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Author Topic: Neat and potentially useful card interactions  (Read 504630 times)

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tim17

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Re: Neat and potentially useful card interactions
« Reply #600 on: June 17, 2016, 12:32:51 pm »
+2

Treasure Trove + Gardens

Even by itself, this is decent.  Open Silver/Silver, get a bunch of treasure troves, then buy gardens while flooding your deck with cards from TT.  I haven't tried this with a simulator, but I think it's roughly on par with Gear/BM.  If you have the time, it might be worth picking up a province, since 8 gardens with 50+ cards and a province beats 7 provinces (and a duchy).  A decent source of +buy (or banquet) would definitely help this, though it might also enable a gardens rush, which would likely beat TT+G as it's fairly important to pick up the treasure troves before the gardens with this.

Banquet + IGG

With banquet, it's not too hard to buy an IGG every turn from turn 1 until they run out.  At this point, you'll hopefully be at a point where you can hit 5 on most turns to rush the duchies (or better yet, gardens).
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trivialknot

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Re: Neat and potentially useful card interactions
« Reply #601 on: June 17, 2016, 02:11:46 pm »
+4

Treasure Map + Triumph

On the turn that you hit two Treasure Maps, buy Triumph.  You can easily pay off the debt next turn and still have plenty left over.
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Erick648

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Re: Neat and potentially useful card interactions
« Reply #602 on: June 17, 2016, 08:20:33 pm »
0

Encampment/Herbalist: Make sure you always have a Gold/Plunder in hand to reveal.
I just played a game with this last night, and it worked well.  The downside is that with only 5 Encampments, it becomes less useful if you're contested (of course, unless your opponent is mirroring, you'll likely get those Encampments back eventually).  As added synergy, the Encampments leave you with extra actions for Herbalist, and the +buy from Herbalist is useful in picking up cheap Encampments.

Theoretically, Legionary also has some synergy with Herbalist, but I doubt it's as good; both are non-drawing terminals, so without an engine, you're less likely to get them to work together reliably, and with an engine, you can just wait to play Legionary after you've drawn your Gold (I'd still say Herbalist is slightly better in a deck with Legionary than in a deck without, but it's probably not a big difference).
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faust

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Re: Neat and potentially useful card interactions
« Reply #603 on: June 18, 2016, 12:47:46 pm »
+1

Possession - Messenger

Possess your opponent, buy Messenger, get 3 cards for the price of 1!

I don't think this works.

Possessed player buys Messenger, triggering its on-buy effect.  Messenger says:

"gain a card costing up to $4, and each other player gains a copy of it."

The possessed player chooses a card, but never gains it since Possession redirects everything that would be gained.  Therefore, there is no "it" for Messenger to copy, so each other player gains nothing.

Well, it works on Making Fun (turn 12 [possessed]).
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #604 on: June 18, 2016, 01:37:55 pm »
+2

Possession - Messenger

Possess your opponent, buy Messenger, get 3 cards for the price of 1!

I don't think this works.

Possessed player buys Messenger, triggering its on-buy effect.  Messenger says:

"gain a card costing up to $4, and each other player gains a copy of it."

The possessed player chooses a card, but never gains it since Possession redirects everything that would be gained.  Therefore, there is no "it" for Messenger to copy, so each other player gains nothing.

Well, it works on Making Fun (turn 12 [possessed]).

Looks like a bug, which isn't too surprising.
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AJD

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Re: Neat and potentially useful card interactions
« Reply #605 on: June 19, 2016, 10:55:46 am »
+1

Windfall + Villa

Play enough cards to draw your deck and have $9 and two buys. Buy Windfall, gain 3 Gold; buy Villa, returning to your Action phase; play some other actions to draw your new Gold.
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Re: Neat and potentially useful card interactions
« Reply #606 on: June 20, 2016, 10:06:39 am »
+2

Artificer + Inheritance

As a Peddler variant, Artificer helps you reach $7.  Inherit some good 3 or 4-cost card.  Use Artificer to gain and topdeck super Estates for only two cards.  I used this to good effect in this game.

