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Author Topic: Neat and potentially useful card interactions  (Read 504496 times)

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Roadrunner7671

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Re: Neat and potentially useful card interactions
« Reply #725 on: September 01, 2016, 01:00:08 pm »
0

I wanted to make a Dominion calendar for my Dad (who is also a Dominion fan) where for each day of the year there is one combo/Interaction. I will take some from here (of course crediting the author of said interaction), but I was wondering how to organize it, any ideas?
Do you live in a place with four distinct seasons, like Michigan?
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McGarnacle

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Re: Neat and potentially useful card interactions
« Reply #726 on: September 01, 2016, 01:24:58 pm »
0

I wanted to make a Dominion calendar for my Dad (who is also a Dominion fan) where for each day of the year there is one combo/Interaction. I will take some from here (of course crediting the author of said interaction), but I was wondering how to organize it, any ideas?
Do you live in a place with four distinct seasons, like Michigan?

Yes, why?
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iguanaiguana

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Re: Neat and potentially useful card interactions
« Reply #727 on: September 01, 2016, 01:56:38 pm »
0

I wanted to make a Dominion calendar for my Dad (who is also a Dominion fan) where for each day of the year there is one combo/Interaction. I will take some from here (of course crediting the author of said interaction), but I was wondering how to organize it, any ideas?
Do you live in a place with four distinct seasons, like Michigan?

Yes, why?

Roadrunner is thinking you can organize the combos into what would fit best in different seasons

For instance, Cartographer/Harvest would go in uh September.
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JThorne

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Re: Neat and potentially useful card interactions
« Reply #728 on: September 01, 2016, 02:40:09 pm »
+5

Quote
For instance, Cartographer/Harvest would go in uh September.

Actually, I think Cartographer/Harvest would go in Hellfreezovember. Or maybe Notgonnahappenuary.
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buggy

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Re: Neat and potentially useful card interactions
« Reply #729 on: September 01, 2016, 03:47:31 pm »
+2

I'm not normally a big fan of Summon, but I just played a board with it, Armory, and Treasure Map.  That was fun.
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Re: Neat and potentially useful card interactions
« Reply #730 on: September 01, 2016, 05:18:30 pm »
+2

Quote
For instance, Cartographer/Harvest would go in uh September.

Actually, I think Cartographer/Harvest would go in Hellfreezovember. Or maybe Notgonnahappenuary.

How about Nombovember?
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Roadrunner7671

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Re: Neat and potentially useful card interactions
« Reply #731 on: September 01, 2016, 05:19:13 pm »
0

I wanted to make a Dominion calendar for my Dad (who is also a Dominion fan) where for each day of the year there is one combo/Interaction. I will take some from here (of course crediting the author of said interaction), but I was wondering how to organize it, any ideas?
Do you live in a place with four distinct seasons, like Michigan?

Yes, why?
Just wondering
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Donald X.

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Re: Neat and potentially useful card interactions
« Reply #732 on: September 01, 2016, 06:05:59 pm »
+6

I wanted to make a Dominion calendar for my Dad (who is also a Dominion fan) where for each day of the year there is one combo/Interaction. I will take some from here (of course crediting the author of said interaction), but I was wondering how to organize it, any ideas?
Well there's the main set, 10 expansions, and promos, that's 12 categories. Obv. a combo between two cards from different expansions gives you two choices. Promos isn't much; you could instead do Events/Landmarks for the last month.
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Jacob marley

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Re: Neat and potentially useful card interactions
« Reply #733 on: September 01, 2016, 06:41:03 pm »
0

Is Rebuild/Begger a thing?  In this game:
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160901/log.0.1472706113901.txt

I used Begger to grab Rebuilds and later Duchies.  Don't bother pointing out all the mistakes, I know that I sucked hard this game, and only won because my opponent sucked even harder.  (For instance, due to a misclick, I accidentally bought Alms with $5 in hand on turn 1. :'()

It seems to me that Begger was pretty reliable about hitting 5, which was the only price point that was really important, except perhaps 4 to grab the occasional Dungeon to help sifting and find the Rebuilds.
« Last Edit: September 02, 2016, 12:48:21 pm by Jacob marley »
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Qvist

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Re: Neat and potentially useful card interactions
« Reply #734 on: September 01, 2016, 07:20:08 pm »
+2

I doubt it, you are not only trying to get to $5 often, but also try to play your Rebuilds as often as possible which is kind of hard with all those Coppers in your deck.

Jasoba

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Re: Neat and potentially useful card interactions
« Reply #735 on: September 02, 2016, 06:16:29 am »
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Its ok, yah 3 copper sounds alot, but if your opponent also uses rebuild the game is so fast it dosnt matter, what matters is getting 5 NOW. So yah I like it!
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Re: Neat and potentially useful card interactions
« Reply #736 on: September 02, 2016, 06:28:23 am »
0

Nah, I don't think it's a thing. Beggar is a slog card, that doesn't work with Rebuild's tendency to rush games to an end. Hitting 5 consistently is not as important as, for example, in Duke games, and like Qvist said those Coppers will really get in your way.

