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Author Topic: Neat and potentially useful card interactions  (Read 126736 times)

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aku_chi

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Re: Neat and potentially useful card interactions
« Reply #1075 on: October 15, 2017, 01:50:46 pm »
+4

Sentry + Vassal

HappyFish recently beat me with this strong Base 2nd Edition synergy.  Even in the absence of a village, Sentry can help set up safe Vassal plays while thinning your deck of junk cards.  This synergy is pretty strong without support.  Open Vassal + Silver and get Sentries as quickly as possible (at least 3).  Use Sentries to trash your starting cards, but also use them to line up Vassal into another Sentry, so you can keep playing non-terminal Vassals.  Once you have 3+ Sentries and 4 Vassals (or 3 Vassals and a Silver), you can start greening.  If you dud, pick up an additional Sentry.  This strategy is pretty fast, greening beginning around turn 9 and getting 6 Provinces in 14-15 turns.  This strategy scales up to Colony and Dominate pretty handily, though the Sentry and Vassal piles might be contested in those cases.  There are a bunch of cards that can improve the strategy; most $2-4 cantrips will be better than Silver, though non-terminal +buy is the best.  This strategy is also very resistant to handsize and junking attacks.  HappyFish was able to shrug off my Mountebank attack by investing in a couple extra Sentries.  Being forced to discard out of hand can even help trash starting cards or balance out your Vassals and Sentries.  Trashing attacks (especially Swindler and Knights) can wreck the strategy, though.
« Last Edit: October 15, 2017, 02:07:10 pm by aku_chi »
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hypercube

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Re: Neat and potentially useful card interactions
« Reply #1076 on: October 17, 2017, 07:30:23 am »
+7

Salvager + Dominate

Dominate can be difficult to achieve if there isn't a decent engine available, but salvaging Provinces to Dominate is possible even in a money deck, in which case keeping the VP virtual is even more valuable. With the addition of some stronger trashing a golden deck that earns 9 VP/turn should be fairly easy to set up.
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cascadestyler

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Re: Neat and potentially useful card interactions
« Reply #1077 on: October 20, 2017, 06:09:23 pm »
+1

Groundskeeper + Vineyards

The more groundskeepers you have, the more points your vineyards are worth; the more groundskeepers you play, the more points you bag for each vineyards buy.

I just played a game where my deck was 5 cities (L3), 3 Familiars, 2 Golds, Potion, and Chapel so produced $11P with 6 buys. I started buying 1 Vineyards and 2 Groundskeepers per turn. My opponent had already started greening a more conventional engine on Colonies with the odd vineyards when his Potion came round, and my VP accretion seemed poor at first, but it got more and more powerful every turn, especially when I switched the two Groundskeepers for five Chapels on the final turn. I did not expect it to turn out so well.
« Last Edit: October 20, 2017, 06:10:50 pm by cascadestyler »
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1078 on: October 24, 2017, 05:24:36 am »
+4

Haunted Woods counters Nights.

EDIT: Looks like this was already posted in one of the other threads.
« Last Edit: October 24, 2017, 03:40:09 pm by Awaclus »
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AJD

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Re: Neat and potentially useful card interactions
« Reply #1079 on: October 24, 2017, 01:21:02 pm »
+6

Haunted Woods counters Nights.

Makes sense. If the woods are haunted, it's too scary to do anything at night.
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Commodore Chuckles

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Re: Neat and potentially useful card interactions
« Reply #1080 on: October 28, 2017, 11:37:54 pm »
0

Has anyone tried Inheriting Shepherd? I haven't but I'm guessing it's pretty awesome.
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Asper

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Re: Neat and potentially useful card interactions
« Reply #1081 on: October 28, 2017, 11:41:32 pm »
+1

Haunted Woods counters Nights.

Makes sense. If the woods are haunted, it's too scary to do anything at night.

Ghost are very scared of haunted places, I hear.

allanfieldhouse

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Re: Neat and potentially useful card interactions
« Reply #1082 on: October 31, 2017, 01:01:03 pm »
+2

Has anyone tried Inheriting Shepherd? I haven't but I'm guessing it's pretty awesome.

