Combo: Hunting Party and terminal silver

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Hunting Party / Terminal silver
Hunting Party.jpg Card back.jpg
Set(s) Cornucopia

Hunting PartyHunting Party.jpg and a terminal source of $ can play like a two-card combo, guaranteeing that you draw almost the same hands every turn, to get to $8.


[edit] Article

Original article by Mean Mr Mustard, edited by theory

For the purpose of this article, each combo described will be the crux of a pretty standard Hunting PartyHunting Party.jpg engine; the deck in most of these cases should be built exactly to the same specs: 1-3 Silver, 1 Gold, 1 linchpin card and as many Hunting Parties as can be massed in time to end the game in a win. The linchpin can be described as any Kingdom card that is not a terminal draw or cycle card. Those terminals will completely disrupt a Hunting PartyHunting Party.jpg engine and should be avoided.

The idea is that the Hunting Parties leaves you with one of each unique card in your deck: 1 Silver, 1 Copper, 1 Gold, and 1 linchpin card should get you to $8 for a ProvinceProvince.jpg every turn provided you have enough Hunting Parties. This deck is very bad at Duchy dancing, since the Duchy adds a unique card for the Hunting PartyHunting Party.jpg to find, but interestingly, doesn't mind adding EstatesEstate.jpg.

[edit] Hunting Party/Horse Traders

Horse TradersHorse Traders.jpg is an excellent focus of a Hunting Party engine for two reasons: first of all it can help a lot to get the $5 needed to buy early Hunting Parties, and secondly it gives +$ and a buy once the engine is firing. Any $2 terminal can be used in a Hunting Party deck. MilitiaMilitia.jpg, SwindlerSwindler.jpg etc can all be used to success but I feel that Horse TradersHorse Traders.jpg is a cut above the standard for the help it gives in getting the engine rolling in the early game.

[edit] Hunting Party/Bridge

BridgeBridge.jpg's cost reduction makes its +Buy easier to use in a Hunting Party engine; one turn of a double-HP buy before switching to Provinces, or the odd Province+Estate turn, can easily swing the game in your favor.

[edit] Hunting Party/Scheme/X

Adding a SchemeScheme.jpg or two to a Hunting Party deck is pure love. The deck can handle the Schemes rather well, and as a rule I never add extra engine cards to this style of deck. SchemeScheme.jpg is the exception. I like to play the Schemes as soon as they appear, before continuing the chain. With two Schemes in a focused deck it is pretty much a given that each turn will begin with two Hunting Party plays.

[edit] Hunting Party/Secret Chamber

Typically, a Hunting Party deck can stall once too many victory cards have been added. For this reason I try to avoid Duchies as long as I can get away with it. Duchies cause a flagging Hunting Party deck to die. Secret ChamberSecret Chamber.jpg, StoreroomStoreroom.jpg, and VaultVault.jpg transform a handful of useless greens into cash.

[edit] Hunting Party/Mandarin

With a $5/$2 opening this is awesomeness incarnate. Buy the MandarinMandarin.jpg, put the $5 back on top and buy the Hunting Party. The really nice thing about this combo is that once the deck has generated enough cash to Province you can use MandarinMandarin.jpg to put an extra Hunting Party on top of the deck for a jump start on the next turn. This is a very fast deck unless some serious bad luck occurs.

[edit] Hunting Party/Haggler

On the typical late turn chain up to $6 + HagglerHaggler.jpg, buy a Province and gain an extra Hunting Party. This jolt of power will keep the deck running strong all the way to the end.

[edit] Hunting Party/Monument or Goons

Even the MonumentMonument.jpg version absolutely obliterates EnvoyEnvoy.jpg-Big Money 80-17 on a $4/$3 opening. The fact that you can play your MonumentMonument.jpg over and over again amasses a huge wall of points that essentially forces your opponent to split the Provinces 5/3 in order to make up the difference, and even that sometimes isn’t enough.

GoonsGoons.jpg is even more devastating, since it adds extra attack pressure and gives spare buys.

[edit] Hunting Party/Baron

Hunting Parties like Estates, since you start off with them anyway, so you might as well get some use out of it. The BaronBaron.jpg gets full use here: the +Buy is key for a HP deck, the +$4 is a huge jolt of money, and in the late game, Hunting Parties prefer Estates over Duchies since Estates won’t slow down the deck as much as Duchies, so the BaronBaron.jpg's Estate-gaining power can actually come in handy. as a bonus, is a mild defense against many attacks as well.

Cards $2 HamletHamlet.jpg $3 Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) • Young WitchYoung Witch.jpg $5 HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg $6 FairgroundsFairgrounds.jpg
Combos and Counters Black Market/FairgroundsHorn of Plenty/MandarinHorse Traders/DukeHunting Party/Terminal silver
Dominion Card Combos and Counters
Combos Alchemist/HerbalistApprentice/Market SquareBaron/InheritanceBeggar/GardensBlack Market/FairgroundsBlack Market/TacticianBishop/FortressCapital/HerbalistCapital/MandarinChancellor/StashCounting House/GolemCounting House/Travelling FairDeath Cart/RatsDonate/DelveDonate/Market SquareDouble TacticianGolden deckGoons/WatchtowerGuide/OutpostHermit/Market SquareHighway/MarketHorn of Plenty/MandarinHorse Traders/DukeHunting Party/Terminal silverIronworks/Great HallKing's Court/BridgeLurker/Hunting GroundsMasquerade pinMasterpiece/FeodumMine/PotionMint/Fool's GoldNative Village/BridgeNight Watchman/TunnelPhilosopher's Stone/HerbalistProcession/FortressRebuild/TunnelRoyal Carriage/BridgeScheme/ConspiratorStonemason/VineyardStoreroom/TunnelTrader/FeodumVault/Grand MarketWarehouse/Counting HouseWorker's Village/PeddlerWorkshop/GardensKing's Court/Forge/Fortress
Counters Bishop vs GardensCultist vs JourneymanEmbargo vs PotionFortress vs KnightsGuide vs MilitiaLibrary vs BishopLibrary vs MilitiaLibrary vs RelicLookout vs Sea HagMilitia vs WarehouseMinion vs TreasuryPossession vs AmbassadorPossession vs Merchant GuildSwamp Hag vs GoonsTactician vs Ghost ShipTunnel vs MargraveVault vs AmbassadorWishing Well vs Ghost Ship
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