trying to do Borrow/Diplomat things.

Also works with Outpost!

Not so much with Expedition...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on July 26, 2017, 12:37:59 pm
Prince/Storeroom + Guide

Storeroom is set aside with Prince. At the start of your turn you discard everything twice with Storeroom to get as many coins as you had cards in hand, then call Guide to get 5 cards again.

This was fun in a "would this really work?" way, but I'm not sure how effective it was.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on July 26, 2017, 03:09:33 pm
Prince/Storeroom + Guide

Storeroom is set aside with Prince. At the start of your turn you discard everything twice with Storeroom to get as many coins as you had cards in hand, then call Guide to get 5 cards again.

This was fun in a "would this really work?" way, but I'm not sure how effective it was.

You can also choose to discard only once, or discard less than all cards the first time, in order to be more strategic about triggering shuffles and ensuring you don't have key cards miss the shuffle by triggering it too early. I dunno, this seems pretty neat particularly if you lack other +Buy and terminal space. Probably not worth going out of your way for.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Eran of Arcadia on August 07, 2017, 09:13:56 am
Played a game where City Quarter and Scheme came in handy. I'd Scheme 2 City Quarters, then at the start of my turn I'd get the Schemes back along with pretty much everything else. I'd actually end my turn once I had my 2 Golds and a Silver - the downside of playing IRL is that when you have a cranky 2 month old and an annoyed wife, you don't always want to do as much as you can.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: xyz123 on August 08, 2017, 04:39:11 pm
Sea Hag + Chariot Race

Just had this come up in a game. If you can play Chariot Race after Sea Hag, you know your opponent's top card is worth 0.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: dedicateddan on August 12, 2017, 03:17:58 am
Emporium + Watchtower + Rogue + King's Court

Use King's Court to play a bunch of Rogues

Gain and Emporium and trash it to Watchtower

Repeat for boundless VP
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Beyond Awesome on August 12, 2017, 03:53:32 am
I did something like that before. It was impressive.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: rubikbeggar on August 12, 2017, 05:44:14 pm
But to gain the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) of Emporium, you need to have 5 actions in play, and repeating Rogue with KC counts only as two. So you would need other actions, no ?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Eran of Arcadia on August 14, 2017, 09:24:12 am
Another minor one: played a game where I kept drawing my Settlers and Bustling Villages right after reshuffles, but luckily I had Oasis and Warehouse to help out.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: McGarnacle on August 14, 2017, 05:03:09 pm
Cartographer/Scrying Pool is extremely strong.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: schadd on August 14, 2017, 05:43:52 pm
watchtower + replace (any remodel to a lesser extent)

(http://i.imgur.com/a0Gd9TL.png)

not pictured: vsiewnar reveals watchtower
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chaos on August 14, 2017, 11:28:15 pm
Forum + bridge/highway/bridge troll

Make everything cost at least 5 coin less and you can pile out the forums for 0 coin and 0 buys.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: J Reggie on August 14, 2017, 11:59:26 pm
Watchtower/Artisan: this is pretty narrow, but it recently helped me in a game. If you've got a terminal collision, you can topdeck the thing you gained with Artisan as well as another card. Say, village and watchtower.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: rubikbeggar on August 16, 2017, 09:39:15 am
I just had a game with Watchtower, Charm+Talisman and Triumph... completed by a perfect structure of 4 Saunas + 5 Avantos. So you draw your whole deck, you play your 3 Silvers and your 7 Charms, with only 1 on +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png);+buy. Then you buy a card, gain 6 other cards, trash the 7 with WT, buy Triumph, trash the Estate and +8(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)! (each turn)

Wow.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Omastar68 on August 16, 2017, 11:50:22 am
Found this yesterday on a board w/ Artisan where you also wanted to get a Prince if Throne Rooms. I had 12 buys of 64 one time I think.

Counterfeit and Capital, you get 12 from Capital but since you don't discard it from play you get no debt. Pretty crazy w/ Throne Roomed Artisans(I was Throne Rooming other Throne Rooms, and drawing w/ Margrave and Alchemist.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: rubikbeggar on August 16, 2017, 05:31:02 pm
Lurker+Golem

Open double Lurker, gain a Golem with the Lurkers.
Then buy Lurkers and gain Golems, in no time you are able to gain several high-cost Actions in one turn.

There is also Armory+Mystic
It's obvious, but nice when you need a particular cheap card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: heron on August 18, 2017, 02:33:22 am
Courtyard + Farming Village is pretty good. Normally courtyard is pretty weak draw but if you can topdeck a green or a curse and then play farming village it's almost as good as smithy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Triumph44 on August 19, 2017, 01:08:41 pm
Villa with Messenger and Counting House.  You use your Messenger to discard your deck, then if you have a Counting House in hand, you buy a Villa, play the Villa, then play the Counting House and pick up all your Coppers.  Also when you buy Messengers, you can pick up an extra Copper for yourself and give one to your opponent, who probably doesn't want it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: McGarnacle on August 19, 2017, 01:19:15 pm
Villa with Messenger and Counting House.  You use your Messenger to discard your deck, then if you have a Counting House in hand, you buy a Villa, play the Villa, then play the Counting House and pick up all your Coppers.  Also when you buy Messengers, you can pick up an extra Copper for yourself and give one to your opponent, who probably doesn't want it.

This is actually genius. I want to try this.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Triumph44 on August 19, 2017, 01:28:15 pm
Villa with Messenger and Counting House.  You use your Messenger to discard your deck, then if you have a Counting House in hand, you buy a Villa, play the Villa, then play the Counting House and pick up all your Coppers.  Also when you buy Messengers, you can pick up an extra Copper for yourself and give one to your opponent, who probably doesn't want it.

This is actually genius. I want to try this.

Got 8 Colonies in 23 turns - I honestly don't know if that's good or not, but it seems pretty good.  There was also Prince on the board and I did manage to Prince a Messenger late in the game which made this much easier.  My opponent also cottoned to this strategy and bought out the Villas finally, but there was no real draw on the board that would make a Villa/X engine possible.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on August 20, 2017, 01:30:43 am
Turns out Prince is not very good in an Enchantress game, you guys.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: J Reggie on August 20, 2017, 08:30:35 am
Turns out Prince is not very good in an Enchantress game, you guys.

It can be really good if you Prince something like a Pearl Diver.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dylan32 on August 20, 2017, 03:04:02 pm
Turns out Prince is not very good in an Enchantress game, you guys.

It can be really good if you Prince something like a Pearl Diver.

Yeah enchantress's attack is sooo brutal that spending 8 to play a pearl diver first every turn is worth it. /s  :P
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Qvist on August 20, 2017, 03:06:36 pm
If the engine is the way to go, I can see Princing a Pearl Diver to have a village effect if no other village is around.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dylan32 on August 20, 2017, 03:09:19 pm
If the engine is the way to go, I can see Princing a Pearl Diver to have a village effect.

Ok, when you include considerations like that, it might be worth it. But if your only concern is avoiding enchantress, probably not.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on August 20, 2017, 03:11:40 pm
Yeah enchantress's attack is sooo brutal that spending 8 to play a pearl diver first every turn is worth it. /s  :P

Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it, then spending 8 to play Pearl Diver doesn't seem that crazy either.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on August 20, 2017, 05:55:14 pm
Yeah enchantress's attack is sooo brutal that spending 8 to play a pearl diver first every turn is worth it. /s  :P

Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it, then spending 8 to play Pearl Diver doesn't seem that crazy either.

And weren't we just talking about how good the Dungeon duration was? Free Pearl Diver, with its extra action, is comparable.

Also, literally princing Ruined Library gives you more benefit when you opponent plays Enchantress.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ConMan on August 20, 2017, 08:35:59 pm
My last game had some really neat Lurker combos:

Border Village
Catacombs
Apprentice
Fortress

So I could trash a BV with Apprentice, re-gain it with Lurker, and get a free $5 or cheaper card. Or I could trash a Catacombs from the supply for a free $4 or cheaper. Or trash a Fortress from the supply to put it in my hand.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: rubikbeggar on August 24, 2017, 08:06:16 am
Regarding to these "combos", I think Lurker (http://wiki.dominionstrategy.com/index.php/Lurker) is the most op (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) card after You-Know-Who
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on August 24, 2017, 08:10:06 am
Regarding to these "combos", I think Lurker (http://wiki.dominionstrategy.com/index.php/Lurker) is the most op (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) card after You-Know-Who

It's not. Usually the interactions aren't there.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on August 24, 2017, 08:47:37 am
You-Know-Who

I actually don't know who. Fool's gold?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Drab Emordnilap on August 24, 2017, 10:26:17 am
You-Know-Who

I actually don't know who. Fool's gold?

Chapel, presumably.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on August 24, 2017, 10:30:32 am
I think lurker is becoming one of my least favorite cards, but maybe I just haven't figured it out quite yet.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: rubikbeggar on August 24, 2017, 12:09:19 pm
You-Know-Who

I actually don't know who. Fool's gold?

Chapel, presumably.
Yes, exactly.

I think lurker is becoming one of my least favorite cards, but maybe I just haven't figured it out quite yet.
Well, personally I like it because it's game-warping, but I accept that for the same reason others don't like it.

But sorry to have brought up the subject here, we should stop :

Post interactions between multiple cards here which result in novel, interesting, and/or particularly effective synergy.

at some point in the future someone is going to cite this post as a reason something shouldn't get posted
True  ;D
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on August 26, 2017, 12:36:25 pm
Travelling Fair (http://wiki.dominionstrategy.com/index.php/Travelling_Fair) + Overlord (http://wiki.dominionstrategy.com/index.php/Overlord)

One of the few ways to play a $5 action on turn 2!  Sometimes, this is completely bonkers.

Game #6309292 vs. Rabid
https://www.youtube.com/watch?v=9RjPIdImPo4&feature=youtu.be&t=1786 (https://www.youtube.com/watch?v=9RjPIdImPo4&feature=youtu.be&t=1786)

The board included Trading Post (http://wiki.dominionstrategy.com/index.php/Trading_Post), Stables (http://wiki.dominionstrategy.com/index.php/Stables), and Butcher (http://wiki.dominionstrategy.com/index.php/Butcher).
Turn 1: I topdecked an Overlord.
Turn 2: Over-Post trashed an Estate and Copper for Silver.
Turn 3: Over-Post trashed my other two Estates for Silver and I topdecked another Overlord.
Turn 4: I trashed Coppers with Over-Post.
Turn 5: I drew with Over-Stables, trashed Coppers with Over-Post, and bought a Stables.
Turn 6: I drew with Stables and Over-Stables, trashed Coppers with Over-Post, and bought a Province.
Turn 7: I drew my deck, milled Province with Over-Butcher, and bought a Province.  Rabid resigned.
I looked poised to empty the Provinces (with at least 4) by turn 10.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chaos on August 28, 2017, 09:46:41 pm
Butcher Border Village to get 2 coin tokens and gain another Border Village plus whatever sweet 4-5 cost card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Beyond Awesome on August 28, 2017, 10:29:18 pm
Overlord is a really good card. Most people don't buy it enough.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: jamfamsam on August 28, 2017, 11:47:37 pm
Regarding to these "combos", I think Lurker (http://wiki.dominionstrategy.com/index.php/Lurker) is the most op (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) card after You-Know-Who

Voldemort, of course.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on August 29, 2017, 08:44:24 am
Governor (http://wiki.dominionstrategy.com/index.php/Governor) + Aqueduct (http://wiki.dominionstrategy.com/index.php/Aqueduct)

Aqueduct usually doesn't come into play that much, since who buys Silver and Gold these days?  But in a Governor mirror, Aqueduct can become an easy way to take a significant surprise VP lead, at the cost of gaining an early green card. 

Every time you use Governor to gain a Gold, it also distributes a Silver, potentially adding 2VP to Aqueduct with each Governor play (and more in games with 3+ players).  If you time it right (e.g. after your opponent used one or two Governors for Golds on their turn), you can get a nice VP payout of 10 or 12 VP by playing several Governors for Golds and then buying or remodeling a treasure into a green card to take the Aqueduct points.  Your Governors don't mind the extra Golds so much, and the early VP swing will make it harder for your mirroring opponent to catch up.  This synergy is improved even more when there are desirable Action-Victory cards available such as Mill or Nobles. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jacob marley on August 29, 2017, 06:12:06 pm
Quote
Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it...

This is not really accurate.  Rather the statement should be "if it is worth 6 to play a non-terminal ruined library that increases your handsize is worth it..."

Or, to put it another way, Hireling is like a Lab that you are allowed to put in your hand at the beginning of your turn every turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on August 29, 2017, 06:14:32 pm
Quote
Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jacob marley on August 30, 2017, 12:18:33 pm
Quote
Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on August 30, 2017, 12:56:41 pm
Quote
Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.

That's exactly the point I've been making this whole time.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on August 30, 2017, 01:15:59 pm
Quote
Well, if spending 6 to play a Ruined Library first every turn (http://wiki.dominionstrategy.com/index.php/Hireling) is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.

That's exactly the point I've been making this whole time.

Sometimes I feel like internet discussion forums are the worst form of discourse ever developed.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on August 30, 2017, 02:01:47 pm
Sometimes I feel like internet discussion forums are the worst form of discourse ever developed.

No, they're the best because you can skip over posts you don't feel like reading, people can't interrupt you and you don't have to worry about interrupting others.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on August 30, 2017, 05:50:24 pm
You-Know-Who

I actually don't know who. Fool's gold?

Fucking Estate, man.  I hate when my opponent loads up on those.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: E.Honda on August 30, 2017, 08:24:04 pm
Possession + Groundskeeper

Groundskeepers are nice to have in a deck that plays against possession, since the cardtext says "when you gain a card", but if you are possessed by your opponent and they buy a victory card on your turn, they gain it and thus get no vp from the groundskeepers in play. Buying groundskeepers also lets you prolong your own greening, enabling you to play your own possessions more often.
I encountered that interaction in a game with apothecary, groundskeeper, possession and not much else to do on that board so it turned out nicely since i also was lucky enough to get my possession up faster and was therefore in no hurry to end the game since my opponent didn't have theirs yet. That gave me some free time to buy all the groundskeepers and use them later.
#6434865
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: sorawotobu on September 03, 2017, 10:45:00 am
Peddler + Seaway + Training

Game-ID 6534660

Got 9 Grand Markets in relatively few turns.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: rubikbeggar on September 03, 2017, 12:44:27 pm
Ok I just understood, I thought you did all this just to buy 9 Grandmarkets, but you build them from Peddlers. Nice idea, maybe not worth the trouble.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on September 05, 2017, 05:31:46 am
Rats + IGG + Tomb

Game Number: 6588875. I don't know if it was the best strategy with that kingdom, but I always gained copper with IGG so my Rats would have some food and in the end my deck looked like 7 Coppers, a Silver, a Duchy, a Shanty Town, 8 Ill Gotten Gains and 17 Rats. 3-pile on IGG, Curses and Rats. Was nice!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on September 05, 2017, 06:38:58 am
Ok I just understood, I thought you did all this just to buy 9 Grandmarkets, but you build them from Peddlers. Nice idea, maybe not worth the trouble.

I don't see why it wouldn't be worth the trouble. It's not that hard - Seaway doesn't cost you any time, and Training is essentially 1 buy to double the number of Peddlers in your deck. Totally worth it on a lot of boards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on September 05, 2017, 09:42:13 am
Prince+Bridge is a pretty neat interaction. First, you can Prince a Bridge. Once you have done that, you can Prince another Bridge. Then you can Prince a third Bridge. Then a fourth Bridge. Then you can Prince a cantrip or a fifth Bridge, which allows you to play six Bridges in a single turn without any other splitters or draw being available.

(http://i4.aijaa.com/b/00402/14446610.jpg)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 05, 2017, 11:05:14 pm
Procession+Farmers' Market.

Playing Farmers' Market twice gives you more control over the VP pile, and you'll be trashing it anyway.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: werothegreat on September 12, 2017, 07:14:22 am
Fortune Teller / Jester - Guarantee that Jester hands out a Curse.  Provided the other player has any Victory or Curse cards left.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jfrisch on September 12, 2017, 07:21:42 am
Kings Court/Governor/Donate/Banquet.

I won the game in 6 turns (technically on my opponents 7th). Fastest game I've ever played.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on September 13, 2017, 12:32:48 am
I recently played a game with Ill-gotten Gains (http://wiki.dominionstrategy.com/index.php/Ill-Gotten_Gains) + Tomb (http://wiki.dominionstrategy.com/index.php/Tomb), with Bonfire (http://wiki.dominionstrategy.com/index.php/Bonfire) as the only trashing.  After the IGG rush was over, the best play on a lot of turns was to play 2 IGGs, gain and play the Coppers, and then buy Bonfire to trash the Coppers.  Weak in the grand scheme of things, but it was often the best thing to do on the board.  The takeaway is: keep your eye on Tomb.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LuciferousPeridot on September 13, 2017, 02:33:36 am
Catapult + IGG. Two curses and a discard attack for a few turns.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chappy7 on September 13, 2017, 10:34:30 am
I lost in the game due to some other poor choices from me, but procession with Transmogrify>distant lands>grand market on the board was pretty cool. 
I got to play my transmogrifies and distant lands with procession and not trash them, and get grand markets before I would have been able to normally.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: KingPeter on September 13, 2017, 07:59:39 pm
Ambassador / Quest

Open double Ambassador, and if they collide, play one of them and buy Quest to gain a Gold.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on September 14, 2017, 01:51:25 am
Archive + Windfall

Normally to achieve Windfall, you're doing some combination of trashing + engine building so your entire deck is in play or in hand. A few stacked Archives gets you Windfall eligible pretty quickly.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on September 14, 2017, 08:40:44 am
Forum / Settlers &a Bustling Village is cool.

