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Author Topic: Neat and potentially useful card interactions  (Read 504248 times)

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XerxesPraelor

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Re: Neat and potentially useful card interactions
« Reply #375 on: December 01, 2015, 08:14:00 pm »
+7

Courtyard just makes the village-less problem worse, and so does haven, as it can't be played first without nerfing your current hand.

Fishing village is a better than average village for cultist for the reasons above, but the rest of those aren't nearly as good as Save or Coin of the Realm, which don't require actions to use.
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gamesou

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Re: Neat and potentially useful card interactions
« Reply #376 on: December 04, 2015, 03:33:40 am »
+17

Bonfire + Hunting grounds

On your last turn, buy 6VP for $3.
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aku_chi

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Re: Neat and potentially useful card interactions
« Reply #377 on: December 04, 2015, 08:52:52 am »
+11

Bonfire + Hunting grounds

On your last turn, buy 6VP for $3.
Cool.  Bonfire + Squire might also be a decent way to get expensive attacks like Goons, Familiar, and Scrying Pool.
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terminalCopper

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Re: Neat and potentially useful card interactions
« Reply #378 on: December 05, 2015, 05:28:33 am »
+1

Training + Scheme.
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Limetime

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Re: Neat and potentially useful card interactions
« Reply #379 on: December 05, 2015, 08:41:20 pm »
0

Training + Scheme.
Better: pathfinding +scheme
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iguanaiguana

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Re: Neat and potentially useful card interactions
« Reply #380 on: December 05, 2015, 08:55:43 pm »
+23

Training + Scheme.
Better: pathfinding +scheme

I think you guys just came up with treasury and alchemist.
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terminalCopper

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Re: Neat and potentially useful card interactions
« Reply #381 on: December 07, 2015, 05:13:29 am »
+2

Training + Scheme.
Better: pathfinding +scheme

I think you guys just came up with treasury and alchemist.

Uh, no. Maybe I should have elaborated a little more on how training+scheme works, but there's three substantial differences to "treasury-BM":

- it's easier to get 5 schemes and training than 5 treasuries
- putting itself on top is just the default strategy, scheme additionally has the competence to chose another card whenever it's better
- scheme stays on deck while greening

It's mostly the latter that makes it a legit combo. Even without any support, the plan is quite simple: Get some silvers, some schemes, training on your first 6$, go green. Example given: 5 schemes + 3 silvers + training -> you start every hand with 5$ + 5 random cards and will likely hit a province per turn. Assume that you fail once, you'll have 4 provs in 14 turns. That's not terrific, but it beats smithy-bm. Also, it can be improved easily with e.g. a gainer, +buy, an estate trasher, a terminal silver, outpost ...
Sure, it's not the best combo ever if you get 4 provs in 12 to 14 turns, but it's decent. And unless there's some handsize attacks, scheme+training is extremely reliable while greening. Treasury isn't ;)










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Re: Neat and potentially useful card interactions
« Reply #382 on: December 07, 2015, 07:35:02 am »
+8

Gear + Tournament

So you want a gear for every ~7-8 cards in your deck, right? And you want Tournament to collide with a Province? With Gear you expand the range of cards Tournament collides with from 4 to 11; two more on the Gear draw and 5 more next turn. It doesn't matter if you draw the Tournament or Province dead - you just set both of them aside for next turn. You virtually guarantee a Tournament pickup the shuffle after you gain a Province.

Gear + Forager

Many terminal draw BM strategies can't really incorporate trashing as they could draw the trasher dead. But not Gear! Gear loves trashing. You can set aside the trasher you dead drew, plus the card you want to get rid of!
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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #383 on: December 07, 2015, 02:10:36 pm »
+2

Gear is just the best.
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Re: Neat and potentially useful card interactions
« Reply #384 on: December 07, 2015, 02:16:11 pm »
+3

Gear is just the best.

 :'(

It's sad because it's true.
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Re: Neat and potentially useful card interactions
« Reply #385 on: December 07, 2015, 02:19:49 pm »
+10

Storyteller/bank
After drawing about 92 treasures with storyteller play bank to get 1$ out of every treasure you have played. Works well with +buy
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terminalCopper

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Re: Neat and potentially useful card interactions
« Reply #386 on: December 08, 2015, 12:13:18 pm »
+4

I think Highway will become more popular because of its numerous synergies with cards from adventures.

