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Author Topic: Neat and potentially useful card interactions  (Read 504438 times)

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Titandrake

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Re: Neat and potentially useful card interactions
« Reply #550 on: May 19, 2016, 06:10:34 am »
+2

Spy+Peasant.

Gain many spies.
Cycle your cards with spies a bit faster (little bonus).
Discard opponent travellers (great bonus).
If necessary, put teachers +card on spy.
Play a soldier after many spies that gives you tons of coins.

Guess that many players won't anticipate the latter ...

I've done this with Scrying Pool. The advantage is that Scrying Pool gives you lots of draw, and if you put the +Action token on Pool you can support lots of Soldiers.
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Zaphod

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Re: Neat and potentially useful card interactions
« Reply #551 on: May 21, 2016, 03:46:54 am »
+7

Rebuild + Duplicate

In a Rebuild duel, one of the keys is getting more Duchies than your opponent.  Rebuilding an Estate into a Duchy, then calling Duplicates to gain additional Duchies, can be a real game changer.
« Last Edit: May 21, 2016, 03:47:56 am by Zaphod »
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Cuzz

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Re: Neat and potentially useful card interactions
« Reply #552 on: May 25, 2016, 03:11:35 pm »
+7

This is along the lines of "Fortress + literally any TfB," but man, Fortress + Transmogrify is sweet. Gaining key 5s in hand on the exact turns when you already have a village in hand is nice. Used this to pile out Distant Lands in a few turns, banking them all without any ever hitting the discard pile.
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Dingan

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Re: Neat and potentially useful card interactions
« Reply #553 on: May 25, 2016, 03:45:32 pm »
+3

Bonfire / Alms can be cool cus you can play Coppers, trash them, then get something with Alms because your Coppers are not in play anymore.  Needs a bit of support though, like at least 1 virtual coin and +buy.

http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160525/log.0.1464150890191.txt
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tim17

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Re: Neat and potentially useful card interactions
« Reply #554 on: May 27, 2016, 11:53:16 am »
+2

Duplicate + Duke

Pretty much the same idea as rebuild + duplicate.  Here duplicates can also get you more dukes, and let you wait a bit on things to avoid clogging your deck with green as much.  If you're not being mirrored, you can get most of the duchies, building up duplicates on your tavern mat, and when the game is about to end, hit 5, gaining a bunch of dukes all at once.
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GendoIkari

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Re: Neat and potentially useful card interactions
« Reply #555 on: May 27, 2016, 06:33:30 pm »
+2

I have no idea if this has been discussed already. Probably.

Mercenary + Fortress. I haven't played much Mercenary in general, so it seems to me that feeding it cards to activate it would be a problem; you only get to play it a few times before you don't have junk you want to trash. And it does nothing at all if you don't trash 2 cards. But with Fortress, suddenly you don't need to worry about that! Also, as Mercenary is terminal draw, you really want to play a Village first. Well Fortress has you covered there too. Of course, you need 3 Fortresses and a Mercenary in hand in order to pull this off, but as part of an engine that gets those things into hand, it's quite fun.
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schadd

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Re: Neat and potentially useful card interactions
« Reply #556 on: May 27, 2016, 09:55:53 pm »
0

I have no idea if this has been discussed already. Probably.

Mercenary + Fortress. I haven't played much Mercenary in general, so it seems to me that feeding it cards to activate it would be a problem; you only get to play it a few times before you don't have junk you want to trash. And it does nothing at all if you don't trash 2 cards. But with Fortress, suddenly you don't need to worry about that! Also, as Mercenary is terminal draw, you really want to play a Village first. Well Fortress has you covered there too. Of course, you need 3 Fortresses and a Mercenary in hand in order to pull this off, but as part of an engine that gets those things into hand, it's quite fun.


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Limetime

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Re: Neat and potentially useful card interactions
« Reply #557 on: May 27, 2016, 10:59:20 pm »
0

I have no idea if this has been discussed already. Probably.

Mercenary + Fortress. I haven't played much Mercenary in general, so it seems to me that feeding it cards to activate it would be a problem; you only get to play it a few times before you don't have junk you want to trash. And it does nothing at all if you don't trash 2 cards. But with Fortress, suddenly you don't need to worry about that! Also, as Mercenary is terminal draw, you really want to play a Village first. Well Fortress has you covered there too. Of course, you need 3 Fortresses and a Mercenary in hand in order to pull this off, but as part of an engine that gets those things into hand, it's quite fun.
The problem is often you start with 3 card hands in a mercenary game so this is bad as your olny draw. (Hard to line up mercenary,fortress *2 after playing a fortress)
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jsh357

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Re: Neat and potentially useful card interactions
« Reply #558 on: May 30, 2016, 08:05:26 am »
+3

Artificer/Poor House. This seems like a killer combo. Discard hand, gain something good, play remaining Poor House for an extra $4.
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ThetaSigma12

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Re: Neat and potentially useful card interactions
« Reply #559 on: May 30, 2016, 08:25:05 am »
+4

This has been noted elsewhere, but Alms/Villa. Every turn just alms for a villa before you play anything. You start each turn with +1 action and +1 coin. It gets you villages for free and you can use the coins to buy power $5 terminals.
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Psyduck

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Re: Neat and potentially useful card interactions
« Reply #560 on: May 31, 2016, 04:01:26 am »
+2

Artificer/Poor House. This seems like a killer combo. Discard hand, gain something good, play remaining Poor House for an extra $4.

