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Author Topic: Neat and potentially useful card interactions  (Read 504549 times)

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Limetime

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Re: Neat and potentially useful card interactions
« Reply #475 on: February 08, 2016, 10:47:30 am »
0

Goons + doctor
Play a bunch of goons buy a bunch of copper doctor trash it. This requires you too draw your deck.

To clarify you mean Doctor overpay? So it requires you have $3 plus the number of Copper you buy in hand, but your deck state is left as is? That's pretty cool and doable I think.

Well, you have that extra Doctor - but that's better than loads of Coppers.
Don't you gain the doctor before you trash?
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gkrieg13

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Re: Neat and potentially useful card interactions
« Reply #476 on: February 08, 2016, 10:48:39 am »
+1

No because it's an on buy type of effect
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Limetime

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Re: Neat and potentially useful card interactions
« Reply #477 on: February 08, 2016, 10:49:55 am »
0

No because it's an on buy type of effect
I am not good at rules :)
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terminalCopper

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Re: Neat and potentially useful card interactions
« Reply #478 on: February 10, 2016, 02:29:43 am »
+1

Transmogrify+Cultist

If you trash a cultist and gain a cultist, Transmogrify becomes

"+action, draw three cards at the beginning of your next turn",
with additional alternatives like replacing the cultist or replacing silver by a cultist.

Similar to nonterminal Haunted Woods, sort of.
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ipofanes

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Re: Neat and potentially useful card interactions
« Reply #479 on: February 10, 2016, 02:57:05 am »
0

I am not getting where the "+action" comes from.
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terminalCopper

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Re: Neat and potentially useful card interactions
« Reply #480 on: February 10, 2016, 04:15:32 am »
+1

I am not getting where the "+action" comes from.
Transmogrify is nonterminal.
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ipofanes

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Re: Neat and potentially useful card interactions
« Reply #481 on: February 10, 2016, 04:31:21 am »
0

I am not getting where the "+action" comes from.
Transmogrify is nonterminal.
Playing it is nonterminal, invoking it (at start of next turn at the earliest) isn't. Well, at least it isn't +action.
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AdamH

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Re: Neat and potentially useful card interactions
« Reply #482 on: February 10, 2016, 08:01:19 am »
+7

This is the natural confusion we have with more Events and Reserves now -- we've always compared the opportunity cost of all effects to the "+1 Card / +1 Action" of playing an Action card. Duration effects in Seaside could mostly be described in these contexts: "Merchant Ship is a terminal Silver now and two Peddlers on your next turn!" or "Caravan is a cantrip now and a Lab on your next turn!" We could even extend this to Treasures for most practical purposes: "Horn is a non-terminal gainer that you can draw dead, but can't use mid-turn (without a crazy combo)"

Reserves and Events are throwing people off because their cost is not the same. Reserve cards' on-play cost is still a card and an action, but their on-call effect doesn't have that cost. In a lot of these cases, you are still paying that cost, but you're paying it up-front without an immediate benefit, which often equates to a cost slightly more than +1 Card / +1 Action overall that you hope to make up in flexibility.

Transmogrify's on-call effect is really great, but it's very slow and that's not to be ignored. It seems Transmogrify has a cool synergy with the usual suspects that have TfB synergies.

Adventures introduced less symmetrical duration cards and duration-style cards (Reserves) that really force you to think differently than this conventional way we've developed if you want to have an accurate picture of what's going on. Empires will do similar, yet probably more overall game-warping things rather than just turn-warping things -- you'll have many more games that don't just come down to green cards since there are lots more ways to score points and you'll have to actually think about the number of points you have when you want to compare them, as opposed to "my plan is to get five Provinces and I should win the game".

