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Author Topic: Neat and potentially useful card interactions  (Read 184970 times)

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jonaskoelker

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Re: Neat and potentially useful card interactions
« Reply #1300 on: April 15, 2018, 03:10:06 pm »
+4

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ehunt

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Re: Neat and potentially useful card interactions
« Reply #1301 on: April 15, 2018, 03:24:23 pm »
+1

Borrow, Diplomat, and topdecking.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1302 on: April 15, 2018, 03:32:00 pm »
+2

Strictly better Harem?
Soon to come:
- more edge cases



What's that? Some kind of fan card version of Ruined Village?
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Re: Neat and potentially useful card interactions
« Reply #1303 on: April 19, 2018, 03:02:56 pm »
+3

Pooka + Donate: Buy a $5 card with Cursed Gold and then Donate before you see the Curse.
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Re: Neat and potentially useful card interactions
« Reply #1304 on: April 19, 2018, 03:08:22 pm »
+1

Pooka + Donate: Buy a $5 card with Cursed Gold and then Donate before you see the Curse.

I guess the practical application of this is to play CG to buy Donate on turn 1 and then get rid of everything except 5-6 Coppers, and potentially buy a $3 on turn 2.
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Chase Adolphson

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Re: Neat and potentially useful card interactions
« Reply #1305 on: April 20, 2018, 12:37:45 am »
0

Pooka + Donate: Buy a $5 card with Cursed Gold and then Donate before you see the Curse.

I guess the practical application of this is to play CG to buy Donate on turn 1 and then get rid of everything except 5-6 Coppers, and potentially buy a $3 on turn 2.


I like lyles way better because you can just get a gold with cg and 3 coppers then donate trash everything except gold then use gold to get silver and then just go from there.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1306 on: April 20, 2018, 03:33:39 am »
0

I like lyles way better because you can just get a gold with cg and 3 coppers then donate trash everything except gold then use gold to get silver and then just go from there.

That's really slow. You want to keep at least 5 Coppers around on your first Donate, and you generally want that Donate to happen on turn 1.
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Chase Adolphson

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Re: Neat and potentially useful card interactions
« Reply #1307 on: April 20, 2018, 09:56:36 am »
0

I like lyles way better because you can just get a gold with cg and 3 coppers then donate trash everything except gold then use gold to get silver and then just go from there.

That's really slow. You want to keep at least 5 Coppers around on your first Donate, and you generally want that Donate to happen on turn 1.


I like to do donate at about turn 5 and trash every copper and every estate. My dad did the strategy that you said and I won badly because he had coppers cluttering up his deck.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1308 on: April 20, 2018, 10:52:02 am »
0

I like lyles way better because you can just get a gold with cg and 3 coppers then donate trash everything except gold then use gold to get silver and then just go from there.

That's really slow. You want to keep at least 5 Coppers around on your first Donate, and you generally want that Donate to happen on turn 1.


I like to do donate at about turn 5 and trash every copper and every estate. My dad did the strategy that you said and I won badly because he had coppers cluttering up his deck.

It's good to get rid of your Estates as soon as possible because getting rid of an Estate is ridiculously good for your economy. It's not good to get rid of your Coppers as soon as possible because Coppers are also good for your economy, combined with draw. That's why it's better to Donate t1 to trash the Estates, and get rid of the Coppers little by little throughout the game using a different trasher, or buy another Donate later on in the game, or just build enough draw to draw all the Coppers in some rare cases.
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Re: Neat and potentially useful card interactions
« Reply #1309 on: April 20, 2018, 11:00:38 am »
0

I like lyles way better because you can just get a gold with cg and 3 coppers then donate trash everything except gold then use gold to get silver and then just go from there.

That's really slow. You want to keep at least 5 Coppers around on your first Donate, and you generally want that Donate to happen on turn 1.


I like to do donate at about turn 5 and trash every copper and every estate. My dad did the strategy that you said and I won badly because he had coppers cluttering up his deck.

It's good to get rid of your Estates as soon as possible because getting rid of an Estate is ridiculously good for your economy. It's not good to get rid of your Coppers as soon as possible because Coppers are also good for your economy, combined with draw. That's why it's better to Donate t1 to trash the Estates, and get rid of the Coppers little by little throughout the game using a different trasher, or buy another Donate later on in the game, or just build enough draw to draw all the Coppers in some rare cases.

Cursed Gold might change the intuition here, but yeah you can Donate Turn 1 and keep 5 Coppers, then buy something costing $5 on turn 3. You should look for a trasher or a second Donate soon after as Awaclus said.

The Cursed Gold + Donate opening I envision would be spending Cursed Gold to Donate Turn 1, but keep the Cursed Gold and some Coppers to buy a remodeler like Upgrade or Remake Turn 2. This lets you turn the Cursed Gold into a $5 cost card, except now you have a Remodeler to go along with it that will let you trash the remaining cards Donate didn't trash.
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crj

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Re: Neat and potentially useful card interactions
« Reply #1310 on: April 20, 2018, 02:06:12 pm »
+1

Hmm. If you've got Cursed Gold, Donate and Upgrade in the kingdom, a baseline if you draw CG on turn 1 might be:
  • Donate everything except Cursed Gold and 2 more Coppers than you need to clear the debt
  • Pay off debt, gain Curse, buy Upgrade
  • Upgrade away curse, gain Curse, buy Gold
  • Upgrade CG to Upgrade, buy Gold
  • Upgrade away Curse and Copper, buy Province
  • Upgrade Upgrade to Gold, buy Province
  • Upgrade away Copper, buy Province
  • ...
That's getting a Province a turn from T5 onwards, but it would be a pretty peculiar kingdom if the other cards didn't offer the opportunity to do even better! (And now someone's going to show how to do better, or just make the above more reliable, even with only CG, Upgrade and Donate.)
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Re: Neat and potentially useful card interactions
« Reply #1311 on: April 25, 2018, 03:35:49 am »
+1

Temple / Banquet

Temple x 2 -> Banquet-Temple gives at least 4VP per turn until the Temples run out. Useful in games with:
- no additional gaining
- strong engine/reliability support
- engine chokes on Provinces
- opponent is playing a Temple every turn but not gaining any

And then once the Temples run out ..

