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You only need two Schemes, and a lot of Conspirators. It basically makes it so that your deck is full of activated conspirators.
Quote from: sudgy on May 24, 2013, 06:05:03 pmYou only need two Schemes, and a lot of Conspirators. It basically makes it so that your deck is full of activated conspirators.If those are the only cards in your deck, sure, that would work, but they usually won't be. After you, say, buy a Province, your odds of hitting a lot of Conspirators go down. Needs trashing to be guaranteed with only 2 Schemes. And if you get hit by a Militia, you'd better have a backup plan.
Pirate Ship as a Conspirator enabler, being terminal and not-KC, is incredibly surprising. Then, the other non-terminal usual suspects are there, of course.
What do you mean by "not-KC"? If you mean you can't KC Pirate Ship... Well, you can.
But pirate ship makes virtual coins more powerful, so it's not really surprising. If I'm being attacked by pirate ships and can build a conspirator engine with conspirator and some nonterminal in the other 8 kingdom cards, I ignore the attack and get my coppers trashed, to increase my action density (the other weakness of conspirator).
Can someone explain to me how your own pirate ship in any way enables conspirators? Okay, any way other than the technical village+PS+conspirator=activation that you can have off of literally any action.
If your opponent starts playing PS and you have conspirator and any cantrip, you are getting your Coppers trashed for free while having activated Conspirators all over. Add any kind of +Buy and you are getting double Province turns while the opponent think his ahead with his $7 PSs.
Δ Qual: The change in quality given the conditioned cards are available.