Category Archives: General Strategy

Combo of the Day #11: Black Market/Tactician

Tactician can be an annoying card.  Playing it means forgoing your current turn for a doubly-good next turn.  This is good when you have a bad hand, or a reduced hand, but not good when you draw the Tactician with … Continue reading

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Combo of the Day #10: Vault/Library

As noted earlier, effective use of the Library requires reduced hand size.  One way to do this is to rely on your opponents; another is to play +Actions cards that don’t replenish your hand. The third way is using the … Continue reading

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Combo of the Day #9: Counting House/Coppersmith

This is an obvious combination that is nevertheless difficult to pull off.  Counting Houses are notoriously unreliable, being one of the few cards you hate drawing early in the deck.  The Coppersmiths are otherwise worthless if you can’t get enough … Continue reading

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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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Counter of the Day #4: Tactician v. Ghost Ship

Ordinarily, Ghost Ship is a pain to deal with.  Do you wreck your current hand, or do you sandbag your next one and hope to get something out of this one? Tactician changes things.  Put your good cards back on … 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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Counter of the Day #3: Possession v. Ambassador

This isn’t strictly a “counter”, but it’s absolutely something to watch out for.  Had enough of your opponent’s smug Ambassadors, showing up at your door with unwanted Estates and Coppers?  Simply Possess him, then watch him howl with fury as … Continue reading

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