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
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
+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
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!
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