Chariot Race + Spy/Scrying Pool/Sea Hag

Rig the race by leaving a Copper or Curse on top of your opponent's deck!  Hardly game-breaking, but it's a nice bonus.
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trivialknot

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Re: Neat and potentially useful card interactions
« Reply #607 on: June 20, 2016, 02:24:16 pm »
+4

Stonemason + Groundskeeper

Ordinarily, trashing a province for two duchies isn't so great, but when you have five Groundskeepers in play, it nets you 10 VP.  And it didn't cost you anything, so now you can buy another duchy for 8 VP.  Also, Stonemason overpay is a good way to get all those Groundskeepers in the first place.
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Re: Neat and potentially useful card interactions
« Reply #608 on: June 20, 2016, 06:21:47 pm »
+3

Windfall + Villa

Play enough cards to draw your deck and have $9 and two buys. Buy Windfall, gain 3 Gold; buy Villa, returning to your Action phase; play some other actions to draw your new Gold.

if you have haggler in play and watchtower in hand you can buy windfall and cultist gaining villa and trashing cultist; every iteration you will have exactly ten from 3 golds and villa, so you can three-pile in one turn.

(I know what we're thinking about hmm... let me see... 5-card combos but it feels so nice!)
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Re: Neat and potentially useful card interactions
« Reply #609 on: June 22, 2016, 02:08:42 pm »
+3

Royal Carriage / Menagerie

Play your Menagerie.  If it would be activated again, call your RC; else, don't.
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Seprix

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Re: Neat and potentially useful card interactions
« Reply #610 on: June 22, 2016, 02:47:51 pm »
0

Royal Carriage / Menagerie

Play your Menagerie.  If it would be activated again, call your RC; else, don't.

I love Royal Carriage because it can do stuff like this in general. You can decide based off of your first draw if you want to play it again or not. More knowledge is an ability Throne Room did not give you, you just had to play it blindly and hope.
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ipofanes

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Re: Neat and potentially useful card interactions
« Reply #611 on: June 23, 2016, 06:44:50 am »
+1

From the discussion on another thread:

Donate + Outpost

The Donate effect is executed between turns, which means the three cards for the Outpost extra moves are discarded and replaced by five. The two extra cards drawn will unlikely afford the payload to pay off the debt, but may provide the springload to get a draw-your-deck engine going more reliably. This is one of the rather rare occurrences we might see more than one Donations (without using its trashing ability) per player and match.
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Aleimon Thimble

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Re: Neat and potentially useful card interactions
« Reply #612 on: June 23, 2016, 09:27:04 am »
+3

Treasure Trove + Gardens

Even by itself, this is decent.  Open Silver/Silver, get a bunch of treasure troves, then buy gardens while flooding your deck with cards from TT.  I haven't tried this with a simulator, but I think it's roughly on par with Gear/BM.  If you have the time, it might be worth picking up a province, since 8 gardens with 50+ cards and a province beats 7 provinces (and a duchy).  A decent source of +buy (or banquet) would definitely help this, though it might also enable a gardens rush, which would likely beat TT+G as it's fairly important to pick up the treasure troves before the gardens with this.

Treasure Trove is amazing in all sorts of alt-VP slogs. Duke and Silk Road love it too. It's like Cache, but way better.
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faust

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Re: Neat and potentially useful card interactions
« Reply #613 on: June 24, 2016, 07:36:42 pm »
+3

Quest- Haunted Woods

Quest completely nullifies Haunted Woods' attack, provided you have an unneeded buy. Just discard theresof your hand (hopefully <6 cards). Note: You should remember that this needs to be your first buy.
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Asper

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Re: Neat and potentially useful card interactions
« Reply #614 on: June 26, 2016, 04:28:38 am »
0

Here's one that came up recently (so i didn't make this up):
Mint/Wedding/Duchess (or Poor House)
Open Mint/Duchess, hope to hit $4 with Duchess and the Coppers, buy Wedding, Mint Gold. Of course Mint/Wedding is strong on it's own, but only a Silver for $2 or less will help you pick up Wedding by as early as turn 3.

