Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Roadrunner7671 on November 26, 2015, 10:28:03 am

Title: Strongest Combo?
Post by: Roadrunner7671 on November 26, 2015, 10:28:03 am
What is the strongest combo in a two player game? It can be up to three cards, but it cant' be a pin (like with Goons, Masquerade, King's Court).

Thanks!
Title: Re: Strongest Combo?
Post by: Limetime on November 26, 2015, 10:43:04 am
For starters here is a list of strong combos using up to 3 cards
Market square, apprentice, rats
Native village, bridge
seaway, highway
Counting house, traveling fair(maybe bank)
Gardens, beggar
Storyteller, bank, scheme
Warrior/page/champion, chapel, highway? Does this count as a pin?
KC, SAB And this?
Feudum, storyteller, raid?
Title: Re: Strongest Combo?
Post by: Roadrunner7671 on November 26, 2015, 10:45:04 am
Thanks Limetime. Now, in your opinion, which one of these is the strongest?
Title: Re: Strongest Combo?
Post by: werothegreat on November 26, 2015, 10:45:57 am
The Bridge combos - KC, NV, RC
Hermit/Market Square
Beggar/Gardens
Feodum and an enabler (Masterpiece, Talisman, Trader)
Counting House/Travelling Fair
Title: Re: Strongest Combo?
Post by: Roadrunner7671 on November 26, 2015, 10:47:11 am
The Bridge combos - KC, NV, RC
Hermit/Market Square
Beggar/Gardens
Feodum and an enabler (Masterpiece, Talisman, Trader)
Counting House/Travelling Fair
Now I asked you the same question-which one of these would you say is the strongest?
Title: Re: Strongest Combo?
Post by: werothegreat on November 26, 2015, 10:51:47 am
The Bridge combos - KC, NV, RC
Hermit/Market Square
Beggar/Gardens
Feodum and an enabler (Masterpiece, Talisman, Trader)
Counting House/Travelling Fair
Now I asked you the same question-which one of these would you say is the strongest?

It really depends on what else is on the board.  RC-Bridge and CH-TF are the fastest, but Beggar/Gardens and the Feodum combos are fairly resistant to Attacks.
Title: Re: Strongest Combo?
Post by: schadd on November 26, 2015, 11:09:29 am
if i recall back when they were talking about the kingdom with all the cards in it, upgrade/rats into duke was a contender but that might actually be completely wrong. upgrade/rats, though, there's something we can all stand behind
Title: Re: Strongest Combo?
Post by: Burning Skull on November 26, 2015, 11:11:34 am
I'll bet my money on KC/Chapel/Bridge.
Title: Re: Strongest Combo?
Post by: JW on November 26, 2015, 11:14:04 am
Swindler + Scout + trash-for-benefit: turn their $4s into Scouts, while getting rid of yours when they do the same.
Title: Re: Strongest Combo?
Post by: Roadrunner7671 on November 26, 2015, 11:17:38 am
Swindler + Scout + trash-for-benefit: turn their $4s into Scouts, while getting rid of yours when they do the same.
Should I report this post? :'(
Title: Re: Strongest Combo?
Post by: Elestan on November 26, 2015, 11:19:10 am
What is the strongest combo in a two player game? It can be up to three cards, but it cant' be a pin (like with Goons, Masquerade, King's Court).

As others have said, it's always going to depend on the board.  With no defense and bad/no trashing, KC+any Junker is likely to dominate.

With that said, I like KC+Bishop+Fortress.  A golden deck of KC+KC+Bishop+Bishop+Fortress = 18VP/turn forever.  Cost reducer megaturns can get more points at once, but the cost reducers are likely to be contested, and if it doesn't end the game, they're clogged up afterward.
Title: Re: Strongest Combo?
Post by: Chris is me on November 26, 2015, 11:23:41 am
Gear + Money
Title: Re: Strongest Combo?
Post by: werothegreat on November 26, 2015, 11:24:57 am
Gear + Money

I'd +1, but that gets beat by Bridge-RC and CH-TF
Title: Re: Strongest Combo?
Post by: Awaclus on November 26, 2015, 08:02:49 pm
Rats/Upgrade/Fortress. Anything else doesn't come even close.

