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Author Topic: Alchemy and Dark Ages  (Read 2139 times)

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Loschmidt

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Alchemy and Dark Ages
« on: September 03, 2012, 11:41:20 pm »
+3

Alchemy has always been my least favourite expansion, which is not to say that I don't actually like it. Dominion expansions are just of very high quality and Alchemy merely grabbed me the least. But there are a number of Alchemy/DA combos that are really making enjoy Alchemy games more.

Vineyards/Ruins

Vineyards is such a nice passive counter to Ruins. Playing a ruined-vineyards deck is much closer to playing Gardens deck than your average Vineyards deck and I love playing bloated decks. The only problem with having such a ruined deck is actually finding your Potions and Armory provided the solution. I used my Armories to top-deck Potions, each one guaranteeing a Vineyards next turn.

Counterfeit/Potion

This combo fixes two of the common Alchemy deck problems; 1) getting those powerful Potion-cost cards quickly enough, and 2) having a dead Potion in your deck after you've stopped ramping.

Apprentice/Feodum

I've always love Apprentice, I mean it is just such a hands down fantastic card. But anyway this combo is a like the love child of Apprentice and Trader. So much fun.

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Fragasnap

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Re: Alchemy and Dark Ages
« Reply #1 on: September 04, 2012, 07:08:06 am »
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Death Cart, Scrying Pool, Rats

Everyone hated me that night.
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Lekkit

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Re: Alchemy and Dark Ages
« Reply #2 on: September 04, 2012, 07:48:46 am »
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I was hated after I handed out Curses with Witch, one of my friens handed out Ruins with Cultist chains. My girlfriend handled it by heavy Tradering. When I found my deck super bloated by all the ruins I realised Vineyards was in the kingdom. I rushed Potions and got five or something and bought Vineyards with every Potion hand. I managed to get 3 Vineyards before my opponent's ended the game on piles. My Vineyards was then worth 9 VP each, and that was all that was needed for the win. I'd say it's not really a soft counter. It's like hitting a Gardens player with Ambassador when there's no engine to build in a Province game. At least in multiplayer games.
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Kuildeous

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Re: Alchemy and Dark Ages
« Reply #3 on: September 04, 2012, 10:58:23 am »
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Vineyards/Ruins

Vineyards is such a nice passive counter to Ruins. Playing a ruined-vineyards deck is much closer to playing Gardens deck than your average Vineyards deck and I love playing bloated decks. The only problem with having such a ruined deck is actually finding your Potions and Armory provided the solution. I used my Armories to top-deck Potions, each one guaranteeing a Vineyards next turn.

Nice thing about this is that some of the Ruins can even provide you +Buy.

Counterfeit/Potion

This combo fixes two of the common Alchemy deck problems; 1) getting those powerful Potion-cost cards quickly enough, and 2)

As an added bonus, Counterfeit provides +Buy, so you can actually make use of the double potions. Of course, if you're using that for Vineyards, you may not be thrilled with trashing a Potion, but it could be a good endgame tactic.
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RD

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Re: Alchemy and Dark Ages
« Reply #4 on: September 04, 2012, 06:02:59 pm »
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(How long until people who haven't played DA aren't allowed to toss their wild speculation into every thread? It's not because I don't WANT to play it... :'( )

Anyway, here are things I want to try:

Rats/Vineyard rush

Transmute/Feodum (edit: Actually, Transmute might go well with a lot of these Actions that want to be trashed, especially Cultists, Ruins, and Rats, for quick Duchy rushes? I suppose it'll still be the weakest TfB around, but damn it, I'm excited to get to use it.)

Herbalist/Counterfeit actually might not be a bad opener either, for fast and efficient Copper trashing.
« Last Edit: September 04, 2012, 06:14:17 pm by RD »
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Kirian

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Re: Alchemy and Dark Ages
« Reply #5 on: September 04, 2012, 10:23:12 pm »
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Apprentice/Feodum

I've always love Apprentice, I mean it is just such a hands down fantastic card. But anyway this combo is a like the love child of Apprentice and Trader. So much fun.

I think Apprentice loves Dark Ages in general.  Trash a Rats for 5 cards.  Trash a Cultist for 8 cards.  Trash a Fortress, draw 4 cards and put the Fortress back in hand to fuel action chains.  Trash a Squire for 2 cards and an attack card.  Trash Gold for 6 cards, then use Graverobber to put it back on your deck, or just Rogue to gain it back.  The possibilities are crazy.
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