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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 261340 times)

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Chris is me

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+13

PPE: Interactions between landscapes and/or cards are also allowed

So uh, there's this other thread, right? Where people post when they find a card interaction that seems novel. 90% of the posts in that thread are people who wish to share what they found immediately after playing a game online. Tons of things in that thread are useful, but often they involve more than two cards, so we're subjected to completely endless and infuriating debate every single time someone wants to share a card interaction about whether or not it is "common enough" to be "potentially useful". It's funny, because that thread was made to avoid discussions about "combos" since that word itself has a loaded definition which was endlessly debated. But I digress.

So here is the criteria for posting in this thread:
1. Post interactions between multiple cards here which result in novel, interesting, and/or particularly effective synergy.
2. Post interactions between cards that you have observed, in an actual game of Dominion at least once. If it happened at least once, that's cool. If it's a purely theoretical 8 card combo, maybe not?

As long as those criteria are met, it can be posted. I mean really, I'm not going to breathe down anyone's neck rigorously checking this, but at some point in the future someone is going to cite this post as a reason something shouldn't get posted, so I'm going out of my way to be inclusive here.

Maybe, finally, with this almost identical thread with a very slightly different topic, we won't have pages and pages of people derailing with their tired arguments about how common or rare something is, as if we all always play full random games and as if we all only use that thread for practical advice and not just discussion. Or if you think this whole thing is silly and doesn't deserve a splinter topic, we can stop derailing the existing thread? You can't have it both ways. Either the content doesn't belong in the other thread, so we need a new one for that content; or it does belong in the other thread and we should stop tolerating constant derailment.
« Last Edit: February 13, 2017, 02:57:11 pm by Chris is me »
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Deadlock39

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1 on: February 07, 2017, 10:57:55 am »
+1

I played a few games the other day with the selection set of Empires plus the new second edition cards. We got Charm, Royal Blacksmith, and City Quarter. It was Cwazy.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #2 on: February 07, 2017, 11:04:01 am »
+1

I played a few games the other day with the selection set of Empires plus the new second edition cards. We got Charm, Royal Blacksmith, and City Quarter. It was Cwazy.

I will often deliberately put those cards in a game together because I enjoy that interaction.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #3 on: February 07, 2017, 11:52:26 am »
+2

I played a few games the other day with the selection set of Empires plus the new second edition cards. We got Charm, Royal Blacksmith, and City Quarter. It was Cwazy.

I will often deliberately put those cards in a game together because I enjoy that interaction.

I never play random games at home, we deliberately make kingdoms with interesting interactions in them and play those, usually three games in a row with the same kingdom.  That thread, and I guess this one, are a good source to mine for ideas.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #4 on: February 07, 2017, 12:59:55 pm »
+1

I once had a game on Isotropic with Governor, Black Market and Minion in it. That made for an amusing variant on the old Council Room - Militia decks we all know and love.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #5 on: February 07, 2017, 01:02:20 pm »
+6

I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #6 on: February 07, 2017, 06:54:21 pm »
+4

I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)

Only if you used the maple syrup to covertly stick cards to the palm of your hand to be slipped back into play at opportune moments...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #7 on: February 08, 2017, 08:55:16 am »
0

In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #8 on: February 08, 2017, 09:05:02 am »
+1

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #9 on: February 08, 2017, 09:16:17 am »
0

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #10 on: February 08, 2017, 09:28:10 am »
+1

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?

You accidentally.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #11 on: February 08, 2017, 10:23:32 am »
0

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?

n00b
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #12 on: February 08, 2017, 10:25:30 am »
+15

You just need a big enough can or a really Small Castle.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #13 on: February 08, 2017, 10:27:12 am »
0

Are you a Castlecan or a castlecannot?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #14 on: February 08, 2017, 10:28:35 am »
+17

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?

Chris is me

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #15 on: February 08, 2017, 01:48:46 pm »
+1

In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #16 on: February 08, 2017, 02:13:49 pm »
0

In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

Lurker works great with any tfb card.  "I could trash my Market and draw 5 cards, but then I won't have my Market anymore... oh, wait, I can Lurker it back!"  :D
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #17 on: February 08, 2017, 02:26:49 pm »
+5

In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

Even without the trash-for-benefit synergies like Apprentice and fun on-trash tricks (e.g. Fortress, Cultist), I think Lurker might be the strongest $2-cost engine enabler aside from Chapel and the Travellers (Yes, I think it's better than Stonemason).  While it's of course weak when played by itself, in pairs and multiples, Lurker becomes a powerhouse gainer, like an Ironworks that can gain anything.  Unlike Stonemason, Lurker can eliminate the need for Treasures or Buys altogether when engine building--you just need enough trashing or sifting to connect your Lurker pairs, and you can gain all your engine components without ever needing coin. 

Later in the game, Lurker changes function from a gainer to a drainer.  Especially for deck-drawing engines, winning the Lurker split can give you a tremendous amount of pile control over your opponent--the ability to instantly empty a Supply pile of six or seven cards while saving your Buys for Victory cards can give you powerful authority to determine exactly when the game ends.
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Chris is me

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #18 on: February 08, 2017, 02:43:37 pm »
+1

In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

Lurker works great with any tfb card.  "I could trash my Market and draw 5 cards, but then I won't have my Market anymore... oh, wait, I can Lurker it back!"  :D

The particular strength of the synergy with Apprentice is that both cards are nonterminal, so you don't need any external support to make them work. As opposed to Salvager, Butcher, Graverobber, etc.

Plus nonterminal draw is just so great and you don't even need to line the cards up.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #19 on: February 09, 2017, 11:44:04 am »
0

So yeah, Lurker goes well with any TfB card, but I agree that Apprentice might be a special case. When you're "allowed" to trash any valuable action (including other Apprentices), you can instantly draw your whole deck every turn non-terminally. That's amazing. A couple Apprentices plus some fodder is like having the whole pile of Labs (minus the reliability).

I've been really underwhelmed with Lurker in general when it takes 2 plays to gain a card. Any time it can gain a card every single play, it's amazing (hence the general synergy with all TfB cards).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #20 on: February 09, 2017, 01:35:34 pm »
+5

Other interesting Lurker interactions I've experienced:

Lurker/Border Village/TfB (in this case, Replace).  Gaining Border Villages out of the trash triggers their when-gain ability.

Lurker/Knights.  In an engine mirror playing these cards, it turns into a lengthy contest for who can end up with all of the Knights.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #21 on: February 09, 2017, 07:29:20 pm »
+1

Storyteller/Raid/Conquest was pretty neat.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #22 on: February 10, 2017, 02:43:37 pm »
+3

Just found that quest with some buy completely counters haunted woods. Sometimes you even get gold.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #23 on: February 10, 2017, 09:13:38 pm »
+4

Tactician + Baths. You weren't going to do anything on the turn you played Tac anyway, so here's 2 free points!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #24 on: February 11, 2017, 05:05:02 pm »
+35

Pirate Ship + Lurker + bad opponent

Lurk a pirate ship, your opp. will likely "steal" it, and trash your coppers.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #25 on: February 11, 2017, 05:45:30 pm »
+2

ditto thie- oh
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #26 on: February 12, 2017, 11:20:48 am »
+11

When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.
« Last Edit: February 12, 2017, 11:23:28 am by luser »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #27 on: February 12, 2017, 11:39:34 am »
+2

When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #28 on: February 12, 2017, 12:29:32 pm »
+2

Apprentice/Rocks.  It gives your Apprentices 3 things to trash.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #29 on: February 13, 2017, 10:10:02 am »
+1

I had a game last night where on, I think, 2 turns, I: had a Raze trash itself or an estate, drawing and discarding an action card in the process; played Harbinger to put the discarded action card back on top of my deck; played Vassal to play the action card; used Lurker to get the Raze back.

Not powerful, maybe, but kind of fun to keep moving a card around like that.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #30 on: February 13, 2017, 12:33:57 pm »
+3

When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Since this thread is strictly better than the other thread, why would anyone post anything in the other thread?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #31 on: February 13, 2017, 01:18:24 pm »
0

When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Since this thread is strictly better than the other thread, why would anyone post anything in the other thread?

The other thread is better if you want to post something that people should care about.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #32 on: February 13, 2017, 04:22:27 pm »
+13

Lurker/Knights.  In an engine mirror playing these cards, it turns into a lengthy contest for who can end up with all of the Knights.

My first Lurker/Knight game made me feel a little sorry for the poor knights: I realized we were repeatedly resurrecting them and sending them to die in combat again and again and again.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #33 on: February 14, 2017, 12:47:43 am »
+10

When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

Well, this is something you could actually post in the other thread. I tried it too and it's incredible.
Since this thread is strictly better than the other thread, why would anyone post anything in the other thread?

The other thread is better if you want to post something that people should care about.

This thread was strictly better until Awaclus decided he needed to use it to give people permission to post to the other thread
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #34 on: February 14, 2017, 01:07:03 am »
0

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.
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Seprix

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #35 on: February 14, 2017, 05:01:56 pm »
0

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #36 on: February 14, 2017, 05:05:12 pm »
+2

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #37 on: February 14, 2017, 05:18:31 pm »
0

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #38 on: February 15, 2017, 04:46:48 am »
0

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #39 on: February 15, 2017, 08:04:17 am »
+4

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
You know he's a killer...

                      ...But did you know he's a Cereal killer?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #40 on: February 15, 2017, 10:52:09 am »
0

Procession + Ironmonger + Page line was cool in a game I played. IronMONGER helps you cycle faster to upgrade your Pages, and once you reach Champion, IronMONGER isn't as useful anymore since you don't need the action, so you can Procession it into that $5 terminal draw you're eyeing.
« Last Edit: February 15, 2017, 12:22:12 pm by Chris is me »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #41 on: February 15, 2017, 10:59:57 am »
0

Procession + Ironworks + Page line was cool in a game I played. Ironworks helps you cycle faster to upgrade your Pages, and once you reach Champion, Ironworks isn't as useful anymore since you don't need the action, so you can Procession it into that $5 terminal draw you're eyeing.

Ironmonger?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #42 on: February 15, 2017, 11:23:42 am »
+2

I dunno what you're talking about it totally says ironmonnger up there it always has I swear :P
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #43 on: February 15, 2017, 11:36:46 am »
+5

I dunno what you're talking about it totally says ironmonnger up there it always has I swear :P

lol...even after editing, it still says Ironworks twice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #44 on: February 15, 2017, 12:12:59 pm »
+3

Ironworks, editing doesn't.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #45 on: February 15, 2017, 12:56:26 pm »
0

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
You know he's a killer...

                      ...But did you know he's a Cereal killer?

That was the best episode of that season, which was still not a very good episode.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #46 on: February 15, 2017, 02:31:07 pm »
0

I guess the logic according to which this is a strictly better thread than the other thread also makes Random Stuff III a strictly better thread than this.

Whenever I read Awaclus, the voice in my head is Data from Star Strek TNG.

Not Lore?

Lore has that "villain" voice, and that doesn't have the timbre I think of. Lore is more expressive. Data has that simple logical sound.

Yeah, I can't have a "villain" voice. I don't even sound like the serial killer!
You know he's a killer...

                      ...But did you know he's a Cereal killer?

That was the best episode of that season, which was still not a very good episode.
I'm torn between giving you a +1 for watching Sherlock and not giving a +1 for hating one of my favorite episodes.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #47 on: February 15, 2017, 04:52:07 pm »
0

I'm torn between giving you a +1 for watching Sherlock and not giving a +1 for hating one of my favorite episodes.

It wasn't much of a mystery. It was an interesting character study, but the fun in Sherlock is the mystery.

In fact, Season 4 was so bad that I am not looking forward to Season 5 (assuming it even comes to existence). I have a full review written for it too, just waiting for me to not be lazy to go and record it.
« Last Edit: February 15, 2017, 04:53:09 pm by Seprix »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #48 on: February 16, 2017, 11:37:07 pm »
+8

Legionary, Fortune Teller
cute.

Crown, Bank
Power up banks without needing to spam actual yellows.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #49 on: February 17, 2017, 07:56:57 am »
0

Legionary, Fortune Teller
cute.

I wouldn't call it cute. It's actually pretty evil; your opponent pretty much starts with a two-card hand every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #50 on: February 18, 2017, 05:35:05 am »
+8

Transmogrify + Catapult/Rocks

Transmogrify helps turn estates into catapults to help get to the rocks.  Once rocks are uncovered, you probably have mostly coppers and a bunch of catapults, which ends up working out quite well.  Say for example you have a transmogrify on your tavern mat and a hand of 2x catapult, 3x copper.  Call tmog to turn a catapult into a rocks, gaining a silver to hand.  Play the other catapult to trash the rocks, gaining a silver to hand.  Now you have 8 for a province, and you curse+discard attacked your opponent.

I saw this in a game a couple days ago, where it won handily.  Squire helped somewhat, but it was clear that this was the main interaction.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #51 on: February 20, 2017, 04:31:21 pm »
0

In the very first game I played with Lurker, I got Apprentice out of the Black Market deck. This ended up being a cool combo, since I could trash my expensive actions for big card draw, and get them back later that turn. I had a few Artisans, which was great for a 6-card draw.

That game made me think that Lurker should probably be in the top 5 or 7 $2 cards.

Apprentice / Lurker may be a legitimate combo, even more so than most trash-for-benefit + Lurker combos. That just seems super powerful, and completely nonterminal at that.

My wife and I had an IRL game with Apprentice and Lurker in it.  We also had Explorer in the game, which is a card I rarely buy.  In addition, we had Obelisk.  We chose randomly from the randomizer cards and chose Explorer as the Obelisk card.  Explorers worked great as food for Apprentice and Lurker put it right back in our hands.  We had Villa in the layout also and a lot of cantrips.  So it never gummed up our decks and even gave us points at the end of the game.  The silvers and golds generated by Explorer were also available to sacrifice to Apprentice.  That was my first game with Lurker.  It is an excellent addition to the Base game, and it certainly feels like a top 5 $2 card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #52 on: February 21, 2017, 10:15:33 am »
+21

Royal Blacksmith + Poor House: I just played a game with these two on a board with lots of potential for a strong engine; plenty of +Actions, huge draw from Royal Blacksmith, and +Buy...but no trashing.  Poor House is usually awful if you can't trash your Coppers, and Royal Blacksmith similarly prefers some trimming.  But together, with some village support, each Royal Blacksmith draws a bunch of cards and handily purges your hand of Coppers so you can then maximize your Poor Houses for +$4 each!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #53 on: February 21, 2017, 08:57:51 pm »
+9

Wishing Weel, Vassal
I just played a game where Vassal was the main payload but was pretty risky (no villages whatsoever, nor the typical topdeck-set-uppers.) Turns out Well is a pretty good topdeck-set-upper, as long as you have quite a few wells per vassal. Just wish away stop cards and once a well (or some other nonterminal that's okay to play) is revealed, play it with vassal.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #54 on: February 22, 2017, 05:19:42 am »
+14

Hunting Grounds and Donate (and a +buy source otherwise it's difficult)
When trashed Hunting Grounds gives you either a Duchy or three Estates.
The trick is to have two piles empty and then buy Donate to trash all your Hunting Grounds and using the gains to either empty the Estate or Duchy pile. You will get 3VP per Hunting Grounds (unless you need to gain 1 or 2 Estates to empty the pile), plus all the VP gained during your turn (where you can still use your Hunting Grounds).
Because the endgame state is checked after your turn but before you Donate your opponent gets a last turn. But they cannot use Donate to trash Hunting Grounds as the game will finish after their turn.

So in this game, I bought two Provinces and made sure two piles were empty. And with the last remaining buy I bought Donate.
With Donate I trashed my four Hunting Grounds, gaining a Duchy and 8 Estates. Thus so emptying the third pile. (23VP)
The opponent would have to been able to buy 4 Provinces (24VP) to get ahead of me which she wasn't ;)
« Last Edit: February 22, 2017, 05:25:34 am by schoeggu »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #55 on: February 22, 2017, 05:37:09 pm »
+19

Tomb and Fool's Gold

Be careful taking the last Province for a narrow "win" - it may turn into a loss!

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #56 on: February 24, 2017, 03:29:57 pm »
+1

Just played a game with Sacrifice+Fortress+Tomb..... trash-tastic!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #57 on: February 24, 2017, 05:09:59 pm »
+3

Tomb and Fool's Gold

Be careful taking the last Province for a narrow "win" - it may turn into a loss!

Surprise! Keep was also in the game, and they lost 5 points for trashing the Fool's Gold.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #58 on: February 24, 2017, 05:52:40 pm »
+1

Just had a board with NV, KC, bridge, and duplicate. Would you believe that those cards indeed interacted in a neat way?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #59 on: February 24, 2017, 08:46:55 pm »
0

Just had a board with NV, KC, bridge, and duplicate. Would you believe that those cards indeed interacted in a neat way?


Do you need the Duplicate? 2 King's Court's + 3 Bridges is game. And you can just King's Court-Native Village everything if needed until you pick up your whole hand one turn.

Also, it's probably just me, but typing out the whole card name feels so satisfying.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #60 on: February 28, 2017, 05:28:42 am »
+1

Just played a game with Sacrifice+Fortress+Tomb..... trash-tastic!

It's insane. Add a Scheme to your deck and you're guaranteed to always start with Fortress in hand.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #61 on: February 28, 2017, 04:09:04 pm »
+7

Legionary / Enchantress

The best defence against Legionsry is to keep two synergic cards like village/smithy. This is nerved the hard way if the village is a cantrip.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #62 on: March 03, 2017, 11:47:59 am »
+2

Lurker+Catacombs
A very neat combo, as it makes Lurker effectively a nonterminal workshop. If you play two Lurkers, you can gain yourself a Catacombs and a $4 card!
I played this combo together with Island. In one turn, the Lurker pile was empty, and the Island and Lurker piles only had three cards left. Guess what I did with my three lurkers.

Bonfire+Market Square
Very very very powerfull interaction; an incredibly easy way for gaining a shitload of Golds.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #63 on: March 12, 2017, 01:18:22 am »
+1

Lost Arts plus Scheme is fun—a good way to never be stuck with a dead terminal action at the start of a turn.

(It was a Black Market game, so Lost Arts on the terminals themselves was not an option—I didn't have more than one of any key terminal.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #64 on: March 12, 2017, 10:15:04 am »
+1

Sacrifice + Squire

Draw your deck, Sacrifice a Squire, gain an attack, draw it, and have an extra Action to play it
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #65 on: March 14, 2017, 04:07:34 am »
0

Treasure Trove + Palace + Fountain
Gold helps get more VP out of Palace, Copper helps get us to 15 VP, and Silver is often easy enough to buy.

Necropolis + Arena
2 VP before the first reshuffle!

Necropolis + Advance
0-cost 6-cost action card!

Delve + Tomb + Watchtower
With Watchtower in hand, as long as there are Coppers and/or Curses left, each Buy gets you 1 VP.
As long as you can spend $2, each of those will get you 1 VP as well!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #66 on: March 14, 2017, 04:39:10 am »
+1

Storyteller + Raid

Use the Storytellers and Silvers to draw a lot, then get many more Silvers. Works best with Copper/Estate trashing and +Buy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #67 on: March 14, 2017, 11:21:28 am »
+6

I just have made a beautiful combo:

Develop Peddler into Platinum/Expand, play Magpie, draw both and Expand the second Peddler into Colony. Felt so good.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #68 on: March 14, 2017, 12:47:39 pm »
+3

Crossroads + Bridge Troll + non-terminal draw (other terminal durations may apply).

Had a game with Crossroads, Bridge Troll, Laboratory and no other villages.

A single Crossroads can support up to 6 terminal durations. With non-terminal draw a single Crossroads can be all the village you would want.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #69 on: March 14, 2017, 03:29:43 pm »
+3

Treasury + Dominate
Getting the latter gets you a whole bunch of points, but you still get to recycle your Treasuries.
« Last Edit: March 29, 2017, 01:01:39 am by ackmondual »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #70 on: March 14, 2017, 05:23:42 pm »
0

everybody knows kc-scheme. Pathfinding-scheme is similar. But in recent game I found city quarter-scheme which is similar of topdecking actions then drawing lot with city quarter. and easier to pull of as you don't need spike 7/8 thanks to debt.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #71 on: March 14, 2017, 11:39:29 pm »
0

Navigator + Loan
Set up your deck so Victory cards get passed over, put good Treasure towards the end, and have the Copper come between the 2 groups.  If you're going to pass up a bunch of good stuff, then you'll know not to play the Loan

Royal Blacksmith + Poor House: I just played a game with these two on a board with lots of potential for a strong engine; plenty of +Actions, huge draw from Royal Blacksmith, and +Buy...but no trashing.  Poor House is usually awful if you can't trash your Coppers, and Royal Blacksmith similarly prefers some trimming.  But together, with some village support, each Royal Blacksmith draws a bunch of cards and handily purges your hand of Coppers so you can then maximize your Poor Houses for +$4 each!

Oh, Counting House + Royal Blacksmith
Here, you're also not afraid to discard your Coppers

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #72 on: March 15, 2017, 12:13:38 am »
+1

Counting House + Secret Passage

Get a bunch of Secret Passages and use them to put a Counting House 5th from the bottom.  Helps to have some source of nonterminal +buy (in this case, Market) to put next to the Counting House.

From the same game:

Cellar + Secret Passage

Putting a bunch of junk on the bottom of your deck with Secret Passage?  Put a Cellar down there too!
« Last Edit: March 15, 2017, 12:16:57 am by humcalc216 »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #73 on: March 15, 2017, 10:19:13 am »
+2

Counting House + Secret Passage

Get a bunch of Secret Passages and use them to put a Counting House 5th from the bottom.  Helps to have some source of nonterminal +buy (in this case, Market) to put next to the Counting House.

From the same game:

Cellar + Secret Passage

Putting a bunch of junk on the bottom of your deck with Secret Passage?  Put a Cellar down there too!

With cellar you have to be careful - you're generally trying to make the junk miss the reshuffle by putting it on the bottom. Warehouse or Forum may be a better choice for this weird old trick, or maybe another Secret Passage!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #74 on: March 16, 2017, 12:34:58 pm »
+1

Peasant/City Quarter
Seriously, these two together are basically a complete, fully functioning engine.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #75 on: March 16, 2017, 11:35:38 pm »
0

Masterpiece + Triumph

Get a mega turn where you have a ton of money and 2 buys. Get tons of Silvers and 1VP for each one.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #76 on: March 17, 2017, 07:42:41 pm »
+8

Messenger + Castles

If you're going for Castles, can gain the first couple for free w/Messenger without giving your opponent anything.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #77 on: March 19, 2017, 04:57:20 am »
0

Embassy + Bandit Fort
Turn $5 into not 3pts for you (when Duchies are gone), but -2pts for everyone else.

Ambassador + Bandit Fort
4 to 6pt swing between you and each player.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #78 on: March 19, 2017, 09:30:04 pm »
0

Dungeon is a good counter for Rabble.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #79 on: March 23, 2017, 09:53:37 pm »
0

Grand Market + Ferry + Band of Misfits

What should I use to buy my first couple Grand Markets? How about Grand Market!

This board also featured Beggar + Triumph, which, with the Grand Markets, led to a pretty juicy last turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #80 on: March 27, 2017, 11:27:34 am »
+1

Replacing Estates with Mills is fun.

But revealing Diplomat when someone else played Replace actually saved a couple hands for me, regardless of what they Replaced.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #81 on: March 28, 2017, 04:43:00 pm »
+12

Masquerade + Wolf Den

With Wolf Den, a single Masquerade play could net up to 15 VP!
  • Pass a singleton card (+3 VP)
  • Receive a duplicate card - which was singleton (+3 VP)
  • Trash a singleton card (+3 VP)
  • Opponent receives a singleton card (+3 VP)
  • Opponent passes a duplicate card - dropping them to singleton (+3 VP)
That particular scenario is unlikely to manifest, but you definitely need to be aware of big point swings when these two cards are in the kingdom.  I recently played a League match against tracer where Cultist was also present; Ruins definitely increased the likelihood of large VP swings from Masquerade plays.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #82 on: March 28, 2017, 11:35:22 pm »
+15

Villa + Tactician
ACTION: Play as many cards as you can, leaving the Tactician in your hand
BUY: Play all Treasures.  Then buy a Villa

ACTION again: Play the Tactician.  If you have at least one other card in your hand you didn't/couldn't play (e.g. Victory card), you can play the Villa before the Tactician
BUY again: spend the rest of your coins

You got to play all of your actions cards and all of your Treasures, while getting +5 cards at the start of your next turn!
« Last Edit: March 28, 2017, 11:54:03 pm by ackmondual »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #83 on: March 30, 2017, 02:57:07 am »
+21

This isn't so much a neat interaction as it is a hilarious situation I'll probably never see again: Colony Dancing.

It was a Platinum/Colony board with Dominate; also Tomb, Sauna/Avanto, Crown, but without a readily usable source of + Buy (I think Spice Merchant and Ruins from Death Cart were the only possibilities?). 

We both went for Sauna/Avanto, mirroring almost identically, trashing down to overdrawing decks capable of hitting at least $14 every turn and then splitting the Dominates 3-3.  Then, with scores basically tied, we naturally followed the well-known Penultimate Dominate rule and started Colony Dancing.  We split the Colonies 3-3, and then started Duchy Dancing.  Both our decks started stalling out, with mine failing first, giving my opponent the victory, though it really could've gone either way.  Alas, I doubt I'll ever encounter such a bizarre, amusing mirror game. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #84 on: March 30, 2017, 09:35:11 pm »
+5

Upgrade + Fortress + Donate.

Once you have two of those cards and one of the other (either way works, I think), you Donate. Next turn you can auto-pile the Upgrades.

Obviously this trick could technically work without Donate, but it's not really feasible to set it up early-game otherwise. In the game I saw this, there weren't really any other good 5's, so I put Seaway on Fortress and Upgraded all my Upgrades into Golds.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #85 on: March 31, 2017, 12:59:28 am »
+7

Diplomat + Borrow

Make sure your first Diplomat is always a village, even without discard attacks!  It's usually better to buy Borrow even if you don't need the coin, as long as you have a reasonable chance of drawing a Diplomat.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #86 on: March 31, 2017, 11:40:10 am »
+7

Artificer+Highway

After five highways artificers are free.  That lets you play one to gain an artificer to the top of the deck.  Then you can just pile out the artificers, filling your deck with really good cantrips and potentially ending the game on the spot. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #87 on: March 31, 2017, 11:49:06 am »
+4

Masquerade + Wolf Den

With Wolf Den, a single Masquerade play could net up to 15 VP!
  • Pass a singleton card (+3 VP)
  • Receive a duplicate card - which was singleton (+3 VP)
  • Trash a singleton card (+3 VP)
  • Opponent receives a singleton card (+3 VP)
  • Opponent passes a duplicate card - dropping them to singleton (+3 VP)
That particular scenario is unlikely to manifest, but you definitely need to be aware of big point swings when these two cards are in the kingdom.  I recently played a League match against tracer where Cultist was also present; Ruins definitely increased the likelihood of large VP swings from Masquerade plays.

I saw some big VP swings like this while playtesting Empires and Intrigue 2nd Edition. Swindler is another harsh card in Wolf Den games; its maximum VP swing is smaller, but I think its average VP swing is greater.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #88 on: April 01, 2017, 10:00:09 am »
0

City Quarter + Storeroom

Storeroom can hunt for your City Quarters, actions to pair with your City Quarters (via discard for cards), and then take advantage of overdraw from later City Quarters (via discard for coin).  This works best if there's another village available.

Possession + Harbinger

Assuming this is one of those boards where you buy a Possession, build up to single Province, and then start greening: Harbinger is one of the best support cards for Possession.  Even in a large deck with poor cycling, Harbinger can help you play your single Possession almost every turn.  In the game I encountered this, there was also Alchemist, and I had no desire to get a second Possession, because the Harbingers were finding my single copy so consistently.  Scheme would also work, of course.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #89 on: April 03, 2017, 02:01:28 pm »
+4

Peasant + Royal Carriage

Or more specifically, Disciple. You can Disciple a Royal Carriage, gaining you a Royal Carriage, and immediately repeat the Disciple with that Royal Carriage. If you are drawing your deck, then this cost you nothing, since your disciple still gets played on any other card you had wanted it on, and you get a new Royal Carriage that you can use to double something else as well.

But if you have the peasant line then you might also have a Teacher token on the Royal Carriage as well. So Discipling the RC not only gains you a new Royal Carriage, but also doubles the effect of whatever token is there.

I'm sure this was an intended combo since they both are from Adventures but I only just noticed it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #90 on: April 04, 2017, 04:38:39 pm »
0

Masquerade + Market Square + Villa + Save

These four cards featured in one of the fastest money games I've played (sans Donate): 5 Provinces in 11 turns.  The sixth and final Province on turn 13.  It's hard to say which of Market Square, Villa, or Save had the stronger synergy with Masquerade.  It turned out that I never needed to buy Silver and I only bought one Gold.  I ended up with three Masquerades, two Market Squares, and two Villas, ~5-6 Gold, and ~3-4 Copper.  I probably didn't play optimally.

If there's a moral to the story, it is this: Masquerade with support can lead to really fast money strategies.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #91 on: April 05, 2017, 10:19:09 am »
0

Masquerade + Wolf Den

With Wolf Den, a single Masquerade play could net up to 15 VP!
  • Pass a singleton card (+3 VP)
  • Receive a duplicate card - which was singleton (+3 VP)
  • Trash a singleton card (+3 VP)
  • Opponent receives a singleton card (+3 VP)
  • Opponent passes a duplicate card - dropping them to singleton (+3 VP)
That particular scenario is unlikely to manifest, but you definitely need to be aware of big point swings when these two cards are in the kingdom.  I recently played a League match against tracer where Cultist was also present; Ruins definitely increased the likelihood of large VP swings from Masquerade plays.

I believe this is in one of the recommended kingdoms.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #92 on: April 05, 2017, 10:19:33 am »
0

Artificer+Highway

After five highways artificers are free.  That lets you play one to gain an artificer to the top of the deck.  Then you can just pile out the artificers, filling your deck with really good cantrips and potentially ending the game on the spot.

Yay Artificer!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #93 on: April 07, 2017, 03:48:21 am »
0

I kinda feel bad about posting a Donate combo, seeing as it combos with....well, everything. But so be it.

Donate + Poor House

On your first 3 turns, pick up 2 Poor Houses and a village, if possible.
Donate your starting deck on turn 4, and by turn 6 (at the latest), you'll have a debt-free 3-card deck producing $8. Groovy!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #94 on: April 07, 2017, 08:33:24 am »
+2

This isn't like, great, but it was sort of novel. Someone playing me yesterday opened 5/2, buying Mandarin / Mandarin / Mandarin / City Quarter. Counting Necropolis, that made their deck full of economy and 1/3 Actions. Probably not the best move on 99% of boards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #95 on: April 07, 2017, 11:23:16 am »
+2

Quote
Donate + Poor House

On your first 3 turns, pick up 2 Poor Houses and a village, if possible.
Donate your starting deck on turn 4, and by turn 6 (at the latest), you'll have a debt-free 3-card deck producing $8. Groovy!

Well, at least until you buy your 4th Province, at which point it has a chance of stalling if you don't draw the village, and that chance goes up with each additional Province. Sure, it seems as though six or seven Provinces should win, but the deck is missing pile control. You can't end the game. With Donate on the board, I wouldn't be at all surprised to see that lose to an engine that could do something with Alt+VP and/or piles, or maybe even raw speed.

Poor House makes such fantastic engine economy with Donate and +Actions, what you should really be doing in a kingdom where they're present is figure out how MANY Provinces you want per turn, and that number is almost certain to be more than one. Assuming there's +buy. Which, if there is, almost guarantees some kind of Megaturn since the Poor Houses themselves are super-easy to pile with extra buys. Play what you're describing, and you're likely to see

Player 1: Province
Player 2: Stuff
Player 1: Province
Player 2: More stuff
Player 1: Province
Player 2: A lot more stuff
Player 1: Province
Player 2: The other four Provinces and a Duchy.

I gotta stop thinking about Donate. I'm drooling on my keyboard.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #96 on: April 07, 2017, 11:56:16 am »
0

Honestly if you miss a Village or Poor House after Province 4, you can just buy another? It'll end the game soon enough to be viable a decent chunk of the time.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #97 on: April 07, 2017, 12:02:48 pm »
0

Quote
Donate + Poor House

On your first 3 turns, pick up 2 Poor Houses and a village, if possible.
Donate your starting deck on turn 4, and by turn 6 (at the latest), you'll have a debt-free 3-card deck producing $8. Groovy!

Well, at least until you buy your 4th Province, at which point it has a chance of stalling if you don't draw the village, and that chance goes up with each additional Province. Sure, it seems as though six or seven Provinces should win, but the deck is missing pile control. You can't end the game. With Donate on the board, I wouldn't be at all surprised to see that lose to an engine that could do something with Alt+VP and/or piles, or maybe even raw speed.

Poor House makes such fantastic engine economy with Donate and +Actions, what you should really be doing in a kingdom where they're present is figure out how MANY Provinces you want per turn, and that number is almost certain to be more than one. Assuming there's +buy. Which, if there is, almost guarantees some kind of Megaturn since the Poor Houses themselves are super-easy to pile with extra buys. Play what you're describing, and you're likely to see

Player 1: Province
Player 2: Stuff
Player 1: Province
Player 2: More stuff
Player 1: Province
Player 2: A lot more stuff
Player 1: Province
Player 2: The other four Provinces and a Duchy.

I gotta stop thinking about Donate. I'm drooling on my keyboard.

Well, I never said what to do once you got there, just that you have a very good consistent payload for at least a couple of turns and COULD pick up a few Provinces early on. Absolutely it's probably best to build for a little longer, especially if there's plus buy. Reading back, I can understand why you inferred it that way. My bad.

In the game I played where I found this, there weren't any +buys on the board. It went something like 4 Ports/2 Poor houses on my first 4 turns, Donate on turn 5, Diplomat (which I think was the only draw) turn 6, maybe a province or 2 next, then realized I should get a Butcher to speed up the Province pile. By turn 12, my opponent (who admittedly didn't play the board too great, as they went for Moneylender as the only trashing) had one province, while I emptied out the other 7, keeping 4. Again, it might have gone very different if there was +buy...but there wasn't.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #98 on: April 10, 2017, 01:18:56 pm »
+1

When you inherit Border Village, you can Border Village for Estate (Border Village)

The estate normally gains a 0-1 cost card. But if you reduce its cost to 0, you gain nothing
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #99 on: April 13, 2017, 06:02:06 am »
+3

Beggar + Steward + Triumph + Tomb

Beggar gots lot of Triumph points. Steward trashed the coppers for Tomb points. I lost this game though because I did not plan it out as well as I should have.
« Last Edit: April 13, 2017, 06:04:33 am by Beyond Awesome »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #100 on: April 13, 2017, 11:59:59 am »
+4

Finally managed to get working bureaucrat pin. It was game with forge, kc and storyteller. I could get 3 silvers each turn that turned into platinum with forge for storyteller draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #101 on: April 13, 2017, 01:24:40 pm »
+2

IGG-Triumph

You want to gain those Coppers on your turn anyway.  Might as well take 4-5 points for 5 Debt!

Honorable mention: Masterpiece-Triumph.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #102 on: April 24, 2017, 07:51:08 pm »
+11

Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #103 on: April 24, 2017, 11:02:23 pm »
0

Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.

Better than Borrow!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #104 on: April 25, 2017, 12:13:46 am »
+2

Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #105 on: April 25, 2017, 03:17:26 pm »
0

Mine & Royal Carriage on a Colony Board

Not sure, if I overrate colliding two 5s, but going from Silver to Platinum at Turn 6 still felt pretty nice, as well as turning all Coppers into Platinum over the course of the game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #106 on: April 28, 2017, 12:31:38 pm »
+2

Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.

I just recently had a game with Villa + Poor House that was a variation on this. Play all treasures, buy Villa, play Villa + Poor House.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #107 on: April 28, 2017, 12:44:35 pm »
+12

Salvager+Alms+Bonfire

Salvage an Estate, play two coppers, buy Bonfire, trash the coppers, buy Alms and gain something useful.

It felt a little like I'd duct-taped together my own ersatz Chapel.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #108 on: April 30, 2017, 11:17:47 pm »
0

Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

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City Quarter - Rats

There was no other trashing. It's always fun to find a strong rats board.
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Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.
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Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.

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Treasure Map / Triumph is a known synergy.  Play treasure maps, buy Triumph, get 5 points while easily paying off debt the next turn.

Well, I played a game with Treasure Map, Triumph, and Traveling Fair.  I spent several turns alternating between playing Treasure Maps and buying Triumph, and buying Traveling Fair/double T-map.  To cap it all off, Baker let me open double T-map.  Of course, I still lost.
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Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.



I recently played a game with this very cool combo in it! Smithy+Silver!
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Ill-Gotten Gains/Banquet

Coppers are actually quite decent already in your standard Ill-Gotten Gains/Duchy rush, and chances are you´ll be able to buy IGG in all your 10 starting turns, most engines would really struggle to get going under those conditions (specially if you are first player and give out two curses before the first shuffle)...

I had a game with this. I'd go so far as to call it a combo. Cue Awaclus.

It's a rush, not a combo.

Please keep discussions of comboes out of this thread if you can. The scope of this thread was intentionally defined to try and prevent this discussion, just so we could focus on talking about neat ways cards interact with each other.
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Please keep discussions of comboes out of this thread if you can. The scope of this thread was intentionally defined to try and prevent this discussion, just so we could focus on talking about neat ways cards interact with each other.

I thought this was a "Best Dominion moments" variant thread.
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Alms-Villa

Don't put your treasures in play. Pick up a free Villa. Put your treasures in play and buy something else.

I only had to play a few Alms/Villa games before I never wanted to play another Alms/Villa game again.
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Coin of the Realm + Storyteller

Coin of the Realm is an excellent source of cheap +Actions since you can call it exactly when you need it (for what's effectively +3 Actions since it doesn't use an action), but it suffers from two downsides: first, when they're not on your mat, they're effectively coppers and too many can clog your deck; secondly, you can't usually call it on the turn you play it since it's a Treasure that is usually played during your buy phase, which basically means you only get the +Actions effect every other turn. 

Storyteller resolves both of the above downsides beautifully.  First, it turns your CotRs into draw, and then it immediately puts them onto your Tavern Mat during your action phase so you can use them later during the same turn.  I recently used this interaction on a board without other +Actions to keep my Goons engine firing each turn. 
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Advance - Villa

This is pretty neat even outside of "win on turn 2" solutions.

Starting the turn with a bunch a bunch of terminals? Advance one into Villa, continue turn. Only $4 to spend and want a more expensive action? Buy Villa and Advance.
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Advance - Villa

This is pretty neat even outside of "win on turn 2" solutions.

Starting the turn with a bunch a bunch of terminals? Advance one into Villa, continue turn. Only $4 to spend and want a more expensive action? Buy Villa and Advance.

You can't buy Villa and Advance (trashing Villa) on the same turn without a different source of +Buy.

(Remember what I said about "the game you found them in"...)
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remake/advance/poor house is insane. With buy in board in makes getting lot of five cards easy.
« Last Edit: May 12, 2017, 04:52:51 am by luser »
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Chariot Race + Secret Passage

Chariot Race has so much potential to be a fantastic source of VP: cheap, peddler-variant, and easily spammable, but its randomness makes it unreliable--paying $3 for what are often just plain cantrips half the time isn't so great.  There basically are two primary ways to make Chariot Race activate more consistently: A) have a higher average value deck than your opponent, or B) control what's on top of your deck. 

Secret Passage is tailor-made for controlling the top of your deck and activating your Chariot Races.  With Chariot Race in hand, playing Secret Passage allows you to drop the most expensive card in your hand on top, like a $5, a Gold, or a Province, to vastly increase your chances of getting the coin and VP.  Even better, you're happy buying lots of both cards since they're both non-terminal, and each pair can practically guarantee each of your Chariot Races are enabled.  I played game the other day where a single Gold was my expensive card that I could repeatedly drop back on top with each of my Secret Passages and redraw with each of my Chariot Races, generating 5-7 VP every single turn thereafter.  With another strong terminal attack to slow your opponent down (in my game it was Ghost Ship), you can pile the Secret Passages and Chariot Races and then theoretically earn points almost infinitely without ever greening. 
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But doesn't Ghost Ship kind of anti-synergize with Chariot Race?

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But doesn't Ghost Ship kind of anti-synergize with Chariot Race?

At least in that particular game, I'd always play Ghost Ship last, after all my other actions, so my opponent couldn't put something expensive on top to try and stop my Chariot Races.  But really, which specific terminal attack you use isn't all that important here, it's just another component that can supplement the Chariot Race/Secret Passage synergy to slow them down in building up a higher cost average deck.  Even without an attack, Chariot Race/Secret Passage seems like it can be pretty good interaction on its own. 
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On a board with no village or non terminal draw, Chariot race might slightly mitigate the downside of the attack, but definitely not antisynergize.
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Got another interaction with chariot race - sea hag. It needs good trashing to make hag otherwise ignorable but you topdeck curse just for lot of vp even if its trashed next turn
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Similarly, from a game I just played—it's not like Chariot Race is a strong counter to Rabble or anything, but once you've trashed your Estates and started buying Provinces, it's nice to know that on a turn when you've been Rabbled, at least your Chariot Races will probably score.
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I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.
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I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.

Peddler doesn't care how many Actions you have played, it cares how many you have in play. So BoM only counts as one.
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+10

Treasury/Dominate

You may have gained a Province, but you didn't buy one, so all those Treasuries go back on your deck.
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I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.

Overlord as BoM as Conspirator is instaactivated :)
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I'm not sure how well known this, but I found that playing a Band of Misfits as a Conspirator counts as two actions. The Band of Misfits counts as one action, and then playing it as a Conspirator counts as a second action, so you only need to play one preliminary action card before the Band of Misfits to get the Conspirator's effect to activate.
I haven't tried this yet, but I'm guessing that playing Band of Misfits would also cause Peddler's price to drop more rapidly.

Overlord as BoM as Conspirator is instaactivated :)

Only if you reduced Conspirator's cost to zero. Your Overlord played as BoM emulates a card costing less than 8 debt.
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Only if you reduced Conspirator's cost to zero. Your Overlord played as BoM emulates a card costing less than 8 debt.

Your Overlord played as BoM costs $5, not , as long as it's in play. If it's in the trash by the time you play it, then that's how it would work.
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Only if you reduced Conspirator's cost to zero. Your Overlord played as BoM emulates a card costing less than 8 debt.

Your Overlord played as BoM costs $5, not , as long as it's in play. If it's in the trash by the time you play it, then that's how it would work.

Thanks for the clarification!
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Small Castle + Lurker (Graverobber and Rogue would also work)

If you are able to retrieve Small Castle from the trash after playing it, you can play it again later to gain further Castles.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #135 on: June 02, 2017, 06:30:44 pm »
+2

Sacrifice/Rogue/[Nobles]

Sacrifice something for the effect, then take it back with Rogue.  Works best with hybrid cards: Nobles, Harem, Mill, etc. get you a lot of bang for your buck.

#4090143
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #136 on: June 03, 2017, 02:21:09 pm »
0

Bridge Troll/Ferry/Villa

Because occasionally, you just want to empty a pile in one turn to prove you can.

#4110076
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #137 on: June 03, 2017, 02:38:52 pm »
0

Quote
Because occasionally, you just want to empty a pile in one turn to prove you can.

Did that with Highway/Forum once. Highway will take its +buys where it can get them.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #138 on: June 03, 2017, 03:42:36 pm »
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Bridge Troll/Ferry/Villa

Because occasionally, you just want to empty a pile in one turn to prove you can.

#4110076

Quarry/ferry opening gives in on t3. I did it once in a league game, don't have the number tho :(
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #139 on: June 04, 2017, 09:17:22 am »
0

All this talk of piling out Villas makes me want to take a moment to offer a special message to all of the non-drawing Villages out there. Villa, Shanty Town, Festival, Squire, sometimes even Nobles. Sometimes you guys are great. Sometimes you're the only source of +Action and we have to live with you. Other times, you're just Necropolises (Necropoli?) with delusions of grandeur, offering us a +buy and maybe some coin in a desperate attempt to make us like you. (Fishing Village and Native Village, you guys get a pass.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #140 on: June 04, 2017, 10:03:43 am »
+1

Necropoles.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #142 on: June 04, 2017, 11:58:15 pm »
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Advancing Rats was kind of fun.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #143 on: June 05, 2017, 04:02:04 am »
+3

Necropoleis.


#greekisnotajoke
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #144 on: June 06, 2017, 01:40:31 am »
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Familiar/Apothecary/Transmogrify! Once the Curses have been handed out, transmogrify your Familiars into Apothecaries and your Curses into Coppers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #145 on: June 12, 2017, 02:43:01 pm »
+2

Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #146 on: June 12, 2017, 04:29:24 pm »
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Settlers and Forager.  The settlers can find your untrashed coppers in your discard.  Works for other trash from your hand cards as well.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #147 on: June 12, 2017, 04:33:53 pm »
+1

Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.

I was really disappointed in myself for not noticing Lurker/Fortress the first time I encountered it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #148 on: June 12, 2017, 04:39:52 pm »
+2

Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.

I was thinking "what has watchtower to do with Lurker/Fortress" and "does he know that you can't topdeck a fortress you lurk" for a couple of minutes before realizing that it was Tower and not Watchtower.

Dominion is running out of things to put on cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #149 on: June 13, 2017, 12:59:17 pm »
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I usually win - and I usually pick up the synergies/combos that she doesn't notice - so it was a very satisfying moment for her.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #151 on: June 13, 2017, 02:57:43 pm »
+1

Played a RL game last night. Chose Lurker, Fortress and Tower. Did not realize the synergy. My wife immediately picked it up and used it to beat me.