Also, a lot of the stuff posted here aren't combos, but engine payloads. Beggar/Gardens is a slog.
Title: Re: Strongest Combo?
Post by: Dingan on November 27, 2015, 12:11:08 pm
Other than what was mentioned, I feel like an action-dense deck with Scrying Pool and Vault/Secret Chamber/Storeroom is very powerful and easy to set up, depending on thinning capability.  Strongest combo though?  Probably not.
Title: Re: Strongest Combo?
Post by: liopoil on November 27, 2015, 01:24:30 pm
A more interesting interpretation of the question would be what is the "most powerful" deck which only ever uses three kingdom card piles/events? Choose your own interpretation of "most powerful". This way it is not board dependent.

I would guess something like hermit/market square/mission could empty the provinces in about 10 turns (not counting mission turns), or if contested, empty piles with a province in around 8.

Rats/Upgrade/Fortress might empty more quickly, but I'm not sure it would thin quickly enough. Watchtower/Rats/Upgrade is likely faster. Both have problems finding a third pile (duchies?) and hitting 5 for the first upgrade.
Title: Re: Strongest Combo?
Post by: Kirian on November 27, 2015, 05:34:40 pm
Rats/Upgrade/Fortress. Anything else doesn't come even close.

Also, a lot of the stuff posted here aren't combos, but engine payloads. Beggar/Gardens is a slog.

What's the play on that?  Do you just get points from Duchies?
Title: Re: Strongest Combo?
Post by: aku_chi on November 27, 2015, 07:30:32 pm
The following 3-card combos, if uncontested, can buy all of the Provinces and some Duchies by turn 10 fairly reliably and require no additional support.

Highway, Seaway, Chapel
Counting House, Travelling Fair, Bank
Bridge, Royal Carriage, Ferry

The Bridge combo can buy all the Provinces on turn 8, if you're really lucky.  So can the Counting House combo.  The Counting House combo can also empty the Colony pile with an  additional turn.  The Highway combo might be the most reliable.  Best-case solitaire logs:

Code: [Select]
Highway + Seaway + Chapel - 10 turns
1: CCCEE - Buy Silver
2: CCCCE - Buy Chapel
3: _LCCCE - Trash hand
4: SCCCE - Buy Highway
5: EC_LCE - Trash 2 Estates, 1 Copper
6: HSCCCL - Buy Seaway, Gain Highway
7: _HHSCCCL - Trash Copper, Buy Highway
8: _HHHSCCL - Buy Highway x2
9: _HHHHHSCCL - Trash Silver, Copper x2, Buy Highway x3, Duchy x3
10: _HHHHHHHHDDDL - Buy Province x8, Duchy

Code: [Select]
Counting House + Travelling Fair + Bank - 8 turns
1: CCCCE - Buy Travelling Fair x2, Copper x3 (topdeck)
2: CCCCC - Buy Counting House
3: CEE_CC - Buy Travelling Fair, Copper x2 (topdeck)
4: CCCCC - Buy Travelling Fair x2, Copper x3 (topdeck)
5: CCCCC - Buy Travelling Fair x2, Copper x3 (topdeck)
6: HCCCC - Buy Travelling Fair x2, Bank, Counting House, Copper (topdeck)
7: BHCCE - Buy Travelling Fair x6, Bank x3, Counting House, Copper x3 (two Coppers to discard, the rest topdecked)
8: BBBHC - Buy Travelling Fair x7, Province x8

Code: [Select]
Bridge + Royal Carriage + Ferry - 8 turns
1: CCCEE - Buy Ferry (on Royal Carriage)
2: CCCCE - Buy Bridge
3: _BCCCE - Buy Royal Carriage x2
4: CCCEE - Buy Royal Carriage
5: C_RCCE - Buy Royal Carriage
6: BCCCE - Buy Royal Carriage x2
7: RREC_R - Buy Nothing
8: _RRRBC - Play Bridge, Call Royal Carriage x6, Buy Province x8

