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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 26111 times)

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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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Village, +2 Actions.  Village, +3 Actions.  Village, +4 Actions.  Village, +5 Actions.  Village, +6 Actions.  Village, +7 Actions.  Workers Village, +2 Buys, +8 Actions.  End Action Phase.  No Treasures to play.  No buy.  No Night cards to play

Commodore Chuckles

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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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ehunt

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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 »
+9

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 »
+4

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 »
+4

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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Village, +2 Actions.  Village, +3 Actions.  Village, +4 Actions.  Village, +5 Actions.  Village, +6 Actions.  Village, +7 Actions.  Workers Village, +2 Buys, +8 Actions.  End Action Phase.  No Treasures to play.  No buy.  No Night cards to play

stechafle

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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 »
+4

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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mameluke

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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 »
+11

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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McGarnacle

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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 »
+6

Cursed Village/Secret Cave

You get pretty much a full engine- draw, actions and coins.
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JThorne

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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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JThorne

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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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Erick648

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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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Gazbag

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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 »
+10

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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Cave-o-sapien

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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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crj

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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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faust

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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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Since the number of points is within a constant factor of the number of city quarters, in the long run we can get (4 - ε) ↑↑ n points in n turns for any ε > 0.

crj

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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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Cave-o-sapien

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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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Gazbag

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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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crj

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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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Chappy7

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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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