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Author Topic: Neat and potentially useful card interactions  (Read 489509 times)

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AJD

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Re: Neat and potentially useful card interactions
« Reply #1475 on: April 10, 2020, 02:45:05 am »
0

Improve/Rats is definitely a "potentially useful" card interaction. If there are a lot of good $5s, it's great, but once the $5s you want run out you're going to be stuck turning your Rats into a lot of Duchies or Counting Houses or whatever.
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crj

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Re: Neat and potentially useful card interactions
« Reply #1476 on: April 10, 2020, 09:47:14 am »
0

Possibly more useful for ending on piles?
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1477 on: April 10, 2020, 03:58:47 pm »
0

Just had a game with Mastermind, Livery, and Way of the Chameleon.  On turns where Livery was in my initial hand, I was able to Mastermind it for +9 cards, and since that kingdom also had Villa (AKA quasi-Worker's Village with Chameleon), there was plenty of +buy.  Several times I had a Masterminded Livery and two other Liveries in play, giving me 5 horses for each $4 or more buy (I had a couple of turns where I got 15 Horses - it was a bot game, so I was the only one doing that, if I were playing human opponents, the Horse pile might well have emptied a few times)!  So many horses.  It became really easy to draw my whole deck most turns
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tim17

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Re: Neat and potentially useful card interactions
« Reply #1478 on: April 10, 2020, 05:25:41 pm »
+1

Had a game with a couple nice scepter interactions:

1. Scepter + Delay: Use scepters on draw cards, and then delay any actions you draw (if you have the buys). Gets around a lack of villages quite nicely.

2. Scepter + Kiln: If you've drawn your deck, scepter your kilns to get more scepters/golds/etc and then scepter a draw card to draw and play them.
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Trogdor the Burninator

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Re: Neat and potentially useful card interactions
« Reply #1479 on: April 12, 2020, 12:56:23 am »
+1

Way of the Sheep + Necropolis is a good way to get a better card in Turn 1 or Turn 2 than you would with an ordinary start
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mad4math

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Re: Neat and potentially useful card interactions
« Reply #1480 on: April 12, 2020, 08:26:06 am »
+5

Way of the horse + Lackeys. $2 for a horse and two villagers is pretty bonkers.
Way of the horse + Death cart. $4 for 2 horses and a one shot platinum is also pretty bonkers.
Way of the horse + any throne. Honestly just buying a random $2 action for the sole purpose of throning it as a horse can be quite good in many situations if +buy/cheap gains are easy to get.

Mastermind + supplies. Supplies guarentees you start the turn with a horse in hand, and horses are one of the best things to mastermind.
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1481 on: April 12, 2020, 02:27:00 pm »
+2

Way of the Sheep + Necropolis is a good way to get a better card in Turn 1 or Turn 2 than you would with an ordinary start

Shelters in general work really nicely with a lot of Ways
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guidobass

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Re: Neat and potentially useful card interactions
« Reply #1482 on: April 13, 2020, 04:17:52 pm »
+1

Festival, Donate, Tomb. Buy and trash the entire coppers pile, have a deck with no green, and still win on vp tokens.

Add Beggars to increase the number of Coppers per hand.
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Trogdor the Burninator

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Re: Neat and potentially useful card interactions
« Reply #1483 on: April 14, 2020, 10:29:36 pm »
+1

Way of the Horse + Ruins


Can function as a way to return Ruins to the pile

If there are cards that give out ruins and you have the actions to play them, then you can not only return the ruins to the pile, you can give them right back to your opponent

Although, if both players are Horsing around with the Ruins, then you run into a similar situation to Ambassador Estate Tennis
« Last Edit: April 14, 2020, 10:31:07 pm by Trogdor the Burninator »
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mxdata

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Re: Neat and potentially useful card interactions
« Reply #1484 on: April 14, 2020, 10:34:46 pm »
+7

Way of the Horse + Ruins


Can function as a way to return Ruins to the pile

If there are cards that give out ruins and you have the actions to play them, then you can not only return the ruins to the pile, you can give them right back to your opponent

Although, if both players are Horsing around with the Ruins, then you run into a similar situation to Ambassador Estate Tennis

But if Way of the Horse is in play, then you wouldn't want to give them Ruins.  Ruins become basically free Horses - you'd actually want to buy them if you have extra buys, and your opponent playing a Marauder or Cultist becomes "Hey, thanks for the free Horse!"
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LibraryAdventurer

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Re: Neat and potentially useful card interactions
« Reply #1485 on: April 14, 2020, 10:55:11 pm »
+4

Way of the Horse + Ruins


Can function as a way to return Ruins to the pile

If there are cards that give out ruins and you have the actions to play them, then you can not only return the ruins to the pile, you can give them right back to your opponent

Although, if both players are Horsing around with the Ruins, then you run into a similar situation to Ambassador Estate Tennis

Upvoted for the expression "Horsing around with the Ruins."

ipofanes

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Re: Neat and potentially useful card interactions
« Reply #1486 on: April 15, 2020, 06:37:25 am »
0

Improve/Rats is definitely a "potentially useful" card interaction.