I was thinking "what has watchtower to do with Lurker/Fortress" and "does he know that you can't topdeck a fortress you lurk" for a couple of minutes before realizing that it was Tower and not Watchtower.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #152 on: June 15, 2017, 10:46:41 pm »
+4

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #153 on: June 16, 2017, 02:15:19 pm »
0

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #154 on: June 16, 2017, 02:18:09 pm »
+8

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #155 on: June 16, 2017, 02:32:04 pm »
0

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

I had a game with a similar trick: Highway + Ferry. Cost reducers are a nice combo with Events where the cost restriction is only enforced at the time of purchase.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #156 on: June 16, 2017, 02:50:59 pm »
0

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #157 on: June 16, 2017, 03:11:53 pm »
+2

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #158 on: June 16, 2017, 03:24:10 pm »
0

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

I think the idea is that Quarry allows you to Inherit Grand Market in the first place.
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Mic Qsenoch

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #159 on: June 16, 2017, 03:25:50 pm »
0

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

I think the idea is that Quarry allows you to Inherit Grand Market in the first place.

I know, that's what I was explaining.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #160 on: June 16, 2017, 03:36:14 pm »
0

I guess my comment was too brief, but Mic and Steel have it right. Quarry was necessary to inherit GM in the firstplace. (Highway/bridge/bridgetroll would also have worked but would have been much slower)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #161 on: June 16, 2017, 11:03:42 pm »
0

I guess my comment was too brief, but Mic and Steel have it right. Quarry was necessary to inherit GM in the firstplace. (Highway/bridge/bridgetroll would also have worked but would have been much slower)
I think ferry is faster
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #162 on: June 16, 2017, 11:14:58 pm »
+2

Capital provides a nice way to rack up Basilica points.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #163 on: June 18, 2017, 10:31:03 am »
+1

Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #164 on: June 22, 2017, 04:41:26 pm »
0

Mint/Tomb.  (With no other good trashing)  Free points!

In this case, helped out by IGG.  Play three IGGs, play three Copper, buy Mint, 6 points and got rid of effectively Coppers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #165 on: June 22, 2017, 06:02:56 pm »
+3

AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.

If you aren't seeing Inheritance on the online client, check your familiar cards settings. It was marked unfamiliar for everyone before it was implemented, and when it was implemented that setting was not changed (at least for me), so bot/unrated games won't have Inheritance unless you changed the setting.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #166 on: June 24, 2017, 12:05:02 pm »
0

Orchard/Inheritance!

Orchard gives you 4 points for each Action you have three copies of; Inheritance creates a new Action that you probably already have three copies of.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #167 on: June 25, 2017, 11:05:37 am »
0

AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.

If you aren't seeing Inheritance on the online client, check your familiar cards settings. It was marked unfamiliar for everyone before it was implemented, and when it was implemented that setting was not changed (at least for me), so bot/unrated games won't have Inheritance unless you changed the setting.

Thanks, but I don't play online these days.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #168 on: June 25, 2017, 02:58:32 pm »
0

Ferry/highway isn't synergy as most of time you want to ferry another card for draw etc. Highway is weak early, spending one turn to ferry and several on essentially peddlers is move that loses game. Its basic draw your deck first, then you could add highways as payload even without cost reduction.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #169 on: June 25, 2017, 11:39:09 pm »
+4

Ferry/highway isn't synergy as most of time you want to ferry another card for draw etc. Highway is weak early, spending one turn to ferry and several on essentially peddlers is move that loses game. Its basic draw your deck first, then you could add highways as payload even without cost reduction.

this is horrendously simplified advice that will definitely make many, many people who follow it lose the split in games where the split really does matter
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #170 on: July 15, 2017, 04:07:53 am »
+15

Advance + Travelling Fair + Ruins

This is an especially good case of Advance + (easily accessible +Buy) + (cheap action).

Buy Traveling Fair on turn 1 and buy 2-3 Ruins, topdecking 1-2 (depending on how much you want to risk not hitting $2 next turn). Then on turn 2 you can Advance at least one Ruins into something good, also topdecking your buy(s) if you had the 2 Coppers to afford Travelling Fair again.

In the game I found this in, I had 2 Swamp Hags, 2 Forums, a Farming Village and 2 Nobles by the end of turn 5.
« Last Edit: July 15, 2017, 03:43:19 pm by singletee »
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JacquesTheBard

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #171 on: July 15, 2017, 05:31:23 am »
+2

Has anyone mentioned Baron / Bonfire?

Bonfire trashes very quickly, with the downside that your deck has less overall economy and still has estates floating around. Baron in a deck that's been reduced mostly to estates is perfect for hitting $5 after you've successfully thinned with bonfire.
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tim17

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #172 on: July 22, 2017, 02:59:56 am »
+3

Played a game the other day with University + Pillage. Pillage is known for being an underwhelming card, some of its drawbacks:

1. It's too slow. Once you buy pillage, you have to wait to draw and play it, and then you have to wait again until you draw the spoils to use the spoils it gives to generate actual economy from it.

2. The attack, while it can be good, sometimes doesn't do a whole lot.

3. It's usually not worth using a buy and 5 coins on.

University often helps address all of these. On a board with enough of an engine to draw the deck (not too hard to achieve with university), you can often play the pillage the same turn you gain it (and then maybe even play the spoils too if you have enough draw), speeding things up considerably (addressing point 1).

For the 2nd point, the attack can actually be quite powerful in this situation if you can use it to prevent your opponent from firing. If the engine consists of say university for actions and some sort of terminal draw, then unless your opponent has at least 2 of each of these in hand, a pillage play means your opponent probably won't be able to kick off. This is nice, especially if you're playing pillage every turn (easier to do because of point 1).

For the 3rd point, well, you're just going to gain pillage with University. Probably your 5 universities are giving you plenty of gains of action cards so this is a pretty low cost.

The game I played had these two cards along with chapel and patrol and no other villages or draw (as well as no other coin from action cards). Pretty much the ideal situation for pillage being good, though I suspect that pillage and university still work well together even in somewhat less favorable circumstances.
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Q

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #173 on: July 23, 2017, 02:36:55 am »
0

The attack, while it can be good, sometimes doesn't do a whole lot.

Quote
For the 2nd point, the attack can actually be quite powerful in this situation if you can use it to prevent your opponent from firing.

The second claim is closer to the truth. Discarding the best card from hand is a nasty attack. But the benefical part of Pillage is not that brilliant. Absent gainers you rarely want more than one or two of those and use them to kick-start your economy, not to maintain it (which wouldn't work as you'd have to spend nearly all the coins you get from the two Spoils to buy another Pillage).

With gainers on the other hand (be it University, Artisan, Workshop variants plus Highway or trash-gainers like Lurker, Graverobber amdRogue) you don't have to spend 5 coins to get 6 one-shot coins which is why with such gainers Pillage can become the main payload in an engine.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #174 on: July 24, 2017, 09:50:30 pm »
+2

Has anyone mentioned Villa + draw to X? If your hand is Library-Copper-Copper-Copper-Copper, play 4 coppers to buy a villa, then play it and then library to draw 7 cards :D
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #175 on: July 25, 2017, 07:44:57 am »
+2

Has anyone mentioned Villa + draw to X? If your hand is Library-Copper-Copper-Copper-Copper, play 4 coppers to buy a villa, then play it and then library to draw 7 cards :D

I never knew you played Dominion.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #176 on: July 25, 2017, 04:11:17 pm »
+4

This was going to go in Rules Questions because I was really confused about this until I read the text of Donate carefully, but Borrow + Donate gives you an extra $1 with no drawback on any turn in which you buy Donate (essentially reducing the cost of Donate to 7D).

Ironically I discovered this in a game where I was trying to do Borrow/Diplomat things.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #177 on: July 25, 2017, 04:51:05 pm »
0

This was going to go in Rules Questions because I was really confused about this until I read the text of Donate carefully, but Borrow + Donate gives you an extra $1 with no drawback on any turn in which you buy Donate (essentially reducing the cost of Donate to 7D).

Ironically I discovered this in a game where I was trying to do Borrow/Diplomat things.

Also works with Outpost!

Not so much with Expedition...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #178 on: July 26, 2017, 12:37:59 pm »
+2

Prince/Storeroom + Guide

Storeroom is set aside with Prince. At the start of your turn you discard everything twice with Storeroom to get as many coins as you had cards in hand, then call Guide to get 5 cards again.

This was fun in a "would this really work?" way, but I'm not sure how effective it was.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #179 on: July 26, 2017, 03:09:33 pm »
+1

Prince/Storeroom + Guide

Storeroom is set aside with Prince. At the start of your turn you discard everything twice with Storeroom to get as many coins as you had cards in hand, then call Guide to get 5 cards again.

This was fun in a "would this really work?" way, but I'm not sure how effective it was.

You can also choose to discard only once, or discard less than all cards the first time, in order to be more strategic about triggering shuffles and ensuring you don't have key cards miss the shuffle by triggering it too early. I dunno, this seems pretty neat particularly if you lack other +Buy and terminal space. Probably not worth going out of your way for.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #180 on: August 07, 2017, 09:13:56 am »
+5

Played a game where City Quarter and Scheme came in handy. I'd Scheme 2 City Quarters, then at the start of my turn I'd get the Schemes back along with pretty much everything else. I'd actually end my turn once I had my 2 Golds and a Silver - the downside of playing IRL is that when you have a cranky 2 month old and an annoyed wife, you don't always want to do as much as you can.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #181 on: August 08, 2017, 04:39:11 pm »
+1

Sea Hag + Chariot Race

Just had this come up in a game. If you can play Chariot Race after Sea Hag, you know your opponent's top card is worth 0.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #182 on: August 12, 2017, 03:17:58 am »
+2

Emporium + Watchtower + Rogue + King's Court

Use King's Court to play a bunch of Rogues

Gain and Emporium and trash it to Watchtower

Repeat for boundless VP
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Beyond Awesome

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #183 on: August 12, 2017, 03:53:32 am »
0

I did something like that before. It was impressive.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #184 on: August 12, 2017, 05:44:14 pm »
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But to gain the of Emporium, you need to have 5 actions in play, and repeating Rogue with KC counts only as two. So you would need other actions, no ?

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #185 on: August 14, 2017, 09:24:12 am »
+2

Another minor one: played a game where I kept drawing my Settlers and Bustling Villages right after reshuffles, but luckily I had Oasis and Warehouse to help out.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #186 on: August 14, 2017, 05:03:09 pm »
0

Cartographer/Scrying Pool is extremely strong.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #187 on: August 14, 2017, 05:43:52 pm »
+5

watchtower + replace (any remodel to a lesser extent)



not pictured: vsiewnar reveals watchtower
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #188 on: August 14, 2017, 11:28:15 pm »
+1

Forum + bridge/highway/bridge troll

Make everything cost at least 5 coin less and you can pile out the forums for 0 coin and 0 buys.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #189 on: August 14, 2017, 11:59:26 pm »
+1

Watchtower/Artisan: this is pretty narrow, but it recently helped me in a game. If you've got a terminal collision, you can topdeck the thing you gained with Artisan as well as another card. Say, village and watchtower.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #190 on: August 16, 2017, 09:39:15 am »
+1

I just had a game with Watchtower, Charm+Talisman and Triumph... completed by a perfect structure of 4 Saunas + 5 Avantos. So you draw your whole deck, you play your 3 Silvers and your 7 Charms, with only 1 on +;+buy. Then you buy a card, gain 6 other cards, trash the 7 with WT, buy Triumph, trash the Estate and +8! (each turn)

Wow.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #191 on: August 16, 2017, 11:50:22 am »
0

Found this yesterday on a board w/ Artisan where you also wanted to get a Prince if Throne Rooms. I had 12 buys of 64 one time I think.

Counterfeit and Capital, you get 12 from Capital but since you don't discard it from play you get no debt. Pretty crazy w/ Throne Roomed Artisans(I was Throne Rooming other Throne Rooms, and drawing w/ Margrave and Alchemist.)
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rubikbeggar

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #192 on: August 16, 2017, 05:31:02 pm »
+2

Lurker+Golem

Open double Lurker, gain a Golem with the Lurkers.
Then buy Lurkers and gain Golems, in no time you are able to gain several high-cost Actions in one turn.

There is also Armory+Mystic
It's obvious, but nice when you need a particular cheap card.
« Last Edit: August 16, 2017, 06:10:14 pm by rubikbeggar »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #193 on: August 18, 2017, 02:33:22 am »
+1

Courtyard + Farming Village is pretty good. Normally courtyard is pretty weak draw but if you can topdeck a green or a curse and then play farming village it's almost as good as smithy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #194 on: August 19, 2017, 01:08:41 pm »
+4

Villa with Messenger and Counting House.  You use your Messenger to discard your deck, then if you have a Counting House in hand, you buy a Villa, play the Villa, then play the Counting House and pick up all your Coppers.  Also when you buy Messengers, you can pick up an extra Copper for yourself and give one to your opponent, who probably doesn't want it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #195 on: August 19, 2017, 01:19:15 pm »
0

Villa with Messenger and Counting House.  You use your Messenger to discard your deck, then if you have a Counting House in hand, you buy a Villa, play the Villa, then play the Counting House and pick up all your Coppers.  Also when you buy Messengers, you can pick up an extra Copper for yourself and give one to your opponent, who probably doesn't want it.

This is actually genius. I want to try this.
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Triumph44

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #196 on: August 19, 2017, 01:28:15 pm »
0

Villa with Messenger and Counting House.  You use your Messenger to discard your deck, then if you have a Counting House in hand, you buy a Villa, play the Villa, then play the Counting House and pick up all your Coppers.  Also when you buy Messengers, you can pick up an extra Copper for yourself and give one to your opponent, who probably doesn't want it.

This is actually genius. I want to try this.

Got 8 Colonies in 23 turns - I honestly don't know if that's good or not, but it seems pretty good.  There was also Prince on the board and I did manage to Prince a Messenger late in the game which made this much easier.  My opponent also cottoned to this strategy and bought out the Villas finally, but there was no real draw on the board that would make a Villa/X engine possible.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #197 on: August 20, 2017, 01:30:43 am »
+6

Turns out Prince is not very good in an Enchantress game, you guys.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #198 on: August 20, 2017, 08:30:35 am »
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Turns out Prince is not very good in an Enchantress game, you guys.

It can be really good if you Prince something like a Pearl Diver.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #199 on: August 20, 2017, 03:04:02 pm »
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Turns out Prince is not very good in an Enchantress game, you guys.

It can be really good if you Prince something like a Pearl Diver.

Yeah enchantress's attack is sooo brutal that spending 8 to play a pearl diver first every turn is worth it. /s  :P
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #200 on: August 20, 2017, 03:06:36 pm »
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If the engine is the way to go, I can see Princing a Pearl Diver to have a village effect if no other village is around.
« Last Edit: August 20, 2017, 03:08:31 pm by Qvist »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #201 on: August 20, 2017, 03:09:19 pm »
0

If the engine is the way to go, I can see Princing a Pearl Diver to have a village effect.

Ok, when you include considerations like that, it might be worth it. But if your only concern is avoiding enchantress, probably not.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #202 on: August 20, 2017, 03:11:40 pm »
+8

Yeah enchantress's attack is sooo brutal that spending 8 to play a pearl diver first every turn is worth it. /s  :P

Well, if spending 6 to play a Ruined Library first every turn is worth it, then spending 8 to play Pearl Diver doesn't seem that crazy either.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #203 on: August 20, 2017, 05:55:14 pm »
+2

Yeah enchantress's attack is sooo brutal that spending 8 to play a pearl diver first every turn is worth it. /s  :P

Well, if spending 6 to play a Ruined Library first every turn is worth it, then spending 8 to play Pearl Diver doesn't seem that crazy either.

And weren't we just talking about how good the Dungeon duration was? Free Pearl Diver, with its extra action, is comparable.

Also, literally princing Ruined Library gives you more benefit when you opponent plays Enchantress.
« Last Edit: August 20, 2017, 05:56:32 pm by markusin »
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ConMan

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #204 on: August 20, 2017, 08:35:59 pm »
+5

My last game had some really neat Lurker combos:

Border Village
Catacombs
Apprentice
Fortress

So I could trash a BV with Apprentice, re-gain it with Lurker, and get a free $5 or cheaper card. Or I could trash a Catacombs from the supply for a free $4 or cheaper. Or trash a Fortress from the supply to put it in my hand.
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rubikbeggar

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #205 on: August 24, 2017, 08:06:16 am »
+1

Regarding to these "combos", I think Lurker is the most op card after You-Know-Who

Awaclus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #206 on: August 24, 2017, 08:10:06 am »
+1

Regarding to these "combos", I think Lurker is the most op card after You-Know-Who

It's not. Usually the interactions aren't there.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #207 on: August 24, 2017, 08:47:37 am »
0

You-Know-Who

I actually don't know who. Fool's gold?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #208 on: August 24, 2017, 10:26:17 am »
+1

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #209 on: August 24, 2017, 10:30:32 am »
0

I think lurker is becoming one of my least favorite cards, but maybe I just haven't figured it out quite yet.
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rubikbeggar

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #210 on: August 24, 2017, 12:09:19 pm »
+1

You-Know-Who

I actually don't know who. Fool's gold?

Chapel, presumably.
Yes, exactly.

I think lurker is becoming one of my least favorite cards, but maybe I just haven't figured it out quite yet.
Well, personally I like it because it's game-warping, but I accept that for the same reason others don't like it.

But sorry to have brought up the subject here, we should stop :

Post interactions between multiple cards here which result in novel, interesting, and/or particularly effective synergy.

at some point in the future someone is going to cite this post as a reason something shouldn't get posted
True  ;D

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #211 on: August 26, 2017, 12:36:25 pm »
+16

Travelling Fair + Overlord

One of the few ways to play a $5 action on turn 2!  Sometimes, this is completely bonkers.

Game #6309292 vs. Rabid
https://www.youtube.com/watch?v=9RjPIdImPo4&feature=youtu.be&t=1786

The board included Trading Post, Stables, and Butcher.
Turn 1: I topdecked an Overlord.
Turn 2: Over-Post trashed an Estate and Copper for Silver.
Turn 3: Over-Post trashed my other two Estates for Silver and I topdecked another Overlord.
Turn 4: I trashed Coppers with Over-Post.
Turn 5: I drew with Over-Stables, trashed Coppers with Over-Post, and bought a Stables.
Turn 6: I drew with Stables and Over-Stables, trashed Coppers with Over-Post, and bought a Province.
Turn 7: I drew my deck, milled Province with Over-Butcher, and bought a Province.  Rabid resigned.
I looked poised to empty the Provinces (with at least 4) by turn 10.
« Last Edit: August 26, 2017, 05:57:43 pm by aku_chi »
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Chaos

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #212 on: August 28, 2017, 09:46:41 pm »
+1

Butcher Border Village to get 2 coin tokens and gain another Border Village plus whatever sweet 4-5 cost card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #213 on: August 28, 2017, 10:29:18 pm »
0

Overlord is a really good card. Most people don't buy it enough.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #214 on: August 28, 2017, 11:47:37 pm »
+4

Regarding to these "combos", I think Lurker is the most op card after You-Know-Who

Voldemort, of course.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #215 on: August 29, 2017, 08:44:24 am »
+6

Governor + Aqueduct

Aqueduct usually doesn't come into play that much, since who buys Silver and Gold these days?  But in a Governor mirror, Aqueduct can become an easy way to take a significant surprise VP lead, at the cost of gaining an early green card. 

Every time you use Governor to gain a Gold, it also distributes a Silver, potentially adding 2VP to Aqueduct with each Governor play (and more in games with 3+ players).  If you time it right (e.g. after your opponent used one or two Governors for Golds on their turn), you can get a nice VP payout of 10 or 12 VP by playing several Governors for Golds and then buying or remodeling a treasure into a green card to take the Aqueduct points.  Your Governors don't mind the extra Golds so much, and the early VP swing will make it harder for your mirroring opponent to catch up.  This synergy is improved even more when there are desirable Action-Victory cards available such as Mill or Nobles. 
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Jacob marley

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #216 on: August 29, 2017, 06:12:06 pm »
+1

Quote
Well, if spending 6 to play a Ruined Library first every turn is worth it...

This is not really accurate.  Rather the statement should be "if it is worth 6 to play a non-terminal ruined library that increases your handsize is worth it..."

Or, to put it another way, Hireling is like a Lab that you are allowed to put in your hand at the beginning of your turn every turn.
« Last Edit: August 29, 2017, 06:13:46 pm by Jacob marley »
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Awaclus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #217 on: August 29, 2017, 06:14:32 pm »
+4

Quote
Well, if spending 6 to play a Ruined Library first every turn is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #218 on: August 30, 2017, 12:18:33 pm »
0

Quote
Well, if spending 6 to play a Ruined Library first every turn is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.
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Awaclus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #219 on: August 30, 2017, 12:56:41 pm »
+1

Quote
Well, if spending 6 to play a Ruined Library first every turn is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.

That's exactly the point I've been making this whole time.
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Cave-o-sapien

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #220 on: August 30, 2017, 01:15:59 pm »
+5

Quote
Well, if spending 6 to play a Ruined Library first every turn is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.

That's exactly the point I've been making this whole time.

Sometimes I feel like internet discussion forums are the worst form of discourse ever developed.
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Awaclus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #221 on: August 30, 2017, 02:01:47 pm »
0

Sometimes I feel like internet discussion forums are the worst form of discourse ever developed.

No, they're the best because you can skip over posts you don't feel like reading, people can't interrupt you and you don't have to worry about interrupting others.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #222 on: August 30, 2017, 05:50:24 pm »
+1

You-Know-Who

I actually don't know who. Fool's gold?

Fucking Estate, man.  I hate when my opponent loads up on those.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #223 on: August 30, 2017, 08:24:04 pm »
+4

Possession + Groundskeeper

Groundskeepers are nice to have in a deck that plays against possession, since the cardtext says "when you gain a card", but if you are possessed by your opponent and they buy a victory card on your turn, they gain it and thus get no vp from the groundskeepers in play. Buying groundskeepers also lets you prolong your own greening, enabling you to play your own possessions more often.
I encountered that interaction in a game with apothecary, groundskeeper, possession and not much else to do on that board so it turned out nicely since i also was lucky enough to get my possession up faster and was therefore in no hurry to end the game since my opponent didn't have theirs yet. That gave me some free time to buy all the groundskeepers and use them later.
#6434865
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #224 on: September 03, 2017, 10:45:00 am »
+1

Peddler + Seaway + Training

Game-ID 6534660

Got 9 Grand Markets in relatively few turns.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #225 on: September 03, 2017, 12:44:27 pm »
0

Ok I just understood, I thought you did all this just to buy 9 Grandmarkets, but you build them from Peddlers. Nice idea, maybe not worth the trouble.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #226 on: September 05, 2017, 05:31:46 am »
+3

Rats + IGG + Tomb

Game Number: 6588875. I don't know if it was the best strategy with that kingdom, but I always gained copper with IGG so my Rats would have some food and in the end my deck looked like 7 Coppers, a Silver, a Duchy, a Shanty Town, 8 Ill Gotten Gains and 17 Rats. 3-pile on IGG, Curses and Rats. Was nice!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #227 on: September 05, 2017, 06:38:58 am »
+1

Ok I just understood, I thought you did all this just to buy 9 Grandmarkets, but you build them from Peddlers. Nice idea, maybe not worth the trouble.

I don't see why it wouldn't be worth the trouble. It's not that hard - Seaway doesn't cost you any time, and Training is essentially 1 buy to double the number of Peddlers in your deck. Totally worth it on a lot of boards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #228 on: September 05, 2017, 09:42:13 am »
+3

Prince+Bridge is a pretty neat interaction. First, you can Prince a Bridge. Once you have done that, you can Prince another Bridge. Then you can Prince a third Bridge. Then a fourth Bridge. Then you can Prince a cantrip or a fifth Bridge, which allows you to play six Bridges in a single turn without any other splitters or draw being available.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #229 on: September 05, 2017, 11:05:14 pm »
+4

Procession+Farmers' Market.

Playing Farmers' Market twice gives you more control over the VP pile, and you'll be trashing it anyway.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #230 on: September 12, 2017, 07:14:22 am »
+1

Fortune Teller / Jester - Guarantee that Jester hands out a Curse.  Provided the other player has any Victory or Curse cards left.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #231 on: September 12, 2017, 07:21:42 am »
+1

Kings Court/Governor/Donate/Banquet.

I won the game in 6 turns (technically on my opponents 7th). Fastest game I've ever played.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #232 on: September 13, 2017, 12:32:48 am »
+1

I recently played a game with Ill-gotten Gains + Tomb, with Bonfire as the only trashing.  After the IGG rush was over, the best play on a lot of turns was to play 2 IGGs, gain and play the Coppers, and then buy Bonfire to trash the Coppers.  Weak in the grand scheme of things, but it was often the best thing to do on the board.  The takeaway is: keep your eye on Tomb.
« Last Edit: September 13, 2017, 12:35:38 am by aku_chi »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #233 on: September 13, 2017, 02:33:36 am »
+2

Catapult + IGG. Two curses and a discard attack for a few turns.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #234 on: September 13, 2017, 10:34:30 am »
+1

I lost in the game due to some other poor choices from me, but procession with Transmogrify>distant lands>grand market on the board was pretty cool. 
I got to play my transmogrifies and distant lands with procession and not trash them, and get grand markets before I would have been able to normally.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #235 on: September 13, 2017, 07:59:39 pm »
+5

Ambassador / Quest

Open double Ambassador, and if they collide, play one of them and buy Quest to gain a Gold.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #236 on: September 14, 2017, 01:51:25 am »
+1

Archive + Windfall

Normally to achieve Windfall, you're doing some combination of trashing + engine building so your entire deck is in play or in hand. A few stacked Archives gets you Windfall eligible pretty quickly.
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Chris is me

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #237 on: September 14, 2017, 08:40:44 am »
+2

Forum / Settlers &a Bustling Village is cool.

You just discard Copper and Setters, then instantly get them back. Handsize increase!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #238 on: September 14, 2017, 08:33:35 pm »
0

Lurker + Treasure Map + Gardens

You can constantly regain and play Treasure Map in an engine with Lurker as long as you leave a Smithy or something to pick up that Gold. Couple it with +Buy and lots of draw, and you can build up Gold for a few turns, then grab the Gardens pile and slog out the rest of the game really fast.
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Omastar68

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #239 on: September 17, 2017, 10:18:59 pm »
0

Knights+Tomb+Treasure Trove

Had a game w/ these, I clearly was losing the knights split so I figured I could get Treasure Trove, and the golds would get trashed while giving me vp, and I only really needed the Copper to buy more Treasure Troves.

Castles+Salt the Earth

Didn't end up mattering, but it could've. If you don't want or can't afford a castle(s)-likely kings-then you can Salt it so the other person(presumably) can't get it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #240 on: September 19, 2017, 12:44:08 am »
0

Fountain and Banquet: I played a game of chicken with Amoffett where the play was to build up to double/triple Province turns using Worker's Village and Margrave, and no thinning. Problem was, by the time we got there, piles were getting low. It became a game of chicken where it was not worth it to buy any points because it could clog your deck and would not cover the 15 points Fountain would give you from piling out expensive cards for dirt cheap with Banquet. It was an interesting mind game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #241 on: September 19, 2017, 10:36:21 am »
+1

Inheritance/Grand Gastle is quite fun.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #242 on: September 19, 2017, 11:49:49 am »
0

Fountain and Banquet: I played a game of chicken with Amoffett where the play was to build up to double/triple Province turns using Worker's Village and Margrave, and no thinning. Problem was, by the time we got there, piles were getting low. It became a game of chicken where it was not worth it to buy any points because it could clog your deck and would not cover the 15 points Fountain would give you from piling out expensive cards for dirt cheap with Banquet. It was an interesting mind game.

Fun fact: You can Banquet to gain Copper to get 15 points with a single $3 buy! You probably never need to do that on your particular board, but it's nice to keep in mind.

Fountain games without thinning or Buys are some of the most interesting there is.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #243 on: September 19, 2017, 09:45:31 pm »
+3

Scheme + Training

Makes your Schemes into Treasuries, except you don't have to discard them after buying a victory card, and you still have the flexibility to i.e. topdeck Swamp Hag at the cost of discarding a Scheme.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #244 on: September 19, 2017, 11:07:37 pm »
+7

Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #245 on: September 20, 2017, 03:49:12 am »
+1

Raid + Triumph

game# 7030910

Put some Silvers into play --> gain the Silver pile via Raid --> buy Triumphs for many points.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #246 on: September 20, 2017, 10:09:36 am »
+4

Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.

In a similar vein:

Tactician + Courtier

Tactician is a dual-type. Use Tactician to draw and Courtier for $.
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Chris is me

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #247 on: September 20, 2017, 12:41:11 pm »
+1

Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.

In a similar vein:

Tactician + Courtier

Tactician is a dual-type. Use Tactician to draw and Courtier for $.

I swear I posted this before, but Courtier is by far the best single card double tac enabler / payload in the game. Very easy to get $12+ and 3+ buys with it.
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Commodore Chuckles

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #248 on: September 20, 2017, 06:39:33 pm »
0

Minion + Courtier

When Minion is in your hand, you like your other actions to be non-terminal coins and non-terminal buys. Courtier will happily be either of those things as long as Minion is in your hand.

In a similar vein:

Tactician + Courtier

Tactician is a dual-type. Use Tactician to draw and Courtier for $.

I swear I posted this before, but Courtier is by far the best single card double tac enabler / payload in the game. Very easy to get $12+ and 3+ buys with it.

It's great with Scrying Pool as well; another dual-type that draws all your Courtiers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #249 on: September 20, 2017, 06:43:07 pm »
0

I swear I posted this before, but Courtier is by far the best single card double tac enabler / payload in the game. Very easy to get $12+ and 3+ buys with it.

Better than Black Market?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #250 on: September 22, 2017, 04:28:09 pm »
+1

Villa + Pathfinding(or Training. Probably not Seaway or Lost Arts tho)

Buy a Villa, then play it and get a card. Often you can buy many Villas in a turn, and that card helps you do something w/ them if u already have enough actions. Plus if Villa is drawing it will never slow you down, Training helps but then it's just a Festival and those can slow you down sometimes.
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weesh

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #251 on: September 22, 2017, 06:41:50 pm »
+1

Villa + Pathfinding

Isn't almost every village that naturally has +1 card going to be crazier with +2 cards than villa will have with +1 card?

My favorite pathfinding target is magpie, because it helps you get more magpies, spikes you up to 8 without needing to fill your deck with early treasure, and helps your engine become more resilient in the face of the treasure you do have. 
« Last Edit: September 22, 2017, 06:44:43 pm by weesh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #252 on: September 22, 2017, 07:06:59 pm »
+3

Miser + Fountain

Miser lets you "Trash" coppers with them still counting towards fountain.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #253 on: September 23, 2017, 01:22:07 am »
+3

Villa + Pathfinding

Isn't almost every village that naturally has +1 card going to be crazier with +2 cards than villa will have with +1 card?

My favorite pathfinding target is magpie, because it helps you get more magpies, spikes you up to 8 without needing to fill your deck with early treasure, and helps your engine become more resilient in the face of the treasure you do have.

While you're generally right, I'd say Villa is a really good Pathfinding target, because in most Villa games you end up overbuying Villas to allow all the crazy magic it does, and after they're gone the fact that they don't draw hurts your deck a lot...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #254 on: September 24, 2017, 11:35:15 pm »
+4

Ritual + Rats
Rats trims your deck.  Buy Ritual on a Rats to get rid of it for VP (nice thing being Rats can't trash itself).  Use existing Rats to Trash the Curses you're getting from Ritual.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #255 on: September 25, 2017, 10:14:54 pm »
+7

My opponent is currently making use of Stonemason / Grand Market.  Have $8 on the table, buy Stonemason, and pick of two GMs, bypassing the Copper restriction.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #256 on: September 26, 2017, 07:13:14 am »
+2

Ritual + Rats
Rats trims your deck.

No it doesn't.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #257 on: September 27, 2017, 02:10:03 am »
+1

Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats
« Last Edit: September 27, 2017, 02:12:47 am by gloures »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #258 on: September 28, 2017, 08:49:52 am »
+12

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #259 on: September 28, 2017, 12:18:16 pm »
+1

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.

Oooh, I really like this. I mean, setting up Loan to hit Copper is obvious, but setting it up to also skip green is expanding brain stuff. It would make a great addition to the "Value of Loan" article.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #260 on: September 28, 2017, 02:36:48 pm »
+3

Ritual + Rats
Rats trims your deck.  Buy Ritual on a Rats to get rid of it for VP (nice thing being Rats can't trash itself).  Use existing Rats to Trash the Curses you're getting from Ritual.
It strikes me the tricky part of that is affording the $4 to buy a Ritual when your deck is full of Rats?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #261 on: September 28, 2017, 02:48:06 pm »
0

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.

See also Farming Village instead of Loan for the green skipping feature.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #262 on: September 28, 2017, 04:36:09 pm »
+3

Alms + Workshop/Ironworks/Armory/Duplicate + Silk Road/Gardens

Alms can speed up any rush featuring a gainer and source of VP that cost <= $4.  With Alms and the gainer, you never play treasures and gain 2 cards per turn (potentially more with Ironworks).  Open with two copies of the gainer, and then hope to gain 2 cards each turn for the rest of the game.  Assuming you miss no more than twice (a reasonable assumption if you grab the gainers first), it only takes 15 turns to empty the gainer, VP, and Estate piles.  Silk Road is faster/stronger, because they will be worth 4 VP before the end, totaling 43 VP.  Gardens will only be worth 3 VP if you rush the piles as quickly as possible (totaling 35 VP), but you can reach 4 VP Gardens by turn 17 if you delay piling out.  If Battlefield or Labyrinth are in the kingdom, lesser VP piles like Tunnel or Island could be competitive.

I recently played a game with Alms + Workshop + Silk Road.  I didn't recognize the speed of this interaction and would have lost if my opponent had focused on getting more gainers earlier and hadn't been distracted by other kingdom cards.
« Last Edit: September 28, 2017, 04:39:07 pm by aku_chi »
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #263 on: September 29, 2017, 11:29:17 pm »
+1

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #264 on: September 30, 2017, 10:20:07 am »
0

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #265 on: September 30, 2017, 11:55:32 am »
+1

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #266 on: September 30, 2017, 06:29:11 pm »
+1

Forum + Defiled Shrine
You can use Forum's +buy thing as an opportunity to buy a Curse.  Forum then helps you sift through the Shrine Curses you bought.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #267 on: September 30, 2017, 07:00:40 pm »
0

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.

Maybe he was using Adventurer to skip to the Copper. And maybe one of the victory cards was Harem, so it wouldn't have been guaranteed to skip them all anyway.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #268 on: October 01, 2017, 10:10:11 am »
+3

Alms + Workshop/Ironworks/Armory/Duplicate + Silk Road/Gardens
A while ago I had Alms + Bridge + Silk Road. I opened double Bridge, then got Estate + Duchy on Bridge turns and otherwise Silk Road. I think my Silk Roads were worth 5 by the end of the game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #269 on: October 02, 2017, 09:20:22 am »
+1

Fool's Gold+Guide+Storyteller+(+buy)

Storyteller and Fool's gold are amazing together, as one Fool's gold provides a 4 card draw (if you have played one before, which isn't unlikely). Guide ensures you have a Storyteller in your starting hand, and +buy is important for getting lots of Fool's golds (I used a Villa for that in that game).

Sauna/Avanto+Pathfinding

I think this is the best target for your +Card token. I actually used it in a Teacher game. My deck was somewhat slow and cripled by curses. However, as soon as I got my +Card token in this pile, my deck just exploded like crazy.

Fortress+Transmogrify+amassable $5 card (+Gainer)

Fortress and Transmogrify are absolutely ridiculous together. Gain a bunch of Transmogrifies (did I use a gainer?). Then, when you draw a Fortress with a good amount of transmogrifies on the mat, use all of them to get lots of copies of your favorite $5 card in your hand. This should lead to an amazing turn, and a substantially improved deck afterwards. About amassable $5  card, I used the combo with Minion, but I think the best candidate is Groundskeeper.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #270 on: October 02, 2017, 09:31:39 am »
+4

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.

Maybe he was using Adventurer to skip to the Copper. And maybe one of the victory cards was Harem, so it wouldn't have been guaranteed to skip them all anyway.
Or maybe Prosperity was released mid-turn, the adjoining table started a new game with Loan, someone on the other table played Masquerade and everyone got a little confused who was part of which game, so the original player we were talking about (remember him?) discovered a Loan in his hand and played it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #271 on: October 03, 2017, 01:59:28 am »
+3

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."

Yes, but he never said the opponent played a Loan after setting up the top of the deck as described.

Maybe he was using Adventurer to skip to the Copper. And maybe one of the victory cards was Harem, so it wouldn't have been guaranteed to skip them all anyway.
Or maybe Prosperity was released mid-turn, the adjoining table started a new game with Loan, someone on the other table played Masquerade and everyone got a little confused who was part of which game, so the original player we were talking about (remember him?) discovered a Loan in his hand and played it.
Apologies for a double-post, but I've been thinking on this and I reckon it can be done another way, without a Masquerading accident:
So this guy, he takes a long break in the middle of his turn, about 6 years, and when they resume their turn, it's late 2016 and it is noticed that the only cards remaining in the Black Market deck are obsolete first edition ones (and the owner of the game shredded them all as soon as they became obsolete; the BM deck is using blue-backed randomisers), so there's nothing for it but to generate a new Black Market deck, which happens to contain Young Witch, and Loan happens to be picked as the bane. So now this guy, they can Mine a Copper into a Loan and, well, play the Loan.
Anyway, this guy's opponents were all very patient during the game, but as they pack up they're thinking maybe they'd do better to find opponents on isotropic in future.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #272 on: October 03, 2017, 10:43:26 am »
+3

I'm glad to see this thread properly derailed.

People probably know about Upgrade + Ferry already, letting you Upgrade Estates into Upgrades, trash Coppers, and then possible move the Ferry to cash in unwanted Upgrades for Golds. I just had a game in which there was also Merchant, so even my Coppers (and one Curse) turned into sweet things.
game# 7413836
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #273 on: October 05, 2017, 01:08:45 am »
+5

Has anyone mentioned Groundskeeper/Farmland?  Farmland lets you double dip groundskeeper points if you gain a victory card with it.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #274 on: October 05, 2017, 04:59:13 am »
0

I started playing Dominion with my girlfriend’s 2nd edition base set. I later received first edition as a gift so naturally I hate the removed cards because they’re stupid.

Feast works well with Market Square though.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #275 on: October 05, 2017, 08:43:40 am »
0

Lurker / Vineyard - I mean, this isn’t rocket science. Lurker lets you gain Actions, Lurker is itself a cheap nonterminal pile, Vineyard is easily worth a bunch of points in such a game.

For extra seasoning, add trash for benefit like Transmogrify, which is also nonterminal, and can be followed up by playing Lurker to regain the trashed card. I would often use T-mog to transform Lurker into a $3 cantrip, then use the other Lurker to regain the Lurker I just threw out.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #276 on: October 05, 2017, 10:02:49 pm »
0

Throner - Patrol - Villa

Yes, more crazy villa magic. Throne (or crown or KC or whatever) your Patrol, drawing a metric ShIT ton of cards and clearing out the majority of your green, then buy villa, so you can play your engine that much more smoothly with the lack of green. Even better when you have Mill (like I just had in an IRL game, resulted in two consecutive double province turns fairly quickly)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #277 on: October 05, 2017, 10:07:23 pm »
0

I started playing Dominion with my girlfriend’s 2nd edition base set. I later received first edition as a gift so naturally I hate the removed cards because they’re stupid.

As a side note, interesting things happen when you play both 1st and 2nd editions together. Try it sometime. Or not. Who am I to judge?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #278 on: October 05, 2017, 10:19:48 pm »
0

Throner - Patrol - Villa

Yes, more crazy villa magic. Throne (or crown or KC or whatever) your Patrol, drawing a metric ShIT ton of cards and clearing out the majority of your green, then buy villa, so you can play your engine that much more smoothly with the lack of green. Even better when you have Mill (like I just had in an IRL game, resulted in two consecutive double province turns fairly quickly)

"If you terminal draw Action cards you can buy Villa to play them! It's like magic!"
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #279 on: October 05, 2017, 10:47:46 pm »
0

Throner - Patrol - Villa

Yes, more crazy villa magic. Throne (or crown or KC or whatever) your Patrol, drawing a metric ShIT ton of cards and clearing out the majority of your green, then buy villa, so you can play your engine that much more smoothly with the lack of green. Even better when you have Mill (like I just had in an IRL game, resulted in two consecutive double province turns fairly quickly)

"If you terminal draw Action cards you can buy Villa to play them! It's like magic!"
But this is special because it's scout Patrol
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #280 on: October 06, 2017, 12:23:32 am »
+2

Baron / Royal Carriage / Fountain provides stupid megaturn potential. (this position also had Triumph on the board for extra bonus points.)

- play baron
- call royal carriages until 1 estate left
- use associated buys to get up to 10 coppers
- buy triumph for many points
- game ends on piles
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #281 on: October 07, 2017, 12:12:55 am »
+7

Bandit Camp/Marauder + Alms
Don't know if this has been mentioned yet. Spoils don't count as in play when you buy Alms because they've been returned to the pile. You can abuse this if you also have +buy. Buy your expensive luxury card with the Spoils, then cheat the local charity out of a $4 card as well.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #282 on: October 08, 2017, 04:28:39 pm »
0

Survivors/Wishing Well came in surprisingly handy a few times in a sloggy Vineyard came I just played. (Getting a lot of Misfits was key so I could use them as villages or as Wishing Wells as needed.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #283 on: October 10, 2017, 12:45:17 pm »
+4

Death Cart + City Quarter + Travelling Fair
Death Cart plus either of the other two is probably pretty good, but guaranteeing a hand of DC + Ruin + CQ is even better. Unfortunately my opponent chose to play Transmute-only so I couldn't be sure of how strong it was outside of a vacuum.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #284 on: October 13, 2017, 12:49:20 am »
+4

Beyond Awesome just used two Quarries to pile out the Villas and then have $13 to spend. (I resigned immediately; they were the only village on the board.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #285 on: October 13, 2017, 12:51:31 pm »
0

Beyond Awesome just used two Quarries to pile out the Villas and then have $13 to spend. (I resigned immediately; they were the only village on the board.)

Ooh I did that once too. Opponent did the same thing lol.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #286 on: October 14, 2017, 12:39:38 pm »
+1

this isn't that good, but is satisfying: if you get messenger and sir martin, your opponent gets nothing
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #287 on: October 15, 2017, 12:53:14 am »
0

Duchess + Scrying Pool
It's neat that Scrying Pool can basically negate the deck inspection thing that Duchess gives your opponent. Duchess is also just a good cheap payload that Scrying Pool can draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #288 on: October 15, 2017, 01:56:14 pm »
0

Borrow + Margrave
Starting with a 4-card hand isn't so bad if your opponent is Margraving you every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #289 on: October 16, 2017, 10:10:43 am »
0

Advance+Fortress+extra buys

Absolutely killer. Each extra buy becomes "gain a card costing up to $6". I managed to put a shitload of Groundskeepers in my deck this way.
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crj

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Advance, Villa, Grand Market
« Reply #290 on: October 16, 2017, 10:23:36 pm »
+4

It's not earth-shattering, but it was useful this evening...

Having Advanced some cheap junk action into Grand Market, you then have a fairly feeble turn on which you play Grand Market and find yourself with $4 to spend and no actions in hand.

Buy Villa.
Put it in your hand; don't play it.
Use the +Buy from Grand Market to Advance it into another Grand Market.

Result, a Grand Market purchased with $2 discount and no restriction on using Copper. (-8
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #291 on: October 23, 2017, 01:07:15 am »
0

Herbalist can counter Masquerade: top-deck a Copper so you'll always have a bad card to pass. (Uh, assuming the rest of your engine is good enough to kick off with four cards.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #292 on: October 23, 2017, 08:59:30 pm »
+8

Overlord/Band + Imp: If you play an Overlord or Band, it becomes the copied card, so you can play another Overlord or Band with Imp.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #293 on: October 23, 2017, 09:04:10 pm »
+1

Nice. I like that.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #294 on: October 24, 2017, 03:02:47 am »
+1

Devil's Workshop + Triumphal Arch
With 2 DW (or more) on a turn, you use the first to gain 1 action card (like a Village) and the second to gain an Imp (assuming you bought something). You get engine components + 3VP after your buy phase.

And there are 13 Imps, which should help maximize Arch points.
« Last Edit: October 24, 2017, 03:04:11 am by Cave-o-sapien »
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allanfieldhouse

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #295 on: October 24, 2017, 09:49:35 am »
+3

Overlord/Band + Imp: If you play an Overlord or Band, it becomes the copied card, so you can play another Overlord or Band with Imp.

And that will always work, even for Overlording the same other action over and over, right? The Imp only ever cares that the Overlord is "new", and the Overlord doesn't have any restriction about that. Fun.
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markus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #296 on: October 24, 2017, 05:50:06 pm »
+1

Overlord/Band + Imp: If you play an Overlord or Band, it becomes the copied card, so you can play another Overlord or Band with Imp.

And that will always work, even for Overlording the same other action over and over, right? The Imp only ever cares that the Overlord is "new", and the Overlord doesn't have any restriction about that. Fun.
Enchantress is the edge case: your first Overlord might stay Overlord.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #297 on: October 24, 2017, 05:57:31 pm »
0

Counterfeit/Capital was mentioned above.  Crown/Capital isn't quite as good--you get $12 for the price of 6 Debt rather than 0 Debt--but you keep your Capital investment, meaning you can play this over and over and over...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #298 on: October 24, 2017, 06:38:12 pm »
0

Counterfeit/Capital was mentioned above.  Crown/Capital isn't quite as good--you get $12 for the price of 6 Debt rather than 0 Debt--but you keep your Capital investment, meaning you can play this over and over and over...

