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Author Topic: Combos/Counters Article list  (Read 20875 times)

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werothegreat

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Re: Combos/Counters Article list
« Reply #25 on: December 11, 2013, 02:38:57 pm »
0

I remember a game against ehunt I think in the DSC where I played Hoard/Gardens/Royal Seal.  It was extremely powerful and to this day the only time that I have achieved the Bominator CR achievement.

Bominator?
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Re: Combos/Counters Article list
« Reply #26 on: December 11, 2013, 02:45:01 pm »
0

Buy Only Money and Victory cards and Win.  Essentially playing BM-Ultimate that allows for Kingdom Treasure cards to be purchased.  It's extremely hard to do and actually win.  Because so often regardless of the Kingdom there will be some action card that will be obtained.  It's rare when there are no action cards worth obtaining over pure Treasure.
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Re: Combos/Counters Article list
« Reply #27 on: December 11, 2013, 02:49:57 pm »
0

I remember a game against ehunt I think in the DSC where I played Hoard/Gardens/Royal Seal.  It was extremely powerful and to this day the only time that I have achieved the Bominator CR achievement.

Bominator?

I think bombinator was buying only treasure and victory cards, but i might be wrong
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Re: Combos/Counters Article list
« Reply #28 on: December 11, 2013, 05:17:07 pm »
0

Buy Only Money and Victory cards and Win.  Essentially playing BM-Ultimate that allows for Kingdom Treasure cards to be purchased.  It's extremely hard to do and actually win.  Because so often regardless of the Kingdom there will be some action card that will be obtained.  It's rare when there are no action cards worth obtaining over pure Treasure.
The only time I remember getting it is when I got nearly ideal shuffle luck, there were no interesting kingdom cards sub-$5, and I never hit exactly $5. Turns out that BMU can be super-fast with ideal shuffle luck.
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redwings1340

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Re: Combos/Counters Article list
« Reply #29 on: June 25, 2014, 07:55:58 pm »
+10

Mint/Stonemason. Seriously, I just played with this opening, and I think it's right up there as one of the best openings in the game. On turn 3/4 you can use your stonemason on your mint, trash 5 coppers before your first reshuffle, while sacrificing none of your economy in the process (worst case scenario you trade those coppers in for 2 silvers).

In the game I recently played with those two cards, there was also a remake, which made it ridiculously easy (trashed my estates and coppers ridiculously quickly after that), but this is a combo I haven't seen discussed anywhere else, and might be one of the top openings in the game in my opinion.
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Re: Combos/Counters Article list
« Reply #30 on: August 07, 2015, 02:49:19 pm »
0

How often is this list updated? Also, what's the strict definition of a 'combo' here? I say that because I believe I wrote something on Nomad Camp/Fool's Gold a long time ago, and if that fits the criteria of a combo, it could be listed.

Also, Baron/Crossroads/Stables is definitely a great combo.
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Mic Qsenoch

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Re: Combos/Counters Article list
« Reply #31 on: August 07, 2015, 02:51:36 pm »
+15

It's a combo if your post gets >5 people complaining about it not being a combo.
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tim17

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Re: Combos/Counters Article list
« Reply #32 on: April 26, 2016, 11:08:58 am »
+2

Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?
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werothegreat

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Re: Combos/Counters Article list
« Reply #33 on: April 26, 2016, 11:23:44 am »
+1

Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?

This gets wrecked by any sort of handsize attack, but it seems to work in the absence of that sort of thing.  4 Provinces in 12 turns, but I did get a 5/2 open.
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Re: Combos/Counters Article list
« Reply #34 on: April 26, 2016, 11:25:22 am »
0

Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?

This gets wrecked by any sort of handsize attack, but it seems to work in the absence of that sort of thing.  4 Provinces in 12 turns, but I did get a 5/2 open.

How fast does it win?

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Re: Combos/Counters Article list
« Reply #35 on: April 26, 2016, 07:08:22 pm »
0

Not sure if card+event combos belong here
most of us don't want you to worry about that


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Re: Combos/Counters Article list
« Reply #36 on: April 27, 2016, 04:51:58 am »
+1

Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?

I simulated this, and apparently it is significantly worse than Vault/BM. Adding a second Vault doesn't help much. So I wouldn't consider this a combo.
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Re: Combos/Counters Article list
« Reply #37 on: April 27, 2016, 11:07:30 am »
+2

Buy Only Money and Victory cards and Win.  Essentially playing BM-Ultimate that allows for Kingdom Treasure cards to be purchased.  It's extremely hard to do and actually win.  Because so often regardless of the Kingdom there will be some action card that will be obtained.  It's rare when there are no action cards worth obtaining over pure Treasure.