Similarly, Mint/Traveller makes sure you will get through that Traveller line in the matter of a few turns.
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Re: Neat and potentially useful card interactions
« Reply #615 on: June 26, 2016, 09:31:09 am »
+2

Mint and a lot of debt cards synerize
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Asper

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Re: Neat and potentially useful card interactions
« Reply #616 on: June 26, 2016, 09:46:14 am »
0

Mint and a lot of debt cards synerize

That's a very good point, though Wedding seems especially relevant for providing a target for Mint.

Although, thinking about it, Borrow would have been even better than Duchess, ensuring a Mint/Silver opening and making it easier to reach $4 later on, too. Of course, that event has a lot of relevant interactions, and the fun with Duchess was how weak it is otherwise.
(Actually i didn't use Duchess in the game we played, but my own card, Sheriff - but Duchess fills the same gap.)
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Re: Neat and potentially useful card interactions
« Reply #617 on: June 26, 2016, 12:05:43 pm »
0

You can Mint a Fortune.  If only that were actually a useful thing to do.
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Re: Neat and potentially useful card interactions
« Reply #618 on: June 26, 2016, 01:09:44 pm »
+3

You can Mint a Fortune.  If only that were actually a useful thing to do.
stonemason it to gain two provinces or two city squares or some mysterious other pairing of those things
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Re: Neat and potentially useful card interactions
« Reply #619 on: June 26, 2016, 01:20:11 pm »
+1

Charm + Groundskeeper

Really good synergy here. +Buy useful for picking up Estates or Duchy in the end game for max points. The other half of Charm lets you gain Groundskeepers for free with other $5 cost engine parts (or Duchy).
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Re: Neat and potentially useful card interactions
« Reply #620 on: June 26, 2016, 02:26:41 pm »
0

Governor/Apprentice: If you play a Governor deck, especially in a mirror, you won't run out of stuff to use as Apprentice fodder. On the flipside, you don't have to use the +Cards on Governor as often, which is useful because you really don't want to help your opponent that much.
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eHalcyon

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Re: Neat and potentially useful card interactions
« Reply #621 on: June 26, 2016, 02:39:13 pm »
0

You can Mint a Fortune.  If only that were actually a useful thing to do.
stonemason it to gain two provinces or two city squares or some mysterious other pairing of those things

Or just keep the second one for increased reliability in a deck that doesn't fully draw itself.
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Seprix

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Re: Neat and potentially useful card interactions
« Reply #622 on: June 26, 2016, 03:21:44 pm »
+1

Charm + Groundskeeper

Really good synergy here. +Buy useful for picking up Estates or Duchy in the end game for max points. The other half of Charm lets you gain Groundskeepers for free with other $5 cost engine parts (or Duchy).

You can do some crazy stuff in the end game as well. Stack up Charms with Groundskeepers, and buy a Charm or the last Groundskeeper, piling out the rest of the Duchies (and netting tons of VP) in one buy.
« Last Edit: June 26, 2016, 03:24:27 pm by Seprix »
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Re: Neat and potentially useful card interactions
« Reply #623 on: June 27, 2016, 10:41:29 pm »
+3

Stonemason + Grand Market

With 8 coins, you can circumvent Grand Market's on buy restriction and gain two of them (plus a Stonemason)!  At the end of the game you can use your Stonemasons to trash some Grand Markets for Duchies (if appropriate).
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Re: Neat and potentially useful card interactions
« Reply #624 on: June 28, 2016, 02:02:39 am »
0

Stonemason + Grand Market

With 8 coins, you can circumvent Grand Market's on buy restriction and gain two of them (plus a Stonemason)!  At the end of the game you can use your Stonemasons to trash some Grand Markets for Duchies (if appropriate).

One caveat with that is that the big chain X still goes up over the GMs if you have Coppers in play, and so you don't know how many are left (annoying if, say, you can't remember if there are 1 or 2 left).
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