That combo is pretty neat, but I've found that it's easy to overestimate the strength of it. After all, it does give you the benefit of getting a ton of coin at the beginning, but in the long run it's about as strong as 2 Golds.
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Dylan32

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #299 on: October 25, 2017, 01:37:58 pm »
+6

Counterfeit/Capital was mentioned above.  Crown/Capital isn't quite as good--you get $12 for the price of 6 Debt rather than 0 Debt--but you keep your Capital investment, meaning you can play this over and over and over...

That combo is pretty neat, but I've found that it's easy to overestimate the strength of it. After all, it does give you the benefit of getting a ton of coin at the beginning, but in the long run it's about as strong as 2 Golds.

$12 + 6 debt is way better than $6. If you are only going for a single province every turn (why would you with this combo?) and only 1 crowned capital as only money, Assuming you start with no debt when you start greening, your turns are: buy province, have 2 debt. pay 2 debt, buy province, have 4 debt. Pay 4 debt, buy province. There you have 3 provinces already before the debt is a problem. Besides, you most likely aren't going to only have one of that combo providing all your money, so this combo is almost always going to be better than just buying 2 golds instead.
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BBL

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #300 on: October 27, 2017, 05:18:41 am »
+3

Fool's Gold + Exorcist

Trash your estates for Will-o'-Wisp, use the Will-o'-Wisps to draw the Fool's Gold.

Even stronger, but less likely: Druid with Swamp's Gift + Fool's Gold.
« Last Edit: October 27, 2017, 05:23:20 am by BBL »
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grrgrrgrr

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #301 on: October 27, 2017, 06:51:57 am »
0

Druid (w. Earth's Gift)+Gardens
Earth Gift Druid may force you to discard a copper, but other than that, it is a much better Garden enabler than Workshop. The key advantages are its price, and the +Buy it gives. Especially the latter, since that means you can always get Two coppers whenever you use Druid (or a copper and a Druid).
Other Boons can help as well, especially the one that makes Druid non-terminal.
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Cave-o-sapien

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #302 on: October 28, 2017, 01:58:32 am »
+5

Quarry + Exorcist
With Quarry in play you can trash Estates for Imps. Doesn't help get Ghosts.
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Cave-o-sapien

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #303 on: October 28, 2017, 03:54:25 am »
+7

Necromancer + Rats
Use Rats to trash crap, then use Zombie Apprentice to turn excess Rats in hand into a Super Lab (+4 Cards, +1 Action).
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #304 on: November 09, 2017, 02:18:43 am »
0

Secret Passage + Loan

In a game with no way to trash Estates and limited draw, Secret Passage and Loan were a big synergy.  I used the Secret Passages to make sure Loan hit a Copper and skipped over a bunch of green.  After a few turns, Loan was able to skip over all my green.  And once I ran out of Copper, I could bottom-deck all my green and skip past it when I played Loan.
Navigator + Loan
Back when Seaside was the latest and greatest, an opponent used the former to set up all victory cards to be closest to the top of the deck, while the copper would be on the behind them.
Wasn't Prosperity after Seaside? Maybe I misunderstood what you meant by "latest."
I meant Prosperity.  Referenced the wrong exp. it was from :-[
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BBL

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #305 on: November 10, 2017, 06:45:18 am »
+5

There was an old discussion already, but Plaza + Poor House is really nice. I was surprised it was not mentioned on the Wiki (I changed that).

I had it in a Colony game without buy and no power cards and after turn 11 I could easily purchase a colony every single turn: Discard your coppers for coins, play all your Poor Houses, profit. Menagerie was in this Shelter Kingdom too, so with +buy it could have been even stronger, but it was not really needed in this match.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #306 on: November 10, 2017, 09:00:39 am »
+8

Lurker + Squire

turns lurker into “+1 action, gain an attack”
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greybirdofprey

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #307 on: November 12, 2017, 07:42:28 am »
+2

salt the earth + feodum



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Chappy7

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #308 on: November 14, 2017, 04:07:14 pm »
+4

Tactition+peddler.

It's pretty easy on many boards to play enough actions buy peddler(s) even after playing tactition.  And then peddlers help you get enough $ to buy something else on future turns when you play tactition. 
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crj

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #309 on: November 14, 2017, 04:50:58 pm »
0

On a board with Tactician+Peddler, it's double-Tac and Peddler or nothing. If you try single-Tac, the double-Tac player will get all the Peddlers before you do.
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Chris is me

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #310 on: November 15, 2017, 12:15:46 pm »
0

On a board with Tactician+Peddler, it's double-Tac and Peddler or nothing. If you try single-Tac, the double-Tac player will get all the Peddlers before you do.

This is a bit of a sweeping generalization, that highly depends on the available +Buy, trashing, etc.

In general, the presence of a Peddler variant alone isn’t enough to make double Tac great, because you’re gonna have a hard time going above $8 that way.

Now if you said Tac and Courtier...
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crj

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #311 on: November 15, 2017, 10:25:17 pm »
0

This is a bit of a sweeping generalization, that highly depends on the available +Buy, trashing, etc.
It may have been a bit overly general, but note that "or nothing" in what I said.

The things that will hurt a double-Tac Peddler strategy are also going to hurt a single-Tac Peddler strategy.

How many boards are there where you decide to go for Tactician and Peddler, but it would be wrong to go double-Tac?
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Psyduck

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #312 on: November 17, 2017, 05:59:58 pm »
+5

Cemetary and Changeling

Buy Cemetary, trash some stuff, then exchange the Cemetary for a Changeling.
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Chappy7

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #313 on: November 20, 2017, 11:13:45 am »
0

It wasn't useful for me, but tragic hero and fools gold kicked my butt.  The buy helps you get more fools gold.  The draws gets your FGs together.  The trashing treasure gaining thing helps you get even for FG.  Yeah I lost hard.
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JW

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #314 on: November 20, 2017, 05:36:28 pm »
+3

Fool and Faithful Hound. Buy one Faithful Hound and discard it every turn to get a Boon from Lost in the Woods. The Fool may be lost, but his canine friend will always be by his side!
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Cave-o-sapien

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #315 on: November 20, 2017, 05:47:50 pm »
0

Fool and Faithful Hound. Buy one Faithful Hound and discard it every turn to get a Boon from Lost in the Woods. The Fool may be lost, but his canine friend will always be by his side!

I had a game with this during Preview week. It was fun! (But I'm still unsure how good it is)
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Co0kieL0rd

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #316 on: November 20, 2017, 06:01:08 pm »
+2

Prince + Blackmarket + Crown
My Prince played a Black Market at the start of each of my turns, allowing me to play Crowns (as Treasures) which, in turn, played actions and more Crowns while I was still resolving the Black Market from Prince. It worked because, apparently, the start of your turn counts as part of your action phase (which I don't know isn't a bug on ShuffleIT). This allowed me to play my entire deck within a single Prince of Black Market once. This 3-card-combo probably allows for the largest chains of cards played by one another ever.
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Chris is me

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #317 on: November 20, 2017, 06:41:04 pm »
0

Prince + Blackmarket + Crown
My Prince played a Black Market at the start of each of my turns, allowing me to play Crowns (as Treasures) which, in turn, played actions and more Crowns while I was still resolving the Black Market from Prince. It worked because, apparently, the start of your turn counts as part of your action phase (which I don't know isn't a bug on ShuffleIT). This allowed me to play my entire deck within a single Prince of Black Market once. This 3-card-combo probably allows for the largest chains of cards played by one another ever.

The start of your turn does occur in your Action phase, yes. This works even without Prince though, you can always play Crown on Black Market plays to play more actions mid-turn without using up Actions to do so.
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Accatitippi

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #318 on: November 30, 2017, 03:52:22 am »
+4

Cobbler/Cemetery: gain Cemetery to hand, trash Cemetery and three other cards.
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humcalc216

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #319 on: November 30, 2017, 11:09:59 am »
+1

Rebuild/Tournament:
Went 2/5 on a board with Urchin an Tournament and a strong engine that looked like it could beat Rebuild.  The only 5 worth opening was Rebuild.  Soon realized that I could use Rebuild to rapidly get Prizes, Followers to get extra Estates (it was a Shelters game), and then Tournaments to get extra Duchies.
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markusin

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #320 on: December 02, 2017, 02:37:50 pm »
+1

Quarry/Exorcist

More of an oddity than a major interaction, but Quarry lets Exorcist turn Estates (and other $2 non-actions) into Imps. Quarry does not make Ghost cheaper though since Ghost is not an action card.
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Cave-o-sapien

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #321 on: December 03, 2017, 02:15:50 am »
+1

Quarry/Exorcist

More of an oddity than a major interaction, but Quarry lets Exorcist turn Estates (and other $2 non-actions) into Imps. Quarry does not make Ghost cheaper though since Ghost is not an action card.

Quarry + Exorcist
With Quarry in play you can trash Estates for Imps. Doesn't help get Ghosts.

 ;D
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markusin

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #322 on: December 03, 2017, 11:59:19 pm »
+1

Quarry/Exorcist

More of an oddity than a major interaction, but Quarry lets Exorcist turn Estates (and other $2 non-actions) into Imps. Quarry does not make Ghost cheaper though since Ghost is not an action card.

Quarry + Exorcist
With Quarry in play you can trash Estates for Imps. Doesn't help get Ghosts.

 ;D

Nuts, and before Nocturne was even released!
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Reykjavik

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #323 on: December 09, 2017, 06:31:52 pm »
+4

Fool's gold and keep. I just had a game where I was down in provinces, but had won the fools gold split handily. Duchies and fools gold were empty, down to a few estates, and 1 province. I was desperately trying to make up the difference by winning all the treasures for keep, I bought banquets to get coppers and silvers, and gold when I could afford it. But alas, my opponent bought the last province. While I had 3 fools gold in my hand. Trashing one gained me 4 points, trashing a second cost him 4, which was enough to overcome his lead.
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belugawhale

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #324 on: December 09, 2017, 08:11:58 pm »
0

Haunted Woods vs Villa. Normally you'd use Villa to resolve terminal collision; just buy a villa to pop back to your action phase. But Haunted Woods completely destroys that by forcing you to put the rest of your hand back on your deck.

That was a brutal game.
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smuggler

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #325 on: December 12, 2017, 05:52:00 pm »
+3

dont know if it came up yet
i just had once a game
rabble and minion

topdeck crap, then discard their hand just once
pretty devastating
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enfynet

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #326 on: December 12, 2017, 06:32:56 pm »
0

I played a game with the 2nd Edition update packs, had a neat bit of interaction between Replace, Lurker, and Artisan. Gaining Provinces while giving my opponent curses, then pulling the Artisan out of the Trash to do it again.
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #327 on: December 13, 2017, 03:05:44 am »
0

Cemetery + Changeling

Buy the former to trash cards from your hand.  Latter lets you replace a useless Cemetery for a card that at least has more function.
« Last Edit: December 13, 2017, 03:07:20 am by ackmondual »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #328 on: December 14, 2017, 06:46:31 pm »
+1

Has Alms + Villa been mentioned yet? Pick up a Villa for free, then play your treasures and get something else.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #329 on: December 17, 2017, 01:02:06 pm »
+11

I think this is about as much as you can hope to get out of a Charm

e plays 3 Silvers, a Loan, a Charm and a Copper.
e reveals a Silver.
e discards a Silver.
e buys a Sprawling Castle.
e gains a Province.
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weesh

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #330 on: December 19, 2017, 12:03:58 pm »
+5

Necromancer + Tragic Hero

The heroes trash themselves, and then the necromancers can go to town, since trashing doesn't lose you the card.

The downside is that, Flavor-wise, this makes the hero even more tragic.  :(
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Reykjavik

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #331 on: December 23, 2017, 01:35:18 am »
+3

Tunnel and Shepard. Ooh boy.

I also had some other enablers, like Border Village, Catacombs, Wine Merchant, and Storyteller. Fast payload, fast cycling. It was so explosive I'm not sure trashing would even help much. I ended the game on turn 11 with 6 provinces and 12 golds, but I'm pretty sure it is possible to do better.
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guidobass

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #332 on: December 23, 2017, 02:23:41 pm »
0

Procession a Legionary into a Hireling and buy a Provence, assisted by Shanty Town, Lighthouse

Online Dominion game # 9865631

These were in the game and I can't remember the others:
Lighthouses
Scrying Pool
Shanty Town
Militia
Processions
Hirelings
Legionary
Hunting Grounds
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greybirdofprey

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #333 on: December 24, 2017, 06:11:34 am »
0

Rocks + Transmogrify can be neat if there are reasons to gain Silver (like Catapult or lack of better non-Gold +$).
Throne Room variants + Nobles also works. Four Nobles gets your handsize to 7, but you can get your handsize to 8 with two Nobles and a Throne Room.
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #334 on: December 25, 2017, 11:31:02 pm »
+6

Changeling + Rats
Buy a Rats to trim out your deck, and opt for Changeling instead whenever you play a Rat if you wish to keep your deck's Rats population on the lower end.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #335 on: December 26, 2017, 09:31:25 am »
+5

My wife trounced me using Replace + Shepherd. Essentially replacing her Coppers with Estates to give me Curses and drawing through the green with Shepherd. Nobles was another target for Replace in the kingdom.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #336 on: December 27, 2017, 01:50:12 am »
+12

Ghost + Wine Merchant

In draw-your-deck engines, Ghost sometimes has the problem of not having any cards to set aside, because all of your Action cards are in play. Because the Night Phase happens after the Buy Phase, you can discard your Wine Merchants before Ghost does its thing.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #337 on: December 28, 2017, 09:03:30 am »
+7

Cursed Village/Secret Cave

You get pretty much a full engine- draw, actions and coins.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #338 on: December 30, 2017, 02:35:46 pm »
+1

Exorcist + Silver gainer (Delve/Masterpiece/Trader/etc.)

Obviously, Exorcising a Silver gets you an Imp, which is nice to start with. But what's especially awesome is if you can also afford to Exorcise a couple of expensive cards for Ghosts. If you can draw deck, during your night phase you can play the Exorcist first, upgrading a Silver to an Imp, then play a Ghost, which is now guaranteed to hit the Imp you just gained.

Starting each turn with +4 cards and (sort of) +3 actions is pretty amazing.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #339 on: December 30, 2017, 02:47:34 pm »
+2

Lurker + Necromancer

Trash an action, use it right away. If it helps kick off an engine, there's a good chance you'll draw your second Lurker and pull the kickoff action into your deck.

These two cards have one notable anti-synergy. It is possible to buy Lurkers and pull all the actions out of the trash (including the starting Zombies!) giving Necromancers nothing to play. However, the above trash/use play makes at least one Necromancer good even with an empty trash pile.

Necromancer + cards that don't want duplicates in play (Imp, Magic Lamp, sort of Horn of Plenty)

Since necroing a card doesn't put it in play, you get more opportunities for high-utility spammable engine cards to not screw up your key plays.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #340 on: January 04, 2018, 07:44:21 pm »
+5

Faithful Hound + City Quarter + discard-from-hand (+ top-decker, optionally)

I recently had a game with Faithful Hound, City Quarter, Storeroom, and Secret Passage (and Dominate, so there was plenty of time to build).  Draw your deck, topdeck a City Quarter for next turn with Secret Passage, discard your Faithful Hounds with Storeroom, and start your next turn with at least one City Quarter that's guaranteed to draw several cards (and all of your other City Quarters being supercharged).  Who knew that dogs were so good for urban development?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #341 on: January 07, 2018, 05:18:43 pm »
+11

Exorcist+Den of Sin

You can buy a Den of Sin, put it into your hand and then trash it straight away with Exorcist for a Ghost. Was quite useful once I was done trashing down and everything.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #342 on: January 10, 2018, 12:21:35 am »
+4

Highway + Will-o'-Wisp

A few Highways and your Will-o'-Wisps are labs.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #343 on: January 10, 2018, 02:53:19 am »
0

On the other hand, a few Highways and Laboratory is easier to gain than Will-o'-Wisp!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #344 on: January 10, 2018, 05:31:13 am »
+3

On the other hand, a few Highways and Laboratory is easier to gain than Will-o'-Wisp!
Is there a rule that makes you add a Laboratory pile to the kingdom once you have played enough Highways? I didn't know about that one!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #345 on: January 10, 2018, 09:49:33 am »
0

Uh. When comparing card A with card B, it's kinda implicit that you actually have the choice.

I mean, saying that Steward is a better trasher than Chapel because Chapel isn't in some particular kingdom wouldn't make much sense.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #346 on: January 10, 2018, 11:29:01 am »
+3

Uh. When comparing card A with card B, it's kinda implicit that you actually have the choice.

But I wasn't making a comparison between them. I was just using Lab as shorthand for the boost to WoW's ability.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #347 on: January 10, 2018, 01:07:20 pm »
+6

Mint+Bandit Fort

Mint on the last turn to trash all those treasures. Useful in an engine that used Gold as payload.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #348 on: January 10, 2018, 06:33:01 pm »
+1

Thinking about it, that one's very interesting isn't it? It gives a huge advantage to whoever ends the game, even if they weren't previously leading on points.

If you trash your economy with Mint but don't end the game, presumably your opponent will then stock up on Duchies while you flounder?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #349 on: January 15, 2018, 04:09:42 pm »
+2

Just had a game with Cobbler and Fool.  I skipped fool early, and so did my opponent.  Eventually I got a Cobbler and it allowed me to pick up fool and get the 3 boons, and have LITW for several turns before my opponent got around to getting fool too. (I wouldn't have ever gotten fool otherwise) Summon kinda does this too, but the your opponent has a whole turn knowing that you are about to play fool. 
Fool may not be great, but it's pretty good if you are the only one who gets it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #350 on: January 15, 2018, 10:40:53 pm »
+16

It turns out that you can call Royal Carriage to play Werewolf again... Even during the Night phase, because it's still an Action type.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #351 on: January 16, 2018, 02:54:14 am »
0

Groundkeeper is fun and strong (it helps that both these games had strong synergies).

My last game:
Altar to gain Groundskeepers to buy Estates to discard to Shepherds.
Necromancer as Zombie Apprentice to trash Altar when finished with it, then as Zombie Mason to mill victory cards with several Groundskeepers in play.

Game before that:
Courtier reveals Enchantress several times for Gold gain + coin + action to play the Enchantress.
Groundkeepers ignore Enchantress attack. Then Inherit Worker's Villages to buy Estates with several Groundkeepers in play = 30 VP in one turn (and my opponent resigns).

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #352 on: January 16, 2018, 07:06:35 am »
+8

Black Market + Envious

Play those Golds and Silvers during BM and get full value -- even for your Buy phase.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #353 on: January 16, 2018, 08:10:27 am »
0

That's the stuff stashed Cobblers are good for. If needed, create a BM out of thin air. Otherwise, a Baron, or a Conspirator, whatever comes handy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #354 on: January 17, 2018, 07:02:46 pm »
+1

Cost reducers + Will o' Wisp: Will o' wisps basically turn into labs.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #355 on: January 18, 2018, 01:33:35 am »
+1

Cost reducers + Will o' Wisp: Will o' wisps basically turn into labs.

Just buy labs instead.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #356 on: January 18, 2018, 09:56:41 am »
+11

Cost reducers + Will o' Wisp: Will o' wisps basically turn into labs.

Just buy labs instead.

what if, instead of doing this again, we didn’t do this
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #357 on: January 18, 2018, 10:43:33 am »
+6

Summon + Grand Market + Cost Reducer

Duh, cost reducers work well with Summon.  But, the moment I realized I could Summon a Grand Market, even though I had Coppers in play, was glorious.  (The cost reducer in this particular game was Quarry.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #358 on: January 18, 2018, 02:03:32 pm »
+12

How bout royal carriage/imp in your starting hand? Play imp, use it on carriage, call the carriage right away to play imp again, and go from there.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #359 on: January 19, 2018, 01:46:01 am »
+11

Tunnel vs. Warrior

Gaining a Gold from Tunnel prevents it from being trashed to Warrior's attack due to the lose track rule.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #360 on: January 20, 2018, 09:49:06 am »
+2

Sacrifice + Island/Mill

It's neat that you can trash those two for the village effect and still keep the VP as chips. Might or might not be worth it, depending on the board.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #361 on: January 22, 2018, 12:41:39 am »
+7

Shepherd + Night Watchman

Draw your deck except for the last few green cards, then buy a shepherd (and whatever else you want) and use night watchmen to guarantee that your next hand has shepherd + 4 green cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #362 on: January 22, 2018, 05:23:43 pm »
+1

Shepherd + Night Watchman

oh, wow, how reliable!

my attempts to luck into that on saturday by discarding 5 green and a shepherd, then drawing a card to trigger a reshuffle were stymied by drawing the shepherd. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #363 on: January 22, 2018, 05:26:36 pm »
+4

Changeling/Emporium

You can only use it a few times, but you can buy Emporium, get 2 VP, exchange Emporium for a Changeling.  And on later turns, you can use Changelings to gain Emporia and still gain Changelings instead.

Obviously this stops being a thing if either pile runs out.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #364 on: January 22, 2018, 05:50:37 pm »
0

Changeling/Emporium

You can only use it a few times, but you can buy Emporium, get 2 VP, exchange Emporium for a Changeling.  And on later turns, you can use Changelings to gain Emporia and still gain Changelings instead.

Obviously this stops being a thing if either pile runs out.

You can do a similar thing with Conquest and Changeling, it actually lets you get those big multiple-Conquest turns without totally ruining your deck. It's only ruined until you manage to exchange some Changelings...

It does run out the Changeling pile much faster though.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #365 on: January 24, 2018, 01:31:35 am »
+2

Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #366 on: January 24, 2018, 03:22:58 am »
0

Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.

That belongs rather in the antisynergies than in the neat interaction thread, doesn't it? I mean the moral is to avoid Embargo as long as there are tokens on Labyrinth.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #367 on: January 24, 2018, 08:44:05 am »
+6

Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.

That belongs rather in the antisynergies than in the neat interaction thread, doesn't it? I mean the moral is to avoid Embargo as long as there are tokens on Labyrinth.

The -VP isn’t really the biggest reason to give someone Curses though
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #368 on: January 24, 2018, 01:34:17 pm »
+2

Ball/Treasure Map/Night Watchman

On a 5/2 open Ball gets 2 TM's; pick up NW on 3rd turn discarding anything that's not a TM; play 2 TM's on 4th turn, assuming luck-o'-the-draw is in your favor. It was for me.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #369 on: January 24, 2018, 01:37:32 pm »
+1

Embargo + Labyrinth
Having to take a Curse can suck, but not buying a card can too.  Here, if a pile has the E-token on it, you're still sucking down a Curse, but since you buy a card, then gain the Curse as the 2nd card, you trigger Labyrinth, and you can at least think of the Curse as being 1pt.

That belongs rather in the antisynergies than in the neat interaction thread, doesn't it? I mean the moral is to avoid Embargo as long as there are tokens on Labyrinth.

The -VP isn’t really the biggest reason to give someone Curses though

Still, the Labyrinth VP is something to consider if there is Curse trashing.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #370 on: January 29, 2018, 03:20:31 am »
+2

Death Cart + Archive

Certainly Archives help with connecting Death Cart to the Ruins it brought with it, I still was amazed how well it went in game #11075377. With three Archives, while lining up Death Cart with Ruins, additionally I could pigeonhole variety to the hand with Horn of Plenty and Provinces to the hand with Crossroads, to end the game with 7 Provinces after 16 turns.
« Last Edit: January 29, 2018, 03:25:49 am by ipofanes »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #371 on: January 29, 2018, 11:47:09 pm »
+12

Just played a cool one with beggar/monastery/tomb, quite a few points for cleaning up the copper mess every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #372 on: January 30, 2018, 10:57:39 pm »
0

Delve + Triumph + Apprentice
game #11180043

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #373 on: February 04, 2018, 03:52:36 pm »
+8

Haggler + Den of Sin

In the late stages of a money game when buying Province, picking up Den of Sin with Haggler gains can help prevent choking on green.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #374 on: February 05, 2018, 04:27:10 am »
+5

Tournament + Grand Market + Ball

Get to Prizes first, gain Princess first.
Play Princess.
Pay $5 to Ball for 2 Grand Markets (don't even need to avoid having Coppers.)
No other cost reduction is in the Kingdom.
On my next turn, I am about to Ball for 4 Grand Markets.
Opponent resigns before I get to do so.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #375 on: February 05, 2018, 05:07:09 pm »
0

Magpies love snatching ladies out of harems. Seems like they also help them reproduce... somehow ::)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #376 on: February 05, 2018, 05:18:32 pm »
+5

Arena + Faithful Hound: Discard Faithful Hound every turn
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #377 on: February 08, 2018, 12:39:38 am »
+1

Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
« Last Edit: February 08, 2018, 12:40:45 am by ackmondual »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #378 on: February 08, 2018, 09:17:17 pm »
+2

Dismantle + Tragic Hero
Overdraw with Tragic Hero, Dismantle the gained Gold for another Tragic Hero.
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #379 on: February 09, 2018, 01:11:38 pm »
0

Expedition + Tragic Hero

Buy the former if you anticipate the latter's coming up for a guaranteed way to invoke his trash-itself-for-Treasure ability.
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William Howard Taft

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #380 on: February 09, 2018, 05:50:59 pm »
0

Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
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Sharajat

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #381 on: February 09, 2018, 06:21:22 pm »
+2

Lurker/Necromancer

Don't know if this has been mentioned, but Lurkers can snag Zombies from the Trash, and trash cards for Necromancer to play.  The two of them can create some pretty complex interactions.
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LibraryAdventurer

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #382 on: February 09, 2018, 07:40:02 pm »
0

Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #383 on: February 09, 2018, 07:45:33 pm »
+2

Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

Masquerade does trash a card though  ;)
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LibraryAdventurer

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #384 on: February 09, 2018, 07:47:36 pm »
0

Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

Masquerade does trash a card though  ;)
Oh. yeah. oops.

humcalc216

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #385 on: February 10, 2018, 10:41:07 pm »
+5

Scrying Pool and Crown

Crown is an action, so Scrying Pool can draw it.  And, with +buy, you can opportunistically Crown your Potion to win the Pool split.
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ackmondual

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #386 on: February 11, 2018, 02:14:55 am »
0

Conclave/Alms + Cemetery
Both of the former let you time when it's ideal to Gain a Cemetery to trash max cards
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #387 on: February 11, 2018, 03:04:07 am »
+1

Sacrifice + Lurker

If the only village is Sacrifice, then you can trash Actions with Sacrifice for the village effect and then get them back non-terminally with Lurker.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #388 on: February 12, 2018, 07:49:46 pm »
+1

Pooka + Coin of the Realm
Coin of the Realm wonderfully handles Pooka's awkwardness... and it can be fuel as well.
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Chase Adolphson

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #389 on: February 22, 2018, 10:55:07 pm »
0

Arena + Faithful Hound: Discard Faithful Hound every turn

That sounds fun. I will have to try that
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Chase Adolphson

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #390 on: February 22, 2018, 10:56:07 pm »
0

Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!

Shepherded and tunnel sounds awesome. I can't wait to try it
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Chase Adolphson

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #391 on: February 22, 2018, 11:10:08 pm »
0

Village, witch, council room, militia, chapel, cellar, smithy, vassal, remodel, mine. This game has a lot of combos, but surprisingly this game was randomly picked. I did edit this game, though. I removed vassal, remodel and mine, and added in festival, throne room and garden.
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humcalc216

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #392 on: February 23, 2018, 10:22:33 am »
+2

Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #393 on: February 23, 2018, 11:06:06 am »
0

Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!

A similar thing is that Treasury's topdecking only fails when you buy a victory, so if you're going for Triumphs or Dominates or whatever then it always topdecks.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #394 on: February 23, 2018, 11:33:02 am »
+4

Black Market vs Envy

It's not the buy phase. Money is worth normal amounts.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #395 on: February 27, 2018, 10:51:22 pm »
+3

Overlord + Walled Village

Topdeck the Overlord, and you don't even have to play it as a Walled Village next turn.
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ipofanes

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #396 on: February 28, 2018, 02:59:19 am »
0

Topdecking the Overlord after using it as a Walled Village means you have used it as a cantrip. Either you are saving Overlord for a specific, very powerful combo (maybe as an attack card to promote your Urchin in the beginning) or the kingdom does just not contain very good $5 cards to mimick. I am not convinced that this is an interaction that is useful very often.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #397 on: February 28, 2018, 03:07:30 am »
+3

Topdecking the Overlord after using it as a Walled Village means you have used it as a cantrip. Either you are saving Overlord for a specific, very powerful combo (maybe as an attack card to promote your Urchin in the beginning) or the kingdom does just not contain very good $5 cards to mimick. I am not convinced that this is an interaction that is useful very often.

Or you played 2 Wine Merchants
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #398 on: February 28, 2018, 05:18:05 am »
0

Very nice edge case i didn't think of. Should have looked at this.
« Last Edit: February 28, 2018, 05:19:31 am by ipofanes »
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mameluke

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #399 on: February 28, 2018, 08:20:56 am »
+1

Topdecking the Overlord after using it as a Walled Village means you have used it as a cantrip. Either you are saving Overlord for a specific, very powerful combo (maybe as an attack card to promote your Urchin in the beginning) or the kingdom does just not contain very good $5 cards to mimick. I am not convinced that this is an interaction that is useful very often.

The point of Overlord is that it is versatile. Sometimes you need a village, or at least you think you will. If your hand is Overlord/Overlord/3 Coppers, and you use your first Overlord as a WV, and the second as some kind of Terminal Draw but you don't end up drawing any more actions, then this is worth it. Walled Village isn't the greatest village, but in this case you'll end up saving the Overlord for a turn where maybe you don't need a village (perhaps your starting hand has an actual Walled Village or something).
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jomini

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #400 on: February 28, 2018, 08:53:14 am »
+4

Stonemason + Capital

Have engine with 3 Golds, no +buy, overdraw. Buy three Masons. Mason three golds into 6 Capitals generating $36 and 7 buys.

Timing is fun too, they buy a province, you buy a province, they buy a province, you buy Masons, they scratch their head then buy a province, you buy the rest of the provinces. If they built out to the typical double province engine, you can let them buy two, get masons, watch them buy two more, and then pile out with a 2 estate win.

You can also opt for more golds (7 provinces with 4 gold) or burning a $4 (bringing your total to the magical $40) if you use Mason & overbuy to build your engine.

You can also mill Prov -> Duchy or burn Capitals -> estates if you spike a huge lead, but cannot end the game. 3-piling the turn after is not too hard as you can gain six <$4 cards.

You also do not care about debt in the slightest, so feel free to spike debt whenever convenient once you have the Masons ... bid 40 on the Pass, get the $8 duchy, take a spare Overlord .... whatever, your deck is fully dead to $ so prepare for chapter 7 in style.
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Aleimon Thimble

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #401 on: February 28, 2018, 11:10:31 am »
+5

Trading Post + Conquest

Conquest is often not that great as a source of Alt-VP in engines because it floods your deck with Silver. Trading Post can trash surplus Silvers AND gain more Silvers to boost the amount of points a Conquest gives you.

Just managed to overcome a 6-2 Province deficit with it. My penultimate turn involved playing Trading Post 3 times, followed by buying 4 Conquests for 5, 7, 9 and 11 points.
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weesh

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #402 on: March 13, 2018, 05:22:12 pm »
+2

Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #403 on: March 13, 2018, 05:28:34 pm »
+2

Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

Margrave is another way I've seen this done.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #404 on: March 13, 2018, 07:11:02 pm »
+1

Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

Margrave is another way I've seen this done.


But it could also get their cheap card off the top of their deck.
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weesh

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #405 on: March 13, 2018, 07:40:00 pm »
+1

Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

But it could also get their cheap card off the top of their deck.

The first chariot race tells you whats on top, then you can clear it with counsel room if it is expensive for additional chariot races.
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Chase Adolphson

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #406 on: March 13, 2018, 08:39:37 pm »
0

Chariot Race + Counsel Room
counsel room to get the expensive card off of an opponent's deck (province, in this case), so you can (hopefully) win the rest of the chariot races.

But it could also get their cheap card off the top of their deck.

The first chariot race tells you whats on top, then you can clear it with counsel room if it is expensive for additional chariot races.


I like that idea
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #407 on: March 19, 2018, 03:06:16 pm »
+2

just had a game with the settlers/bustling village stack and lots of discard.

These cards have always felt so lackluster to me, especially late game when you draw your deck.  But if you have cards that discard (druid with wind's gift in this case), and your opponents are making you discard (legionary), you can majorly mitigate the discard by discarding coppers or settlers as appropriate.  Even LATE into the game, when I had no coppers remaining, and I was fully drawing my deck every turn, I got value out of the combo.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #408 on: March 21, 2018, 04:25:04 am »
+2

Raze + Miser is fairly nice, it plays a little like a poor man's jack + bonfire (pun intended). Raze provides nonterminal trashing of estates with cycling to help you get your misers to 7 or 8 quickly. After that, raze can help you find your misers (and possibly mill provinces to accelerate the endgame). I played a game the other day where I bought 14 cards over 17 turns: 2 razes, 2 misers, 2 squires, and 8 provinces (I trashed 4 along the way, I could have trashed fewer if I needed to be less conservative). Probably it's not going to outpace a reasonably good engine, but I'd expect it to beat most money strategies.
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William Howard Taft

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #409 on: March 21, 2018, 02:03:31 pm »
+3

just had a game with the settlers/bustling village stack and lots of discard.

These cards have always felt so lackluster to me, especially late game when you draw your deck.  But if you have cards that discard (druid with wind's gift in this case), and your opponents are making you discard (legionary), you can majorly mitigate the discard by discarding coppers or settlers as appropriate.  Even LATE into the game, when I had no coppers remaining, and I was fully drawing my deck every turn, I got value out of the combo.

Just played a game where Dungeon made Settlers/Bustling Village similarly beastly. They also enabled Leprechaun for easy Wish-gaining.
« Last Edit: March 21, 2018, 02:07:24 pm by William Howard Taft »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #410 on: March 22, 2018, 07:49:08 pm »
0

Summon/Develop

If there's a 7-cost card in the Supply, if you can manage to get 5 money consistently, you can get rather consistent Province gaining by smashing a 5 to stick a 6/4 on your deck then Summon a Develop to smash the 6 into a 7/5 next turn and so on.  If that 5 is spammable money or some sort of sifting (in my case, there was Storyteller and I had gone Jack early - something like Apprentice might also work), this thing can get pretty powerful pretty fast.

I guess this will be pretty rarely great since 7 cost cards are usually great on their own, but this was a rare game that had no real Copper trashing and no + Action card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #411 on: March 22, 2018, 08:00:28 pm »
0

Isn't it easier to build a deck that can draw the Develops you already have than to build a deck that can consistently hit $5 to Summon new ones?
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Triumph44

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #412 on: March 22, 2018, 08:52:55 pm »
0

Isn't it easier to build a deck that can draw the Develops you already have than to build a deck that can consistently hit $5 to Summon new ones?

Once you get enough Develops in your deck, yeah, but given the Kingdom I didn't want to Develop any coppers (because that would take forever), and I didn't want to Develop any 3s (because there was no playable 2).  I had forgotten that there actually was + action (Farming Village) but no +buys and the only real draw was Storyteller, which without Copper trashing is often more of a sifter than a drawer.  Jack was a gainer that definitely helped mitigate the siftiness of a Coppered Storyteller, but yeah, it was hard to build this one from the ground up with Develop, IMO.

Summon/Develop just built on itself well for a shuffle or two, I think I did it 4 times and then just rolled with the Develops I had.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #413 on: March 22, 2018, 11:27:39 pm »
0

Isn't it easier to build a deck that can draw the Develops you already have than to build a deck that can consistently hit $5 to Summon new ones?

Once you get enough Develops in your deck, yeah, but given the Kingdom I didn't want to Develop any coppers (because that would take forever), and I didn't want to Develop any 3s (because there was no playable 2).  I had forgotten that there actually was + action (Farming Village) but no +buys and the only real draw was Storyteller, which without Copper trashing is often more of a sifter than a drawer.  Jack was a gainer that definitely helped mitigate the siftiness of a Coppered Storyteller, but yeah, it was hard to build this one from the ground up with Develop, IMO.

Summon/Develop just built on itself well for a shuffle or two, I think I did it 4 times and then just rolled with the Develops I had.


Also storyteller gives +action
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #414 on: March 22, 2018, 11:31:35 pm »
+1

I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #415 on: March 22, 2018, 11:55:03 pm »
0

I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.
That's neat, but why were any of the additional steps necessary?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #416 on: March 23, 2018, 01:16:40 am »
+7

I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.
That's neat, but why were any of the additional steps necessary?
They weren't  ;D

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #417 on: March 23, 2018, 12:10:58 pm »
0

It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #418 on: March 23, 2018, 12:20:40 pm »
+11

It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #419 on: March 23, 2018, 03:43:36 pm »
+2

It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #420 on: March 23, 2018, 06:42:44 pm »
+3

It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
Correct. And when you hit Overlord with zombie mason, you can just replace it with another Overlord, so it just makes Necromancers stronger.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #421 on: March 24, 2018, 03:45:02 pm »
+2

It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
Correct. And when you hit Overlord with zombie mason, you can just replace it with another Overlord, so it just makes Necromancers stronger.

And then you can play Overlord, playing it as Band of Misfits, playing it as Necromancer, playing an Overlord in the trash, playing it as Band of Misfits, playing it as Necromancer, playing a Zombie in the trash.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #422 on: March 24, 2018, 05:20:05 pm »
+4

Summon->Armory->Cemetery on 5/2 Open

This was a really, really good start.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #423 on: March 24, 2018, 06:40:42 pm »
+3

Summon->Armory->Cemetery on 5/2 Open

This was a really, really good start.

Was it also a Shelters game, letting you discard Necropolis when you trashed Haunted Mirror to gain a ghost on turn 2, then remove the dead Cemetery from the top of your deck when you trashed Overgrown Estate?

Probably not, since you would have mentioned that, but it would have made it even better.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #424 on: March 25, 2018, 05:20:02 pm »
+5

Crypt/Raider - Set aside your coppers so your Raider's attack will be stronger than a Cutpurse.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #425 on: March 25, 2018, 11:10:06 pm »
+4

In a Changeling/Hoard game, you can gain a Changeling instead of the green card and still get the free Gold.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #426 on: March 28, 2018, 10:36:58 am »
+1

 #13042647 has taught me the Artificer/Diplomat interaction. Nice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #427 on: March 28, 2018, 01:54:31 pm »
+6

Band of Misfits can be played as a Conclave to play another Band of Misfits as a Conclave to play another Band of Misfits as a Conclave.

This can create surplus actions in terminal only kingdoms.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #428 on: March 28, 2018, 02:54:22 pm »
+1

...Conclave...

This can create surplus actions in terminal only kingdoms.

Neat!  But surely a kingdom with conclave can't be classified as "terminal only" right?  It's a situational pseudo-village....but surprisingly reliable.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #429 on: March 28, 2018, 04:37:28 pm »
0

Right. Conclave is not a terminal. You can achieve the same result with a Throne Room, bit then you need two other action cards with different names.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #430 on: March 28, 2018, 05:22:10 pm »
+1

Pirate Ship + Lurker + bad opponent

Lurk a pirate ship, your opp. will likely "steal" it, and trash your coppers.

Hahaha!  :D  :D
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #431 on: March 28, 2018, 06:37:33 pm »
+2

Gear + Leprechaun

Buy two Leprechauns, set one aside with Gear every turn, never worry about missing out on a Wish because you had to play more than 6 cards to get to your Leprechaun.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #432 on: April 03, 2018, 10:05:10 pm »
+1

Dismantle + Fountain
Dismantling your 3 starting Estates/Shelters gets you up to 10 Coppers immediately, plus you get the 3 Golds. This is also probably good with Keep and Palace.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #433 on: April 04, 2018, 11:02:16 pm »
+5

Alms bypasses Tax.  Useful for openings AND flavor bonus!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #434 on: April 12, 2018, 10:24:56 pm »
+3

Skulk + Gardens

Skulk is 2 cards for the price of one, gives Buys, and helps you hit $4.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #435 on: April 12, 2018, 11:59:54 pm »
0

Tunnel/tactician was awesome. Get a hand of tactician and four tunnels then you get four golds and a double turn without discarding any of your awesome treasures and nights.
« Last Edit: April 13, 2018, 12:03:14 am by Chase Adolphson »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #436 on: April 13, 2018, 03:10:43 am »
+1

I am not entirely sure how it works. Tactician has a search space of four cards for tunnels, if no handsize increasers are played before. I am glad for you it worked in your game, but Storeroom, Oasis, Navigator have better chances to Tunnel than Tactician.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #437 on: April 13, 2018, 06:57:05 am »
+2

Hi,
today i found out that Cursed Village and Secret Cave is quite powerful :-)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #438 on: April 13, 2018, 03:06:14 pm »
+1

Squire and Donate are a lot of fun together, especially when Relic or Idol are on the board. Spend your first two or three turns buying Squire, then Donate for instant economy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #439 on: April 13, 2018, 04:48:12 pm »
+1

Cultist and Lost Arts.

Giant was on the board too, so at a certain point I had a Cultist engine running like mad and 2 Giants being played nearly every turn. From turn 14-21 I bought a Colony every single turn. After the second Colony I was playing against Rattington...

Amulet was the only trashing I used, and Worker's Village meant that I could continue to get more Cultists while getting those Colonies.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #440 on: April 13, 2018, 05:43:51 pm »
0

Cultist and Lost Arts.

Giant was on the board too, so at a certain point I had a Cultist engine running like mad and 2 Giants being played nearly every turn. From turn 14-21 I bought a Colony every single turn. After the second Colony I was playing against Rattington...

Amulet was the only trashing I used, and Worker's Village meant that I could continue to get more Cultists while getting those Colonies.

Welcome to the forum! I've seen the Cultist+Lost Arts = Village thing talked about before, in just a 2-card combo context: http://forum.dominionstrategy.com/index.php?topic=12757.msg634347;topicseen#msg634347.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #441 on: April 14, 2018, 09:32:18 pm »
+1

Hoard + Aqueduct

Not especially strong, but, as long as there are VP tokens left on the Gold pile, buying a Victory card is worth an extra point for every Hoard you have in play.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #442 on: April 15, 2018, 10:20:16 am »
+1

Death Cart + Inheritance

- Open DC+Silver
- Inheritance on DC
- Turn your estates into provinces if they come with 3$; add estates with <8$

If you are lucky to draw DC in T3 with at least 2$, you can start greening in T4.
In a perfect world, this gets 4 provs in T7. There will surely be some duds, but I guess that an average close to 10 turns for four provinces might be realistic.

On top of being a two-card-shaped-thing-combo, sifters can improve the strategy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #443 on: April 15, 2018, 04:44:38 pm »
0

stables + loan

discard copper with stables, draw almost your entire deck, trash the copper with loan.

(loan was the only trasher available)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #444 on: April 15, 2018, 04:51:11 pm »
0

(loan was the only trasher available)

You should usually buy it even if it isn't.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #445 on: April 15, 2018, 09:41:33 pm »
+8

Monastery + Ill-Gotten Gains

IGG is sometimes called a dysfunctional Silver because it gives $2 except it junks your deck -- except with Monastery in hand, you can trash that gained Copper immediately after using it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #446 on: April 19, 2018, 10:15:44 am »
+1

Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #447 on: April 19, 2018, 11:30:55 am »
+5

Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #448 on: April 19, 2018, 06:02:46 pm »
+1

Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?

Does it matter if the decision is tough?
The reward for guessing right is high, and the penalty for guessing wrong is low.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #449 on: April 19, 2018, 10:32:30 pm »
0

Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?

Depends on the shuffle
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #450 on: April 20, 2018, 12:25:09 am »
0

Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?


I wouldn't. I want any opportunity to get a prize because they are that good. Also with follower it doesn't just get two cards from shepherd but it also helps pasture be worth more vp.
« Last Edit: April 20, 2018, 12:27:10 am by Chase Adolphson »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #451 on: April 20, 2018, 10:14:28 pm »
+2

Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #452 on: April 21, 2018, 03:03:40 am »
+2

Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #453 on: April 21, 2018, 11:19:16 am »
0

Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
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Erick648

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #454 on: April 21, 2018, 03:16:33 pm »
0

Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
So I guess you could generalize it to "[Silver gainer]-Changeling-[good Potion-cost card]" (since it would still be useful with something like Amulet-Changeling-Scrying Pool).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #455 on: April 21, 2018, 04:42:25 pm »
+4

Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
So I guess you could generalize it to "[Silver gainer]-Changeling-[good Potion-cost card]" (since it would still be useful with something like Amulet-Changeling-Scrying Pool).

Really I think you could generalize it to [Silver gainer] + Changeling. The point is that it turns "Gain a Silver" into "eventually gain a copy of a card you have in play".

In your case, you have an extra interaction of Changeling + Hard-to-gain card. But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #456 on: April 24, 2018, 03:26:23 am »
0

Wedding makes a Golden Deck with Bishops more effective and reliable. A hand of Bishop and three golds normally rakes in 4VP per turn. Wedding increases this to 5VP, which is huge, and makes it easier to set up due to the staggered payment.

A hand of Conclave, Bishop, Monument and two Golds would yield another VP.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #457 on: April 24, 2018, 12:08:27 pm »
0

But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #458 on: April 24, 2018, 12:29:47 pm »
+1

But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.

Disciple can also "clone" copies of potion/debt cost cards, lot's of things can gain them but I'm not sure what you're classifying cloning as meaning exactly.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #459 on: April 24, 2018, 01:12:47 pm »
0

But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.

Disciple can also "clone" copies of potion/debt cost cards, lot's of things can gain them but I'm not sure what you're classifying cloning as meaning exactly.

“Lots of things” is a stretch. It’s pretty much just Lurker, Disciple, and Changeling.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #460 on: April 24, 2018, 01:33:21 pm »
+1

But there's nothing special about Potion here. It can also gain King's Courts or Grand Markets.
In one respect, it's at least slightly special. If a card's cost is purely monetary, then Talisman or Duplicate can help you get a lot of copies of it, especially if cost reduction is available. But no amount of cost reduction will let you use Talisman/Duplicate on potion-cost or debt-cost cards: cloning those remains the exclusive preserve of Changeling.