You just discard Copper and Setters, then instantly get them back. Handsize increase!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on September 14, 2017, 08:33:35 pm
Lurker + Treasure Map + Gardens

You can constantly regain and play Treasure Map in an engine with Lurker as long as you leave a Smithy or something to pick up that Gold. Couple it with +Buy and lots of draw, and you can build up Gold for a few turns, then grab the Gardens pile and slog out the rest of the game really fast.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Omastar68 on September 17, 2017, 10:18:59 pm
Knights+Tomb+Treasure Trove

Had a game w/ these, I clearly was losing the knights split so I figured I could get Treasure Trove, and the golds would get trashed while giving me vp, and I only really needed the Copper to buy more Treasure Troves.

Castles+Salt the Earth

Didn't end up mattering, but it could've. If you don't want or can't afford a castle(s)-likely kings-then you can Salt it so the other person(presumably) can't get it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on September 19, 2017, 12:44:08 am
Fountain and Banquet: I played a game of chicken with Amoffett where the play was to build up to double/triple Province turns using Worker's Village and Margrave, and no thinning. Problem was, by the time we got there, piles were getting low. It became a game of chicken where it was not worth it to buy any points because it could clog your deck and would not cover the 15 points Fountain would give you from piling out expensive cards for dirt cheap with Banquet. It was an interesting mind game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: faust on September 19, 2017, 10:36:21 am
Inheritance/Grand Gastle is quite fun.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on September 19, 2017, 11:49:49 am
Fountain and Banquet: I played a game of chicken with Amoffett where the play was to build up to double/triple Province turns using Worker's Village and Margrave, and no thinning. Problem was, by the time we got there, piles were getting low. It became a game of chicken where it was not worth it to buy any points because it could clog your deck and would not cover the 15 points Fountain would give you from piling out expensive cards for dirt cheap with Banquet. It was an interesting mind game.

Fun fact: You can Banquet to gain Copper to get 15 points with a single $3 buy! You probably never need to do that on your particular board, but it's nice to keep in mind.

Fountain games without thinning or Buys are some of the most interesting there is.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Felix on September 19, 2017, 09:45:31 pm
Scheme + Training

Makes your Schemes into Treasuries, except you don't have to discard them after buying a victory card, and you still have the flexibility to i.e. topdeck Swamp Hag at the cost of discarding a Scheme.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: chipperMDW on September 19, 2017, 11:07:37 pm
Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: sorawotobu on September 20, 2017, 03:49:12 am
Raid + Triumph

game# 7030910

Put some Silvers into play --> gain the Silver pile via Raid --> buy Triumphs for many points.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 20, 2017, 10:09:36 am
Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.

In a similar vein:

Tactician + Courtier

Tactician is a dual-type. Use Tactician to draw and Courtier for $.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on September 20, 2017, 12:41:11 pm
Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.

In a similar vein:

Tactician + Courtier

Tactician is a dual-type. Use Tactician to draw and Courtier for $.

I swear I posted this before, but Courtier is by far the best single card double tac enabler / payload in the game. Very easy to get $12+ and 3+ buys with it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 20, 2017, 06:39:33 pm
Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.

In a similar vein:

Tactician + Courtier

Tactician is a dual-type. Use Tactician to draw and Courtier for $.

I swear I posted this before, but Courtier is by far the best single card double tac enabler / payload in the game. Very easy to get $12+ and 3+ buys with it.

It's great with Scrying Pool as well; another dual-type that draws all your Courtiers.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on September 20, 2017, 06:43:07 pm
I swear I posted this before, but Courtier is by far the best single card double tac enabler / payload in the game. Very easy to get $12+ and 3+ buys with it.

Better than Black Market?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Omastar68 on September 22, 2017, 04:28:09 pm
Villa + Pathfinding(or Training. Probably not Seaway or Lost Arts tho)

Buy a Villa, then play it and get a card. Often you can buy many Villas in a turn, and that card helps you do something w/ them if u already have enough actions. Plus if Villa is drawing it will never slow you down, Training helps but then it's just a Festival and those can slow you down sometimes.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on September 22, 2017, 06:41:50 pm
Villa + Pathfinding

Isn't almost every village that naturally has +1 card going to be crazier with +2 cards than villa will have with +1 card?

My favorite pathfinding target is magpie, because it helps you get more magpies, spikes you up to 8 without needing to fill your deck with early treasure, and helps your engine become more resilient in the face of the treasure you do have. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on September 22, 2017, 07:06:59 pm
Miser + Fountain

Miser lets you "Trash" coppers with them still counting towards fountain.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: gloures on September 23, 2017, 01:22:07 am
Villa + Pathfinding

Isn't almost every village that naturally has +1 card going to be crazier with +2 cards than villa will have with +1 card?

My favorite pathfinding target is magpie, because it helps you get more magpies, spikes you up to 8 without needing to fill your deck with early treasure, and helps your engine become more resilient in the face of the treasure you do have.

While you're generally right, I'd say Villa is a really good Pathfinding target, because in most Villa games you end up overbuying Villas to allow all the crazy magic it does, and after they're gone the fact that they don't draw hurts your deck a lot...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on September 24, 2017, 11:35:15 pm
Ritual + Rats
Rats trims your deck.  Buy Ritual on a Rats to get rid of it for VP (nice thing being Rats can't trash itself).  Use existing Rats to Trash the Curses you're getting from Ritual.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: KingPeter on September 25, 2017, 10:14:54 pm
My opponent is currently making use of Stonemason / Grand Market.  Have $8 on the table, buy Stonemason, and pick of two GMs, bypassing the Copper restriction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: sorawotobu on September 26, 2017, 07:13:14 am
Ritual + Rats
Rats trims your deck.

No it doesn't.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: gloures on September 27, 2017, 02:10:03 am
Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on September 28, 2017, 08:49:52 am
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on September 28, 2017, 12:18:16 pm
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.

Oooh, I really like this. I mean, setting up Loan to hit Copper is obvious, but setting it up to also skip green is expanding brain stuff. It would make a great addition to the "Value of Loan" article.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on September 28, 2017, 02:36:48 pm
Ritual + Rats
Rats trims your deck.  Buy Ritual on a Rats to get rid of it for VP (nice thing being Rats can't trash itself).  Use existing Rats to Trash the Curses you're getting from Ritual.
It strikes me the tricky part of that is affording the $4 to buy a Ritual when your deck is full of Rats?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Deadlock39 on September 28, 2017, 02:48:06 pm
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.

See also Farming Village instead of Loan for the green skipping feature.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: aku_chi on September 28, 2017, 04:36:09 pm
Alms + Workshop/Ironworks/Armory/Duplicate + Silk Road/Gardens

Alms can speed up any rush featuring a gainer and source of VP that cost <= $4.  With Alms and the gainer, you never play treasures and gain 2 cards per turn (potentially more with Ironworks).  Open with two copies of the gainer, and then hope to gain 2 cards each turn for the rest of the game.  Assuming you miss no more than twice (a reasonable assumption if you grab the gainers first), it only takes 15 turns to empty the gainer, VP, and Estate piles.  Silk Road is faster/stronger, because they will be worth 4 VP before the end, totaling 43 VP.  Gardens will only be worth 3 VP if you rush the piles as quickly as possible (totaling 35 VP), but you can reach 4 VP Gardens by turn 17 if you delay piling out.  If Battlefield or Labyrinth are in the kingdom, lesser VP piles like Tunnel or Island could be competitive.

I recently played a game with Alms + Workshop + Silk Road.  I didn't recognize the speed of this interaction and would have lost if my opponent had focused on getting more gainers earlier and hadn't been distracted by other kingdom cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on September 29, 2017, 11:29:17 pm
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 30, 2017, 10:20:07 am
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on September 30, 2017, 11:55:32 am
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 30, 2017, 06:29:11 pm
Forum + Defiled Shrine
You can use Forum's +buy thing as an opportunity to buy a Curse.  Forum then helps you sift through the Shrine Curses you bought.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: chipperMDW on September 30, 2017, 07:00:40 pm
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.

Maybe he was using Adventurer to skip to the Copper. And maybe one of the victory cards was Harem, so it wouldn't have been guaranteed to skip them all anyway.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Águia Branca on October 01, 2017, 10:10:11 am
Alms + Workshop/Ironworks/Armory/Duplicate + Silk Road/Gardens
A while ago I had Alms + Bridge + Silk Road. I opened double Bridge, then got Estate + Duchy on Bridge turns and otherwise Silk Road. I think my Silk Roads were worth 5 by the end of the game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: grrgrrgrr on October 02, 2017, 09:20:22 am
Fool's Gold+Guide+Storyteller+(+buy)

Storyteller and Fool's gold are amazing together, as one Fool's gold provides a 4 card draw (if you have played one before, which isn't unlikely). Guide ensures you have a Storyteller in your starting hand, and +buy is important for getting lots of Fool's golds (I used a Villa for that in that game).

Sauna/Avanto+Pathfinding

I think this is the best target for your +Card token. I actually used it in a Teacher game. My deck was somewhat slow and cripled by curses. However, as soon as I got my +Card token in this pile, my deck just exploded like crazy.

Fortress+Transmogrify+amassable $5 card (+Gainer)

Fortress and Transmogrify are absolutely ridiculous together. Gain a bunch of Transmogrifies (did I use a gainer?). Then, when you draw a Fortress with a good amount of transmogrifies on the mat, use all of them to get lots of copies of your favorite $5 card in your hand. This should lead to an amazing turn, and a substantially improved deck afterwards. About amassable $5  card, I used the combo with Minion, but I think the best candidate is Groundskeeper.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: infangthief on October 02, 2017, 09:31:39 am
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.

Maybe he was using Adventurer to skip to the Copper. And maybe one of the victory cards was Harem, so it wouldn't have been guaranteed to skip them all anyway.
Or maybe Prosperity was released mid-turn, the adjoining table started a new game with Loan, someone on the other table played Masquerade and everyone got a little confused who was part of which game, so the original player we were talking about (remember him?) discovered a Loan in his hand and played it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: infangthief on October 03, 2017, 01:59:28 am
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.

Maybe he was using Adventurer to skip to the Copper. And maybe one of the victory cards was Harem, so it wouldn't have been guaranteed to skip them all anyway.
Or maybe Prosperity was released mid-turn, the adjoining table started a new game with Loan, someone on the other table played Masquerade and everyone got a little confused who was part of which game, so the original player we were talking about (remember him?) discovered a Loan in his hand and played it.
Apologies for a double-post, but I've been thinking on this and I reckon it can be done another way, without a Masquerading accident:
So this guy, he takes a long break in the middle of his turn, about 6 years, and when they resume their turn, it's late 2016 and it is noticed that the only cards remaining in the Black Market deck are obsolete first edition ones (and the owner of the game shredded them all as soon as they became obsolete; the BM deck is using blue-backed randomisers), so there's nothing for it but to generate a new Black Market deck, which happens to contain Young Witch, and Loan happens to be picked as the bane. So now this guy, they can Mine a Copper into a Loan and, well, play the Loan.
Anyway, this guy's opponents were all very patient during the game, but as they pack up they're thinking maybe they'd do better to find opponents on isotropic in future.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: sorawotobu on October 03, 2017, 10:43:26 am
I'm glad to see this thread properly derailed.

People probably know about Upgrade + Ferry already, letting you Upgrade Estates into Upgrades, trash Coppers, and then possible move the Ferry to cash in unwanted Upgrades for Golds. I just had a game in which there was also Merchant, so even my Coppers (and one Curse) turned into sweet things.
game# 7413836
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on October 05, 2017, 01:08:45 am
Has anyone mentioned Groundskeeper (http://wiki.dominionstrategy.com/index.php/Groundskeeper)/Farmland (http://wiki.dominionstrategy.com/index.php/Farmland)?  Farmland lets you double dip groundskeeper points if you gain a victory card with it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on October 05, 2017, 04:59:13 am
I started playing Dominion with my girlfriend’s 2nd edition base set. I later received first edition as a gift so naturally I hate the removed cards because they’re stupid.

Feast works well with Market Square though.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on October 05, 2017, 08:43:40 am
Lurker / Vineyard - I mean, this isn’t rocket science. Lurker lets you gain Actions, Lurker is itself a cheap nonterminal pile, Vineyard is easily worth a bunch of points in such a game.

For extra seasoning, add trash for benefit like Transmogrify, which is also nonterminal, and can be followed up by playing Lurker to regain the trashed card. I would often use T-mog to transform Lurker into a $3 cantrip, then use the other Lurker to regain the Lurker I just threw out.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Doom_Shark on October 05, 2017, 10:02:49 pm
Throner - Patrol - Villa

Yes, more crazy villa magic. Throne (or crown or KC or whatever) your Patrol, drawing a metric ShIT ton of cards and clearing out the majority of your green, then buy villa, so you can play your engine that much more smoothly with the lack of green. Even better when you have Mill (like I just had in an IRL game, resulted in two consecutive double province turns fairly quickly)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Doom_Shark on October 05, 2017, 10:07:23 pm
I started playing Dominion with my girlfriend’s 2nd edition base set. I later received first edition as a gift so naturally I hate the removed cards because they’re stupid.

As a side note, interesting things happen when you play both 1st and 2nd editions together. Try it sometime. Or not. Who am I to judge?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on October 05, 2017, 10:19:48 pm
Throner - Patrol - Villa

Yes, more crazy villa magic. Throne (or crown or KC or whatever) your Patrol, drawing a metric ShIT ton of cards and clearing out the majority of your green, then buy villa, so you can play your engine that much more smoothly with the lack of green. Even better when you have Mill (like I just had in an IRL game, resulted in two consecutive double province turns fairly quickly)

"If you terminal draw Action cards you can buy Villa to play them! It's like magic!"
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Doom_Shark on October 05, 2017, 10:47:46 pm
Throner - Patrol - Villa

Yes, more crazy villa magic. Throne (or crown or KC or whatever) your Patrol, drawing a metric ShIT ton of cards and clearing out the majority of your green, then buy villa, so you can play your engine that much more smoothly with the lack of green. Even better when you have Mill (like I just had in an IRL game, resulted in two consecutive double province turns fairly quickly)

"If you terminal draw Action cards you can buy Villa to play them! It's like magic!"
But this is special because it's scout Patrol
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: CPiGuy on October 06, 2017, 12:23:32 am
Baron / Royal Carriage / Fountain provides stupid megaturn potential. (this position also had Triumph on the board for extra bonus points.)

- play baron
- call royal carriages until 1 estate left
- use associated buys to get up to 10 coppers
- buy triumph for many points
- game ends on piles
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on October 07, 2017, 12:12:55 am
Bandit Camp/Marauder + Alms
Don't know if this has been mentioned yet. Spoils don't count as in play when you buy Alms because they've been returned to the pile. You can abuse this if you also have +buy. Buy your expensive luxury card with the Spoils, then cheat the local charity out of a $4 card as well.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on October 08, 2017, 04:28:39 pm
Survivors/Wishing Well came in surprisingly handy a few times in a sloggy Vineyard came I just played. (Getting a lot of Misfits was key so I could use them as villages or as Wishing Wells as needed.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: hypercube on October 10, 2017, 12:45:17 pm
Death Cart + City Quarter + Travelling Fair
Death Cart plus either of the other two is probably pretty good, but guaranteeing a hand of DC + Ruin + CQ is even better. Unfortunately my opponent chose to play Transmute-only so I couldn't be sure of how strong it was outside of a vacuum.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on October 13, 2017, 12:49:20 am
Beyond Awesome just used two Quarries to pile out the Villas and then have $13 to spend. (I resigned immediately; they were the only village on the board.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dylan32 on October 13, 2017, 12:51:31 pm
Beyond Awesome just used two Quarries to pile out the Villas and then have $13 to spend. (I resigned immediately; they were the only village on the board.)

Ooh I did that once too. Opponent did the same thing lol.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ehunt on October 14, 2017, 12:39:38 pm
this isn't that good, but is satisfying: if you get messenger and sir martin, your opponent gets nothing
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on October 15, 2017, 12:53:14 am
Duchess + Scrying Pool
It's neat that Scrying Pool can basically negate the deck inspection thing that Duchess gives your opponent. Duchess is also just a good cheap payload that Scrying Pool can draw.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on October 15, 2017, 01:56:14 pm
Borrow + Margrave
Starting with a 4-card hand isn't so bad if your opponent is Margraving you every turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: grrgrrgrr on October 16, 2017, 10:10:43 am
Advance+Fortress+extra buys

Absolutely killer. Each extra buy becomes "gain a card costing up to $6". I managed to put a shitload of Groundskeepers in my deck this way.
Title: Advance, Villa, Grand Market
Post by: crj on October 16, 2017, 10:23:36 pm
It's not earth-shattering, but it was useful this evening...

