Dominion > Dominion Articles
Self-Synergy
O:
I might be OOTL but I'm not sure if this article (and the comments) are just memeing or not.
jonaskoelker:
--- Quote from: O on November 14, 2017, 04:01:59 pm ---[...] not sure if [...]
--- End quote ---
crj:
Interesting topic. It feels like it might be worth distinguishing cards that self-synergise from piles that self-synergise, though?
If this is being fleshed out into a full article, it definitely bears mentioning that you should always look for self-synergy when you see a split pile, because it'll be there more often than not.
I don't want this thread to go the way of a certain other thread, but I would say that Nobles was a useful example of a self-synergistic card from Intrigue.
jonaskoelker:
--- Quote from: O on November 14, 2017, 04:01:59 pm ---I might be OOTL but I'm not sure if this article (and the comments) are just memeing or not.
--- End quote ---
The Mint part of Seprix's comment is a Mint joke, that's a meme.
My "Play City Quarters, reveal City Quarters, draw City Quarters" is a reference to "play a Village, draw a Village", see video below. It also makes the serious point that the more CQs you have, the better each of them is—but any action card would make each CQ better to the same degree, so massing CQs is not great. On the other hand, if you have 1 or maybe 2 more than you need, you're more likely to have those you need in hand when you need them. So, while my initial (implicit) analysis is true, a more detailed analysis is more strategically relevant. On average. I think. So maybe that's 60% joke, 40% serious.
Much of my post is a serious attempt at stretching the concept of self-synergy in order to see what happens. I didn't spot much memeing anywhere else. But then again, I don't squint as well as Fry does ;)
jonaskoelker:
One concept that might fit into a discussion of self-synergy is self-opposition.
* The thinning part of Ambassador defends against the junking part of Ambassador.
* In Minion mirrors, you should probably assume you get Minion-attacked between your turns, which means you should do shuffle control differently.
* Your Lurker has synergy with your other Lurker, but anti-synergy with your opponents' Lurkers.
* Powering down your own Poachers also powers down your opponents' Poachers. (Similarly for powering up Cities.)
* Governor gives your opponent Silver which they can Governor-remodel into more Governors. It draws your opponents cards, which lets them use more of their own Governors for its other abilities.
* Oracle can skip your opponents' Oracles.
* Bandit gains targets for your opponents' Bandits, and regains treasure lost to your opponents' Bandits.
* The Silver-gain of Bureaucrat lowers your Victory density, rendering you less vulnerable to the attack part of Bureaucrat.
* Any junker has less junk to deal out if your opponent gives you half the junk.
* ... But Mountebank lowers your Curse density, making it more likely that your opponent's Mountebank will hit.Graverobber self-synergizes: it can remodel Graverobber into Province and gain Graverobber back from the trash.
It also self-opposes: your opponents' Graverobbers can gain your Graverobbers back from the trash.
Playing n Torturers (if you have the village support) is different from n times the effect of a single Torturer. It also sorta' self-opposes, in that +3 cards compensates for discarding two cards (once) at the cost of an action.
Not all of these effects are strategically important—but they all deal with how playing a card interacts with your opponents' plays of that same card.
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