I had the chance to, but I went with Faithful Hound instead. I figured that way I could still use my Shepherds to discard the Estates, and then they'd always come back for the next hand too.
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Jacob marley

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Re: Neat and potentially useful card interactions
« Reply #1083 on: November 01, 2017, 05:25:03 pm »
+1

Cute trick when you have limited terminal space:  Summon an Island then you get to set aside a card your next turn without consuming an action.  Really lowers the opportunity cost for playing the island (though not the opportunity cost for buying it, which increases).  Not good if there are power 5's you want instead of course.
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Cave-o-sapien

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Re: Neat and potentially useful card interactions
« Reply #1084 on: November 01, 2017, 05:46:11 pm »
0

Cute trick when you have limited terminal space:  Summon an Island then you get to set aside a card your next turn without consuming an action.  Really lowers the opportunity cost for playing the island (though not the opportunity cost for buying it, which increases).  Not good if there are power 5's you want instead of course.

Both Summon and Island are compulsory, right? So there's a (probably small) chance you could be forced to set aside something you'd prefer not to.
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Jacob marley

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Re: Neat and potentially useful card interactions
« Reply #1085 on: November 03, 2017, 01:42:09 pm »
0

Cute trick when you have limited terminal space:  Summon an Island then you get to set aside a card your next turn without consuming an action.  Really lowers the opportunity cost for playing the island (though not the opportunity cost for buying it, which increases).  Not good if there are power 5's you want instead of course.

Both Summon and Island are compulsory, right? So there's a (probably small) chance you could be forced to set aside something you'd prefer not to.

Of course, just like there is a chance that your Lookout will be forced to trash something you want to keep.
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Cave-o-sapien

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Re: Neat and potentially useful card interactions
« Reply #1086 on: November 03, 2017, 01:50:45 pm »
0

Cute trick when you have limited terminal space:  Summon an Island then you get to set aside a card your next turn without consuming an action.  Really lowers the opportunity cost for playing the island (though not the opportunity cost for buying it, which increases).  Not good if there are power 5's you want instead of course.

Both Summon and Island are compulsory, right? So there's a (probably small) chance you could be forced to set aside something you'd prefer not to.

Of course, just like there is a chance that your Lookout will be forced to trash something you want to keep.

The chance will normally be VERY small here, though, since you'll be playing your set-aside Island in addition to your starting hand.
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Kirian

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Re: Neat and potentially useful card interactions
« Reply #1087 on: November 06, 2017, 05:57:29 pm »
+1

Masterpiece/Tower

Ridiculous if you're the only one going for it.

I was going to come post this one, I'm glad I searched.

37 points of Silver in this game was just brutal.  Game #8462065
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Accatitippi

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Re: Neat and potentially useful card interactions
« Reply #1088 on: November 06, 2017, 06:08:41 pm »
+2

Masterpiece/Tower

Ridiculous if you're the only one going for it.

I was going to come post this one, I'm glad I searched.

37 points of Silver in this game was just brutal.  Game #8462065

I call dibs on this one  :)

Tower/Silver Flood
The Silver pile is big, easy to empty, and emptying it will leave you with a pretty good deck to get some Provinces and stuff.
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ackmondual

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Re: Neat and potentially useful card interactions
« Reply #1089 on: November 07, 2017, 04:07:23 am »
+1

Groundskeeper + Wild Hunt
Play the former first, which is natural since it's the non-terminal.
Then play a Wild Hunt to gain an Estate, triggering VP gain from Groundskeeper.  All the better if you have multiple of them in play, and bonus if you get the VP tokens on the Wild Hunt pile as well!
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faust

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Re: Neat and potentially useful card interactions
« Reply #1090 on: November 13, 2017, 02:16:42 am »
+2

Transmute/Advance

It's a Transmute synergy, and one that even makes it worth buying! With no other Copper trashing, you can use Transmute for this, and afterwards advance the bunch of new Transmutes you get into useful $5s or $6s. So nice it made me open Potion on a board where Transmute was the only Alchemy card.
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Titandrake

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Re: Neat and potentially useful card interactions
« Reply #1091 on: November 13, 2017, 02:57:56 am »
+3

Groundskeeper + Wild Hunt
Play the former first, which is natural since it's the non-terminal.
Then play a Wild Hunt to gain an Estate, triggering VP gain from Groundskeeper.  All the better if you have multiple of them in play, and bonus if you get the VP tokens on the Wild Hunt pile as well!