Having Advanced some cheap junk action into Grand Market, you then have a fairly feeble turn on which you play Grand Market and find yourself with $4 to spend and no actions in hand.

Buy Villa.
Put it in your hand; don't play it.
Use the +Buy from Grand Market to Advance it into another Grand Market.

Result, a Grand Market purchased with $2 discount and no restriction on using Copper. (-8
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on October 23, 2017, 01:07:15 am
Herbalist can counter Masquerade: top-deck a Copper so you'll always have a bad card to pass. (Uh, assuming the rest of your engine is good enough to kick off with four cards.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on October 23, 2017, 08:59:30 pm
Overlord/Band + Imp: If you play an Overlord or Band, it becomes the copied card, so you can play another Overlord or Band with Imp.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Beyond Awesome on October 23, 2017, 09:04:10 pm
Nice. I like that.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on October 24, 2017, 03:02:47 am
Devil's Workshop + Triumphal Arch
With 2 DW (or more) on a turn, you use the first to gain 1 action card (like a Village) and the second to gain an Imp (assuming you bought something). You get engine components + 3VP after your buy phase.

And there are 13 Imps, which should help maximize Arch points.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: allanfieldhouse on October 24, 2017, 09:49:35 am
Overlord/Band + Imp: If you play an Overlord or Band, it becomes the copied card, so you can play another Overlord or Band with Imp.

And that will always work, even for Overlording the same other action over and over, right? The Imp only ever cares that the Overlord is "new", and the Overlord doesn't have any restriction about that. Fun.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markus on October 24, 2017, 05:50:06 pm
Overlord/Band + Imp: If you play an Overlord or Band, it becomes the copied card, so you can play another Overlord or Band with Imp.

And that will always work, even for Overlording the same other action over and over, right? The Imp only ever cares that the Overlord is "new", and the Overlord doesn't have any restriction about that. Fun.
Enchantress is the edge case: your first Overlord might stay Overlord.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on October 24, 2017, 05:57:31 pm
Counterfeit/Capital was mentioned above.  Crown/Capital isn't quite as good--you get $12 for the price of 6 Debt rather than 0 Debt--but you keep your Capital investment, meaning you can play this over and over and over...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on October 24, 2017, 06:38:12 pm
Counterfeit/Capital was mentioned above.  Crown/Capital isn't quite as good--you get $12 for the price of 6 Debt rather than 0 Debt--but you keep your Capital investment, meaning you can play this over and over and over...

That combo is pretty neat, but I've found that it's easy to overestimate the strength of it. After all, it does give you the benefit of getting a ton of coin at the beginning, but in the long run it's about as strong as 2 Golds.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dylan32 on October 25, 2017, 01:37:58 pm
Counterfeit/Capital was mentioned above.  Crown/Capital isn't quite as good--you get $12 for the price of 6 Debt rather than 0 Debt--but you keep your Capital investment, meaning you can play this over and over and over...

That combo is pretty neat, but I've found that it's easy to overestimate the strength of it. After all, it does give you the benefit of getting a ton of coin at the beginning, but in the long run it's about as strong as 2 Golds.

$12 + 6 debt is way better than $6. If you are only going for a single province every turn (why would you with this combo?) and only 1 crowned capital as only money, Assuming you start with no debt when you start greening, your turns are: buy province, have 2 debt. pay 2 debt, buy province, have 4 debt. Pay 4 debt, buy province. There you have 3 provinces already before the debt is a problem. Besides, you most likely aren't going to only have one of that combo providing all your money, so this combo is almost always going to be better than just buying 2 golds instead.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: BBL on October 27, 2017, 05:18:41 am
Fool's Gold + Exorcist

Trash your estates for Will-o'-Wisp, use the Will-o'-Wisps to draw the Fool's Gold.

Even stronger, but less likely: Druid with Swamp's Gift + Fool's Gold.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: grrgrrgrr on October 27, 2017, 06:51:57 am
Druid (w. Earth's Gift)+Gardens
Earth Gift Druid may force you to discard a copper, but other than that, it is a much better Garden enabler than Workshop. The key advantages are its price, and the +Buy it gives. Especially the latter, since that means you can always get Two coppers whenever you use Druid (or a copper and a Druid).
Other Boons can help as well, especially the one that makes Druid non-terminal.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on October 28, 2017, 01:58:32 am
Quarry + Exorcist
With Quarry in play you can trash Estates for Imps. Doesn't help get Ghosts.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on October 28, 2017, 03:54:25 am
Necromancer + Rats
Use Rats to trash crap, then use Zombie Apprentice to turn excess Rats in hand into a Super Lab (+4 Cards, +1 Action).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on November 09, 2017, 02:18:43 am
Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage  (http://wiki.dominionstrategy.com/index.php/Secret_Passage_)and Loan  (http://wiki.dominionstrategy.com/index.php/Loan_)were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."
I meant Prosperity.  Referenced the wrong exp. it was from :-[
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: BBL on November 10, 2017, 06:45:18 am
There was an old discussion already (http://forum.dominionstrategy.com/index.php?topic=8519.msg257792#msg257792), but Plaza + Poor House is really nice. I was surprised it was not mentioned on the Wiki (I changed that).

I had it in a Colony game without buy and no power cards and after turn 11 I could easily purchase a colony every single turn: Discard your coppers for coins, play all your Poor Houses, profit. Menagerie was in this Shelter Kingdom too, so with +buy it could have been even stronger, but it was not really needed in this match.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on November 10, 2017, 09:00:39 am
Lurker + Squire

turns lurker into “+1 action, gain an attack”
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: greybirdofprey on November 12, 2017, 07:42:28 am
salt the earth + feodum



Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chappy7 on November 14, 2017, 04:07:14 pm
Tactition+peddler.

It's pretty easy on many boards to play enough actions buy peddler(s) even after playing tactition.  And then peddlers help you get enough $ to buy something else on future turns when you play tactition. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on November 14, 2017, 04:50:58 pm
On a board with Tactician+Peddler, it's double-Tac and Peddler or nothing. If you try single-Tac, the double-Tac player will get all the Peddlers before you do.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on November 15, 2017, 12:15:46 pm
On a board with Tactician+Peddler, it's double-Tac and Peddler or nothing. If you try single-Tac, the double-Tac player will get all the Peddlers before you do.

This is a bit of a sweeping generalization, that highly depends on the available +Buy, trashing, etc.

In general, the presence of a Peddler variant alone isn’t enough to make double Tac great, because you’re gonna have a hard time going above $8 that way.

Now if you said Tac and Courtier...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on November 15, 2017, 10:25:17 pm
This is a bit of a sweeping generalization, that highly depends on the available +Buy, trashing, etc.
It may have been a bit overly general, but note that "or nothing" in what I said.

The things that will hurt a double-Tac Peddler strategy are also going to hurt a single-Tac Peddler strategy.

How many boards are there where you decide to go for Tactician and Peddler, but it would be wrong to go double-Tac?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Psyduck on November 17, 2017, 05:59:58 pm
Cemetary and Changeling

Buy Cemetary, trash some stuff, then exchange the Cemetary for a Changeling.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chappy7 on November 20, 2017, 11:13:45 am
It wasn't useful for me, but tragic hero and fools gold kicked my butt.  The buy helps you get more fools gold.  The draws gets your FGs together.  The trashing treasure gaining thing helps you get even for FG.  Yeah I lost hard.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JW on November 20, 2017, 05:36:28 pm
Fool and Faithful Hound. Buy one Faithful Hound and discard it every turn to get a Boon from Lost in the Woods. The Fool may be lost, but his canine friend will always be by his side!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on November 20, 2017, 05:47:50 pm
Fool and Faithful Hound. Buy one Faithful Hound and discard it every turn to get a Boon from Lost in the Woods. The Fool may be lost, but his canine friend will always be by his side!

I had a game with this during Preview week. It was fun! (But I'm still unsure how good it is)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Co0kieL0rd on November 20, 2017, 06:01:08 pm
Prince + Blackmarket + Crown
My Prince played a Black Market at the start of each of my turns, allowing me to play Crowns (as Treasures) which, in turn, played actions and more Crowns while I was still resolving the Black Market from Prince. It worked because, apparently, the start of your turn counts as part of your action phase (which I don't know isn't a bug on ShuffleIT). This allowed me to play my entire deck within a single Prince of Black Market once. This 3-card-combo probably allows for the largest chains of cards played by one another ever.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on November 20, 2017, 06:41:04 pm
Prince + Blackmarket + Crown
My Prince played a Black Market at the start of each of my turns, allowing me to play Crowns (as Treasures) which, in turn, played actions and more Crowns while I was still resolving the Black Market from Prince. It worked because, apparently, the start of your turn counts as part of your action phase (which I don't know isn't a bug on ShuffleIT). This allowed me to play my entire deck within a single Prince of Black Market once. This 3-card-combo probably allows for the largest chains of cards played by one another ever.

The start of your turn does occur in your Action phase, yes. This works even without Prince though, you can always play Crown on Black Market plays to play more actions mid-turn without using up Actions to do so.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Accatitippi on November 30, 2017, 03:52:22 am
Cobbler/Cemetery: gain Cemetery to hand, trash Cemetery and three other cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on November 30, 2017, 11:09:59 am
Rebuild/Tournament:
Went 2/5 on a board with Urchin an Tournament and a strong engine that looked like it could beat Rebuild.  The only 5 worth opening was Rebuild.  Soon realized that I could use Rebuild to rapidly get Prizes, Followers to get extra Estates (it was a Shelters game), and then Tournaments to get extra Duchies.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on December 02, 2017, 02:37:50 pm
Quarry/Exorcist

More of an oddity than a major interaction, but Quarry lets Exorcist turn Estates (and other $2 non-actions) into Imps. Quarry does not make Ghost cheaper though since Ghost is not an action card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on December 03, 2017, 02:15:50 am
Quarry/Exorcist

More of an oddity than a major interaction, but Quarry lets Exorcist turn Estates (and other $2 non-actions) into Imps. Quarry does not make Ghost cheaper though since Ghost is not an action card.

Quarry + Exorcist
With Quarry in play you can trash Estates for Imps. Doesn't help get Ghosts.

 ;D
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on December 03, 2017, 11:59:19 pm
Quarry/Exorcist

More of an oddity than a major interaction, but Quarry lets Exorcist turn Estates (and other $2 non-actions) into Imps. Quarry does not make Ghost cheaper though since Ghost is not an action card.

Quarry + Exorcist
With Quarry in play you can trash Estates for Imps. Doesn't help get Ghosts.

 ;D

Nuts, and before Nocturne was even released!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Reykjavik on December 09, 2017, 06:31:52 pm
Fool's gold and keep. I just had a game where I was down in provinces, but had won the fools gold split handily. Duchies and fools gold were empty, down to a few estates, and 1 province. I was desperately trying to make up the difference by winning all the treasures for keep, I bought banquets to get coppers and silvers, and gold when I could afford it. But alas, my opponent bought the last province. While I had 3 fools gold in my hand. Trashing one gained me 4 points, trashing a second cost him 4, which was enough to overcome his lead.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: belugawhale on December 09, 2017, 08:11:58 pm
Haunted Woods vs Villa. Normally you'd use Villa to resolve terminal collision; just buy a villa to pop back to your action phase. But Haunted Woods completely destroys that by forcing you to put the rest of your hand back on your deck.

That was a brutal game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: smuggler on December 12, 2017, 05:52:00 pm
dont know if it came up yet
i just had once a game
rabble and minion

topdeck crap, then discard their hand just once
pretty devastating
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: enfynet on December 12, 2017, 06:32:56 pm
I played a game with the 2nd Edition update packs, had a neat bit of interaction between Replace, Lurker, and Artisan. Gaining Provinces while giving my opponent curses, then pulling the Artisan out of the Trash to do it again.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on December 13, 2017, 03:05:44 am
Cemetery + Changeling

Buy the former to trash cards from your hand.  Latter lets you replace a useless Cemetery for a card that at least has more function.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on December 14, 2017, 06:46:31 pm
Has Alms + Villa been mentioned yet? Pick up a Villa for free, then play your treasures and get something else.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ehunt on December 17, 2017, 01:02:06 pm
I think this is about as much as you can hope to get out of a Charm

e plays 3 Silvers, a Loan, a Charm and a Copper.
e reveals a Silver.
e discards a Silver.
e buys a Sprawling Castle.
e gains a Province.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on December 19, 2017, 12:03:58 pm
Necromancer + Tragic Hero

The heroes trash themselves, and then the necromancers can go to town, since trashing doesn't lose you the card.

The downside is that, Flavor-wise, this makes the hero even more tragic.  :(
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Reykjavik on December 23, 2017, 01:35:18 am
Tunnel and Shepard. Ooh boy.

I also had some other enablers, like Border Village, Catacombs, Wine Merchant, and Storyteller. Fast payload, fast cycling. It was so explosive I'm not sure trashing would even help much. I ended the game on turn 11 with 6 provinces and 12 golds, but I'm pretty sure it is possible to do better.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: guidobass on December 23, 2017, 02:23:41 pm
Procession a Legionary into a Hireling and buy a Provence, assisted by Shanty Town, Lighthouse

Online Dominion game # 9865631

These were in the game and I can't remember the others:
Lighthouses
Scrying Pool
Shanty Town
Militia
Processions
Hirelings
Legionary
Hunting Grounds
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: greybirdofprey on December 24, 2017, 06:11:34 am
Rocks + Transmogrify can be neat if there are reasons to gain Silver (like Catapult or lack of better non-Gold +$).
Throne Room variants + Nobles also works. Four Nobles gets your handsize to 7, but you can get your handsize to 8 with two Nobles and a Throne Room.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on December 25, 2017, 11:31:02 pm
Changeling + Rats
Buy a Rats to trim out your deck, and opt for Changeling instead whenever you play a Rat if you wish to keep your deck's Rats population on the lower end.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: stechafle on December 26, 2017, 09:31:25 am
My wife trounced me using Replace + Shepherd. Essentially replacing her Coppers with Estates to give me Curses and drawing through the green with Shepherd. Nobles was another target for Replace in the kingdom.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mameluke on December 27, 2017, 01:50:12 am
Ghost + Wine Merchant

In draw-your-deck engines, Ghost sometimes has the problem of not having any cards to set aside, because all of your Action cards are in play. Because the Night Phase happens after the Buy Phase, you can discard your Wine Merchants before Ghost does its thing.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: McGarnacle on December 28, 2017, 09:03:30 am
Cursed Village/Secret Cave

You get pretty much a full engine- draw, actions and coins.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JThorne on December 30, 2017, 02:35:46 pm
Exorcist + Silver gainer (Delve/Masterpiece/Trader/etc.)

Obviously, Exorcising a Silver gets you an Imp, which is nice to start with. But what's especially awesome is if you can also afford to Exorcise a couple of expensive cards for Ghosts. If you can draw deck, during your night phase you can play the Exorcist first, upgrading a Silver to an Imp, then play a Ghost, which is now guaranteed to hit the Imp you just gained.

Starting each turn with +4 cards and (sort of) +3 actions is pretty amazing.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: JThorne on December 30, 2017, 02:47:34 pm
Lurker + Necromancer

Trash an action, use it right away. If it helps kick off an engine, there's a good chance you'll draw your second Lurker and pull the kickoff action into your deck.

These two cards have one notable anti-synergy. It is possible to buy Lurkers and pull all the actions out of the trash (including the starting Zombies!) giving Necromancers nothing to play. However, the above trash/use play makes at least one Necromancer good even with an empty trash pile.

Necromancer + cards that don't want duplicates in play (Imp, Magic Lamp, sort of Horn of Plenty)

Since necroing a card doesn't put it in play, you get more opportunities for high-utility spammable engine cards to not screw up your key plays.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Erick648 on January 04, 2018, 07:44:21 pm
Faithful Hound + City Quarter + discard-from-hand (+ top-decker, optionally)

I recently had a game with Faithful Hound, City Quarter, Storeroom, and Secret Passage (and Dominate, so there was plenty of time to build).  Draw your deck, topdeck a City Quarter for next turn with Secret Passage, discard your Faithful Hounds with Storeroom, and start your next turn with at least one City Quarter that's guaranteed to draw several cards (and all of your other City Quarters being supercharged).  Who knew that dogs were so good for urban development?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on January 07, 2018, 05:18:43 pm
Exorcist+Den of Sin

You can buy a Den of Sin, put it into your hand and then trash it straight away with Exorcist for a Ghost. Was quite useful once I was done trashing down and everything.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on January 10, 2018, 12:21:35 am
Highway + Will-o'-Wisp

A few Highways and your Will-o'-Wisps are labs.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on January 10, 2018, 02:53:19 am
On the other hand, a few Highways and Laboratory is easier to gain than Will-o'-Wisp!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: faust on January 10, 2018, 05:31:13 am
On the other hand, a few Highways and Laboratory is easier to gain than Will-o'-Wisp!
Is there a rule that makes you add a Laboratory pile to the kingdom once you have played enough Highways? I didn't know about that one!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on January 10, 2018, 09:49:33 am
Uh. When comparing card A with card B, it's kinda implicit that you actually have the choice.

I mean, saying that Steward is a better trasher than Chapel because Chapel isn't in some particular kingdom wouldn't make much sense.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on January 10, 2018, 11:29:01 am
Uh. When comparing card A with card B, it's kinda implicit that you actually have the choice.