The "draw card on trashing Rats" effect is almost wasted with Improve though.
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Re: Neat and potentially useful card interactions
« Reply #1487 on: April 17, 2020, 12:30:52 am »
+3

University + Cavalry

At least until the Cavalries run out, your Universities are now Lost Cities with a +buy tagged on for good measure.


University + Kiln

University gains you more Kilns, Kiln is one of the only cards that can gain you more Universities


Found these in the Menagerie/Alchemy recommended set. Vineyards were crazy powerful.
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estwdjhn

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Re: Neat and potentially useful card interactions
« Reply #1488 on: April 18, 2020, 01:11:50 pm »
+5

Way of the Chameleon and City Quarter is completely mental.

I trashed pretty much everything except for a pile of random actions (didn't really matter what they were), then over a couple of tuns once the show was rolling bought a total of 9 of the city quarters, and 8 sulks (for the +buy), (I think I used engineer as an enabler to get the sulks faster) then managed to hit 89 coin with 9 buys to buy out the whole province pile with rather a lot to spare. My opponent hadn't figured what I was planning until too late, from the point of having trashed most non actions and owning a single city quarter to the megaturn only took 3 turns...
« Last Edit: April 18, 2020, 01:13:08 pm by estwdjhn »
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crj

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Re: Neat and potentially useful card interactions
« Reply #1489 on: April 18, 2020, 09:06:21 pm »
+2

That's Skulks. Sulks would be a very different card. (-8
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1490 on: April 19, 2020, 08:11:46 pm »
0

Way of the Chameleon and City Quarter is completely mental.

I trashed pretty much everything except for a pile of random actions (didn't really matter what they were), then over a couple of tuns once the show was rolling bought a total of 9 of the city quarters, and 8 sulks (for the +buy), (I think I used engineer as an enabler to get the sulks faster) then managed to hit 89 coin with 9 buys to buy out the whole province pile with rather a lot to spare. My opponent hadn't figured what I was planning until too late, from the point of having trashed most non actions and owning a single city quarter to the megaturn only took 3 turns...

nice
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Sauter

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Re: Neat and potentially useful card interactions
« Reply #1491 on: April 21, 2020, 12:36:22 pm »
0

Hunting Lodge + Goons

or

Hunting Lodge + Monument

Play a Hunting Lodge for actions. If you're out of Goons/Monument, replace your hand. Play Goons/Monument until you need more actions. Play a Hunting Lodge for five fresh cards. Repeat.
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ipofanes

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Re: Neat and potentially useful card interactions
« Reply #1492 on: April 22, 2020, 10:33:03 am »
0

Hunting Lodge + Goons

or

Hunting Lodge + Monument

Play a Hunting Lodge for actions. If you're out of Goons/Monument, replace your hand. Play Goons/Monument until you need more actions. Play a Hunting Lodge for five fresh cards. Repeat.

Hunting Lodge is similar to Cursed Village. It is a bit better with weak trashing as the search space for useful cards is a bit wider. The bad cards are discarded and don't count against the draw-to-6. And played from a big hand it is at least not a Necropolis. There are some cases where I'd prefer Cursed Village, especially with a lean deck, but overall Hunting Lodge would get the nod.
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tim17

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Re: Neat and potentially useful card interactions
« Reply #1493 on: April 25, 2020, 01:52:37 am »
+2

Hostelry + Watchtower is pretty nice if you can gain the hostelries mid-turn. Discard all your treasures for horses, topdecking the hostelry and the horses, and then play the watchtower to draw them all.
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michaeljb

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Re: Neat and potentially useful card interactions
« Reply #1494 on: April 25, 2020, 01:56:42 am »
+2

Hostelry + Alms is pretty hilarious
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Carline

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Re: Neat and potentially useful card interactions
« Reply #1495 on: April 25, 2020, 06:18:20 pm »
+1

I don’t know if someone already post this one. Sorry for post again, if it’s not new.