Disciple can also "clone" copies of potion/debt cost cards, lot's of things can gain them but I'm not sure what you're classifying cloning as meaning exactly.

“Lots of things” is a stretch. It’s pretty much just Lurker, Disciple, and Changeling.

Stonemason, Pilgrimage, Squire can gain Pool/Familiar, Develop if you're playing a very Alchemy heavy game, if you're counting extra turns then Outpost and Possession sort of, most Remodel variants can technically gain them, opponent Ambassadoring Transmutes. That's lots of things to me, I mean none of these are even much of a stretch  :P.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #461 on: April 24, 2018, 01:36:36 pm »
+1

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #462 on: April 24, 2018, 01:48:29 pm »
+3

ITT people post pedantic edge cases that aren't even remotely close to any reason interpretation of the word "cloning".

Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

Outpost and Possession are fantastically awful examples of trying to edge case, too. At that point we're just saying "Council room can clone Scrying pool because you MIGHT draw a potion and a silver to use that +buy with!!"
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #463 on: April 24, 2018, 01:48:44 pm »
+4

I often gained Alchemists with Masquerade. Kind of.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #464 on: April 24, 2018, 02:09:14 pm »
0

ITT people post pedantic edge cases that aren't even remotely close to any reason interpretation of the word "cloning".

Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

Outpost and Possession are fantastically awful examples of trying to edge case, too. At that point we're just saying "Council room can clone Scrying pool because you MIGHT draw a potion and a silver to use that +buy with!!"

Those were supposed to be examples of gaining things though, not "cloning". And if you think Stonemason with Potion cards is an edgecase I have some news for you! Outpost is also a great way to gain more Potion cards without adding an extra Potion to your deck too, Council Room is nothing like that? I mean comparing an opponent's Council Room to a free Alchemist might be accurate I suppose?

I thought the  :P at the end would be a hint that it was a maybe a bit of a tongue-in-cheek post?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #465 on: April 24, 2018, 02:10:39 pm »
+2

Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

And why is it strategically important to "clone" things instead of just "gaining" them?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #466 on: April 24, 2018, 02:32:42 pm »
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No one mentioned Jester as a means of "cloning" potion-cost cards?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #467 on: April 24, 2018, 02:39:06 pm »
0

Cloning suggests gaining a second copy of a card in your possession or that you're just gaining. It doesn't mean just "gaining things"; that was crj's entire point to start with.

And why is it strategically important to "clone" things instead of just "gaining" them?

This question, of course, is completely irrelevant to anything I stated. I never claimed a specific strategic benefit, just that others were pointlessly expanding a term.

Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.
« Last Edit: April 24, 2018, 02:42:37 pm by O »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #468 on: April 24, 2018, 02:55:42 pm »
0

Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.

But this just means that it's even more true that talking about ways of gaining Potion cost cards without Potions is even more relevant in a conversation that started out about a way of closing a Potion cost card.

If it were the inverse, then this would be a good point.. if someone was saying how it's not easy to gain a Potion-cost card, then bringing up Changeling wouldn't necessarily be helpful, because Changeling has the extra restriction of needed to have first gotten a Potion-cost card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #469 on: April 24, 2018, 03:05:06 pm »
0

Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.

But this just means that it's even more true that talking about ways of gaining Potion cost cards without Potions is even more relevant in a conversation that started out about a way of closing a Potion cost card.

If it were the inverse, then this would be a good point.. if someone was saying how it's not easy to gain a Potion-cost card, then bringing up Changeling wouldn't necessarily be helpful, because Changeling has the extra restriction of needed to have first gotten a Potion-cost card.

Changling is a solid way to get further potion cost cards without gumming up your deck. That seems like a neat and useful card interaction. Part of why it's a solid way is that cloning a card can be done more easily or with other benefits as compared to gaining a card.

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

These other examples of "potion gaining interactions" don't really do much to prove any point because they're not actually useful. If the desire is to show that "cloning" isn't particularly effective, it's not particularly compelling because so many of the "gaining" methods proposed are obtuse.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #470 on: April 24, 2018, 03:10:47 pm »
0

Despite this, you'll find there's a quite easy to find trend that cloning tends to be done at cheaper opportunity cost than gaining. Talisman giving a coin and not wasting an action compared to workshop, Changling being a one card opportunity cost with no action required vs any potential "gain a generic action" card.

Cloning is more restrictive, not less, than generically gaining them. But the cloning cards cost less or give other benefits by working within that restriction.

But this just means that it's even more true that talking about ways of gaining Potion cost cards without Potions is even more relevant in a conversation that started out about a way of closing a Potion cost card.

If it were the inverse, then this would be a good point.. if someone was saying how it's not easy to gain a Potion-cost card, then bringing up Changeling wouldn't necessarily be helpful, because Changeling has the extra restriction of needed to have first gotten a Potion-cost card.

Changling is a solid way to get further potion cost cards without gumming up your deck. That seems like a neat and useful card interaction. Part of why it's a solid way is that cloning a card can be done more easily or with other benefits as compared to gaining a card.

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

These other examples of "potion gaining interactions" don't really do much to prove any point because they're not actually useful. If the desire is to show that "cloning" isn't particularly effective, it's not particularly compelling because so many of the "gaining" methods proposed are obtuse.

My original point was that what makes Changeling good is the ability to gain any hard-to-gain card. Whether Changeling gains that card through cloning or not is irrelevant to that. I was just saying that Potion-cost cards are just 1 type of hard-to gain cards; expensive cards and cards with buying restrictions are in the same category.

In other words, yes Changeling+Alchemist is a good interaction. But it's the same basic idea as Changeling+King's Court, or Changeling+Grand Market.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #471 on: April 24, 2018, 03:54:03 pm »
+1

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

You can overpay Potion if you weren't aware, Stonemason is probably the single easiest way to "clone" a Potion buy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #472 on: April 24, 2018, 04:27:19 pm »
0

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions, except for the ones Chris listed, and then the first three of Gazbag (and I still don't think Stonemason works the vast majority of times).

You can overpay Potion if you weren't aware, Stonemason is probably the single easiest way to "clone" a Potion buy.


Ah, I've done that before but for some reason I was hyperfocused on the trashing ability.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #473 on: April 24, 2018, 04:34:27 pm »
0

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions

That's not a problem in this thread. This thread is for posting game reports about games in which you found an interaction. The thread for useful interactions is over here: http://forum.dominionstrategy.com/index.php?topic=12757.0
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #474 on: April 24, 2018, 05:05:04 pm »
0

Pretty much none of these Hero-To-Gain-Philosopher's-Stone examples are useful interactions

That's not a problem in this thread. This thread is for posting game reports about games in which you found an interaction. The thread for useful interactions is over here: http://forum.dominionstrategy.com/index.php?topic=12757.0

To be fair, using Hero to gain a Philosopher's Stone wasn't something that happened in a game, at least not in a game with me, who mentioned it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #475 on: April 24, 2018, 07:05:47 pm »
0

No one mentioned Jester as a means of "cloning" potion-cost cards?


That actually is a really good way, because jester is the most powerful gainer in the game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #476 on: April 24, 2018, 09:07:21 pm »
+6

No one mentioned Jester as a means of "cloning" potion-cost cards?


That actually is a really good way, because jester is the most powerful gainer in the game.

Not even close....
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #477 on: April 24, 2018, 09:25:02 pm »
0

That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #478 on: April 24, 2018, 10:52:41 pm »
0

That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.


But with jester you can gain powerful cards that you don't have in your deck, unlike changeling, also it is not a one shot. It's also not like workshop where there's a cost limit. Also it can gain multiple cards in three player games, and it makes them discard their good card. Therefore it is the most powerful gainer in the game by far.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #479 on: April 24, 2018, 11:18:43 pm »
+2

That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.


But with jester you can gain powerful cards that you don't have in your deck, unlike changeling, also it is not a one shot. It's also not like workshop where there's a cost limit. Also it can gain multiple cards in three player games, and it makes them discard their good card. Therefore it is the most powerful gainer in the game by far.

You should read through the card ranking lists; and consider that there's a lot of players on this forum who are really top-tier players. Meaning; that they know a lot more about what cards are more powerful than others than you (or I) do. Opinions and personal preferences are all well and good, but a statement like "it is the most powerful gainer in the game by far" simply comes off as arrogant in the face of better players saying otherwise.
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Holunder9

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #480 on: April 25, 2018, 02:58:16 am »
+1

Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #481 on: April 25, 2018, 04:49:32 am »
+10

You should read through the card ranking lists; and consider that there's a lot of players on this forum who are really top-tier players. Meaning; that they know a lot more about what cards are more powerful than others than you (or I) do. Opinions and personal preferences are all well and good, but a statement like "it is the most powerful gainer in the game by far" simply comes off as arrogant in the face of better players saying otherwise.

I disagree for two reasons:

1) Qvist's rankings aren't always super accurate, partially due to a lack of consensus on what it means for a card to be "powerful", partially due to psychological reasons why people rate cards inaccurately even when they know how strong they are in practice (e.g. cards that are very similar should be very close in strength, but it's very easy to compare those cards against each other so that makes people focus on the minor differences more than they should), partially due to players not knowing how to utilize cards to their full extents even at the top level sometimes, and partially due to the algorithm being imperfect when it comes to dealing with low-rank players having incredibly stupid opinions, such as giving all Attack cards the lowest possible rating. They're more for fun than anything else.

2) Dominion skill isn't one-dimensional. Someone who sucks at deck tracking will have a very hard time getting to level 60+, for example, but that same person can easily know why everyone else is playing Jester wrong, and their insight on that subject is worth listening even though they suck at deck tracking. Case in point: when silverspawn first joined the forum, he was largely ridiculed for stating that Lookout was underrated, but as it turns out, he was mostly correct according to current consensus.

Now, I don't think that Chase is correct here, but there are real reasons why he's wrong and none of them are "Qvist's rankings disagree with you" or "top players disagree with you".
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #482 on: April 25, 2018, 08:30:18 am »
+1

Jester has incredible upside in some fairly specific circumstances: If a game is 4-player (or to a lesser extent 3-player), players tend to have trashed down their decks so you more often hit good (engine) cards, and the piles for those good cards are not exhausted yet, then you can gain 2-3 amazing engine cards on top of a terminal silver. I think it's fair to call that the highest upside of any gainer.

The problem is that those circumstances are rare. The most common difficulty I find is that especially in 4-player games and especially with Jester in the game, the piles tend to run out super fast, especially of the good cards that you'd like to gain. So while a single Jester play early might net you a couple good engine cards, pretty soon they'll start flipping over the cards whose piles are empty, giving you no benefit.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #483 on: April 25, 2018, 09:54:30 am »
0

Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.
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GendoIkari

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #484 on: April 25, 2018, 10:16:18 am »
+1

Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.

This makes no sense. Altar and Artisan both gain exactly 1 card per play. In a 2 player game, Jester gains maybe 1 card for every 2 or 3 plays. It's literally impossible for Jester to gain more cards-per-play than Artisan/Altar in a 2 player game.

In a 3 or 4 player game, it is theoretically possible for Jester to gain more than 1 card per play, but even that sounds very unlikely... several of the cards revealed by Jester throughout the game will be Victory or Copper or Curse. You have to hit several good actions before the radio will tilt in your favor. Even then, keep in mind that most players here play mostly 2 player Dominion; and 2 player Dominion is as a whole a more strategic and less luck-based game than 3-4 player.

On top of all that, Artisan and Altar (as well as just about every other gainer) allow you to gain a specific card that you want. Jester can only gain you whatever random card your opponent happened to reveal; you have no say in it.
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Dylan32

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #485 on: April 25, 2018, 11:47:13 am »
0

Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.

This makes no sense. Altar and Artisan both gain exactly 1 card per play. In a 2 player game, Jester gains maybe 1 card for every 2 or 3 plays. It's literally impossible for Jester to gain more cards-per-play than Artisan/Altar in a 2 player game.

In a 3 or 4 player game, it is theoretically possible for Jester to gain more than 1 card per play, but even that sounds very unlikely... several of the cards revealed by Jester throughout the game will be Victory or Copper or Curse. You have to hit several good actions before the radio will tilt in your favor. Even then, keep in mind that most players here play mostly 2 player Dominion; and 2 player Dominion is as a whole a more strategic and less luck-based game than 3-4 player.

On top of all that, Artisan and Altar (as well as just about every other gainer) allow you to gain a specific card that you want. Jester can only gain you whatever random card your opponent happened to reveal; you have no say in it.

Jester costs 5, where Artisan and Altar cost 6, so it is possible that Chase frequently is able to get Jester earlier than he could get one of the other two, and that could make a difference in the number of cards each would be able to gain, or at least it could influence his perception of their average performance. I agree that Artisan and Altar should normally gain more, but I also don't think Chase is crazy for thinking it does based off the games he's played since I can see why it would seem like it does, or even sometimes does gain more due to shuffle luck.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #486 on: April 25, 2018, 11:56:17 am »
0

Suppose:
  • It is a multiplayer game
  • There is really strong trashing
  • You are the worst player at the table
In the conjunction of those three circumstances, I can see Jester being useful, since it (a) gains you copies of cards the other players have managed to buy and you haven't, and (b) gains you copies of cards the other players knew it was a good idea to buy and you didn't.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #487 on: April 25, 2018, 12:31:43 pm »
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(b) gains you copies of cards the other players knew it was a good idea to buy and you didn't.

This is still a downside. You're not super excited to gain the stuff your opponent is buying for his engine deck if you're playing BM.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #488 on: April 25, 2018, 01:30:13 pm »
0

Wait... we're supposing someone who thinks BM is the winning strategy on a Donate kingdom, and then decides Jester will help their BM even though none of the other players have any treasures?

Surely in that scenario, the person buying Jester is at least trying to make an engine?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #489 on: April 25, 2018, 01:36:41 pm »
+5

I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #490 on: April 25, 2018, 02:08:52 pm »
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I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.

3-4-player games are super rare anyway.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #491 on: April 25, 2018, 02:56:39 pm »
+1

I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games.
Suppose:
  • It is a multiplayer game

I'm really not! It does begin to make more sense as the player count rises, agreed, but I suspect the confirmation bias of remembering that one time you managed to get a King's Court and forgetting all the times you had to decide whether to take a silver or give a silver plays a bigger part in how good people think it is.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #492 on: April 25, 2018, 03:04:15 pm »
0

I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games.
Suppose:
  • It is a multiplayer game

I'm really not! It does begin to make more sense as the player count rises, agreed, but I suspect the confirmation bias of remembering that one time you managed to get a King's Court and forgetting all the times you had to decide whether to take a silver or give a silver plays a bigger part in how good people think it is.

There's plenty of games where everyone trashes down substantially and few silvers are bought. I assume this still holds true for 3-4P but I don't know for certain.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #493 on: April 25, 2018, 05:33:45 pm »
0

I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
All junkers increase in strength in multiplayer games. As Jester can also junk out of a practically unlimited junk pool, Copper, he is used more often for junking than for gaining in multiplayer games. Just imagine three player open 5/2 with Jester; this will be a massive, snowballing junk festival and you will rarely hit something good with Jester. Not to mention that engine feasibility is smaller in 3P games as building an engine with 3,3 villages is more difficult than building it with 5 villages so more folks will play money so the likelihood that Jester clones a good engine piece is smaller.

So no, I don't buy the notion that Jester is a great gainer. It is a decent card but as it doesn't give you any control over what you gain it is too much of a loose canon to be even remotely as good as a precise control card like Artisan.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #494 on: April 25, 2018, 05:38:56 pm »
0

I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
All junkers increase in strength in multiplayer games (forsaking a Witch in 2P implies that you deck will contain 10 Curses whereas forsaking a Witch in 3P implies that your deck will contain 20 Curses). As Jester can also junk out of a practically unlimited junk pool, Copper, he is used more often for junking than for gaining in multiplayer games. Just imagine three player open 5/2 with Jester; this will be a massive, snowballing junk festival and you will rarely hit something good with Jester.

So no, I don't buy the notion that Jester is a great gainer. It is a decent card but as it doesn't give you any control over what you gain it is too much of a loose canon to be even remotely as good as a precise control card like Artisan.

Forsaking a witch in 3P does not in the slightest imply your deck will contain 20 curses. In fact in three player games it's very difficult to get the entire curse pile to yourself. Each other player buying a witch and playing them 5 times each will give both opponents 5 curses and you 10 curses.

The on-gain component of jester, however, does double in efficacy entirely. You will on average gain twice as many cards.

You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
2) That when they do so, they will primarily be junking opponents decks. Which is assuming that the jester is bought immediately and trashing is ignored. Again, an odd assumption to make when you're trying to claim that Jester is only a decent card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #495 on: April 25, 2018, 05:46:07 pm »
0

But Jester is the most powerful attack, where power is measured by popularity.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #496 on: April 25, 2018, 05:59:16 pm »
0

I think you guys are pretty heavily discounting just how much better Jester is in 3-4 player games. There's not really many cards that scale with players in the way Jester can.
All junkers increase in strength in multiplayer games (forsaking a Witch in 2P implies that you deck will contain 10 Curses whereas forsaking a Witch in 3P implies that your deck will contain 20 Curses). As Jester can also junk out of a practically unlimited junk pool, Copper, he is used more often for junking than for gaining in multiplayer games. Just imagine three player open 5/2 with Jester; this will be a massive, snowballing junk festival and you will rarely hit something good with Jester.

So no, I don't buy the notion that Jester is a great gainer. It is a decent card but as it doesn't give you any control over what you gain it is too much of a loose canon to be even remotely as good as a precise control card like Artisan.

Forsaking a witch in 3P does not in the slightest imply your deck will contain 20 curses. In fact in three player games it's very difficult to get the entire curse pile to yourself. Each other player buying a witch and playing them 5 times each will give both opponents 5 curses and you 10 curses.

The on-gain component of jester, however, does double in efficacy entirely. You will on average gain twice as many cards.

You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
2) That when they do so, they will primarily be junking opponents decks. Which is assuming that the jester is bought immediately and trashing is ignored. Again, an odd assumption to make when you're trying to claim that Jester is only a decent card.
Snowballing, dude.

In 2P game you are hit on average x times by Jester (where x is the average opponent Jester play ratio) which implies that you gain junk xy times (where y is the junk ratio in your deck). In a 3P game you are hit on average 2x times by Jester which implies that you gain junk 2xy times. So y is increasing over time (same Kingdom, relative to the 2P game) which implies that the how often you receive junk, 2xy, also increases over time.

Now of course this is only true as long as y>0.5. Once it is smaller Jester will be mostly used to gain good cards which implies that the junk ratio in decks becomes even smaller which implies that Jester will be more often used to gain good stuff and so on. Obviously I think that the former scenario happens more often.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #497 on: April 25, 2018, 06:20:39 pm »
+4

Banquet/Triumph

It was my opponent who found the interaction, unfortunately...
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Chase Adolphson

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #498 on: April 25, 2018, 06:30:07 pm »
0

Calling a card that either gains or junks the most powerful gainer is quite dubious and the most powerful gainers (respectively trasher/gainers) are probably the two card that gains 5s and cost $6. Plus perhaps Magic Lamp but that's mainly due to the tempo advantage (Altar and Artisan gain on average more than 3 cards per game).


From my experience jester gains more cards than altar or artisan.

This makes no sense. Altar and Artisan both gain exactly 1 card per play. In a 2 player game, Jester gains maybe 1 card for every 2 or 3 plays. It's literally impossible for Jester to gain more cards-per-play than Artisan/Altar in a 2 player game.

In a 3 or 4 player game, it is theoretically possible for Jester to gain more than 1 card per play, but even that sounds very unlikely... several of the cards revealed by Jester throughout the game will be Victory or Copper or Curse. You have to hit several good actions before the radio will tilt in your favor. Even then, keep in mind that most players here play mostly 2 player Dominion; and 2 player Dominion is as a whole a more strategic and less luck-based game than 3-4 player.

On top of all that, Artisan and Altar (as well as just about every other gainer) allow you to gain a specific card that you want. Jester can only gain you whatever random card your opponent happened to reveal; you have no say in it.


But with altar and artisan you can only gain cards costing up to five. I gain platinum, gold, bank, grand market, kings court, etc with jester frequently.
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Chase Adolphson

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #499 on: April 25, 2018, 06:31:11 pm »
0

Banquet/Triumph

It was my opponent who found the interaction, unfortunately...


But it only works if you have +buy.
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ThetaSigma12

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #500 on: April 25, 2018, 07:22:39 pm »
+1

Banquet/Triumph
It was my opponent who found the interaction, unfortunately...
But it only works if you have +buy.

True, but at least one source of +Buy is common enough in most games.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #501 on: April 25, 2018, 07:28:00 pm »
+1

You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
Not so.

"You for some reason assume √2=a/b where a/b is in its lowest terms, which is an odd assumption given your claim √2 is irrational."
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #502 on: April 25, 2018, 08:43:21 pm »
0

You also for some reason assume
1) That everyone buys and plays Jester, which is an odd assumption given your claim that Jester is not particularly strong
Not so.

"You for some reason assume √2=a/b where a/b is in its lowest terms, which is an odd assumption given your claim √2 is irrational."
That’s not how this works. That’s not how any of this works.  He would need to demonstrate that jester is a bad buy before anyone else has bought it to show its a bad buy. Otherwise the card effect might be mediocre when played in that circumstance but the card itself is still strong enough to force players to play it

Your “proof by contradiction” link is completely unhelpful here because the relevant analogous proof only shows that multiple jesters when bought by everyone a 3p are not as strong as a solitary jester in 3p
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #503 on: April 25, 2018, 09:49:51 pm »
0

You're confused.

Imagine this card: "Bandwagon, Victory, cost $0. When you buy this, +1 Buy and set it aside until the end of the game. Worth 1,000,000VP if you are the only person to have a Bandwagon, 0VP otherwise."

Is that a good card? No, it is not. Even though it would be an excellent card if you had it and nobody else did.

If a card is good, people will buy it.

If a card is good provided you're the only person to have one, other people will still buy it. Unless, of course, there's some alternative counter to it which is cheaper and/or more effective, in which case you're down on the deal rather than just breaking even.

Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #504 on: April 25, 2018, 09:56:18 pm »
+15

Imagine this card: "Bandwagon, Victory, cost $0. When you buy this, +1 Buy and set it aside until the end of the game. Worth 1,000,000VP if you are the only person to have a Bandwagon, 0VP otherwise."