But I wasn't making a comparison between them. I was just using Lab as shorthand for the boost to WoW's ability.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on January 10, 2018, 01:07:20 pm
Mint+Bandit Fort

Mint on the last turn to trash all those treasures. Useful in an engine that used Gold as payload.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on January 10, 2018, 06:33:01 pm
Thinking about it, that one's very interesting isn't it? It gives a huge advantage to whoever ends the game, even if they weren't previously leading on points.

If you trash your economy with Mint but don't end the game, presumably your opponent will then stock up on Duchies while you flounder?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chappy7 on January 15, 2018, 04:09:42 pm
Just had a game with Cobbler and Fool.  I skipped fool early, and so did my opponent.  Eventually I got a Cobbler and it allowed me to pick up fool and get the 3 boons, and have LITW for several turns before my opponent got around to getting fool too. (I wouldn't have ever gotten fool otherwise) Summon kinda does this too, but the your opponent has a whole turn knowing that you are about to play fool. 
Fool may not be great, but it's pretty good if you are the only one who gets it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on January 15, 2018, 10:40:53 pm
It turns out that you can call Royal Carriage to play Werewolf again... Even during the Night phase, because it's still an Action type.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on January 16, 2018, 02:54:14 am
Groundkeeper is fun and strong (it helps that both these games had strong synergies).

My last game:
Altar to gain Groundskeepers to buy Estates to discard to Shepherds.
Necromancer as Zombie Apprentice to trash Altar when finished with it, then as Zombie Mason to mill victory cards with several Groundskeepers in play.

Game before that:
Courtier reveals Enchantress several times for Gold gain + coin + action to play the Enchantress.
Groundkeepers ignore Enchantress attack. Then Inherit Worker's Villages to buy Estates with several Groundkeepers in play = 30 VP in one turn (and my opponent resigns).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mameluke on January 16, 2018, 07:06:35 am
Black Market + Envious

Play those Golds and Silvers during BM and get full value -- even for your Buy phase.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on January 16, 2018, 08:10:27 am
That's the stuff stashed Cobblers are good for. If needed, create a BM out of thin air. Otherwise, a Baron, or a Conspirator, whatever comes handy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on January 17, 2018, 07:02:46 pm
Cost reducers + Will o' Wisp: Will o' wisps basically turn into labs.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on January 18, 2018, 01:33:35 am
Cost reducers + Will o' Wisp: Will o' wisps basically turn into labs.

Just buy labs instead.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on January 18, 2018, 09:56:41 am
Cost reducers + Will o' Wisp: Will o' wisps basically turn into labs.

Just buy labs instead.

what if, instead of doing this again, we didn’t do this
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on January 18, 2018, 10:43:33 am
Summon + Grand Market + Cost Reducer

Duh, cost reducers work well with Summon.  But, the moment I realized I could Summon a Grand Market, even though I had Coppers in play, was glorious.  (The cost reducer in this particular game was Quarry.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mikechike on January 18, 2018, 02:03:32 pm
How bout royal carriage/imp in your starting hand? Play imp, use it on carriage, call the carriage right away to play imp again, and go from there.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: dedicateddan on January 19, 2018, 01:46:01 am
Tunnel vs. Warrior

Gaining a Gold from Tunnel prevents it from being trashed to Warrior's attack due to the lose track rule.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on January 20, 2018, 09:49:06 am
Sacrifice + Island/Mill

It's neat that you can trash those two for the village effect and still keep the VP as chips. Might or might not be worth it, depending on the board.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tim17 on January 22, 2018, 12:41:39 am
Shepherd + Night Watchman

Draw your deck except for the last few green cards, then buy a shepherd (and whatever else you want) and use night watchmen to guarantee that your next hand has shepherd + 4 green cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on January 22, 2018, 05:23:43 pm
Shepherd + Night Watchman

oh, wow, how reliable!

my attempts to luck into that on saturday by discarding 5 green and a shepherd, then drawing a card to trigger a reshuffle were stymied by drawing the shepherd. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on January 22, 2018, 05:26:36 pm
Changeling/Emporium

You can only use it a few times, but you can buy Emporium, get 2 VP, exchange Emporium for a Changeling.  And on later turns, you can use Changelings to gain Emporia and still gain Changelings instead.

Obviously this stops being a thing if either pile runs out.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on January 22, 2018, 05:50:37 pm
Changeling/Emporium

You can only use it a few times, but you can buy Emporium, get 2 VP, exchange Emporium for a Changeling.  And on later turns, you can use Changelings to gain Emporia and still gain Changelings instead.

Obviously this stops being a thing if either pile runs out.

You can do a similar thing with Conquest and Changeling, it actually lets you get those big multiple-Conquest turns without totally ruining your deck. It's only ruined until you manage to exchange some Changelings...

It does run out the Changeling pile much faster though.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on January 24, 2018, 01:31:35 am
Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on January 24, 2018, 03:22:58 am
Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.

That belongs rather in the antisynergies than in the neat interaction thread, doesn't it? I mean the moral is to avoid Embargo as long as there are tokens on Labyrinth.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on January 24, 2018, 08:44:05 am
Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.

That belongs rather in the antisynergies than in the neat interaction thread, doesn't it? I mean the moral is to avoid Embargo as long as there are tokens on Labyrinth.

The -VP isn’t really the biggest reason to give someone Curses though
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: guidobass on January 24, 2018, 01:34:17 pm
Ball/Treasure Map/Night Watchman

On a 5/2 open Ball gets 2 TM's; pick up NW on 3rd turn discarding anything that's not a TM; play 2 TM's on 4th turn, assuming luck-o'-the-draw is in your favor. It was for me.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on January 24, 2018, 01:37:32 pm
Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.

That belongs rather in the antisynergies than in the neat interaction thread, doesn't it? I mean the moral is to avoid Embargo as long as there are tokens on Labyrinth.

The -VP isn’t really the biggest reason to give someone Curses though

Still, the Labyrinth VP is something to consider if there is Curse trashing.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on January 29, 2018, 03:20:31 am
Death Cart + Archive

Certainly Archives help with connecting Death Cart to the Ruins it brought with it, I still was amazed how well it went in game #11075377. With three Archives, while lining up Death Cart with Ruins, additionally I could pigeonhole variety to the hand with Horn of Plenty and Provinces to the hand with Crossroads, to end the game with 7 Provinces after 16 turns.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mikechike on January 29, 2018, 11:47:09 pm
Just played a cool one with beggar/monastery/tomb, quite a few points for cleaning up the copper mess every turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on January 30, 2018, 10:57:39 pm
Delve + Triumph + Apprentice
game #11180043
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: xyz123 on February 04, 2018, 03:52:36 pm
Haggler + Den of Sin

In the late stages of a money game when buying Province, picking up Den of Sin with Haggler gains can help prevent choking on green.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Titandrake on February 05, 2018, 04:27:10 am
Tournament + Grand Market + Ball

Get to Prizes first, gain Princess first.
Play Princess.
Pay $5 to Ball for 2 Grand Markets (don't even need to avoid having Coppers.)
No other cost reduction is in the Kingdom.
On my next turn, I am about to Ball for 4 Grand Markets.
Opponent resigns before I get to do so.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gamer3000 on February 05, 2018, 05:07:09 pm
Magpies love snatching ladies out of harems. Seems like they also help them reproduce... somehow ::)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on February 05, 2018, 05:18:32 pm
Arena + Faithful Hound: Discard Faithful Hound every turn
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on February 08, 2018, 12:39:38 am
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on February 08, 2018, 09:17:17 pm
Dismantle + Tragic Hero
Overdraw with Tragic Hero, Dismantle the gained Gold for another Tragic Hero.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on February 09, 2018, 01:11:38 pm
Expedition + Tragic Hero

Buy the former if you anticipate the latter's coming up for a guaranteed way to invoke his trash-itself-for-Treasure ability.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on February 09, 2018, 05:50:59 pm
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Sharajat on February 09, 2018, 06:21:22 pm
Lurker/Necromancer

Don't know if this has been mentioned, but Lurkers can snag Zombies from the Trash, and trash cards for Necromancer to play.  The two of them can create some pretty complex interactions.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on February 09, 2018, 07:40:02 pm
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on February 09, 2018, 07:45:33 pm
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

Masquerade does trash a card though  ;)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on February 09, 2018, 07:47:36 pm
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

Masquerade does trash a card though  ;)
Oh. yeah. oops.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on February 10, 2018, 10:41:07 pm
Scrying Pool and Crown

Crown is an action, so Scrying Pool can draw it.  And, with +buy, you can opportunistically Crown your Potion to win the Pool split.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ackmondual on February 11, 2018, 02:14:55 am
Conclave/Alms + Cemetery
Both of the former let you time when it's ideal to Gain a Cemetery to trash max cards
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on February 11, 2018, 03:04:07 am
Sacrifice + Lurker

If the only village is Sacrifice, then you can trash Actions with Sacrifice for the village effect and then get them back non-terminally with Lurker.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on February 12, 2018, 07:49:46 pm
Pooka + Coin of the Realm
Coin of the Realm wonderfully handles Pooka's awkwardness... and it can be fuel as well.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on February 22, 2018, 10:55:07 pm
Arena + Faithful Hound: Discard Faithful Hound every turn

That sounds fun. I will have to try that
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on February 22, 2018, 10:56:07 pm
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!

Shepherded and tunnel sounds awesome. I can't wait to try it
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on February 22, 2018, 11:10:08 pm
Village, witch, council room, militia, chapel, cellar, smithy, vassal, remodel, mine. This game has a lot of combos, but surprisingly this game was randomly picked. I did edit this game, though. I removed vassal, remodel and mine, and added in festival, throne room and garden.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on February 23, 2018, 10:22:33 am
Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on February 23, 2018, 11:06:06 am
Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!

A similar thing is that Treasury's topdecking only fails when you buy a victory, so if you're going for Triumphs or Dominates or whatever then it always topdecks.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on February 23, 2018, 11:33:02 am
Black Market vs Envy

It's not the buy phase. Money is worth normal amounts.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mameluke on February 27, 2018, 10:51:22 pm
Overlord + Walled Village

Topdeck the Overlord, and you don't even have to play it as a Walled Village next turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on February 28, 2018, 02:59:19 am
Topdecking the Overlord after using it as a Walled Village means you have used it as a cantrip. Either you are saving Overlord for a specific, very powerful combo (maybe as an attack card to promote your Urchin in the beginning) or the kingdom does just not contain very good $5 cards to mimick. I am not convinced that this is an interaction that is useful very often.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on February 28, 2018, 03:07:30 am
Topdecking the Overlord after using it as a Walled Village means you have used it as a cantrip. Either you are saving Overlord for a specific, very powerful combo (maybe as an attack card to promote your Urchin in the beginning) or the kingdom does just not contain very good $5 cards to mimick. I am not convinced that this is an interaction that is useful very often.

Or you played 2 Wine Merchants
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on February 28, 2018, 05:18:05 am
Very nice edge case i didn't think of. Should have looked at this (http://forum.dominionstrategy.com/index.php?topic=12757.msg546814#msg546814).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mameluke on February 28, 2018, 08:20:56 am
Topdecking the Overlord after using it as a Walled Village means you have used it as a cantrip. Either you are saving Overlord for a specific, very powerful combo (maybe as an attack card to promote your Urchin in the beginning) or the kingdom does just not contain very good $5 cards to mimick. I am not convinced that this is an interaction that is useful very often.

The point of Overlord is that it is versatile. Sometimes you need a village, or at least you think you will. If your hand is Overlord/Overlord/3 Coppers, and you use your first Overlord as a WV, and the second as some kind of Terminal Draw but you don't end up drawing any more actions, then this is worth it. Walled Village isn't the greatest village, but in this case you'll end up saving the Overlord for a turn where maybe you don't need a village (perhaps your starting hand has an actual Walled Village or something).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: jomini on February 28, 2018, 08:53:14 am
Stonemason + Capital

Have engine with 3 Golds, no +buy, overdraw. Buy three Masons. Mason three golds into 6 Capitals generating $36 and 7 buys.

Timing is fun too, they buy a province, you buy a province, they buy a province, you buy Masons, they scratch their head then buy a province, you buy the rest of the provinces. If they built out to the typical double province engine, you can let them buy two, get masons, watch them buy two more, and then pile out with a 2 estate win.

You can also opt for more golds (7 provinces with 4 gold) or burning a $4 (bringing your total to the magical $40) if you use Mason & overbuy to build your engine.

You can also mill Prov -> Duchy or burn Capitals -> estates if you spike a huge lead, but cannot end the game. 3-piling the turn after is not too hard as you can gain six <$4 cards.

You also do not care about debt in the slightest, so feel free to spike debt whenever convenient once you have the Masons ... bid 40 on the Pass, get the $8 duchy, take a spare Overlord .... whatever, your deck is fully dead to $ so prepare for chapter 7 in style.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Aleimon Thimble on February 28, 2018, 11:10:31 am
Trading Post + Conquest

Conquest is often not that great as a source of Alt-VP in engines because it floods your deck with Silver. Trading Post can trash surplus Silvers AND gain more Silvers to boost the amount of points a Conquest gives you.

Just managed to overcome a 6-2 Province deficit with it. My penultimate turn involved playing Trading Post 3 times, followed by buying 4 Conquests for 5, 7, 9 and 11 points.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on March 13, 2018, 05:22:12 pm
Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on March 13, 2018, 05:28:34 pm
Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

Margrave is another way I've seen this done.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on March 13, 2018, 07:11:02 pm
Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

Margrave is another way I've seen this done.


But it could also get their cheap card off the top of their deck.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on March 13, 2018, 07:40:00 pm
Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

But it could also get their cheap card off the top of their deck.

The first chariot race tells you whats on top, then you can clear it with counsel room if it is expensive for additional chariot races.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on March 13, 2018, 08:39:37 pm
Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

But it could also get their cheap card off the top of their deck.

The first chariot race tells you whats on top, then you can clear it with counsel room if it is expensive for additional chariot races.


I like that idea
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on March 19, 2018, 03:06:16 pm
just had a game with the settlers/bustling village stack and lots of discard.

These cards have always felt so lackluster to me, especially late game when you draw your deck.  But if you have cards that discard (druid with wind's gift in this case), and your opponents are making you discard (legionary), you can majorly mitigate the discard by discarding coppers or settlers as appropriate.  Even LATE into the game, when I had no coppers remaining, and I was fully drawing my deck every turn, I got value out of the combo.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tim17 on March 21, 2018, 04:25:04 am
Raze + Miser is fairly nice, it plays a little like a poor man's jack + bonfire (pun intended). Raze provides nonterminal trashing of estates with cycling to help you get your misers to 7 or 8 quickly. After that, raze can help you find your misers (and possibly mill provinces to accelerate the endgame). I played a game the other day where I bought 14 cards over 17 turns: 2 razes, 2 misers, 2 squires, and 8 provinces (I trashed 4 along the way, I could have trashed fewer if I needed to be less conservative). Probably it's not going to outpace a reasonably good engine, but I'd expect it to beat most money strategies.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on March 21, 2018, 02:03:31 pm
just had a game with the settlers/bustling village stack and lots of discard.

These cards have always felt so lackluster to me, especially late game when you draw your deck.  But if you have cards that discard (druid with wind's gift in this case), and your opponents are making you discard (legionary), you can majorly mitigate the discard by discarding coppers or settlers as appropriate.  Even LATE into the game, when I had no coppers remaining, and I was fully drawing my deck every turn, I got value out of the combo.

Just played a game where Dungeon made Settlers/Bustling Village similarly beastly. They also enabled Leprechaun for easy Wish-gaining.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Triumph44 on March 22, 2018, 07:49:08 pm
Summon/Develop

If there's a 7-cost card in the Supply, if you can manage to get 5 money consistently, you can get rather consistent Province gaining by smashing a 5 to stick a 6/4 on your deck then Summon a Develop to smash the 6 into a 7/5 next turn and so on.  If that 5 is spammable money or some sort of sifting (in my case, there was Storyteller and I had gone Jack early - something like Apprentice might also work), this thing can get pretty powerful pretty fast.

I guess this will be pretty rarely great since 7 cost cards are usually great on their own, but this was a rare game that had no real Copper trashing and no + Action card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on March 22, 2018, 08:00:28 pm
Isn't it easier to build a deck that can draw the Develops you already have than to build a deck that can consistently hit $5 to Summon new ones?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Triumph44 on March 22, 2018, 08:52:55 pm
Isn't it easier to build a deck that can draw the Develops you already have than to build a deck that can consistently hit $5 to Summon new ones?

Once you get enough Develops in your deck, yeah, but given the Kingdom I didn't want to Develop any coppers (because that would take forever), and I didn't want to Develop any 3s (because there was no playable 2).  I had forgotten that there actually was + action (Farming Village) but no +buys and the only real draw was Storyteller, which without Copper trashing is often more of a sifter than a drawer.  Jack was a gainer that definitely helped mitigate the siftiness of a Coppered Storyteller, but yeah, it was hard to build this one from the ground up with Develop, IMO.

Summon/Develop just built on itself well for a shuffle or two, I think I did it 4 times and then just rolled with the Develops I had.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on March 22, 2018, 11:27:39 pm
Isn't it easier to build a deck that can draw the Develops you already have than to build a deck that can consistently hit $5 to Summon new ones?