I've always challenged conventional thinking when I think I can do better. It's how you get better at Dominion/Life.
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ConMan

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Re: Neat and potentially useful card interactions
« Reply #483 on: February 10, 2016, 05:00:25 pm »
0

Lookout and Rogue. Not a super-combo by any means, but you might be happier playing Lookout further into the mid/end-game knowing that even if you have to trash something useful, it's not gone forever (and if it's a card like Duchy then that's equivalent to discarding it off your deck which you could be quite happy about).
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Dingan

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Re: Neat and potentially useful card interactions
« Reply #484 on: February 10, 2016, 05:07:56 pm »
0

Lookout and Rogue. Not a super-combo by any means, but you might be happier playing Lookout further into the mid/end-game knowing that even if you have to trash something useful, it's not gone forever (and if it's a card like Duchy then that's equivalent to discarding it off your deck which you could be quite happy about).

Also Forager - Rogue

Not super powerful.  But play multiple Foragers per turn, trashing Silvers & Golds, then in the same turn play a Rogue to gain them back.  Example game:
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160210/log.0.1455087690982.txt
http://gokosalvager.com/kingdomvisualize?logurl=http://dominion-game-logs.s3.amazonaws.com/game_logs/20160210/log.0.1455087690982.txt
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #485 on: February 10, 2016, 05:19:54 pm »
0

I think you can generalize that "combo" as "trasher / from-trash gainer".
« Last Edit: February 10, 2016, 05:22:17 pm by Awaclus »
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Re: Neat and potentially useful card interactions
« Reply #486 on: February 10, 2016, 05:29:13 pm »
0

I think you can generalize that "combo" as "trasher / from-trash gainer".

Specifically, trash-for-benefit / from-trash gainer. I wouldn't call e.g. Chapel/Graverobber a combo.
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Limetime

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Re: Neat and potentially useful card interactions
« Reply #487 on: February 10, 2016, 06:17:28 pm »
0

I think you can generalize that "combo" as "trasher / from-trash gainer".

Specifically, trash-for-benefit / from-trash gainer. I wouldn't call e.g. Chapel/Graverobber a combo.
If you miss click and trash a duchy you can gain it back. See combo ;)
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ConMan

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Re: Neat and potentially useful card interactions
« Reply #488 on: February 10, 2016, 10:20:59 pm »
0

I think you can generalize that "combo" as "trasher / from-trash gainer".

Specifically, trash-for-benefit / from-trash gainer. I wouldn't call e.g. Chapel/Graverobber a combo.
Either trash-for-benefit or trash-with-risk (as maybe the case with something like Upgrade or Junk Dealer?). I was focusing on Lookout and Rogue mostly because they're both weaker cards that definitely benefit quite a bit from the synergy with each other.
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drsteelhammer

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Re: Neat and potentially useful card interactions
« Reply #489 on: February 11, 2016, 05:21:23 am »
+1

In my opinion, Lookout and Rogue have a bad relationship, even an anti-synergy. If I ever buy Rogue, I want to attack my opponent, only to realize that I already trashed a Silver/redundant terminal I no longer want with Lookout.
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wachsmuth

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Re: Neat and potentially useful card interactions
« Reply #490 on: February 12, 2016, 08:11:14 am »
0

Rogue/Feodum

Trash Feudoms with some other trasher to gain a bunch of Silvers (Trader and Stonemason are good), regain them from the trash.
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Accatitippi

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Re: Neat and potentially useful card interactions
« Reply #491 on: February 15, 2016, 05:44:13 am »
0

It might not be the most common thing ever, nor the most powerful, but in this game, turn 11 I use cellar on an empty discard to discard a bunch of coppers that risk stopping my engine, draw useful cards, and then after triggering the reshuffle pick up all the coppers with wishing wells. Yay!
« Last Edit: February 15, 2016, 05:45:38 am by Accatitippi »
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aku_chi

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Re: Neat and potentially useful card interactions
« Reply #492 on: February 15, 2016, 09:01:08 am »
+7

Urchin/Mercenary + Save

Open Urchin/Urchin.  If you only see one Urchin on turn 3, save it for a very good chance of having a Mercenary in your second reshuffle.  With Save, it shouldn't be necessary to get a third Urchin.  Save also helps pair your second Urchin with Mercenary, and your junk with Mercenary.  Unfortunately, Save doesn't play nicely with your opponents' discard attacks.
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Dingan

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Re: Neat and potentially useful card interactions
« Reply #493 on: February 18, 2016, 02:18:46 pm »
0

Goons-Mint
It would take a LOT of support, but... play Goons, buy a bunch of Coppers, next turn buy a Mint to trash all the Coppers.  Obviously not as powerful as Goons-Watchtower, but could theoretically work out.  Or not.  I don't have any game logs.

