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Author Topic: Neat and potentially useful card interactions  (Read 504233 times)

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Witherweaver

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Re: Neat and potentially useful card interactions
« Reply #525 on: May 07, 2016, 02:07:15 pm »
+8

Herald + Jack of All Trades

I often overlook Herald's top-decking ability and focus on its play.  This isn't particularly specific to Jack, but it can be helpful late game if you hit that $5,6,7 hand and you have Golds in the discard. In a Jack BM strategy you don't have a lot of buying targets with those hands.  You'd normally do Gold or Duchy, but overpaying Herald can let you guarantee a Province next turn.  One that you buy in the mid-game may turn out to be useful as well, though its probably as likely to be drawn Dead with Jack than to play a Jack when you draw it.

This is overall not worth it, if not detrimental. Adding tons of Silver to your deck is just going to hurt Herald. The only way this is conceivable is if you're using Jack's Silver gaining ability to get some sort of payload, trashing the Silver.

I don't mean adding Heralds in heavily mid-game.  I mean using the overpay tactically to win the Province split late on unlucky draws.
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math

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Re: Neat and potentially useful card interactions
« Reply #526 on: May 07, 2016, 04:18:52 pm »
0

Possession is cwazy with Mission.  In a deck-draw engine, Mission essentially doubles the number of Possession turns you take.
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math

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Re: Neat and potentially useful card interactions
« Reply #527 on: May 07, 2016, 05:39:03 pm »
+1

Transmogrify can be nice with Distant Lands, if you have $4 cards you don't mind losing (Sea Hag, Moneylender, Rats, etc.)
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Re: Neat and potentially useful card interactions
« Reply #528 on: May 07, 2016, 05:50:42 pm »
0

Vault-Training is pretty cool.

1. open Silver/Silver
2. buy Vaults and more Silvers
3. play your first Vault, train Vaults.
4. play Vaults, find Silvers, buy Provinces.
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Seprix

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Re: Neat and potentially useful card interactions
« Reply #529 on: May 07, 2016, 07:11:23 pm »
+2

Raze-Fortress is fantastic. You trash Fortress, pick whatever card you want, and then you still get a village to play!
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ThetaSigma12

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Re: Neat and potentially useful card interactions
« Reply #530 on: May 08, 2016, 08:31:53 am »
0

Raze-Fortress is fantastic. You trash Fortress, pick whatever card you want, and then you still get a village to play!
Found that one out in a game with Fragsnap's Patrol (From Greed). If you trash a card costing 3 or more, you can dig for any card. That was interesting.
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Re: Neat and potentially useful card interactions
« Reply #531 on: May 08, 2016, 12:12:55 pm »
+10

Bank + Storyteller

Bank counts all your treasures in play, and all your Storyteller treasures are still on the table, so they might as well be worth money. Plus you draw a lot more!
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #532 on: May 08, 2016, 12:15:22 pm »
+7

Raze-Fortress is fantastic. You trash Fortress, pick whatever card you want, and then you still get a village to play!

Fortress has a positive interaction with trash-for-benefit. Who would have thought!
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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Seprix

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Re: Neat and potentially useful card interactions
« Reply #533 on: May 08, 2016, 10:13:55 pm »
+2

Raze-Fortress is fantastic. You trash Fortress, pick whatever card you want, and then you still get a village to play!

Fortress has a positive interaction with trash-for-benefit. Who would have thought!

A neat and potentially useful card interaction that was not previously mentioned. Who would have thought!
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XerxesPraelor

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Re: Neat and potentially useful card interactions
« Reply #534 on: May 09, 2016, 01:40:45 am »
+1

Raze-Fortress is fantastic. You trash Fortress, pick whatever card you want, and then you still get a village to play!

Fortress has a positive interaction with trash-for-benefit. Who would have thought!

A neat and potentially useful card interaction that was not previously mentioned. Who would have thought!

