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== Strategy ==
 
== Strategy ==
''[http://forum.dominionstrategy.com/index.php?topic=13361.0 Original article from werothegreat]''
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[http://forum.dominionstrategy.com/index.php?topic=13361.0 Original article from werothegreat]
  
 
It's a Treasure!  It's a Village!  It's Coin of the Realm!
 
It's a Treasure!  It's a Village!  It's Coin of the Realm!
  
This card is definitely a planning-ahead Village - if you've overloaded on terminals and suddenly think "crap, I need a Village", you'd be better off buying a {{Card|Port}}.  This is certainly not the strongest card, and can be rather slow (like most Reserves), but can be quite powerful if used correctly.
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This card is definitely a planning-ahead Village - if you've overloaded on terminals and suddenly think "crap, I need a Village", you'd be better off buying a Port.  This is certainly not the strongest card, and can be rather slow (like most Reserves), but can be quite powerful if used correctly.
  
===What does it do?===
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'''What does it do?'''
  
It's a {{Card|Copper}} that can be called later for +2 Actions.  It cannot (usually) be called on the same turn it's played, so it kind of feels like a [[Duration]] card, something like a lopsided {{Card|Fishing Village}}.  Unlike a Duration, though, it waits on the Tavern mat until you really need it.  It's also one of the cheapest villages, sharing a cost with {{Card|Hamlet}}; the only cheaper village is {{Card|Necropolis}}, and that's not exactly a card you can spam.
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It's a Copper that can be called later for +2 Actions.  It cannot (usually) be called on the same turn it's played, so it kind of feels like a Duration card, something like a lopsided Fishing Village.  Unlike a Duration, though, it waits on the Tavern mat until you really need it.  It's also one of the cheapest villages, sharing a cost with Hamlet; the only cheaper village is Necropolis, and that's not exactly a card you can spam.
  
===How do I use it?===
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'''How do I use it?'''
  
In general, Coin of the Realm's Reserve nature means that you'll never "waste" it as a Village - playing Village, then {{Card|Smithy}}, only to draw a bunch of Treasures and Victory cards is not exactly optimal.  That Village has now be used for the shuffle, and so you've in a sense lost your ability to support one of the terminals in your deck until you reshuffle, which is why it can often be good to get a couple more Villages than your deck actually needs.  If that were a Coin of the Realm instead, you'd be able to hold onto it until you actually had a collision in your hand.  With CotR on your Tavern mat, you can play [[terminal draw]] with impunity, knowing you can support up to two more Actions if you draw any, and still being perfectly happy if you don't.  Without terminal draw, you can almost overload on terminals, since a single CotR can handle three terminals colliding in your hand - in this case, again, unlike with normal Villages, there's no chance of "wasting" CotR if you only draw one terminal.
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In general, Coin of the Realm's Reserve nature means that you'll never "waste" it as a Village - playing Village, then Smithy, only to draw a bunch of Treasures and Victory cards is not exactly optimal.  That Village has now be used for the shuffle, and so you've in a sense lost your ability to support one of the terminals in your deck until you reshuffle, which is why it can often be good to get a couple more Villages than your deck actually needs.  If that were a Coin of the Realm instead, you'd be able to hold onto it until you actually had a collision in your hand.  With CotR on your Tavern mat, you can play terminal draw with impunity, knowing you can support up to two more Actions if you draw any, and still being perfectly happy if you don't.  Without terminal draw, you can almost overload on terminals, since a single CotR can handle three terminals colliding in your hand - in this case, again, unlike with normal Villages, there's no chance of "wasting" CotR if you only draw one terminal.
  
 
To get into more detail, let's look at two cases: boards without other villages, and boards with them.
 
To get into more detail, let's look at two cases: boards without other villages, and boards with them.
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''
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Coin of the Realm as the only village''
  
''Coin of the Realm as the only village''
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Here, CotR should be one of your earliest purchases.  Be willing to spend $3 on it, though perhaps not at the expense of an opening Silver, unless you're aiming for $4 terminals instead of $5's.  You want CotRs on your Tavern mat as soon as possible, so that you can start calling them as soon as you start getting terminal collisions.   
 