Also, I'm pretty sure your log shows a different game.
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Jacob marley

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Re: Neat and potentially useful card interactions
« Reply #737 on: September 02, 2016, 12:50:21 pm »
0

Your right, I corrected the link.  Mainly, I won by grabbing a lot of duchies to cut off his estate->Duchy rebuilds, and I don't think that I could have done so with out the beggar, but that may be situational and if I had not screwed up turn 1, unnecessary.
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tim17

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Re: Neat and potentially useful card interactions
« Reply #738 on: September 07, 2016, 12:41:22 pm »
+2

Gear + Crossroads

Use gear to set aside crossroads/estates to kick off your next turn.  3 crossroads and 4 gears is enough to draw a deck of 21 cards.  Yeah, I know gear is great for starting village+draw engines in general, but crossroads is cheap and you usually start with 3 estates anyway.  With any way to play more of these (+actions, throning, etc), you should have no trouble drawing your deck even when it gets bigger.  If anything, this deck gets stronger when greening, so it can get a little ridiculous with something like groundskeeper (and +buy).  Mostly, it's a viable engine when there's no decent trashing and no great traditional village+draw.
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JThorne

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Re: Neat and potentially useful card interactions
« Reply #739 on: September 07, 2016, 03:09:40 pm »
+2

Quote
3 crossroads and 4 gears is enough to draw a deck of 21 cards.

I'm trying to work out the math on this one.

You start with a hand of Crossroads + 3 Estates + 5 other cards (8). Crossroads, draw three, + 3 actions (11). Assume you have another Crossroads, Draw three, 2 actions left (14). Gear, draw 2, stash 2. Gear, draw 2 stash 2 (18). You've now stashed Crossroads/3 Estates for your next turn so that your next turn can be identical, but you've only drawn a total of 18 cards. If you play that third Crossroads to draw to 21 cards, you've broken the chain.

That said, your starting 10 + 3 Crossroads and 4 Gears is 17 cards. You can buy just one treasure (even copper!) along the way, and you should be able to buy a Province a turn, which will never clog because Crossroads will replace any purchased Provinces with other cards.

The question is whether that's faster than Gear BM. Could make an interesting simulation. My guess is that you want a +buy somewhere, because spending three turns overpaying for Crossroads and probably overpaying once or twice for Gears seems like a waste. The +buy better be non-terminal or treasure, though!
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tim17

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Re: Neat and potentially useful card interactions
« Reply #740 on: September 08, 2016, 11:39:32 am »
0

Quote
3 crossroads and 4 gears is enough to draw a deck of 21 cards.

I'm trying to work out the math on this one.

You start with a hand of Crossroads + 3 Estates + 5 other cards (8). Crossroads, draw three, + 3 actions (11). Assume you have another Crossroads, Draw three, 2 actions left (14). Gear, draw 2, stash 2. Gear, draw 2 stash 2 (18). You've now stashed Crossroads/3 Estates for your next turn so that your next turn can be identical, but you've only drawn a total of 18 cards. If you play that third Crossroads to draw to 21 cards, you've broken the chain.

That said, your starting 10 + 3 Crossroads and 4 Gears is 17 cards. You can buy just one treasure (even copper!) along the way, and you should be able to buy a Province a turn, which will never clog because Crossroads will replace any purchased Provinces with other cards.

The question is whether that's faster than Gear BM. Could make an interesting simulation. My guess is that you want a +buy somewhere, because spending three turns overpaying for Crossroads and probably overpaying once or twice for Gears seems like a waste. The +buy better be non-terminal or treasure, though!


I was also counting the two gears in play from the previous turn, and Crossroads + 3 Estates + 5 other cards = 9.  I feel like this probably doesn't beat Gear BM without nonterminal +Buy or anything else useful.  I'd be interested to see how they compare with say market square on the board.
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Limetime

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Re: Neat and potentially useful card interactions
« Reply #741 on: September 08, 2016, 02:01:25 pm »
0

Quote
3 crossroads and 4 gears is enough to draw a deck of 21 cards.

I'm trying to work out the math on this one.

You start with a hand of Crossroads + 3 Estates + 5 other cards (8). Crossroads, draw three, + 3 actions (11). Assume you have another Crossroads, Draw three, 2 actions left (14). Gear, draw 2, stash 2. Gear, draw 2 stash 2 (18). You've now stashed Crossroads/3 Estates for your next turn so that your next turn can be identical, but you've only drawn a total of 18 cards. If you play that third Crossroads to draw to 21 cards, you've broken the chain.

That said, your starting 10 + 3 Crossroads and 4 Gears is 17 cards. You can buy just one treasure (even copper!) along the way, and you should be able to buy a Province a turn, which will never clog because Crossroads will replace any purchased Provinces with other cards.

The question is whether that's faster than Gear BM. Could make an interesting simulation. My guess is that you want a +buy somewhere, because spending three turns overpaying for Crossroads and probably overpaying once or twice for Gears seems like a waste. The +buy better be non-terminal or treasure, though!