Turn 1: buy all the Bandwagons.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #505 on: April 25, 2018, 10:37:53 pm »
0


~~~
Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.

1) This argument has no relation to your reducto ad absurdium link, just want to point out that this is a quick shift of subject. The argument here is that the tempo loss of buying it first before your opponent is a negative, thus you shouldn't buy it. This is different than the card having a bad effect.

2) There is no effort whatsoever to describe or argue that the first player actually suffers a tempo loss

Here's an equally stupid analogy for Jester:

"First-Movers Advantage: Victory, cost $0. Main text: -5 VP Subtext When you are the first player to buy this, +5VP. Worth 1,000,000VP if your opponent does not buy this his next turn"

Using the original logic: "This card sucks for both players! Once both have bought it, player 1 and 2 have useless cards in their decks for no benefit! Therefore this card is weak and shouldn't be bought"

The reality: There is no tempo less and a concrete advantage for player 1, so its a "strong" card and player 1 will extremely frequently buy it.



The original reducto ad absurdium does not differentiate between your Bandwagon and my First-Mover's advantage.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #506 on: April 25, 2018, 10:44:18 pm »
+6

Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.
In some games I've watched recently, the feature that separates good players from the best (we're talking a distinction around level 60-62) actually seems to be the best players' willingness to use typically neglected cards to full advantage. For instance, I distinctly remember a game where Dan Brooks opened Trade Route when there was other trashing in the game (Goat) and that turned out to be the key difference in their strategies.

On top of that, I've also watched slightly lower-level games (levels 55-60) where a powerful card is just totally neglected by one or both players. Sometimes this is simply because someone decides to green too early (and then run into inevitable consistency difficulties and have to go back to building), and sometimes it's because they miss some important interaction, like Necromancer-Tragic Hero.

So no, I wouldn't say that being the only one to buy a card means that you're wrong about its power level, even when you're playing good opponents. Often it means exactly the reverse.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #507 on: April 26, 2018, 05:08:42 am »
0

The reality: There is no tempo less and a concrete advantage for player 1, so its a "strong" card and player 1 will extremely frequently buy it.
Sure. But she buys it because the card is a conditional junker, because junking is very strong and rarely can be ignored. She does not buy it because the card is a particularly good gainer. You sometimes get something good but cannot control it which is a big issue if you want to build an engine (and if you want to gain Treasures a simple Squire might be superior).
Of course the gaining is not irrelevant, it implies that the card always does something useful whereas other junkers decrease in power once the junking pool is empty (or if you take another conditional Junker, Swindler, it sometimes does nothing like when it hits a Gold and there are no other 6s in the Kingdom). But if I want to build e.g. a draw engine in a Kingdom in which terminal draw is available at $4 Workshop does the trick, not Jester.


Quote
Your “proof by contradiction” link is completely unhelpful here because the relevant analogous proof only shows that multiple jesters when bought by everyone a 3p are not as strong as a solitary jester in 3p.
Huh? If a card is good it should also be good if everybody has it in his deck. Ironically I think that Jester is better in first scenario as it will be more oftee a junk festival than if two players played the same Kingdom.
The only thing I disagree with is that Jester is a good gainer.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #508 on: April 26, 2018, 05:37:43 am »
0

For the "we were talking about when it was a gainer" part, I just fundamentally think you're not even considering the possibility that multiple people trash down, create an engine, and then add jester as payload to that engine to feed off their multiple opponents engines. This is really not that unfathomable and it feels like you're only describing some Jester-BM game without trashing.

Huh? If a card is good it should also be good if everybody has it in his deck.

I keep seeing this sentiment and it's simply not  necessarily true. There are two assumptions being made which are false:

1) A card is good only if it comes into play in mirroring strategies.
2) A card is only influential in a game if it is bought.

Like Awaclus loves to say, Dominion is a reactive game, not a solitaire. I'll do a hopefully helpful proof of concept example. Nitpicks about how these strategies are suboptimal aren't going to be relevant.

Suppose there are two competing strategies in a 2-player game:

A) A Scrying Pool engine populated with cantrips, and
B) Council Room BM.

Furthermore, suppose Diplomat and Fool's Gold are on the board.
If player 1 goes for strategy B, player 2 will follow. Diplomat is useless.

For Fool's Gold, it's (hypothetically) calculated that Fool's Gold is only worth it if you can win the split 7-3. If you win the split 6-4 because your opponent delayed contesting FG's to instead buy more normal coins, he will win.  Since your opponent can always move later and contest the split 6-4, neither player decided to go fools gold and the game is a standard, boring, Council Room BM game.


If player 1 goes for strategy A, and player 2 goes for normal council room BM, player 1 will eventually create an engine that can end on its own terms and win.

BUT if player 1 goes for strategy A, player 2 can opt to

1) Buy Diplomats and use them as +actions to play two Council Rooms a turn, and
2) Go Fool's Gold, as contesting the Fool's Gold in a Scrying Pool engine would be ruinous so he can easily get the requisite 7.

And in doing so would get Double Province turns and rush to end the game too quickly for player 1.


The default equilibrium of this kingdom is both players playing Council Room BM. But Fool's Gold and Diplomat are still "Strong" cards that are relevant to the gameplay of the kingdom, despite not being bought and being bad to buy in a mirror match.

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Holunder9

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #509 on: April 26, 2018, 07:22:18 am »
0

You just proved my point via pointing out that in this Kingdom Diplomat is not a good card. You cannot claim that a card is good if player A has it but becomes bad when player B also buys it because that would be a partial analysis that ignored player interaction. Then the card simply isn't good in the first place, like Diplomat in your example.
Of course this is usually more complex as there are also timing issues; Witch is better the earlier you get it but fairly useless once the Curses are out. Which leads us back to Jester, a conditional junker that you also want to get early. What I don't get is that you ignore this aspect of Jester and oscillate between claiming that everybody getting a Jester in a 3P game is bad (which I disagree with, forsaking junkers would be bad, not getting them) and then saying the opposite:

For the "we were talking about when it was a gainer" part, I just fundamentally think you're not even considering the possibility that multiple people trash down, create an engine, and then add jester as payload to that engine to feed off their multiple opponents engines. This is really not that unfathomable and it feels like you're only describing some Jester-BM game without trashing.
That happens but I think that it occurs less frequently in multiplayer than in 2P games for the above mentioned reasons and because engine feasibility decreases with increasing player count. You ever got a decent engine running in a 4P game?
And it surely doesn't make Jester a better gainer than non-random gainers like Altar or Artisan which you can actually use to build an engine. Jester has a vanilla bonus for a good reason.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #510 on: April 26, 2018, 08:36:09 am »
0

You just proved my point via pointing out that in this Kingdom Diplomat is not a good card. You cannot claim that a card is good if player A has it but becomes bad when player B also buys it because that would be a partial analysis that ignored player interaction. Then the card simply isn't good in the first place, like Diplomat in your example.
This is a slightly silly point because the implication seems to be that a deck that consists of only Possessions and Villages is not a good deck. (since, if both players have it, you cannot do anything!)

The best actual strength test (I think) is to play a cage match of 2 equally skilled players where one player may not gain the card in question, and see how it affects winrate. Obviously if one player was not allowed to go for Diplomat in the example given, then it would be good for their opponent to build the Scrying Pool deck and win, so Diplomat would affect the winrate and thus be strong (even if given normal game rules it won't be bought).
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Holunder9

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #511 on: April 26, 2018, 12:42:38 pm »
0

A deck that contains only Possessions and Villages will never dynamically arise in practice so this example is mildly ludicrous. O made the right analysis, search for the optimal play for both players or the equilibrium in game theory lingo. Of course if one player does play badly a card that is bad under optimal play can become good again. Doesn't mean though that it is generally ex ante good (which is what we are talking about, not about whether a card is tactically good in particular situations) in Kingdom XYZ though.

If White opens 1. f4 in Chess d5 is probably the best move and not e6. But if Black responds e6 and White then blunders mate via g4 e6 doesn't retroactively become a good move for Black. Black just got lucky with his suboptimal play because White massively blundered.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #512 on: April 26, 2018, 12:48:31 pm »
+9

A deck that contains only Possessions and Villages will never dynamically arise in practice so this example is mildly ludicrous.

You have no idea how much I wish that this was true.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #513 on: April 27, 2018, 12:27:25 am »
+4

Seems f.ds can't purge the ghost of Tristan no matter how hard it tries
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #514 on: April 27, 2018, 01:00:50 am »
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Seems f.ds can't purge the ghost of Tristan no matter how hard it tries


That's a good thing we don't have Tristan's ghost.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #515 on: April 27, 2018, 11:44:01 am »
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I'm pretty sure that if you look deeply enough, 1.f4 e6 and 1.f4 d5 are both draws with best play.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #516 on: April 27, 2018, 02:07:38 pm »
+4

Against strong players, the only circumstance in which you'll be the only person to buy the card is if you're wrong about how good it is.
In some games I've watched recently, the feature that separates good players from the best (we're talking a distinction around level 60-62) actually seems to be the best players' willingness to use typically neglected cards to full advantage. For instance, I distinctly remember a game where Dan Brooks opened Trade Route when there was other trashing in the game (Goat) and that turned out to be the key difference in their strategies.


As an aside, people really need to get into the habit of getting other trashers even when Goat is around, or conversely not ignoring junkers because Goat is around. The Goat trashing helps you send your other trasher more often and you get thin sooner, while junking a player while Goat is around makes them get thin later than you do.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #517 on: April 28, 2018, 12:14:33 am »
+10

Donate + Outpost
Don't know if this has been mentioned yet. Donate tells you to discard everything and draw 5 cards, so if you play Outpost before you buy it you'll start your Outpost turn with 5 cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #518 on: April 28, 2018, 01:37:45 am »
0

Donate + Outpost
Don't know if this has been mentioned yet. Donate tells you to discard everything and draw 5 cards, so if you play Outpost before you buy it you'll start your Outpost turn with 5 cards.


I should do that sometime.
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Beggar - Monastery
Gain Coppers, buy a $5, trash Coppers, be happy about a terminal Gold that only cost 2.
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Beggar - Monastery

Oh yeah, that reminds me of the Beggar - Pooka game I had a while back!

I was fueling 3 pookas with the beggar, and it was glorious.
My opponent admitted that he's seen the combo, but didn't think he could get such a terminal heavy strategy to work, so had picked a more conservative strategy and ended up getting stomped.
« Last Edit: May 03, 2018, 06:46:30 pm by weesh »
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I don't know how often it'd work out, but I'm in a terminal-heavy bot game where I ran out of Arena points right about the same time I got access to Bustling Village
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My opponents hate playing with Rats but I love them to the point of irrationality. I usually waste extra buys on Copper to keep them from eating my deck but on a board where my opponents went for a moneyish strategy I double-embargoed the Province pile right away. It slowed them down and provided free rat food on a board without extra buys.
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+3

My opponents hate playing with Rats but I love them to the point of irrationality. I usually waste extra buys on Copper to keep them from eating my deck but on a board where my opponents went for a moneyish strategy I double-embargoed the Province pile right away. It slowed them down and provided free rat food on a board without extra buys.

Was this supposed to go in Dominion Confessions?
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+1

Not sure if already posted, but Forum/Changeling has an interesting interaction, where you can theoretically empty two piles without using any buys, game I just played also had Haggler for extra fun.
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Envoy + Cemetary: get a big hand with Envoy, then trash stuff. It helps that your opponent will want to let you keep the bad cards when you play Envoy, which you then trash.
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William Howard Taft

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Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.
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GendoIkari

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Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.
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+1

Nothing ground breaking, but in a game where highway and Mine were the only $5 cards, I Mined a copper into a gold, which is a very satisfying (and neat) card interaction.
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Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.

In a Pasture / Shepherd game, green cards aren’t junk.

That said, it’s just weird to compare it to a Province - it’s obviously a far different outcome.
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Swindler + Border Village

Had a game where I bought Swindler without thinking of this interaction, and ended up hitting my opponent's Border Village 4 times. Since Border Village's effect is on-gain, rather than on-buy, swindling one means you either have to swap out your opponent's village for a 6 cost, or let your opponent pick up a 5 cost of their choice if you give their village back. Ended up doing the latter in fear of 'expanding' his villages into golds/fairgrounds, and ended up losing off of the duchies he picked up through his swindled villages.

...Not my proudest moment, must say.
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William Howard Taft

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #531 on: June 01, 2018, 11:09:47 am »
0

Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.

In a Pasture / Shepherd game, green cards aren’t junk.

That said, it’s just weird to compare it to a Province - it’s obviously a far different outcome.

Aside from a few outlier situations I'm not going to trash HG until end of game unless I'm forced to. Still, it's pretty rad to get 12 VP by remodeling one $6 card. It's not an official double Province but 12 points is 12 points.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #532 on: June 01, 2018, 02:00:54 pm »
0

Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.
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GendoIkari

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #533 on: June 01, 2018, 02:34:50 pm »
0

Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

If you're going to get the Pixie back, wouldn't you almost always go ahead and trash it, even if it's for a Boon that wasn't the one you hoped for? Or do you mean if you have several Pixies in hand, and one Lurker?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #534 on: June 01, 2018, 03:00:41 pm »
0

Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

If you're going to get the Pixie back, wouldn't you almost always go ahead and trash it, even if it's for a Boon that wasn't the one you hoped for? Or do you mean if you have several Pixies in hand, and one Lurker?

You have a finite number of Lurkers; you probably want to use them to do other stuff, too. In my deck I had 3-4 Pixies and ways of cycling my other cards. I could afford to be choosy with the Boons.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #535 on: June 01, 2018, 03:07:51 pm »
0

Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

If you're going to get the Pixie back, wouldn't you almost always go ahead and trash it, even if it's for a Boon that wasn't the one you hoped for? Or do you mean if you have several Pixies in hand, and one Lurker?

You have a finite number of Lurkers; you probably want to use them to do other stuff, too. In my deck I had 3-4 Pixies and ways of cycling my other cards. I could afford to be choosy with the Boons.

I can see that, but it seems like you could have a Lurker for each Pixie if you wanted, also. You usually want several Lurkers anyway, don't you? And they both cost the same.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #536 on: June 01, 2018, 03:16:26 pm »
0

Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #537 on: June 01, 2018, 03:23:01 pm »
0

I can see that, but it seems like you could have a Lurker for each Pixie if you wanted, also. You usually want several Lurkers anyway, don't you? And they both cost the same.

But you don't want many of the Boons. I think I would routinely trash for Swamp, Forest, Field, River, Sea and occasionally Wind, depending on whether I'd drawn everything already or not.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #538 on: June 01, 2018, 04:13:47 pm »
0

Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #539 on: June 02, 2018, 05:12:12 am »
0

Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.

Unless you opened $2
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #540 on: June 02, 2018, 09:52:30 am »
0

Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.

The T1 Donate is particularly relevant with junkers that you want in spite of Donate (Cultist, Soothsayer, etc) since you are already likely to Donate again anyway.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #541 on: June 02, 2018, 10:39:53 am »
+1

Soothsayer/Donate

Technically, any gainer+ Donate.  Obviously this only works on 5/2 or 2/5 opening.

It works on any opening. Just open Donate and buy the Soothsayer on turn 3.

Unless you opened $2

In that case you can buy Soothsayer turn 2, Donate turn 3.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #542 on: June 12, 2018, 01:19:10 am »
0

Governor + Aqueduct

Aqueduct usually doesn't come into play that much, since who buys Silver and Gold these days?  But in a Governor mirror, Aqueduct can become an easy way to take a significant surprise VP lead, at the cost of gaining an early green card. 

Every time you use Governor to gain a Gold, it also distributes a Silver, potentially adding 2VP to Aqueduct with each Governor play (and more in games with 3+ players).  If you time it right (e.g. after your opponent used one or two Governors for Golds on their turn), you can get a nice VP payout of 10 or 12 VP by playing several Governors for Golds and then buying or remodeling a treasure into a green card to take the Aqueduct points.  Your Governors don't mind the extra Golds so much, and the early VP swing will make it harder for your mirroring opponent to catch up.  This synergy is improved even more when there are desirable Action-Victory cards available such as Mill or Nobles.

Just re-discovered this, and it's quite nice!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #543 on: June 20, 2018, 02:54:36 am »
0

Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #544 on: June 20, 2018, 08:54:57 am »
+1

Hmm. Gear helps if you draw Estates but not Exorcist (save an Estate), Exorcist but not Estates (save Exorcist) or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate). That's significantly better than alternatives such as Haven or Save. Nice!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #545 on: June 20, 2018, 10:27:11 am »
0

or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #546 on: June 20, 2018, 10:29:42 am »
0

or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?
In the case of Exorcist, typically drawing it with only 0-cost cards.

(More generally, drawing it when there is nothing useful for it to do. Similar to drawing Moneylender with no Copper.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #547 on: June 20, 2018, 10:38:32 am »
0

Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
However note that Gear is not the greatest Imp or Ghost target. Imp doesn't like Gear if you already have one from the previous turn. And if you Ghost a Gear and set any cards aside, the Ghost misses a turn (right?).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #548 on: June 20, 2018, 11:43:47 am »
0

or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?

I meant that because Night cards can't be drawn dead, it's often better than opening Gear + terminal action. With Gear + terminal action you have to set the terminal aside and play it next turn. With Exorcist, it's likely to line up with Estate right away and if it doesn't you can just set your Estates aside for the next turn.

Of course you'll still probably set the Exorcist aside if Gear draws it with 5 Coppers, but buying a $5 and guaranteeing a Wisp on your next turn is better than buying Silver, trashing the Copper with Exorcist for no benefit, and having to wait to draw it again. Copper is pretty useful in the early game, especially if you've quickly turned all 3 Estates into Wisps.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #549 on: June 20, 2018, 11:59:04 am »
0

Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
However note that Gear is not the greatest Imp or Ghost target. Imp doesn't like Gear if you already have one from the previous turn. And if you Ghost a Gear and set any cards aside, the Ghost misses a turn (right?).

You just don’t set aside anything with Gear and accept the 9 card starting hand. Since it’s optional it’s a fine Ghost Target. You almost certainly draw another Gear which can set aside two good cards for the “down turn”.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #550 on: June 20, 2018, 11:59:21 am »
0

or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?
In the case of Exorcist, typically drawing it with only 0-cost cards.

That's true in general, but crj was using that phrase to describe a situation where you play Gear to draw Exorcist, and you have both the Exorcist and an Estate in hand when you're deciding what to put back for Gear. I'm not sure how the Exorcist could be considered to have been drawn dead in that situation, presuming you'd like to trash the Estate with it. I believe he momentarily forgot that Exorcist was a Night card and was thinking you could draw it and somehow not be able to play it.

(He had already separately covered the case where you draw Exorcist without an Estate, in which case it of course makes sense to set hold back the Exorcist.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #551 on: June 20, 2018, 12:01:28 pm »
+1

Sorry - I forgot Exorcist was a Night card.

If it were an Action, the synergy with Gear would be rather stronger; as it is, maybe other things like Save and Haven which let you carry a card to your next hand are just as useful.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #552 on: June 23, 2018, 04:27:31 pm »
+1

I just had a fun time with Governor / Market Square: Use Governor to remodel a Gold into a Province, use Market Square to get the Gold back right away... and unlike with other Gold gainers, you just need one Market Square in your deck to do this multiple times on a turn, if you can redraw it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #553 on: June 29, 2018, 12:31:31 pm »
0

Donate / Transmute

Transmute, I know, hear me out .. Buy Transmute on T3 or 4 (ideally T3), then Donate, then start turning Estates into Golds. Seems particularly nice in the absence of other workshop-variants / economy-gainers in Donate games. Can even open Potion/Estate to turn a 4th Estate into Gold in lieu of opening, say, Potion/Silver. Then can use Donate again to get rid of Transmute.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #554 on: June 29, 2018, 01:21:16 pm »
+3

Donate / Transmute

Transmute, I know, hear me out .. Buy Transmute on T3 or 4 (ideally T3), then Donate, then start turning Estates into Golds. Seems particularly nice in the absence of other workshop-variants / economy-gainers in Donate games. Can even open Potion/Estate to turn a 4th Estate into Gold in lieu of opening, say, Potion/Silver. Then can use Donate again to get rid of Transmute.

I'm not convinced that this sounds better than just basic BM with Donate.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #555 on: June 29, 2018, 03:23:40 pm »
0

Yeah, there’s no way that beats even basic Donate money strategies. You have to Donate really late and spend a bunch of time waiting to get money.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #556 on: June 29, 2018, 04:23:01 pm »
0

Haunted woods really hurts night cards. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #557 on: June 30, 2018, 02:05:07 am »
0

Had a neat way of getting +buy in a cultist stack game. Used cemetery to trash haunted mirror for a ghost. Then picked up a bridge troll. I'd ghost a cultist so that next turn I'd draw my deck with an action left to play bridge troll. The following turn I'd draw my deck with cultists and pick up colony + cultist to ghost the cultist and repeat.

This doesn't belong in the "potentially useful" thread because it needed several different cards and only worked against Lord Rattington, who chose not to buy cultists. I still thought it was neat though.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #558 on: June 30, 2018, 09:42:06 pm »
0

Had a neat way of getting +buy in a cultist stack game. Used cemetery to trash haunted mirror for a ghost. Then picked up a bridge troll. I'd ghost a cultist so that next turn I'd draw my deck with an action left to play bridge troll. The following turn I'd draw my deck with cultists and pick up colony + cultist to ghost the cultist and repeat.

This doesn't belong in the "potentially useful" thread because it needed several different cards and only worked against Lord Rattington, who chose not to buy cultists. I still thought it was neat though.

Especially since Ruins in your own deck would wreck the Ghost...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #559 on: July 01, 2018, 12:41:31 am »
+3

Fool / Faithful Hound was a good synergy in a game where my opponent didn’t have a good enough engine to play Fool regularly and take back Lost in the Woods from me. And it’s thematic, too!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #560 on: July 03, 2018, 09:46:01 pm »
0

Mint + Grand Market
Buy Mint, trash all Coppers you have in play, buy Grand Market.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #561 on: July 04, 2018, 12:19:34 pm »
+3

Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #562 on: July 04, 2018, 12:34:52 pm »
+4

Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

Beware Sea/River's Gift!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #563 on: July 04, 2018, 08:55:52 pm »
0

Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

Beware Sea/River's Gift!
River’s Gift can be salvaged with Flame’s, Earth’s, or Sky’s the next turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #564 on: July 05, 2018, 11:37:24 am »
+2

Necromancer + Conspirator
Playing a single Necromancer is enough to activate your conspirators because you can then play Zombie Spy, thus already playing two non-terminal cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #565 on: July 09, 2018, 04:55:08 pm »
+3

Rats / Tower

Just played a game where when 2 piles were empty, I Butcher'ed something into a Rats mid turn, drew it, then used it to trash the rest of my deck and gain the other 19 Rats - ending the game with the 20vp from Rats, plus the vp from the other empty piles (they were in play before the Rats trash fest). I didn't win this game -- we each ended w/ 43vp and I was second player -- but it was certainly neat, and I do think I had a win in hand at one point but unnecessarily trashed 1 Rats at some point.
« Last Edit: July 09, 2018, 05:06:06 pm by Dingan »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #566 on: July 10, 2018, 03:43:52 am »
+3

Envoy + Cemetary: get a big hand with Envoy, then trash stuff. It helps that your opponent will want to let you keep the bad cards when you play Envoy, which you then trash.

Just played a similar game with Advisor + Count. Played multiple Advisors, opponent discarded all my power cards leaving me with a handful of junk to trash.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #567 on: July 12, 2018, 09:17:26 pm »
+1

Death Cart + City Quarter
Death Cart can help you spike an early City Quarter, and the Ruins will help it draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #568 on: July 13, 2018, 05:57:49 am »
+3

I don't know if spike is the right word here.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #569 on: July 13, 2018, 08:40:09 am »
+13

Emporium + Duplicate

You can choose to call Duplicates before checking to see if you have enough Actions in play to gain 2VP, apparently.  So if you call enough Duplicates, you can get VP for all the Emporia you gain, even if you didn't have enough Actions in play when you actually first gained one.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #570 on: July 13, 2018, 10:32:10 am »
0

Emporium + Duplicate

You can choose to call Duplicates before checking to see if you have enough Actions in play to gain 2VP, apparently.  So if you call enough Duplicates, you can get VP for all the Emporia you gain, even if you didn't have enough Actions in play when you actually first gained one.

That's bally unintuitive but once I think about it there's no particular reason why the on-gain effect of "+2VP if..." should happen before the on-gain effect of "call a duplicate..."
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #571 on: July 13, 2018, 09:17:05 pm »
0

By my reading of the rules, to achieve that you have to "nest" the Duplicate-calling. That is, you gain Emporium 1. On gaining E1, you react by calling Duplicate 1 to gain E2. On gaining E2, you react by calling D2 to gain E3, and so on, rather than reacting to the gaining of E1 with each Duplicate in turn.

That way, it is possible to call all your Duplicates before you finish gaining any of the Emporiums.

Am I right? If so, the distinction between those two options is one of the more amusing and subtle corner cases I've encountered in a while. (-8
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #572 on: July 13, 2018, 09:21:56 pm »
0

I don't know if spike is the right word here.

How would you define "spike?"
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #573 on: July 14, 2018, 12:46:53 am »
+1

I don't know if spike is the right word here.

How would you define "spike?"

Maybe the point was that you don't need to spike to get CQ. You can pay for it in installments.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #574 on: July 16, 2018, 03:40:30 am »
0

I don't know if spike is the right word here.

How would you define "spike?"

Maybe the point was that you don't need to spike to get CQ. You can pay for it in installments.

I'd define "spiking" as "raising the disposable treasure for a single turn to allow a specific expenditure". Such as playing a Capital to gain a Platinum.

City Quarter doesn't really need spiking. You would not want to have a Capital ready to afford the nect City Quarter.

This says nothing about the value of the combination. Death Cart is terminal payload, City Quarter supplies the actions, and Ruins are to the Quarter what Victory cards are for Crossroads. They do nothing for you initially (they have you draw the cards you'd have drawn anyway if they hadn't been there) but they shine on the second and third Quarter played in a turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #575 on: July 18, 2018, 05:17:37 pm »
0

Artificer can discard your duplicates, so that way you can always get Menagerie to trigger.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #576 on: July 18, 2018, 05:23:53 pm »
+2

Emporium + Duplicate

You can choose to call Duplicates before checking to see if you have enough Actions in play to gain 2VP, apparently.  So if you call enough Duplicates, you can get VP for all the Emporia you gain, even if you didn't have enough Actions in play when you actually first gained one.
i initially interpreted this like "if u miscount ur action cards it's not as bad because you just don't call any duplicates"
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #577 on: July 19, 2018, 11:27:17 am »
+4

I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #578 on: July 20, 2018, 03:31:01 am »
+1

  Kinda neat (albeit usually not very helpful) interaction.

Usually not, but it may give your Overlord more choice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #579 on: July 20, 2018, 01:30:36 pm »
0

I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction.

This definitely falls under the categories of edge cases and fancy TfB, but it could be useful if say, the Hunting Grounds/Cultist/Squire/Catacombs supply pile is empty, but you really want to trash one this turn. With 2 Lurkers in hand you could gain one back to the supply, then trash it for the benefit.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #580 on: July 22, 2018, 11:06:40 pm »
+2

Lurker / Pixie

I'm sure this combo has been mentioned before but you can do crazy things when you trash 1 Pixie multiple times. 1 Pixie and n Lurkers leads to potentially (1+n)*2 received Boons. Just played a particularly wild Torturer game with no villages so at first glance there was no way of chaining Torturers but with the aforementioned combo plus The Field's Gift I could fairly reliably get 5 Actions (Field's gift x 2). Pathfinding on Pixie w/ 10 Pixies helped.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #581 on: July 23, 2018, 12:30:29 am »
0

I'm confused by that one. You play Pixie until you hit the desired Boon, then trash the Pixie to get the Boon twice, then Lurker to retrieve it? So when Pixie hits The Field's Gift, you get a total of +3 Actions +$2, and you hold onto The Field's Gift until the end of your turn so you can't receive it again. How do you get 5 Actions?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #582 on: July 23, 2018, 03:19:25 am »
0

Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

Great minds? :)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #583 on: July 23, 2018, 03:40:59 am »
0

Oh so you don't get the same Boon twice? Could have sworn I did, including getting 4 Wil-o-the-Wisps a few different times. Game Id 16624745. Tbh I still don't know how the Boons and Hexes and States work, as I've never touched them irl.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #584 on: July 23, 2018, 05:00:43 am »
+1

You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #585 on: July 23, 2018, 09:28:44 am »
+1

Advisor + Forum
Advisor gives you a lot of junk cards and Forum doesn't increase your hand size, but together you can get a hand of 6 good cards non-terminally.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #586 on: July 23, 2018, 01:24:43 pm »
0

You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.

I guess the point there is to remind you that you get the +?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #587 on: July 23, 2018, 01:33:50 pm »
+3

You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.

I guess the point there is to remind you that you get the +?
Yes.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #588 on: July 29, 2018, 06:15:07 pm »
+2

Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.
« Last Edit: July 29, 2018, 06:19:11 pm by Dingan »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #589 on: July 30, 2018, 09:56:48 am »
0

Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Needs a third card to trash Leprechaun though, and unless that card is Lurker, seems like a pain to get and trash a Leprechaun to set it up. And if it is Lurker, your opponent can just take it away from you.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #590 on: July 30, 2018, 10:18:27 am »
+2

Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Needs a third card to trash Leprechaun though, and unless that card is Lurker, seems like a pain to get and trash a Leprechaun to set it up. And if it is Lurker, your opponent can just take it away from you.

Zombie Apprentice
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #591 on: July 30, 2018, 01:41:40 pm »
0

Lurker and Rogue can gain Zombies out of the trash.

This was useful for me because my opponent did it. Turns out the Zombies are actually pretty bad cards if they're in your deck.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #592 on: July 30, 2018, 01:58:36 pm »
0

Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Needs a third card to trash Leprechaun though, and unless that card is Lurker, seems like a pain to get and trash a Leprechaun to set it up. And if it is Lurker, your opponent can just take it away from you.

Zombie Apprentice

I had only remembered one of the Zombies as trashing, Zombie Mason; which wouldn't be good for that purpose. But yeah, the bonus given by Apprentice probably makes it worth the buy you need to spend on Leprechaun.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #593 on: July 30, 2018, 01:58:58 pm »
0

Lurker and Rogue can gain Zombies out of the trash.

This was useful for me because my opponent did it. Turns out the Zombies are actually pretty bad cards if they're in your deck.

When your opponent relies on Zombies more than you, it can be crippling to cut them off from Zombie Apprentice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #594 on: July 30, 2018, 02:45:58 pm »
0

I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #595 on: July 30, 2018, 02:59:39 pm »
0

I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).

There’s a lot you have to learn and see about Necromancer games! Often it is inconsequential but occasionally the nonterminal draw, Action trashing, mason trashing, and play-from-trash stuff is essential to a board.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #596 on: July 30, 2018, 03:06:02 pm »
+1

I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).

There’s a lot you have to learn and see about Necromancer games! Often it is inconsequential but occasionally the nonterminal draw, Action trashing, mason trashing, and play-from-trash stuff is essential to a board.

Oh Necromancer is a really cool card, and often quite good. But I will say that any deck that falls apart when it loses access to Zombie Apprentice probably wasn't doing *amazing* things with Zombie Apprentice either.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #597 on: July 30, 2018, 07:02:24 pm »
0

I don't doubt that, but if my opponent is relying on Zombies to get something done for some reason, I like my chances to win that game no matter what I do (Ruins shenanigans aside).

There’s a lot you have to learn and see about Necromancer games! Often it is inconsequential but occasionally the nonterminal draw, Action trashing, mason trashing, and play-from-trash stuff is essential to a board.

Oh Necromancer is a really cool card, and often quite good. But I will say that any deck that falls apart when it loses access to Zombie Apprentice probably wasn't doing *amazing* things with Zombie Apprentice either.

Depends on what you mean by "rely". Using it as your only draw is iffy. Using Zombie Apprentice at key moments to boost early turns by putting a situational card into the graveyard that you'll want to play later (like Leprechaun) is a solid idea pretty often.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #598 on: August 16, 2018, 10:08:58 am »
+1

Imp/Conclave and Reserves

This isn't a huge combo but as the Reserve is not in play anymore it makes Imp/Conclave a little bit better.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #599 on: August 16, 2018, 01:25:56 pm »
0

Imp/Conclave and Reserves

This isn't a huge combo but as the Reserve is not in play anymore it makes Imp/Conclave a little bit better.

Then Prince the Imp so you can call the Reserve on the same turn. :)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #600 on: August 16, 2018, 02:23:31 pm »
0

Pirate Ship + Lurker + bad opponent

Lurk a pirate ship, your opp. will likely "steal" it, and trash your coppers.


I did this to an opponent with Harvest one time. Lurker is a junking attack.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #601 on: August 22, 2018, 03:10:55 am »
0

Procession / Rats

Of course, all trash for benefit or remodel type cards justify a second look on the Rats pile. Unlike Remake/Upgrade etc. though, Procession would increase instead of decrease the Rats density in your deck (trashing a Rats and two cards, gain two Rats and a $5 card), so playing it deserves the same kind of prudence as the decision to play a Rats. In a recent game with the Peasant line and Torturer (as the only $5 action card) though, this proved to be the right route. Procession/cantrip was the only way to net actions, which Torturers appreciate so much, and being able to play Disciple with Torturer eventually made me win the Torturer split by a margin until Teacher could slap the +Action token on the Torturer pile.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #602 on: August 25, 2018, 11:04:53 pm »
+1

Transmute / Bonfire

Curious if this is actually a thing but it seems neat. Open Bonfire / Potion, buy 1 Transmute, turn 3 Estates into Golds while also Bonfireing when you can, including the Potion and even Transmute eventually. Nice way to get thin while grabbing 3 Golds. Worked out for me in an Encampment game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #603 on: September 01, 2018, 11:04:02 am »
0

Royal Carriage + Caravan Guard
I'm kind of surprised I didn't encounter this one before considering these two are from the same set: When you play Caravan Guard on someone else's turn as a Reaction, you can immediately call Royal Carriage to play it again.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #604 on: September 01, 2018, 11:49:15 am »
0

I've seen that come up, and felt it wasn't as useful as one might think. Apart from anything else, if that's how you're going to use your Royal Carriage, you might as well have simply bought another Caravan Guard and saved yourself $2!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #605 on: September 01, 2018, 01:12:34 pm »
+2

I've seen that come up, and felt it wasn't as useful as one might think. Apart from anything else, if that's how you're going to use your Royal Carriage, you might as well have simply bought another Caravan Guard and saved yourself $2!

This is probably why it is in "neat card interactions that were useful in the game you found them in," and not "neat and potentially useful card interactions."
It's still good to know that this interaction exists.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #606 on: September 06, 2018, 09:21:50 pm »
+2

monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #607 on: September 07, 2018, 02:43:57 am »
0

monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing
Not if you're playing with Apothecary!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #608 on: September 08, 2018, 10:05:00 am »
0

Druid with Swamp's Gift
Slow and only good in some Kingdoms, e.g. if there are trashers this won't work respectively be able to compete with trashing.
The idea is to gain a lot of Wisps to make them often be Laboratories.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #609 on: September 13, 2018, 11:04:48 am »
0

Just made the best engine I've ever made.  Board keys inclue Margrave, page line, dominate, merchant, stone mason and nobles and pathfinding.

A lil taineted only because opponent bailed after i got my 3rd or 4th straight dominate to open.  Opened with stone mason/page 2 and silver.  Only exchanged one page.  Basically spent the beginning of game getting as many pages as i could, a margrave and a nobles.  By end i was pathfining my whole deck, and playing nobles and margraves, exchanging 2 pages, then stonemasoning treasure hunters back into pages to draw the silver of the other TH.

8 Dominates.129 to 14.

a lil stoned or i could have even done it better.  could have pathfound instead of enables earlier and even then since i had 8 i forgot to get 2 nobles with stone mason.  But about the only mistakes I made.  Basically added like 5 turns there.

http://nimb.ws/klvgbo
« Last Edit: September 13, 2018, 11:08:03 am by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #610 on: September 15, 2018, 11:11:15 am »
+2

In a sloggy game without Estate trashing and Haunted Woods, i discovered that Crossroads can be a soft counter to the Attack part of Haunted Woods.

It is not super efficient, but for instance topdecking three green cards and Crossroads can provide a start with 4 other cards + 3 Actions in the next turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #611 on: September 16, 2018, 04:25:40 pm »
0

monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing

Monastery is so good. Recently played a game with Monastery, Cache, and Council Room. So much money so fast, and Monastery's ability to let you spend the Coppers before trashing them is ridiculous.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #612 on: September 21, 2018, 01:01:17 am »
0

Procession,  & Hireling.  Even better if Forge or Expand are on board, but damn fine on it's own too.

Hireling goes to the trash, Procession is discarded from play in Clean-up phase, and you will draw two extra cards per turn, even with Hireling in the trash.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #613 on: September 21, 2018, 01:16:42 am »
0

If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #614 on: September 21, 2018, 02:42:02 am »
+1

If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #615 on: September 21, 2018, 10:16:00 am »
0

Hmm. That would be a change since the first edition Dark Ages rulebook?

Has someone compiled a complete list of the material rules changes 2nd Edition has brought about? I'm beginning to lose track. )-8  (Uh... as it were.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #616 on: September 21, 2018, 11:29:51 am »
0

Hmm. That would be a change since the first edition Dark Ages rulebook?

Has someone compiled a complete list of the material rules changes 2nd Edition has brought about? I'm beginning to lose track. )-8  (Uh... as it were.)

I don't remember who, but someone here made a pdf titled "The Complete Rules of Dominion and All its Expansions" or something like that on bgg, and somewhat regularly updates it, including errata and donald's rulings from here and bgg. They occasionally ask for people to proofread it, there's a link to the bgg post where they asked for proofreading
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #617 on: September 21, 2018, 12:26:11 pm »
0

If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #618 on: September 21, 2018, 01:34:46 pm »
+2

If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

You get plus two cards for the rest of the game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #619 on: September 21, 2018, 02:44:15 pm »
0

If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

You get plus two cards for the rest of the game.


Right, right. The Hireling happens to stay out for the rest of the game, but technically it's not the Hireling drawing you the cards, it's having played the Hireling. Dominion gets weird, man.

You also get to gain a King's Court so you can play more Hirelings.
« Last Edit: September 21, 2018, 02:45:26 pm by Screwyioux »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #620 on: September 21, 2018, 09:10:21 pm »
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Wait a minute, Hireling leaves play? Since when? It says "This stays in play" right on the card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #621 on: September 21, 2018, 09:53:28 pm »
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Wait a minute, Hireling leaves play? Since when? It says "This stays in play" right on the card.

Hireling leaves play if trashed by Procession.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #622 on: September 21, 2018, 10:30:17 pm »
0

Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats

This could be mad fire with monastery.  Since you get to trash one card in hand or copper in play for every card you gain you could trash like the 5 normally useless rats in your hand when you finally want all those rats out of your deck.  Also great to trash all the ritual curses since you gain 2-5 cards in a given turn anyways. But I guess the rats could trash the curses too...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #623 on: September 21, 2018, 10:42:05 pm »
0

If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

me either.  I just happened to read this on the wiki and was like :headexplode:
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #624 on: September 22, 2018, 09:28:26 am »
0

Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats

This could be mad fire with monastery.  Since you get to trash one card in hand or copper in play for every card you gain you could trash like the 5 normally useless rats in your hand when you finally want all those rats out of your deck.  Also great to trash all the ritual curses since you gain 2-5 cards in a given turn anyways. But I guess the rats could trash the curses too...

For some reason I first read this as Bonfire + Rats. But interestingly, Bonfire + Rats could work as a way to get rid of Curses.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #625 on: September 28, 2018, 03:19:56 pm »
+1

Prince - Tormentor - Imp

Imps is a "near $5" so it is a quite very Prince target.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #626 on: September 28, 2018, 09:15:51 pm »
0

Swashbuckler + Remodelers
Remodeling your Treasure Chest Golds into Provinces (or other things) puts stuff in your discard, giving you coffers when you buckle your swashes.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #627 on: September 29, 2018, 02:45:57 am »
0

I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction.

could stop someone from using steroided cities...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #628 on: September 29, 2018, 11:29:25 am »
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Silk Merchant + Procession was lots of fun.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #629 on: September 29, 2018, 12:10:56 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, 12:15:00 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #630 on: September 29, 2018, 03:51:41 pm »
0

from other thread with basically same name and subject

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
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #631 on: September 30, 2018, 01:47:01 am »
+2

Shepherd + Star Chart: Shepherd will often trigger a shuffle with green cards on top of your deck. Then, use Star Chart to make sure you draw the Shepherd with all the green.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #632 on: September 30, 2018, 03:59:32 pm »
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I just got rekt by Silk Merchant + Upgrade. Insane token harvesting machine. Buy silvers, make SMs, get tokens, upgrade SMs into Upgrades, get more tokens. Also it had Innovation to use the Upgrades in the same turns, and City Quarter for extra draw. Before I knew it my opponent megaturn'd with a gazillion coffers/silvers and won.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #633 on: October 08, 2018, 12:04:59 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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Re: Neat card interactions that were useful in the game you found them in.
« Reply #634 on: October 09, 2018, 11:52:06 am »
+3

Sewers+Transmute

Sewers can even make this trasher viable (albeit extremely outclassed). If luck is with you, three uses of Transmute will turn your starting Estates into Gold, eliminating 3 coppers in the progress. It's Duchy gaining can be fairly powerfull as well. Definitely worth considering when other trashers are abscent.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #635 on: October 09, 2018, 02:45:03 pm »
0

Just had a sweet deck with some crazy synergy.

Shephard + seaway + counterfeit + training + crazy shit


Adding 2 tokens to any card is going to make the card crazy good.. not so sure what's special about Shepherd here.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #636 on: October 10, 2018, 12:22:01 am »
0

Just had a sweet deck with some crazy synergy.

Shephard + seaway + counterfeit + training + crazy shit


Adding 2 tokens to any card is going to make the card crazy good.. not so sure what's special about Shepherd here.

I guess that is kinda true/ But especially with Shephard the + buys allowed me to load up on estates (getting 2 vp per) which in most decks would suck, but with Shepard it can help your engine build, especially when getting training pts from Shephard.

In most deck the super extra buys wouldn't be that useful.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #637 on: October 10, 2018, 01:33:23 pm »
+4

Pixie/Highway is capable of scoring wickedly fast, thanks to a synergy between Forest + Earth Boons, Highway and the presence of Goat to speed things up.

The Build

1. Open Pixie/Pixie, unless you have a 5/2. If you do, open Highway/Pixie.

2. Focus on thinning down with Goat. No need to get any other trashing, especially no need to waste a Pixie to pop Flame's Gift.

3. If you can hit $5 on the way, you may go out of your way to do so. This means you can pop a Pixie in order to guarantee a $5. Getting a Highway early is crucial.

4. Buy Pixies on off turns in the mean time. Pop one every time you can activate Earth’s Gift or Forest’s Gift, if you know you can net gain a Pixie. If you have Highway in play, these two boons become even stronger.

5. Try to prioritize Pixies slightly as those are your gains, but find a balance between gaining Highways and Pixies.

6. Get about 5 Highways at a minimum. While 4 is enough to activate Province gains with Earth, getting Forest’s Gift to work for you is crucial as well, and sometimes Highways will hide.

7. It probably goes without saying, but always play Highway before you play Pixie.

8. You should be able to end the game in about 11-12 turns, with 5+ Provinces in your deck.

Note that you can probably do even faster builds with the inclusion of other cards within a Kingdom. This deck is only the launching point. Be creative and keep your eyes open.
« Last Edit: October 10, 2018, 01:37:35 pm by Seprix »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #638 on: October 10, 2018, 02:40:50 pm »
0

With Pixie + Tracker it was pretty neat to open with three Pixies. Pouch needs to line up properly though.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #639 on: October 10, 2018, 05:42:03 pm »
0

Villa + Pathfinding is pretty nice. You naturally buy a bunch of Villas for the on-buy effect, but they can clog up your deck afterwards. Pathfinding turns them all into passable cards. Odds are that Villa is the most common action in your deck by the time you get the +Card token. Additionally, because Villa effectively has an on-buy +1 Buy, you can quickly drain the Villa pile by paying $3 for each one, with the +Card token helping you draw into more money to buy more Villas.

I assume Villa + Training is also decent, but that there are limits to how many +2 Actions +$2 +1 Buy cards you want in your deck, even if they only cost $2 each once you get the +$1 token on Villa.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #640 on: October 10, 2018, 06:49:10 pm »
+1

Pixie/Highway

Just tried it, works amazingly. With a little help from workers village I managed to empty the provinces in 12 turns despite quite bad draws. Well found! 
« Last Edit: October 10, 2018, 06:58:48 pm by Simon Jester »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #641 on: October 23, 2018, 05:19:58 pm »
0

Pixie/Highway is capable of scoring wickedly fast, thanks to a synergy between Forest + Earth Boons, Highway and the presence of Goat to speed things up.

The Build

1. Open Pixie/Pixie, unless you have a 5/2. If you do, open Highway/Pixie.

2. Focus on thinning down with Goat. No need to get any other trashing, especially no need to waste a Pixie to pop Flame's Gift.

3. If you can hit $5 on the way, you may go out of your way to do so. This means you can pop a Pixie in order to guarantee a $5. Getting a Highway early is crucial.

4. Buy Pixies on off turns in the mean time. Pop one every time you can activate Earth’s Gift or Forest’s Gift, if you know you can net gain a Pixie. If you have Highway in play, these two boons become even stronger.

5. Try to prioritize Pixies slightly as those are your gains, but find a balance between gaining Highways and Pixies.

6. Get about 5 Highways at a minimum. While 4 is enough to activate Province gains with Earth, getting Forest’s Gift to work for you is crucial as well, and sometimes Highways will hide.

7. It probably goes without saying, but always play Highway before you play Pixie.

8. You should be able to end the game in about 11-12 turns, with 5+ Provinces in your deck.

Note that you can probably do even faster builds with the inclusion of other cards within a Kingdom. This deck is only the launching point. Be creative and keep your eyes open.

So I noticed that my extension was working for some boons here and failing for others... turn's out it's because you used different characters for the apostrophes in "Earth’s Gift" and "Forest’s Gift". Mostly I'm just curious why/how it would be different.. I assume that "Flame's Gift" is what you get when you just type it out. Were the other ones copy/pasted from somewhere?

I have this same issue at work a lot; people send me SQL scripts to run; and they'll have the strings surrounded with ’, which doesn't work, they need to be ' instead.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #642 on: October 23, 2018, 06:29:11 pm »
0

They're probably just "smart quotes" which I think started with Word but are now showing up in more and more places. Essentially there's an autocorrect in some software that turns the ambiguous ' and " into appropriately slanted versions depending on context (and, like all autocorrects, it doesn't always get the context right).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #643 on: October 23, 2018, 06:51:34 pm »
+2

like all autocorrects, it doesn't always get the context right.

‘Tis true.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #644 on: October 24, 2018, 05:03:14 pm »
+3

Ghost Town + Shanty Town (and no terminal draw)

This sounds weird at first but Ghost Town enables you to play your terminals before you play Shanty Town. Doesn't always work but definitely makes Shanty Town less often a Necropolis.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #645 on: October 24, 2018, 08:05:53 pm »
0

Ghost Town + Shanty Town (and no terminal draw)

This sounds weird at first but Ghost Town enables you to play your terminals before you play Shanty Town. Doesn't always work but definitely makes Shanty Town less often a Necropolis.

One of the times where Ghost Town not being an Action has its advantages.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #646 on: October 26, 2018, 06:24:57 am »
+1

Just had
Lurker + Mining Village (Lurker becomes Silver, Mining Village can be played more than once if you have enough draw)
and
Lurker + Apprentice
on the same board.

Sure, Lurker works well with most trash-for-benefit but I found that these work especially well because 1: they give +1 (or more) action so you can play Lurker after playing them and 2: the benefit improves your current buy phase. These three were also the best option for draw/actions/coin for an engine on said board.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #647 on: October 31, 2018, 12:06:22 am »
0

soothsayer + legionary

give them the extra card, then immediately take it away

gold from soothsayer helps power up legionary too
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #648 on: November 03, 2018, 10:08:18 am »
0

crown+capital gets you $12 and +2 Buy for 6 debt per play
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #649 on: November 03, 2018, 12:43:52 pm »
0

Advisor + Castles
Your opponent making your Advisors draw green cards can help if you buy Grand Castle or already have Opulent Castle.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #650 on: November 03, 2018, 01:11:58 pm »
+1

Advisor + Castles
Your opponent making your Advisors draw green cards can help if you buy Grand Castle or already have Opulent Castle.

It can also skip Opulent Castle.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #651 on: November 03, 2018, 10:15:34 pm »
0

Advisor + Castles
Your opponent making your Advisors draw green cards can help if you buy Grand Castle or already have Opulent Castle.

It can also skip Opulent Castle.
Not if you already have it (assuming "have" means it's in your hand). Edge case: you Inherited it. EDIT: nevermind, can't Inherit green cards.
« Last Edit: November 03, 2018, 10:17:26 pm by Dingan »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #652 on: November 04, 2018, 04:06:50 pm »
+8

I hadn't thought of it before, so I was pleasantly surprised in a game where I had a Princed Conclave, that I could play a Teacher from that Conclave, and then immediately call that Teacher, since it was still the start of my turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #653 on: November 05, 2018, 04:28:39 pm »
+4

Just had a game with Courtier and Patrons  That was pretty fun.  Patrons is already a decent Courtier target with 2 types, but the Coffers bonus for Revealing it was nice.