Once you get enough Develops in your deck, yeah, but given the Kingdom I didn't want to Develop any coppers (because that would take forever), and I didn't want to Develop any 3s (because there was no playable 2).  I had forgotten that there actually was + action (Farming Village) but no +buys and the only real draw was Storyteller, which without Copper trashing is often more of a sifter than a drawer.  Jack was a gainer that definitely helped mitigate the siftiness of a Coppered Storyteller, but yeah, it was hard to build this one from the ground up with Develop, IMO.

Summon/Develop just built on itself well for a shuffle or two, I think I did it 4 times and then just rolled with the Develops I had.


Also storyteller gives +action
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on March 22, 2018, 11:31:35 pm
I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ConMan on March 22, 2018, 11:55:03 pm
I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.
That's neat, but why were any of the additional steps necessary?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on March 23, 2018, 01:16:40 am
I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.
That's neat, but why were any of the additional steps necessary?
They weren't  ;D
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on March 23, 2018, 12:10:58 pm
It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on March 23, 2018, 12:20:40 pm
It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?

(https://i.imgflip.com/26zsyr.jpg)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on March 23, 2018, 03:43:36 pm
It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on March 23, 2018, 06:42:44 pm
It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
Correct. And when you hit Overlord with zombie mason, you can just replace it with another Overlord, so it just makes Necromancers stronger.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on March 24, 2018, 03:45:02 pm
It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
Correct. And when you hit Overlord with zombie mason, you can just replace it with another Overlord, so it just makes Necromancers stronger.

And then you can play Overlord, playing it as Band of Misfits, playing it as Necromancer, playing an Overlord in the trash, playing it as Band of Misfits, playing it as Necromancer, playing a Zombie in the trash.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on March 24, 2018, 05:20:05 pm
Summon->Armory->Cemetery on 5/2 Open

This was a really, really good start.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on March 24, 2018, 06:40:42 pm
Summon->Armory->Cemetery on 5/2 Open

This was a really, really good start.

Was it also a Shelters game, letting you discard Necropolis when you trashed Haunted Mirror to gain a ghost on turn 2, then remove the dead Cemetery from the top of your deck when you trashed Overgrown Estate?

Probably not, since you would have mentioned that, but it would have made it even better.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LibraryAdventurer on March 25, 2018, 05:20:02 pm
Crypt/Raider - Set aside your coppers so your Raider's attack will be stronger than a Cutpurse.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Tombolo on March 25, 2018, 11:10:06 pm
In a Changeling/Hoard game, you can gain a Changeling instead of the green card and still get the free Gold.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jack Rudd on March 28, 2018, 10:36:58 am
 #13042647 has taught me the Artificer/Diplomat interaction. Nice.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: matste on March 28, 2018, 01:54:31 pm
Band of Misfits can be played as a Conclave to play another Band of Misfits as a Conclave to play another Band of Misfits as a Conclave.

This can create surplus actions in terminal only kingdoms.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on March 28, 2018, 02:54:22 pm
...Conclave...

This can create surplus actions in terminal only kingdoms.

Neat!  But surely a kingdom with conclave can't be classified as "terminal only" right?  It's a situational pseudo-village....but surprisingly reliable.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: matste on March 28, 2018, 04:37:28 pm
Right. Conclave is not a terminal. You can achieve the same result with a Throne Room, bit then you need two other action cards with different names.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: WQB on March 28, 2018, 05:22:10 pm
Pirate Ship + Lurker + bad opponent

Lurk a pirate ship, your opp. will likely "steal" it, and trash your coppers.

Hahaha!  :D  :D
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: hypercube on March 28, 2018, 06:37:33 pm
Gear + Leprechaun

Buy two Leprechauns, set one aside with Gear every turn, never worry about missing out on a Wish because you had to play more than 6 cards to get to your Leprechaun.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on April 03, 2018, 10:05:10 pm
Dismantle + Fountain
Dismantling your 3 starting Estates/Shelters gets you up to 10 Coppers immediately, plus you get the 3 Golds. This is also probably good with Keep and Palace.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Tombolo on April 04, 2018, 11:02:16 pm
Alms bypasses Tax.  Useful for openings AND flavor bonus!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on April 12, 2018, 10:24:56 pm
Skulk + Gardens

Skulk is 2 cards for the price of one, gives Buys, and helps you hit $4.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 12, 2018, 11:59:54 pm
Tunnel/tactician was awesome. Get a hand of tactician and four tunnels then you get four golds and a double turn without discarding any of your awesome treasures and nights.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on April 13, 2018, 03:10:43 am
I am not entirely sure how it works. Tactician has a search space of four cards for tunnels, if no handsize increasers are played before. I am glad for you it worked in your game, but Storeroom, Oasis, Navigator have better chances to Tunnel than Tactician.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: BRoh on April 13, 2018, 06:57:05 am
Hi,
today i found out that Cursed Village and Secret Cave is quite powerful :-)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on April 13, 2018, 03:06:14 pm
Squire and Donate are a lot of fun together, especially when Relic or Idol are on the board. Spend your first two or three turns buying Squire, then Donate for instant economy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dr.Goomonkey on April 13, 2018, 04:48:12 pm
Cultist and Lost Arts.

Giant was on the board too, so at a certain point I had a Cultist engine running like mad and 2 Giants being played nearly every turn. From turn 14-21 I bought a Colony every single turn. After the second Colony I was playing against Rattington...

Amulet was the only trashing I used, and Worker's Village meant that I could continue to get more Cultists while getting those Colonies.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 13, 2018, 05:43:51 pm
Cultist and Lost Arts.

Giant was on the board too, so at a certain point I had a Cultist engine running like mad and 2 Giants being played nearly every turn. From turn 14-21 I bought a Colony every single turn. After the second Colony I was playing against Rattington...

Amulet was the only trashing I used, and Worker's Village meant that I could continue to get more Cultists while getting those Colonies.

Welcome to the forum! I've seen the Cultist+Lost Arts = Village thing talked about before, in just a 2-card combo context: http://forum.dominionstrategy.com/index.php?topic=12757.msg634347;topicseen#msg634347.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: humcalc216 on April 14, 2018, 09:32:18 pm
Hoard + Aqueduct

Not especially strong, but, as long as there are VP tokens left on the Gold pile, buying a Victory card is worth an extra point for every Hoard you have in play.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: terminalCopper on April 15, 2018, 10:20:16 am
Death Cart + Inheritance

- Open DC+Silver
- Inheritance on DC
- Turn your estates into provinces if they come with 3$; add estates with <8$

If you are lucky to draw DC in T3 with at least 2$, you can start greening in T4.
In a perfect world, this gets 4 provs in T7. There will surely be some duds, but I guess that an average close to 10 turns for four provinces might be realistic.

On top of being a two-card-shaped-thing-combo, sifters can improve the strategy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Puk on April 15, 2018, 04:44:38 pm
stables + loan

discard copper with stables, draw almost your entire deck, trash the copper with loan.

(loan was the only trasher available)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on April 15, 2018, 04:51:11 pm
(loan was the only trasher available)

You should usually buy it even if it isn't.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: mameluke on April 15, 2018, 09:41:33 pm
Monastery + Ill-Gotten Gains

IGG is sometimes called a dysfunctional Silver because it gives $2 except it junks your deck -- except with Monastery in hand, you can trash that gained Copper immediately after using it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 19, 2018, 10:15:44 am
Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on April 19, 2018, 11:30:55 am
Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on April 19, 2018, 06:02:46 pm
Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?

Does it matter if the decision is tough?
The reward for guessing right is high, and the penalty for guessing wrong is low.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on April 19, 2018, 10:32:30 pm
Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?

Depends on the shuffle
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 20, 2018, 12:25:09 am
Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?


I wouldn't. I want any opportunity to get a prize because they are that good. Also with follower it doesn't just get two cards from shepherd but it also helps pasture be worth more vp.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on April 20, 2018, 10:14:28 pm
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on April 21, 2018, 03:03:40 am
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 21, 2018, 11:19:16 am
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Erick648 on April 21, 2018, 03:16:33 pm
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
So I guess you could generalize it to "[Silver gainer]-Changeling-[good Potion-cost card]" (since it would still be useful with something like Amulet-Changeling-Scrying Pool).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 21, 2018, 04:42:25 pm
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
So I guess you could generalize it to "[Silver gainer]-Changeling-[good Potion-cost card]" (since it would still be useful with something like Amulet-Changeling-Scrying Pool).

Really I think you could generalize it to [Silver gainer] + Changeling. The point is that it turns "Gain a Silver" into "eventually gain a copy of a card you have in play".

In your case, you have an extra interaction of Changeling + Hard-to-gain card. But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on April 24, 2018, 03:26:23 am
Wedding makes a Golden Deck with Bishops more effective and reliable. A hand of Bishop and three golds normally rakes in 4VP per turn. Wedding increases this to 5VP, which is huge, and makes it easier to set up due to the staggered payment.

A hand of Conclave, Bishop, Monument and two Golds would yield another VP.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on April 24, 2018, 12:08:27 pm
But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on April 24, 2018, 12:29:47 pm
But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.

Disciple can also "clone" copies of potion/debt cost cards, lot's of things can gain them but I'm not sure what you're classifying cloning as meaning exactly.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on April 24, 2018, 01:12:47 pm
But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.

Disciple can also "clone" copies of potion/debt cost cards, lot's of things can gain them but I'm not sure what you're classifying cloning as meaning exactly.

“Lots of things” is a stretch. It’s pretty much just Lurker, Disciple, and Changeling.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on April 24, 2018, 01:33:21 pm
But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.

Disciple can also "clone" copies of potion/debt cost cards, lot's of things can gain them but I'm not sure what you're classifying cloning as meaning exactly.

“Lots of things” is a stretch. It’s pretty much just Lurker, Disciple, and Changeling.

Stonemason, Pilgrimage, Squire can gain Pool/Familiar, Develop if you're playing a very Alchemy heavy game, if you're counting extra turns then Outpost and Possession sort of, most Remodel variants can technically gain them, opponent Ambassadoring Transmutes. That's lots of things to me, I mean none of these are even much of a stretch  :P.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 24, 2018, 01:36:36 pm
Hero (http://wiki.dominionstrategy.com/index.php/Hero) can gain Philosopher's Stone (http://wiki.dominionstrategy.com/index.php/Philosopher's_Stone)s.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 24, 2018, 01:48:29 pm
ITT people post pedantic edge cases that aren't even remotely close to any reason interpretation of the word "cloning".

Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

Outpost and Possession are fantastically awful examples of trying to edge case, too. At that point we're just saying "Council room can clone Scrying pool because you MIGHT draw a potion and a silver to use that +buy with!!"
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: terminalCopper on April 24, 2018, 01:48:44 pm
I often gained Alchemists with Masquerade. Kind of.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on April 24, 2018, 02:09:14 pm
ITT people post pedantic edge cases that aren't even remotely close to any reason interpretation of the word "cloning".

Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

Outpost and Possession are fantastically awful examples of trying to edge case, too. At that point we're just saying "Council room can clone Scrying pool because you MIGHT draw a potion and a silver to use that +buy with!!"

Those were supposed to be examples of gaining things though, not "cloning". And if you think Stonemason with Potion cards is an edgecase I have some news for you! Outpost is also a great way to gain more Potion cards without adding an extra Potion to your deck too, Council Room is nothing like that? I mean comparing an opponent's Council Room to a free Alchemist might be accurate I suppose?

I thought the  :P at the end would be a hint that it was a maybe a bit of a tongue-in-cheek post?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on April 24, 2018, 02:10:39 pm
Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

And why is it strategically important to "clone" things instead of just "gaining" them?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on April 24, 2018, 02:32:42 pm
No one mentioned Jester as a means of "cloning" potion-cost cards?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 24, 2018, 02:39:06 pm
Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

And why is it strategically important to "clone" things instead of just "gaining" them?

This question, of course, is completely irrelevant to anything I stated. I never claimed a specific strategic benefit, just that others were pointlessly expanding a term.

Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 24, 2018, 02:55:42 pm
Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.

But this just means that it's even more true that talking about ways of gaining Potion cost cards without Potions is even more relevant in a conversation that started out about a way of closing a Potion cost card.

If it were the inverse, then this would be a good point.. if someone was saying how it's not easy to gain a Potion-cost card, then bringing up Changeling (http://wiki.dominionstrategy.com/index.php/Changeling) wouldn't necessarily be helpful, because Changeling has the extra restriction of needed to have first gotten a Potion-cost card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 24, 2018, 03:05:06 pm
Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.

But this just means that it's even more true that talking about ways of gaining Potion cost cards without Potions is even more relevant in a conversation that started out about a way of closing a Potion cost card.

If it were the inverse, then this would be a good point.. if someone was saying how it's not easy to gain a Potion-cost card, then bringing up Changeling (http://wiki.dominionstrategy.com/index.php/Changeling) wouldn't necessarily be helpful, because Changeling has the extra restriction of needed to have first gotten a Potion-cost card.

Changling is a solid way to get further potion cost cards without gumming up your deck. That seems like a neat and useful card interaction. Part of why it's a solid way is that cloning a card can be done more easily or with other benefits as compared to gaining a card.

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

These other examples of "potion gaining interactions" don't really do much to prove any point because they're not actually useful. If the desire is to show that "cloning" isn't particularly effective, it's not particularly compelling because so many of the "gaining" methods proposed are obtuse.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 24, 2018, 03:10:47 pm
Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.

But this just means that it's even more true that talking about ways of gaining Potion cost cards without Potions is even more relevant in a conversation that started out about a way of closing a Potion cost card.

If it were the inverse, then this would be a good point.. if someone was saying how it's not easy to gain a Potion-cost card, then bringing up Changeling (http://wiki.dominionstrategy.com/index.php/Changeling) wouldn't necessarily be helpful, because Changeling has the extra restriction of needed to have first gotten a Potion-cost card.

Changling is a solid way to get further potion cost cards without gumming up your deck. That seems like a neat and useful card interaction. Part of why it's a solid way is that cloning a card can be done more easily or with other benefits as compared to gaining a card.

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

These other examples of "potion gaining interactions" don't really do much to prove any point because they're not actually useful. If the desire is to show that "cloning" isn't particularly effective, it's not particularly compelling because so many of the "gaining" methods proposed are obtuse.

My original point was that what makes Changeling good is the ability to gain any hard-to-gain card. Whether Changeling gains that card through cloning or not is irrelevant to that. I was just saying that Potion-cost cards are just 1 type of hard-to gain cards; expensive cards and cards with buying restrictions are in the same category.

In other words, yes Changeling+Alchemist is a good interaction. But it's the same basic idea as Changeling+King's Court, or Changeling+Grand Market.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on April 24, 2018, 03:54:03 pm
Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

You can overpay Potion if you weren't aware, Stonemason is probably the single easiest way to "clone" a Potion buy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 24, 2018, 04:27:19 pm
Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

You can overpay Potion if you weren't aware, Stonemason is probably the single easiest way to "clone" a Potion buy.


Ah, I've done that before but for some reason I was hyperfocused on the trashing ability.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on April 24, 2018, 04:34:27 pm
Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions

That's not a problem in this thread. This thread is for posting game reports about games in which you found an interaction. The thread for useful interactions is over here: http://forum.dominionstrategy.com/index.php?topic=12757.0
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 24, 2018, 05:05:04 pm
Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions

That's not a problem in this thread. This thread is for posting game reports about games in which you found an interaction. The thread for useful interactions is over here: http://forum.dominionstrategy.com/index.php?topic=12757.0

To be fair, using Hero to gain a Philosopher's Stone wasn't something that happened in a game, at least not in a game with me, who mentioned it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 24, 2018, 07:05:47 pm
No one mentioned Jester as a means of "cloning" potion-cost cards?


That actually is a really good way, because jester is the most powerful gainer in the game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 24, 2018, 09:07:21 pm
No one mentioned Jester as a means of "cloning" potion-cost cards?


That actually is a really good way, because jester is the most powerful gainer in the game.

Not even close....
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on April 24, 2018, 09:25:02 pm
That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 24, 2018, 10:52:41 pm
That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.


But with jester you can gain powerful cards that you don't have in your deck, unlike changeling, also it is not a one shot. It's also not like workshop where there's a cost limit. Also it can gain multiple cards in three player games, and it makes them discard their good card. Therefore it is the most powerful gainer in the game by far.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 24, 2018, 11:18:43 pm
That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.


But with jester you can gain powerful cards that you don't have in your deck, unlike changeling, also it is not a one shot. It's also not like workshop where there's a cost limit. Also it can gain multiple cards in three player games, and it makes them discard their good card. Therefore it is the most powerful gainer in the game by far.

You should read through the card ranking lists; and consider that there's a lot of players on this forum who are really top-tier players. Meaning; that they know a lot more about what cards are more powerful than others than you (or I) do. Opinions and personal preferences are all well and good, but a statement like "it is the most powerful gainer in the game by far" simply comes off as arrogant in the face of better players saying otherwise.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 25, 2018, 02:58:16 am
Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on April 25, 2018, 04:49:32 am
You should read through the card ranking lists; and consider that there's a lot of players on this forum who are really top-tier players. Meaning; that they know a lot more about what cards are more powerful than others than you (or I) do. Opinions and personal preferences are all well and good, but a statement like "it is the most powerful gainer in the game by far" simply comes off as arrogant in the face of better players saying otherwise.

