Category Archives: General Strategy

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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Combo of the Day #18: Venture/Bank

In high-quality Treasure decks, Bank is ordinarily not that useful, since you don’t have enough Golds and Platinums to make Bank worth very much.  But Venture, which does best in high-quality Treasure decks, provides Bank with the quantity it needs … Continue reading

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Counter of the Day #6: Wishing Well/Scout v. Ghost Ship

Ghost Ship makes you place two cards back on deck.  With a Wishing Well in your hand, you can draw back the first card and then successfully wish for the second.  You’re still hurt by the attack, but it basically … Continue reading

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Combo of the Day #17: Chancellor/Stash

This combo is a triumph of two otherwise mediocre cards.  If you can collect four Stashes, then each time you play the Chancellor, trigger a reshuffle and place your Stashes on top of your deck for a guaranteed Province next … Continue reading

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Combo of the Day #16: Hoard/Salvager

Salvager is a great opening buy, but it tends to stall once you run out of targets.  (This is true of most trashing cards other than Steward.) Salvaging Coppers is just not worth the effort; you’re essentially Cutpursing yourself for … Continue reading

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Combo of the Day #15: Ambassador/Pirate Ship

This combo is amusing thematically.  You deploy Ambassadors from your Kingdom to other Kingdoms, gifting them Coppers*, which you then promptly loot with your Pirate Ships. This combo hinges on constantly Ambassadoring your opponents with Coppers.  Later on, you can … Continue reading

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Combo of the Day #14: Loan/Minion

Minion and Loan are the two rare cards that do better without big Treasure like Golds or Platinums.  Naturally, they work very well together.  Purchase one (or even several) Loans early on; this commits you to a Treasure-free deck, which … Continue reading

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Combo of the Day #13: Warehouse/Counting House

Another mildly thematic combo. Warehouse cycles your deck, tossing your Coppers into the discard for the Counting House to pick up.  It helps get you to your Counting House faster (through all the Coppers) and also softens the blow of … Continue reading

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Combo of the Day #12: Golem/Counting House

Counting House is best when you have your deck in the discard.  Naturally, the obvious way to accomplish this goal is with Chancellor.  The problem this faces is the sheer improbability of drawing your Chancellor, plus your Counting House, plus … Continue reading

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Counter of the Day #5: Minion v. Treasury

Minion‘s attack is a bit of a gamble.  Sometimes it hurts, but other times it actually improves an opponent’s hand.  But it is quite powerful when you know your opponent has good cards in his hand, and this commonly occurs … Continue reading

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