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Author Topic: Neat and potentially useful card interactions  (Read 133258 times)

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dondon151

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Re: Neat and potentially useful card interactions
« Reply #200 on: May 03, 2015, 10:42:18 pm »
+1

Since there is no official ruling on such matters, obviously there is no answer...

Do inherited Estates count as Action cards at the end of the game when totaling Vineyards points?
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Re: Neat and potentially useful card interactions
« Reply #201 on: May 03, 2015, 10:51:11 pm »
+1

Since there is no official ruling on such matters, obviously there is no answer...

Do inherited Estates count as Action cards at the end of the game when totaling Vineyards points?

This seems obvious by the wording of the Event - Estates specifically gain the abilities and types of the set aside card. Vineyard cares about the type of the card in question, so Inherited Estates should count for Vineyard.
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dondon151

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Re: Neat and potentially useful card interactions
« Reply #202 on: May 03, 2015, 11:52:16 pm »
0

This seems obvious by the wording of the Event - Estates specifically gain the abilities and types of the set aside card. Vineyard cares about the type of the card in question, so Inherited Estates should count for Vineyard.

This is not at all obvious to me when the wording in the FAQ says "for the rest of the game, all of your Estates have the abilities and types of the set aside card." Do inherited Estates become normal Estates at the end of the game when you're counting points, or do they stay inherited Estates?
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Re: Neat and potentially useful card interactions
« Reply #203 on: May 04, 2015, 02:14:08 am »
0

This seems obvious by the wording of the Event - Estates specifically gain the abilities and types of the set aside card. Vineyard cares about the type of the card in question, so Inherited Estates should count for Vineyard.

This is not at all obvious to me when the wording in the FAQ says "for the rest of the game, all of your Estates have the abilities and types of the set aside card." Do inherited Estates become normal Estates at the end of the game when you're counting points, or do they stay inherited Estates?
Is the score calculated at the moment the game ends, or after the game ends? Because I would figure that the "end of the game" is actually still part of the game.
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Donald X.

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Re: Neat and potentially useful card interactions
« Reply #204 on: May 04, 2015, 02:47:01 am »
+5

Do inherited Estates count as Action cards at the end of the game when totaling Vineyards points?
Yes.
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Elestan

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Warrior + Champion
« Reply #205 on: May 04, 2015, 08:44:17 am »
0

I'm withholding final judgement until I've played more games, but the combination of Warrior and its grandchild, Champion seems to be dominating the games where they appear.  There's a large first-mover advantage to getting a Champion and several Warriors, as they effectively become Laboratories with a cumulative attack.  By adding some extra Pages, I've seen 8+ cards/turn of trash milling.  The most effective counter usually seems to be to get Champion oneself, which only intensifies the rush for that pile.
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Re: Neat and potentially useful card interactions
« Reply #206 on: May 05, 2015, 03:30:41 pm »
+1

Haven and Golem: If you need Golem to make your engine work, you've probably suffered the frustrating turns where you don't draw your Golem until it isn't useful anymore. Yeah Golems are great at the start of your turn and awful at the end. Haven takes this negative and turns it into a positive. It's also a cantrip so you don't get those nasty Golem-surprises as often (LOL I'M GOING TO HIT THE ONLY TWO TERMINALZ IN UR DECK SO UR TURN IZ OVAR!!!!!)
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Re: Neat and potentially useful card interactions
« Reply #207 on: May 05, 2015, 04:46:18 pm »
+4

Just thought of this:

Storyteller/Treasure Trove:

Storyteller wants excess Treasure, TT gives it to you.  But ST doesn't just want excess Treasure, it wants high-value excess Treasure, which TT still gives you.  Ordinarily, without trashing, TT might overflow an engine, but ST is able to deal with it.  Possibly you use all your Gold for draw, and then just have an unholy amount of Coppers for buying.  Or better yet, play TT with ST, giving you even more Treasures to draw!

Might need some +Buy, but that's not exactly hard to come by, and ST is non-terminal.
« Last Edit: May 05, 2015, 04:47:26 pm by werothegreat »
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Re: Neat and potentially useful card interactions
« Reply #208 on: May 05, 2015, 11:14:03 pm »
0

Just thought of this:

Storyteller/Treasure Trove:

Man, I just posted this one.
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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #209 on: May 05, 2015, 11:41:38 pm »
0

Just thought of this:

Storyteller/Treasure Trove:

Man, I just posted this one.

So did LastFootnote!  But I did it first.  ;)
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Re: Neat and potentially useful card interactions
« Reply #210 on: May 06, 2015, 03:01:23 pm »
0

Has anybody mentioned IGG+Apprentice+Graverobber?

Buy one IGG, trash it with Apprentice, gain it back with Graverobber, give your opponent a kajillion curses in the process.

Only works with a pretty thin deck and a secondary strategy but...
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Re: Neat and potentially useful card interactions
« Reply #211 on: May 06, 2015, 03:06:29 pm »
+1

Has anybody mentioned IGG+Apprentice+Graverobber?

Buy one IGG, trash it with Apprentice, gain it back with Graverobber, give your opponent a kajillion curses in the process.

Only works with a pretty thin deck and a secondary strategy but...

Well, that's two separate card interactions: Graverobber + Apprentice and strong on-gain ability + Apprentice. IGG and Graverobber don't really have much of a synergy.

