8
« on: August 04, 2011, 01:33:29 am »
Along Fangz lines, 11 turns in the obvious way.
open Amb/Amb.
Abbreviations: Estate (E), Copper (C), Ambassador (A), Island (I)
Notation: <> = separates cards drawn before shuffle from those after, deck size after turn [N]
Turn 1: CCCEE, buy A [11]
Turn 2: CCCCE, buy A [12]
Turn 3: ACCEE, remove EE [10]
Turn 4: ACCCC, remove CC [8]
Turn 5: CE <> CCA, remove E [7]
Turn 6: ACC<>CC, buy I [8]
Turn 7: AC<>CCI, remove CC [6]
Turn 8: ACC<>CI, remove CC [4]
Turn 9: A<>ACI remove A [3]
Turn 10: ACI remove C [2]
Turn 11: AI play Island
This is the fastest way you can get rid of your deck with Ambassadors and Islands, barring TR/KC, since after your opening 2 turns, you'll need 4 turns to remove the coppers, 2 turns for the estates, and 1 each to remove the Ambassador, buy an Island, and play the Island. Using Islands is slower since you have to spend a turn buying them and another using them. Yes the shuffling works out.
I realize the Ambassador solution may not be the one OP had in mind, given that one of the Ambassadors isn't removed to the Island matt.