Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 72 73 [74]  All

Author Topic: Neat and potentially useful card interactions  (Read 461743 times)

0 Members and 1 Guest are viewing this topic.

allanfieldhouse

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 232
  • Respect: +374
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1825 on: March 28, 2023, 05:31:27 pm »
+1

Gainer + Trail + Way of the Horse

This combination turns all your gainers into Laboratories. I had Workshop in my game, so the play went like this:
Workshop for a Trail, which plays itself as Way of the Horse for +2 Cards, +1 Action.

Some of the other gainers are way better too. Ironworks turns into Lost City. Groom turns into Lab + gain a Horse.

The really nice thing about this combo over other similar Trail setups is that you're returning the Trail back to its pile each time, so this ability doesn't run out after 10 uses.
Logged

Awaclus

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 11772
  • Shuffle iT Username: Awaclus
  • (´。• ω •。`)
  • Respect: +12787
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1826 on: March 28, 2023, 06:14:51 pm »
+1

The purpose of this thread is to highlight neat little interactions or synergies between two cards
Logged
Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

The YouTube channel where I make musicDownload my band's CC-licensed albums for free

allanfieldhouse

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 232
  • Respect: +374
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1827 on: March 31, 2023, 10:40:39 am »
+3

"gainer" is a big enough category of cards that Gainer + Trail + Way of the Horse seems potentially useful.
Logged

Awaclus

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 11772
  • Shuffle iT Username: Awaclus
  • (´。• ω •。`)
  • Respect: +12787
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1828 on: March 31, 2023, 11:35:29 am »
+1

"gainer" is a big enough category of cards that Gainer + Trail + Way of the Horse seems potentially useful.

That probably would have been true years ago, but as far as I'm concerned, it's starting to get a little questionable how useful even specific card + specific card combos are at this point. Not even just because they're rare (which they are), but because there's so many of them that you can't reasonably expect to memorize all of them — in other words, it is very frequently the case that you are playing a game that has a card interaction that nobody has posted about on the forum before, so nowadays you kind of just have to have the ability to spot those on the fly instead of relying on memorization.

In my opinion, memorization still makes sense for 2-card combos that work because of a non-obvious rules interaction (e.g. Trail + Way of the Mole) or because of a highly specific non-obvious way in which the thing just works out conveniently (e.g. Hermit + Market Square), and combos that are extremely strong and it is non-obvious how strong they are (e.g. Beggar + Guildhall). That actually excludes a lot of the stuff that was posted in the early days as exactly the kind of thing that was supposed to go into this thread, including a bunch of stuff I posted myself and basically all the example combos in the OP, but quite frankly I don't think it is an efficient enough usage of your mental resources anymore to see Stonemason in the kingdom and start wondering whether Quarry might also be present. I don't know what kind of a vision Adam has for this thread nowadays, though.

Anyway, the usefulness of specific card + specific card + card category was already officially questionable in 2015 and we've gotten, what, like 200 new cards since then? Seems pretty clear those don't count as useful under Adam's original intent.

Part of my dream was that these combos would appear in actual games of Dominion that were played. This probably means that they require only two cards to pull off. The odds of seeing three particular cards in a kingdom these days are extremely unlikely, and so they are much less useful. How much less useful? About 200 times less useful. Even requiring a village or additional draw or a category of cards to be useful is speculative.
Logged
Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

The YouTube channel where I make musicDownload my band's CC-licensed albums for free

Honkeyfresh

  • Minion
  • *****
  • Offline Offline
  • Posts: 591
  • DSF lowest ratio upvotes-posts 14 yrs & counting
  • Respect: +210
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1829 on: April 16, 2023, 01:14:13 am »
+2

King's Cache and Capital.  You get 18 coins & 3 buys but only have to pay back 6.  It's like a triple cash back credit card.
Logged
"Rap game Julio Franco, Chuck Norris, Texas Ranger/ Ice on my fingers look like I slap-boxed a penguin." -- Riff Raff Proverbs 4:20

"Sometimes I say some things people may think are just outlandish, but I'm going to have the last laugh." -- Riff Raff  Exodus 6:66

Nukatha

  • Pawn
  • **
  • Offline Offline
  • Posts: 3
  • Respect: +14
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1830 on: April 27, 2023, 12:28:21 pm »
+1

Minor, but a fun one:
Cursed card worth 4 or less+Workshop/Hammer, and Commerce.

