Category Archives: Combo of the Day

Combo of the Day #8: Council Room/Goons

As part of a +Action/+Cards engine, Council Room has a great ability, being the only +4 Cards in the game.  The +Buy is an additional benefit, since you’ll probably be drawing enough money to need it and it saves you … Continue reading

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Combo of the Day #7: Spy/Thief

Thief is usually a pretty bad attack.  Early game, you do nothing but help your opponents by trashing their Coppers.  Mid game, it’s just not reliable enough to justify spending the terminal Action.  Late game, you mostly end up discarding … Continue reading

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Combo of the Day #6: Alchemist/Herbalist

An Alchemist chain needs Potions to keep going.  Herbalist keeps the Potions on the deck, thus saving the Alchemist from having to bog down their deck with Potions.  In addition, the +1 Buy is a nice bonus; big-draw decks often … Continue reading

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Combo of the Day #5: Ambassador/Curse

There are maybe two reasons in Dominion to buy Curses: either you want to 3-pile end the game, and you have a sufficiently large lead to buy the remaining Curses and still win, or you’re a mean-spirited player who loves … Continue reading

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Combo of the Day #4: Militia/Masquerade

As both Militia and Masquerade are terminal Actions, you will need a +Actions card to play both of them together (e.g., Village, Festival, Shanty Town). This is an especially cruel combo that baits your opponent into discarding his bad cards … Continue reading

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Combo of the Day #3: University/Library

Generally, Library is nothing more than a slightly glorified Smithy that can conveniently toss aside unwanted Actions.  But its true power, the one that justifies its placement in the elite $5 tier of Actions, is its ability to draw additional … Continue reading

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Combo of the Day #2: Goons/Watchtower

Usually playing Goons leaves you with a dilemma: should you weigh down your deck with Coppers to get extra VP chips?  Watchtower solves this problem neatly by trashing the Coppers as they come into your deck, even while you still … Continue reading

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Combo of the Day #1: Quarry/Talisman

This combo works especially well with $5 cards that stack together, e.g., Market, City, Laboratory, and to a lesser extent Upgrade. Market is especially well-suited for this role because it provides additional buys, and Cities are incredibly powerful if you … Continue reading

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