In the same game I had Lurker and Silk Merchant Which was pretty amazing.  Then I had Replace to throw the Silk merchants back in the trash and gain them all over again.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #654 on: November 11, 2018, 10:01:26 pm »
+7

Bandit Camp + Guildhall

Ever put your +1 Action token on Baker and wished, "Man, I wish these things also gained Spoils"?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #655 on: November 12, 2018, 10:28:39 am »
+1

Bandit Camp + Guildhall

Ever put your +1 Action token on Baker and wished, "Man, I wish these things also gained Spoils"?

No...

But it still sounds cool.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #656 on: November 13, 2018, 11:38:37 pm »
+1

Cobbler/Cathedral in general but especially Cobbler/Cathedral + Rats/Lackeys
Had all four of those in a game just now. Gain Rats with Cobbler just to trash it to Cathedral for an extra card or gain Lackeys for +2 Villagers just to trash it.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #657 on: November 14, 2018, 01:17:58 am »
0

Cobbler/Cathedral in general but especially Cobbler/Cathedral + Rats/Lackeys
Had all four of those in a game just now. Gain Rats with Cobbler just to trash it to Cathedral for an extra card or gain Lackeys for +2 Villagers just to trash it.

Was this actually good? Couldn't you just get something with Cobbler that you actually wanted and skipped the Cathedral? Cobbler/Cathedral + Rats alone is just a worse Ghost Town.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #658 on: November 14, 2018, 01:31:57 am »
0

Couldn't you just get something with Cobbler that you actually wanted and skipped the Cathedral?

You probably can't skip Cathedral.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #659 on: November 14, 2018, 01:34:35 am »
0

Cobbler/Cathedral in general but especially Cobbler/Cathedral + Rats/Lackeys
Had all four of those in a game just now. Gain Rats with Cobbler just to trash it to Cathedral for an extra card or gain Lackeys for +2 Villagers just to trash it.

Was this actually good? Couldn't you just get something with Cobbler that you actually wanted and skipped the Cathedral? Cobbler/Cathedral + Rats alone is just a worse Ghost Town.

It was great because Cathedral let me trash all my junk before I started doing stuff like gaining Rats with Cobbler just to trash it.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #660 on: November 18, 2018, 10:49:10 pm »
0

Ghost + Tunnel
Buy Tunnel, play Ghost for an immediate Gold.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #661 on: November 19, 2018, 10:00:21 am »
0

I feel like I'm missing something, there. How do you make sure the Ghost discards the Tunnel you just bought?

By default, Ghost ends up in your discard pile. It feels like to make this work you either need Royal Seal / Watchtower / Tracker / Travelling Fair / whatever so you gain it to top of deck, or you need to have drawn your deck.

But if you draw your deck before playing Ghost, you won't draw an action and you're wasting its primary effect?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #662 on: November 19, 2018, 09:16:22 pm »
0

I feel like I'm missing something, there. How do you make sure the Ghost discards the Tunnel you just bought?

By default, Ghost ends up in your discard pile. It feels like to make this work you either need Royal Seal / Watchtower / Tracker / Travelling Fair / whatever so you gain it to top of deck, or you need to have drawn your deck.

But if you draw your deck before playing Ghost, you won't draw an action and you're wasting its primary effect?

The way it worked was that I drew my whole deck and had Ghost in my hand. I bought Tunnel, putting it in my discard, then played Ghost, flipping the Tunnel and gaining a Gold. The Ghost didn't hit an Action, but I didn't mind because Ghost is discarded on the turn it's played if it doesn't hit anything.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #663 on: November 19, 2018, 09:46:49 pm »
0

If your opponent has Cathedral, Pillage becomes a much meaner attack.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #664 on: November 20, 2018, 03:23:54 am »
0

I would in general stay away from Cathedral on Kingdoms with hand attack.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #665 on: November 20, 2018, 08:53:34 am »
0

The way it worked was that I drew my whole deck and had Ghost in my hand. I bought Tunnel, putting it in my discard, then played Ghost, flipping the Tunnel and gaining a Gold. The Ghost didn't hit an Action, but I didn't mind because Ghost is discarded on the turn it's played if it doesn't hit anything.
OK, so what I envisaged.

I can't help feeling that simply buying a Gold is simpler than messing about with Haunted Mirror or Exorcist to gain a Ghost, drawing your deck then buying a Tunnel. (-8
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #666 on: November 20, 2018, 05:08:42 pm »
0

KC + Inventor

wew this rules, it's effectively:

gain a card costing up to $4
gain a card costing up to ($5)
gain a card costing up to ($6)
buy stuff @ -$3

Edit: KC2 + Inventor x3 = 6 guaranteed Provinces lol
« Last Edit: November 20, 2018, 05:47:12 pm by buckets »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #667 on: November 20, 2018, 05:43:13 pm »
0

The way it worked was that I drew my whole deck and had Ghost in my hand. I bought Tunnel, putting it in my discard, then played Ghost, flipping the Tunnel and gaining a Gold. The Ghost didn't hit an Action, but I didn't mind because Ghost is discarded on the turn it's played if it doesn't hit anything.
OK, so what I envisaged.

I can't help feeling that simply buying a Gold is simpler than messing about with Haunted Mirror or Exorcist to gain a Ghost, drawing your deck then buying a Tunnel. (-8

I can't remember what else was going on, but it seemed like a good move at the time.

KC + Inventor

wew this rules, it's effectively:

gain a card costing up to $4
gain a card costing up to ($5)
gain a card costing up to ($6)
buy stuff @ -$3

Edit: KCx2 + Inventor x3 = 6 guaranteed Provinces lol

Impressive, but KCx2 + Bridgex3 still has this one beat. Really, it's harder to come up with things KC doesn't have a neat and potentially useful interaction with. The list of Action cards KC doesn't improve (without tokens) is a pretty short one: Library, Watchtower, Counting House, Outpost, Duplicate, Distant Lands, Tactician, Secret Chamber if we include cut cards, Madman and Wish if we include non-supply ones.
« Last Edit: November 20, 2018, 06:33:01 pm by Commodore Chuckles »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #668 on: November 20, 2018, 11:13:24 pm »
0

True, but the inventors gain themselves which is really neat.

idk which would be fastest in general
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #669 on: November 21, 2018, 08:16:42 pm »
+1

Research/Peddler. Yeah, that's some pretty hefty card draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #670 on: November 21, 2018, 08:18:25 pm »
+1

Madman and Wish if we include non-supply ones.
King's Court does improve those, technically, but the benefits of amassing zillions of Actions are usually rather limited.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #671 on: November 25, 2018, 10:00:55 am »
+2

Guildhall/Capitalism. Why yes, I will take Coffers when buying these ActionTreasures, thank you.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #672 on: November 27, 2018, 02:01:33 am »
0

Develop/Seer

Develop really shines trashing cards in the $2-4 range and Seer lets you draw it over and over again.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #673 on: December 01, 2018, 09:43:59 am »
+1

Patron + Scrying Pool
Scrying Pool reveals the Patrons and then draws them.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #674 on: December 03, 2018, 09:09:26 pm »
+2

Donate + Tomb

Duh.  Trashing synergizes with getting points for trashing.  But, this particular interaction creates a bunch of weird dynamics:
  • Spare buys/gains? Consider gaining junk and then buying Donate (this turn or later).  Feels similar to Goons or Triumph.
  • Junkers slow your opponents down in the short term but give them points in the long term.
  • Interesting endgame considerations: If you know the game's about to end, Donate as much of your deck as you can afford.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #675 on: December 09, 2018, 05:58:59 pm »
0

Swashbuckler + Guildhall

rich get richer
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #676 on: December 10, 2018, 03:16:58 am »
+5

Patron + Envoy

The broad firing range of Envoy will supply you with Coffers, and Envoys have a greater chance to start a turn successfully with Villagers. You need an additional source of Actions though to be able to pocket Villagers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #677 on: December 14, 2018, 12:30:20 am »
0

Beggar + Guildhall. Especially powerful with 5/2 opening. The fact that Beggar gives 6 even allows to buy provinces, while under handsize-reducing attacks. Bought provinces turn 4,5 and 7 and 8 (though there was no collision).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #678 on: December 14, 2018, 04:19:57 pm »
+5

Lurker + Silk Merchant

Your lurkers can now be used as +1 Action +1 Villager +1 Coffers until the silk merchants run out.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #679 on: December 14, 2018, 05:09:51 pm »
+8

Lurker + Silk Merchant

Your lurkers can now be used as +1 Action +1 Villager +1 Coffers until the silk merchants run out.
And after it does!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #680 on: December 17, 2018, 07:31:49 pm »
+4

Recruiter + Treasurer

Have a gold in hand. Play recruiter, trashing gold. Play treasurer, gaining gold back to hand. Nets you +4 villagers, +$3.

Also really good replacing gold with spices.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #681 on: December 19, 2018, 09:10:48 pm »
0

Transmute + Triumph
Get a bunch of Triumph points by turning Coppers into more Transmutes, then Transmute the Triumph Estate into a Gold and get more points for that.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #682 on: December 19, 2018, 09:57:51 pm »
+2

Pirate Ship / Capitalism
Play a Pirate Ship, trash an opponent's Pirate Ship. Feels kind of like Knights, where the played Knight doesn't get trashed.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #683 on: December 20, 2018, 12:11:57 am »
+6

Jack / Cathedral
Nothing too special here but it's very fast. I got 6 provinces in 12 turns.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #684 on: December 27, 2018, 05:34:14 pm »
+2

Throne Room etc. + Smithy etc. + Citadel

Being able to start your turn off with Throne-Smithy-Throne rather than needing Throne-Throne-Smithy in your opening hand is very nice. It removes the need for strong trashing to make a Throne-Smithy engine work.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #685 on: January 03, 2019, 10:22:17 am »
+1

City Gate plays so nicely with Chariot Race.

Granted you only get to topdeck your most expensive card once, but thematically it's like starting the race slightly ahead.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #686 on: January 05, 2019, 03:30:12 am »
0

Poor House + Capitalism

In your Buy phase, play all of your Treasures first, THEN your Poor House(s)
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Commodore Chuckles

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #687 on: January 05, 2019, 10:26:24 am »
0

Poor House + Capitalism

In your Buy phase, play all of your Treasures first, THEN your Poor House(s)

Your Poor Houses are Treasures, though...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #688 on: January 05, 2019, 10:28:27 am »
0

Even so, it's as good to have three Poor Houses in hand as three Gold, and a whole bunch cheaper!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #689 on: January 05, 2019, 02:05:50 pm »
0

Poor House + Capitalism

In your Buy phase, play all of your Treasures first, THEN your Poor House(s)

Your Poor Houses are Treasures, though...
You're still coming out ahead.  If you couldn't play your Treasures first, Poor House either gets nullified, or would actually cause you to lose coins (assuming you weren't already at 0 coins).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #690 on: January 05, 2019, 02:53:29 pm »
+3

Silos mitigates the on-buy effect of Mandarin somewhat.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #691 on: January 06, 2019, 04:52:46 pm »
+6

These are old cards but someone may have noticed this before, but if you have enough copies of Merchant Guild in play, Villa becomes free and allows you to use the coins you attained this turn from Merchant Guild.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #692 on: January 06, 2019, 08:00:45 pm »
+1

Pirate Ship / Capitalism
Play a Pirate Ship, trash an opponent's Pirate Ship. Feels kind of like Knights, where the played Knight doesn't get trashed.

This is actually far more deadly. Capitalism lets you play mass Pships, kill anything else that gives actual coins (as opposed to coffers or Remodel "coin") and to top it all off it searches two cards at a time with your choice for killing. I suspect most of these boards will require that you win the Pship pile if there is any sort of draw at all.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #693 on: January 07, 2019, 05:45:06 pm »
+1

Pirate Ship / Capitalism
Play a Pirate Ship, trash an opponent's Pirate Ship. Feels kind of like Knights, where the played Knight doesn't get trashed.

http://forum.dominionstrategy.com/index.php?topic=19199.0
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #694 on: January 08, 2019, 01:28:39 am »
0

Innovation, Hermit, Experiment

Innovation makes your first Hermit per turn a trashing Lab that comes with a free Experiment.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #695 on: January 11, 2019, 10:35:06 am »
0

Necromancer, Cathedral

Whats that? You bought Cathedral and now you have to many good cards in your hand? Don't worry, you can still play the actions.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #696 on: January 12, 2019, 03:15:33 am »
+2

Treasure Map + City Gate is pretty neat. You are not only guaranteed to connect the Maps early on, you can also defer one of the four Golds to the next turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #697 on: January 12, 2019, 08:12:09 am »
0

Capitalism + Harvest
Harvest is a great card with Capitalism. It is usually a Gold, but only costs $3. In games with Knights, Castles or Travellers, it often gives you amazing $4. Merchant Ship is similar by the way. It works actually like a Silver and two delayed Peddlers.
« Last Edit: January 12, 2019, 08:18:38 am by King Leon »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #698 on: January 12, 2019, 10:25:22 am »
+7

Capitalism + Harvest
Harvest is a great card with Capitalism. It is usually a Gold, but only costs $3. In games with Knights, Castles or Travellers, it often gives you amazing $4. Merchant Ship is similar by the way. It works actually like a Silver and two delayed Peddlers.

Usually Harvest costs $5......
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #699 on: January 14, 2019, 07:35:13 pm »
+2

Ironworks + Experiment

Just get two or three Ironworks and start running your engine. The only limit is the fact there are only 10 experiments in the game.
« Last Edit: January 14, 2019, 07:38:28 pm by DDL »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #700 on: January 14, 2019, 09:18:01 pm »
+2

Capitalism + Harvest
Harvest is a great card with Capitalism. It is usually a Gold, but only costs $3. In games with Knights, Castles or Travellers, it often gives you amazing $4. Merchant Ship is similar by the way. It works actually like a Silver and two delayed Peddlers.

Usually Harvest costs $5......

If no one buys something, does it cost anything? If a tree falls in a forest and no one is around to hear it, does it make a sound?
« Last Edit: January 14, 2019, 09:19:06 pm by Dingan »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #701 on: January 16, 2019, 12:07:49 pm »
0

In an Adventures-only game last night, I stumbled upon the cute fact that playing Coin Of The Realm gives you a bit of spending money without precluding buying Alms.

Of course, the turn when you call Coin Of The Realm is another story...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #702 on: January 17, 2019, 04:26:16 am »
+8

Transmogrify/Improve

Transmogrify an Estate into an Improve, the Improve immediately returns the favor by turning the Transmogrify into a $5.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #703 on: January 18, 2019, 04:31:43 pm »
+4

Herald + Charm

Play Charm as the gain. Buy Herald, gain a useful 4 (in the game it was a Lost Arts'd Smithy), then use Herald's overpay to topdeck it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #704 on: January 20, 2019, 05:33:04 pm »
+7

Plaza+Swashbuckler
Don't have a discard pile for Swashbuckler, perhaps because you have a deck-drawing engine? Plaza will give you one, and help you get to 4 Coffers for the Treasure Chest in the process. 

And speaking of engines, Plaza is a Village variant and Swashbuckler is a Smithy variant, meaning you'll already want to play a Plaza before your Swashbuckler.  So not only do you make Swashbuckler's bonus more reliable and effective, but you get this by doing exactly what you wanted to do anyway. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #705 on: January 21, 2019, 11:13:34 am »
0

Plaza+Swashbuckler
Don't have a discard pile for Swashbuckler, perhaps because you have a deck-drawing engine? Plaza will give you one, and help you get to 4 Coffers for the Treasure Chest in the process. 

And speaking of engines, Plaza is a Village variant and Swashbuckler is a Smithy variant, meaning you'll already want to play a Plaza before your Swashbuckler.  So not only do you make Swashbuckler's bonus more reliable and effective, but you get this by doing exactly what you wanted to do anyway.

But you have to Discord 4 treasures before zur Swashbuckler that its working,  right? Because you first draw the 3 cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #706 on: January 21, 2019, 02:41:33 pm »
+3

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?
It's Small Castle
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #707 on: January 21, 2019, 02:42:40 pm »
0

I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)
Sadly no
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #708 on: January 21, 2019, 04:39:07 pm »
0

I had a game where I kept trashing that Castle that is an action card where if you trash it, you can a castle. (Not sure what the name is.)

How do you can a castle?
It's Small Castle

How do you can Small Castle?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #709 on: January 21, 2019, 05:30:18 pm »
+1

I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)
Sadly no

How many strips of bacon? Was one burnt and another undercooked?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #710 on: January 22, 2019, 07:56:42 am »
+1

Plaza+Swashbuckler
Don't have a discard pile for Swashbuckler, perhaps because you have a deck-drawing engine? Plaza will give you one, and help you get to 4 Coffers for the Treasure Chest in the process. 

And speaking of engines, Plaza is a Village variant and Swashbuckler is a Smithy variant, meaning you'll already want to play a Plaza before your Swashbuckler.  So not only do you make Swashbuckler's bonus more reliable and effective, but you get this by doing exactly what you wanted to do anyway.

But you have to Discord 4 treasures before zur Swashbuckler that its working,  right? Because you first draw the 3 cards.
you discard one to plaza, to get one coffer, play swashbuckler, to get another coffer. do this twice, then you have a treasure chest.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #711 on: January 29, 2019, 07:35:15 am »
+1

Hireling / Changeling

In the particular game it turned out to be less successful than I expected it to be, but once Hireling is in play you are guaranteed a Hireling for every Changeling (which I got in lieu of Silver for my Lucky Coin).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #712 on: February 01, 2019, 11:40:00 am »
+2

Guide / Cathedral

Can’t afford to trash anything in your hand? Discard it and try a different 5.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #713 on: February 02, 2019, 04:30:41 pm »
0

This should exist for Lookout.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #714 on: February 02, 2019, 08:41:02 pm »
+10

Menagerie/Patron

If you need more +cards, play your duplicate Patrons first to get them out of your hand and then use Menagerie for draw. If you have enough cards but need more +coin, play your Menagerie with all your Patrons in hand to get extra coffers for each one of them.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #715 on: February 03, 2019, 05:35:16 pm »
+7

Guide / Cathedral

Can’t afford to trash anything in your hand? Discard it and try a different 5.
Or trash a card, then reset yourself back to a full 5-card hand for your turn proper.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #716 on: February 13, 2019, 08:58:55 am »
+3

monastery - swamp hag

The curse you gained because of swamp hag get's compensated a little by being able to trash another card to monastery
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #717 on: February 14, 2019, 01:43:34 am »
0

Harbinger - Gardens - nonterminal +buy

Go for a 3 pile on the Harbingers, Gardens, and +buy cards. Use Harbinger to keep topdecking your +buy cards so you can keep buying extra Coppers.

In the game I just played, the +buy happened to be Spices, and the coffers and +buy from spices continually topdecked from spices won me the game.

(It was also an incredibly strange kingdom, with Vineyard, Philosopher's stone, Cemetery, Treasure Map, Pirate Ship, Fool's gold, and one other I can't remember).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #718 on: February 14, 2019, 12:37:24 pm »
+2

Outpost + Pageant

It's not much but it's a potential 2 free coffers per turn and that can become a lot, especially in a BM game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #719 on: February 24, 2019, 11:35:23 am »
+2

Just used Rats to win a game for the first time. The combo was with Raze.

When Raze trashes Rats it turns into some kind of stronger Hunting Party. Suddenly I was getting rid of my junk and drawing all my deck at once.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #720 on: February 26, 2019, 02:01:54 am »
+7

Stables/Capitalism

Want to trash your Coppers and still draw all your strong Actions with Stables? Capitalism has got you covered.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #721 on: March 04, 2019, 11:33:10 am »
0

Just used Rats to win a game for the first time. The combo was with Raze.

When Raze trashes Rats it turns into some kind of stronger Hunting Party. Suddenly I was getting rid of my junk and drawing all my deck at once.

Assuming you mean trashing a Rats from your hand with a Raze, doesn't that still leave you with a 5 card hand? It seems more like a stronger Sage than a stronger Hunting Party.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #722 on: March 04, 2019, 11:55:19 am »
0

Assuming you mean trashing a Rats from your hand with a Raze, doesn't that still leave you with a 5 card hand? It seems more like a stronger Sage than a stronger Hunting Party.

Rats gives you +1 Card when you trash it, on top of looking at the top four cards and drawing one.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #723 on: March 04, 2019, 12:06:03 pm »
0

Assuming you mean trashing a Rats from your hand with a Raze, doesn't that still leave you with a 5 card hand? It seems more like a stronger Sage than a stronger Hunting Party.

Rats gives you +1 Card when you trash it, on top of looking at the top four cards and drawing one.

Right. But playing the Raze and trashing the Rats takes 2 cards out of your hand. So you end up with the same number of cards you started with; just a cantrip.

*Edit* Ok yeah, +2 cards, +1 action, trash a card from your hand isn't exactly "just a cantrip". It's great. I just meant that it can't increase your handsize beyond 5 cards; so you still will generally need other draw.
« Last Edit: March 04, 2019, 12:15:48 pm by GendoIkari »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #724 on: March 11, 2019, 04:10:20 am »
+1

Bishop / Fortress / Lost Arts

Bishopping Fortresses is an efficient way of gaining alternate VP, but Bishops eat Actions, unless they are fortified by Lost Arts. Four Bishops+Action and one Fortress net 12 VP per turn until opponent draws some game-ending condition.

Lost Arts replaced by Recruiter is even stronger as it nets you more Cards as well as free Actions, but that technically doesn't count for me as I did not find this combo (unlike the Lost Arts one) in a game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #725 on: March 11, 2019, 10:27:40 am »
+2

If you're building a Bishop/Fortress engine, it seems like using the occasional Fortress as a Village makes more sense than messing around with Lost Arts as a way of getting +Action?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #726 on: March 14, 2019, 09:47:53 pm »
0

If you're building a Bishop/Fortress engine, it seems like using the occasional Fortress as a Village makes more sense than messing around with Lost Arts as a way of getting +Action?

Depends. Lost arts is one gain and you are done. This is particularly helpful if you viable draw. Something like 4 Smithies, 5 Forts, 8 Bish becomes viable. This can allow for more total VP to beat out things like a Dominate engine. Likewise, being able to admix draw in becomes vastly better if you are looking at attacks like Militia, Ambassador, or the fake attack of Masq passing you are card and having to send over a Fort. Being able to trash 4 times is awfully hard if you only have actions for trashing.

It is really not much different than buying non-Fort villages. Definitely worth doing some of the time, but may not be possible while you race for key components (e.g. Fort or Bish).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #727 on: March 26, 2019, 01:51:11 am »
+2

Crown, Highway, and Sculptor.  You can easily pile things out QUICKLY.  It didn't take me long in this game to get a Highway in play, then a crowned Sculptor.  From there, you can gain Crown to your hand, gaining a villager, and gain another Sculptor, then use the villager to play your new Crown on your new Sculptor, then rinse and repeat until those piles are empty.  At this point I had a lead so the pile control was nice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #728 on: March 26, 2019, 06:11:45 am »
0

Crown, Highway, and Sculptor.  You can easily pile things out QUICKLY.  It didn't take me long in this game to get a Highway in play, then a crowned Sculptor.  From there, you can gain Crown to your hand, gaining a villager, and gain another Sculptor, then use the villager to play your new Crown on your new Sculptor, then rinse and repeat until those piles are empty.  At this point I had a lead so the pile control was nice.

A similar, weaker trick is possible with Scepter. You end up only gaining the entire Scepter pile, but with all the villagers you stock up, you can either gun for 4 Hwy in play and then mass Sculpt/Scept your way into the provinces or you can drain any other pile and then hammer the duchies for a win.

For both this and the Crown variant, your big limitation will likely be draw, so be wary of this if you opponent can pile out with a win in one or two turns. That being said, if you can Sculpt draw (and with Hwy you can even use high cost draw) you can likely pile out pretty quickly.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #729 on: March 27, 2019, 07:18:18 pm »
+2

Patron+Envoy is a lot of fun.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #732 on: March 28, 2019, 12:24:15 pm »
0



As much as they were two pages ago?

Hey, this is the thread where your posts aren't supposed to be useful.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #733 on: March 28, 2019, 01:02:18 pm »
0



As much as they were two pages ago?

Hey, this is the thread where your posts aren't supposed to be useful.

I can't find this discussion on the current page so I don't know what you are talking about.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #734 on: March 28, 2019, 02:18:23 pm »
+2



As much as they were two pages ago?

Hey, this is the thread where your posts aren't supposed to be useful.

Hey, maybe he found them useful in a second game. I think you technically get to post here once per time you find the interaction useful.

(Please don't actually do this)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #735 on: March 28, 2019, 07:13:46 pm »
+2

Hilariously annoying/fun. Castles/Amb/Guardian or Lighthouse or Moat or Champion. Play Amb, other player either does not block (this turn or previously as applicable) which allows a return of Grand castle or they do which allows a one sided junking match. Continuously rebuying for points is strong, and crushingly so if there is any way to gain other cards during the turn. This gets very practical if you can get much more than ~7 VP in hand/play. Champion is just brutal. It becomes trivially easy to draw lots of VP and "not blocking" means basically committing to a much less reliable/efficient engine in the long run even if you can keep something like Wt in hand.

A more convoluted option would be use cost reducers, trash/gain with Graverobber or Rogue, but then you do not have to worry about the other player as much.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #736 on: April 10, 2019, 03:20:56 am »
+1

Haven | Leprechaun

Guarantee a Lep in your hand during your 7th card play (EDIT: 6th card play, as Haven counts as 1). Get 2 Leps in such a game, to set one aside every turn.

Travelling Fair can also kinda sorta be used for the same.
« Last Edit: April 10, 2019, 03:29:26 am by Dingan »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #737 on: April 10, 2019, 07:02:46 am »
0

Haven | Leprechaun

Guarantee a Lep in your hand during your 7th card play (EDIT: 6th card play, as Haven counts as 1). Get 2 Leps in such a game, to set one aside every turn.

Travelling Fair can also kinda sorta be used for the same.

I mean, there's always Scheme.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #738 on: April 10, 2019, 07:42:10 am »
+2

Travelling Fair + Traveller
Sure, it doesn't work on the upgrades, but it can let you play your Page or Peasant on turn two, putting you one shuffle ahead.

Never have I been more sad I got the 3/4 split when my opponent got the 4/3. )-8
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #739 on: April 10, 2019, 10:54:25 am »
0

Haven | Leprechaun

Guarantee a Lep in your hand during your 7th card play (EDIT: 6th card play, as Haven counts as 1). Get 2 Leps in such a game, to set one aside every turn.

Travelling Fair can also kinda sorta be used for the same.

I mean, there's always Scheme.


Scheme requires you to play the Lep, which means dealing with Hexes and also maybe more Gold than you want.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #740 on: April 10, 2019, 01:46:50 pm »
0

Travelling Fair + Traveller
Sure, it doesn't work on the upgrades, but it can let you play your Page or Peasant on turn two, putting you one shuffle ahead.

Never have I been more sad I got the 3/4 split when my opponent got the 4/3. )-8

When adventures first came out, I played an IRL game where we thought the topdecking did work on the upgrades. Man, we got teachers so fast :)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #741 on: April 21, 2019, 06:59:21 pm »
+1

Sentry + Native Village

Not sure if this has been mentioned before, but man I'm really appreciating the synergies of those two cards. Just finished a game where the opponent rushed Saunavanto while I went for the Sentry trashing route. Picked up an NV as well which really helped with the endgame - each time I bought a Province I managed to squirrel them away with my Native Village.

Support pieces: Rabble (for the draw) and Oasis (for discarding Provinces so they could be sent to the NV mat)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #742 on: April 21, 2019, 08:02:37 pm »
+1

when you have Road Network your opponent's Followers feels more like a Margrave.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #743 on: April 21, 2019, 09:42:18 pm »
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This one was the opposite of useful, and I feel like there used to be a thread for that but I couldn't find it, so I'm putting it here:

Goons/Watchtower doesn't work with double Tactician.
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GendoIkari

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #744 on: April 23, 2019, 12:56:40 pm »
+1

This one was the opposite of useful, and I feel like there used to be a thread for that but I couldn't find it, so I'm putting it here:

Goons/Watchtower doesn't work with double Tactician.

http://forum.dominionstrategy.com/index.php?topic=17583.0
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #745 on: April 23, 2019, 01:51:15 pm »
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This one was the opposite of useful, and I feel like there used to be a thread for that but I couldn't find it, so I'm putting it here:

Goons/Watchtower doesn't work with double Tactician.

http://forum.dominionstrategy.com/index.php?topic=17583.0

Thanks.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #746 on: April 26, 2019, 08:38:33 pm »
+2

Scepter/Imp

Scepter cannot let you generate a giant pile of +action as even Rc can manage if you really need a combo. Imp runs into trouble if you have few non-terminals. However, using Scepter on an Imp lets you play a lot of different terminal cards (e.g. I was running Tormenter/Masq/Bish/Envoy).


You can, of course get similar effects off Throne, Golem, etc. … but I was surprised by how versatile Imp/Scepter could be on an all terminal board.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #747 on: April 28, 2019, 02:19:07 pm »
+3

Star Chart + Inn
Shuffle discarded actions back into your deck, choose one to go on top.

Star Chart + Vassal/Herald/Golem/Ghost
If any of these cause a shuffle you can choose exactly which action they'll play.
« Last Edit: April 28, 2019, 02:22:43 pm by Commodore Chuckles »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #748 on: April 29, 2019, 03:10:39 am »
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Star Chart + Inn
Shuffle discarded actions back into your deck, choose one to go on top.

Star Chart + Vassal/Herald/Golem/Ghost
If any of these cause a shuffle you can choose exactly which action they'll play.

I would oftentimes put a dud card on top for Golem or Ghost to skip.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #749 on: April 29, 2019, 03:10:45 pm »
0

Lackeys + Ironworks (or other workshop)

Played with this the other day, the board had another village; it was nice to be able to ironworks a lackeys when I needed it to work as a village, and otherwise ironworks the village or something else.

Ironworks was nice as opposed to another workshop in this respect, as it didn't require me to use both villagers to get the village effect.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #750 on: April 30, 2019, 09:52:17 pm »
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Lurker + Pouch

With the right split, you can open with 3 Lurkers, which may or may not be good, but is definitely neat.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #751 on: April 30, 2019, 10:06:27 pm »
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Lurker + Pouch

With the right split, you can open with 3 Lurkers, which may or may not be good, but is definitely neat.

I mean, this is the case with any .  Three Pages!
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+1

Goons / Mountain Village

More often than not, for whatever reason, you won't be able to draw your deck each turn.

Recyclíng Goons from discard and getting the action to play them felt good in a recent game of mine. I discarded some Goons with Sentry to be able to pick them up with Mountain Village.
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Transmogrify & Treasure Map

Don't want to junk your deck on the oft chance your Treasure Maps will collide? Grab a couple of Transmogrifys instead and turn those initial starting silvers into treasure!
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Transmogrify & Treasure Map

Don't want to junk your deck on the oft chance your Treasure Maps will collide? Grab a couple of Transmogrifys instead and turn those initial starting silvers into treasure!

And then turn those worthless Golds into $5/$6 Actions!
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Guildhall & Ill-Gotten Gains

The Copper-gaining of IGG becomes a lot more attractive when you're getting a coffer for each Copper you gain, and getting a coffer each time you hand out a Curse is also pretty attractive.

(Actually this board also had Courtier and Treasurer also—lots of ways to gain Treasure mid-turn.)
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Artificer + Crypt + Triumph

Played a game with this where I was drawing my deck with a few artificers left over and a crypt in hand. Realized I could discard nothing to topdeck coppers and draw them, boosting triumph points and then setting the coppers aside with crypt.
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+1

Innovation + Stonemason

Treacherous for three-piling. You can squeeze five stonemasons out of 4 coins and a buy.
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+5

Don't know if someone has put this one up yet, and it might even be useful enough to be considered a combo, because you can build your strategy around this (or at least, I did).
Lurker + Prince

Lurkers make gaining Prince really easy, so that they don't compete with Province anymore. They also really like being Princed. The more Princed Lurkers you have, the easier gaining Princes becomes, and you keep getting free Action card gains to build a quick engine (without need of villages) until you're ready for an easy 3-pile.

Side note: the presence of Watchtower is great for this interaction because of the topdecking effect. The Princes can become useful the very next turn, and you can make sure they collide with your Lurkers by gaining them at the right time.
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William Howard Taft

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Transmogrify + Cemetery was fun. Transmogrify sucks at trashing cost junk, but Transmogrifying a Silver into a Cemetery lets you trash all the other junk in your hand. And if you have another Transmogrify on the mat, you can instantly turn that Cemetery into a useful !

Forager + Treasurer was really nice too. Trash that Gold for the Forager bonus, then get it right back in hand for your payload. I just played a game that had Salvager too and it all worked very nicely together.

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Even if you don't have another Transmogrify, you should be able to trash the Cemetery immediately, right?
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Even if you don't have another Transmogrify, you should be able to trash the Cemetery immediately, right?

I think you can, but you can't turn it into a .
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Jack Rudd

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+2

Fortress/Recruiter. For when you want to end the game with 60+ Villagers. :D
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+1

Flag Bearer/Quest

Not the best, probably, but does guarantee a Gold on turn 2.
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Fortress/Recruiter. For when you want to end the game with 60+ Villagers. :D
Fortress/Recruiter/Diadem/+Buy!
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+2

Fortress/Recruiter. For when you want to end the game with 60+ Villagers. :D
Fortress/Recruiter/Diadem/+Buy!
Huh. Diadem turns Villagers into Coffers if you can play it every turn. Interesting.
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tim17

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+3

Tournament + Herald

Used Herald overpay to topdeck province and tournament. I bought an early province and got 3 prizes with it on my next shuffle.
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Tournament + Herald

Used Herald overpay to topdeck province and tournament. I bought an early province and got 3 prizes with it on my next shuffle.

Something tells me that would have taken multiple shuffles...
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+1

Tournament + Herald

Used Herald overpay to topdeck province and tournament. I bought an early province and got 3 prizes with it on my next shuffle.

Something tells me that would have taken multiple shuffles...

Well, not if you keep buying herald, and avoid drawing too many cards.
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segura

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Not that tricky to see but Castles + Fairgrounds is neat
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LittleFish

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Not that tricky to see but Castles + Fairgrounds is neat
Also Black market + Fairgrounds. It depends on the size of the black market deck, but it's still a lot more then without Black Market
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Not that tricky to see but Castles + Fairgrounds is neat
Also Black market + Fairgrounds. It depends on the size of the black market deck, but it's still a lot more then without Black Market

Would go so far as to say Fairgrounds is never wrong on a BM board.
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GendoIkari

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+1

Not that tricky to see but Castles + Fairgrounds is neat
Also Black market + Fairgrounds. It depends on the size of the black market deck, but it's still a lot more then without Black Market

Would go so far as to say Fairgrounds is never wrong on a BM board.

Edge case: BM has 0-1 cards in it. Which is a legal Black Market setup.
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Not that tricky to see but Castles + Fairgrounds is neat
Also Black market + Fairgrounds. It depends on the size of the black market deck, but it's still a lot more then without Black Market

Would go so far as to say Fairgrounds is never wrong on a BM board.

Fairgrounds is basically always better than Province on BM boards, but that doesn't mean it's always the best way to score. Goons and Groundskeeper come to mind.
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Herald/Navigator!

Nothing else lets you stack so many cards so you can ensure that your Herald hits another Herald which hits something else good.

(Cartographer might be better, especially if you have less terminal capacity, but Navigator is the one that was in the game I actually played.)
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Herald/Navigator!

Nothing else lets you stack so many cards so you can ensure that your Herald hits another Herald which hits something else good.

(Cartographer might be better, especially if you have less terminal capacity, but Navigator is the one that was in the game I actually played.)

Cartographer only looks 4 cards in, so I think Navigator is, in fact, the best.
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Secret Passage may actually be even better as it widens the search space by your hand (thus to six cards when played initially), and it allows you to stack a terminal without fear of terminating your turn.

Then again, Secret Passage competes with Herald in the $4 space (but $4 gainers are plenty).
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Watchtower, Squire, and Cultist are in the set.

I buy a Squire for with a Watchtower in hand. I reveal Watchtower to trash the Squire, gaining a Cultist b/c of Squire's on-trash effect. I then reveal the same Watchtower to put the gained Cultist on top of my deck.

I had 8 Cultists in total.
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+1

...by which point the Squire, Cultist and Ruins piles were all empty, so your opponent won because they bought an Estate? (-8
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #779 on: June 01, 2019, 11:51:25 am »
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...by which point the Squire, Cultist and Ruins piles were all empty, so your opponent won because they bought an Estate? (-8

Nah, I actually only got the first 3 or 4 Cultists that way. The rest I got normally. It was a 3-player game, and my score was that of my opponents' combined.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #780 on: June 01, 2019, 12:10:28 pm »
+4

Capitalism + Horse Traders
Play all your other Treasures, then play Horse Traders, discarding nothing.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #781 on: June 01, 2019, 03:17:31 pm »
+1

academy + peddler

enough to sustain an engine without villages
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #782 on: June 02, 2019, 06:03:23 pm »
0

Capitalism + Horse Traders
Play all your other Treasures, then play Horse Traders, discarding nothing.

Lot of work for a Gold and a buy, particularly as once you green you will almost always have two greens to discard regardless. Buying two silvers is most cost effective if the buy doesn't matter.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #783 on: June 02, 2019, 11:45:23 pm »
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Capitalism + Horse Traders
Play all your other Treasures, then play Horse Traders, discarding nothing.

Lot of work for a Gold and a buy, particularly as once you green you will almost always have two greens to discard regardless. Buying two silvers is most cost effective if the buy doesn't matter.

Well, the game this showed up in had other stuff that also benefitted from Capitalism. I still thought the effect was neat enough on its own to mention. And for what it's worth, you'll usually be able to get both Capitalism and Horse Traders before you can get a Gold.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #784 on: June 07, 2019, 03:18:22 am »
0

Villa/Inheritance/cost reducer

This combination (cost reducer being Inventor) allowed me to siphon the Estates as the third pile in a single turn, gaining more than a Province worth in VPs
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #785 on: June 07, 2019, 03:53:44 am »
0

Villa/Inheritance/cost reducer

This combination (cost reducer being Inventor) allowed me to siphon the Estates as the third pile in a single turn, gaining more than a Province worth in VPs

Why is the cost reducer necessary?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #786 on: June 07, 2019, 07:26:59 am »
+1

Because Estate costs €2 and Villa provides only one coin? You don't need if you already have enough coin in your Buy phase.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #787 on: June 07, 2019, 10:41:01 am »
+1

Maybe it’s been pointed out before but Mill/Hermit is a great opener.

Mill is great at hitting $5 right away but you have to discard your junk, which can make it bad to pair with a trasher. Hitting $5, gaining a $3 cost card, and trashing from your discard pile right away is nice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #788 on: June 07, 2019, 12:16:23 pm »
0

Because Estate costs €2 and Villa provides only one coin? You don't need if you already have enough coin in your Buy phase.

Merchant Guild also works for this.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #789 on: June 07, 2019, 03:37:37 pm »
+1

Hitting $5, gaining a $3 cost card, and trashing from your discard pile right away is nice.

You don't hit $5 unless you discard the Hermit.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #790 on: June 07, 2019, 04:57:36 pm »
+1

Because Estate costs €2 and Villa provides only one coin? You don't need if you already have enough coin in your Buy phase.

Merchant Guild also works for this.

True, though in many ways Merchant Guild acts like a type of cost reduction anyway.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #791 on: June 12, 2019, 06:53:23 pm »
0

Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #792 on: June 12, 2019, 07:04:56 pm »
0

Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.

The draw is usually very good
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #793 on: June 12, 2019, 07:49:10 pm »
0

Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.

The draw is usually very good

I agree, but Governor is so good overall that I find myself using the non-terminal Remodel option when I'm building, and the Gold gain/Remodel as payload, with mostly other things for draw.  It's possible I'm playing it wrong.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #794 on: June 13, 2019, 12:36:31 am »
+1

Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.

The draw is usually very good

I agree, but Governor is so good overall that I find myself using the non-terminal Remodel option when I'm building, and the Gold gain/Remodel as payload, with mostly other things for draw.  It's possible I'm playing it wrong.

You generally want to avoid early Remodel effects because they help your opponent a lot more than you (thinning Coppers for free mostly). The main exception is to make Silvers into Governors when contesting the split.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #795 on: June 13, 2019, 02:11:18 am »
0

Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #796 on: June 13, 2019, 09:01:10 am »
0

Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.

You're aware that Patron consumes an action in addition to giving you a Villager, I hope? You really will likely need another village if you're trying to draw your deck with terminal draw. The Seer thing is a lot better though.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #797 on: June 13, 2019, 02:49:41 pm »
0

Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.

You're aware that Patron consumes an action in addition to giving you a Villager, I hope? You really will likely need another village if you're trying to draw your deck with terminal draw. The Seer thing is a lot better though.

I really have built draw-your-deck engines with lots of terminals and no Villages thanks to Patron. And yes, I am aware that Patrons still consume Actions. I don't know why I said that Patrol is arguably better, though. Patron + Seer is way better.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #798 on: July 06, 2019, 10:28:58 am »
+10

Speaking of Remodel effects, I had no idea Cemetery + Remodel was such a quick thinner. Remodel those Estates into Cemeteries to trash all your Coppers in hand. Then Remodel the Cemeteries into Gold or Grand Markets or whatever.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #799 on: July 08, 2019, 03:57:51 am »
0

I was like "But those compete for the $4 price tag" before I re-read "Remodel your Estates into Cemeteries".
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #800 on: July 08, 2019, 06:20:17 pm »
+1

Merchant Guild + Villa
Get Coffers and then spend them on the same turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #801 on: July 16, 2019, 02:11:10 am »
+5

A couple of nice interactions I've noticed lately:

City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.

Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #802 on: July 17, 2019, 04:55:43 am »
+2

City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.


Obviously only works if you have no drawers. Open City Gate/Treasure Map, then Treasure Map and other card that does not draw, then you should be able to connect the Maps before third reshuffle.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #803 on: July 17, 2019, 06:46:25 pm »
0

Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.

Your Estates will still be junk if your opponent has a Province in hand, though.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #804 on: July 17, 2019, 09:02:35 pm »
+1

Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.

Your Estates will still be junk if your opponent has a Province in hand, though.

You don't have to choose to inherit Tournaments.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #805 on: July 17, 2019, 10:51:09 pm »
0

Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.

Your Estates will still be junk if your opponent has a Province in hand, though.

You don't have to choose to inherit Tournaments.

Oh, okay, you were just talking about the other thing. I saw "Inheritance/Tournament" and just assumed you were talking about Inheriting Tournaments.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #806 on: July 18, 2019, 12:12:38 am »
0

City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.


Obviously only works if you have no drawers. Open City Gate/Treasure Map, then Treasure Map and other card that does not draw, then you should be able to connect the Maps before third reshuffle.

It's fine if you get a draw card turn 4; worst case is you just skip playing it once. I'd try and get a +Buy card though; that way on the connecting turn, if you have it in hand you can topdeck it and make use of that $13+ right away.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #807 on: July 18, 2019, 02:23:38 am »
+1

Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.

Your Estates will still be junk if your opponent has a Province in hand, though.

You don't have to choose to inherit Tournaments.

Oh, okay, you were just talking about the other thing. I saw "Inheritance/Tournament" and just assumed you were talking about Inheriting Tournaments.

In this particular game I inherited tournaments and it worked out pretty well. But any inherited cantrip would be great with Followers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #808 on: July 18, 2019, 03:00:10 am »
0

City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.


Obviously only works if you have no drawers. Open City Gate/Treasure Map, then Treasure Map and other card that does not draw, then you should be able to connect the Maps before third reshuffle.

I'd try and get a +Buy card though

Yes, like Forager. Wait ...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #809 on: July 18, 2019, 04:58:53 am »
0

City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.


Obviously only works if you have no drawers. Open City Gate/Treasure Map, then Treasure Map and other card that does not draw, then you should be able to connect the Maps before third reshuffle.

I'd try and get a +Buy card though

Yes, like Forager. Wait ...

I mean, Forager probably still gives you $11 along with your pseudo-Windflall.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #810 on: July 18, 2019, 06:36:19 pm »
0

City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.


Obviously only works if you have no drawers. Open City Gate/Treasure Map, then Treasure Map and other card that does not draw, then you should be able to connect the Maps before third reshuffle.

I'd try and get a +Buy card though

Yes, like Forager. Wait ...

Why would that be bad? You get a powered-up Forager and get rid of a yellow Curse.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #811 on: July 19, 2019, 09:20:48 pm »
0

Villa + Ferry

Insta-pileup.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #812 on: July 25, 2019, 01:53:12 am »
0

Who says Silver doesn't belong in a Colony game?

In a game with Lucky Coin and Merchant, I put Plan on Merchant. My Opponent didn't contest Merchant. Double Wharf as terminal secured +buy and enough coin to clear Colonies within 15 turns.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #813 on: July 25, 2019, 01:38:58 pm »
+3

Who says Silver doesn't belong in a Colony game?

In a game with Lucky Coin and Merchant, I put Plan on Merchant. My Opponent didn't contest Merchant. Double Wharf as terminal secured +buy and enough coin to clear Colonies within 15 turns.

I mean, Silver's a fine card, even in Colony games. If you're going down the Treasure route Silver's still better than nothing in Colony games.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #814 on: July 26, 2019, 03:13:24 pm »
0

Who says Silver doesn't belong in a Colony game?

In a game with Lucky Coin and Merchant, I put Plan on Merchant. My Opponent didn't contest Merchant. Double Wharf as terminal secured +buy and enough coin to clear Colonies within 15 turns.

I mean, Silver's a fine card, even in Colony games. If you're going down the Treasure route Silver's still better than nothing in Colony games.
It makes no sense to me but WanderingWinder said it is true so I have always believed it to be true.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #815 on: July 27, 2019, 02:56:14 am »
+1

Who says Silver doesn't belong in a Colony game?

In a game with Lucky Coin and Merchant, I put Plan on Merchant. My Opponent didn't contest Merchant. Double Wharf as terminal secured +buy and enough coin to clear Colonies within 15 turns.

I mean, Silver's a fine card, even in Colony games. If you're going down the Treasure route Silver's still better than nothing in Colony games.
It makes no sense to me but WanderingWinder said it is true so I have always believed it to be true.
It's a money density thing. To buy Colony, you need $11. A hand of 5 Silvers generates $10. So adding Silver to your deck never helps you reach your desired money density. Of course that's less valid when you have lots of draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #816 on: July 27, 2019, 02:58:15 am »
0

Sometimes Gold is skippable in Colony games whereas Silver isn't simply because you need some early game economy, i.e. you can jump from Silver direct to Platinum.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #817 on: July 27, 2019, 11:15:41 am »
0

It's a money density thing. To buy Colony, you need $11. A hand of 5 Silvers generates $10. So adding Silver to your deck never helps you reach your desired money density. Of course that's less valid when you have lots of draw.
You don't just care about the average cash from a hand, though; you also care about variance.

To take a trivial example, a deck containing a single Platinum, Copper and junk can reach at most $9. Add two Silvers and it might - just might - hit $11.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #818 on: July 28, 2019, 01:55:35 pm »
0

Who says Silver doesn't belong in a Colony game?

In a game with Lucky Coin and Merchant, I put Plan on Merchant. My Opponent didn't contest Merchant. Double Wharf as terminal secured +buy and enough coin to clear Colonies within 15 turns.

I mean, Silver's a fine card, even in Colony games. If you're going down the Treasure route Silver's still better than nothing in Colony games.
It makes no sense to me but WanderingWinder said it is true so I have always believed it to be true.
It's a money density thing. To buy Colony, you need $11. A hand of 5 Silvers generates $10. So adding Silver to your deck never helps you reach your desired money density. Of course that's less valid when you have lots of draw.

I don't think money density is the right way to look at this. Roughly, what you care about is how often you hit $11+, and money density only talking about the average doesn't express this super well.

If you assume that the only reasonable way to hit $11 is by drawing your Platinum, then the problem isn't how you hit $11, it's how you hit $6 from your non-Platinum treasures. So by buying Silver, you slightly slow down how often you get to see your Platinum, but you increase the odds that your non-Platinum treasures contribute to hitting $6, and my guess is that missing $11 is bad enough that you're okay with this tradeoff most of the time.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #819 on: July 28, 2019, 02:53:32 pm »
0

Isn't true that in Dominion one great turn and one bad turn are better than two mediocre turns? In which case, money density doesn't really matter because it assumes that you have the same hand every turn anyway. Buying a Colony every other turn is better than barely missing Colony every turn (but obviously buying Colony every turn is preferable lol).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #820 on: July 28, 2019, 03:27:03 pm »
0

Isn't true that in Dominion one great turn and one bad turn are better than two mediocre turns? In which case, money density doesn't really matter because it assumes that you have the same hand every turn anyway. Buying a Colony every other turn is better than barely missing Colony every turn (but obviously buying Colony every turn is preferable lol).

If your deck only consists of Silvers, you will barely miss Colony every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #821 on: July 29, 2019, 03:27:31 am »
0

I don't think money density is the right way to look at this. Roughly, what you care about is how often you hit $11+, and money density only talking about the average doesn't express this super well.
In theory, one Merchant per turn will suffice with five Silvers to hit 11. In this game, Plan and double Wharf (and an opponent less than interested in Merchants) helped with consistency. In a normal Colony game, I would have gotten rid of Lucky Coin soon, while in this one it seemed like a viable strategy to keep it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #822 on: August 01, 2019, 04:22:19 pm »
+2

Captain + Encampment!!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #823 on: August 01, 2019, 08:22:12 pm »
+1

game ended in a draw so it's not clear this was overwhelmingly good, but Dominate makes Contraband a much better card
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #824 on: August 03, 2019, 11:24:10 am »
+2

Capitalism/Swindler/Forager was a great combo in a game I just played—Swindler puts a ton of differently-named cards in the trash, and Capitalism makes most of them Treasures. Before I bought Capitalism, my opponent was playing Forager for $5 a pop when it was only $2 for me.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #825 on: August 06, 2019, 03:25:34 am »
0

Forager

You mean Necromancer?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #826 on: August 06, 2019, 12:45:31 pm »
+3

Forager

You mean Necromancer?

No... Forager counts treasures in the trash, and because of Capitalism, there were a lot more treasures in the trash on one player's turn than there were on the other player's turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #827 on: August 06, 2019, 02:10:51 pm »
+2

Death Cart+Necromancer: My opponent trashed his Death Cart after I bought two Necromancers. I changed my plan: buy Province whenever I have Necromancer in my hand. Clean victory.

Fool's Gold+Storyteller: Probable the second best Fool's Gold synergy. Use Fool's Gold as your source of draw and at the buy phase, your remaining Fool's Golds immediately produce $4.

Doctor+Sewers: This makes Doctor an absolutely phenomenal trasher, to the point you have to be careful to not run out of economy. It is especially funny when your opponent uses a Curser, just to enable you to trash an extra card from your hand.

Alms+Rats+Vineyard+Militia: Always wondered if it is possible for Rats to be viable without an additional trasher? Here you are! Get rats and a couple of Potions. Play Rats whenever there is something to trash. Then, when you draw Potion, grab Vineyard and otherwise grab a Militia. Militia slows your opponent down if he tries a conventional strategy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #828 on: August 10, 2019, 07:30:23 am »
+4

Swashbuckler + Villa

Villa returns you to your action phase, so you can start your buy phase again for multiple golds from Treasure Chest.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #829 on: August 10, 2019, 09:32:49 am »
+2

Mint + Alms
If you have an extra Buy, you can buy Mint, trash all Treasures in play, and then get a free $4 card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #830 on: August 21, 2019, 08:24:31 am »
