Combo: Fortress and Procession

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[[Fortress]] and [[Procession]] is a powerful combo. You use Procession to play a Fortress multiple times, putting it back into your hand, and gaining a card costing one more than it, which would be a card with a base cost of 5. Armories can also help get a head-start on using the combo.
 
[[Fortress]] and [[Procession]] is a powerful combo. You use Procession to play a Fortress multiple times, putting it back into your hand, and gaining a card costing one more than it, which would be a card with a base cost of 5. Armories can also help get a head-start on using the combo.
  
==Article==
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== Article ==
===Step 1 - Buy Fortresses===
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=== Step 1 - Buy Fortresses ===
 
First, buy/gain some fortresses. 4 or 5 fortresses should be enough.
 
First, buy/gain some fortresses. 4 or 5 fortresses should be enough.
  
===Step 2 - Buy Processions===
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=== Step 2 - Buy Processions ===
 
Next, buy/gain some processions. Try to make the amount of processions you have equal the amount of fortresses you have.
 
Next, buy/gain some processions. Try to make the amount of processions you have equal the amount of fortresses you have.
  
===Step 2.5 - Armory + Procession/Throne Room/King's Court===
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=== Step 2.5 - Armory + Procession/Throne Room/King's Court ===
 
If you happen to get an [[Armory]] in your hand at the same time as a procession or a [[Throne Room]], use the Throne Room/Procession on the Armory to gain a Procession and an Fortress, which ensures that you'll have a Fortress and a Procession in your hand next turn. Even better, if you get a [[King's Court]], use it on the Armory to gain a Fortress and two processions. The more processions you have in your hand at the same time as at least one fortress, the better.
 
If you happen to get an [[Armory]] in your hand at the same time as a procession or a [[Throne Room]], use the Throne Room/Procession on the Armory to gain a Procession and an Fortress, which ensures that you'll have a Fortress and a Procession in your hand next turn. Even better, if you get a [[King's Court]], use it on the Armory to gain a Fortress and two processions. The more processions you have in your hand at the same time as at least one fortress, the better.
  
===Step 3 - Procession + Fortress to Start the Chain Reaction===
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=== Step 3 - Procession + Fortress to Start the Chain Reaction ===
 
Now, whenever possible, use a procession on a fortress. This will let you play the fortress twice, and then trash it. However, when you trash a fortress, you put it into your hand. So you get to play the fortress twice, and then put it back into your hand. But that's not all. When you trash a card with a procession, you gain a card costing exactly 1 more, so you ALSO gain a card costing 1 more than a fortress! Since fortresses give you extra actions as well as cards, you can very easily play your entire deck every turn.
 
Now, whenever possible, use a procession on a fortress. This will let you play the fortress twice, and then trash it. However, when you trash a fortress, you put it into your hand. So you get to play the fortress twice, and then put it back into your hand. But that's not all. When you trash a card with a procession, you gain a card costing exactly 1 more, so you ALSO gain a card costing 1 more than a fortress! Since fortresses give you extra actions as well as cards, you can very easily play your entire deck every turn.
  
===Strengths===
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=== Strengths ===
*Essentially lets you use a king court on a fortress(or even better, depending on how many processions are in your hand) while gaining a card costing more than the fortress did.
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* Essentially lets you use a king court on a fortress(or even better, depending on how many processions are in your hand) while gaining a card costing more than the fortress did.
*Gives you far more actions than it takes to pull it off.
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* Gives you far more actions than it takes to pull it off.
*One of the easiest combos to pull off. Even a newbie player could pull it off fairly easily.
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* One of the easiest combos to pull off. Even a newbie player could pull it off fairly easily.
*Very difficult to prevent; Unlike most combos, where you simply have to trash either one of the cards that are in the combo to stop it, if you trash the wrong one of the two cards in this combo, it helps the combo far more than it hinders it.
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* Very difficult to prevent; Unlike most combos, where you simply have to trash either one of the cards that are in the combo to stop it, if you trash the wrong one of the two cards in this combo, it helps the combo far more than it hinders it.
  
