Category Archives: Combo of the Day

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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Combo of the Day #21: Mine/Potion

Not a combo, strictly speaking, but Mine addresses the biggest problem with Potion: its inflexibility.  The Potion costs roughly the same as a Silver, but its non-fungibility imposes an additional premium.  Drawing $7◉ is useless for getting a Province, while … Continue reading

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Combo of the Day #20: Caravan/Vault

Vault does best with big handsizes, and Caravan is just about the cheapest non-terminal route to big hands.  Of course, Laboratory, Village/Council Room, and Tactician (among others) are also great ways to increase your hand size, but they’re much more … Continue reading

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Combo of the Day #19: Talisman/Watchtower/Treasure Map

One of those brutal openings if everything lines up just right.  You only need to play this combo once; activating it twice will probably decide the game.  It’s so strong, in fact, that absent any must-buy $3’s or $4’s, you … Continue reading

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