+2

Captain/Acting Troupe. Why yes, I will go for this neverending source of Villagers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #831 on: August 21, 2019, 11:09:16 am »
0

Captain/Acting Troupe. Why yes, I will go for this neverending source of Villagers.
Necromancer / Acting Troupe is also neat. You could be stuck in the "bad equilibrium", i.e. nobody buys Acting Troupe, but if there is demand for Villagers it is more likely that somebody will go for it (similar to Forager games where whoever has more Foragers might "sacrifice" a Silver).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #832 on: September 08, 2019, 12:11:02 am »
0

Artificer + Cursed Village

Really this is just artificer + any draw to X, but this one is particularly nice for two reasons:

1. Cursed village is nonterminal, so you don't need to pick up other villages to make this work.
2. Cursed village draws to exactly 6, which means you can play your artificer and discard 5 non-cursed village cards to gain either an artificer or cursed village topdecked.

Once I had a few of each, I was regularly gaining one more 5 for each artificer I had, which blows up pretty fast. Obviously, some trashing helps, but you may not need that much, just enough to be able to see both components in each hand of 6.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #833 on: September 08, 2019, 11:48:22 pm »
+3

Mountebank game. Board had Tower, Mandarin, and Spices.

Strategy: buy 1 spices, then get a $10 treasure hand with spices. Each turn buy 1 mandarin and 1 spices, topdecking your hand. Repeat this every turn until the spices pile is empty, accumulating 10-20 coffers and 10-20 points from tower. Then you can switch to buying province+manadrin, or duchy+manadarin repeatedly. You can easily end the game with a double province turn by spending all your coffers.
« Last Edit: September 08, 2019, 11:49:25 pm by pubby »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #834 on: September 11, 2019, 08:52:18 pm »
+1

Lurker + Tragic Hero + Mountain Village

Play Tragic Hero for draw, trashing it. Gain it from Trash with lurker. Draw it with Mountain Village, play it again. Wind up playing the same few Tragic Heroes many times per turn.

Game #30558163

(this interaction is very specific to that game, where there was an incentive (Obelisk) to hoard Lurkers + extra actions (Recruiter) to start your turn off.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #835 on: September 12, 2019, 11:35:33 am »
+3

Alms and Cemetery.  Cemetery is much better when you can keep all your coppers in your hand, and it's super easy to get a Ghost after the first shuffle.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #836 on: September 12, 2019, 06:39:47 pm »
+9

Scepter + Leprechaun

Before your deck is reliable enough to play enough actions to trigger Leprechaun on demand, you can play Leprechaun early, play exactly enough Treasures, then play Scepter to replay Leprechaun for the Wish.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #837 on: October 01, 2019, 02:25:06 pm »
0

Hireling + Citadel + Coin of the Realm

Why yes, I will have a ridiculously large hand at start of turn, thank you.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #838 on: October 01, 2019, 04:17:04 pm »
+2

Hireling + Citadel + Coin of the Realm

Why yes, I will have a ridiculously large hand at start of turn, thank you.

What does CotR have to do with that?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #839 on: October 01, 2019, 04:33:02 pm »
+4

Hireling + Citadel + Coin of the Realm

Why yes, I will have a ridiculously large hand at start of turn, thank you.

What does CotR have to do with that?

So you can play the rest of your turn after you play Hireling I suppose.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #840 on: October 02, 2019, 12:53:24 pm »
+2

entirely on accident but did two Highways into a Knight and trashed a Province. that felt pretty good.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #841 on: October 12, 2019, 07:17:02 pm »
0

Treasure Trove + Recruiter + Watchtower

Actually just Treasure Trove/Recruiter or Treasure Trove/Watchtower are nice as well, but my game had all three. I let Golds accumulate a bit before buying the Recruiter, so I could buy double Provinces.

Also, from the same game, Secret Cave + Native Village is nice once you are overdrawing, to pseudo-trash those Provinces.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #842 on: October 15, 2019, 09:42:10 pm »
+1

Triumph + Duplicate
First Duplicate the gained Estate, then gain the VP.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #843 on: October 18, 2019, 03:34:46 pm »
+3

entirely on accident but did two Highways into a Knight and trashed a Province. that felt pretty good.

Fleet, Kc/Swindler.

It is a crap shoot, but you can burn a huge number of provinces with 1.5 turns to burn provinces with every hit. You can sometimes even get by without the Kc, particularly if you can do something like Pool/Swindler and just hunt for Provinces.

It gets really brutal if you both have ultra-thin decks (e.g. trashing/Hop megaturn) where each play of Swindler can be worth an average of 4 VP.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #844 on: October 19, 2019, 06:11:20 pm »
+4

Had a fun game where the only way to trash was harbinger+native village. It was great because the draw was journeyman+farming village, so there was always junk in the discard pile to topdeck.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #845 on: October 20, 2019, 02:14:50 am »
+3

Guildhall + Masterpiece

You can overpay with Coffers and get them back immediately, as well as converting most of your Coin to Coffers, and your purchase gets bigger every turn. A few cycles of this and you will be left with more than enough Coffers to afford Province et al. every turn (the silver flood helps too). It worked particularly well in a game with no +buy.

This might actually be a straight up combo.
« Last Edit: October 20, 2019, 02:18:01 am by NoMoreFun »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #846 on: October 20, 2019, 10:09:12 am »
+2

Board: Tactician, Candlestick Maker, Raid, Triumph

>Play double tactician using candlestick maker as payload
>Buy nothing each turn, just play candlestick makers
>Save up a billion coffers
>Buy some silvers (I bought 5)
>On final turn, buy several raids, gaining 20+ silvers, then spend rest of buys to buy Triumphs
>Score a billion VP tokens

It'd work better with draw I suppose, but there wasn't any in this kingdom.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #847 on: October 21, 2019, 05:24:51 pm »
0

Tactician+Outpost+Count

A ridiculously strong trio. Use Count to topdeck a Tactician, so you can play Tactician during an Outpost turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #848 on: October 21, 2019, 06:31:12 pm »
+2

Sculptor + Coin of the Realm
Wonderful engine enabler. Gain a Villager along with your two pseudo-Villagers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #849 on: October 31, 2019, 12:30:55 am »
0

So, I had an interesting turn in a recent game.  The kingdom was a mixture of Nocturne and Prosperity, including Platinums.  There were no village-type cards or lab-type cards, the only multi-card draws were Rabble and Tragic Hero.  Heirlooms were Magic Lamp and Haunted Mirror, both of which by this point I'd already trashed for the three Wishes and the Ghost

I had a turn where I played Ghost, which hit Peddler.  So, my next turn I started with 7 cards and 3 actions.  As it turned out, I had two wishes in my hand (I think, or at least one at the start, I might've drawn the second one during the turn).  I played a wish, gained a Tragic Hero, and immediately played it.  This left me with 9 cards in my hand, causing the Tragic Hero to be trashed, for a Platinum.  Then I used Necromancer to play the newly-trashed Tragic Hero for yet another Platinum, then finally I played my second wish to get a Tragic Hero, play it, and get a Platinum.  So, in effect, I was able to turn 2 Wishes indirectly into Platina!  And to get THREE Platina in a single turn!  And then, I was able to buy a Colony too in that turn's buy phase

Seems a bit mean to gain a Tragic Hero only to immediately sacrifice him, but, well, I guess that's what makes him so Tragic
« Last Edit: October 31, 2019, 12:33:50 am by mxdata »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #850 on: October 31, 2019, 09:02:00 am »
+1

See also Reply #330 in this thread.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #851 on: November 03, 2019, 12:22:51 pm »
+3

Treasure Trove + Monastery always feels very powerful when they collide.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #852 on: November 04, 2019, 04:43:03 pm »
+7

Mountain Village/Envoy is one I just came across. Let's all not care what our Envoy discards, because we can pick it up again with the Mountain Village.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #853 on: November 04, 2019, 10:57:09 pm »
+7

artisan can grab venture and topdeck a green card which venture discards
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #854 on: November 05, 2019, 10:16:38 am »
+10

artisan can grab venture and topdeck a green card which venture discards
Artisan can grab scout and topdeck a green card, then the scout can pick it up again
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #855 on: November 07, 2019, 03:37:44 am »
0

artisan can grab venture and topdeck a green card which venture discards
Artisan can grab scout and topdeck a green card, then the scout can pick it up again
Other than with Venture, you would have to have a spare action with this maneuver.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #856 on: November 13, 2019, 04:33:02 pm »
+3

Tragic Hero and Aqueduct

Managed to squeeze out a win over a tie by blowing up my Tragic Hero, gain a Gold to move a VP to Aqueduct and buy the last Province.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #857 on: November 14, 2019, 04:28:11 pm »
+1

Swashbuckler and Guild Hall

Guild Hall provides and alternative way to earn coffers so you can get the Treasure Chest on an early play of Swashbuckler. Then each Gold you get from Treasure Chest earns you a coffer.

(In the game I just played it also had Warehouse - to set off the Swashbuckler - and Spices which picked up more coffers. But the key was Swashbuckler + Guild Hall I think

Ed
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #858 on: November 14, 2019, 05:35:59 pm »
+1

Masterpiece, Feodum, Delve and Tower
http://ceviri.me/woodcutter/32684197/display/

Some people would say that Ironworks or Rats also help, but I think that this combo is good enough on its own.


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Re: Neat card interactions that were useful in the game you found them in.
« Reply #859 on: November 14, 2019, 10:27:06 pm »
+2

Masterpiece, Feodum, Delve and Tower
http://ceviri.me/woodcutter/32684197/display/

Some people would say that Ironworks or Rats also help, but I think that this combo is good enough on its own.

Overheard conversation at my high school:

"Hey, do you play Dominion?"
"Yeah! What strategy do you play?"
"Masterpiece/Feodum."
"Me too!"
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #860 on: November 15, 2019, 12:48:20 am »
+4

Swashbuckler and Guild Hall

Guild Hall provides and alternative way to earn coffers so you can get the Treasure Chest on an early play of Swashbuckler. Then each Gold you get from Treasure Chest earns you a coffer.

Similarly, I had Beggar, Monastery, and Guild Hall which was nuts. Play the 3 Coppers you gained, earn 3 Coffers, and then trash the 3 Coppers.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #861 on: November 16, 2019, 08:52:59 am »
+4

Recently Road Network and Ambassador in a 3-player game. So nice to return Estates to the supply!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #862 on: August 09, 2020, 12:22:44 am »
+2

Innovation + Squire

If the game is short on +buy, playing Squire in the buy phase with Innovation works like a Travelling Fair until the Squires run out.


Also, Necromancer + Advance is pretty awesome.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #863 on: August 10, 2020, 04:12:38 pm »
+7

Haven't had the chance to play much for sometime so just getting to know the two latest sets. I don't know if this has been mentioned before.

Devil's Workshop + Horse Gainers and by association Imp + Horse

Because Horses are returned to the supply as they are played, you can play an Imp followed by a Horse multiple times per turn. If you can get them to reliably align multiple times a turn that can be a source of draw and actions for an engine.

As neither card is in the supply, the challenge can be gaining both in the right numbers. A synergy that helps overcome this if you have Devil's Workshop and a way of reliably gaining Horses each turn, such as a card that gains them when played (in my game I had Livery), the Horses gained contribute to you being able to use Devil's Workshop to gain an Imp each turn.




« Last Edit: August 11, 2020, 03:52:27 am by xyz123 »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #864 on: August 11, 2020, 03:42:57 pm »
+4

When both Villa and Advance are on the board, and you go into your buy phase with at least two buys, you can buy any Action card for $4 (until the Villa pile is empty at least), since the Villa is gained to your hand where it can be trashed with Advance.  And since Villa itself gives you +1 Buy, you're guaranteed a source of extra buys, as long as you keep at least one
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #865 on: November 29, 2020, 03:22:34 am »
+1

Way Of The Frog helps against choking Conspirator chains. Frogged Conspirators count towards the "number of cards played" value, plus those duds have a second chance next turn thanks to being top-decked.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #866 on: December 05, 2020, 04:26:18 pm »
+4

Groom/Gardens. Uh, holy crap was that fast.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #867 on: December 05, 2020, 08:14:17 pm »
0

Groom/Gardens. Uh, holy crap was that fast.
Also possibly Feodum
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #868 on: December 12, 2020, 02:29:16 am »
+5

Because Hireling stays out permanently once played, once you play it, you can later trash a Changeling for Hireling at any time.  Furthermore, a Throne Room variant that plays a Hireling is also out permanently, and thus always available for Changeling to gain, no need to worry about drawing both in the same turn!

I had a game with Changeling, Hireling, King's Court, Paddock, and Way of the Monkey.  I bought a single KC, which I used on a Hireling.  Then, subsequently, I exchanged some of the Horses from Paddock for Changelings, which I then trashed for KC's, and a few Hirelings, so I ended up with something 4 or 5 Hirelings in play, one of which was KC'd.  I ended up with something like 6 KC's by the end of the game, despite having only purchased one!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #869 on: December 12, 2020, 11:46:33 pm »
+2

I just had a game with both Prince and March.  It proved to be really strong.  I didn't have to worry about having a good card in hand when I had Prince in my hand.  I could discard it, and then if I had $3 in hand + a good card for Prince before the next shuffle, I could just use March to Prince that card!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #870 on: December 14, 2020, 03:05:41 am »
+3

Had a game recently with Way of the Butterfly, Innovation, and Supplies.  Supplies essentially became "gain a card costing $4", as I would use Innovation to immediately play the Horse, and use Butterfly to exchange it for a $4.  This would work just as well with any Horse-gainer, as long as there are good $4 cards to be had
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #871 on: December 15, 2020, 04:08:45 pm »
+4

Just had a game with Innovation and Tournament.  Tournament is a lot better when it's more of an event, you just have to wait until you have a Province in hand and then buy it!  My friend pulled off this combo a turn before I did and took Followers, and I at least had the Province to counter.  Unfortunately, I should not have countered, since having it on top of his deck was much better for him, given that it was his buy phase!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #872 on: February 02, 2021, 03:17:28 am »
+1

In games with Night cards, Capitalism + Kiln can easily gain copies of your Night cards, since you can simply choose to play Kiln as your last Treasure
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #873 on: February 08, 2021, 09:38:58 am »
+1

In games with Night cards, Capitalism + Kiln can easily gain copies of your Night cards, since you can simply choose to play Kiln as your last Treasure

Even without Nights, Capitalism is killer with Kiln. You can much more easily use Kilns to gain Kilns and spike a bunch of functional gold. You can gain any engine components with +$ trivially (e.g. Bazaar, Paddock) and you can gain treasures in much greater quantity easily. E.g. something like apprentice/Plat/Kiln can alternate Kiln/Plat during the buy phase for mass gain of Plats.

One of the more interesting ones I did was a Donate/Capitalism game with Kiln and Feodum. Opened Feodum/Donate, got a Kiln, Capitalism, another Kiln, and then mass gain of Kilns/Silvers while buying Feoda and Provinces.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #874 on: February 11, 2021, 08:00:40 am »
0

In games with Night cards, Capitalism + Kiln can easily gain copies of your Night cards, since you can simply choose to play Kiln as your last Treasure

Even without Nights, Capitalism is killer with Kiln.

Not sure why mxdata emphasised Night cards, as you normally would not spam Night cards.
Quote
One of the more interesting ones I did was a Donate/Capitalism game with Kiln and Feodum. Opened Feodum/Donate, got a Kiln, Capitalism, another Kiln, and then mass gain of Kilns/Silvers while buying Feoda and Provinces.
Surely you must have had a source of +buy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #875 on: February 11, 2021, 05:29:54 pm »
+2

In games with Night cards, Capitalism + Kiln can easily gain copies of your Night cards, since you can simply choose to play Kiln as your last Treasure

Even without Nights, Capitalism is killer with Kiln.

Not sure why mxdata emphasised Night cards, as you normally would not spam Night cards.

Den of Sin? Ghost Town?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #876 on: March 21, 2021, 12:28:29 pm »
0

Spice Merchant, Treasurer, Guildhall, Sewers.

My opponent went Familiar and I figured I could weather a curse onslaught. In all but one turn, I had Spice Merchant and Treasurer, or drew Treasurer with Spice Merchant. With one Gold as the only extra coin, I drew copper from the trash, gaining a Coffer, and use the total of 8$ for a Province, next turn feed copper to Merchant and flush a Curse down the sewer. Only one draw with a dud (Curse Province Province Province Province).
« Last Edit: March 21, 2021, 01:55:51 pm by ipofanes »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #877 on: March 21, 2021, 09:47:34 pm »
0

Just had a fun game with Bridge + Prince + Citadel.  I'd previously bought Citadel and then Princed Bridge.  For the rest of the game cards I started each turn with +$2 +2 buys and cards $2 cheaper.  Also fun was that Duplicate was in the game, and with the Princed Bridge bringing Province to $6 (or even less in turns where I played another Bridge), I could Duplicate Provinces!  I failed to notice that possiblity, though, so I only ended up with one Duplicate.  Still, once I had that Princed Bridge, I was picking up Provinces pretty fast
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #878 on: March 27, 2021, 09:04:16 pm »
+3

Rats + Way of the Horse is a really good combo.  You can trash away all your junk, then return the Rats to the Supply.  No need to worry about Rats taking over your deck!  And it's a non-terminal Way, too, so you never have to worry about not having enough Actions
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #879 on: April 07, 2021, 01:37:41 am »
+4

Journeyman ,/, Village Green
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #880 on: April 10, 2021, 03:21:25 am »
+2

Captain/Ranger! End your turn with a Captain playing Ranger for +0 cards to begin your next turn with Captain playing Ranger for +5 cards.
« Last Edit: April 24, 2021, 01:52:16 pm by AJD »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #881 on: April 24, 2021, 08:50:28 am »
+2

Priest/Counterfeit. Particularly nice if you have multiple Counterfeits in hand...

In one game, I had Hovel in hand as well, so with $11 and 2 buys, bought a Province, trashed my Hovel, and bought a Duchy thanks to the extra $2 that Priest gave me from trashing the Hovel.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #882 on: April 26, 2021, 12:51:07 am »
+3

Small Castle + Necromancer was cute
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+5

Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)
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Just played 2 crazy combos that resulted in quasi-sieze the days every other hand.

supplies/outpost.  with any trashing or exiling avail (here sanctuary) you get to a point where you are drawing 10-16 coins, 3-4 supplies leading to an entire nother hand with 6-8 cards generally.  I had 2 B2B turns this way where i hit 16.  Tough to win when your opponent pops 4 provinces on their turn.

cursed village and cavalry.  especially helped in my game by way of the sheep and festival.

play all your coins.  buy cavalry until u get a cursed village.  draw entire hand again.  bonus that CV gives action so u can burn all cards in this game with way of the sheep before you pull another cursed village or cavalry again.

« Last Edit: May 03, 2021, 04:03:03 am by Honkeyfresh »
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Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)
pretty nasty actually
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+2

Tactician + way of the animal that draws 2 cards + KC gives a guaranteed double tactician and it's actually easy to pull of and really strong

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Tactician + way of the animal that draws 2 cards + KC gives a guaranteed double tactician and it's actually easy to pull of and really strong
Same for Way of the animal that's a cantrip too!
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Tactician + way of the animal that draws 2 cards + KC gives a guaranteed double tactician and it's actually easy to pull of and really strong
Same for Way of the animal that's a cantrip too!

That's really intelligent! (get it?)

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Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)
pretty nasty actually

Procession + anything that can get cards out of your deck without trashing is pretty bad.  Masquerade and Ambassador, especially in 2-player, can be pretty brutal.  "Alright, let me just go ahead and Ambassador 2 Colonies here ...".  But at least with those you can protect yourself by just not buying those cards.  Nothing you can do to prevent a Way from being used ...
« Last Edit: May 08, 2021, 05:40:33 pm by mxdata »
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Wizard_Amul

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+1

Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)
pretty nasty actually

Procession + anything that can get cards out of your deck without trashing is pretty bad.  Masquerade and Ambassador, especially in 2-player, can be pretty brutal.  "Alright, let me just go ahead and Ambassador 2 Colonies here ...".  But at least with those you can protect yourself by just not buying those cards.  Nothing you can do to prevent a Way from being used ...

Actually, you can't always protect yourself from Ambassador or Masquerade. The Possession player can buy multiple copies of Masquerade and/or Ambassador and pass them to the other player during a normal turn--if the Possession player can then play Possession on the same turn, the other player has no time to get rid of the cards that were just passed to them.
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+1

Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)
pretty nasty actually

Procession + anything that can get cards out of your deck without trashing is pretty bad.  Masquerade and Ambassador, especially in 2-player, can be pretty brutal.  "Alright, let me just go ahead and Ambassador 2 Colonies here ...".  But at least with those you can protect yourself by just not buying those cards.  Nothing you can do to prevent a Way from being used ...

Actually, you can't always protect yourself from Ambassador or Masquerade. The Possession player can buy multiple copies of Masquerade and/or Ambassador and pass them to the other player during a normal turn--if the Possession player can then play Possession on the same turn, the other player has no time to get rid of the cards that were just passed to them.

If the Possession player buys Masquerade or Ambassador then it just allows their opponent to buy Possession and do the same thing first; it's super risky...
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jomini

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Tactician + way of the animal that draws 2 cards + KC gives a guaranteed double tactician and it's actually easy to pull of and really strong
Same for Way of the animal that's a cantrip too!

Also works with a +1 card token on Tac so he can trigger off a Throne. Rc/card tokened Tac can let you play Tac unlimited numbers of times.

I am less convinced that Kc/Ways of Tac is all that useful. After all, Kc/Smithy gives you one fewer card of draw without the penalty of tossing your entire current hand or having to wait until next turn. Kc/+2 cards is actually very easy for drawing deck most of the time.

Maybe +$ actions are cheap. Maybe Tac is the only +buy. But it seems like the majority of Kc/Tac/drawing Way boards would be far better setup for just using Kc to play through.

I would be more inclined to do this with draw to 6 or discard & draw 3. Being able to draw after discarding can let you use treasures and lots of other good stuff while also starting out with a large hand.
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jomini

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Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)
pretty nasty actually

Procession + anything that can get cards out of your deck without trashing is pretty bad.  Masquerade and Ambassador, especially in 2-player, can be pretty brutal.  "Alright, let me just go ahead and Ambassador 2 Colonies here ...".  But at least with those you can protect yourself by just not buying those cards.  Nothing you can do to prevent a Way from being used ...

Actually, you can't always protect yourself from Ambassador or Masquerade. The Possession player can buy multiple copies of Masquerade and/or Ambassador and pass them to the other player during a normal turn--if the Possession player can then play Possession on the same turn, the other player has no time to get rid of the cards that were just passed to them.

If the Possession player buys Masquerade or Ambassador then it just allows their opponent to buy Possession and do the same thing first; it's super risky...

The "safest" option is to gain two of the cards during your turn, hand one over, and then Possess.

The other option is to just build up huge numbers of Possessions, wait until the other guy Greens out and then send over the cards. Even if they hit you, you at most lose a Possession per turn and even that is unlikely to be all that harsh if they have substantial green in deck (particularly if your deck cannot hit $8).

If both players never green, you can burn down the entire Possession pile and stare at each other until, maybe, someone three piles.

I never understood why we did Possession. It is a wildly fiddly card, it is extremely high variance, and it leads to a lot of unfortunate mixed equilibria where the "correct" response is either a never ending game or where you end up playing a highly glorified rock-paper-scissors match. At this point we should really just errata it into something that is such a giant noob-trap and strategy killing blackhole.
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+3

Villa + Way of the Butterfly = All $5 cards now cost $4, and $3 Action cards can be auto-remodeled to $5 cards
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xyz123

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A nice 3 way interaction I just had in a game.

Captialism + Farmer's Market + Treasurer

If you have bought Capitalism, when a Farmer's Market has cycled round to the point where it is trashed, you gain it back (and can play it again) using a Treasurer with the added bonus of not using up any actions.


Another one I had recently in a game.

Mastermind + Alchemist.

Masterminding an Alchemist means you are more likely to draw your potion, which in turn puts your Alchemists on top of your deck so you know they will be a target for Mastermind on your next turn. Also, because they can be reliably aligned, a Masterminded Alchemist can act as a village should there be no true villages in the kingdom.
« Last Edit: May 22, 2021, 07:00:52 am by xyz123 »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #896 on: June 09, 2021, 05:21:18 pm »
+1

Throne Room - Throne Room - Displace with empty discard and 1 card in draw pile.
Displace Animal Farm into Province
React with a Sheepdog, drawing Sheepdog and Province.
Displace Province into Animal Farm
Discard Animal Farm from Exile
React with a Sheepdog, drawing 2 Animal Fairs
Throne Room Animal Fair (I picked the one that I originally Displaced as a reward for its loyalty!)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #897 on: September 08, 2021, 08:25:03 pm »
+5

Stampede/Inheritance/Getting a 5 on your opening hand. Uh, holy crap.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #898 on: September 09, 2021, 02:55:50 am »
0

Stampede/Inheritance/Getting a 5 on your opening hand. Uh, holy crap.
Yeah Opening 5/10 is pretty sweet
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #899 on: September 10, 2021, 03:08:30 pm »
+1

Tactician + way of the animal that draws 2 cards + KC gives a guaranteed double tactician and it's actually easy to pull of and really strong
Or Throne Room, Tactician and Way of the Owl (draw to 6) lets you continue your turn after playing TR-Tac.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #900 on: September 20, 2021, 03:37:52 am »
+15

I used Captain, Throne Room, and Inventor to gain Dame Natalie with Dame Natalie (before my action phase):
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #901 on: October 05, 2021, 12:47:34 am »
0

I used Captain, Throne Room, and Inventor to gain Dame Natalie with Dame Natalie (before my action phase):


why does this happen?  You played dame natalie so u already had her right? So how can she gain a card (herself) not in supply?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #902 on: October 05, 2021, 02:11:07 am »
+1

He didn't already have Dame Natalie; it's not clear from the log screenshot, but he used Captain to play Dame Natalie in the supply.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #903 on: October 19, 2021, 04:59:37 pm »
+1

Took a while to setup but Princing a ghost ship is Wow!


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Re: Neat card interactions that were useful in the game you found them in.
« Reply #904 on: October 20, 2021, 01:38:55 pm »
+2

Ill-Gotten-Gains/Monastery. Use IGG's Copper-to-hand ability to boost your buying power, then get rid of the Copper via Monastery's trashing (and thin your deck even further, if you actually bought something this turn).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #905 on: October 23, 2021, 07:40:08 pm »
+1

Ill-Gotten-Gains/Monastery. Use IGG's Copper-to-hand ability to boost your buying power, then get rid of the Copper via Monastery's trashing (and thin your deck even further, if you actually bought something this turn).

And if you happened to have Guildhall, it's practically a Gold
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #906 on: October 23, 2021, 07:43:41 pm »
+2

Stampede/Inheritance/Getting a 5 on your opening hand. Uh, holy crap.
Yeah Opening 5/10 is pretty sweet

5/7 rather, since you only start with 7 Coppers.  But more to the point, it allows you to buy Inheritance on Turn 2!  Which, depending on what Action cards are in the kingdom, could be a huge advantage
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #907 on: November 10, 2021, 03:35:27 am »
+3

I had a Rats + Seaway + Tower board yesterday with a 5/2 split. My plan was to Seaway a Rats, get 20 Rats asap, then churn through the Curses and finally the Coppers, getting four or sometimes five junk cards per turn and the last 21 Coppers in one fell swoop. I lost to Wharf/Money, but it was quite fun. I'm pretty sure I would have won if it would have been Tomb instead of Tower. Or a weaker money enabler.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #908 on: November 29, 2021, 06:55:15 pm »
+3

Just had a game with Militia + Way of the Chameleon + Lost Arts.  Putting the +1 Action token on Militia made it absurdly overpowered - a Lab that's also a discard attack!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #909 on: November 30, 2021, 11:54:11 pm »
+2

Animal Fair + Innovation when you have at least one empty Supply pile is a good way to get a quick +$4 with the sacrifice of a cheap Action card without even losing your Buy
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #910 on: December 18, 2021, 01:23:52 pm »
+1

Priest/Bonfire! (with +Buy).

Had $7 going into the buy phase, bought Bonfire, trashed a couple of Pearl Divers or something, and bought my Province.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #911 on: December 18, 2021, 05:22:31 pm »
0

Animal Fair + Innovation when you have at least one empty Supply pile is a good way to get a quick +$4 with the sacrifice of a cheap Action card without even losing your Buy

animal fair toll is also a nice way to get 2 coins for a dead action in your hand.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #912 on: December 18, 2021, 05:25:15 pm »
0

The synergies here are obvious.  But this is what happens when you choose bishop over chapel in a game with market square.  The harem/crop rotation synergy helped too.  But that deck was pretty stacked at the end.



« Last Edit: December 18, 2021, 05:31:48 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #913 on: January 01, 2022, 08:08:01 am »
0

With 2 cost reducers in play with Rogue (in this case 2 highways) you can trash opponents Provinces (and then yank em bank from the trash)

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #914 on: January 04, 2022, 08:34:02 am »
+3

Having Cathedral, Squire, and Cultist on the same board was fun. Even when I didn't have a junk card in hand to trash, I could trash a Cultist to start my turn with free draw, or a Squire to replace the Cultist I trashed last turn.
« Last Edit: January 05, 2022, 02:17:42 am by AJD »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #915 on: January 05, 2022, 02:56:16 am »
+4

The deck of Monument - Monument - Monument - Monument - Monument, with Toil available.
5 VP/turn.

Admittedly that's not what I did. My deck was a sluggish money deck where villages and terminals never meet each other. But with toil, the agony of drawing a hand of 4 or 5 monuments is relieved.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #916 on: January 05, 2022, 12:57:32 pm »
+3

Had a game with Way of the Mouse as Beggar + Monastery + City Quarter. So, I bought several City Quarters and some cheap Actions plus two Beggars, then I would just use my CQ's to draw a lot of cards, and give me plenty of Actions, then I'd play a few Beggars, use the Coppers to buy a Province, then use my Monastery to trash the Coppers. Ended up with nearly the entire Copper pile in the trash by the end of that game!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #917 on: January 17, 2022, 12:46:04 am »
0

Way of the Pig + Cultist + Vineyard = Yes, please hit me with all the Ruins!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #918 on: January 17, 2022, 03:43:34 pm »
0

Way of the Frog ./. Hermit

My opponent used it on me and i didn't even know what hit me.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #919 on: February 06, 2022, 12:59:26 am »
0

from the semi interesting thread, though I actually think this is more than mildly interesting by a wide margin.

Treasurer + Secret Cave + Capitalism can completely empty the Wish pile in one buy phase by trashing the lamp and recovering it from the trash over and over.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #920 on: February 06, 2022, 01:25:04 am »
0

Way of the Frog ./. Hermit

My opponent used it on me and i didn't even know what hit me.

stacking a madman hand?, or am I missing something...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #921 on: February 07, 2022, 07:11:26 pm »
+3

Way of the Frog ./. Hermit

My opponent used it on me and i didn't even know what hit me.

stacking a madman hand?, or am I missing something...

If you play Hermit and use Way of the Frog; you can gain a Madman and not lose the Hermit. And do this every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #922 on: February 10, 2022, 03:19:40 pm »
+3

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #923 on: February 11, 2022, 02:21:45 am »
+4

Ah, I remember the days when Hinterlands were out and we looked at Cache and were excited "hey they look interesting when you have a watchtower!"

Nowadays, Cache is more remembered as the second worst $5 card. But that our second worst $5 card still has its time to shine really speaks about our game's strengths.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #924 on: February 11, 2022, 05:42:00 am »
+2

If you have a watch tower in hand, Cache is a gold for 5$, which is often significantly worse than other things you could buy for 5$. It has to be a board where other 5$s are weak, and you have to have the watchtower in hand, and have exactly 5$, and then the cache is like pretty good.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #925 on: March 01, 2022, 12:30:19 pm »
0

If you have a watch tower in hand, Cache is a gold for 5$, which is often significantly worse than other things you could buy for 5$. It has to be a board where other 5$s are weak, and you have to have the watchtower in hand, and have exactly 5$, and then the cache is like pretty good.
There are some situations where cache is actually good which are being ignored. Cache is pretty great if you actually want the coppers. For instance on a fountain board with no buys and cache I played getting a single cache was a no brainer as it lets you hit 10 coppers while wasting less turns and the cheap gold is a bonus. There are situations where you have trashers but need things to trash in order to get their benefit. While cache is strictly a combo card and not likely to see much play it definitely has its niche.
« Last Edit: March 01, 2022, 12:31:34 pm by BraydonM »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #926 on: March 01, 2022, 03:22:01 pm »
0

If you have a watch tower in hand, Cache is a gold for 5$, which is often significantly worse than other things you could buy for 5$. It has to be a board where other 5$s are weak, and you have to have the watchtower in hand, and have exactly 5$, and then the cache is like pretty good.
There are some situations where cache is actually good which are being ignored. Cache is pretty great if you actually want the coppers. For instance on a fountain board with no buys and cache I played getting a single cache was a no brainer as it lets you hit 10 coppers while wasting less turns and the cheap gold is a bonus. There are situations where you have trashers but need things to trash in order to get their benefit. While cache is strictly a combo card and not likely to see much play it definitely has its niche.

Yeah, Cache is a pretty good combo card sometimes--it can be a bit finnicky to get if you need to trash cards, because you may need to draw cards in the right order, but it can be good there. I think the last few times I bought it, it was because of Keep, Guildhall, and/or Gardens. I don't know if I've seen it alongside Fountain or Triumph, but I think it could be good there, too.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #927 on: March 01, 2022, 06:49:54 pm »
0

If you have a watch tower in hand, Cache is a gold for 5$, which is often significantly worse than other things you could buy for 5$. It has to be a board where other 5$s are weak, and you have to have the watchtower in hand, and have exactly 5$, and then the cache is like pretty good.
There are some situations where cache is actually good which are being ignored. Cache is pretty great if you actually want the coppers. For instance on a fountain board with no buys and cache I played getting a single cache was a no brainer as it lets you hit 10 coppers while wasting less turns and the cheap gold is a bonus. There are situations where you have trashers but need things to trash in order to get their benefit. While cache is strictly a combo card and not likely to see much play it definitely has its niche.

Yeah, Cache is a pretty good combo card sometimes--it can be a bit finnicky to get if you need to trash cards, because you may need to draw cards in the right order, but it can be good there. I think the last few times I bought it, it was because of Keep, Guildhall, and/or Gardens. I don't know if I've seen it alongside Fountain or Triumph, but I think it could be good there, too.

Of course those are all good combo situations for it and there are many others. Buying it with a trader in hand can turn the copper into silver giving you the equivalent of two silver and a gold for 5 coins. I’ve also gotten one directly before donating before which was neat. My point on a larger scale is more that there aren’t really bad cards in dominion just situational cards. Cache is bad in a lot of boards but can be very good in others so it’s situational not bad.

Another possibility is that you suddenly gained a lot of card draw and can now draw more than your deck, such as by placing + card with teacher. If you can reliably draw 3 extra cards a cache is a quick +5 to your buying power the next turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #928 on: March 02, 2022, 09:47:55 pm »
+1

Played a game (vs. Rattington) with Artisan and Odysseys. Early in the game, used Artisan topdecking to set up profitable things to do on Voyage turns. Later on, started a turn with Distant Shores on top of the Odyssey pile. Used Old Maps to rotate Odysseys back around to Sunken Treasure. Artisaned the three remaining Sunken Treasures to hand, then played all three of them to gain the remaining three Distant Shores.

EDIT: Meant this as a semi-interesting moment, but I guess it sorta works here, too.
« Last Edit: March 02, 2022, 09:51:53 pm by chipperMDW »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #929 on: March 02, 2022, 10:42:20 pm »
+1

Played a game (vs. Rattington) with Artisan and Odysseys. Early in the game, used Artisan topdecking to set up profitable things to do on Voyage turns. Later on, started a turn with Distant Shores on top of the Odyssey pile. Used Old Maps to rotate Odysseys back around to Sunken Treasure. Artisaned the three remaining Sunken Treasures to hand, then played all three of them to gain the remaining three Distant Shores.

EDIT: Meant this as a semi-interesting moment, but I guess it sorta works here, too.

Neat. And if you had played a Voyage that same turn, then Artisaning the Sunkens alternatively to the deck would have guaranteed a solid 3-card play. But even then, doing it like you did will often make better use of terminal-space. Thanks for sharing.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #930 on: March 14, 2022, 08:40:14 pm »
+5

Split 5/2 on a board with Doctor, Importer, and City-State. Trashed all estates and a copper on turn one.

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+2

Just played a game with forest dwellers and Piazza.  Pretty bonkers so load up on favors. They allow you to see the top three cards in your deck that are coming and discard them and put them back in order. Set up your piazza evry hand.  Even helps set up a vassal/wishingwell.will-o-wissp etc on the back end too.

Just a bonkers combo.
« Last Edit: May 24, 2022, 05:42:38 pm by Honkeyfresh »
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+3

Hunting grounds/ any TFB (mine was replace so was super bonkers w/province gain and curse) and Plateau Shephards.  Just get a lot of favors and then at the end of the game trash all your hunting grounds for the 3 estates.  It especially works if there aren't other good two's on the board as in kinda sneaks out of nowhere. Unless there is a shephard around you should save this for the end game as obviously you don't generally want a shit ton of estates in a good engine.  I could only imagine if Triumph/pasture was available how high it could have gotten.
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0

Just played a game with Innovation and Gatekeeper.  If you buy an action while under gatekeeper you get to play and then keep the card in your deck, though in mine it was artisan and then card that you gain from artisan does go into exile.
« Last Edit: May 31, 2022, 03:45:47 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #934 on: June 02, 2022, 03:09:39 pm »
+2

Piazza functions as a nice counter to Clerk. Top-deck one of your Action cards, and you basically end up getting a free Action at the start of your turn!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #935 on: June 02, 2022, 09:09:29 pm »
+5

Warlord is a partial counter to Black Cat. With Warlord in play, your opponent can only react to a Victory card gain with, at most, two Black Cats

I forgot my opponent had a Warlord in play in an online game and tried to react with all three of my Black Cats, and nothing happened with the third one. The activity log had a message "Failed to play Black Cat", which confused me for a moment until I realized it was because of their Warlord
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #936 on: June 03, 2022, 07:27:04 am »
+3

Coven + Way of the Chameleon was fun
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #937 on: June 03, 2022, 01:13:19 pm »
+1

Collection + donate + stampede.

I got 745 VP doing this with 2 bots.
« Last Edit: June 03, 2022, 01:23:33 pm by Joxeft »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #938 on: June 03, 2022, 03:27:32 pm »
0

Collection + donate + stampede.

I got 745 VP doing this with 2 bots.

lmao  ;D
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #939 on: June 03, 2022, 03:29:11 pm »
0

Coven + Way of the Chameleon was fun

Like an Evil Laboratory
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #940 on: June 03, 2022, 03:30:28 pm »
0

Piazza functions as a nice counter to Clerk. Top-deck one of your Action cards, and you basically end up getting a free Action at the start of your turn!

Not a free action, as you could normally play the card just from your hand, but it does cancel out the attack.

see supra

« Last Edit: June 03, 2022, 03:55:36 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #941 on: June 03, 2022, 03:32:15 pm »
0

Warlord is a partial counter to Black Cat. With Warlord in play, your opponent can only react to a Victory card gain with, at most, two Black Cats

I forgot my opponent had a Warlord in play in an online game and tried to react with all three of my Black Cats, and nothing happened with the third one. The activity log had a message "Failed to play Black Cat", which confused me for a moment until I realized it was because of their Warlord

very cool.  Had not even considered that aspect as usually these type of attacks only apply on your turn, and reactions play from their turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #942 on: June 03, 2022, 03:42:16 pm »
+2

Piazza functions as a nice counter to Clerk. Top-deck one of your Action cards, and you basically end up getting a free Action at the start of your turn!

Not a free action, as you could normally play the card just from your hand, but it does cancel out the attack.

The difference is that Piazza played the Action, essentially a village effect. So, indeed a free action.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #943 on: June 03, 2022, 03:54:21 pm »
0

Piazza functions as a nice counter to Clerk. Top-deck one of your Action cards, and you basically end up getting a free Action at the start of your turn!

Not a free action, as you could normally play the card just from your hand, but it does cancel out the attack.

The difference is that Piazza played the Action, essentially a village effect. So, indeed a free action.

ah i see what you mean.  I even played with this the other day too. 

And it is a nice bonus too
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #944 on: June 15, 2022, 04:20:47 pm »
+1

Collection Devils Workshop gets pretty bonkers as toward the end you are just piling imps

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #945 on: June 17, 2022, 02:26:54 am »
+2

Had a game with Cleric Clerk and Way of the Pig in a kingdom with no villages. Using Cleric's Clerk's reaction and playing as Pig gave a village effect - quite useful in that kingdom. Would've been pretty useless if there were actual villages though
« Last Edit: June 19, 2022, 01:52:55 am by mxdata »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #946 on: June 17, 2022, 04:05:43 am »
+4

I did that in a kingdom with Enchantress, opponent didn't realize their use of Enchantress was actually helping me have a bit of a "Clerk village" 8)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #947 on: June 17, 2022, 06:27:20 am »
+5

The revised Prince can set aside a Horse and play it every turn, because the Prince prevents the Horse from going back to its pile. It's not too hard to line up a Prince and a Horse
« Last Edit: June 17, 2022, 06:36:19 am by NoMoreFun »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #948 on: June 18, 2022, 06:02:54 pm »
0

The revised Prince can set aside a Horse and play it every turn, because the Prince prevents the Horse from going back to its pile. It's not too hard to line up a Prince and a Horse

Oof.  this is like the dream of a prince brifge/highway combo.  Basically princing a lab.  Prince and hostelry/livery/paddock/supplies?  GTFO
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #949 on: June 18, 2022, 06:08:37 pm »
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Had a game with Cleric and Way of the Pig in a kingdom with no villages. Using Cleric's reaction and playing as Pig gave a village effect - quite useful in that kingdom. Would've been pretty useless if there were actual villages though

what is Cleric?  It's not on the wiki and I don't recall seeing it in any of the prosperity or seaside reboots
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #950 on: June 18, 2022, 06:10:47 pm »
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I did that in a kingdom with Enchantress, opponent didn't realize their use of Enchantress was actually helping me have a bit of a "Clerk village" 8)

ahh i see.  Clerk. 

Kinda surprised there hasn't been a cleric card made.  It's probably on the horizon.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #951 on: June 18, 2022, 06:17:45 pm »
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Charlatan games and anything with coins (pooka/stables/sacrifice etc) is a nice little bonus and useful way to get rid of curses/trash or use them for benefit.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #952 on: June 19, 2022, 01:51:33 am »
0

Had a game with Cleric and Way of the Pig in a kingdom with no villages. Using Cleric's reaction and playing as Pig gave a village effect - quite useful in that kingdom. Would've been pretty useless if there were actual villages though

what is Cleric?  It's not on the wiki and I don't recall seeing it in any of the prosperity or seaside reboots

Oops. Meant Clerk. Don't know why I was thinking "Cleric" for that card's name
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #953 on: June 19, 2022, 07:29:21 am »
+2

Oops. Meant Clerk. Don't know why I was thinking "Cleric" for that card's name

Well, they are etymologically the same word.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #954 on: June 19, 2022, 02:29:58 pm »
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This is against two bots, so don't expect exactly this result, but it's not especially common for Festival to shine like this.  You want to play the Bandit, Library is a strong draw, you like making your hand smaller with vanishing Silvers, the other Bandits might snipe your Golds but Bandit is still sort of good, Artisan likes having a Festival or topdecking a new one otherwise...  Base game 2.0 so this probably isn't news exactly but still not that common.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #955 on: June 19, 2022, 03:19:43 pm »
+2

Festival/Library is a good engine, yes. (And yes, it's been known since Base Game 1.0 days.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #956 on: June 19, 2022, 03:24:55 pm »
+1

Just played a game with Crystal Ball and Way of the owl.  every time you play a Crystal ball if you get lucky enough to draw an action you get to Owl the action and draw 6 more cards.  You then get to play all the new coins since crystal is just playing a treasure in your buy phase.  Got multiple 2 colony turns on this in a deck where owl was the only way to get a +2 draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #957 on: June 19, 2022, 03:27:33 pm »
0

Had a game with Cleric and Way of the Pig in a kingdom with no villages. Using Cleric's reaction and playing as Pig gave a village effect - quite useful in that kingdom. Would've been pretty useless if there were actual villages though

what is Cleric?  It's not on the wiki and I don't recall seeing it in any of the prosperity or seaside reboots

Oops. Meant Clerk. Don't know why I was thinking "Cleric" for that card's name

In deference Cleric is a much more Dominion style name.  Plus a K is an I and a backwards C put together.  If you just glancing at the card I can see how the mistake could be made.

The artwork on the Cleric card would be bad AF i'd imagine.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #958 on: June 19, 2022, 04:06:46 pm »
+3

Ha well if we're going to muse about Dominion-style naming, I'd expect a Cleric card to be a trasher

Clerk I'd suppose got name inspiration from Bureaucrat, topdecking attacks that tie one down with red tape
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #959 on: June 20, 2022, 12:12:44 am »
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Ha well if we're going to muse about Dominion-style naming, I'd expect a Cleric card to be a trasher

Clerk I'd suppose got name inspiration from Bureaucrat, topdecking attacks that tie one down with red tape

I could see it being a curser, or even a healer too as they cast spells. Like maybe +2 cards/actions/coins and trash a card from your discard pile or hand or hand out a curse.
« Last Edit: June 20, 2022, 12:15:17 am by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #960 on: June 20, 2022, 12:19:26 am »
+2

As if Barbarian needs any more reason to buy it, but in games with debt cards they get trashed with nothing to gain unless Engineer is in the same deck.  Just brutal watching City Quarters, Overlords and Royal Blacksmiths get turned to dust.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #961 on: June 20, 2022, 09:21:26 pm »
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Festival/Library is a good engine, yes. (And yes, it's been known since Base Game 1.0 days.)

I think Bandit has an anti-synergy here, since the Golds clog up the engine.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #962 on: June 22, 2022, 01:42:48 pm »
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Another chapter in the never ending saga that is "cards that are amazing when paired with OP Barbarian" but this one is SUPER strong.

Barbarian Shepherd.  Now it's kinda weird b/c this synergy doesn't even care if your buy shepherd, in fact it probably means you are much less likely to actually buy/get rewarded by shepherd.

But as per usual Barbarian does all its nasty shit.  But here it turns 2 pt estates that often are draw payload for a shepherd engine into curses.  People often green earlier in a shepherd deck since it aids draw payload so you also demote each of those greens one level.

But the REAL doozy is if you get lucky enough to turn pasture to a curse and eliminate 4-9 vp points and top it off with a curse to boot!

Just a brutal card. It's the new Mountebank.  Just buy as many as your actions can support, and add 2, b/c 1-2 of your Barbarians will get trashed anyway.
« Last Edit: June 22, 2022, 01:44:14 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #963 on: June 22, 2022, 05:25:40 pm »
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Mountebank junks you with 0 or 2. Barbarian only downgrades. So the comparison is pretty weird.

Going for Shepherd in the presence of Barbarian is something you should think twice about. Does not mean that the latter is overpowered though.

Agree overall, but I think he meant Barbarian is the new toxic attack card in Mountebank’s place.
« Last Edit: June 22, 2022, 06:52:41 pm by Imrahil3 »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #964 on: June 22, 2022, 06:12:10 pm »
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No idea about what „toxic“ is supposed to mean in this context. Barbarian certainly is not an overpowered Attack like Cultist, Torturer or Mountebank. It is just a stronger Swindler.
Mountebank is only scary if you aren’t a Copper strategist.
/s

I used “toxic” to mean “feels worse than it is,” which is every attack card you just mentioned which hurt your soul disproportionately more than they hurt your deck. Losing a Province into a Duchy is more demoralizing to watch than just getting handed two Ruins even if it doesn’t hurt your deck as badly.

#mountebankdidnothingwrong
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #965 on: June 22, 2022, 07:32:18 pm »
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All I mean is that the card will be hated regardless of whether or not it’s powerful. Mountebank was powerful and was hated. Swindler is weak but is still hated.

Honkeyfresh was simply expressing his opinion that Barbarian will be as hated as Mountebank was, you took it to mean he considered Barbarian to have a similar effect to Mountebank, and I was just trying to clarify the conversation.

I literally gave an example that agreed with your sentiment - that getting hit with two Ruins is worse for your deck than Barbarian downgrading a card.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #966 on: June 22, 2022, 08:32:19 pm »
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Sea Witch and Cathedral is a nasty AF combo. Gives you +2 cars on the next turn to sift your hand for amazing trashes, especially those pesky curses that your opponent keeps sea witching you with. Really fast. 8)

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #967 on: June 22, 2022, 08:34:56 pm »
0

Mountebank junks you with 0 or 2. Barbarian only downgrades. So the comparison is pretty weird.

Going for Shepherd in the presence of Barbarian is something you should think twice about. Does not mean that the latter is overpowered though.

Agree overall, but I think he meant Barbarian is the new toxic attack card in Mountebank’s place.

this is precisely what I meant.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #968 on: June 22, 2022, 08:39:45 pm »
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No idea about what „toxic“ is supposed to mean in this context. Barbarian certainly is not an overpowered Attack like Cultist, Torturer or Mountebank. It is just a stronger Swindler.

Not true.  Will be toxic, kinda is already. Already getting multiple ban requests for this card.

In fairness all the cards u mention are way OP and board dominators/hated cards. I'd but this just a smidge below the above ones. But maybe not at all either?  Because except Mountebank, all the other OP attack junkers stop after 10 curses are out, and that's just when Barbarian starts smashing all your provinces... It is a nasty nasty card.

« Last Edit: June 22, 2022, 09:10:37 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #969 on: June 22, 2022, 08:47:43 pm »
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So „toxic“ is supposed to mean „I misevaluated the card“? Using such a term makes absolutely no sense. If your evaluation is wrong, you change your evaluation and don’t stick an adjective to a card.

From Webster's
Toxic:
1. containing or being poisonous material especially when capable of causing death or serious debilitation
3. extremely harsh, malicious, or harmful

Checks all boxes just based on the actions of the card. But the real toxicity will come from the people who hate attacks, and the good players who get annoyed with how ridiculously swingy it can be, and how it dominates almost every game it's in.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #970 on: June 23, 2022, 11:06:05 am »
+2

Barbarian is not a particularly swingy card. Swindler convert your early $5 into a Duchy, Barbarian just downgrades it to a $4.
I also fail to see why you equalized junking with downgrading a Province into a Duchy. Sure, once you hit that Duchy again you could claim that Province got swindled into an Estate (goes faster by the way in a Swindler/Peddler Kingdom) and thus we have some form of junking but that is really a stretch.

Rambling on about how supposedly overpowered a card is while ignoring what it actually thus is, well, just rambling.

I think there is a fair argument to say that some people find cards like these "unfun," regardless if they are actually overpowered or not, which like stated earlier in the thread, is more what is happening here.

Also, I have played one game where it was a single buy board with Barbarian along with good trashing, draw, and villages--I personally thought it was interesting but could see people say it was "unfun"; winning involved trying to play more Barbarians than the opponent and hoping to trash their victory cards and good action cards that they could only pick up one at a time. It was almost like knights except the knights didn't take each other out, prolonging the game where multiple attacks with random outcomes are being played each turn--like I said, not usually overpowered but situations like that come up where it can be "unfun" for some people.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #971 on: June 23, 2022, 01:53:20 pm »
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Barbarian is not a particularly swingy card. Swindler convert your early $5 into a Duchy, Barbarian just downgrades it to a $4.
I also fail to see why you equalized junking with downgrading a Province into a Duchy. Sure, once you hit that Duchy again you could claim that Province got swindled into an Estate (goes faster by the way in a Swindler/Peddler Kingdom) and thus we have some form of junking but that is really a stretch.

Rambling on about how supposedly overpowered a card is while ignoring what it actually thus is, well, just rambling.

When most other 5 cost attacks are massively hampered Barbarian has the ability to trash provinces.  No other attack that I can think of offhand can do this.  So it is essentially becomes a grab as many barbarians as possible and hope you hit the 3/40 chance of trashing a province.  In most games 1 province trash can be the difference. 

