Combo: Hunting Party and terminal silver
|Hunting Party / Terminal silver|
Hunting Party 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 .
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 Party 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 Party 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 Province 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 Party to find, but interestingly, doesn't mind adding Estates.for a
 Hunting Party/Horse Traders
Horse Traders is an excellent focus of a Hunting Party engine for two reasons: first of all it can help a lot to get the needed to buy early Hunting Parties, and secondly it gives + and a buy once the engine is firing. Any terminal can be used in a Hunting Party deck. Militia, Swindler etc can all be used to success but I feel that Horse Traders is a cut above the standard for the help it gives in getting the engine rolling in the early game.
 Hunting Party/Bridge
Bridge'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.
 Hunting Party/Scheme/X
Adding a Scheme 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. Scheme 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.
 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 Chamber transforms a handful of useless greens into cash.
 Hunting Party/Mandarin
With a Mandarin, put the 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 Mandarin 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./ opening this is awesomeness incarnate. Buy the
 Hunting Party/Haggler
On the typical late turn chain up to Haggler, 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.+
 Hunting Party/Monument or Goons
Even the Monument version absolutely obliterates Envoy-Big Money 80-17 on a / opening. The fact that you can play your Monument 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.
Goons is even more devastating, since it adds extra attack pressure and gives spare buys.
 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 Baron gets full use here: the +Buy is key for a HP deck, the + 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 Baron's Estate-gaining power can actually come in handy. as a bonus, is a mild defense against many attacks as well.