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| === Other rules clarifications === | | === Other rules clarifications === |
| == Strategy == | | == Strategy == |
− | In essence, Cobbler is one of the many {{Card|Workshop}} variants. It's a [[gainer]] that can gain a card up to {{cost|4}}, and as such, its strength depends wildly on the kingdom. Are there any cheap(ish) cards you want a ton of, or are most of the good cards fairly cheap on this board? If so, then Cobbler is likely to be a good card. Of course, an obvious downside it its fairly high cost of {{cost|5}}; often if gainers are strong, you want one as early as possible, maybe even opening with it. Cobbler's cost makes this more difficult unless you happen to open {{cost|5}}/{{cost|2}}. Unfortunately, Cobbler also does not work with [[cost reduction]] as well as other gainers, since you're forced to use it at the start of your turn; only {{Card|Bridge Troll}} and {{Card|Ferry}} might work ({{Card|Prince}}-ing a {{Card|Bridge}} seems to be more trouble than it's worth).
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− | Cobbler does have a couple of finesses, though, that set it apart from other gainers. The most important thing is that it gains cards to your hand, which means that your chances of having a dud hand are decreased. In this sense, it's somewhat similar to {{Card|Transmogrify}}; with both cards, you're able to choose a card flexibly based on the other cards you have in hand, which helps your [[engine]] kick off. For example, if you have multiple [[terminal]]s, gain a {{Card|Village}}; if you have multiple [[village]]s, gain a {{Card|Smithy}}.
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− | === Synergies ===
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− | * {{cost|4}} or cheaper engine components
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− | === Antisynergies ===
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− | * {{cost|5}} or higher engine components
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| == Versions == | | == Versions == |
| === English versions === | | === English versions === |