Also, if something requires 3 cards, then it's having a really hard time being "potentially useful". I mean, sure, it's possible that you end up playing a game with those three cards eventually if you play thousands of games, but on the other hand, it's also not too unlikely that you never will.
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Re: Neat and potentially useful card interactions
« Reply #212 on: May 06, 2015, 03:22:33 pm »
0

Well I mean I was thinking more along the lines of IGG + any non-terminal and/or cost-based trashing + any gain-from-trash card. Apprentice just struck me as best because it's non-terminal and cost-based. Terminal trashers would need a village to work, which is an extra card you'd need.

The interactions can pretty much be taken on their own - IGG + cost-based trashing gives you a bigger benefit from a "glorified copper" and IGG + gain-from-trash lets you use the on-gain ability from IGG more without junking up your deck. It's the combination of those that would qualify it as a "combo".
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #213 on: May 06, 2015, 03:41:28 pm »
0

IGG + gain-from-trash lets you use the on-gain ability from IGG more without junking up your deck. It's the combination of those that would qualify it as a "combo".

Gaining from the trash junks your deck up just as much as gaining from the supply.
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Re: Neat and potentially useful card interactions
« Reply #214 on: May 06, 2015, 03:48:03 pm »
0

IGG + gain-from-trash lets you use the on-gain ability from IGG more without junking up your deck. It's the combination of those that would qualify it as a "combo".

Gaining from the trash junks your deck up just as much as gaining from the supply.

Trashing and gaining back the same card over and over junks you up as much as buying a ton of copies of that card?
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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #215 on: May 06, 2015, 03:50:54 pm »
+1

Half the point of IGG is emptying the pile.  Then you just have to empty one more pile, and if you won the IGG split, you win.  Gaining the same IGG over and over again is kind of undermining that.  I could see Graverobber as possibly undermining a player who wants to rush IGGs, as a way to stall the end of the game.  But then you'd need a card to trash IGG in the first place... and yeah, not seeing it.
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Re: Neat and potentially useful card interactions
« Reply #216 on: May 06, 2015, 03:56:17 pm »
0

Trashing and gaining back the same card over and over junks you up as much as buying a ton of copies of that card?

Trashing and gaining back the same card over and over junks you up as much as trashing and buying a ton of copies of that card, yes. In other words, the interaction is still just IGG+Apprentice.
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Polk5440

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Re: Neat and potentially useful card interactions
« Reply #217 on: May 06, 2015, 03:58:09 pm »
+1

Half the point of IGG is emptying the pile.  Then you just have to empty one more pile, and if you won the IGG split, you win.  Gaining the same IGG over and over again is kind of undermining that.  I could see Graverobber as possibly undermining a player who wants to rush IGGs, as a way to stall the end of the game.  But then you'd need a card to trash IGG in the first place... and yeah, not seeing it.

Indeed. The relevant card combination is IGG+Duchy.
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Re: Neat and potentially useful card interactions
« Reply #218 on: May 06, 2015, 06:15:21 pm »
0

IGG+Mine/Taxman is decent.
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Re: Neat and potentially useful card interactions
« Reply #219 on: May 24, 2015, 07:54:55 am »
+2

Crossroads + Advisor : Simply because it's very likely that advisor draws you junk. Same logic as Scout + Crossroads, but you want advisor way more often than you would want a scout.

Royal Seal (or watchtower) + Border village : Gain Border village + Any good $5 terminal draw (or a trash for benefit). And you'll have a good next turn.

Royal Seal (watchtower) + Death Cart : Topdeck the death cart and one of the two ruins. In case of watchtower, trash the second ruin.
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Re: Neat and potentially useful card interactions
« Reply #220 on: May 24, 2015, 11:27:07 am »
+1

Procession+Strong 5 cost terminal, gain Border Village, gain the 5 cost.
Works wonders with Torturer.
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Re: Neat and potentially useful card interactions
« Reply #221 on: May 25, 2015, 06:06:01 pm »
0

IGG-Death Cart

More strategic than tactical interaction. When rushing IGG you need a third pile to empty, usually duchies, but with death cart around there are a few advantages to going for those instead. You only need to hit 4 instead of 5, and you'll empty the Ruins pile in 2p in 5 buys instead of 8. Then death cart and a few coin in hand will often enable you to get province level money in those cases where your opponent has something going already and is a bit ahead in VP even after all the curses you've sent them.
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Re: Neat and potentially useful card interactions
« Reply #222 on: May 25, 2015, 09:25:36 pm »
0

Treasure Trove and Apprentice make for a nice combo.  If you have two TT, then you can trash two golds a turn and get them back.  My only problem was having a way to get rid of all the coppers.
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Re: Neat and potentially useful card interactions
« Reply #223 on: May 26, 2015, 10:42:58 am »
0

Royal Carriage + Haunted Woods.

Although it doesn't duplicate the attack, +6 cards at the start of your turn is ridiculous for engines. I played two games where every turn I would draw my entire deck and play the other set of RC+HW each turn for massive draw and a constant attack.
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Re: Neat and potentially useful card interactions
« Reply #224 on: May 26, 2015, 02:56:01 pm »
+6

Counterfeit/Spoils: You're quite happy trashing the Spoils since you'd be losing it anyway.
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