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Here, CotR should be one of your earliest purchases.  Be willing to spend {{Cost|3}} on it, though perhaps not at the expense of an opening {{Card|Silver}}, unless you're aiming for {{Cost|4}} terminals instead of {{Cost|5}}'s.  You want CotRs on your Tavern mat as soon as possible, so that you can start calling them as soon as you start getting terminal collisions.   
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It's at this point that we need to address CotR's major advantage, and major disadvantage:
 
It's at this point that we need to address CotR's major advantage, and major disadvantage:
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''Coin of the Realm with other Villages''
 
''Coin of the Realm with other Villages''
  
In these cases, CotR is often ignorable.  Getting {{Cost|2}} is not usually a happy turn, and you'd often rather pick up a drawing Action Village.  In these cases, if you get CotR at all, it will be as a supplement, something you pick up with an extra buy to help smooth out your engine.  When paired with other Villages, CotR kind of feels like {{Card|Cartographer}}: not something that's really going to be essential to your strategy, but it certainly has a net positive effect on your deck if you happen to pick one up.  It can also add some reliability to your deck - as mentioned before, CotR doesn't have to worry about being drawn with your terminal draw card, as it's already there, on your mat, waiting to be called.  In these cases, picking up one or two CotRs can help ensure that your engine fires every turn.
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In these cases, CotR is often ignorable.  Getting $2 is not usually a happy turn, and you'd often rather pick up a drawing Action Village.  In these cases, if you get CotR at all, it will be as a supplement, something you pick up with an extra buy to help smooth out your engine.  When paired with other Villages, CotR kind of feels like Cartographer: not something that's really going to be essential to your strategy, but it certainly has a net positive effect on your deck if you happen to pick one up.  It can also add some reliability to your deck - as mentioned before, CotR doesn't have to worry about being drawn with your terminal draw card, as it's already there, on your mat, waiting to be called.  In these cases, picking up one or two CotRs can help ensure that your engine fires every turn.
 
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===What does it work well with?===
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CotR likes +Buy.  It's a perfect "sure, why not" purchase when you have {{Cost|2}} left to spend, and certainly helps your deck more than {{Card|Pearl Diver}}.  The best version of this is terminal draw +Buy - {{Card|Council Room}}, {{Card|Margrave}}, {{Card|Ranger}} - that way your CotRs can help support their play, and then you can pick up another draw card along with another CotR, or whatever other payload you feel like snagging.
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'''What does it work well with?'''
  
Of course, we can't not mention the two cards that play Treasures during your Action phase - {{Card|Black Market}} and {{Card|Storyteller}}While I wouldn't go so far as to call either of these a "combo" with CotR, the synergy is certainly strong hereBeing able to play and call CotR on the same turn completely gets rid of the slowness disadvantage, and almost doubles the terminal capacity of your deck.
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CotR likes +BuyIt's a perfect "sure, why not" purchase when you have $2 left to spend, and certainly helps your deck more than Pearl DiverThe best version of this is terminal draw +Buy - Council Room, Margrave, Ranger - that way your CotRs can help support their play, and then you can pick up another draw card along with another CotR, or whatever other payload you feel like snagging.
  
===Conclusion===
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Of course, we can't not mention the two cards that play Treasures during your Action phase - Black Market and Storyteller.  While I wouldn't go so far as to call either of these a "combo" with CotR, the synergy is certainly strong here.  Being able to play and call CotR on the same turn completely gets rid of the slowness disadvantage, and almost doubles the terminal capacity of your deck.
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'''
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Conclusion'''
  
 
A solid card, both in its role and its price point, though it shines more if it doesn't have any Village competition.
 
A solid card, both in its role and its price point, though it shines more if it doesn't have any Village competition.

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