Played a game with Artificer/Library recently. THAT was nice.
I guess Artificer is often strong when you want reduced hand size. Should be really good with Menagerie for example.
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GendoIkari

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Re: Neat and potentially useful card interactions
« Reply #561 on: May 31, 2016, 10:16:27 am »
+1

This has been noted elsewhere, but Alms/Villa. Every turn just alms for a villa before you play anything. You start each turn with +1 action and +1 coin. It gets you villages for free and you can use the coins to buy power $5 terminals.

This might be ok, but as Villa doesn't give +1 card, you don't want a deck full of them.
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amoffett11

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Re: Neat and potentially useful card interactions
« Reply #562 on: May 31, 2016, 11:39:45 am »
0

I guess Artificer is often strong when you want reduced hand size. Should be really good with Menagerie for example.

I've had a couple games with Artificer and Menagerie, and they work REALLY well together.  Is Artificer the only non-terminal Discard-for-Benefit card?  I can't think of another.  Anyways, you can play Artificer, discard all your doubles (or more if you want a better card), and then play Menagerie to draw 3 more cards.  It quickly becomes easy to do this several times in a turn. 
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SirSlugma

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Re: Neat and potentially useful card interactions
« Reply #563 on: May 31, 2016, 12:19:12 pm »
+1

Is Artificer the only non-terminal Discard-for-Benefit card?  I can't think of another.

Hamlet?  Another card that has pretty good synergy with Menagerie.
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #564 on: May 31, 2016, 12:26:55 pm »
+1

Is Artificer the only non-terminal Discard-for-Benefit card?  I can't think of another.

Hamlet?  Another card that has pretty good synergy with Menagerie.

Cellar, but it draws so it's not quite as great with Menagerie.
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Psyduck

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Re: Neat and potentially useful card interactions
« Reply #565 on: May 31, 2016, 12:48:02 pm »
+1

Is Artificer the only non-terminal Discard-for-Benefit card?  I can't think of another.

Hamlet?  Another card that has pretty good synergy with Menagerie.

Cellar, but it draws so it's not quite as great with Menagerie.

Warehouse and Oasis can work as well, but usually they need at least some support.
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LastFootnote

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Re: Neat and potentially useful card interactions
« Reply #566 on: May 31, 2016, 03:44:11 pm »
0

Rebuild + Duplicate

In a Rebuild duel, one of the keys is getting more Duchies than your opponent.  Rebuilding an Estate into a Duchy, then calling Duplicates to gain additional Duchies, can be a real game changer.

I just did this in a game (thanks for the tip!), and at one point I Rebuilt a Duchy into the last two Duchies, rather than a Province. My opponent resigned soon after.
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #567 on: May 31, 2016, 07:58:05 pm »
0

Is Artificer the only non-terminal Discard-for-Benefit card?  I can't think of another.

Hamlet?  Another card that has pretty good synergy with Menagerie.

Cellar, but it draws so it's not quite as great with Menagerie.

Warehouse and Oasis can work as well, but usually they need at least some support.

Warehouse draws before you discard, so you're not really discarding for the benefit.  The benefit on Oasis is not contingent on the discard either.
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Limetime

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Re: Neat and potentially useful card interactions
« Reply #568 on: June 01, 2016, 12:51:56 am »
+2

Wandering winder blogged about opening probabilities with 3p here:
http://wanderingwindergames.blogspot.com/2015/05/opening-probabilities-hitting-3p.html
Ferry and hitting 3 potions
So long as your potion doesn't miss the shuffle you are guaranteed hit 3p on your first shuffle.
That probability of hitting 3p becomes  90.91%
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Aleimon Thimble

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Re: Neat and potentially useful card interactions
« Reply #569 on: June 02, 2016, 02:11:51 pm »
+2

So, Travelling Fair/Philosopher's Stone is not nearly as good as Travelling Fair/Counting House, but it can still make you win on weak Colony boards. One more situation in which Phil Stone is usable. Who knew.
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ThetaSigma12

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Re: Neat and potentially useful card interactions
« Reply #570 on: June 03, 2016, 09:27:13 pm »
0

This has been noted elsewhere, but Alms/Villa. Every turn just alms for a villa before you play anything. You start each turn with +1 action and +1 coin. It gets you villages for free and you can use the coins to buy power $5 terminals.

This might be ok, but as Villa doesn't give +1 card, you don't want a deck full of them.
Yeah, but the point is with all the extra money you can fill your deck with cards you DO want, specially terminal draw like catacombs. And you could always pathfind them.  ;)
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Limetime

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Re: Neat and potentially useful card interactions
« Reply #571 on: June 07, 2016, 12:20:40 am »
+1

Herbalist + encampment
Herbalist can topdeck gold to make your encampment stay in your deck and it's + buy is useful for draining the pile.
Edit:ninja'd by wachsmuth in his initial reactions video.
« Last Edit: June 07, 2016, 12:30:52 am by Limetime »
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #572 on: June 07, 2016, 01:23:26 am »
0

Mission + Baths: $4 for 4VP.

Charm + Peddler/Prince: Charms can gain you multiple Provinces.

Death Cart + Advance: Pick up lots of fodder to gain expensive actions easily.
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LibraryAdventurer

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Re: Neat and potentially useful card interactions
« Reply #573 on: June 07, 2016, 02:23:54 am »
+3

Charm + Peddler/Prince: Charms can gain you multiple Provinces.
This wouldn't work with peddler unless you didn't play any action cards that turn (because peddler would cost less than $8)

eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #574 on: June 07, 2016, 04:16:33 am »
0

Charm + Peddler/Prince: Charms can gain you multiple Provinces.
This wouldn't work with peddler unless you didn't play any action cards that turn (because peddler would cost less than $8)

You got me.

Edge cases: Bonfire, Mining Village, other self-trashing actions.
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