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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 262259 times)

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chipperMDW

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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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crj

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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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AJD

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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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Dingan

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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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Awaclus

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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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bobbydj18

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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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tim17

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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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Commodore Chuckles

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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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AJD

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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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William Howard Taft

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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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samath

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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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Commodore Chuckles

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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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Dingan

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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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William Howard Taft

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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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Commodore Chuckles

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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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ipofanes

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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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werothegreat

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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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crj

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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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Commodore Chuckles

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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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ipofanes

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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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