Dominion Strategy Forum

Archive => Archive => Dominion: Adventures Previews => Topic started by: ConMan on April 23, 2015, 08:27:13 am

Title: Crazy Adventures Tricks (probably not combos)
Post by: ConMan on April 23, 2015, 08:27:13 am
I've noticed a couple of things that the Adventures cards let you do that will almost certainly not win you the game, but the fact that they're possible amuses me no end.

You can call a Royal Carriage after playing a Caravan Guard via its Reaction effect. You can even call a Coin of the Realm, although it won't do much.

At the start of your turn, you can call a few Ratcatchers to clear out all the junk in your hand, followed by a Guide so that you actually have cards in hand to play. It's a bit like using a Minion or a Draw-to-X after some non-terminal trashing like Upgrade.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: enfynet on April 23, 2015, 03:07:08 pm
Use Ratcatcher or Transmogrify to trash Cultist/Rats/Fortress getting the benefit before you play any actions.

As mentioned in the other thread:
Procession-Procession-Hireling-Hireling gives you a $5, two $7, and the +4 Cards every turn but leaves nothing in play.

Use Scheme on Teacher to get your tokens placed faster.

If you have enough draw, use Artificer to gain Grand Market without trashing Copper. (Then Call Duplicate to get another one.)

Opening turn events do weird things too. Opening Ferry lets you get a $6-cost with a 3/4 open.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: swedenman on April 23, 2015, 07:07:06 pm
Opening Ferry lets you get a $6-cost with a 3/4 open.

Yeah, I definitely think this is gonna be pretty busted. Kinda sucks for the one not opening 3/4, though.

And yeah, I agree that Transmogrify/Fortress is probably going to be pretty strong. It's no Procession/Fortress, but I mean what is.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: TheOthin on April 23, 2015, 07:09:27 pm
4/3 opening can still get a $5, though.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Beyond Awesome on April 23, 2015, 07:31:04 pm
True, but if Goons is on the board, it's going to suck.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Deadlock39 on April 24, 2015, 10:57:35 am
Storyteller plays a Relic, followed by a Minion attack to give your opponent a random 3 card hand.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: werothegreat on April 24, 2015, 10:59:45 am
Storyteller plays a Relic, followed by a Minion attack to give your opponent a random 3 card hand.

(http://www.troll.me/images/pissed-off-obama/bitch-you-nasty.jpg)
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: eHalcyon on April 24, 2015, 12:19:14 pm
Storyteller plays a Relic, followed by a Minion attack to give your opponent a random 3 card hand.

Throw in a Bureaucrat beforehand and Torturer after?
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Deadlock39 on April 24, 2015, 12:36:36 pm
Well, you wouldn't want to do anything to reduce their hand size before because it would make the Minion attack miss.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Kirian on April 24, 2015, 12:39:16 pm
Storyteller plays a Relic, followed by a Minion attack to give your opponent a random 3 card hand.

Throw in a Bureaucrat beforehand and Torturer after?

If Bureaucrat hits, they won't discard to Minion.

Also, Storyteller/Relic maintains hand size, so you might not want to immediately attack with Minion.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Jimmmmm on April 24, 2015, 12:41:47 pm
I think we've stumbled upon an epic Council Room/Bureaucrat/Storyteller/Relic/Minion/Torturer combo.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: enfynet on April 24, 2015, 12:43:24 pm
I think we've stumbled upon an epic Council Room/Bureaucrat/Storyteller/Relic/Minion/Torturer combo.
Can we include Haunted Woods?
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Hugovj on April 24, 2015, 12:44:03 pm
Buy Messenger, gain Curse, reveal Watchtower, give Curses to everybody :)
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Jimmmmm on April 24, 2015, 12:44:44 pm
I think we've stumbled upon an epic Council Room/Bureaucrat/Storyteller/Relic/Minion/Torturer combo.
Can we include Haunted Woods?

Depends on the Kingdom.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: eHalcyon on April 24, 2015, 12:48:52 pm
Well, you wouldn't want to do anything to reduce their hand size before because it would make the Minion attack miss.

Oops.  :-[
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: TheOthin on April 24, 2015, 12:54:51 pm
In general, Storyteller/Minion seems like a negative synergy because it takes away your $ and increases your hand size. Black Market + Relic seems much more effective, as long as you have +Actions.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: enfynet on April 24, 2015, 01:46:24 pm
Depending on how much coin you have in your deck, you could possibly play a bunch of Minions for money then play a Storyteller to draw the rest of your deck.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Deadlock39 on April 24, 2015, 02:21:02 pm
Just to be clear, when I thought of it my opinon was that

... [it] will almost certainly not win you the game, but the fact that [it's] possible amuses me...

Storyteller + Relic will increase your handsize, so it will make you less likely to want to attack with Minion.  Village, Black Market+Relic, then Minion is closer to something that makes sense, so maybe that is something that could actually be used in a game.  You could probably set up a board where it is a thing (if it is even possible for it to be a thing) more easily than with Storyteller, but that is less Advetures-y and required more cards, so I didn't mention it.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Beyond Awesome on April 25, 2015, 08:41:05 am
Well, you wouldn't want to do anything to reduce their hand size before because it would make the Minion attack miss.
The Relic doesn't reduce the hand size. It gives your opponent a negative card token so when he draws up for Minion, he draws one less card, thus getting a 3-card hand.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Awaclus on April 25, 2015, 08:44:10 am
Well, you wouldn't want to do anything to reduce their hand size before because it would make the Minion attack miss.
The Relic doesn't reduce the hand size.

The Bureaucrat does. As expected of the best card in Dominion!
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Deadlock39 on April 25, 2015, 10:08:28 am
Well, you wouldn't want to do anything to reduce their hand size before because it would make the Minion attack miss.
The Relic doesn't reduce the hand size.

The Bureaucrat does. As expected of the best card in Dominion!

I should really quote more to avoid confusion, but it feels cluttery when I am responding to the post directly above mine, and those super long quote chains get cwazy.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: enfynet on April 25, 2015, 10:10:14 am
Is opening with Plan a thing? Put your Trash token on your $4 buy to guarantee seeing it T3/T4?
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: werothegreat on April 25, 2015, 11:25:20 am
Is opening with Plan a thing? Put your Trash token on your $4 buy to guarantee seeing it T3/T4?

Well, you want to Plan before you buy cards from that pile, so, yes?  It's still pretty weak, though.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: jaketheyak on April 26, 2015, 10:27:05 pm
I like the idea of top-decking a trasher on turn one using Travelling Fair.
Amulet works well if we're sticking to Adventures cards.

Otherwise, I picture myself top-decking a Chapel on a 5/2 and cackling maniacally as I trash a Copper and my three starting Estates on turn two.
Then recklessly trashing four Coppers on turn three and crying when I realise what I have done.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Jimmmmm on April 27, 2015, 10:13:19 am
I just realised something: unlike any other Throne Room variant, Royal Carriage works on Princed cards. Obviously you'd often rather RC $5+ cards, but it'll sometimes be useful.
Title: Re: Crazy Adventures Tricks (probably not combos)
Post by: Beyond Awesome on April 27, 2015, 11:45:11 am
I like the idea of top-decking a trasher on turn one using Travelling Fair.
Amulet works well if we're sticking to Adventures cards.

Otherwise, I picture myself top-decking a Chapel on a 5/2 and cackling maniacally as I trash a Copper and my three starting Estates on turn two.
Then recklessly trashing four Coppers on turn three and crying when I realise what I have done.

That has to be the single best opening in the game