Category Archives: Combo of the Day

Combo of the Day #31: Beggar/Gardens

Everyone and their mother knows about Ironworks/Gardens, but the new standard for Gardens enabling is here. Beggar! How cool is this dude!?. If you manage to collect all Gardens by the end of the game, each Beggar play will have … Continue reading

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Combo of the Day #30: Hermit/Market Square

This Dark Ages combo was first identified and discussed at length by Herowannabe, whose article is reprinted below.  The comments to that article further elaborate on additional combo interactions. We don’t do a lot of combo articles lately, since the … Continue reading

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Combo of the Day #29: Philosopher’s Stone/Herbalist

The following is a guest post by Geronimoo, one of the top-ranked players on the Isotropic leaderboard, and author of the first Dominion simulator. What happens when you combine one of the worst Potion cards with one of the worst … Continue reading

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Combo of the Day #28: Hunting Party/X

This is an expanded and revised version of an article written by Mean Mr Mustard, originally posted on the forum. For the purpose of this article, each combo described will be the crux of a pretty standard Hunting Party engine; … Continue reading

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Combo of the Day #27: Native Village/Bridge

This is a revised version of an article written by WanderingWinder, originally posted on the forum. We all know that KC-KC-Bridge-Bridge-Bridge is a killer, killer combo. But it’s so hard to pull off. There is, however, another extremely reliable way … Continue reading

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Combo of the Day #26: Horse Traders/Duke

This is an example of one of those glorious cross-expansion synergies.  Duke strategies rely on being able to consistently hit $5, even as your deck gets stuffed with many more green cards than usual.  As WanderingWinder illustrates, Horse Traders is … Continue reading

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Combo of the Day #25: Warehouse/Conspirator

Conspirator chains are easiest to set up in a deck of non-terminals.  But without some kind of way of drawing more cards into your hand (for instance, if your non-terminal is Laboratory), they are frustratingly difficult to put together in … Continue reading

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Combo of the Day #24: King’s Court/Goons/Masquerade

This is the nastiest combo in Dominion. The key to the combo is that you trash down to a four-card hand of King’s Court, King’s Court, Goons, and Masquerade. Playing King’s Court – King’s Court – Goons reduces your opponent … Continue reading

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Combo of the Day #23: Vault/Philosopher’s Stone

Philosopher’s Stone doesn’t work very well with large handsizes, which is unfortunate because it’s otherwise always a good thing to improve your average handsize.  Enter Vault: by allowing you to discard Victory cards and Coppers for $1 each, you can … Continue reading

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Combo of the Day #22: Ironworks/Scout/Great Hall

Both Ironworks and Scout work nicely with Great Hall.  Ironworks is normally not that great a card: you can freely get a $3 or $4 Action, but it has to be a good non-terminal, and few non-terminal $3 or $4 … Continue reading

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