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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 77420 times)

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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 #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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mail-mi

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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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Commodore Chuckles

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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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AJD

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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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Commodore Chuckles

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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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Chris is me

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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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mail-mi

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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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ipofanes

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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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math

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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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Commodore Chuckles

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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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DDL

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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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ipofanes

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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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Titandrake

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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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segura

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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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Titandrake

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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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Chappy7

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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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