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!

Friday, April 9, 2010

Swindler + Copper


The title might be a little misleading as it doesn't require you to actually have a copper in your hand.  Basically you play your swindler and hopefully your opponents flip over a copper.  This is perfect because there is only card that also worth 0 in the game: The Curse card!  So not only are you causing them to lose their coppers, but you turn it into a -1 victory point and a useless card in their deck!

Swindler

Description: +2 Coins.  Each other player trashes the top card of his deck and gains a card with the same cost that you choose. 
Type: Action - Attack
Cost: 3
Set: Intrigue

This is one of those really annoying cards that you can play to annoy your opponents by changing the cards they have into ones that are useful.  And it gives you a +2 coins so it serves as a silver also.

Card Combinations

  • Swindler + Copper

Minion + Minion

If you can get a bunch of these Minion cards, then this can turn into a pretty awesome combo.  You need to somehow get 2 minions cards in your hand.  The first minion card you play you choose the take the +2 coins, and then play the rest of your action cards, and if you feel like you have a crappy hand, then you play your other minion card to discard your hand to pick up another 4 cards and it hurts your opponents because it causes them to discard their hand too.  Sometimes you can go through your entire deck at once using minion after minion. 

Minion

Description: +1 Action.  Choose one:
+2 coins; or discard your hand, +4 Cards, and each player with at least 5 cards in hand discards his hand and draws 4 cards.
Type: Action - Attack
Cost: 5
Set: Intrigue

I absolutely love this card because of it serves as a silver or it can be used to attack your opponents to slow them down.  The beauty is when you get more than one minion in your hand and you essentially pull out a combo that could go through your deck!

Card Combinations

Thursday, April 8, 2010

Scout + Action/Victory Cards


Most players tend to glance over the Scout card at first not realizing how powerful it can actually be.  Because Intrigue has introduced the concept of Action/Victory cards (eg. Harem, Nobles, Great Hall), when you play your Scout you can place these cards into your hand right away.  This can be incredibly powerful in turning a bad hand into a really good hand!

Scout

Description: +1 Action.  Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand.  Put the other cards on top of your deck in any order.
Type: Action
Cost: 4
Set: Intrigue

You might have been like me the first time I saw this card.  "Okay...so I basically get to make sure my next hand doesn't have victory cards in it.  Is that really that helpful?"  That was until I clued in on the fact that there are Action/Victory cards =)

Card Combinations
  • Scout + (Action/Victory cards)

Ironworks + Great Hall


This is a pretty sneaky combo when takes advantage of the fact that the Great Hall is both an action card and a victory card.  When you use your ironworks to pick up a Great Hall you get to reap the benefits of getting +1 action and +1 card.  And if you can somehow draw another Ironworks, then do it again and soon you will instantly pick up another Great Hall!

Great Hall

Description: +1 Card.  +1 Action.  1 Victory Point.
Type: Action - Victory
Cost: 3
Set: Intrigue

One of those new Action-Victory cards that is in the Intrigue set.  It basically acts as an estate except that it replaces itself to give you another card.  It is an easy buy costing only 3 Coins and gives you instant victory points.  But don't get sucked into buying these cards just because everyone is buying it.  Sure they give you victory points, but they will just clutter your deck up.

Ironworks

Description: Gain a card costing up to 4 Coins.  If it is an...
Action card, +1 Action. 
Treasure card, +1 Coin
Victory card, +1 Card
Type: Action
Cost: 4
Set: Intrigue

This is a pretty awesome card to pick up because it not only gives you a free card, like Workshop does, but it also gives you an additional action, coin, or card depending on what you pick up.  It's great because depending on the hand you have, you can strategically plan which card to pick up to give yourself an additional action if necessary, or one other options available. 

Card Combinations
  • Ironworks + Great Hall

Library

Description: Draw until you have 7 cards in hand.  You may set aside any Action cards draw this way, as you draw them; discard the set aside after you finish drawing
Type: Action
Cost: 5
Set: Dominion

This card can be very useful when players have attacking cards which reduce your hand to like say 3 cards.  Because then when play this you would pick up 2 more cards than you normally would with a 5 card hand.  Also when played as a final action, you might as well discard all the action cards you pick up since you can't play them and hope that you get coin cards

Workshop + Feast


The workshop allows you to continuously pick up Feast cards which then get trashed to pick up a card worth 5 Coins. It's great because you are essentially turning your 3 Coin investment into a 5 Coin investment for free.  The downside is that this combo is pretty slow to get going and is really only useful if there are even 5 Coin cards which are useful for you to play.

Workshop

Description: Gain a card costing up to 4 Coins.
Type: Action
Cost: 3
Set: Dominion

This card basically gives you an opportunity to pick up a free card when you play it which can be pretty useful depending what is in the supply deck.  The fact that you don't have to trash it, like Feast, means that you can keep using this card over and over again.  If you combo this with Feast, then it can try out to be pretty useful!

Card Combinations

Feast

Description: Trash this card.  Gain a card costing up to 5 Coins
Type: Action
Cost: 4
Set: Dominion

This is basically trading in your card for a card costing one more coin.  In my opinion, I don't really get this card too often because it is a pretty slow card to use.  What I mean is you would have to buy it (or pick it up through some other means) and then wait until you shuffle your entire deck before you can even use it.  It's really not that appealing when it takes so long to use.

Card Combinations