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Author Topic: A ridiculous kingdom  (Read 1996 times)

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Cuzz

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A ridiculous kingdom
« on: January 09, 2018, 12:49:01 pm »
+1

Scrying Pool, Skulk, Apprentice, Count, Cursed Village, Laboratory, Rogue, Vampire, Werewolf, Hireling

So many crazy interactions it was hard to know what to focus on:

Open Skulk for quick economy and to immediately hit $5 for Count/Apprentice trashing
Scrying Pools can draw Werewolves to play as Nights
Vampires gain all the $5s
Counts gain Coppers to trash with Bats
Rogue gains Skulks trashed by War to get more Gold.

With Cursed Village as the only village, Hexes were flying like mad and I had turns where I played a Skulk, 6 Werewolves and a Vampire for Hexes.

My opponent resigned out of frustration with the length of the game, though they were sure they would have won. I finished against the Rat because I was having fun.

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Cave-o-sapien

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Re: A ridiculous kingdom
« Reply #1 on: January 09, 2018, 02:56:45 pm »
+3




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Cave-o-sapien

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Re: A ridiculous kingdom
« Reply #2 on: January 09, 2018, 03:25:18 pm »
0

Open Skulk and then go for Count/Cursed Village?
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ipofanes

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Re: A ridiculous kingdom
« Reply #3 on: January 10, 2018, 04:02:35 am »
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At least Hireling / Cursed Village should rule each other out, where my preference would be for the Village. Skulk is the only source of +Buy so you can't feed them all to Apprentice if you want to have multiple Buys. I would trash the first Skulk early to Apprentice though, use Apprentice to trash Copper when there is a Cursed Village in sight, get one Rogue to re-gain Skulk/Gold from trash (and ready the hand for the next CV), skip Potion for Skulk in the opening but would buy Potion with the next $4 hand, mostly ignore the generic hand-filler like Werewolf and Laboratory, relying on the Pool and Village to fill my hand, trying to manage the ebb and flow of drawing, playing and trashing.
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crj

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Re: A ridiculous kingdom
« Reply #4 on: January 10, 2018, 09:59:27 am »
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I don't have Alchemy, so don't have great intuition about Apprentice, but what would happen if one focused on Skulk+Apprentice to gradually turn your deck Gold with a bit of +Buy, draw and hexing? It feels like that might be very quick.
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tim17

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Re: A ridiculous kingdom
« Reply #5 on: April 17, 2018, 09:14:21 pm »
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I don't have Alchemy, so don't have great intuition about Apprentice, but what would happen if one focused on Skulk+Apprentice to gradually turn your deck Gold with a bit of +Buy, draw and hexing? It feels like that might be very quick.

Skulk + Apprentice is reasonably quick, but a bit worse than say Market Square + Apprentice. Probably this interaction is worth making use of (especially with rogues gaining back the skulks), but I'd think that you'd still want to include a lot of other stuff.
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