Bominator: http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160427/log.0.1461769097997.txt  ::) 8)

tim17

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Re: Combos/Counters Article list
« Reply #38 on: April 27, 2016, 11:57:12 am »
+1

Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?

I simulated this, and apparently it is significantly worse than Vault/BM. Adding a second Vault doesn't help much. So I wouldn't consider this a combo.

Okay, good to know.  This wouldn't have been any fun to play anyway.
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tim17

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Re: Combos/Counters Article list
« Reply #39 on: May 25, 2016, 02:56:05 pm »
+1

Haven't gotten too much chance to try them, but other potential adventures combos/synergies that might be decent:

1. Highway + Seaway: This one's pretty straightforward, get a highway, seaway the highways, then get as many highways as possible.  8 highways and you can buy all the provinces.  With good trashing, this might not need much else.

2. Wine Merchant + Distant Lands: This one admittedly might be dubious at best, but the idea of having a deck drawing engine with a few extra actions, and then alternate turns between playing wine merchants to buy distant lands, and playing distant lands, returning the wine merchants to your deck to repeat seems nice to me.

3. Alms + Duplicate + Gardens/Silk Road: A new version of a gardens rush, if you get duplicate on your first two turns, you're netting about 2 cards per turn on average for the rest of the game, and you don't need to buy treasures to keep your economy going.  You can also manage when you call your duplicates to control what you put in your reshuffles if it helps at all.

To me the first one seems actually quite good, not sure so much about the other two.  They're mostly just the result of me trying to find uses for Wine Merchant and Duplicate.
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werothegreat

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Re: Combos/Counters Article list
« Reply #40 on: May 26, 2016, 12:24:59 am »
0

I've tried Highway/Seaway in a solo game, and it's actually a bit slower than you'd think.  For a rush strategy, it doesn't help that every component costs , so you're left opening Silver/Silver.  It might be feasible if you can open with a trasher or at least a cantrip.
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Re: Combos/Counters Article list
« Reply #41 on: May 26, 2016, 12:34:40 am »
0

Highway seaway is good if you win the split. I won two of those games.
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tim17

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Re: Combos/Counters Article list
« Reply #42 on: May 26, 2016, 11:51:47 am »
0

I've tried Highway/Seaway in a solo game, and it's actually a bit slower than you'd think.  For a rush strategy, it doesn't help that every component costs , so you're left opening Silver/Silver.  It might be feasible if you can open with a trasher or at least a cantrip.

Yeah, I agree it really only seems good if you have decent trashing.

Same can be said about Wine Merchant/Distant Lands.  On a board with strong trashing, little or no card draw, +actions, and mission, this could net 8 points a turn by getting down to say village x 2, WM x 3, silver, which depending on the components takes roughly 8-9 turns to get there.  Only 6 distinct constraints necessary for this to do moderately better than BM?  Sounds great to me.
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Re: Combos/Counters Article list
« Reply #43 on: May 26, 2016, 11:53:33 am »
0

Mission is what distant lands wine merchant really needs.
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Re: Combos/Counters Article list
« Reply #44 on: May 27, 2016, 10:32:10 am »
+1

With regard to duplicate, I think while the gardens rush is viable on some boards occasionally, duplicate + duke actually seems strong.  To illustrate, feast + duke is presumably fairly good, and duplicate seems mostly better than feast for this deck.  When you play a feast, it gives you a duchy/duke that stays in your deck for the rest of the game.  When you play a duplicate, even if you just leave it on your mat for the whole game, it still gives you a duchy/duke on one of your last turns, which is clearly better.  You'd probably also want to use your duplicates early game to get more duplicates or maybe help build your economy.  Not sure exactly how good this is, but I think it at least beats Smithy/BM.
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Re: Combos/Counters Article list
« Reply #45 on: May 27, 2016, 06:56:58 pm »
+1

Royal Carriage/Bridge

Just played a game with these cards. NV was also there, I wanted to try RC/Bridge.
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Re: Combos/Counters Article list
« Reply #46 on: May 28, 2016, 06:21:07 am »
+1

Playing anything counters Scout.
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Re: Combos/Counters Article list
« Reply #47 on: May 28, 2016, 10:36:27 am »
+12

Playing anything counters Scout.

Except for enchantress on your opponent's scout. Then their scout counters your enchantress
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