http://dominion.isotropic.org/gamelog/201301/16/game-20130116-162612-51d017d3.htmlI did it solo with some help from:
Village (needed because you have to play Ironworks after... oh no you play it before, so don't need a Village)
Chapel + Scrying Pool to enable fast Deckdraw of Ironworks
Cellar (for the cases when you draw 4x Ironworks + Chapel and not Scrying Pools)
Ironworks
And ofc the 3 cards Treasure Map, Nomad Camp, Mandarin
Ok if you cross out the Village, it is still a 6-card combo. But I think these are the kinds of combo this thread is about
.
Treasure Map, Nomad Camp, Mandarin, Chapel, Ironworks, Scrying Pool
PS: I know I played bad in the actual game overtrashing Copper and buying the unneeded Villages, so by turn 14 I had the Camps and Golds top-decked, end at turn 22. Might retry this one.
2nd attempt: Combo set on turn 10, end on turn 18
http://dominion.isotropic.org/gamelog/201301/16/game-20130116-163933-9c023f0d.htmlI think Chapel/Potion is better than Chapel/Ironworks for a start, what do you think? If you get the Potion later with your Ironworks, your turn will end, because you get no actions back.
Can you think of Actions other than Scrying Pool that can draw those huge amounts of Ironworks?
Or maybe a deck with many +buys but not enough $ to outbuy the Provinces, yet enough to buy Nomad Camps? (Highly unlikely, I guess)