I mean by your logic no cards are swingy. Swindler is swingy, but it can't damage provinces, in fact hitting one can often damage you based on how many provinces are left. Barbarian will turn any 8 debt card/engineer into dust along the way which is another hugely swingy event. With swindler the difference between hitting copper and estate is massive as well. . The only way i can think of that Barbarian is less swingy is that early it equally turns coppers and estates into curses. But this just more evidence of how OP Barbarian is.

And as for the rambling?  If that was the standard I might never post... 
« Last Edit: June 23, 2022, 03:59:35 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #972 on: June 23, 2022, 04:36:30 pm »
0

Barbarian is not a particularly swingy card. Swindler convert your early $5 into a Duchy, Barbarian just downgrades it to a $4.
I also fail to see why you equalized junking with downgrading a Province into a Duchy. Sure, once you hit that Duchy again you could claim that Province got swindled into an Estate (goes faster by the way in a Swindler/Peddler Kingdom) and thus we have some form of junking but that is really a stretch.

Rambling on about how supposedly overpowered a card is while ignoring what it actually thus is, well, just rambling.

I think there is a fair argument to say that some people find cards like these "unfun," regardless if they are actually overpowered or not, which like stated earlier in the thread, is more what is happening here.

Also, I have played one game where it was a single buy board with Barbarian along with good trashing, draw, and villages--I personally thought it was interesting but could see people say it was "unfun"; winning involved trying to play more Barbarians than the opponent and hoping to trash their victory cards and good action cards that they could only pick up one at a time. It was almost like knights except the knights didn't take each other out, prolonging the game where multiple attacks with random outcomes are being played each turn--like I said, not usually overpowered but situations like that come up where it can be "unfun" for some people.

Yeah.  Some here may assume that I personally don't like Barbarian.  This isn't true.  I love it.  But then again I also love Possession and basically every attack save the Deprecated Ghost ship and cursers/junkers (w/trashing preferably). Cuz I find the chaos and destruction fun especially when people let it affect their optimal play out of frustration.  Plus I like having to plan a defense in the chaos too.

But to the masses this will be toxic and likely un-fun.  Of the top 20 banned cards 12 are attacks, but it's really 14 since possession and masquerade are really attacks. And of the remaining 6, 4 are banned for swinginess basically (rebuild/sauna) & 2 for swinginess  & attacks (tournament/black market)

Since Barbarian has powerful attacks and swinginess it won't be long until it supplants Bureaucrat on this list. Plus how the hell is Bureaucrat banned more than Margrave?  That's absurd.
https://docs.google.com/spreadsheets/d/1zjm0G-dQWvUlghlBMeryRGJmHUH_4Miey2n5-O-kV9I/edit#gid=0 [sort "banned" column Z to A]

Quote
468   468   POSSESSION   Alchemy
467   450   WITCH   Base
466   446   MILITIA   Base
17   184   BANDIT   Base
465   467   SWINDLER   Intrigue
464   466   TORTURER   Intrigue
12   110   CHAPEL   Base
463   465   MASQUERADE   Intrigue
461   463   REBUILD   Dark Ages
456   458   KNIGHTS   Dark Ages
460   462   MOUNTEBANK   Prosperity
462   464   SEA_HAG   Seaside
448   449   PIRATE_SHIP   Seaside
458   460   GHOST_SHIP   Seaside
124   112   SAUNA   Promo
459   461   WALL   Empires
453   455   TOURNAMENT   Cornucopia
18   2   BLACK_MARKET   Promo
23   250   BUREAUCRAT   Base
457   459   MARGRAVE   Hinterlands

« Last Edit: June 23, 2022, 04:41:08 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #973 on: June 23, 2022, 05:27:47 pm »
+5

Plus how the hell is Bureaucrat banned more than Margrave?  That's absurd.
Everybody has access to Bureaucrat's expansion, all the time. The same is not true of Margrave.

(I'm guessing there are quite a lot of people on free accounts whose ban list reads {Witch, Bandit, Militia, Bureaucrat}.)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #974 on: June 23, 2022, 05:42:40 pm »
0

Plus how the hell is Bureaucrat banned more than Margrave?  That's absurd.
Everybody has access to Bureaucrat's expansion, all the time. The same is not true of Margrave.

(I'm guessing there are quite a lot of people on free accounts whose ban list reads {Witch, Bandit, Militia, Bureaucrat}.)

that makes sense.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #975 on: June 23, 2022, 09:30:27 pm »
0

I just saw that OG LibraryAdventurer already has it on the banned list.

http://forum.dominionstrategy.com/index.php?topic=21247.msg892005#msg892005

and that's out of under 10 responses
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #976 on: June 23, 2022, 09:34:00 pm »
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If you sort any of the 3 lists, you’ll see a lot of Base cards at the top like Jack said.
That doc is an interesting snapshot. For example, Summon is high up on the Liked list, making me think it had released somewhat recently.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #977 on: June 23, 2022, 11:35:49 pm »
+4

Investment trashes Lich, earns VP, and gets back the Investment you trashed last turn. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #978 on: June 27, 2022, 07:52:10 pm »
0

Conclave mole is pretty kickass.  especially when there are +coin gaining actions like Bounty hunter here or even terminals like Jester was here.  as long as you hit a conclave and 2 actions you play the better one and then mole for a new hand. 

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #979 on: June 28, 2022, 12:30:52 am »
+1

Collection and stone mason are just ridonculous.  Not only does the stone mason allow u to gain 3 cards at a buy w/overpay, the collection gives you extra buys to stacks extra Sm plays.  I three piled by t 13 and 13 of them were for collection vps.

and not like it needs explanation but i played a collection populate game earlier.  it was 10 vp per collection u had in play (my max was 30). I won the game without ever even buying a province, just shit tons of actions.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #980 on: June 28, 2022, 09:25:06 pm »
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Guard Dog + Clerk is interesting. When you have a Guard Dog in your hand when your opponent plays Clerk, it makes for +2 Cards, topdeck one, which can sometimes be a net positive
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #981 on: June 28, 2022, 09:26:14 pm »
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Also, Collection + Hostelry can be a nice combo, effectively letting you discard Treasures for +VP
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #982 on: July 01, 2022, 05:50:00 pm »
0

Artisan/Gamble is pretty sick, especially in aboard without + actions.  Just topdeck a 5 cost card you want to play and then gamble it to play it like a toil basically.  In my game swamp hag was in play which makes it bonkers strong. Both to top deck and play a swamp hag immediately and to use gambles to get around the buying a card curse. And later on, when you have swamp hags, or other terminals to put in play you can just artisan the card you would have bought anyway... assuming it was 5 or less.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #983 on: July 05, 2022, 01:53:24 am »
+1

Both a really neat interaction and one you need to do a minor trick to activate is March and Ways. In my case way of the Turtle.  Have 3 coins and really nothing you need?  especially helpful at end game time to activate your mega turn when you spike 11 or 12 coins w an extra buy.  Buy the march and then use the way for next turn. However when you try this in game it defaults to playing the card and not the way.  What you have to do is manually click the way of the ___ button before you march the card.  In my case marching a crown set off my game winning 2 provy move by turtling a margrave. pretty neat
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #984 on: July 07, 2022, 01:50:10 am »
+2

Specialist + Innovation: Choose to gain a copy of the card you play, and then use Innovation to play the newly-gained copy. It only works once per turn, of course, but it can be really strong, almost like a Disciple!

A similar trick, but only for Durations, exists for Specialist when you've played a Sailor earlier that turn
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #985 on: July 07, 2022, 02:54:45 am »
+1

Specialist + Innovation: Choose to gain a copy of the card you play, and then use Innovation to play the newly-gained copy. It only works once per turn, of course, but it can be really strong, almost like a Disciple!

A similar trick, but only for Durations, exists for Specialist when you've played a Sailor earlier that turn

innovation/tactician is a redonkulous combo. same w innovation prince
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #986 on: July 08, 2022, 11:49:32 pm »
+3

The new Innovation + Groom is a much stronger combination than the old Innovation, because now, you can choose to use Innovation (assuming it hasn't been used already) on either the gained Action card or the Horse that comes with it, making it a lot more flexible
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #987 on: July 10, 2022, 11:29:37 pm »
+1

Counterfeit and Coin of the Realm. Goes to your mat before it makes it to the trash.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #988 on: July 11, 2022, 12:11:49 am »
+3

Minion + Trail is a really strong combination. If you play a Minion with one or more Trails in hand, you draw additional cards for each Trail plus a Village effect for each one - especially useful if, as in the game where I found this combo, there are no villages, letting Minion + Trail fill the Village role. It's also a fairly useful counter to your opponent's Minion - with a single Trail in hand, you end up with 5 cards, and with more than one Trail, you end up with a net increase in handsize
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #989 on: July 11, 2022, 01:21:29 pm »
+1

Minion + Trail is a really strong combination. If you play a Minion with one or more Trails in hand, you draw additional cards for each Trail plus a Village effect for each one - especially useful if, as in the game where I found this combo, there are no villages, letting Minion + Trail fill the Village role. It's also a fairly useful counter to your opponent's Minion - with a single Trail in hand, you end up with 5 cards, and with more than one Trail, you end up with a net increase in handsize

tactician trail could lead to some pretty bonkers games. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #990 on: July 11, 2022, 02:13:55 pm »
+1

Minion + Trail is a really strong combination. If you play a Minion with one or more Trails in hand, you draw additional cards for each Trail plus a Village effect for each one - especially useful if, as in the game where I found this combo, there are no villages, letting Minion + Trail fill the Village role. It's also a fairly useful counter to your opponent's Minion - with a single Trail in hand, you end up with 5 cards, and with more than one Trail, you end up with a net increase in handsize

Seems like this should work the same with Cellar, Storeroom, Forum, or Warehouse as well.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #991 on: July 12, 2022, 10:47:47 pm »
0

sailor + Artisan and any Duration, especially ones like wharf/Barge that draw.

Play sailor, use Artisan and then sailor plays the Wharf/Barge before you have to top deck Artisan, so it gives you 2 or 3 more options for top decking.  Plus you get the coins, or extra actions to play if you had + actions before playing Artisan. Especially with Barge it is a huge boon as it eliminates the fear that you will draw a dead action/card u wanted next turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #992 on: July 12, 2022, 10:49:56 pm »
+1

Minion + Trail is a really strong combination. If you play a Minion with one or more Trails in hand, you draw additional cards for each Trail plus a Village effect for each one - especially useful if, as in the game where I found this combo, there are no villages, letting Minion + Trail fill the Village role. It's also a fairly useful counter to your opponent's Minion - with a single Trail in hand, you end up with 5 cards, and with more than one Trail, you end up with a net increase in handsize

Seems like this should work the same with Cellar, Storeroom, Forum, or Warehouse as well.

This could get NUTS in a Vault game.  Vault is already super strong but for it's terminality.  Plus multiple Trails could allow vault to just print actions for a mega-turn, especially in a deck without + actions.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #993 on: July 14, 2022, 01:32:29 pm »
0

If you have enough draw and payload Innovation and Temple has really nice interaction.  Play all your temples to build up the temple VP you are normally a lil scared of leaving out for your opponent to take.  Buy innovation and choose innovate before temple pts.  get to add one extra Vp and then snatch it so your opponent can't steal the VP pile.


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Re: Neat card interactions that were useful in the game you found them in.
« Reply #994 on: July 15, 2022, 02:02:27 pm »
+2

Groom + band of nomads (when the liason is something that lets you get a lot of favors, bauble in my game)
Suddenly groom is a village
(Conclave was a pretty effective village with horses that game, and bishop helped trim out all those extra action cards for points - neither of those would have let me win without using groom as a village)

EDIT hey cool post 1000
« Last Edit: July 15, 2022, 02:03:30 pm by weretheruler »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #995 on: July 17, 2022, 10:30:26 pm »
+1

I realize I am late to the Barbarian debate, but think about this. Barbarian in a game with platinum and colonies. There is NO other card that can trash a colony (for a net -4) and the only other card that I can think of that can trash a platinum is a Pirate Ship. (which is actually worse as you lose the platinum completely whereas with Barbarian it becomes a gold, but you do lose the platinum from your next draw).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #996 on: July 18, 2022, 08:30:13 am »
0

Saboteur, but that's long gone from the canonical sets. And various tricks with cost-reduction.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #997 on: July 18, 2022, 01:14:53 pm »
+1

Why are we sleeping on Bandit (and Thief)? And of course Locusts does the Barbarian thing too.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #998 on: July 20, 2022, 05:06:53 am »
0

I realize I am late to the Barbarian debate, but think about this. Barbarian in a game with platinum and colonies. There is NO other card that can trash a colony (for a net -4) and the only other card that I can think of that can trash a platinum is a Pirate Ship. (which is actually worse as you lose the platinum completely whereas with Barbarian it becomes a gold, but you do lose the platinum from your next draw).

This could be supremely nasty in a bandit fort game...

The other day I trashed a Fortune with a Barbarian.  Talk about a nasty swing thast's a net loss of 10 coins... Even Bandit can only trash down 9
« Last Edit: July 20, 2022, 05:10:07 am by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #999 on: July 22, 2022, 12:06:50 pm »
0

Ouch! Fortune trashed with Barbarian.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1000 on: July 22, 2022, 12:09:32 pm »
0

How about this for nasty - Barbarian and Knights. Barbarian turning everything into something that can be trashed by knights.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1001 on: July 22, 2022, 03:45:20 pm »
0

How about this for nasty - Barbarian and Knights. Barbarian turning everything into something that can be trashed by knights.
This is wrong on two levels. First, there is no interaction. Second, Barbarian can downgrade cards below or above the Coin range that is relevant for Knights.

Just because a Knight can trash a Barbarian (and vice-versa) without the Knights’ usual retaliatory trashing coming into play doesn’t mean the interplay of downgrading and then trashing isn’t a factor.

Sure, technically Barbarian will downgrade things out of Knights’ range, but although Dave’s statement is technically incorrect, the opponent is usually worse off gaining a $2 than losing a card outright.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1002 on: July 24, 2022, 05:26:27 pm »
+2

There are only few cheap Actions (Poor House, Beggar) that hurt you

Any terminal Action card you don't have space for in your deck is going to hurt you.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1003 on: July 24, 2022, 05:32:15 pm »
0

There are only few cheap Actions (Poor House, Beggar) that hurt you

Any terminal Action card you don't have space for in your deck is going to hurt you.

And so is any stop card Action.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1004 on: July 25, 2022, 09:37:10 am »
0

this implies that you should go for knights almost every game

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1005 on: July 25, 2022, 11:31:19 am »
0

silver -> copper is worse than silver -> nothing
I don't want copper in my deck
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1006 on: July 26, 2022, 01:10:41 pm »
+2

Way of the Turtle makes Guard Dog's reaction rather useful against discard attacks. It sets itself aside so that, a Militia attack, for example, against a 5-card hand with one Guard Dog only ends up forcing you to discard one card, and then at the start of your turn, you've basically got a Lab effect
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1007 on: July 26, 2022, 04:13:46 pm »
+2

Way of the Turtle makes Guard Dog's reaction rather useful against discard attacks. It sets itself aside so that, a Militia attack, for example, against a 5-card hand with one Guard Dog only ends up forcing you to discard one card, and then at the start of your turn, you've basically got a Lab effect
Or Scheme 2 Horse Traders every turn. That’s how we used to do it, and it was good enough for us. Didn’t need any fancy sideways cards or 2nd editions.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1008 on: July 27, 2022, 02:04:17 am »
0

There are only few cheap Actions (Poor House, Beggar) that hurt you

Any terminal Action card you don't have space for in your deck is going to hurt you.

And so is any stop card Action.

what is a stop card action?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1009 on: July 27, 2022, 04:24:15 am »
+1

One that doesn't draw cards.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1010 on: July 28, 2022, 02:54:33 pm »
0

This one was really neat, but would be very hard to replicate as it has so many necessary parts.  But if u get a donate, collection, altar, trail, inventor, hunting lodge board you can do this.

This was one of the better turn 7 wins I've seen.  While he technically didn't end it on t 7.  This game was over t 7.  Early on when he gained a villa over trails n stuff I thought "why is he doing that?  That seems kinda dumb.  I was very very wrong.

Really impressive.  Props to PopperMcgee for whipping my ass.  :o



« Last Edit: August 05, 2022, 01:28:14 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1011 on: July 30, 2022, 09:11:24 am »
+1

Galleria + Masterpiece + Triumph

Overpay a big masterpiece to get a ton of buys, then buy a bunch of coppers (or curses if it helps a pile out), followed by a triumph for lots of points.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1012 on: July 30, 2022, 02:37:27 pm »
+3

Trail + Replace + Harem

Trail + Replace is already a nice combo. Trashing a Trail with Replace is already non-terminal and can get you good cards, not to mention being able to turn your Estates into Trails. But add Harem, and you can now Curse your opponent while gaining a Harem, for a 3 point swing, and it's non-terminal!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1013 on: July 31, 2022, 01:42:57 pm »
0

Death Cart + Collection + Way of the Horse. Effectively 3 Horses + 3 VP per Collection in play for $4!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1014 on: July 31, 2022, 01:56:02 pm »
+1

Death Cart + Collection + Way of the Horse. Effectively 3 Horses + 3 VP per Collection in play for $4!

My opponent resigned early on, but I was curious how high I could get the score, so I continued with a bot game. Final score:



Each turn, once I had all the Collections, was just playing every Action card as Horse, then buying 5 Death Carts (bringing 10 Ruins) + 4 Border Guards = 19 Action cards at 10 VP each = 190 points per turn!
« Last Edit: July 31, 2022, 02:01:56 pm by mxdata »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1015 on: July 31, 2022, 03:16:02 pm »
0

Trail + Replace + Harem

Trail + Replace is already a nice combo. Trashing a Trail with Replace is already non-terminal and can get you good cards, not to mention being able to turn your Estates into Trails. But add Harem, and you can now Curse your opponent while gaining a Harem, for a 3 point swing, and it's non-terminal!

And if you’re playing a casual, home game, you might even draw the topdecked Harem with the “trashed” Trail. Fun times, even if not correct.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1016 on: August 05, 2022, 01:16:01 pm »
0

Death Cart + Collection + Way of the Horse. Effectively 3 Horses + 3 VP per Collection in play for $4!

My opponent resigned early on, but I was curious how high I could get the score, so I continued with a bot game. Final score:



Each turn, once I had all the Collections, was just playing every Action card as Horse, then buying 5 Death Carts (bringing 10 Ruins) + 4 Border Guards = 19 Action cards at 10 VP each = 190 points per turn!


This is just bonkers.  How could the opponent let you get 10 collections on this board?  ;D ;D

FYI I figured out a way around this annoyingly huge screenshot problem.  It's pretty easy using awesomescreenshot.  Under annotate you just resize to like 1000-300 width and it will autoscale the height.


« Last Edit: August 05, 2022, 01:24:31 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1017 on: August 05, 2022, 01:26:09 pm »
0

One that doesn't draw cards.

doh.  I call em terminals.  I was thinking like stopping the opponent through an action a la warlord or archer
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1018 on: August 05, 2022, 01:42:43 pm »
0

One that doesn't draw cards.

doh.  I call em terminals.  I was thinking like stopping the opponent through an action a la warlord or archer

A terminal and a stop card aren’t the same. Native Village and Gold are both stop cards, while also both being non-terminal. And on the other hand neither Moat nor Merchant are stop cards, even if one is terminal and one is not. Terminality is a key characteristic of cards useful in any discussion. “Stop card” is a phrase mostly relevant in discussing engines. I used to not care about what a stop card was, content to leaving it to MtG elitists (my POV at the time) from which these terms (like Cantrip) come from. But now I’m very much one of them :P ;D
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1019 on: August 05, 2022, 02:14:58 pm »
0

One that doesn't draw cards.

doh.  I call em terminals.  I was thinking like stopping the opponent through an action a la warlord or archer

A terminal and a stop card aren’t the same. Native Village and Gold are both stop cards, while also both being non-terminal. And on the other hand neither Moat nor Merchant are stop cards, even if one is terminal and one is not. Terminality is a key characteristic of cards useful in any discussion. “Stop card” is a phrase mostly relevant in discussing engines. I used to not care about what a stop card was, content to leaving it to MtG elitists (my POV at the time) from which these terms (like Cantrip) come from. But now I’m very much one of them :P ;D

Yeah cantrip really includes the +1 card thing, but yeah for cards like NV, merchant camp coven etc I can see this being a useful term.  Thanks.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1020 on: August 05, 2022, 11:48:30 pm »
0

Death Cart + Collection + Way of the Horse. Effectively 3 Horses + 3 VP per Collection in play for $4!

My opponent resigned early on, but I was curious how high I could get the score, so I continued with a bot game. Final score:



Each turn, once I had all the Collections, was just playing every Action card as Horse, then buying 5 Death Carts (bringing 10 Ruins) + 4 Border Guards = 19 Action cards at 10 VP each = 190 points per turn!


This is just bonkers.  How could the opponent let you get 10 collections on this board?  ;D ;D

FYI I figured out a way around this annoyingly huge screenshot problem.  It's pretty easy using awesomescreenshot.  Under annotate you just resize to like 1000-300 width and it will autoscale the height.



I'd only had three Collections at the point where my opponent resigned, so the other seven were picked up while playing against Lord Rattington's strategic brilliance :)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1021 on: August 12, 2022, 02:49:32 pm »
+9

When Way of the Mouse has an Attack set aside, Urchin can activate by itself without needing to connect with anything by playing it as the Mouse.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1022 on: August 15, 2022, 07:23:55 pm »
+2

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1023 on: August 30, 2022, 09:01:10 am »
+4

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1024 on: August 30, 2022, 11:32:08 am »
+4

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1025 on: August 30, 2022, 01:08:09 pm »
+1

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

Okay, this looks really cool but I’m not quite following. How did you open $7/$8?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1026 on: August 30, 2022, 01:19:21 pm »
0

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.
Okay, this looks really cool but I’m not quite following. How did you open $7/$8?
I think I can work this out:

Turn 1: draw five Coppers, play them, spend Coffer, buy Borrow, buy Inheritance.  Inherit Tournament.
Turn 2: draw one Copper and three Estates (or two Coppers and two Estates, drawing the third Estate on the play of the first), play three Estates (+$1 for each), giving a hand of four Coppers.  Play them.  Buy Borrow, buy Province.

(Edit: I originally accidentally put my reply in the quoted section).
« Last Edit: August 31, 2022, 10:34:47 am by dane-m »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1027 on: August 30, 2022, 01:28:16 pm »
0

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

Okay, this looks really cool but I’m not quite following. How did you open $7/$8?

My guess:

Turn one: A hand with 5 Coppers. Use the coffer and Borrow to get $7, buy Inheritance

Turn two: A hand with 2 Coppers and two Estates (or 1 Copper and 3 Estates, depending on shuffle luck). If the Inherited card is something like Experiment, you could draw all 7 Coppers. Then use Borrow again, and now you have $8
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1028 on: August 30, 2022, 02:04:04 pm »
+2

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

Okay, this looks really cool but I’m not quite following. How did you open $7/$8?

My guess:

Turn one: A hand with 5 Coppers. Use the coffer and Borrow to get $7, buy Inheritance

Turn two: A hand with 2 Coppers and two Estates (or 1 Copper and 3 Estates, depending on shuffle luck). If the Inherited card is something like Experiment, you could draw all 7 Coppers. Then use Borrow again, and now you have $8

That won't work because you still need a Tournament to get Followers.  If you inherit Tournament instead, then playing the Estates as Tournaments gets you $3 plus four coppers, and Borrow will get you to $8. 

ETA: Although, that still doesn't seem to work -- your Estates miss the shuffle and so after T2 your deck is just 3 coppers, and you draw only 4 for your next hand, so is it possible to get Estate + Province in hand simultaneously?
« Last Edit: August 30, 2022, 02:09:54 pm by dpm »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1029 on: August 31, 2022, 10:58:29 am »
+1

ETA: Although, that still doesn't seem to work -- your Estates miss the shuffle and so after T2 your deck is just 3 coppers, and you draw only 4 for your next hand, so is it possible to get Estate + Province in hand simultaneously?
Good point.  After my original reply I successfully worked out that the deck had 3 Coppers, so thought that the shuffle had to put Estate and Province as the top two cards, i.e. I had forgotten the effect of the Borrow.  Admittedly there are ways for a fifth card to be obtained, but they require another card (or cards) to be in the Kingdom.

One possibility is Lost City, with the opponent helpfully buying one at the right moment.

A second is Importer plus Band of Nomads (spend a favour for +1 card after buying the Province, thereby counteracting the -1 card token).

A third is Importer plus Cave Dwellers (spend favours to discard one or more cards to dig through to the missing Estate or Province).

A fourth is Importer plus City-State (with Province in hand, buy an Estate on T3 and spend favours to play it, but I don't think the Followers can then be played).

A fifth is Importer plus Desert Guides (spend a favour to discard the 4-card hand and draw five).

A sixth is Importer plus Fellowship of Scribes (shuffle Estate to top of the deck so that it's in the 4-card hand, play it, drawing Estate or Province, and then spend a favour to draw the necessary extra card, i.e. Province or Estate respectively).

A seventh is Importer plus Mountain Folk (spend five favours to draw three extra cards at the start of T3).

But the OP didn't mention any such combination as being part of the Kingdom.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1030 on: September 03, 2022, 08:40:12 am »
+2

2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

Okay, this looks really cool but I’m not quite following. How did you open $7/$8?

They opened Margrave. I opened Inherit/Tournament. I think they bought Silver. I bought Prov. They played Margrave. I got lucky again.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1031 on: September 04, 2022, 02:14:31 am »
+1

They opened Margrave. I opened Inherit/Tournament. I think they bought Silver. I bought Prov. They played Margrave. I got lucky again.
Damn!  I missed that one.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1032 on: September 08, 2022, 04:35:25 pm »
+4

With Souk/Gamble I had $22 and 7 buys on turn 6, bought two provinces and opponent resigned
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1033 on: September 09, 2022, 09:58:31 pm »
+2

With Souk/Gamble I had $22 and 7 buys on turn 6, bought two provinces and opponent resigned

Wow that Souks.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1034 on: September 14, 2022, 09:47:26 pm »
0

Road Network is good against Replace giving out Curses. You still get a Curse, but you also draw a card!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1035 on: September 16, 2022, 04:12:31 pm »
+2

Soukophant is good quick fun.

Souk wants an empty hand but is just barely short of $8. Sycophant gives you $3 while removing 4 cards from your hand. If $10 to buys was not enough to bootstrap into a very quick engine build, Sycophant's favors typically goose out a bonus that is equal to saving a turn on the build out (e.g. playing on gain means you can buy an extra Souk a turn, bankers just get crazy, and market towns can make collisions more powerful) with an option to trash for more with Souk.

I am not sure that going BM/Soukophant is good enough of its own right, but only because there is so much engine potential.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1036 on: September 16, 2022, 07:04:00 pm »
+2

To add another somewhat similar Souk interaction that was fun, I had a game recently with Pawn + Souk + Royal Carriage. The Pawn can really be any non-terminal action that you can play to reduce your hand size. I had a megaturn where I played the Pawns to reduce my handsize down to 1 Souk, and then I replayed the Souk several times and bought out the remaining provinces.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1037 on: September 16, 2022, 10:51:01 pm »
0

Collection + Crown
Get VP from Collection for buying Crown, use Crown to double play the Collections.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1038 on: September 17, 2022, 11:20:19 am »
0

Tiara + Fools Gold. Multiple Tiaras + multiple fools gold in hand adds up plus extra buys.
Gets really good if you can trash coppers and estates or have +card draw.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1039 on: September 17, 2022, 03:38:42 pm »
0

To add another somewhat similar Souk interaction that was fun, I had a game recently with Pawn + Souk + Royal Carriage. The Pawn can really be any non-terminal action that you can play to reduce your hand size. I had a megaturn where I played the Pawns to reduce my handsize down to 1 Souk, and then I replayed the Souk several times and bought out the remaining provinces.

Pawn is actually not that impressive here. You either need good trashing to increase the odds of getting Souk powered up to $6 or more (where six plays will let you buy more than 4 provinces) or you need to wait a long time before you line up enough Pawns to make it viable to hit $6.

With trashing, you can manage quite well without the gravy from pawns. Chapel, for instance, can let hit a Rc every Souk play with ease. Then when you load out, you can play Souk for $6, call 5 Rcs, and cash out for $36 which is win against all but the fastest alternatives or most careful and intricate duchy dancers.

Without trashing, you are playing for a lot of luck to get enough Pawns in hand with Souk to actually make the megaturn. Pretty much anything that sifts with a penalty is wildly superior (e.g. Cellar, Dungeon, Warehouse) and even terminals can be worth using to fish for the megaturn (e.g. Vault, Storeroom).

Pawns are certainly nice, but generally if a board will manage to let Souk/Rc/Pawn dominate, it will do so with just Souk/Rc and that combo is strong enough to work even on a lot of boards with no non-terminal, no draw cash.

Collection + Crown
Get VP from Collection for buying Crown, use Crown to double play the Collections.
Ehh, that is pretty marginal. The VP is the same until you reach the point where you are drawing your deck regardless. And at that point, there is direct competition between Collections and Crowns that trades them off for only a couple of points. On most boards a cheap $3/$2 combo (like Village/Moat) or more efficient draw (like Stables) goes a lot further.

Capitalism/Collections is typically vastly stronger than whatever you can manage from double playing individual Collections.

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Wizard_Amul

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1040 on: September 18, 2022, 11:11:21 am »
0

To add another somewhat similar Souk interaction that was fun, I had a game recently with Pawn + Souk + Royal Carriage. The Pawn can really be any non-terminal action that you can play to reduce your hand size. I had a megaturn where I played the Pawns to reduce my handsize down to 1 Souk, and then I replayed the Souk several times and bought out the remaining provinces.

Pawn is actually not that impressive here. You either need good trashing to increase the odds of getting Souk powered up to $6 or more (where six plays will let you buy more than 4 provinces) or you need to wait a long time before you line up enough Pawns to make it viable to hit $6.

With trashing, you can manage quite well without the gravy from pawns. Chapel, for instance, can let hit a Rc every Souk play with ease. Then when you load out, you can play Souk for $6, call 5 Rcs, and cash out for $36 which is win against all but the fastest alternatives or most careful and intricate duchy dancers.

Without trashing, you are playing for a lot of luck to get enough Pawns in hand with Souk to actually make the megaturn. Pretty much anything that sifts with a penalty is wildly superior (e.g. Cellar, Dungeon, Warehouse) and even terminals can be worth using to fish for the megaturn (e.g. Vault, Storeroom).

Pawns are certainly nice, but generally if a board will manage to let Souk/Rc/Pawn dominate, it will do so with just Souk/Rc and that combo is strong enough to work even on a lot of boards with no non-terminal, no draw cash.


I should have mentioned that there was also good trashing in my game, which like you said is also very helpful or just really good sifting could be nearly as good. As far as Pawn goes, like I said, Pawn wasn't the critical component, and anything that could get my handsize down to just 1 Souk would have been just as good. Getting many Pawns actually worked out well in my game because I could cantrip them until I find my Souk(s) and then play the rest of the Pawns for Action and +1 coin so that I'm left with just 1 Souk in hand (and a bunch of RC on the mat).

But yeah, Souk/RC on its own with good trashing is probably just about as good--maybe some small sifting is necessary, but as long as you can line up Souk with multiple RC on the final turn, the RC also reduce your handsize on their own. In my game, I ended up playing most of the RC on previous turns, but I could have played several on the final turn as well.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1041 on: September 20, 2022, 10:54:11 pm »
0

Sycophant with Crafters' Guild as the Ally basically lets you get any $4 card on top of your deck for only $2. Granted, it comes with a Sycophant, which is often junk, but if you can trash it, you can get another $4 card on top of your deck, this time for free.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1042 on: December 21, 2022, 03:27:27 am »
0

Landing Party/Reap. Why yes, I will topdeck all my Landing Parties thanks to this Gold I'm playing in start-of-turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1043 on: December 21, 2022, 10:59:23 am »
+1

Potentially a bug, but: Reckless Kiln on Dominion.Games will regain itself.

By the card text I don't think it should - you're not playing it twice, just following its instructions twice, but that's how it's currently working.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1044 on: December 21, 2022, 12:15:07 pm »
0

Potentially a bug, but: Reckless Kiln on Dominion.Games will regain itself.

By the card text I don't think it should - you're not playing it twice, just following its instructions twice, but that's how it's currently working.

Yeah, sounds like a bug to me. Definitely shouldn't work that way. Sounds like the system's treating Reckless as if it were a Throne Room
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1045 on: December 22, 2022, 11:22:21 pm »
+4

Buying a Jeweled Egg with a Watchtower in hand basically amounts to buying a Loot for $2 - and being able to immediately topdeck said Loot
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1046 on: December 24, 2022, 08:08:33 pm »
+2

Reckless Underling was the only village on the board; fortunately the Ally was Crafter's Guild, so the Favors from playing the Underlings could be used to gain the Underlings back after they'd returned to the supply.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1047 on: December 26, 2022, 08:47:10 am »
+3

I had a Cathedral-Shaman game, which is always interesting since they're basically opposites of each other. The extra little interaction in this game is that it also had Port. So if your starting had was all non-junk, you could Cathedral trash a Port, gain it back because of Shaman, and then you'd also get a free one from the supply.

So the overall interaction became: You may discard a Port from your starting hand to gain a Port. Would work with Experiment too.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1048 on: December 29, 2022, 08:07:52 am »
+3

Treasurer/Spell Scroll can empty the Treasurer pile in one turn, fun fact.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1049 on: December 29, 2022, 03:50:08 pm »
+3

Shaman + Cabin Boy is a great combo. If you resolve Cabin Boy's duration before Shaman, you can trash Cabin Boy for another Duration card then immediately get it back via Shaman - also saving you from having to gain any junk that might be in the trash
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1050 on: December 29, 2022, 11:04:38 pm »
0

Sycophant with Crafters' Guild as the Ally basically lets you get any $4 card on top of your deck for only $2. Granted, it comes with a Sycophant, which is often junk, but if you can trash it, you can get another $4 card on top of your deck, this time for free.

just add watchtower
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1051 on: December 29, 2022, 11:05:08 pm »
0

Landing Party/Reap. Why yes, I will topdeck all my Landing Parties thanks to this Gold I'm playing in start-of-turn.

Crown is similarly good here
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1052 on: December 29, 2022, 11:13:42 pm »
+2

Shaman + Cabin Boy is a great combo. If you resolve Cabin Boy's duration before Shaman, you can trash Cabin Boy for another Duration card then immediately get it back via Shaman - also saving you from having to gain any junk that might be in the trash

Transmog shaman does this too.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1053 on: January 05, 2023, 05:37:31 pm »
+3

Scepter (which was Fawning) plus First Mate meant I was playing more Action cards and getting more draw in my Buy phase than in my Action phase:

A starts their turn.
A discards a Duchy and a Province.
  A draws a Scepter and a Grotto. (Grotto)
A discards a Copper and a Province.
  A draws a Scepter and a First Mate. (Grotto)
A plays a First Mate.
  A plays a First Mate.
    A plays a Grotto.
      A gets +1 Action.
      A sets a Silver aside with Grotto.
   A draws a Smugglers and a Magpie.
A plays a Magpie.
  A draws a First Mate.
  A gets +1 Action.
  A reveals a Magpie.
  A puts a Magpie back onto their deck.
A plays a First Mate.
  A plays a Smugglers.
    A gains a Duchy.
  A draws a Magpie and a Barbarian.
A plays a Scepter.
  A plays a First Mate again.
    A plays a Barbarian.
      A gets +$2.
      s trashes a Gold.
      s gains a Silver.
    A draws a Province and a Grotto.
A plays a Scepter.
  A plays a First Mate again.
    A plays a Grotto.
      A gets +1 Action.
      A sets a Province aside with Grotto.
  A draws a Forager, a Guildmaster, and a First Mate.
A plays a Scepter.
  A plays a First Mate again.
    A plays a First Mate.
      A plays a Guildmaster.
        A gets +$3.
      A draws a First Mate.
      A shuffles their deck.
      A draws a Copper and a Province.
    A plays a First Mate.
      A plays a Forager.
        A gets +1 Action.
        A gets +1 Buy.
        A trashes a Copper.
        A gets +$3.
      A draws a Province, a Forager, and a Scepter.
A plays a Scepter.
  A plays a Guildmaster again.
  A gets +$3.
A plays a Scepter.
  A plays a First Mate again.
    A plays a Forager.
      A gets +1 Action.
      A gets +1 Buy.
      A trashes a Magpie.
      A gets +$3.
    A draws 2 Duchies.
A buys and gains a First Mate.
  A gets +2 Favors. (Guildmaster)
A buys and gains a Province.
  A gets +2 Favors. (Guildmaster)
  A gains a Scepter.
    A gets +2 Favors. (Guildmaster)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1054 on: January 07, 2023, 06:34:05 am »
+5

Piazza will play Crew or a Tireless card every turn.

Though in the game I found this in it was an anti-synergy as my Tireless Lookout nuked my deck (I already overtrashed) and there was nothing I could do about it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1055 on: January 07, 2023, 06:54:43 am »
+3

Nobody expects the piazza-tireless-lookout Cathedral
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1056 on: January 17, 2023, 11:00:09 am »
+3

I will most likely never see this combination again, but it was serendipitous to see it happen. You can't really plan and strategize for it.

There was Kings Court, Tournament, and Swindler in the kingdom.

I had gotten Princess as one of the prizes.

My hand had KC, KC, Princess, Swindler, copper.

Played KC, KC, Princess reducing the price of cards by 6, then Swindler and was able to trash 3 cards from my opponents turning them all into curses.
Would have been even crazier if I had an action with +$. I was able to buy 3 provinces and a duchy.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1057 on: January 17, 2023, 01:42:43 pm »
+2

Artificer/Trail. On-discard and on-gain bonuses.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1058 on: January 17, 2023, 08:30:26 pm »
0

I will most likely never see this combination again, but it was serendipitous to see it happen. You can't really plan and strategize for it.

There was Kings Court, Tournament, and Swindler in the kingdom.

I had gotten Princess as one of the prizes.

My hand had KC, KC, Princess, Swindler, copper.

Played KC, KC, Princess reducing the price of cards by 6, then Swindler and was able to trash 3 cards from my opponents turning them all into curses.
Would have been even crazier if I had an action with +$. I was able to buy 3 provinces and a duchy.

must've had some villagers/barracks too.  Would've been neat to trash provinces to curses.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1059 on: January 17, 2023, 08:33:25 pm »
0

Nobody expects the piazza-tireless-lookout Cathedral

I am confused here. Is this good?  And how does cathedral play in here?
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1060 on: January 17, 2023, 08:41:29 pm »
0

I will most likely never see this combination again, but it was serendipitous to see it happen. You can't really plan and strategize for it.

There was Kings Court, Tournament, and Swindler in the kingdom.

I had gotten Princess as one of the prizes.

My hand had KC, KC, Princess, Swindler, copper.

Played KC, KC, Princess reducing the price of cards by 6, then Swindler and was able to trash 3 cards from my opponents turning them all into curses.
Would have been even crazier if I had an action with +$. I was able to buy 3 provinces and a duchy.

Your only need Kc/Swindler. Once the Province piles are gone, you can just Swindle them into nothing. You can win a small percentage of Swindler/Kc games you would otherwise lose (e.g. the opponent has 43 VP in a standard VP game) by gambling on 9 or 12 Swindles to trash all but one of the prov hits. This gets even stronger with Fleet or some other way to empty the last prov out before mass Swindling.

If the goal is merely cost reduction, this typically works better with Highways or Btrolls. Much easier to line up and reduce costs and can get things cheaper again. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1061 on: January 17, 2023, 08:48:20 pm »
0

Nobody expects the piazza-tireless-lookout Cathedral

I am confused here. Is this good?  And how does cathedral play in here?

If you have a Tireless Outlook and you buy Piazza then you begin every turn where you did not draw after finishing last turn's cleanup (e.g. no Margave, Minion, Gov, or whatever) by playing Outlook. This is a forced trash (like Cathedral) though it is from deck top. Normally you would eventually just stop playing Outlook, but Piazza forces play.

There are a few outs (e.g. Improve) and even a few times when it is beneficial (e.g. I could see it if you had some way to topdeck Lich or Fortress every turn). But generally with a Tireless Outlook and Piazza you want to buy one xor the other, not both unless you want to play-3-card-Cathedral the rest of the game.

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1062 on: January 17, 2023, 09:14:15 pm »
0

Nobody expects the piazza-tireless-lookout Cathedral

I am confused here. Is this good?  And how does cathedral play in here?

If you have a Tireless Outlook and you buy Piazza then you begin every turn where you did not draw after finishing last turn's cleanup (e.g. no Margave, Minion, Gov, or whatever) by playing Outlook. This is a forced trash (like Cathedral) though it is from deck top. Normally you would eventually just stop playing Outlook, but Piazza forces play.

There are a few outs (e.g. Improve) and even a few times when it is beneficial (e.g. I could see it if you had some way to topdeck Lich or Fortress every turn). But generally with a Tireless Outlook and Piazza you want to buy one xor the other, not both unless you want to play-3-card-Cathedral the rest of the game.

Duration draw - especially Hireling, would be a way out too - just make sure to resolve the draw before Piazza. I'm going to assume that wasn't an option in Gherald's game though
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1063 on: January 18, 2023, 02:43:34 am »
+2

Your only need Kc/Swindler. Once the Province piles are gone, you can just Swindle them into nothing. You can win a small percentage of Swindler/Kc games you would otherwise lose (e.g. the opponent has 43 VP in a standard VP game) by gambling on 9 or 12 Swindles to trash all but one of the prov hits. This gets even stronger with Fleet or some other way to empty the last prov out before mass Swindling.

If the goal is merely cost reduction, this typically works better with Highways or Btrolls. Much easier to line up and reduce costs and can get things cheaper again.

Sure... but that's not what happened in the game he played. The Province pile was evidently not gone, his opponent probably didn't have 43 VP, and Fleet, Highway and Btroll were probably not in the kingdom. It was absolutely fine to do what he did and this is the correct thread for it too.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1064 on: January 26, 2023, 12:56:03 am »
+4

Shaman makes Monkey even better. The opponent is always gaining a card at beginning of turn (assuming you can trash).
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1065 on: February 05, 2023, 12:53:07 am »
+3

Probably never going to see this combo again, but I had a game with Quartermaster + Trail + Way of the Butterfly. Gain a Trail with Quartermaster, play it with Butterfly, and get another Quartermaster - or just play Trail as normal if you have two Quartermasters in hand with no village. This let me quickly win the Quartermaster split 7-3; with QM empty, I then kept gaining Trails at the start of each turn, Butterflying them to Duchies. As it turns out, my opponent had piled out Mills, but if Mills hadn't been in the game, and they hadn't emptied a pile, I probably would've simply piled out Estates to finish the game
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1066 on: February 06, 2023, 08:05:49 pm »
+1

Reckless makes Landing Party much stronger, netting +4 Cards +4 Actions without any additional downside (just the normal one of being hard to get back into play), since it never gets discarded from play
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1067 on: February 07, 2023, 04:07:41 pm »
0

Landing Party/Reap. Why yes, I will topdeck all my Landing Parties thanks to this Gold I'm playing in start-of-turn.

Crown is similarly good here

Launch is good for this as well. Start your turn, play $3 worth of treasure, free the Landing Parties, and then play a normal turn. Repeat every turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1068 on: February 12, 2023, 01:25:02 pm »
0

Fated Groundskeeper + Herb Gatherer - lots of VP tokens! HG lets you reshuffle often, letting you frequently topdeck all your Groundskeepers, resulting in tons of VP tokens

This would also work well with other cards that benefit from having multiple copies played of course, such as Highway, and with other cards like Messenger or Scavenger that let you put your deck into your discard pile
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1069 on: February 19, 2023, 04:29:47 pm »
0

Treasurer/Spell Scroll can empty the Treasurer pile in one turn, fun fact.

yikes, and give you a whole lot of money in the process. good find.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1070 on: February 20, 2023, 01:55:14 pm »
0

Had King’s Cache, Collection and Harbinger crop up together last night. One of those combos that is not only devastatingly effective, but with the Harbinger, fairly easy to set up the trigger and becomes self-fulfilling.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1071 on: February 23, 2023, 05:51:34 am »
+2

Had a game with Haunted Woods, Archive and Innovation. Buy an Archive, topdeck junk from your hand, then play the bought Archive to set the junk aside. Bonus points for having a single Night card that you redraw instantly.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1072 on: March 09, 2023, 02:04:27 pm »
+4

Swap, Lackeys, Silk Merchant.
Swap oscillates between a double splitter and village/Baker. Pretty sweet.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1073 on: March 15, 2023, 02:28:57 pm »
+2

Reckless Trait cards stack with "play twice" and "play three times" effects. I used King's Cache on a Reckless Bank to play it six times for $66, and had enough buys to buy all 8 Provinces. 
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1074 on: April 07, 2023, 05:15:11 pm »
+1

Reckless and Island.  You get to island two cards and it hits your mat and doesn't ever get returned.  Super fast thinking early.
« Last Edit: April 07, 2023, 05:18:02 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1075 on: April 07, 2023, 05:19:38 pm »
0

Reckless Trait cards stack with "play twice" and "play three times" effects. I used King's Cache on a Reckless Bank to play it six times for $66, and had enough buys to buy all 8 Provinces.

Just imagine a reckless possession/kings court(s) combo.  You might be able to sneak a nap in before your next turn if they don't end it first.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1076 on: April 28, 2023, 11:27:11 pm »
0

Neat combo here.  Tactician and Way of the Owl with a Weaver in hand.discard your hand and draw 6 more cards.  If you have + actions it's basically a free tactician turn and if you don't you at least can use the coins to buys stuff/get nights in play on your often worthless leg of the tactician turn.
« Last Edit: April 28, 2023, 11:28:45 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1077 on: June 07, 2023, 06:53:17 pm »
+2

This one was really kind of neat, although an extreme edge case.  If you gain a Siren with a Sheepdog in hand and you are at the end of your draw pile you can gain it without trashing if the Siren ends up Being one of the 2 cards that you draw. triggering a reshuffle.
« Last Edit: June 08, 2023, 11:15:14 pm by Honkeyfresh »
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1078 on: June 08, 2023, 11:14:43 am »
+4

This one was really kind of neat, although an extreme edge case.  If you gain a Siren with a Sheepdog in hand and you are at the end of your draw pile you can gain it without trashing if the Siren ends up Being one of the 2 cards that you draw.

I was wondering if it mattered whether you actually draw the Siren there, and it's easier than that. I just tested it online, and this works whenever the Sheepdog makes you shuffle the gained Siren into your deck--that's where the Siren loses track of itself. You don't have to draw the Siren from the Sheepdog effect, just shuffle the Siren into your deck with the Sheepdog effect.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1079 on: June 26, 2023, 12:36:22 pm »
+3

Cultist / Way of the Mule. It's very handy to play a chain of Cultists for draw and then use the last one as Way of the Mule to make the sequence nonterminal.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1080 on: June 26, 2023, 09:40:13 pm »
+1

Also works with Frog, Ox or Pig.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1081 on: June 27, 2023, 12:17:45 am »
+2

Also works with Frog, Ox or Pig.

True, though Pig nerfs Cultist enough that it might not be worth it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1082 on: August 18, 2023, 11:53:03 pm »
+2

Had a game with Weaver + Way of the Squirrel + a discard attack (in this case Margrave). Weaver proved an interesting partial counter to discard attacks (this would also work with Village Green and Trail) - when I'm forced to discard a Weaver from my hand, I can play it as Squirrel, and at the end of my opponent's turn, draw back 2 cards. Or if I discarded more than one Weaver, even more cards. Thus turning the discard attack into a sifter
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1083 on: August 21, 2023, 03:14:59 pm »
+5

Marquis+(some kind of Village)+WotChameleon

Each Marquis gives +$10
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1084 on: August 24, 2023, 08:20:48 am »
0

Another good combo is                  SCOUT 
 and NOTHING (not even moat)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1085 on: August 24, 2023, 03:08:46 pm »
0

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1086 on: September 12, 2023, 04:45:23 am »
+5

Reckless Scheme is incredibly strong. You get +2 Cards +2 Actions when you play it. Then you get to topdeck two Action cards - which can include itself (thus avoiding going back to its pile) plus one other Action card. Get multiple Schemes and you can basically start each turn with the same hand
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1087 on: September 12, 2023, 09:40:09 am »
+6

Ironically "reckless scheme" is much more reliable, safe, and consistent than an ordinary scheme
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1088 on: September 13, 2023, 10:45:21 am »
+2

If I have $6 and Guildhall and Travelling fair is on the board, I can topdeck 4 coppers to guarantee a province next turn.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1089 on: September 14, 2023, 02:19:53 pm »
0

There are many Tactician combos, so this is maybe obvious or probably in this thread somewhere, but Tactician plus Gamble on the Tactician you just bought can be pretty nice.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1090 on: September 14, 2023, 02:26:07 pm »
0

There are many Tactician combos, so this is maybe obvious or probably in this thread somewhere, but Tactician plus Gamble on the Tactician you just bought can be pretty nice.
Yeah, Tactician in the buy phase in general, really.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1091 on: September 27, 2023, 05:05:14 pm »
+1

For those that don't want to waste a turn to get their Landing Parties back, I just rolled a board with Landing Part and Hasty on a treasure card (Cauldron). Just pay $5 to get them all back next turn (along with $2 and a buy), which was very much worth it.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1092 on: October 05, 2023, 05:41:45 pm »
0

Not sure if this counts, but I think it should. I'm just gonna put it here anyway. But Launch with any terminal will allow you to get two actions before the terminal.  Sometimes this might be useful if u need two actions to play like a possession and a tactician for e.g.  But it really shines in games with cards like Margrave or Hunting grounds etc.

One bonus super sweet interaction in a similar vein is Launch and Swamp Shacks.  Especially if you already have an engine that is humming, getting all of your treasures into play before you launch and then playing your swamp shacks can really set off an engine in a maor way.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1093 on: October 06, 2023, 12:44:56 am »
+1

Sculptor gaining Gondola is a nice village on a board with no others. Won me a game.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1094 on: November 01, 2023, 01:07:56 pm »
0

Fated Collection with Border Village, Laboratory and other useful 5 cards and useful cheaper actions. Some actions had $.

Unfortunately I don't remember specifically what the other cards were, but the guts of it is the Border Village, Laboratory and Fated Collection. It was also a Colony game.

Anyway, I got up to 3 Collections. At first I thought I was getting lucky shuffles to get all 3 Collections in my hand. Then I realized what was happening.

Anyway, once I realized what was up, with 4 buys, I would buy Border Village, get a Laboratory, then buy another action or 2, or get 2 Border Villages and 2 other actions.
I was always able to get at least 3 actions for 9 points.

Good for 12 points a turn. I also picked up the occasional colony.

Ended up with 54 victory point tokens. Would have been more if I realized the gold mine it was earlier.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1095 on: November 22, 2023, 04:50:06 am »
+1

Had plenty of coins, but I didnt draw that plus buy I would have needed to threepile with duchy. I already had to gain all but 2 during the turn, counting on that buy I didnt get. Then as my last action a black market let me buy border village, and I could buy the second last duchy that way. Never had this lucky a BM draw!
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1096 on: November 23, 2023, 11:31:04 am »
+2

Gamble+Stockpile is even more OP with bank. After getting too many buys, I can buy a bunch of coppers and gamble into them and then buy a couple banks and gamble into them then empty the colonies
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1097 on: November 28, 2023, 12:22:14 pm »
0

Had plenty of coins, but I didnt draw that plus buy I would have needed to threepile with duchy. I already had to gain all but 2 during the turn, counting on that buy I didnt get. Then as my last action a black market let me buy border village, and I could buy the second last duchy that way. Never had this lucky a BM draw!

This might be one of the edgiest cases to qualify for this thread.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1098 on: November 28, 2023, 12:23:21 pm »
0

Gamble+Stockpile is even more OP with bank. After getting too many buys, I can buy a bunch of coppers and gamble into them and then buy a couple banks and gamble into them then empty the colonies

This is amazing. 8)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1099 on: December 16, 2023, 02:28:17 am »
+2

It's definitely gonna be a rare combo to hit, but it is pretty crazy that a Lurker can pull a Spell Scroll from the trash.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1100 on: December 21, 2023, 06:54:50 am »
+1

Trickster + Orb lets you play your trickster every turn (until you shuffle) without costing any draw or actions (beyond the first play). (encountered in a slog game, dished out 4 curses in a row)
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1101 on: February 19, 2024, 01:11:27 pm »
+2

Collection/Populate. It wouldn't have worked with Goons, but the change to on-gain...
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1102 on: February 26, 2024, 03:03:34 am »
+2

I'm sure this has been said before, but Collection + Experiment goes crazy
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1103 on: February 26, 2024, 04:34:04 am »
+3

Shaman + Cabin Boy is already great. Trash CB to gain a duration and immediately gain it back, while also avoiding the shaman attack. It's even more fun with an on-gain Trait on CB, in my last game, Pious. Play a Cabin Boy to next-turn trash two cards from your hand and gain an extra Cabin Boy. Good cantrip trashing and decent economy once you're done.
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mxdata

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #1104 on: February 27, 2024, 03:13:32 am »
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Shaman + Transmogrify is a nice combo, since both are start-of-turn, you can Transmogrify a card in your hand and then get the trashed card immediately back
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