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Author Topic: Neat and potentially useful card interactions  (Read 133254 times)

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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #175 on: April 23, 2015, 10:22:32 am »
0

Not sure if this belongs here, and I'm kind of afraid to post it, but Swamp Hag/Events is an interesting interaction. Swamp Hag gives Curses for buying cards, Events are not cards. So going for Events on a Swamp Hagged turn might be a thing.
Swamp Hag vs Alms? Buying Alms gains you a $4-cost but you didn't buy that $4-cost.

Ball is also decent for this.  And I guess Seaway?
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Beyond Awesome

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Re: Neat and potentially useful card interactions
« Reply #176 on: April 23, 2015, 10:26:41 am »
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Not sure if this belongs here, and I'm kind of afraid to post it, but Swamp Hag/Events is an interesting interaction. Swamp Hag gives Curses for buying cards, Events are not cards. So going for Events on a Swamp Hagged turn might be a thing.
Swamp Hag vs Alms? Buying Alms gains you a $4-cost but you didn't buy that $4-cost.

Ball is also decent for this.  And I guess Seaway?

Pilgrimage as well.
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dondon151

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Re: Neat and potentially useful card interactions
« Reply #177 on: April 23, 2015, 12:26:43 pm »
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DC sounds like something that you'd only buy on the last turn in Vineyards games for the points or pile control.
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Jimmmmm

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Re: Neat and potentially useful card interactions
« Reply #178 on: April 23, 2015, 01:11:56 pm »
+4

Tactician/Vault: Play double Tactician, playing one each turn, and turn all your cards into spendable money with Vault.

Vault/Grand Market: Absent handsize reduction, a single play of Vault guarantees you enough for a Grand Market.
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ehunt

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Re: Neat and potentially useful card interactions
« Reply #179 on: April 23, 2015, 01:17:26 pm »
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DC sounds like something that you'd only buy on the last turn in Vineyards games for the points or pile control.

no way -- i'm buying actions as soon as the vineyard pile is empty, and my top priority action with a 4 is death cart (assuming there's at least two ruins left)
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Elanchana

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Re: Neat and potentially useful card interactions
« Reply #180 on: April 23, 2015, 07:46:55 pm »
+3

It's already listed somewhere under combos, but Scavenger/Stash is like unlocking a cheat code.
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Witherweaver

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Re: Neat and potentially useful card interactions
« Reply #181 on: April 23, 2015, 09:48:18 pm »
+1

It's already listed somewhere under combos, but Scavenger/Stash is like unlocking a cheat code.

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Flip5ide

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Re: Neat and potentially useful card interactions
« Reply #182 on: April 26, 2015, 09:37:06 pm »
+1

Death Cart/Vineyards is nice. Clearly you wouldn't build a deck around it, but if you have a strong Vineyards deck anyway, not only does Death Cart pump up your Vineyards by 1 each time (as long as Ruins remain), but they can help you end the game since you only need 5 of them to empty a pile.

Feels like a nombo to me.

In what sense? Obviously you're not going to want to actually play the Death Carts, so it's a very late-game thing. But if you want Vineyards anyway, upgrading them by a full point for $4 and a buy is great value.


I mean as a strategy in and of itself it would never work be tough to make win with. You would have to consistently hit 4 (or use your DC's, which has a Trade Route-Gardens anti-synergy). Each time you buy one, which will be increasingly harder to do, you would be filling in the space between seeing your Potion with more and more Ruins.

But as a late-game interaction I can see how it would be useful. I was thinking as a "those two cards are on the board, gotta rush both piles" kind of deal.
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enfynet

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Re: Neat and potentially useful card interactions
« Reply #183 on: April 26, 2015, 10:45:00 pm »
+1

It's already listed somewhere under combos, but Scavenger/Stash is like unlocking a cheat code.

Up up down down left right left right B A Start
I feel guilty for +1'ing this post...
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Dingan

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Re: Neat and potentially useful card interactions
« Reply #184 on: April 29, 2015, 11:17:56 am »
+2

Hermit + Coppersmith + cheap non terminal plus buy

Not as powerful as Hermit + Market Square, but still can be very powerful.  Nab Madmen, Coppersmith, and cheap non terminal plus buys (Pawn, Hamlet, Candlestick Maker, etc.).  Then do a megaturn in which you play several Coppersmiths and your non terminal plus buys.  Keep track of how many Coppersmiths you have so that you can ensure you have enough Madmen or villages or whatever to play them all, and keep track of how many buys total you will have so that you can ensure you can buy all the green cards you want.  I don't know the optimal play (when to buy a Coppersmith vs. when to gain a Madman, should you be buying coppers, etc.), but I do know it can pay off.  As with any megaturn, make sure you can end the game on it.  So maybe go for it when opponent has half the provinces and you have at least 2 Madmen in hand, or whatever.