I bought a cursed card, and lucked out with Hammer as my first loot.
Next turn, Hammer got me another cursed card, and 5 gold bought me 3 gold. Four gold-like cards in one turn is amazing.
Extra bonus points if Curse gets you Dubloons.
« Last Edit: April 27, 2023, 12:50:50 pm by Nukatha »
Logged

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1723
  • Shuffle iT Username: LibraryAdventurer
  • I wish my username had the links like it once did.
  • Respect: +1573
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1831 on: May 04, 2023, 02:20:32 am »
0

Today I realized that Garrison and Livery stack with each other and the horses from Livery count toward Garrison's next turn draw.

If you also have something like Fawning Border Village or pretty much any gainer (but especially Treasure/Night gainers), it gets cwazy fast.

tim17

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 132
  • Respect: +274
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1832 on: May 17, 2023, 09:01:19 am »
+2

Souk/Gamble is pretty neat. If you have no cards in hand/deck/discard and at least $7, you can gain the entire Souk pile in one turn, and then the Souks are generally at least Golds for your Gamble deck and better if you get any Treasures or disappearing Actions in your hand.

Similarly with Souk/Rush. Though in this case, you don't even need your deck/discard to be empty in order to autopile the Souks, you just need $7 and no cards in hand. Or even if you do have cards in hand but a bit more $, you can use the first Souks you gain to trash the cards in your hand, ensuring that the rest of them all make $7.
Logged

tim17

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 132
  • Respect: +274
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1833 on: May 17, 2023, 09:09:25 am »
+8

Flagship/Bridge. No surprise with this one (essentially the same idea as RC/Bridge), but I've had several games now where my opponent didn't notice it, so I figured it was worth a post. The strategy is to buy only flagships (and maybe silver on 3). Once you get 6 of them, you buy a bridge. If you play the bridge with 6 flagships in play and at least 1 copper in hand, you can buy all the provinces. Just make sure you don't accidentally buy any other actions that will trigger the flagships; I don't think trashing or getting any other engine components is worth the time here.
Logged

Honkeyfresh

  • Minion
  • *****
  • Offline Offline
  • Posts: 591
  • DSF lowest ratio upvotes-posts 14 yrs & counting
  • Respect: +210
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1834 on: May 20, 2023, 02:44:43 am »
+3

Launch is just crazy strong in a Landing Party game.  as long as you have 3 coins in hand you can activate all of your landing parties topdecked and then go about playing those, along with your other cards in hand.
« Last Edit: May 20, 2023, 02:46:11 am by Honkeyfresh »
Logged
"Rap game Julio Franco, Chuck Norris, Texas Ranger/ Ice on my fingers look like I slap-boxed a penguin." -- Riff Raff Proverbs 4:20

"Sometimes I say some things people may think are just outlandish, but I'm going to have the last laugh." -- Riff Raff  Exodus 6:66

Honkeyfresh

  • Minion
  • *****
  • Offline Offline
  • Posts: 591
  • DSF lowest ratio upvotes-posts 14 yrs & counting
  • Respect: +210
    • View Profile
Re: Neat and potentially useful card interactions
« Reply #1835 on: June 03, 2023, 08:32:50 pm »
0

Launch and Cursed Village is amazing.  As long as you have 3 coins in hand, you spend all your coins and then get to launch to an often 2/3 card cursed village hand, which means you basically get a whole new hand to mess with, plus the coins you disappeared to pay for the Launch.
Logged
"Rap game Julio Franco, Chuck Norris, Texas Ranger/ Ice on my fingers look like I slap-boxed a penguin." -- Riff Raff Proverbs 4:20

"Sometimes I say some things people may think are just outlandish, but I'm going to have the last laugh." -- Riff Raff  Exodus 6:66
Pages: 1 ... 72 73 [74]  All
 

Page created in 0.077 seconds with 22 queries.