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Author Topic: Neat and potentially useful card interactions  (Read 120049 times)

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AdamH

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Neat and potentially useful card interactions
« on: March 21, 2015, 02:01:42 pm »
+16

I would have put this in the Articles subforum, but this thread, which is one of my favorite threads on the forum in recent memory, was posted here, so Imitation Is The Sincerest Form Of Flattery (IITSFOF)...

The purpose of this thread is to highlight neat little interactions or synergies between two cards that may not be the most obvious thing. A couple of times this has caught me by surprise in a game and while they may have been talked about in bits and pieces on the forums, I really like the idea of being able to read a thread full of one-line cute tricks. Who knows if you'll find any goodies that you hadn't really thought of?

EDIT: Let's try to keep this thread on topic, please  :)

I'll begin:

Quarry and Stonemason: When playing Quarry, the price of Stonemason reduces to zero, so the normal "quarry gives +$2 if you're buying one action" and "you need $2 extra to get the extra action with Stonemason" becomes much better. You get cost reduction on both the Stonemason you buy AND on the overpay!

Apothecary and Shanty Town: Any top-deck interaction will help you trigger your Shanty Towns more, this is true; but I think Apothecary stands to benefit the most from this, as it can get a lot out of using Shanty Towns early to draw your green and pushing your terminals off until later in the turn when you've got the actions to play them and trigger future Shanty Towns.

Doctor and Fool's Gold: These two have a troubled relationship, that's for sure. Fool's Gold is a card that can provide you high-income hands very early, which can lead to very beneficial Doctor overpays if you're paying close attention.

Highway and Horn of Plenty: You don't need to worry about having enough unique cards with Highway around, every Highway you play effectively counts as a unique card since it reduces the cost of whatever you're going to gain.

...and some of the more standard ones:

Highway and Ironworks Cost-reducers and gainers synergize, for sure, but these two probably deserve a special mention. Highway and Ironworks are both non-terminal so it's very easy to get lots of them to increase your chances of collision, and spamming these cards can be a way to get lots of power-$5 cards very quickly.
« Last Edit: April 06, 2015, 04:15:02 pm by AdamH »
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ehunt

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Re: Neat and potentially useful card interactions
« Reply #1 on: March 21, 2015, 02:09:33 pm »
+3

never thought about quarry/stonemason. i think that's a genuine combo. also, quarry is an expensive card that's not very good in the late game, which helps justify taking that extra stonemason
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AdamH

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Re: Neat and potentially useful card interactions
« Reply #2 on: March 21, 2015, 02:24:09 pm »
0

University and Inn: The best thing I can think of for this is that every time you have a Uni in hand, think about gaining an Inn. It's probably amazing. Sure it isn't worth it without some kind of draw, but thinking about this will have you doing much better than the other guy who doesn't.
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WanderingWinder

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Re: Neat and potentially useful card interactions
« Reply #3 on: March 21, 2015, 02:29:30 pm »
+9

Mint and Apprentice: Trash your coppers, reload your fuel.
University and Apprentice: Similar
University and City: empties piles easy.


I will point out with Stonemason/quarry, you may eventually need to NOT play quarry, so you can overpay for, e.g., the last of the stonemasons.

TheOthin

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Re: Neat and potentially useful card interactions
« Reply #4 on: March 21, 2015, 02:56:09 pm »
+4

Gaining too many Inns with University could get to be a bit of a mess, as you're ending up with a bunch of hand-size-reducing villages. They can definitely be useful but you don't want more than you can use.
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ehunt

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Re: Neat and potentially useful card interactions
« Reply #5 on: March 21, 2015, 03:02:20 pm »
+2

Chancellor/Scavenger and Hunting Party: On an otherwise weak board with Hunting Party, you typically want to avoid cantrips like Caravan. However, if the best terminal on the board is Chancellor or Scavenger, this is a non-issue. (This doubles as an edge case where Chancellor > Scavenger. Unfortunately, it's rare.)
« Last Edit: March 21, 2015, 03:04:05 pm by ehunt »
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JacquesTheBard

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Re: Neat and potentially useful card interactions
« Reply #6 on: March 21, 2015, 03:04:11 pm »
+3

Quarry/Stonemason always seemed really clear to me, but then again, they are my favorite cards.
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pubby

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Re: Neat and potentially useful card interactions
« Reply #7 on: March 21, 2015, 03:19:39 pm »
+4

Scavenger/Venture. Topdeck your best treasure and then play Venture.

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enfynet

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Re: Neat and potentially useful card interactions
« Reply #8 on: March 21, 2015, 03:21:04 pm »
+1

I will point out with Stonemason/quarry, you may eventually need to NOT play quarry, so you can overpay for, e.g., the last of the stonemasons.
You would also want to be careful to not play multiple Quarry for anything under $5 as cards costing zero (like the Stonemason you just reduced to $0) would be impossible to pick up. But the early game interaction is definitely worth noting.
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Titandrake

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Re: Neat and potentially useful card interactions
« Reply #9 on: March 21, 2015, 03:47:15 pm »
+2

Ghost Ship/Wishing Well - you can guarantee a hit after getting hit by a Ghost Ship attack, which mitigates a lot of the attack. Similarly, Farming Villages lets you topdeck Victory cards and skip right past them

Ghost Ship/Fortune Teller - if you can play both in 1 turn, you deny allowing the opponent to topdeck good cards, and mess up the previous Well and/or FV interaction. You may allow them to topdeck Coppers which get discarded though, so be careful (want to make sure they at least have 1 Victory card in their deck.)

