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Author Topic: Power of Urchin/Mercenary  (Read 1148 times)

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Powerman

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Power of Urchin/Mercenary
« on: June 06, 2013, 01:05:50 pm »
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http://dom.retrobox.eu/?/20130606/log.51102f16e4b0fb53a9f92227.1370537944054.txt

I'm able to build a great engine based on the trashing of Mercenary, and use Watchtower as draw.

My question is:  For opening, is Urchin/Urchin too risky here?  I didn't do it because I was hoping to be able to buy lots of cheap cards (Watchtower, Village, Bridge, and Procession are all important) and I thought Bridge would help.  But, getting Mercenary is huge to trash your coppers and estate, or no engine can happen.  Also, should HoP be picked up at a different time / kept longer?
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gman314

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Re: Power of Urchin/Mercenary
« Reply #1 on: June 06, 2013, 01:30:55 pm »
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I would at least consider Urchin/Urchin, since you can't really improve your collision odds too much until you get some trashing going. That way you maximize the collision opportunities.

I would get HoP as soon as you think that you can chain 3-4 different names on a turn. That is the other way to get all the cheap cards you want.
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DG

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Re: Power of Urchin/Mercenary
« Reply #2 on: June 06, 2013, 01:48:29 pm »
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Maybe you could look for opportunities to put two urchins on top of the deck using a watchtower.
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Re: Power of Urchin/Mercenary
« Reply #3 on: June 06, 2013, 02:16:22 pm »
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With so many $3 and $4 cost engine cards, the Bridge opening allows for gaining multiple engine components.  In your game you got exceptionally unlucky with you first reshuffle drawing Bridge when you only had $3 to spend.  You would hope to get Bridge with either $4 or $5 to facilitate either Urchin/Urchin or Procession/Urchin. 
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