Hand: Priest, Fortress, Trader
Events: Travelling Fair, Advance
Landmark: Tomb

1 – Play Priest - now you have $2
2  - Trash Fortress
3 – Buy Travelling Fair – now you have 2 buys
4 – Buy Advance
5 – Trash Fortress – gain 1 VP from Tomb and $2 from Priest
6 – Gain any action card from supply (Advance)
7 – Use Trader reaction to instead gain a silver
Repeat steps 3 to 7 indefinitely for infinite VPs

Edit: right after I posted this, someone mentioned this combo in another post, so it's already known. Sorry for repost.
« Last Edit: April 25, 2020, 06:36:04 pm by Carline »
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Carline

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Re: Neat and potentially useful card interactions
« Reply #1496 on: April 25, 2020, 10:12:45 pm »
+2

This one I think is new:

Hand: 3 Highways, Goons
Empty deck and empty discard pile
Way: Way of the Chameleon
Events: Seaway, Gamble
Seaway +1 Buy token in Experiment pile

1 – Play the 3 Highways
2 – Play Goons – now you have $2 and 2 buys
3 – Buy Experiment at Cost 0 – gain 1 VP from Goons – receive another Experiment
4 – Buy Gamble
5 – Play Experiment as Chameleon – gain $2 and +1 buy (by Seaway token) - Experiment returns to its pile
6 – Buy Gamble
7 – Play Experiment as Chameleon – gain $2 and +1 buy - Experiment returns to its pile
Repeat steps 3 to 7 indefinitely for infinite VPs
« Last Edit: April 26, 2020, 01:12:18 am by Carline »
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Carline

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Re: Neat and potentially useful card interactions
« Reply #1497 on: April 26, 2020, 12:59:59 am »
0

Way of the Horse, Seaway and Villa in the setup
Hand: 4 Merchant Guilds and a Goons
4 Villagers in Villagers Mat
Seaway +1 buy token in Villa pile

1 – Play the 4 Merchant Guilds
2 – Play Goons
3 – Buy Villa – Gain 1 VP from Goons – Gain 4 Coffers from Merchant Guilds
On gain Villa goes to hand, give + 1 action and returns game to action phase
4 – Play Villa as Way of the Horse – gain +1 Buy - Villa returns to its pile
5 – Play 4 Coffers
Repeat steps 3 to 5 indefinitely for infinite VPs
« Last Edit: April 26, 2020, 02:44:09 am by Carline »
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tim17

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Re: Neat and potentially useful card interactions
« Reply #1498 on: April 26, 2020, 02:26:44 am »
0

Way of the Horse and Villa in the setup
Hand: 4 Merchant Guilds and a Goons
4 Villagers in Villagers Mat

1 Play the 4 Merchant Guilds
2 Play Goons
3 Buy Villa Gain 1 VP from Goons Gain 4 Coffers from Merchant Guilds
On gain Villa goes to hand, give + 1 action and returns game to action phase
4 Play Villa as Way of the Horse Villa returns to its pile
5 Play 4 Coffers
Repeat steps 3 to 5 indefinitely for infinite VPs


I think this doesn't work? If you play Villa as Way of the Horse, you don't get the +buy back, so you run out of buys.
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Carline

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Re: Neat and potentially useful card interactions
« Reply #1499 on: April 26, 2020, 11:31:50 am »
0

Way of the Horse and Villa in the setup
Hand: 4 Merchant Guilds and a Goons
4 Villagers in Villagers Mat

1 – Play the 4 Merchant Guilds - Gain 4 Coffers from Merchant Guilds
2 – Play Goons
3 – Buy Villa – Gain 1 VP from Goons
On gain Villa goes to hand, give + 1 action and returns game to action phase
4 – Play Villa as Way of the Horse – Villa returns to its pile
5 – Play 4 Coffers
Repeat steps 3 to 5 indefinitely for infinite VPs


I think this doesn't work? If you play Villa as Way of the Horse, you don't get the +buy back, so you run out of buys.

It works! I tried it at Dominion Online.

However, in the first posting I missed the Seaway part, even though I had already used it in the test. I edited later to include. Thank you.

The complete loop is this:

Way of the Horse, Seaway and Villa in the setup
Hand: 4 Merchant Guilds and a Goons
4 Villagers in Villagers Mat
Seaway +1 buy token in Villa pile

1 – Play the 4 Merchant Guilds
2 – Play Goons
3 – Buy Villa – Gain 1 VP from Goons – Gain 4 Coffers from Merchant Guilds
On gain Villa goes to hand, gives + 1 action and returns game to action phase
4 – Play Villa as Way of the Horse – gain +1 Buy - Villa returns to its pile
5 – Play 4 Coffers
Repeat steps 3 to 5 indefinitely for infinite VPs

You can use Highways instead of Merchant Guilds for the same result. In this case, you don't need the Villagers and Coffers:

Way of the Horse, Seaway and Villa in the setup
Hand: 4 Highways and a Goons
Seaway +1 buy token in Villa pile

1 – Play the 4 Highways
2 – Play Goons
3 – Buy Villa – Gain 1 VP from Goons
On gain Villa goes to hand, gives + 1 action and returns game to action phase
4 – Play Villa as Way of the Horse – gain +1 Buy - Villa returns to its pile
Repeat steps 3 and 4 indefinitely for infinite VPs
« Last Edit: April 26, 2020, 01:13:48 pm by Carline »
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