Highway+Ferry:
Helps to get these highways in no time.

Highway+Artificer:
Any gainer is strong with highway; on-top, artificer does the gaining mid-turn, which can be a significant speed-up.

Highway+Bridge Troll:
Obvious one.

Highway+Ball:
Play Highway, buy ball, gain two highways. Play four highways, buy ball, gain two provinces.

Highway+Inheritance:
It's tough to hit $7 if all you have is highways; but if you're lucky, Inheritance might win you the highways split "7-5", while pseudotrashing estates. Mostly crucial.

Highway+Pathfinding:
Hitting 8$ is even harder, but if you manage to do it, your lab/highway-hybrids will connect in no time.

Highway+Teacher:
Well, Teacher combos with everything, but if you put your tokens "+card" and "+buy" on highway, it's gg.

Highway+Duplicate:
Use Duplicate to gain highways. Later on, duplicate your provinces (or colonies).

Highway + Seaway:
werothegreat described that one: Play a highway, put seaway on highway - all highways get the +buys desperately needed.

Highway+Plan:
Trashing cards while gaining highways is awesome.










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Asper

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Re: Neat and potentially useful card interactions
« Reply #387 on: December 08, 2015, 12:33:35 pm »
0

Borrow/Save
Buy Borrow, then Save. Effectively topdeck a card from your hand for free.
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Re: Neat and potentially useful card interactions
« Reply #388 on: December 08, 2015, 04:23:19 pm »
0

Sage/Sea Hag

Open Sage/Sea Hag on a 4/3 especially if there's no trashing.  Buy nothing but sages until the pile is gone.  Play Sea Hag every turn to dominate the curse split. It is very unlikely that the opponent will be able to regroup in time to overcome a points deficit before you run out another cheap pile like estates.
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Marcory

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Re: Neat and potentially useful card interactions
« Reply #389 on: December 08, 2015, 09:29:30 pm »
+28

Copper + Estate

If you have 7 Coppers and 3 Estates, you can start another game of Dominion.
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iguanaiguana

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Re: Neat and potentially useful card interactions
« Reply #390 on: December 09, 2015, 09:00:54 am »
+2

Copper + Estate

If you have 7 Coppers and 3 Estates, you can start another game of Dominion.

Sounds like a viable counter to someone trying to play sage/sea hag on you.
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teamrocketgrunt

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Re: Neat and potentially useful card interactions
« Reply #391 on: December 09, 2015, 09:12:15 am »
+2

Highway+Teacher:
Well, Teacher combos with everything, but if you put your tokens "+card" and "+buy" on highway, it's gg.

Not sure, but I don't think that one works like that, since Teacher only let's you put a token on a supply pile you have no other tokens on. You could either make a Lab out of it that cheapens cards and still have that "Highway, why u no give +buy"-memish-problem or you could give Highway a nudge towards being a non-terminal bridge.
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iguanaiguana

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Re: Neat and potentially useful card interactions
« Reply #392 on: December 09, 2015, 09:20:30 am »
+7

Sage/Sea Hag

Open Sage/Sea Hag on a 4/3 especially if there's no trashing.  Buy nothing but sages until the pile is gone.  Play Sea Hag every turn to dominate the curse split. It is very unlikely that the opponent will be able to regroup in time to overcome a points deficit before you run out another cheap pile like estates.

So I tried this, and it doesn't really work. If you have a starting hand of something like sage/sage/sage/copper/estate and the only thing that sages can draw is sea hag and other sages, then you will end with a hand of sea hag/copper/estate and you won't be able to buy anything. Flooding your deck with sages is just as terrible as it sounds. Even on a big money board, your opponent will be able to get one or two provinces and then spike some duchies, so you need to get duchies also to compete. But as soon as you get duchies, your sages will draw them. Yuck. 

The only way this strategy is ever going to work is if your opponent ignores sea hag AND trashing. IE: you can beat the MF bots with this, sometimes, in about 30 turns.
« Last Edit: December 09, 2015, 09:21:55 am by iguanaiguana »
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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #393 on: December 09, 2015, 11:41:51 am »
+6

Sage/Sea Hag is a decent opening.  Supplement with cards that actually do something after that.