Edit: I messed up the Counting House log the first time in a couple ways.  This time, I found a way to get all eight Provinces in 8 turns: multiple Banks are the key.  I think Counting House + Travelling Fair + Bank is the 3-card combo that is fastest at emptying the Province (or Colony) pile.  It's amusing that it contains such low-ranked cards.
Title: Re: Strongest Combo?
Post by: pubby on November 27, 2015, 08:20:42 pm
Kingdom: Hamlet (Hm), Black Market (Bm), Watchtower (Wt), Fortress (Ft), Nomad Camp (Nc),
Procession (Pr), Catacombs (Ct), Haggler (Hg), Goons (Gn), King's Court (Kc) and Peddler (Pd)
Other Cards: Copper (C), Hovel (H), Necropolis (N), Overgrown Estate (O), Ruined Market (Rm)
Black Market Deck: Young Witch, Cultist, Squire, Woodcutter, Bridge, Gardens, Quarry, Sir Martin, Worker's Village, City, Council Room,
Counting House, Festival, Margrave, Market, Fairgrounds, Hunting Grounds, Bank, Expand, Forge, Vineyard, Scrying Pool
Title: Re: Strongest Combo?
Post by: Awaclus on November 27, 2015, 09:33:50 pm
What's the play on that?  Do you just get points from Duchies?

Yes. With support from the rest of the kingdom, you can pretty reliably win by turn 6 or something like that, IIRC.
Title: Re: Strongest Combo?
Post by: DoomYoshi on November 27, 2015, 10:50:43 pm
Village, Village, 3 copper is a great hand for buying silver.
Title: Re: Strongest Combo?
Post by: Roadrunner7671 on November 28, 2015, 12:52:26 am
Village, Village, 3 copper is a great hand for buying silver.
Why buy Silver if you can buy another Village?
Title: Re: Strongest Combo?
Post by: Limetime on November 28, 2015, 08:44:39 am
The best rush combo Village + nothing
See more here: https://www.youtube.com/watch?v=weO-3cWqV0A (https://www.youtube.com/watch?v=weO-3cWqV0A)
Title: Re: Strongest Combo?
Post by: theJester on November 28, 2015, 10:04:27 am
KC / Bridge / good trashing.

Goons / Menagerie / Fishing Village.

Goons / Highway - can be devastating as well.
Title: Re: Strongest Combo?
Post by: aku_chi on November 28, 2015, 01:39:20 pm
I'm intrigued by the Rats, Upgrade, Fortress combo.  I think I have a general understanding of the strategy.  I was able to empty the Rats and Upgrade piles on turn 9 and the Duchies on the following turn.  Can anybody post (or link me to) a faster game log?

I added best-case scenario game logs for the three combos in my previous post (http://forum.dominionstrategy.com/index.php?topic=14292.msg546381#msg546381).

I played around with the Hermit + Market Square combo.  The best I was able to get was 6 Provinces (and a deck full of Gold) by turn 9 with Hermit + Market Square + Mission.  But that requires unrealistic shuffle luck.  Hermit + Market Square + Expedition is more reliable at getting 5 Provinces (and a deck full of Gold) by turn 10, but that still compares unfavorably towards the three combos in my previous post.  See this post (http://forum.dominionstrategy.com/index.php?topic=12757.msg546515#msg546515) for solitaire game logs.
Title: Re: Strongest Combo?
Post by: aku_chi on November 28, 2015, 08:57:59 pm
I've got a boring but strong combo:

Rebuild + Ferry

Rebuild is a force in unto itself, but Ferry makes it indisputably dominant.  There is no need to buy anything other than Rebuild (and possibly Estate) with this strategy.  The fastest approach is to not buy any Estates and empty the Province pile ASAP.  This takes about 9-10 turns on average.  Against certain opposition, it probably makes more sense to buy a couple Estates to lock down over half of the VP.  A third card is only slightly useful.  Scouting Party probably provides the most reliability.  The fastest Province rush I can think of takes 7 turns (ending with three Provinces).  This kind of speed requires a lot of good luck:

Code: [Select]
Rebuild + Ferry - 7 turns
1: CCCCE - Buy Ferry (on Rebuild)
2: CCCEE - Buy Rebuild
3: _RCCCE-CCCCE - Trash Estate, Gain Duchy, Buy Rebuild
4: E_RCCC-CCCCED - Trash Duchy, Gain Province, Buy Rebuild
5: R_RCCC-CCCCEEP-R_CCCCEEP - Trash Province x2, Gain Province x2, Buy Rebuild
6: R_RRRC-E-P-CCCCCCE_D-P - Trash Estate, Duchy, Province x2, Gain Duchy, Province x3
7: _RRRRC-P-E-CCCCCCP_D - Trash Estate, Duchy, Province, Gain Duchy, Province x2