I kind of tried it here (Apprentice to get rid of the Mints):
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160216/log.0.1455597061342.txt
but lost horribly (not because of this bad strategy, but because I was already behind pretty early).
« Last Edit: February 18, 2016, 02:21:39 pm by Dingan »
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xyz123

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Re: Neat and potentially useful card interactions
« Reply #494 on: February 27, 2016, 08:26:20 am »
0

A couple I have had recently come up in games.

Mint/Spice Merchant

- Spice Merchant was the only +buy on the board. Mint can be used to gain Spice Merchant fodder so more than one card can be bought per turn.

University/Graverobber

- University can gain 5 cost actions that Graverobber can turn into Provinces.
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Re: Neat and potentially useful card interactions
« Reply #495 on: March 26, 2016, 10:31:33 pm »
+1

Magpie/Stables. I guess the synergy is pretty obvious, but it's super relieving when you draw Stables with no treasure and your Magpie pulls up a Copper or something. I wouldn't say this is a power combo, but it's worth noting when the two are together.
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crj

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Re: Neat and potentially useful card interactions
« Reply #496 on: March 27, 2016, 10:39:10 pm »
+3

Peasant/Tactician.

Soldier helps you buy your first Tactician. One Tactician makes it trivial to buy a second.

Double-Tac makes upgrading travellers quick and easy.

Use Teacher to put +1 Card on Tactician. Then play Disciple on a Tactician. Result: +10 Cards, +2 Buys, +2 Actions next turn. And gain another Tactician.

Now you're running a scary doubled-up double-Tac. Soldiers are an action that provides coin.


This feels quite flexible. Almost any kingdom will contain something that sweetens the deal. If not, use Teacher until it does. (-8
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Seprix

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Re: Neat and potentially useful card interactions
« Reply #497 on: March 27, 2016, 10:46:58 pm »
+2

Soldier payload with Urchin (or Minion, or any other cantrip attack) can be brutal. Thin down with Mercenary, play a million Urchins, then Soldier up with tons of coin. This is even stronger with Disciple being able to gain more Urchins, and Teacher with a +buy token being granted to the Urchins for even more buying power, assuming there is no +buy. If not, then obviously you can just put a coin on Urchins, or even card, whatever you'd need.

Takes a bit of time to set up, but it's worth pointing out.
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aku_chi

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Re: Neat and potentially useful card interactions
« Reply #498 on: March 29, 2016, 09:07:29 am »
+3

Storyteller + Trader

Normally, using Trader on an Estate decreases your cycling speed.  Not so with Storyteller!  I played a game recently where an opponent had at least 10 Silvers (mostly due to Trader) and could consistently draw his deck with 4-5 Storytellers - so long as he started with one in hand.

Storyteller + Training

6-cost Pathfinding?  Yes, please!  You don't even need to put the Training on Storyteller to turn the coins into card draw; just play the Training target before your last Storyteller.
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Accatitippi

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Re: Neat and potentially useful card interactions
« Reply #499 on: April 09, 2016, 04:15:54 am »
+14

Walled Village-Island:
I've recently played a board with awful terminals (I believe they were Island, Coppersmith, and maybe Explorer) where I went for Hoard-BM. I bought a good amount of early islands to get Golds, and a single Walled Village protected me from Island collision the whole game, since it can't ever be discarded, because islands disappear from play.
Also works with Feast, Embargo, and a few others!
Very very marginal, but sweet. :)
« Last Edit: April 11, 2016, 12:11:56 pm by Accatitippi »
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