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Author Topic: Neat and potentially useful card interactions  (Read 425432 times)

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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1700 on: April 11, 2022, 04:37:54 pm »
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Way of the Horse + Sycophant is pretty nice. It makes buying Sycophant essentially like buying Ride, except that you also get +2 Favors
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1701 on: April 12, 2022, 04:58:00 pm »
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Prince of Underling can be really strong with the right Ally. I had a game with League of Shopkeepers and that combination, so I was getting +2 Actions +1 Card +$1 +1 Buy at the start of every turn (I'd already reached 10 Favors before I even Princed it). Underling with that Ally is already pretty strong, considering how fast you can accumulate Favors with it
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Commodore Chuckles

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Re: Neat and potentially useful card interactions
« Reply #1702 on: April 13, 2022, 11:42:48 pm »
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Donate + Leprechaun
I was able to get 7 Provinces in 12 turns with this. I lost to an Inventor-Fairgrounds engine, but it's still worth considering if you see it. Only half of the Hexes will actually hurt you. Of those, Misery and Locusts only do minor damage.
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1703 on: April 17, 2022, 05:00:35 pm »
+3

Capitalism + Sycophant is an interesting combination. It doesn't really work for multiple copies, but if you have just one in hand going into your buy phase, you can use it after spending all your other Treasures, and only have to discard Victory cards or unused Actions. Of course, this wouldn't work very well in games with strong trashing, but the game it came up in had no trashing, so most of the time I had a Victory card or two in hand going into my buy phase
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Timinou

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Re: Neat and potentially useful card interactions
« Reply #1704 on: April 23, 2022, 11:34:39 am »
+5

Has Swap + Emporium been mentioned already?
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Jack Rudd

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Re: Neat and potentially useful card interactions
« Reply #1705 on: May 05, 2022, 11:29:35 am »
+5

Ambassador/Wild Hunt. For when you want a clay-court game.
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Re: Neat and potentially useful card interactions
« Reply #1706 on: July 10, 2022, 01:10:33 pm »
+5

Souk/Gamble is pretty neat. If you have no cards in hand/deck/discard and at least $7, you can gain the entire Souk pile in one turn, and then the Souks are generally at least Golds for your Gamble deck and better if you get any Treasures or disappearing Actions in your hand.
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1707 on: July 11, 2022, 03:37:06 am »
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Capital City + Guard Dog is a nice combo. By discarding for the +$2, you can then set up your hand to get +4 Cards from Guard Dog
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Re: Neat and potentially useful card interactions
« Reply #1708 on: July 19, 2022, 04:21:51 pm »
+3

Groundskeeoer ./. Way of the Rat

In a Gronudskeeper kingdom, it is hard to find the sweet spot when to start gaining Groundskeepers. As cantrips, Groundskeepers do not work towards hands that can afford more Groundskeepers. But Way of the Rat enables the very Groundkeepers to gain more of their kin, thus allowing to start purchasing them quite early in the game.
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Re: Neat and potentially useful card interactions
« Reply #1709 on: July 20, 2022, 05:13:01 am »
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Possession + Odysseys
Make sure you get your Sunken Treasure before it's too late!

I don't get this one... are you just saying because it lets you gain Possessions easily?
It lets you gain Possessions easier than anything we have seen before; the significance of that cannot be overstated enough. On top of that, Voyage is also excellent for getting multiple Possession plays.

In the game on which I got this interaction, I opened with Old Map, got a Voyage and a Sunken Treasure, and always cycled until Distant Shore was on top. My opponent underestimated the importance of that pile (or should I say: the urgency of getting stuff thereof) and got none of these. By the time I played my first Possession (on a Voyage turn), I had two of these, and my opponent was like: "let's get the hell out of here."

ouch.  This is a nasty interaction.  How many possession & voyage turns could you link together.  The other player might as well make a sandwich,
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Jack Rudd

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Re: Neat and potentially useful card interactions
« Reply #1710 on: July 20, 2022, 05:23:29 am »
+4

It's strong, but it's not particularly nasty (you're just getting lots of extra turns for yourself rather than doing damage to your opponent).

I've had Possession/Way of the Horse. Now that one is nasty.
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Re: Neat and potentially useful card interactions
« Reply #1711 on: July 20, 2022, 05:19:05 pm »
0

It's strong, but it's not particularly nasty (you're just getting lots of extra turns for yourself rather than doing damage to your opponent).

I've had Possession/Way of the Horse. Now that one is nasty.

wow that would be nasty. tossing back your opponent's possessions oof
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4est

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Re: Neat and potentially useful card interactions
« Reply #1712 on: July 20, 2022, 05:28:51 pm »
+2

It's strong, but it's not particularly nasty (you're just getting lots of extra turns for yourself rather than doing damage to your opponent).

I've had Possession/Way of the Horse. Now that one is nasty.

wow that would be nasty. tossing back your opponent's possessions oof

Well that, plus literally all of their other Actions.
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DaveColMD

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Re: Neat and potentially useful card interactions
« Reply #1713 on: July 21, 2022, 09:33:15 am »
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Toil/Tactician.
You get to play your hand, buy something, keep 2, buy a toil, then get to play the tactician. You must have a card left in your hand to discard.

