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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 23212 times)

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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 #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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Doom_Shark

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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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Doom_Shark

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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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Chris is me

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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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Doom_Shark

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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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CPiGuy

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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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Commodore Chuckles

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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 »
+6

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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AJD

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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 »
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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 »
+3

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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AJD

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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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Dylan32

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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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ehunt

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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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humcalc216

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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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grrgrrgrr

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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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AJD

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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 »
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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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teamlyle

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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 »
+6

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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Beyond Awesome

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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 »
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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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teamlyle

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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 »
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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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