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Author Topic: Neat card interactions that were useful in the game you found them in.  (Read 72348 times)

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hhelibebcnofnena

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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.)

Cartographer only looks 4 cards in, so I think Navigator is, in fact, the best.
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ipofanes

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Secret Passage may actually be even better as it widens the search space by your hand (thus to six cards when played initially), and it allows you to stack a terminal without fear of terminating your turn.

Then again, Secret Passage competes with Herald in the $4 space (but $4 gainers are plenty).
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Gubump

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Watchtower, Squire, and Cultist are in the set.

I buy a Squire for with a Watchtower in hand. I reveal Watchtower to trash the Squire, gaining a Cultist b/c of Squire's on-trash effect. I then reveal the same Watchtower to put the gained Cultist on top of my deck.

I had 8 Cultists in total.
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crj

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+1

...by which point the Squire, Cultist and Ruins piles were all empty, so your opponent won because they bought an Estate? (-8
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Gubump

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #779 on: June 01, 2019, 11:51:25 am »
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...by which point the Squire, Cultist and Ruins piles were all empty, so your opponent won because they bought an Estate? (-8

Nah, I actually only got the first 3 or 4 Cultists that way. The rest I got normally. It was a 3-player game, and my score was that of my opponents' combined.
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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 #780 on: June 01, 2019, 12:10:28 pm »
+4

Capitalism + Horse Traders
Play all your other Treasures, then play Horse Traders, discarding nothing.
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ehunt

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #781 on: June 01, 2019, 03:17:31 pm »
+1

academy + peddler

enough to sustain an engine without villages
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jomini

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #782 on: June 02, 2019, 06:03:23 pm »
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Capitalism + Horse Traders
Play all your other Treasures, then play Horse Traders, discarding nothing.

Lot of work for a Gold and a buy, particularly as once you green you will almost always have two greens to discard regardless. Buying two silvers is most cost effective if the buy doesn't matter.
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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 #783 on: June 02, 2019, 11:45:23 pm »
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Capitalism + Horse Traders
Play all your other Treasures, then play Horse Traders, discarding nothing.

Lot of work for a Gold and a buy, particularly as once you green you will almost always have two greens to discard regardless. Buying two silvers is most cost effective if the buy doesn't matter.

Well, the game this showed up in had other stuff that also benefitted from Capitalism. I still thought the effect was neat enough on its own to mention. And for what it's worth, you'll usually be able to get both Capitalism and Horse Traders before you can get a Gold.
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ipofanes

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #784 on: June 07, 2019, 03:18:22 am »
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Villa/Inheritance/cost reducer

This combination (cost reducer being Inventor) allowed me to siphon the Estates as the third pile in a single turn, gaining more than a Province worth in VPs
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Awaclus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #785 on: June 07, 2019, 03:53:44 am »
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Villa/Inheritance/cost reducer

This combination (cost reducer being Inventor) allowed me to siphon the Estates as the third pile in a single turn, gaining more than a Province worth in VPs

Why is the cost reducer necessary?
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ipofanes

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #786 on: June 07, 2019, 07:26:59 am »
+1

Because Estate costs €2 and Villa provides only one coin? You don't need if you already have enough coin in your Buy phase.
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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 #787 on: June 07, 2019, 10:41:01 am »
+1

Maybe it’s been pointed out before but Mill/Hermit is a great opener.

Mill is great at hitting $5 right away but you have to discard your junk, which can make it bad to pair with a trasher. Hitting $5, gaining a $3 cost card, and trashing from your discard pile right away is nice.
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hhelibebcnofnena

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #788 on: June 07, 2019, 12:16:23 pm »
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Because Estate costs €2 and Villa provides only one coin? You don't need if you already have enough coin in your Buy phase.

Merchant Guild also works for this.
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Awaclus

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #789 on: June 07, 2019, 03:37:37 pm »
+1

Hitting $5, gaining a $3 cost card, and trashing from your discard pile right away is nice.

You don't hit $5 unless you discard the Hermit.
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GendoIkari

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #790 on: June 07, 2019, 04:57:36 pm »
+1

Because Estate costs €2 and Villa provides only one coin? You don't need if you already have enough coin in your Buy phase.

Merchant Guild also works for this.

True, though in many ways Merchant Guild acts like a type of cost reduction anyway.
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math

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #791 on: June 12, 2019, 06:53:23 pm »
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Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.
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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 #792 on: June 12, 2019, 07:04:56 pm »
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Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.

The draw is usually very good
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math

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #793 on: June 12, 2019, 07:49:10 pm »
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Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.

The draw is usually very good

I agree, but Governor is so good overall that I find myself using the non-terminal Remodel option when I'm building, and the Gold gain/Remodel as payload, with mostly other things for draw.  It's possible I'm playing it wrong.
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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 #794 on: June 13, 2019, 12:36:31 am »
+1

Governor+Chariot Race.  Normally the Gold and Remodel options on Governor are stronger than the draw, but if your first Chariot Race whiffs because of something expensive on the opponent's deck, drawing with Governor lets you try to hit a cheaper card.

The draw is usually very good

I agree, but Governor is so good overall that I find myself using the non-terminal Remodel option when I'm building, and the Gold gain/Remodel as payload, with mostly other things for draw.  It's possible I'm playing it wrong.

You generally want to avoid early Remodel effects because they help your opponent a lot more than you (thinning Coppers for free mostly). The main exception is to make Silvers into Governors when contesting the split.
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Gubump

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #795 on: June 13, 2019, 02:11:18 am »
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Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.
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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 #796 on: June 13, 2019, 09:01:10 am »
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Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.

You're aware that Patron consumes an action in addition to giving you a Villager, I hope? You really will likely need another village if you're trying to draw your deck with terminal draw. The Seer thing is a lot better though.
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Gubump

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Re: Neat card interactions that were useful in the game you found them in.
« Reply #797 on: June 13, 2019, 02:49:41 pm »
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Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.

You're aware that Patron consumes an action in addition to giving you a Villager, I hope? You really will likely need another village if you're trying to draw your deck with terminal draw. The Seer thing is a lot better though.

I really have built draw-your-deck engines with lots of terminals and no Villages thanks to Patron. And yes, I am aware that Patrons still consume Actions. I don't know why I said that Patrol is arguably better, though. Patron + Seer is way better.
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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 #798 on: July 06, 2019, 10:28:58 am »
+10

Speaking of Remodel effects, I had no idea Cemetery + Remodel was such a quick thinner. Remodel those Estates into Cemeteries to trash all your Coppers in hand. Then Remodel the Cemeteries into Gold or Grand Markets or whatever.
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Re: Neat card interactions that were useful in the game you found them in.
« Reply #799 on: July 08, 2019, 03:57:51 am »
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I was like "But those compete for the $4 price tag" before I re-read "Remodel your Estates into Cemeteries".
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