I disagree for two reasons:

1) Qvist's rankings aren't always super accurate, partially due to a lack of consensus on what it means for a card to be "powerful", partially due to psychological reasons why people rate cards inaccurately even when they know how strong they are in practice (e.g. cards that are very similar should be very close in strength, but it's very easy to compare those cards against each other so that makes people focus on the minor differences more than they should), partially due to players not knowing how to utilize cards to their full extents even at the top level sometimes, and partially due to the algorithm being imperfect when it comes to dealing with low-rank players having incredibly stupid opinions, such as giving all Attack cards the lowest possible rating. They're more for fun than anything else.

2) Dominion skill isn't one-dimensional. Someone who sucks at deck tracking will have a very hard time getting to level 60+, for example, but that same person can easily know why everyone else is playing Jester wrong, and their insight on that subject is worth listening even though they suck at deck tracking. Case in point: when silverspawn first joined the forum, he was largely ridiculed for stating that Lookout was underrated, but as it turns out, he was mostly correct according to current consensus.

Now, I don't think that Chase is correct here, but there are real reasons why he's wrong and none of them are "Qvist's rankings disagree with you" or "top players disagree with you".
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: samath on April 25, 2018, 08:30:18 am
Jester has incredible upside in some fairly specific circumstances: If a game is 4-player (or to a lesser extent 3-player), players tend to have trashed down their decks so you more often hit good (engine) cards, and the piles for those good cards are not exhausted yet, then you can gain 2-3 amazing engine cards on top of a terminal silver. I think it's fair to call that the highest upside of any gainer.

The problem is that those circumstances are rare. The most common difficulty I find is that especially in 4-player games and especially with Jester in the game, the piles tend to run out super fast, especially of the good cards that you'd like to gain. So while a single Jester play early might net you a couple good engine cards, pretty soon they'll start flipping over the cards whose piles are empty, giving you no benefit.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 25, 2018, 09:54:30 am
Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on April 25, 2018, 10:16:18 am
Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.

This makes no sense. Altar and Artisan both gain exactly 1 card per play. In a 2 player game, Jester gains maybe 1 card for every 2 or 3 plays. It's literally impossible for Jester to gain more cards-per-play than Artisan/Altar in a 2 player game.

In a 3 or 4 player game, it is theoretically possible for Jester to gain more than 1 card per play, but even that sounds very unlikely... several of the cards revealed by Jester throughout the game will be Victory or Copper or Curse. You have to hit several good actions before the radio will tilt in your favor. Even then, keep in mind that most players here play mostly 2 player Dominion; and 2 player Dominion is as a whole a more strategic and less luck-based game than 3-4 player.

On top of all that, Artisan and Altar (as well as just about every other gainer) allow you to gain a specific card that you want. Jester can only gain you whatever random card your opponent happened to reveal; you have no say in it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dylan32 on April 25, 2018, 11:47:13 am
Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.

This makes no sense. Altar and Artisan both gain exactly 1 card per play. In a 2 player game, Jester gains maybe 1 card for every 2 or 3 plays. It's literally impossible for Jester to gain more cards-per-play than Artisan/Altar in a 2 player game.

In a 3 or 4 player game, it is theoretically possible for Jester to gain more than 1 card per play, but even that sounds very unlikely... several of the cards revealed by Jester throughout the game will be Victory or Copper or Curse. You have to hit several good actions before the radio will tilt in your favor. Even then, keep in mind that most players here play mostly 2 player Dominion; and 2 player Dominion is as a whole a more strategic and less luck-based game than 3-4 player.

On top of all that, Artisan and Altar (as well as just about every other gainer) allow you to gain a specific card that you want. Jester can only gain you whatever random card your opponent happened to reveal; you have no say in it.

Jester costs 5, where Artisan and Altar cost 6, so it is possible that Chase frequently is able to get Jester earlier than he could get one of the other two, and that could make a difference in the number of cards each would be able to gain, or at least it could influence his perception of their average performance. I agree that Artisan and Altar should normally gain more, but I also don't think Chase is crazy for thinking it does based off the games he's played since I can see why it would seem like it does, or even sometimes does gain more due to shuffle luck.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on April 25, 2018, 11:56:17 am
Suppose:
In the conjunction of those three circumstances, I can see Jester being useful, since it (a) gains you copies of cards the other players have managed to buy and you haven't, and (b) gains you copies of cards the other players knew it was a good idea to buy and you didn't.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on April 25, 2018, 12:31:43 pm
(b) gains you copies of cards the other players knew it was a good idea to buy and you didn't.

This is still a downside. You're not super excited to gain the stuff your opponent is buying for his engine deck if you're playing BM.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on April 25, 2018, 01:30:13 pm
Wait... we're supposing someone who thinks BM is the winning strategy on a Donate kingdom, and then decides Jester will help their BM even though none of the other players have any treasures?

Surely in that scenario, the person buying Jester is at least trying to make an engine?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 25, 2018, 01:36:41 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on April 25, 2018, 02:08:52 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.

3-4-player games are super rare anyway.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on April 25, 2018, 02:56:39 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games.
Suppose:
  • It is a multiplayer game

I'm really not! It does begin to make more sense as the player count rises, agreed, but I suspect the confirmation bias of remembering that one time you managed to get a King's Court and forgetting all the times you had to decide whether to take a silver or give a silver plays a bigger part in how good people think it is.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 25, 2018, 03:04:15 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games.
Suppose:
  • It is a multiplayer game

I'm really not! It does begin to make more sense as the player count rises, agreed, but I suspect the confirmation bias of remembering that one time you managed to get a King's Court and forgetting all the times you had to decide whether to take a silver or give a silver plays a bigger part in how good people think it is.

There's plenty of games where everyone trashes down substantially and few silvers are bought. I assume this still holds true for 3-4P but I don't know for certain.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 25, 2018, 05:33:45 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
All junkers increase in strength in multiplayer games. As Jester can also junk out of a practically unlimited junk pool, Copper, he is used more often for junking than for gaining in multiplayer games. Just imagine three player open 5/2 with Jester; this will be a massive, snowballing junk festival and you will rarely hit something good with Jester. Not to mention that engine feasibility is smaller in 3P games as building an engine with 3,3 villages is more difficult than building it with 5 villages so more folks will play money so the likelihood that Jester clones a good engine piece is smaller.

So no, I don't buy the notion that Jester is a great gainer. It is a decent card but as it doesn't give you any control over what you gain it is too much of a loose canon to be even remotely as good as a precise control card like Artisan.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 25, 2018, 05:38:56 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
All junkers increase in strength in multiplayer games (forsaking a Witch in 2P implies that you deck will contain 10 Curses whereas forsaking a Witch in 3P implies that your deck will contain 20 Curses). As Jester can also junk out of a practically unlimited junk pool, Copper, he is used more often for junking than for gaining in multiplayer games. Just imagine three player open 5/2 with Jester; this will be a massive, snowballing junk festival and you will rarely hit something good with Jester.

So no, I don't buy the notion that Jester is a great gainer. It is a decent card but as it doesn't give you any control over what you gain it is too much of a loose canon to be even remotely as good as a precise control card like Artisan.

Forsaking a witch in 3P does not in the slightest imply your deck will contain 20 curses. In fact in three player games it's very difficult to get the entire curse pile to yourself. Each other player buying a witch and playing them 5 times each will give both opponents 5 curses and you 10 curses.

The on-gain component of jester, however, does double in efficacy entirely. You will on average gain twice as many cards.

You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
2) That when they do so, they will primarily be junking opponents decks. Which is assuming that the jester is bought immediately and trashing is ignored. Again, an odd assumption to make when you're trying to claim that Jester is only a decent card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on April 25, 2018, 05:46:07 pm
But Jester is the most powerful attack, where power is measured by popularity (http://forum.dominionstrategy.com/index.php?topic=15259.msg602683#msg602683).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 25, 2018, 05:59:16 pm
I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
All junkers increase in strength in multiplayer games (forsaking a Witch in 2P implies that you deck will contain 10 Curses whereas forsaking a Witch in 3P implies that your deck will contain 20 Curses). As Jester can also junk out of a practically unlimited junk pool, Copper, he is used more often for junking than for gaining in multiplayer games. Just imagine three player open 5/2 with Jester; this will be a massive, snowballing junk festival and you will rarely hit something good with Jester.

So no, I don't buy the notion that Jester is a great gainer. It is a decent card but as it doesn't give you any control over what you gain it is too much of a loose canon to be even remotely as good as a precise control card like Artisan.

Forsaking a witch in 3P does not in the slightest imply your deck will contain 20 curses. In fact in three player games it's very difficult to get the entire curse pile to yourself. Each other player buying a witch and playing them 5 times each will give both opponents 5 curses and you 10 curses.

The on-gain component of jester, however, does double in efficacy entirely. You will on average gain twice as many cards.

You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
2) That when they do so, they will primarily be junking opponents decks. Which is assuming that the jester is bought immediately and trashing is ignored. Again, an odd assumption to make when you're trying to claim that Jester is only a decent card.
Snowballing, dude.

In 2P game you are hit on average x times by Jester (where x is the average opponent Jester play ratio) which implies that you gain junk xy times (where y is the junk ratio in your deck). In a 3P game you are hit on average 2x times by Jester which implies that you gain junk 2xy times. So y is increasing over time (same Kingdom, relative to the 2P game) which implies that the how often you receive junk, 2xy, also increases over time.

Now of course this is only true as long as y>0.5. Once it is smaller Jester will be mostly used to gain good cards which implies that the junk ratio in decks becomes even smaller which implies that Jester will be more often used to gain good stuff and so on. Obviously I think that the former scenario happens more often.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on April 25, 2018, 06:20:39 pm
Banquet/Triumph

It was my opponent who found the interaction, unfortunately...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 25, 2018, 06:30:07 pm
Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.

This makes no sense. Altar and Artisan both gain exactly 1 card per play. In a 2 player game, Jester gains maybe 1 card for every 2 or 3 plays. It's literally impossible for Jester to gain more cards-per-play than Artisan/Altar in a 2 player game.

In a 3 or 4 player game, it is theoretically possible for Jester to gain more than 1 card per play, but even that sounds very unlikely... several of the cards revealed by Jester throughout the game will be Victory or Copper or Curse. You have to hit several good actions before the radio will tilt in your favor. Even then, keep in mind that most players here play mostly 2 player Dominion; and 2 player Dominion is as a whole a more strategic and less luck-based game than 3-4 player.

On top of all that, Artisan and Altar (as well as just about every other gainer) allow you to gain a specific card that you want. Jester can only gain you whatever random card your opponent happened to reveal; you have no say in it.


But with altar and artisan you can only gain cards costing up to five. I gain platinum, gold, bank, grand market, kings court, etc with jester frequently.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 25, 2018, 06:31:11 pm
Banquet/Triumph

It was my opponent who found the interaction, unfortunately...


But it only works if you have +buy.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ThetaSigma12 on April 25, 2018, 07:22:39 pm
Banquet/Triumph
It was my opponent who found the interaction, unfortunately...
But it only works if you have +buy.

True, but at least one source of +Buy is common enough in most games.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on April 25, 2018, 07:28:00 pm
You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
Not so (https://en.wikipedia.org/wiki/Reductio_ad_absurdum).

"You for some reason assume √2=a/b where a/b is in its lowest terms, which is an odd assumption given your claim √2 is irrational."
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 25, 2018, 08:43:21 pm
You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
Not so (https://en.wikipedia.org/wiki/Reductio_ad_absurdum).

"You for some reason assume √2=a/b where a/b is in its lowest terms, which is an odd assumption given your claim √2 is irrational."
That’s not how this works. That’s not how any of this works.  He would need to demonstrate that jester is a bad buy before anyone else has bought it to show its a bad buy. Otherwise the card effect might be mediocre when played in that circumstance but the card itself is still strong enough to force players to play it

Your “proof by contradiction” link is completely unhelpful here because the relevant analogous proof only shows that multiple jesters when bought by everyone a 3p are not as strong as a solitary jester in 3p
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on April 25, 2018, 09:49:51 pm
You're confused.

Imagine this card: "Bandwagon, Victory, cost $0. When you buy this, +1 Buy and set it aside until the end of the game. Worth 1,000,000VP if you are the only person to have a Bandwagon, 0VP otherwise."

Is that a good card? No, it is not. Even though it would be an excellent card if you had it and nobody else did.

If a card is good, people will buy it.

If a card is good provided you're the only person to have one, other people will still buy it. Unless, of course, there's some alternative counter to it which is cheaper and/or more effective, in which case you're down on the deal rather than just breaking even.

Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on April 25, 2018, 09:56:18 pm
Imagine this card: "Bandwagon, Victory, cost $0. When you buy this, +1 Buy and set it aside until the end of the game. Worth 1,000,000VP if you are the only person to have a Bandwagon, 0VP otherwise."