Temple / Conquest

Also 4VP per turn, until Silvers run out -- play 2 Temples every turn, replenishing them with a Conquest buy (assuming you have $6).
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faust

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Re: Neat and potentially useful card interactions
« Reply #1312 on: May 02, 2018, 11:06:57 am »
+6

Den of Sin/Horn of Plenty

Gain lots of Den of Sins through Horns of Plenty, then have your megaturn and gain all the Provinces. Probably one of the strongest HoP enablers out there.
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Re: Neat and potentially useful card interactions
« Reply #1313 on: May 04, 2018, 12:05:32 am »
+5

Plan + Changeling

Put Plan on a + card you can buy on turn 2 that you want at least one copy of.  Then, later in the game, you can buy that card to get the trash - but exchange it for a Changeling.
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crj

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Re: Neat and potentially useful card interactions
« Reply #1314 on: May 04, 2018, 11:16:22 am »
0

Hmm. That one feels like a workaround for an unnecessary restriction. I wonder if, with Nocturne hindsight, it might have made more sense for Plan to say "non-Victory" rather than "Action"?
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weesh

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Re: Neat and potentially useful card interactions
« Reply #1315 on: May 04, 2018, 12:47:27 pm »
+1

Hmm. That one feels like a workaround for an unnecessary restriction. I wonder if, with Nocturne hindsight, it might have made more sense for Plan to say "non-Victory" rather than "Action"?

you wouldn't be able to plan on mill then.
and sometimes you want a 3$ card more than you want a slow changeling.
changelings are weak early, when you have low density of good cards in your deck.
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Re: Neat and potentially useful card interactions
« Reply #1316 on: May 04, 2018, 12:49:31 pm »
0

Den of Sin/Horn of Plenty

Gain lots of Den of Sins through Horns of Plenty, then have your megaturn and gain all the Provinces. Probably one of the strongest HoP enablers out there.

For this to work, Dens would have to be ignored for much of the game, no?
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Re: Neat and potentially useful card interactions
« Reply #1317 on: May 04, 2018, 01:10:18 pm »
0

Den of Sin/Horn of Plenty

Gain lots of Den of Sins through Horns of Plenty, then have your megaturn and gain all the Provinces. Probably one of the strongest HoP enablers out there.

For this to work, Dens would have to be ignored for much of the game, no?

If Horn is the only gainer, then you can use this interaction to punish a player that ignores Horn.
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faust

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Re: Neat and potentially useful card interactions
« Reply #1318 on: May 09, 2018, 09:44:40 am »
+2

Dismantle/Fountain

Trash your Estates for 3 Gold and 3 Coppers and 15 VP.
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Cave-o-sapien

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Re: Neat and potentially useful card interactions
« Reply #1319 on: May 09, 2018, 11:04:33 am »
+3

Will-o-wisp and Bandit Camp.  Spoils cost 0, so will-o-wisp picks them up! Plus I got the WOW from pixie, which means goat ate everything else, so WOW was pretty consistently a lab.

Druid (Swamp) + Bandit Camp

This is one to look out for when Druid has Swamp's Gift. Wisps and mid-turn-gained Spoils (+more Wisps) is really nice.

On top of that, Druid gives you +Buy!

« Last Edit: May 09, 2018, 11:05:49 am by Cave-o-sapien »
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Re: Neat and potentially useful card interactions
« Reply #1320 on: May 12, 2018, 01:14:05 pm »
+12

Not useful, but certainly neat.

When you play an Enchantress, it covers the first Action card played during a turn... Which includes a Werewolf in the Night Phase.
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Re: Neat and potentially useful card interactions
« Reply #1321 on: May 12, 2018, 07:06:05 pm »
+4

Horse Traders + Villa

Struggling to get the full +$3 from your Horse Traders because it keeps forcing you to discard treasures? End actions without playing the Horse Traders, buy a Villa, play the Villa, then play the Horse Traders for the full amount.
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Re: Neat and potentially useful card interactions
« Reply #1322 on: May 12, 2018, 08:37:34 pm »
+6

Horse Traders + Villa

Struggling to get the full +$3 from your Horse Traders because it keeps forcing you to discard treasures? End actions without playing the Horse Traders, buy a Villa, play the Villa, then play the Horse Traders for the full amount.
Hopefully you want the Villa - as this still leaves you a net of $0
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Re: Neat and potentially useful card interactions
« Reply #1323 on: June 02, 2018, 02:02:01 pm »
+1

Unsurprisingly, Castles/Shepherd is a pretty good combo.
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Re: Neat and potentially useful card interactions
« Reply #1324 on: June 04, 2018, 04:07:06 am »
0

Unsurprisingly, Castles/Shepherd is a pretty good combo.

Rebuild + Shepherd also works well.
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