Thursday, April 15, 2010

Gardens

Description: Worth 1 Victory Point for every 10 cards in your deck (rounded down)
Type: Victory
Cost: 4
Set: Dominion

This is one of those unique cards which can really change the game.  The idea is to get as many cards possible in your deck when the game ends.  Most players who play the garden strategy want to end the game as soon as possible which can be pretty hard because you most likely won't be able to buy provinces if you go for a garden strategy.

Card Combinations

Moneylender + Adventurer


I didn't realize the power of this combo until I first tried it.  The moneylender allows you upgrade your coppers to silvers so you'll need to get at least of these two quickly upgrade your silvers.  Following this, start picking up golds when you can.  Don't buy any other actions cards but adventurer cards.  By keep your deck thin, you have a really good chance of getting 4-5 coins a hand, and if you have the adventurer it will be almost guaranteed you will have 8 coins to pick up that province!

Sunday, April 11, 2010

Adventurer

Description: Reveal cards from your deck until you reveal 2 Treasure cards.  Put those Treasure cards into your hand and discard the other revealed cards.
Type: Action
Cost: 6
Set: Dominion

The strength of this card relies on the fact that you know your deck pretty well and that you have a decent number of gold and silver cards.  At the bare minimum, you will get 2 Copper coins and the best case scenario is getting 2 Gold coins which gives you 6 coins.  You have to keep in mind the fact that you will discard any cards that aren't treasure cards which could result in the drawing of actions you might actually need. 

Card Combinations

  • Moneylender + Adventurer

Moneylender

Description: Trash a Copper card from your hand.  If you do, +3 Coins.
Type: Action
Cost: 4
Set: Dominion

My philosophy has always been to get of estates and copper cards if you can because they are not very useful cards (of course this can be argued depending on what cards are in play).  Moneylender is a really awesome card because it allows you to trash your copper card and gain +3 Coins.  This means at your buy phase you will be able to at least purchase a silver resulting in essentially an upgrade from copper to silver.  Of course, if you have other coin cards in your hand, you should survey what other buying options you have.

Card Combinations
  • Moneylender + Adventurer

Minion + Nobles


Considering that Minion costs 5 coins, and the Nobles costs 6 coins, it's a pretty expensive combo to get going.  But if you avoid buying anything other than like silvers to get enough money to pick up either of these cards, then you should be able to get a decent number of these cards in your deck.  There are different ways of using these two cards when you have them in the same hand:
  1. If you have a crappy hand, then you can use your nobles to give you +2 Actions and then use your minion to discard your hand and pick up another 4 cards in the process of hurting your opponents.  Now you have two actions to use with these new 4 cards instead of one.
  2. If you have a decent hand that gives you like 3 or 4 coins, you can play the Minion to give you +2 Coins, and then use the Nobles to give you +3 cards in hopes that it gives you more coin and you will get enough for a province.

Baron

Description: +1 Buy.  You may discard an Estate card.  If you do, +4 Coins.  Otherwise, gain an Estate card.
Type: Action
Cost: 4
Set: Intrigue

I was a little skeptical on the usefulness of this card at first, but it can prove to be pretty useful if your strategy revolves around low coin costing cards.  If you can combo this with like the garden card, then it turns out to be pretty darn good because it keeps giving you free estates if you need it.

Chapel + Witch


I got absolutely destroyed the first time someone pulled this combo on me.  The idea is to get the chapel card to thin out your deck by trashing all your estates and coppers keep enough to pick up silvers.  When you finally have 5 coins in your hand, you pick up the Witch.  Because your deck is so thin, the witch essentially appears almost every turn or two turns and you can curse your opponents to death.  It is so fast and annoying that it totally kills your opponent's strategy.  

From my experience, most players then attempt to get retaliate by getting witches themselves.  But by this time, you already have a head start on the curses and you focused them to change their initial strategy which is exactly what you want by playing this combo!