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Author Topic: Neat and potentially useful card interactions  (Read 189086 times)

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gloures

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Re: Neat and potentially useful card interactions
« Reply #1350 on: September 27, 2018, 03:30:08 am »
+5

Page/Silk Merchant


Cheap draw that comes with + buy and just enough actions so that you can get to Champion. Pretty great match
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Marcory

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Re: Neat and potentially useful card interactions
« Reply #1351 on: September 27, 2018, 07:26:51 pm »
+1

Butcher + Silk Merchant

Obvious and potentially useful turbo remodel variant.
Silk Merchant guarantees 5 on the first shuffle. Amass Butchers and Silk Merchants, turning some starting estates into Silk Merchants early. Maybe mill a Silk Merchant for+4 Coffers and +2 Villagers. With 1 extra token, Butcher can take Silk Merchant straight to Province in the end game. The Villagers should allow multiple-Butcher turns. There are interesting decisions around when to play Silk Merchants.

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jomini

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Re: Neat and potentially useful card interactions
« Reply #1352 on: September 27, 2018, 08:05:05 pm »
0

I think we might want to wait for the full release to see what is just the new Mechanics and what is actually more specific to a card.

Page pretty much lose all the villagers. Troupe lets you get by with zero collision worries and then hey, no more villagers needed. Recruiter draws and trashes so you get to hero faster (and will much more quickly get rid of useless coppers once actions a cheap than you can accumulate draw with Silk merchant). And of course Sculptor, yeah you gain a couple of silvers to hand to avoid collisions ... but then you can gain draw to hand.

In like fashion Villagers combo with a lot of cards that have had terminal trouble before: Tormentor, Golem, Counting house (where Silk merchant is really nice), Pooka, and Envoy are helped a lot and things become much more viable with Villagers than with something like Cotr.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1353 on: September 27, 2018, 10:09:24 pm »
0

Bishop + Bonfire

There's a pretty fast golden deck here (faster and more reliable than the Chapel + Bishop golden deck).  So, if there aren't any disruptive attacks, you might want to go for it.

Turn 1-2: Buy Bishop + Bonfire
Turn 3-4: Trash 1 Estate and exactly 3 additional cards.  Usually, this comes about with one Bishop trash and two Bonfire purchases, trashing only one Copper on the second purchase.  You can also get there with two Bishop trashes and one Bonfire purchase.  Sometimes, this doesn't work out and you are delayed one turn.

Deck: Bishop, 2 Estates, 2 Coppers

Turn 5: Trash Estate, Buy Silver
Turn 6: Trash Estate, Buy Silver
Turn 7: Trash Copper, Buy Gold
Turn 8: Trash Copper, Buy Province
Turn 9+: Trash Province, Buy Province

Your VP after turn 8 is 14-15, then you get 5 VP per turn and end the game on turn 15 with 49-50 VP.  Add 1 turn to these totals if you aren't fortunate enough to trash to a 5-card hand by turn 5.

this is amazing
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1354 on: September 27, 2018, 10:12:16 pm »
0

Counting House + Night Watchman

This is beyond neat and certainly more than potentially useful!

This is can't seem to get to work at all.  I imagine it is that I am playing the night watchmen wrong.  Care to unpack how you are playing the night watchmen here.  I try and discard all coppers and try not to trigger reshuffles, but I am getting bogged down a lot, so i magine i'm doing something wrong.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1355 on: September 27, 2018, 10:14:13 pm »
+1

Butcher + Silk Merchant

Obvious and potentially useful turbo remodel variant.
Silk Merchant guarantees 5 on the first shuffle. Amass Butchers and Silk Merchants, turning some starting estates into Silk Merchants early. Maybe mill a Silk Merchant for+4 Coffers and +2 Villagers. With 1 extra token, Butcher can take Silk Merchant straight to Province in the end game. The Villagers should allow multiple-Butcher turns. There are interesting decisions around when to play Silk Merchants.

Welcome to the forum.

Yeah, but how many other users did he trash before getting here?

I feel bad for him.  Everyone knows except in very limited situations lurkers pretty much suck when by themselves...
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1356 on: September 28, 2018, 01:29:05 am »
0

I'm very sure this isn't the first time anyone's noticed this, but Herald is a phenomenal Ghost Ship counter.

 a much cheaper one is will o wisp
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greybirdofprey

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Re: Neat and potentially useful card interactions
« Reply #1357 on: September 28, 2018, 08:29:52 am »
0

Has Ill-Gotten Gains + Monastery been mentioned? I just had a game with it.
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aku_chi

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Re: Neat and potentially useful card interactions
« Reply #1358 on: September 28, 2018, 10:19:23 am »
+1

Counting House + Night Watchman

This is beyond neat and certainly more than potentially useful!

This is can't seem to get to work at all.  I imagine it is that I am playing the night watchmen wrong.  Care to unpack how you are playing the night watchmen here.  I try and discard all coppers and try not to trigger reshuffles, but I am getting bogged down a lot, so i magine i'm doing something wrong.

I wrote a slightly more detailed description for the blog.

You can watch RTT play the combo here (though he ought to have opened with Silver, IMO):

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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1359 on: September 29, 2018, 12:12:27 pm »
0

Just played a game with crazy synergy.  Probably even counts as a combo. Unless projects don't count for some as they aren't technically "cards" for the literalists anal folks.  And you guys really need to relax.

Innovation & Hermit (madman).

Once you gain innovation it allows you to play cards at the end that you gain.  So buy hermit.  Immediately play hermit (can even grab another hermit here especially to block ur opponent from doing this too) and b/c you can't buy a card after playing it you immediately get a madman.