I've executed this both successfully and very unsuccessfully.  But either way, it is fun to try, encourages careful deck tracking, and seems underrated.
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Erick648

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Re: Neat and potentially useful card interactions
« Reply #185 on: May 02, 2015, 11:31:48 pm »
+1

Some I've encountered in Adventures:

Market Square-Bonfire:  Market Square works nicely with any trasher, but the nice thing about Bonfire is it's always available, so you don't need to collide your Market Square with your trasher; you just need to collide it with $3.  I wonder how double-Market Square compares to Market Square-Silver (assuming no stronger openers are available).

Bridge/Highway/Bridge Troll/Ferry-Inheritance: Now you can inherit more expensive cards (note, however, that the cost reduction doesn't affect the cost of Inheritance itself).  Ferry is particularly effective since you don't need to collide it with your $7 hand.  As an added bonus, Estates are often free in games with cost reducers (except Ferry).  Of course, even when this combo's available, the delay might not be worth it, but it can still be very helpful on the right board (i.e., a longer game with strong $5 cards and weak $1-4 cards). 
Note that I didn't mention Princess with the other cost reducers because I imagine that would almost never be fast enough to be useful.
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belugawhale

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Re: Neat and potentially useful card interactions
« Reply #186 on: May 03, 2015, 12:33:38 am »
+1

Ferry or Borrow guarantees opening with a $5 cost card.
Pathfinding with Magpie works pretty well. It is either an activated Menagerie (+3 cards +1 Action) or a Lab that gains you a Lab.
Inheritance counters Haunted Woods during early-game since you can play your Estates. Plus, you can save them for next turn if you want.
Treasures with effects aside from the $ they provide are very useful with Storyteller. (Quarry, Contraband, Coin of the Realm, Treasure Trove are some that come to mind.)
Distant Lands works well as a source of VP in slogs, since slogs take longer and the Distant Lands "islands" itself from your deck.
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enfynet

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Re: Neat and potentially useful card interactions
« Reply #187 on: May 03, 2015, 02:02:33 am »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?
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AJD

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Re: Neat and potentially useful card interactions
« Reply #188 on: May 03, 2015, 02:09:30 am »
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I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Inheritance doesn't work on Victory cards.
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enfynet

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Re: Neat and potentially useful card interactions
« Reply #189 on: May 03, 2015, 02:38:11 am »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Inheritance doesn't work on Victory cards.
But Distant Lands are "Action-Reserve-Victory"
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #190 on: May 03, 2015, 02:50:39 am »
+1

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Inheritance doesn't work on Victory cards.
But Distant Lands are "Action-Reserve-Victory"

Right, but it's Action-Reserve-Victory, and Inheritance only works on non-Victory Action cards.

It's also too expensive without cost reduction.
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enfynet

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Re: Neat and potentially useful card interactions
« Reply #191 on: May 03, 2015, 10:09:07 am »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Inheritance doesn't work on Victory cards.
But Distant Lands are "Action-Reserve-Victory"

Right, but it's Action-Reserve-Victory, and Inheritance only works on non-Victory Action cards.

It's also too expensive without cost reduction.
Dur... Right it says "non-Victory" doesn't it?  It's hard to remember these things without using these cards yet.
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belugawhale

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Re: Neat and potentially useful card interactions
« Reply #192 on: May 03, 2015, 03:11:56 pm »
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Champion and Diadem work very well. It pretty much makes all +Action become +$.
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Aidan Millow

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Re: Neat and potentially useful card interactions
« Reply #193 on: May 03, 2015, 04:16:32 pm »
+1

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.
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AJD

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Re: Neat and potentially useful card interactions
« Reply #194 on: May 03, 2015, 04:38:32 pm »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.

That's probably part of why Inheritance doesn't work on Victory cards.
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Witherweaver

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Re: Neat and potentially useful card interactions
« Reply #195 on: May 03, 2015, 04:44:59 pm »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.

That's probably part of why Inheritance doesn't work on Victory cards.

A big reason (I asked this during the previews) is that you'd often automatically go for Islands. 
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #196 on: May 03, 2015, 05:29:19 pm »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.

They would be 5/1.  Estate gains the effects of the chosen card, but it also keeps its Estate name, $2 cost and base 1VP.  The gained effects are additions, not replacements.
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AJD

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Re: Neat and potentially useful card interactions
« Reply #197 on: May 03, 2015, 06:09:22 pm »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.

They would be 5/1.  Estate gains the effects of the chosen card, but it also keeps its Estate name, $2 cost and base 1VP.  The gained effects are additions, not replacements.

But the effect of the chosen card is that it's worth 0 if not on your Tavern mat at the end of that game.
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #198 on: May 03, 2015, 09:50:54 pm »
0

I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.

They would be 5/1.  Estate gains the effects of the chosen card, but it also keeps its Estate name, $2 cost and base 1VP.  The gained effects are additions, not replacements.

But the effect of the chosen card is that it's worth 0 if not on your Tavern mat at the end of that game.

Hmmm, I would still say that that is separate from the basic 1VP it has as an Estate.
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XerxesPraelor

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Re: Neat and potentially useful card interactions
« Reply #199 on: May 03, 2015, 10:03:27 pm »
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It could be worth 5-0 then, maybe?
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