Now HUNTING PARTY/Sea Hag works the way you seem to be thinking, and that's perfectly acceptable to spam.
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Re: Neat and potentially useful card interactions
« Reply #394 on: December 09, 2015, 03:16:09 pm »
0


So I tried this, and it doesn't really work. If you have a starting hand of something like sage/sage/sage/copper/estate and the only thing that sages can draw is sea hag and other sages, then you will end with a hand of sea hag/copper/estate and you won't be able to buy anything. Flooding your deck with sages is just as terrible as it sounds. Even on a big money board, your opponent will be able to get one or two provinces and then spike some duchies, so you need to get duchies also to compete. But as soon as you get duchies, your sages will draw them. Yuck. 

The only way this strategy is ever going to work is if your opponent ignores sea hag AND trashing. IE: you can beat the MF bots with this, sometimes, in about 30 turns.

It's possible that I got lucky to hit 3 enough times to make it work out.  I have done it against several opponents and they had ignored Sea Hag initially until they had already been hit 4 or 5 times in a row.
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iguanaiguana

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Re: Neat and potentially useful card interactions
« Reply #395 on: December 09, 2015, 04:11:24 pm »
0


So I tried this, and it doesn't really work. If you have a starting hand of something like sage/sage/sage/copper/estate and the only thing that sages can draw is sea hag and other sages, then you will end with a hand of sea hag/copper/estate and you won't be able to buy anything. Flooding your deck with sages is just as terrible as it sounds. Even on a big money board, your opponent will be able to get one or two provinces and then spike some duchies, so you need to get duchies also to compete. But as soon as you get duchies, your sages will draw them. Yuck. 

The only way this strategy is ever going to work is if your opponent ignores sea hag AND trashing. IE: you can beat the MF bots with this, sometimes, in about 30 turns.

It's possible that I got lucky to hit 3 enough times to make it work out.  I have done it against several opponents and they had ignored Sea Hag initially until they had already been hit 4 or 5 times in a row.

I am willing to believe that some variant of this works with support... But if you literally don't buy anything except sages, estates, and a single sea hag, I have my doubts. Even to beat a MF bot using this strategy, I still had to pick up a silver so I could spike duchy...
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microman

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Re: Neat and potentially useful card interactions
« Reply #396 on: December 09, 2015, 05:05:50 pm »
0


So I tried this, and it doesn't really work. If you have a starting hand of something like sage/sage/sage/copper/estate and the only thing that sages can draw is sea hag and other sages, then you will end with a hand of sea hag/copper/estate and you won't be able to buy anything. Flooding your deck with sages is just as terrible as it sounds. Even on a big money board, your opponent will be able to get one or two provinces and then spike some duchies, so you need to get duchies also to compete. But as soon as you get duchies, your sages will draw them. Yuck. 

The only way this strategy is ever going to work is if your opponent ignores sea hag AND trashing. IE: you can beat the MF bots with this, sometimes, in about 30 turns.

It's possible that I got lucky to hit 3 enough times to make it work out.  I have done it against several opponents and they had ignored Sea Hag initially until they had already been hit 4 or 5 times in a row.
That's probably the main problem then.  Ignoring sea hag when your opponent does not, is basically game over, especially when there isn't any viable trashing.
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microman

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Re: Neat and potentially useful card interactions
« Reply #397 on: December 09, 2015, 05:53:34 pm »
0

Gear is just the best.

 :'(

It's sad because it's true.
Why sad?  Don't you like Gear.  I know I do.
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LastFootnote

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Re: Neat and potentially useful card interactions
« Reply #398 on: December 09, 2015, 06:15:21 pm »
+16

Gear is just the best.

 :'(

It's sad because it's true.
Why sad?  Don't you like Gear.  I know I do.

I do not like it, microman. I do not like BM-Gear spam.
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Re: Neat and potentially useful card interactions
« Reply #399 on: December 09, 2015, 06:46:49 pm »
+4

Gear is just the best.

 :'(

It's sad because it's true.
Why sad?  Don't you like Gear.  I know I do.

I do not like it, microman. I do not like BM-Gear spam.

But do you like it in a box?  Do you like it with a fox?
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