I was also counting the two gears in play from the previous turn, and Crossroads + 3 Estates + 5 other cards = 9.  I feel like this probably doesn't beat Gear BM without nonterminal +Buy or anything else useful.  I'd be interested to see how they compare with say market square on the board.
It's a good way to kick of reliably but gear kind of does that anyway.
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tim17

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Re: Neat and potentially useful card interactions
« Reply #742 on: September 08, 2016, 02:06:27 pm »
0

Quote
3 crossroads and 4 gears is enough to draw a deck of 21 cards.

I'm trying to work out the math on this one.

You start with a hand of Crossroads + 3 Estates + 5 other cards (8). Crossroads, draw three, + 3 actions (11). Assume you have another Crossroads, Draw three, 2 actions left (14). Gear, draw 2, stash 2. Gear, draw 2 stash 2 (18). You've now stashed Crossroads/3 Estates for your next turn so that your next turn can be identical, but you've only drawn a total of 18 cards. If you play that third Crossroads to draw to 21 cards, you've broken the chain.

That said, your starting 10 + 3 Crossroads and 4 Gears is 17 cards. You can buy just one treasure (even copper!) along the way, and you should be able to buy a Province a turn, which will never clog because Crossroads will replace any purchased Provinces with other cards.

The question is whether that's faster than Gear BM. Could make an interesting simulation. My guess is that you want a +buy somewhere, because spending three turns overpaying for Crossroads and probably overpaying once or twice for Gears seems like a waste. The +buy better be non-terminal or treasure, though!


I was also counting the two gears in play from the previous turn, and Crossroads + 3 Estates + 5 other cards = 9.  I feel like this probably doesn't beat Gear BM without nonterminal +Buy or anything else useful.  I'd be interested to see how they compare with say market square on the board.
It's a good way to kick of reliably but gear kind of does that anyway.
Right, I probably wouldn't play this with a real engine on the board.  (unless there's also groundskeeper or something)
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Re: Neat and potentially useful card interactions
« Reply #743 on: September 08, 2016, 10:17:36 pm »
+1

Had a really sloggy game with Trader and Soothsayer. Opened Sooth / nothing, got a Trader and a Sooth Gold / Silver on the second shuffle, Tradered the Gold into six Silvers, started greening pretty soon after that. Gold gainers are nice for Trader if you're silver flooding.
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Re: Neat and potentially useful card interactions
« Reply #744 on: September 09, 2016, 10:42:43 pm »
+1

Lost Arts + Cultist.

If there aren't any villages around, chaining Cultists will give you extra actions to spare to play other terminals, since playing subsequent Cultists from you hand doesn't spend an Action, but you will gain the token's bonus anyways.

e.g. Play a Cultist, +1 Action, play another Cultist from you hand, +1 Action, then you'll have 2 Actions remaining.

EDIT: OK, this has been brought up before, but it's worth mentioning again.
« Last Edit: September 09, 2016, 10:45:07 pm by mameluke »
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Re: Neat and potentially useful card interactions
« Reply #745 on: September 11, 2016, 10:25:51 am »
+5

Raze/Tunnel

A neat little trick.
Step 1: Get Gold, Raze, a bunch of Tunnels.
Step 2: Raze Gold, revealing and discarding a bunch of Tunnels.
Step 3: Repeat.

Usefulness is rather low probably, but it's a nice effect.
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GendoIkari

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Re: Neat and potentially useful card interactions
« Reply #746 on: September 12, 2016, 02:36:28 pm »
+1

This probably only barely qualifies, but I didn't want to start a new thread just for this...

Overlord as Band of Misfits as Conspirator = Conspirator is the third action you've played this turn.
« Last Edit: October 07, 2016, 11:23:53 am by GendoIkari »
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Miked

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Re: Neat and potentially useful card interactions
« Reply #747 on: September 13, 2016, 07:45:25 am »
+2

Hunting Grounds/Groundskeeper

Trash Hunting Grounds with a bunch of Groundskeepers in play for 3 Estates and you'll get tons of points. I managed to outscore Dominate with this so it seems like it can be really strong.
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Re: Neat and potentially useful card interactions
« Reply #748 on: September 13, 2016, 07:53:42 am »
+1

Hunting Grounds/Groundskeeper

Trash Hunting Grounds with a bunch of Groundskeepers in play for 3 Estates and you'll get tons of points. I managed to outscore Dominate with this so it seems like it can be really strong.

Add Stonemason for extra fun! Use $7 buys to empty the Groundskeeper pile, then get all your Groundskeeper in play and trash Hunting Grounds for 3 Estates and 2 Duchy!
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Re: Neat and potentially useful card interactions
« Reply #749 on: September 13, 2016, 08:36:11 am »
0

Hunting Grounds/Groundskeeper

Trash Hunting Grounds with a bunch of Groundskeepers in play for 3 Estates and you'll get tons of points. I managed to outscore Dominate with this so it seems like it can be really strong.

Add Stonemason for extra fun! Use $7 buys to empty the Groundskeeper pile, then get all your Groundskeeper in play and trash Hunting Grounds for 3 Estates and 2 Duchy!
The game I played had Altar which was nice with this too.
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