Turn 1: buy all the Bandwagons.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 25, 2018, 10:37:53 pm

~~~
Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.

1) This argument has no relation to your reducto ad absurdium link, just want to point out that this is a quick shift of subject. The argument here is that the tempo loss of buying it first before your opponent is a negative, thus you shouldn't buy it. This is different than the card having a bad effect.

2) There is no effort whatsoever to describe or argue that the first player actually suffers a tempo loss

Here's an equally stupid analogy for Jester:

"First-Movers Advantage: Victory, cost $0. Main text: -5 VP Subtext When you are the first player to buy this, +5VP. Worth 1,000,000VP if your opponent does not buy this his next turn"

Using the original logic: "This card sucks for both players! Once both have bought it, player 1 and 2 have useless cards in their decks for no benefit! Therefore this card is weak and shouldn't be bought"

The reality: There is no tempo less and a concrete advantage for player 1, so its a "strong" card and player 1 will extremely frequently buy it.



The original reducto ad absurdium does not differentiate between your Bandwagon and my First-Mover's advantage.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: samath on April 25, 2018, 10:44:18 pm
Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.
In some games I've watched recently, the feature that separates good players from the best (we're talking a distinction around level 60-62) actually seems to be the best players' willingness to use typically neglected cards to full advantage. For instance, I distinctly remember a game where Dan Brooks opened Trade Route when there was other trashing in the game (Goat) and that turned out to be the key difference in their strategies.

On top of that, I've also watched slightly lower-level games (levels 55-60) where a powerful card is just totally neglected by one or both players. Sometimes this is simply because someone decides to green too early (and then run into inevitable consistency difficulties and have to go back to building), and sometimes it's because they miss some important interaction, like Necromancer-Tragic Hero.

So no, I wouldn't say that being the only one to buy a card means that you're wrong about its power level, even when you're playing good opponents. Often it means exactly the reverse.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 26, 2018, 05:08:42 am
The reality: There is no tempo less and a concrete advantage for player 1, so its a "strong" card and player 1 will extremely frequently buy it.
Sure. But she buys it because the card is a conditional junker, because junking is very strong and rarely can be ignored. She does not buy it because the card is a particularly good gainer. You sometimes get something good but cannot control it which is a big issue if you want to build an engine (and if you want to gain Treasures a simple Squire might be superior).
Of course the gaining is not irrelevant, it implies that the card always does something useful whereas other junkers decrease in power once the junking pool is empty (or if you take another conditional Junker, Swindler, it sometimes does nothing like when it hits a Gold and there are no other 6s in the Kingdom). But if I want to build e.g. a draw engine in a Kingdom in which terminal draw is available at $4 Workshop does the trick, not Jester.


Quote
Your “proof by contradiction” link is completely unhelpful here because the relevant analogous proof only shows that multiple jesters when bought by everyone a 3p are not as strong as a solitary jester in 3p.
Huh? If a card is good it should also be good if everybody has it in his deck. Ironically I think that Jester is better in first scenario as it will be more oftee a junk festival than if two players played the same Kingdom.
The only thing I disagree with is that Jester is a good gainer.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: O on April 26, 2018, 05:37:43 am
For the "we were talking about when it was a gainer" part, I just fundamentally think you're not even considering the possibility that multiple people trash down, create an engine, and then add jester as payload to that engine to feed off their multiple opponents engines. This is really not that unfathomable and it feels like you're only describing some Jester-BM game without trashing.

Huh? If a card is good it should also be good if everybody has it in his deck.

I keep seeing this sentiment and it's simply not  necessarily true. There are two assumptions being made which are false:

1) A card is good only if it comes into play in mirroring strategies.
2) A card is only influential in a game if it is bought.

Like Awaclus loves to say, Dominion is a reactive game, not a solitaire. I'll do a hopefully helpful proof of concept example. Nitpicks about how these strategies are suboptimal aren't going to be relevant.

Suppose there are two competing strategies in a 2-player game:

A) A Scrying Pool engine populated with cantrips, and
B) Council Room BM.

Furthermore, suppose Diplomat and Fool's Gold are on the board.
If player 1 goes for strategy B, player 2 will follow. Diplomat is useless.

For Fool's Gold, it's (hypothetically) calculated that Fool's Gold is only worth it if you can win the split 7-3. If you win the split 6-4 because your opponent delayed contesting FG's to instead buy more normal coins, he will win.  Since your opponent can always move later and contest the split 6-4, neither player decided to go fools gold and the game is a standard, boring, Council Room BM game.


If player 1 goes for strategy A, and player 2 goes for normal council room BM, player 1 will eventually create an engine that can end on its own terms and win.

BUT if player 1 goes for strategy A, player 2 can opt to

1) Buy Diplomats and use them as +actions to play two Council Rooms a turn, and
2) Go Fool's Gold, as contesting the Fool's Gold in a Scrying Pool engine would be ruinous so he can easily get the requisite 7.

And in doing so would get Double Province turns and rush to end the game too quickly for player 1.


The default equilibrium of this kingdom is both players playing Council Room BM. But Fool's Gold and Diplomat are still "Strong" cards that are relevant to the gameplay of the kingdom, despite not being bought and being bad to buy in a mirror match.

Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 26, 2018, 07:22:18 am
You just proved my point via pointing out that in this Kingdom Diplomat is not a good card. You cannot claim that a card is good if player A has it but becomes bad when player B also buys it because that would be a partial analysis that ignored player interaction. Then the card simply isn't good in the first place, like Diplomat in your example.
Of course this is usually more complex as there are also timing issues; Witch is better the earlier you get it but fairly useless once the Curses are out. Which leads us back to Jester, a conditional junker that you also want to get early. What I don't get is that you ignore this aspect of Jester and oscillate between claiming that everybody getting a Jester in a 3P game is bad (which I disagree with, forsaking junkers would be bad, not getting them) and then saying the opposite:

For the "we were talking about when it was a gainer" part, I just fundamentally think you're not even considering the possibility that multiple people trash down, create an engine, and then add jester as payload to that engine to feed off their multiple opponents engines. This is really not that unfathomable and it feels like you're only describing some Jester-BM game without trashing.
That happens but I think that it occurs less frequently in multiplayer than in 2P games for the above mentioned reasons and because engine feasibility decreases with increasing player count. You ever got a decent engine running in a 4P game?
And it surely doesn't make Jester a better gainer than non-random gainers like Altar or Artisan which you can actually use to build an engine. Jester has a vanilla bonus for a good reason.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: faust on April 26, 2018, 08:36:09 am
You just proved my point via pointing out that in this Kingdom Diplomat is not a good card. You cannot claim that a card is good if player A has it but becomes bad when player B also buys it because that would be a partial analysis that ignored player interaction. Then the card simply isn't good in the first place, like Diplomat in your example.
This is a slightly silly point because the implication seems to be that a deck that consists of only Possessions and Villages is not a good deck. (since, if both players have it, you cannot do anything!)

The best actual strength test (I think) is to play a cage match of 2 equally skilled players where one player may not gain the card in question, and see how it affects winrate. Obviously if one player was not allowed to go for Diplomat in the example given, then it would be good for their opponent to build the Scrying Pool deck and win, so Diplomat would affect the winrate and thus be strong (even if given normal game rules it won't be bought).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on April 26, 2018, 12:42:38 pm
A deck that contains only Possessions and Villages will never dynamically arise in practice so this example is mildly ludicrous. O made the right analysis, search for the optimal play for both players or the equilibrium in game theory lingo. Of course if one player does play badly a card that is bad under optimal play can become good again. Doesn't mean though that it is generally ex ante good (which is what we are talking about, not about whether a card is tactically good in particular situations) in Kingdom XYZ though.

If White opens 1. f4 in Chess d5 is probably the best move and not e6. But if Black responds e6 and White then blunders mate via g4 e6 doesn't retroactively become a good move for Black. Black just got lucky with his suboptimal play because White massively blundered.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: traces Around on April 26, 2018, 12:48:31 pm
A deck that contains only Possessions and Villages will never dynamically arise in practice so this example is mildly ludicrous.

You have no idea how much I wish that this was true.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Seprix on April 27, 2018, 12:27:25 am
Seems f.ds can't purge the ghost of Tristan no matter how hard it tries
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 27, 2018, 01:00:50 am
Seems f.ds can't purge the ghost of Tristan no matter how hard it tries


That's a good thing we don't have Tristan's ghost.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jack Rudd on April 27, 2018, 11:44:01 am
I'm pretty sure that if you look deeply enough, 1.f4 e6 and 1.f4 d5 are both draws with best play.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on April 27, 2018, 02:07:38 pm
Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.
In some games I've watched recently, the feature that separates good players from the best (we're talking a distinction around level 60-62) actually seems to be the best players' willingness to use typically neglected cards to full advantage. For instance, I distinctly remember a game where Dan Brooks opened Trade Route when there was other trashing in the game (Goat) and that turned out to be the key difference in their strategies.


As an aside, people really need to get into the habit of getting other trashers even when Goat is around, or conversely not ignoring junkers because Goat is around. The Goat trashing helps you send your other trasher more often and you get thin sooner, while junking a player while Goat is around makes them get thin later than you do.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on April 28, 2018, 12:14:33 am
Donate + Outpost
Don't know if this has been mentioned yet. Donate tells you to discard everything and draw 5 cards, so if you play Outpost before you buy it you'll start your Outpost turn with 5 cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chase Adolphson on April 28, 2018, 01:37:45 am
Donate + Outpost
Don't know if this has been mentioned yet. Donate tells you to discard everything and draw 5 cards, so if you play Outpost before you buy it you'll start your Outpost turn with 5 cards.


I should do that sometime.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on May 03, 2018, 06:21:38 pm
Beggar - Monastery
Gain Coppers, buy a $5, trash Coppers, be happy about a terminal Gold that only cost 2.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: weesh on May 03, 2018, 06:45:19 pm
Beggar - Monastery

Oh yeah, that reminds me of the Beggar - Pooka game I had a while back!

I was fueling 3 pookas with the beggar, and it was glorious.
My opponent admitted that he's seen the combo, but didn't think he could get such a terminal heavy strategy to work, so had picked a more conservative strategy and ended up getting stomped.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Tombolo on May 05, 2018, 10:25:21 am
I don't know how often it'd work out, but I'm in a terminal-heavy bot game where I ran out of Arena points right about the same time I got access to Bustling Village
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on May 17, 2018, 03:58:06 pm
My opponents hate playing with Rats but I love them to the point of irrationality. I usually waste extra buys on Copper to keep them from eating my deck but on a board where my opponents went for a moneyish strategy I double-embargoed the Province pile right away. It slowed them down and provided free rat food on a board without extra buys.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on May 17, 2018, 05:35:15 pm
My opponents hate playing with Rats but I love them to the point of irrationality. I usually waste extra buys on Copper to keep them from eating my deck but on a board where my opponents went for a moneyish strategy I double-embargoed the Province pile right away. It slowed them down and provided free rat food on a board without extra buys.

Was this supposed to go in Dominion Confessions?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: gloures on May 28, 2018, 04:48:05 pm
Not sure if already posted, but Forum/Changeling has an interesting interaction, where you can theoretically empty two piles without using any buys, game I just played also had Haggler for extra fun.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: teamlyle on May 29, 2018, 10:21:52 pm
Envoy + Cemetary: get a big hand with Envoy, then trash stuff. It helps that your opponent will want to let you keep the bad cards when you play Envoy, which you then trash.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on May 31, 2018, 03:32:11 pm
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on May 31, 2018, 04:26:24 pm
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chappy7 on May 31, 2018, 04:37:29 pm
Nothing ground breaking, but in a game where highway and Mine were the only $5 cards, I Mined a copper into a gold, which is a very satisfying (and neat) card interaction.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on May 31, 2018, 05:52:22 pm
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.

In a Pasture / Shepherd game, green cards aren’t junk.

That said, it’s just weird to compare it to a Province - it’s obviously a far different outcome.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: DeepCyan on May 31, 2018, 11:07:09 pm
Swindler + Border Village

Had a game where I bought Swindler without thinking of this interaction, and ended up hitting my opponent's Border Village 4 times. Since Border Village's effect is on-gain, rather than on-buy, swindling one means you either have to swap out your opponent's village for a 6 cost, or let your opponent pick up a 5 cost of their choice if you give their village back. Ended up doing the latter in fear of 'expanding' his villages into golds/fairgrounds, and ended up losing off of the duchies he picked up through his swindled villages.

...Not my proudest moment, must say.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on June 01, 2018, 11:09:47 am
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.

In a Pasture / Shepherd game, green cards aren’t junk.

That said, it’s just weird to compare it to a Province - it’s obviously a far different outcome.

Aside from a few outlier situations I'm not going to trash HG until end of game unless I'm forced to. Still, it's pretty rad to get 12 VP by remodeling one $6 card. It's not an official double Province but 12 points is 12 points.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on June 01, 2018, 02:00:54 pm
Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on June 01, 2018, 02:34:50 pm
Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

If you're going to get the Pixie back, wouldn't you almost always go ahead and trash it, even if it's for a Boon that wasn't the one you hoped for? Or do you mean if you have several Pixies in hand, and one Lurker?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on June 01, 2018, 03:00:41 pm
Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

If you're going to get the Pixie back, wouldn't you almost always go ahead and trash it, even if it's for a Boon that wasn't the one you hoped for? Or do you mean if you have several Pixies in hand, and one Lurker?

You have a finite number of Lurkers; you probably want to use them to do other stuff, too. In my deck I had 3-4 Pixies and ways of cycling my other cards. I could afford to be choosy with the Boons.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on June 01, 2018, 03:07:51 pm
Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

If you're going to get the Pixie back, wouldn't you almost always go ahead and trash it, even if it's for a Boon that wasn't the one you hoped for? Or do you mean if you have several Pixies in hand, and one Lurker?

You have a finite number of Lurkers; you probably want to use them to do other stuff, too. In my deck I had 3-4 Pixies and ways of cycling my other cards. I could afford to be choosy with the Boons.

I can see that, but it seems like you could have a Lurker for each Pixie if you wanted, also. You usually want several Lurkers anyway, don't you? And they both cost the same.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Kirian on June 01, 2018, 03:16:26 pm
Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on June 01, 2018, 03:23:01 pm
I can see that, but it seems like you could have a Lurker for each Pixie if you wanted, also. You usually want several Lurkers anyway, don't you? And they both cost the same.

But you don't want many of the Boons. I think I would routinely trash for Swamp, Forest, Field, River, Sea and occasionally Wind, depending on whether I'd drawn everything already or not.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on June 01, 2018, 04:13:47 pm
Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on June 02, 2018, 05:12:12 am
Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.

Unless you opened $2
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on June 02, 2018, 09:52:30 am
Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.

The T1 Donate is particularly relevant with junkers that you want in spite of Donate (Cultist, Soothsayer, etc) since you are already likely to Donate again anyway.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: singletee on June 02, 2018, 10:39:53 am
Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.

Unless you opened $2

In that case you can buy Soothsayer turn 2, Donate turn 3.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cuzz on June 12, 2018, 01:19:10 am
Governor (http://wiki.dominionstrategy.com/index.php/Governor) + Aqueduct (http://wiki.dominionstrategy.com/index.php/Aqueduct)

Aqueduct usually doesn't come into play that much, since who buys Silver and Gold these days?  But in a Governor mirror, Aqueduct can become an easy way to take a significant surprise VP lead, at the cost of gaining an early green card. 

Every time you use Governor to gain a Gold, it also distributes a Silver, potentially adding 2VP to Aqueduct with each Governor play (and more in games with 3+ players).  If you time it right (e.g. after your opponent used one or two Governors for Golds on their turn), you can get a nice VP payout of 10 or 12 VP by playing several Governors for Golds and then buying or remodeling a treasure into a green card to take the Aqueduct points.  Your Governors don't mind the extra Golds so much, and the early VP swing will make it harder for your mirroring opponent to catch up.  This synergy is improved even more when there are desirable Action-Victory cards available such as Mill or Nobles.

Just re-discovered this, and it's quite nice!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on June 20, 2018, 02:54:36 am
Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on June 20, 2018, 08:54:57 am
Hmm. Gear helps if you draw Estates but not Exorcist (save an Estate), Exorcist but not Estates (save Exorcist) or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate). That's significantly better than alternatives such as Haven or Save. Nice!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: chipperMDW on June 20, 2018, 10:27:11 am
or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Jack Rudd on June 20, 2018, 10:29:42 am
or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?
In the case of Exorcist, typically drawing it with only 0-cost cards.

(More generally, drawing it when there is nothing useful for it to do. Similar to drawing Moneylender with no Copper.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on June 20, 2018, 10:38:32 am
Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
However note that Gear is not the greatest Imp or Ghost target. Imp doesn't like Gear if you already have one from the previous turn. And if you Ghost a Gear and set any cards aside, the Ghost misses a turn (right?).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on June 20, 2018, 11:43:47 am
or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?

I meant that because Night cards can't be drawn dead, it's often better than opening Gear + terminal action. With Gear + terminal action you have to set the terminal aside and play it next turn. With Exorcist, it's likely to line up with Estate right away and if it doesn't you can just set your Estates aside for the next turn.

Of course you'll still probably set the Exorcist aside if Gear draws it with 5 Coppers, but buying a $5 and guaranteeing a Wisp on your next turn is better than buying Silver, trashing the Copper with Exorcist for no benefit, and having to wait to draw it again. Copper is pretty useful in the early game, especially if you've quickly turned all 3 Estates into Wisps.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on June 20, 2018, 11:59:04 am
Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
However note that Gear is not the greatest Imp or Ghost target. Imp doesn't like Gear if you already have one from the previous turn. And if you Ghost a Gear and set any cards aside, the Ghost misses a turn (right?).

You just don’t set aside anything with Gear and accept the 9 card starting hand. Since it’s optional it’s a fine Ghost Target. You almost certainly draw another Gear which can set aside two good cards for the “down turn”.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: chipperMDW on June 20, 2018, 11:59:21 am
or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?
In the case of Exorcist, typically drawing it with only 0-cost cards.

That's true in general, but crj was using that phrase to describe a situation where you play Gear to draw Exorcist, and you have both the Exorcist and an Estate in hand when you're deciding what to put back for Gear. I'm not sure how the Exorcist could be considered to have been drawn dead in that situation, presuming you'd like to trash the Estate with it. I believe he momentarily forgot that Exorcist was a Night card and was thinking you could draw it and somehow not be able to play it.

(He had already separately covered the case where you draw Exorcist without an Estate, in which case it of course makes sense to set hold back the Exorcist.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on June 20, 2018, 12:01:28 pm
Sorry - I forgot Exorcist was a Night card.

If it were an Action, the synergy with Gear would be rather stronger; as it is, maybe other things like Save and Haven which let you carry a card to your next hand are just as useful.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on June 23, 2018, 04:27:31 pm
I just had a fun time with Governor / Market Square: Use Governor to remodel a Gold into a Province, use Market Square to get the Gold back right away... and unlike with other Gold gainers, you just need one Market Square in your deck to do this multiple times on a turn, if you can redraw it.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on June 29, 2018, 12:31:31 pm
Donate / Transmute

