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Author Topic: Combo: Ghost Ship + Fortune Teller  (Read 10444 times)

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jonts26

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Combo: Ghost Ship + Fortune Teller
« on: August 18, 2011, 02:44:12 am »
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Ok, so this probably isn't the most practical combo in most circumstances, but here's a game I played recently where I used it to great effect.

Having gained most of the alchemists, I was able to pull this off nearly every turn from midgame on. Ghost ship on it's own, played every turn, is a devastating attack. What the fortune teller adds is the inability for the opponent to top deck useful things hoping for a better turn next time, making it that much nastier. I suppose one way to somewhat circumvent this would be to use a victory card as a shield for one other card.  Since they are both terminals, you need a village type card. This makes the combo practical only in large action chain engines.

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Thisisnotasmile

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Re: Combo: Ghost Ship + Fortune Teller
« Reply #1 on: August 18, 2011, 03:56:36 am »
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Split Victory/Other cards (i.e Nobles, Harem and to some extent Great Hall and Island) would counter this, but as you said, it's not going to be that common anyway.
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ARTjoMS

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Re: Combo: Ghost Ship + Fortune Teller
« Reply #2 on: August 18, 2011, 06:55:36 am »
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If your engine is good enough to draw them both and opponent knows what he is doing then it is most probably better to play fortune teller first.
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DG

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Re: Combo: Ghost Ship + Fortune Teller
« Reply #3 on: August 18, 2011, 09:03:04 am »
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Occasionally changing the order of play can leave your opponent guessing. I've no idea why your opponent didn't buy scrying pools.
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