Upvoted, but I guess Awaclus's point is that you should generally assume Fortress has a neat and potentially useful card interaction with every trash for benefit card unless proven otherwise.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #535 on: May 09, 2016, 04:38:11 am »
0

Upvoted, but I guess Awaclus's point is that you should generally assume Fortress has a neat and potentially useful card interaction with every trash for benefit card unless proven otherwise.

Yeah. That's like saying Tunnel has a potentially useful card interaction with Dungeon. It's all but literally written on the card text of Fortress itself.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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Beyond Awesome

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Re: Neat and potentially useful card interactions
« Reply #536 on: May 09, 2016, 05:25:37 am »
+4

So, I thought of a combo. It requires 2 cards and an Event.

Bridge, Hermit, Alms.

Essentially you gain Madmen with Hermit and buy Bridges with Alms.
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Re: Neat and potentially useful card interactions
« Reply #537 on: May 10, 2016, 06:45:45 am »
0

Tunnel and Scouting Party is about as stupidly easy and good as the cards would imply. On 3/4 you can open Tunnel / double Scouting Party and end up with two golds before turn 3 more often than not. It's so stupid and kinda good. If you track your deck you probably only need 2 tunnel to generate like 8 Gold in just a few turns.
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ponnuki

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Re: Neat and potentially useful card interactions
« Reply #538 on: May 10, 2016, 11:31:14 am »
+1

So, I thought of a combo. It requires 2 cards and an Event.

Bridge, Hermit, Alms.

Essentially you gain Madmen with Hermit and buy Bridges with Alms.

I think the combo here is just Hermit + Alms. Bridge may make it stronger, but it's not in any way essential for this.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #539 on: May 10, 2016, 11:40:21 am »
0

So, I thought of a combo. It requires 2 cards and an Event.

Bridge, Hermit, Alms.

Essentially you gain Madmen with Hermit and buy Bridges with Alms.

I think the combo here is just Hermit + Alms. Bridge may make it stronger, but it's not in any way essential for this.

You need a $4 or lower megaturn payload though. Bridge and Market Square are the only ones that immediately come to my mind.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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wachsmuth

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Re: Neat and potentially useful card interactions
« Reply #540 on: May 10, 2016, 01:34:28 pm »
+1

So, I thought of a combo. It requires 2 cards and an Event.

Bridge, Hermit, Alms.

Essentially you gain Madmen with Hermit and buy Bridges with Alms.

I think the combo here is just Hermit + Alms. Bridge may make it stronger, but it's not in any way essential for this.

You need a $4 or lower megaturn payload though. Bridge and Market Square are the only ones that immediately come to my mind.

Coppersmith also (with +Buy, most obvious sources are probably Squire, Candlestick Maker, Seaway).
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Witherweaver

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Re: Neat and potentially useful card interactions
« Reply #541 on: May 11, 2016, 12:34:43 pm »
0

Ferry has an interesting 'offensive' interaction with Swindler/Saboteur. (There is also the interaction with Knight/Warrior/Giant type trashing to bring cards in or out of the range, but I'm specifically talking about the trash-and-replace cards.)  You can junk along different lines with Swindler (maybe going $2 -> Curse instead of $2->Estate).  Though more for certain price points.. sometimes there isn't good junk at $3, but maybe Poor House is in the kingdom and would be bad for your opponent's deck.  Or $4 ->Estate, or $6 -> Potion instead of Gold or something. 

With Saboteur, it effectively 'downgrades worse' to $4 less instead of $2 less.

Not sure if it's ever really worth it. 
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Re: Neat and potentially useful card interactions
« Reply #542 on: May 11, 2016, 01:53:18 pm »
+2

Ferry has an interesting 'offensive' interaction with Swindler/Saboteur. (There is also the interaction with Knight/Warrior/Giant type trashing to bring cards in or out of the range, but I'm specifically talking about the trash-and-replace cards.)  You can junk along different lines with Swindler (maybe going $2 -> Curse instead of $2->Estate).  Though more for certain price points.. sometimes there isn't good junk at $3, but maybe Poor House is in the kingdom and would be bad for your opponent's deck.  Or $4 ->Estate, or $6 -> Potion instead of Gold or something. 