Develop/Herald - You can guarantee a Herald hit since the action you want to hit can be placed 2nd from the top.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #10 on: March 21, 2015, 04:25:58 pm »
+1

On-trash effects/Doctor - you can buy cards with on-trash effects and trash them the same turn with a Doctor overpay, which is mostly useful for ending the game on piles with Catacombs or Hunting Grounds.

Squidd

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Re: Neat and potentially useful card interactions
« Reply #11 on: March 22, 2015, 12:31:20 am »
+8

I'm pretty sure Quarry is why Stonemason is called that. Maybe the clearest case of synergistic cards having synergistic names in the whole game. (That, or sacrificing Cultists at the Altar.)
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AdamH

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Re: Neat and potentially useful card interactions
« Reply #12 on: March 22, 2015, 12:32:19 am »
+2

I'm pretty sure Quarry is why Stonemason is called that. Maybe the clearest case of synergistic cards having synergistic names in the whole game. (That, or sacrificing Cultists at the Altar.)

Are you trying to tell me that Butcher and Peddler don't fit this description?  :'(
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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #13 on: March 22, 2015, 12:38:44 am »
0

REDACTED and REDACTED.  Oops, I can't talk about those yet!
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Re: Neat and potentially useful card interactions
« Reply #14 on: March 22, 2015, 12:44:39 am »
+8

How well-known should the interactions mentioned here be? Like, does Scheme + Hermit/Madman belong here?

An interaction I like is Courtyard/Native Village. Not great for increasing handsize, but having them both in your engine deck ensures you can set the green cards you gain aside on the NV mat every turn. Similar to how Apothecary/Native Village works, but you can set aside the green cards in your starting hand too.
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Re: Neat and potentially useful card interactions
« Reply #15 on: March 22, 2015, 12:49:46 am »
+1

Bishop/Market Square.  This was on a board today I was trying to tinker with Hunting Grounds on, and I got distracted.  Bishop a Copper, discard two MS's, get two Golds to Bishop later!  It lets you Golden deck without needing the spending power.
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Re: Neat and potentially useful card interactions
« Reply #16 on: March 22, 2015, 05:07:31 am »
+6

Chancellor/Scout: Self-explanatory. This one is an obvious combo, and a great 3/4 opening.
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Rubby

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Re: Neat and potentially useful card interactions
« Reply #17 on: March 22, 2015, 11:09:10 am »
+13

Even better: Chapel/Scout. So you can trash your Scouts.
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Gveoniz

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Re: Neat and potentially useful card interactions
« Reply #18 on: March 22, 2015, 11:18:52 am »
+2

REDACTED? / Scout is clearly better.

liopoil

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Re: Neat and potentially useful card interactions
« Reply #19 on: March 22, 2015, 11:30:32 am »
+4

Watchtower/X is a good idea most of the time.

Scavenger/Scavenger. It's lucky chancellor without the luck. Even better with TR, KC, or Prince. Especially with KC, you can topdeck scavenger-KC-platinum every turn for a colony every turn. ymyosl.

For doctor/FG it is strong to get doctor on the opening as well. And be careful with quarry not to make the cards you want to overpay for cost 0.
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Re: Neat and potentially useful card interactions
« Reply #20 on: March 22, 2015, 11:33:55 am »
+4

It's lucky chancellor without the luck.

So it's just Chancellor?

liopoil

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Re: Neat and potentially useful card interactions
« Reply #21 on: March 22, 2015, 11:37:00 am »
+1

It's lucky chancellor without the luck.

So it's just Chancellor?
Oh. Uh, yeah, and chancellor is really good, so you want to play it every turn!
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Re: Neat and potentially useful card interactions
« Reply #22 on: March 22, 2015, 11:39:37 am »
+2

Chancellor/Scout: Self-explanatory. This one is an obvious combo, and a great 3/4 opening.

Scout draws your green so that you can draw and play Chancellor earlier.
Chancellor puts your deck in your discard pile so that you can draw and play your Scouts in your discard pile earlier.
Your deck ramps up lightning fast.
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Re: Neat and potentially useful card interactions
« Reply #23 on: March 22, 2015, 05:34:41 pm »
+4

Swindler/Peddler: If the Peddlers are likely to run out, your Swindlers could end up turning opponents' Peddlers into Provinces; otherwise they could turn their Provinces into Peddlers.
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Re: Neat and potentially useful card interactions
« Reply #24 on: March 22, 2015, 06:45:07 pm »
+2

Counterfeit/Fool's Gold is a fun and potentially useful one
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