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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 72472 times)

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humcalc216

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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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werothegreat

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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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ipofanes

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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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Sheogorath

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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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Commodore Chuckles

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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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AJD

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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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tim17

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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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ehunt

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Innovation + Stonemason

Treacherous for three-piling. You can squeeze five stonemasons out of 4 coins and a buy.
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hhelibebcnofnena

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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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Commodore Chuckles

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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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hhelibebcnofnena

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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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werothegreat

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+1

Flag Bearer/Quest

Not the best, probably, but does guarantee a Gold on turn 2.
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crj

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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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hhelibebcnofnena

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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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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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Dingan

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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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heron

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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...

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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Chris is me

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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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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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nasmith99

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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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AJD

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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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