With Saboteur, it effectively 'downgrades worse' to $4 less instead of $2 less.

Not sure if it's ever really worth it.
also with governor sorta: ferry on governor, whoops now whenever you do the remodel one adamh can turn his estate into governors
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Witherweaver

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Re: Neat and potentially useful card interactions
« Reply #543 on: May 11, 2016, 02:10:59 pm »
0

Ferry has an interesting 'offensive' interaction with Swindler/Saboteur. (There is also the interaction with Knight/Warrior/Giant type trashing to bring cards in or out of the range, but I'm specifically talking about the trash-and-replace cards.)  You can junk along different lines with Swindler (maybe going $2 -> Curse instead of $2->Estate).  Though more for certain price points.. sometimes there isn't good junk at $3, but maybe Poor House is in the kingdom and would be bad for your opponent's deck.  Or $4 ->Estate, or $6 -> Potion instead of Gold or something. 

With Saboteur, it effectively 'downgrades worse' to $4 less instead of $2 less.

Not sure if it's ever really worth it.
also with governor sorta: ferry on governor, whoops now whenever you do the remodel one adamh can turn his estate into governors

Yeah, that's a slightly different flavor of interaction.  Note that Ferry only affects the cost during your turns, so you can't use if this way 'defensively' against opponent's Actions that care about cost.
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iguanaiguana

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Re: Neat and potentially useful card interactions
« Reply #544 on: May 13, 2016, 06:45:54 pm »
+2

Royal carriage/Black Market

Throne room lets you play the bomb you picked up out of the black market twice. King's court lets you play it three times. But royal carriage can let you play the single knight you got from the black market deck up to 10 times per turn.

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Seprix

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Re: Neat and potentially useful card interactions
« Reply #545 on: May 13, 2016, 07:00:27 pm »
+2

Royal carriage/Black Market

Throne room lets you play the bomb you picked up out of the black market twice.

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Re: Neat and potentially useful card interactions
« Reply #546 on: May 13, 2016, 11:07:12 pm »
+2

Royal carriage/Black Market

Throne room lets you play the bomb you picked up out of the black market twice. King's court lets you play it three times. But royal carriage can let you play the single knight you got from the black market deck up to 10 times per turn.

http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160513/log.0.1463179304694.txt

11 times
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Re: Neat and potentially useful card interactions
« Reply #547 on: May 14, 2016, 02:26:39 am »
0

Ferry has an interesting 'offensive' interaction with Swindler/Saboteur. (There is also the interaction with Knight/Warrior/Giant type trashing to bring cards in or out of the range, but I'm specifically talking about the trash-and-replace cards.)  You can junk along different lines with Swindler (maybe going $2 -> Curse instead of $2->Estate).  Though more for certain price points.. sometimes there isn't good junk at $3, but maybe Poor House is in the kingdom and would be bad for your opponent's deck.  Or $4 ->Estate, or $6 -> Potion instead of Gold or something. 

With Saboteur, it effectively 'downgrades worse' to $4 less instead of $2 less.

Not sure if it's ever really worth it.

Warrior can trash opponents' 5s and 6s if you ferried them first. Given the potential depth of Warrior's attack, it's pretty neat.
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wachsmuth

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Re: Neat and potentially useful card interactions
« Reply #548 on: May 17, 2016, 07:08:36 pm »
+12

Cultist + Lost Arts

It's well-established that Lost Arts is really good with terminal draw. However, it also turns Cultist into a village - if for example you start your turn by chaining 3 Cultists, you end up with 3 Actions, to play all your other terminal actions!
« Last Edit: May 17, 2016, 07:09:57 pm by wachsmuth »
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Re: Neat and potentially useful card interactions
« Reply #549 on: May 19, 2016, 06:02:19 am »
+5

Spy+Peasant.

Gain many spies.
Cycle your cards with spies a bit faster (little bonus).
Discard opponent travellers (great bonus).
If necessary, put teachers +card on spy.
Play a soldier after many spies that gives you tons of coins.

Guess that many players won't anticipate the latter ...
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