Similarly, Groundskeeper + Hunting Grounds is nice. You overbuy Hunting Grounds, then trash the extra HGs on your final turn to empty the Estate pile and get a lot of points.
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ackmondual

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Re: Neat and potentially useful card interactions
« Reply #1092 on: November 13, 2017, 11:35:36 pm »
0

Lucky Coin + Cursed Gold + Palace

Lucky Coin generates Silvers for your deck
Cursed Gold gives you a boost on Gold, even if it sticks you with a Curse.
Keep playing the Lucky Coin to gain Silvers, while hold off on Cursed Gold if you can already buy Gold without it (after your buying power levels up).
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CPiGuy

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Re: Neat and potentially useful card interactions
« Reply #1093 on: November 16, 2017, 11:09:45 pm »
+5

Rats + Training + Dominate

As long as you find a way to spike 6 early to get Training, and your opponent doesn't pick up six Rats, you can be Dominating four or five times by turn 16, for 9VP each plus 6VP for the last one.
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gloures

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Re: Neat and potentially useful card interactions
« Reply #1094 on: November 17, 2017, 12:21:27 pm »
+1

Shepherd/Cobbler
Sheperd can create really fun decks that draw a bunch but really lack reliability, if you have a Shepherd in hand your Cobbler can gain a Estate for 2 points and +2 cards that turn, if not you can gain a Shepherd for and use it in a hand thatīs likely full of green cards.

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markusin

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Re: Neat and potentially useful card interactions
« Reply #1095 on: November 18, 2017, 01:16:06 am »
0

Hireling/Changeling

This is a rhyming duo. Changeling can always turn into a Hireling that you have already played. If you have a Silver gainer or Magpie or something to gain more Changelings, you can really start exploding.
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Trogdor the Burninator

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Re: Neat and potentially useful card interactions
« Reply #1096 on: November 19, 2017, 04:30:51 pm »
0

Not sure if this has been mentioned already, but Shanty Town + Big Money is a cute little engine
EDIT: When there's no better alternative available
« Last Edit: November 19, 2017, 05:01:16 pm by Trogdor the Burninator »
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Qvist

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Re: Neat and potentially useful card interactions
« Reply #1097 on: November 22, 2017, 07:04:00 am »
+2

Shepherd/Cobbler
Sheperd can create really fun decks that draw a bunch but really lack reliability, if you have a Shepherd in hand your Cobbler can gain a Estate for 2 points and +2 cards that turn, if not you can gain a Shepherd for and use it in a hand thatīs likely full of green cards.

Can confirm, had this come up as well and there was even Silk Road for extra fun. I had 2 alternating Cobblers going which were either gaining a Silk Road in hand when I had Shepherd or Shepherd in hand when I didn't. Even though the deck was basically just green I was still able to get Silk Road + Province turns.
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Asper

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Re: Neat and potentially useful card interactions
« Reply #1098 on: November 22, 2017, 09:07:16 am »
+3

I recently gained two Fortunes in the same turn by Tragic Hero.

Chris is me

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Re: Neat and potentially useful card interactions
« Reply #1099 on: November 22, 2017, 10:47:17 am »
0

Not sure if this has been mentioned already, but Shanty Town + Big Money is a cute little engine
EDIT: When there's no better alternative available

Also fun: in Page / Champion games where you are desperate for draw, a couple Shanty Towns usually works. You just play everything else first! Less effective if you get multiples in your mad at once, so better with discard for benefit.
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