So you basically get a free card and an immediate madman without the hermit clogging ur deck (not to mention an additional trash from the hermit anyway)

Just crushed someone with this.  It's really strong.
« Last Edit: September 29, 2018, 12:14:53 pm by Honkeyfresh »
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AJD

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Re: Neat and potentially useful card interactions
« Reply #1360 on: September 29, 2018, 12:46:43 pm »
+2

Wait, that doesn't sound right.... You only get a Madman "if you didn't buy any cards this turn", not just if you didn't buy any cards after playing Hermit.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1361 on: September 29, 2018, 01:44:52 pm »
+1

Wait, that doesn't sound right.... You only get a Madman "if you didn't buy any cards this turn", not just if you didn't buy any cards after playing Hermit.

well then it's a glitch.  cuz i just did it like 5x

I thought it would work like you, just happened to gain one to trash a curse and it happened... so i used the shit out of it

for those that wanna see this, or play it load game 18825460
« Last Edit: September 29, 2018, 03:50:57 pm by Honkeyfresh »
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humcalc216

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Re: Neat and potentially useful card interactions
« Reply #1362 on: September 29, 2018, 03:51:01 pm »
+6

Treasurer + Monastery

Gain Coppers out of the Trash, play them, and trash them again.
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Doom_Shark

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Re: Neat and potentially useful card interactions
« Reply #1363 on: September 30, 2018, 10:46:36 pm »
+6

Experiment + Devil's Workshop

Buy an Experiment, gain two of them, and get an imp from Devil's Workshop
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Re: Neat and potentially useful card interactions
« Reply #1364 on: October 01, 2018, 02:36:19 am »
+11

Experiment + Devil's Workshop

Buy an Experiment, gain two of them, and get an imp from Devil's Workshop

The other nice thing about this is that your Imps can repeatedly play Experiments.
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hypercube

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Re: Neat and potentially useful card interactions
« Reply #1365 on: October 02, 2018, 08:40:03 am »
+9

Capital + Wine Merchant

You can use the $2 you save to discard your WMs to pay off debt from Capital, essentially making WM a straight +$4 when you draw it with a Capital.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1366 on: October 08, 2018, 12:03:26 am »
0

Just had a sweet deck with some crazy synergy.

Shephard + seaway + counterfeit + training + crazy shit

Here's my turn 11

Turn 11 - honkeyfresh
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards a Pasture and an Estate.
h draws 3 Estates and a Shepherd.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards 3 Estates.
h draws 2 Coppers, 2 Estates, a Counterfeit and a Shepherd.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards 2 Estates.
h shuffles their deck.
h draws 2 Estates, a Shepherd and a Pasture.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards a Pasture and 2 Estates.
h shuffles their deck.
h draws 6 Estates.
h plays a Counterfeit.
h gets +1 Buy.
h plays a Copper.
h plays a Copper again.
h trashes a Copper.
h plays a Silver, a Copper and a Gold.
h buys and gains 5 Estates.
h buys and gains a Silver.
h shuffles their deck.
h draws 3 Estates, a Shepherd and a Pasture.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1367 on: November 05, 2018, 07:45:48 pm »
+4

With Scepter and Sculptor Scholar, you can very easily build a draw-to-X engine with Treasures as payload.
« Last Edit: November 05, 2018, 07:50:02 pm by Awaclus »
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4est

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Re: Neat and potentially useful card interactions
« Reply #1368 on: November 06, 2018, 04:21:47 pm »
+18

Guildhall + Beggar

Even without +Buy or other help, these two together can make for a surprisingly fast Province rush.  Guildhall gives you +1 Coffers every time you gain a treasure, which means Beggar essentially reads +$6.  There's probably some optimization here that I haven't figured out yet, but the basic strategy is to open Beggar-Beggar, buy Guildhall with your first $5 (which should be very easy with a Beggar play), then buy Province every time you play Beggar, and buy extra Beggars on hands without Beggars.  I can usually get 7-8 Provinces in about 12 to 13 turns, and I've had a few games where I emptied Provinces by turn 10 or 11. 
« Last Edit: November 06, 2018, 04:47:08 pm by 4est »
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1369 on: November 06, 2018, 10:30:36 pm »
+7

If you have an Artisan in hand and Scepter in the kingdom, you can play the Artisan to gain n Scepters where n is your handsize.
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hypercube

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Re: Neat and potentially useful card interactions
« Reply #1370 on: November 07, 2018, 08:19:52 am »
+1

If you have an Artisan in hand and Scepter in the kingdom, you can play the Artisan to gain n Scepters where n is your handsize.

With $1 of cost reduction and a Sculptor you can gain 10 Scepters.
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LaLight

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Re: Neat and potentially useful card interactions
« Reply #1371 on: November 07, 2018, 08:25:03 am »
0

If you have an Artisan in hand and Scepter in the kingdom, you can play the Artisan to gain n Scepters where n is your handsize.

With $1 of cost reduction and a Sculptor you can gain 10 Scepters.

And as much Villagers
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ehunt

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Re: Neat and potentially useful card interactions
« Reply #1372 on: November 07, 2018, 08:30:22 am »
+2

Treasurer can pull Haunted Mirror out of the trash, allowing you to gain the multiple Ghosts you have always deserved.
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connorbr011

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Re: Neat and potentially useful card interactions
« Reply #1373 on: November 07, 2018, 09:23:39 am »
+4

Hermit/Experiment

Experiment is an amazing Hermit gaining target when you don't want a bunch of Silvers.
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ipofanes

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Re: Neat and potentially useful card interactions
« Reply #1374 on: November 07, 2018, 10:52:11 am »
+6

Experiment/Plan

Everyone knows experiments yield better results when planned. Never having to fear the Experiment pile to deplete is certainly a bonus for a Plan target.
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