Toil/Prince
Ensures you have something to Prince using the toil. Save an action.

Quarry/Toil/Prince
Same as above except you can prince an action card worth up to 6.
Since quarry only reduces the cost in the buy phase, the cost of cards will be reduced by the time you buy the toil.

This same thing would work with Highway(s)/Prince or Highway/Toil/Prince - that is princing a card costing > 4
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DaveColMD

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Re: Neat and potentially useful card interactions
« Reply #1714 on: July 21, 2022, 09:45:06 am »
+1

KC/KC/Scheme/Scheme/X - best if X is + cards or +$

A killer guaranteed to get you a province or colony every turn and can't be stopped.
You get to keep the same 5 cards every hand.

The only way this doesn't work is if there is a hand size attack or a masquerade or some other card that makes you trash a card from your hand.
Even a hand size attack only slows it down.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1715 on: July 21, 2022, 12:12:47 pm »
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Has Swap + Emporium been mentioned already?

Not that it was too hard to figure out but swap is pretty amazing when ur opponent starts tossing ruins at u...
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Erick648

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Re: Neat and potentially useful card interactions
« Reply #1716 on: July 21, 2022, 02:12:55 pm »
+1

KC/KC/Scheme/Scheme/X - best if X is + cards or +$

A killer guaranteed to get you a province or colony every turn and can't be stopped.
You get to keep the same 5 cards every hand.

The only way this doesn't work is if there is a hand size attack or a masquerade or some other card that makes you trash a card from your hand.
Even a hand size attack only slows it down.
This is an old trick, but it’s good enough that it’s worth mentioning again.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1717 on: July 21, 2022, 04:48:08 pm »
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In a surprise to no one, Trail is very good w any workshop variant, as terminals become cantrips and cantrips become Villages. But specifically, Altar really shines with it.  Altar is great but its terminality and how it starts to prevent u from hitting 8 in some decks.  Trashing coppers/junk for 5's and getting a cantrip?  Plus sometimes u just trash trail and get the other side of the trail bonus, and a 5-cost card. Really really good. Like usually ignore gold kind of good. 
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1718 on: July 21, 2022, 05:40:11 pm »
+1

Like usually ignore gold kind of good.

So a completely unremarkable, indistinguishable from nothing kind of good.
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Re: Neat and potentially useful card interactions
« Reply #1719 on: July 22, 2022, 02:28:00 am »
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Like usually ignore gold kind of good.

So a completely unremarkable, indistinguishable from nothing kind of good.

Why?  there are a lot times you should optimally gain gold over Altar. On other boards it doesn't work so well.  On a lot of those boards trails presence creates a very positive interaction. 

Not every positive interaction has to be earth-shattering.

and just to be clear I mean ignore gold. as in like never buy it unless maybe viz a biz bandit etc. Not like get altar before gold or something.  And that is not always the case with the 6 cost cards.

A similar case could be made for getting terminal cards like Vault since trails discard turns it into a vaulting labratory.
« Last Edit: July 22, 2022, 02:33:42 am by Honkeyfresh »
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #1720 on: July 22, 2022, 08:57:44 am »
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Why?  there are a lot times you should optimally gain gold over Altar.

Sure, if you already have an Altar. There aren't a lot of times you should optimally gain Gold over the $5 Actions in the kingdom.
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Re: Neat and potentially useful card interactions
« Reply #1721 on: July 24, 2022, 12:10:07 pm »
+1

Collection / Way of the Horse
Found this in a game, but is way better with trashing or strong engine pieces. It can even create a golden deck. As long as you can draw your hand and have 3-5 Collections, you can do the following:

1.) Draw your hand
2.) Buy 2-5 cheap action cards ($2-$3) with Collection's buy and payload, gaining between 6-25 VP with it
3.) Use Way of the Horse to return them to the supply, while also helping you draw your entire hand
4.) Repeat

This is especially good with Chapel. Chapel, as one of not the best trasher, is fast enough to give you a hand of 4 Collections and a Silver pretty early into the game, where you can then buy 5 Chapels for 20 VP each turn. Since Way of the Horse returns cards to the Supply on your turn, people can't counter this by buying all the Chapels after you set up.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1722 on: July 27, 2022, 12:24:30 am »
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Not that this one requires a PHD to figure out but Toil and Souk is just bonkers.  as long as you have 2 coins avail you play every souk without the coins deducting your souk+7.  2 coins and 3 souks produces 12 coins.
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Re: Neat and potentially useful card interactions
« Reply #1723 on: July 27, 2022, 09:35:30 am »
+4

Barbarian / Scrying Pool

This is vicious. Not only can you manipulate the top of your opponent's deck with Scrying Pool to get a perfect target, you can also turn their Scrying Pools into Curses.
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1724 on: July 27, 2022, 11:35:32 am »
+1

Not that this one requires a PHD to figure out but Toil and Souk is just bonkers.  as long as you have 2 coins avail you play every souk without the coins deducting your souk+7.  2 coins and 3 souks produces 12 coins.

Capitalism + Souk is even stronger, not even needing the $2
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