Transmute, I know, hear me out .. Buy Transmute on T3 or 4 (ideally T3), then Donate, then start turning Estates into Golds. Seems particularly nice in the absence of other workshop-variants / economy-gainers in Donate games. Can even open Potion/Estate to turn a 4th Estate into Gold in lieu of opening, say, Potion/Silver. Then can use Donate again to get rid of Transmute.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Awaclus on June 29, 2018, 01:21:16 pm
Donate / Transmute

Transmute, I know, hear me out .. Buy Transmute on T3 or 4 (ideally T3), then Donate, then start turning Estates into Golds. Seems particularly nice in the absence of other workshop-variants / economy-gainers in Donate games. Can even open Potion/Estate to turn a 4th Estate into Gold in lieu of opening, say, Potion/Silver. Then can use Donate again to get rid of Transmute.

I'm not convinced that this sounds better than just basic BM with Donate.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on June 29, 2018, 03:23:40 pm
Yeah, there’s no way that beats even basic Donate money strategies. You have to Donate really late and spend a bunch of time waiting to get money.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: bobbydj18 on June 29, 2018, 04:23:01 pm
Haunted woods really hurts night cards. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: tim17 on June 30, 2018, 02:05:07 am
Had a neat way of getting +buy in a cultist stack game. Used cemetery to trash haunted mirror for a ghost. Then picked up a bridge troll. I'd ghost a cultist so that next turn I'd draw my deck with an action left to play bridge troll. The following turn I'd draw my deck with cultists and pick up colony + cultist to ghost the cultist and repeat.

This doesn't belong in the "potentially useful" thread because it needed several different cards and only worked against Lord Rattington, who chose not to buy cultists. I still thought it was neat though.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on June 30, 2018, 09:42:06 pm
Had a neat way of getting +buy in a cultist stack game. Used cemetery to trash haunted mirror for a ghost. Then picked up a bridge troll. I'd ghost a cultist so that next turn I'd draw my deck with an action left to play bridge troll. The following turn I'd draw my deck with cultists and pick up colony + cultist to ghost the cultist and repeat.

This doesn't belong in the "potentially useful" thread because it needed several different cards and only worked against Lord Rattington, who chose not to buy cultists. I still thought it was neat though.

Especially since Ruins in your own deck would wreck the Ghost...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: AJD on July 01, 2018, 12:41:31 am
Fool / Faithful Hound was a good synergy in a game where my opponent didn’t have a good enough engine to play Fool regularly and take back Lost in the Woods from me. And it’s thematic, too!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on July 03, 2018, 09:46:01 pm
Mint + Grand Market
Buy Mint, trash all Coppers you have in play, buy Grand Market.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on July 04, 2018, 12:19:34 pm
Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Gazbag on July 04, 2018, 12:34:52 pm
Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

Beware Sea/River's Gift!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: samath on July 04, 2018, 08:55:52 pm
Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

Beware Sea/River's Gift!
River’s Gift can be salvaged with Flame’s, Earth’s, or Sky’s the next turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on July 05, 2018, 11:37:24 am
Necromancer + Conspirator
Playing a single Necromancer is enough to activate your conspirators because you can then play Zombie Spy, thus already playing two non-terminal cards.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on July 09, 2018, 04:55:08 pm
Rats / Tower

Just played a game where when 2 piles were empty, I Butcher'ed something into a Rats mid turn, drew it, then used it to trash the rest of my deck and gain the other 19 Rats - ending the game with the 20vp from Rats, plus the vp from the other empty piles (they were in play before the Rats trash fest). I didn't win this game -- we each ended w/ 43vp and I was second player -- but it was certainly neat, and I do think I had a win in hand at one point but unnecessarily trashed 1 Rats at some point.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on July 10, 2018, 03:43:52 am
Envoy + Cemetary: get a big hand with Envoy, then trash stuff. It helps that your opponent will want to let you keep the bad cards when you play Envoy, which you then trash.

Just played a similar game with Advisor + Count. Played multiple Advisors, opponent discarded all my power cards leaving me with a handful of junk to trash.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on July 12, 2018, 09:17:26 pm
Death Cart + City Quarter
Death Cart can help you spike an early City Quarter, and the Ruins will help it draw.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on July 13, 2018, 05:57:49 am
I don't know if spike is the right word here.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: werothegreat on July 13, 2018, 08:40:09 am
Emporium + Duplicate

You can choose to call Duplicates before checking to see if you have enough Actions in play to gain 2VP, apparently.  So if you call enough Duplicates, you can get VP for all the Emporia you gain, even if you didn't have enough Actions in play when you actually first gained one.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: cascadestyler on July 13, 2018, 10:32:10 am
Emporium + Duplicate

You can choose to call Duplicates before checking to see if you have enough Actions in play to gain 2VP, apparently.  So if you call enough Duplicates, you can get VP for all the Emporia you gain, even if you didn't have enough Actions in play when you actually first gained one.

That's bally unintuitive but once I think about it there's no particular reason why the on-gain effect of "+2VP if..." should happen before the on-gain effect of "call a duplicate..."
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on July 13, 2018, 09:17:05 pm
By my reading of the rules, to achieve that you have to "nest" the Duplicate-calling. That is, you gain Emporium 1. On gaining E1, you react by calling Duplicate 1 to gain E2. On gaining E2, you react by calling D2 to gain E3, and so on, rather than reacting to the gaining of E1 with each Duplicate in turn.

That way, it is possible to call all your Duplicates before you finish gaining any of the Emporiums.

Am I right? If so, the distinction between those two options is one of the more amusing and subtle corner cases I've encountered in a while. (-8
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on July 13, 2018, 09:21:56 pm
I don't know if spike is the right word here.

How would you define "spike?"
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on July 14, 2018, 12:46:53 am
I don't know if spike is the right word here.

How would you define "spike?"

Maybe the point was that you don't need to spike to get CQ. You can pay for it in installments.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on July 16, 2018, 03:40:30 am
I don't know if spike is the right word here.

How would you define "spike?"

Maybe the point was that you don't need to spike to get CQ. You can pay for it in installments.

I'd define "spiking" as "raising the disposable treasure for a single turn to allow a specific expenditure". Such as playing a Capital to gain a Platinum.

City Quarter doesn't really need spiking. You would not want to have a Capital ready to afford the nect City Quarter.

This says nothing about the value of the combination. Death Cart is terminal payload, City Quarter supplies the actions, and Ruins are to the Quarter what Victory cards are for Crossroads. They do nothing for you initially (they have you draw the cards you'd have drawn anyway if they hadn't been there) but they shine on the second and third Quarter played in a turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: dz on July 18, 2018, 05:17:37 pm
Artificer can discard your duplicates, so that way you can always get Menagerie to trigger.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: schadd on July 18, 2018, 05:23:53 pm
Emporium + Duplicate

You can choose to call Duplicates before checking to see if you have enough Actions in play to gain 2VP, apparently.  So if you call enough Duplicates, you can get VP for all the Emporia you gain, even if you didn't have enough Actions in play when you actually first gained one.
i initially interpreted this like "if u miscount ur action cards it's not as bad because you just don't call any duplicates"
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: 4est on July 19, 2018, 11:27:17 am
I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction. 
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on July 20, 2018, 03:31:01 am
  Kinda neat (albeit usually not very helpful) interaction.

Usually not, but it may give your Overlord more choice.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on July 20, 2018, 01:30:36 pm
I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction.

This definitely falls under the categories of edge cases and fancy TfB, but it could be useful if say, the Hunting Grounds/Cultist/Squire/Catacombs supply pile is empty, but you really want to trash one this turn. With 2 Lurkers in hand you could gain one back to the supply, then trash it for the benefit.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on July 22, 2018, 11:06:40 pm
Lurker / Pixie

I'm sure this combo has been mentioned before but you can do crazy things when you trash 1 Pixie multiple times. 1 Pixie and n Lurkers leads to potentially (1+n)*2 received Boons. Just played a particularly wild Torturer game with no villages so at first glance there was no way of chaining Torturers but with the aforementioned combo plus The Field's Gift I could fairly reliably get 5 Actions (Field's gift x 2). Pathfinding on Pixie w/ 10 Pixies helped.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ConMan on July 23, 2018, 12:30:29 am
I'm confused by that one. You play Pixie until you hit the desired Boon, then trash the Pixie to get the Boon twice, then Lurker to retrieve it? So when Pixie hits The Field's Gift, you get a total of +3 Actions +$2, and you hold onto The Field's Gift until the end of your turn so you can't receive it again. How do you get 5 Actions?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on July 23, 2018, 03:19:25 am
Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

Great minds? :)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on July 23, 2018, 03:40:59 am
Oh so you don't get the same Boon twice? Could have sworn I did, including getting 4 Wil-o-the-Wisps a few different times. Game Id 16624745. Tbh I still don't know how the Boons and Hexes and States work, as I've never touched them irl.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markus on July 23, 2018, 05:00:43 am
You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: jupiter on July 23, 2018, 09:28:44 am
Advisor + Forum
Advisor gives you a lot of junk cards and Forum doesn't increase your hand size, but together you can get a hand of 6 good cards non-terminally.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Cave-o-sapien on July 23, 2018, 01:24:43 pm
You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.

I guess the point there is to remind you that you get the +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Donald X. on July 23, 2018, 01:33:50 pm
You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.

I guess the point there is to remind you that you get the +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?
Yes.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on July 29, 2018, 06:15:07 pm
Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on July 30, 2018, 09:56:48 am
Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Needs a third card to trash Leprechaun though, and unless that card is Lurker, seems like a pain to get and trash a Leprechaun to set it up. And if it is Lurker, your opponent can just take it away from you.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LaLight on July 30, 2018, 10:18:27 am
Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Needs a third card to trash Leprechaun though, and unless that card is Lurker, seems like a pain to get and trash a Leprechaun to set it up. And if it is Lurker, your opponent can just take it away from you.

Zombie Apprentice
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Screwyioux on July 30, 2018, 01:41:40 pm
Lurker and Rogue can gain Zombies out of the trash.

This was useful for me because my opponent did it. Turns out the Zombies are actually pretty bad cards if they're in your deck.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: GendoIkari on July 30, 2018, 01:58:36 pm
Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Needs a third card to trash Leprechaun though, and unless that card is Lurker, seems like a pain to get and trash a Leprechaun to set it up. And if it is Lurker, your opponent can just take it away from you.

Zombie Apprentice

I had only remembered one of the Zombies as trashing, Zombie Mason; which wouldn't be good for that purpose. But yeah, the bonus given by Apprentice probably makes it worth the buy you need to spend on Leprechaun.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on July 30, 2018, 01:58:58 pm
Lurker and Rogue can gain Zombies out of the trash.

This was useful for me because my opponent did it. Turns out the Zombies are actually pretty bad cards if they're in your deck.

When your opponent relies on Zombies more than you, it can be crippling to cut them off from Zombie Apprentice.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Screwyioux on July 30, 2018, 02:45:58 pm
I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on July 30, 2018, 02:59:39 pm
I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).

There’s a lot you have to learn and see about Necromancer games! Often it is inconsequential but occasionally the nonterminal draw, Action trashing, mason trashing, and play-from-trash stuff is essential to a board.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Screwyioux on July 30, 2018, 03:06:02 pm
I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).

There’s a lot you have to learn and see about Necromancer games! Often it is inconsequential but occasionally the nonterminal draw, Action trashing, mason trashing, and play-from-trash stuff is essential to a board.

Oh Necromancer is a really cool card, and often quite good. But I will say that any deck that falls apart when it loses access to Zombie Apprentice probably wasn't doing *amazing* things with Zombie Apprentice either.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on July 30, 2018, 07:02:24 pm
I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).

There’s a lot you have to learn and see about Necromancer games! Often it is inconsequential but occasionally the nonterminal draw, Action trashing, mason trashing, and play-from-trash stuff is essential to a board.

Oh Necromancer is a really cool card, and often quite good. But I will say that any deck that falls apart when it loses access to Zombie Apprentice probably wasn't doing *amazing* things with Zombie Apprentice either.

Depends on what you mean by "rely". Using it as your only draw is iffy. Using Zombie Apprentice at key moments to boost early turns by putting a situational card into the graveyard that you'll want to play later (like Leprechaun) is a solid idea pretty often.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on August 16, 2018, 10:08:58 am
Imp/Conclave and Reserves

This isn't a huge combo but as the Reserve is not in play anymore it makes Imp/Conclave a little bit better.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: werothegreat on August 16, 2018, 01:25:56 pm
Imp/Conclave and Reserves

This isn't a huge combo but as the Reserve is not in play anymore it makes Imp/Conclave a little bit better.

Then Prince the Imp so you can call the Reserve on the same turn. :)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Screwyioux on August 16, 2018, 02:23:31 pm
Pirate Ship + Lurker + bad opponent

Lurk a pirate ship, your opp. will likely "steal" it, and trash your coppers.


I did this to an opponent with Harvest one time. Lurker is a junking attack.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ipofanes on August 22, 2018, 03:10:55 am
Procession / Rats

Of course, all trash for benefit or remodel type cards justify a second look on the Rats pile. Unlike Remake/Upgrade etc. though, Procession would increase instead of decrease the Rats density in your deck (trashing a Rats and two cards, gain two Rats and a $5 card), so playing it deserves the same kind of prudence as the decision to play a Rats. In a recent game with the Peasant line and Torturer (as the only $5 action card) though, this proved to be the right route. Procession/cantrip was the only way to net actions, which Torturers appreciate so much, and being able to play Disciple with Torturer eventually made me win the Torturer split by a margin until Teacher could slap the +Action token on the Torturer pile.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Dingan on August 25, 2018, 11:04:53 pm
Transmute / Bonfire

Curious if this is actually a thing but it seems neat. Open Bonfire / Potion, buy 1 Transmute, turn 3 Estates into Golds while also Bonfireing when you can, including the Potion and even Transmute eventually. Nice way to get thin while grabbing 3 Golds. Worked out for me in an Encampment game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 01, 2018, 11:04:02 am
Royal Carriage + Caravan Guard
I'm kind of surprised I didn't encounter this one before considering these two are from the same set: When you play Caravan Guard on someone else's turn as a Reaction, you can immediately call Royal Carriage to play it again.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on September 01, 2018, 11:49:15 am
I've seen that come up, and felt it wasn't as useful as one might think. Apart from anything else, if that's how you're going to use your Royal Carriage, you might as well have simply bought another Caravan Guard and saved yourself $2!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: LostPhoenix on September 01, 2018, 01:12:34 pm
I've seen that come up, and felt it wasn't as useful as one might think. Apart from anything else, if that's how you're going to use your Royal Carriage, you might as well have simply bought another Caravan Guard and saved yourself $2!

This is probably why it is in "neat card interactions that were useful in the game you found them in," and not "neat and potentially useful card interactions."
It's still good to know that this interaction exists.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: ehunt on September 06, 2018, 09:21:50 pm
monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: faust on September 07, 2018, 02:43:57 am
monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing
Not if you're playing with Apothecary!
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Holunder9 on September 08, 2018, 10:05:00 am
Druid with Swamp's Gift
Slow and only good in some Kingdoms, e.g. if there are trashers this won't work respectively be able to compete with trashing.
The idea is to gain a lot of Wisps to make them often be Laboratories.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Honkeyfresh on September 13, 2018, 11:04:48 am
Just made the best engine I've ever made.  Board keys inclue Margrave, page line, dominate, merchant, stone mason and nobles and pathfinding.

A lil taineted only because opponent bailed after i got my 3rd or 4th straight dominate to open.  Opened with stone mason/page 2 and silver.  Only exchanged one page.  Basically spent the beginning of game getting as many pages as i could, a margrave and a nobles.  By end i was pathfining my whole deck, and playing nobles and margraves, exchanging 2 pages, then stonemasoning treasure hunters back into pages to draw the silver of the other TH.

8 Dominates.129 to 14.

a lil stoned or i could have even done it better.  could have pathfound instead of enables earlier and even then since i had 8 i forgot to get 2 nobles with stone mason.  But about the only mistakes I made.  Basically added like 5 turns there.

http://nimb.ws/klvgbo
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: boris on September 15, 2018, 11:11:15 am
In a sloggy game without Estate trashing and Haunted Woods, i discovered that Crossroads can be a soft counter to the Attack part of Haunted Woods.

It is not super efficient, but for instance topdecking three green cards and Crossroads can provide a start with 4 other cards + 3 Actions in the next turn.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: William Howard Taft on September 16, 2018, 04:25:40 pm
monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing

Monastery is so good. Recently played a game with Monastery, Cache, and Council Room. So much money so fast, and Monastery's ability to let you spend the Coppers before trashing them is ridiculous.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Honkeyfresh on September 21, 2018, 01:01:17 am
Procession,  & Hireling.  Even better if Forge or Expand are on board, but damn fine on it's own too.

Hireling goes to the trash, Procession is discarded from play in Clean-up phase, and you will draw two extra cards per turn, even with Hireling in the trash.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on September 21, 2018, 01:16:42 am
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markus on September 21, 2018, 02:42:02 am
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: crj on September 21, 2018, 10:16:00 am
Hmm. That would be a change since the first edition Dark Ages rulebook?

Has someone compiled a complete list of the material rules changes 2nd Edition has brought about? I'm beginning to lose track. )-8  (Uh... as it were.)
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Doom_Shark on September 21, 2018, 11:29:51 am
Hmm. That would be a change since the first edition Dark Ages rulebook?

Has someone compiled a complete list of the material rules changes 2nd Edition has brought about? I'm beginning to lose track. )-8  (Uh... as it were.)

I don't remember who, but someone here made a pdf titled "The Complete Rules of Dominion and All its Expansions" or something like that on bgg, and somewhat regularly updates it, including errata and donald's rulings from here and bgg. They occasionally ask for people to proofread it, there's a link to the bgg post where they asked for proofreading
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Screwyioux on September 21, 2018, 12:26:11 pm
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: markusin on September 21, 2018, 01:34:46 pm
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

You get plus two cards for the rest of the game.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Screwyioux on September 21, 2018, 02:44:15 pm
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

You get plus two cards for the rest of the game.


Right, right. The Hireling happens to stay out for the rest of the game, but technically it's not the Hireling drawing you the cards, it's having played the Hireling. Dominion gets weird, man.

You also get to gain a King's Court so you can play more Hirelings.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 21, 2018, 09:10:21 pm
Wait a minute, Hireling leaves play? Since when? It says "This stays in play" right on the card.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Chris is me on September 21, 2018, 09:53:28 pm
Wait a minute, Hireling leaves play? Since when? It says "This stays in play" right on the card.

Hireling leaves play if trashed by Procession.
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Honkeyfresh on September 21, 2018, 10:30:17 pm
Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats

This could be mad fire with monastery.  Since you get to trash one card in hand or copper in play for every card you gain you could trash like the 5 normally useless rats in your hand when you finally want all those rats out of your deck.  Also great to trash all the ritual curses since you gain 2-5 cards in a given turn anyways. But I guess the rats could trash the curses too...
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Honkeyfresh on September 21, 2018, 10:42:05 pm
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

me either.  I just happened to read this on the wiki and was like :headexplode:
Title: Re: Neat card interactions that were useful in the game you found them in.
Post by: Commodore Chuckles on September 22, 2018, 09:28:26 am
Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats

This could be mad fire with monastery.  Since you get to trash one card in hand or copper in play for every card you gain you could trash like the 5 normally useless rats in your hand when you finally want all those rats out of your deck.  Also great to trash all the ritual curses since you gain 2-5 cards in a given turn anyways. But I guess the rats could trash the curses too...

For some reason I first read this as Bonfire + Rats. But interestingly, Bonfire + Rats could work as a way to get rid of Curses.