===Weaknesses===
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=== Weaknesses ===
*[[Possession]] can easily take control of this combo and use it to their advantage. Of course, most players usually won't have very many possessions, but possession can still easily make you bite yourself in the back.
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* [[Possession]] can easily take control of this combo and use it to their advantage. Of course, most players usually won't have very many possessions, but possession can still easily make you bite yourself in the back.
*Cards that make you discard cards, like [[Torturer]] or [[Militia]], can easily destroy this combo, although cards like those can break apart most combos.
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* Cards that make you discard cards, like [[Torturer]] or [[Militia]], can easily destroy this combo, although cards like those can break apart most combos.
  
===Works well with:===
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=== Works well with: ===
*[[Scheme]]. This can put processions or fortresses back on top of your deck, increasing your chances of having a procession and a fortress in your hand at the same time, or increasing the amount of fortresses or processions you have.
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* [[Scheme]]. This can put processions or fortresses back on top of your deck, increasing your chances of having a procession and a fortress in your hand at the same time, or increasing the amount of fortresses or processions you have.
*[[Armory]]. When processioned, armories can instantly get the combo started.
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* [[Armory]]. When processioned, armories can instantly get the combo started.
*[[Band of Misfits]]. If you're missing one of the needed cards, you can play your band of misfits to keep the combo going. Band of Misfits is especially powerful if used as the fortress, because then you gain a card costing exactly 1 more than the BoM instead of 1 more than the fortress. You also put the BoM back on top of your deck, so you could use it as something different the second time you play it!
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* [[Band of Misfits]]. If you're missing one of the needed cards, you can play your band of misfits to keep the combo going. Band of Misfits is especially powerful if used as the fortress, because then you gain a card costing exactly 1 more than the BoM instead of 1 more than the fortress. You also put the BoM back on top of your deck, so you could use it as something different the second time you play it!
  
 
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Revision as of 11:44, 13 June 2014

Fortress and Procession is a powerful combo. You use Procession to play a Fortress multiple times, putting it back into your hand, and gaining a card costing one more than it, which would be a card with a base cost of 5. Armories can also help get a head-start on using the combo.

Contents

Article

Step 1 - Buy Fortresses

First, buy/gain some fortresses. 4 or 5 fortresses should be enough.

Step 2 - Buy Processions

Next, buy/gain some processions. Try to make the amount of processions you have equal the amount of fortresses you have.

Step 2.5 - Armory + Procession/Throne Room/King's Court

If you happen to get an Armory in your hand at the same time as a procession or a Throne Room, use the Throne Room/Procession on the Armory to gain a Procession and an Fortress, which ensures that you'll have a Fortress and a Procession in your hand next turn. Even better, if you get a King's Court, use it on the Armory to gain a Fortress and two processions. The more processions you have in your hand at the same time as at least one fortress, the better.

Step 3 - Procession + Fortress to Start the Chain Reaction

Now, whenever possible, use a procession on a fortress. This will let you play the fortress twice, and then trash it. However, when you trash a fortress, you put it into your hand. So you get to play the fortress twice, and then put it back into your hand. But that's not all. When you trash a card with a procession, you gain a card costing exactly 1 more, so you ALSO gain a card costing 1 more than a fortress! Since fortresses give you extra actions as well as cards, you can very easily play your entire deck every turn.

Strengths

  • Essentially lets you use a king court on a fortress(or even better, depending on how many processions are in your hand) while gaining a card costing more than the fortress did.
  • Gives you far more actions than it takes to pull it off.
  • One of the easiest combos to pull off. Even a newbie player could pull it off fairly easily.
  • Very difficult to prevent; Unlike most combos, where you simply have to trash either one of the cards that are in the combo to stop it, if you trash the wrong one of the two cards in this combo, it helps the combo far more than it hinders it.

Weaknesses

  • Possession can easily take control of this combo and use it to their advantage. Of course, most players usually won't have very many possessions, but possession can still easily make you bite yourself in the back.
  • Cards that make you discard cards, like Torturer or Militia, can easily destroy this combo, although cards like those can break apart most combos.

Works well with:

  • Scheme. This can put processions or fortresses back on top of your deck, increasing your chances of having a procession and a fortress in your hand at the same time, or increasing the amount of fortresses or processions you have.
  • Armory. When processioned, armories can instantly get the combo started.
  • Band of Misfits. If you're missing one of the needed cards, you can play your band of misfits to keep the combo going. Band of Misfits is especially powerful if used as the fortress, because then you gain a card costing exactly 1 more than the BoM instead of 1 more than the fortress. You also put the BoM back on top of your deck, so you could use it as something different the second time you play it!


Cards $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
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