Combo: Workshop and Gardens

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Workshop / Gardens
Workshop.jpg Gardens.jpg
Info
Set(s) Base
Type Rush

WorkshopWorkshop.jpg and GardensGardens.jpg is one of the earliest combos discovered for Dominion. Workshop is used to gain Gardens, and increase the number of cards you can acquire per turn, which boosts the value of your gardens.

While Workshop is a decent Gardens enabler, particularly within the Base set, later expansions have provided much better combos using similar cards. IronworksIronworks.jpg in particular stands out as it gives a bonus for each card gained, and can non-terminally empty its own pile.

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This combo is fairly simple - open Workshop/Silver or Workshop/Workshop, and whenever you have a Workshop in hand, gain a Gardens with it until the Gardens pile is gone, then switch to any other pile. This a rush strategy, so your goal is to empty three piles - most often Gardens, Workshops, and EstatesEstate.jpg. The Workshops allow you to keep gaining moderately-costed cards even when your deck becomes mostly Victory cards. In a non-mirror, it is actually optimal to load up on workshops before starting on gardens. Simulations indicate that it is optimal to gain 9 workshops before switching.

The Ironworks version of this tends to be quicker - gaining Victory cards draws you another card, which can boost your buy for the turn, and Ironworks can't collide (unlike Workshop): the first Ironworks in your hand gain Actions, and the final one can gain a Victory card.


Cards Coin2.png CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg Coin3.png HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg Coin4.png BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg Coin5.png BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg Coin6.png ArtisanArtisan.jpg
Removed cards Coin3.png ChancellorChancellor.jpgWoodcutterWoodcutter.jpg Coin4.png FeastFeast.jpgSpySpy.jpgThiefThief.jpg Coin6.png AdventurerAdventurer.jpg
Combos and Counters Beggar/GardensChancellor/StashGuide vs MilitiaHighway/MarketMine/PotionWorkshop/GardensBishop vs GardensLibrary vs BishopLibrary vs MilitiaLibrary vs RelicMilitia vs Warehouse
Other concepts Vanilla
Dominion Card Combos and Counters
Combos Alchemist/HerbalistApprentice/Market SquareBaron/InheritanceBeggar/GardensBlack Market/FairgroundsBlack Market/TacticianBishop/FortressCapital/HerbalistChancellor/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/BridgePhilosopher's Stone/HerbalistProcession/FortressRebuild/TunnelRoyal Carriage/BridgeScheme/ConspiratorStonemason/VineyardStoreroom/TunnelTrader/FeodumVault/Grand MarketWarehouse/Counting HouseWorker's Village/PeddlerWorkshop/Gardens
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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