Combo

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A '''combo''' is a combination of two or more cards that synergize and make for an effective strategy on their own. In some combos, one card will make up for the other's weakness. In others, the two cards will play off each others' strengths. While combos of 3 or more cards are possible, unless one of these is a base card in every game (or at least one of the cards needed is simply a card ''class'', (e.g. [[Village (card category)|village]] or [[+Buy]]/[[gainer]]) rather than a specific card, it's unlikely that you'll be able to find the combo in many games. Such combos really fall into the category of strategies rather than merely simple combos.
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For a list of combos, see [[:Category:Combo]].
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The term '''combo''' is sometimes used to refer to a cohesive strategy that relies ''only'' on two (sometimes three) cards, often to the point of being centralizing in a given [[Kingdom]]. While combos of 3 or more cards are possible, unless one of these is a base card in every game (or at least one of the cards needed is simply a card archetype, e.g. a [[Village (card category)|village]] or [[+Buy]]/[[gainer]]) rather than a specific card, it's unlikely that you will encounter all three of those cards in a real game.  
  
For a strategy article about combos, see [http://dominionstrategy.com/2013/01/25/the-five-fundamental-deck-types-the-combo/ WanderingWinder's article]
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The term "combo" has been used historically to refer to two cards which merely have [[synergy]] with each other without constituting a game-winning strategy by themselves, however, as more game-winning combos became available, this usage has fallen out of favor.
  
For a list of stategy articles on the discussion forums and blog, including some not covered on the wiki yet, see [[Combos and Counters List]]
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== Strategy ==
  
See also: [[Counter]].
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===Examples===
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Some of the strongest combos in the game include (not an exhaustive list!):
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* {{event|Travelling Fair}} + {{card|Counting House}} (removed) ([https://www.youtube.com/watch?v=ToF4L7PoYCI&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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* {{card|Lurker}} + {{card|Hunting Grounds}} ([https://www.youtube.com/watch?v=f9Di7W4eEmk&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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* {{card|Mandarin}} (removed) + {{card|Capital}} ([https://www.youtube.com/watch?v=JO3FOgLRaIY&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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* {{event|Donate}} + {{card|Market Square}} ([[Combo: Donate and Market Square]], [https://www.youtube.com/watch?v=VYNO4yD401Y&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
  
{{Navbox Strategy}}
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===External strategy articles===
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''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
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* [https://dominionstrategy.com/2013/01/25/the-five-fundamental-deck-types-the-combo/ WanderingWinder's 2013 article]
  
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{{Navbox Strategy}}
 
{{Navbox Card combos}}
 
{{Navbox Card combos}}
  
[[Category:Combo|Combo]]
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[[Category:Combos and counters]]
[[Category:Strategies]]
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[[Category:Deck archetypes]]

Latest revision as of 23:55, 6 July 2022

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The term combo is sometimes used to refer to a cohesive strategy that relies only on two (sometimes three) cards, often to the point of being centralizing in a given Kingdom. While combos of 3 or more cards are possible, unless one of these is a base card in every game (or at least one of the cards needed is simply a card archetype, e.g. a village or +Buy/gainer) rather than a specific card, it's unlikely that you will encounter all three of those cards in a real game.

The term "combo" has been used historically to refer to two cards which merely have synergy with each other without constituting a game-winning strategy by themselves, however, as more game-winning combos became available, this usage has fallen out of favor.

[edit] Strategy

[edit] Examples

Some of the strongest combos in the game include (not an exhaustive list!):

[edit] External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
Dominion Card Combos
Apprentice/Market SquareBeggar/GardensBlack Market/TacticianBishop/FortressCapital/HerbalistCapital/MandarinCounting House/Travelling FairDonate/Market SquareGolden deckHermit/Market SquareLurker/Hunting GroundsMasquerade pinMasterpiece/FeodumNative Village/BridgeProcession/FortressRoyal Carriage/BridgeTrader/FeodumWorkshop/Gardens
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