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 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. As it is, depending on how many expansions you use, the odds can be as low as 1 in 616 that two specific cards will appear in a given kingdom. However, given that many players play 100's, if not 1000's of games, these odds are not too bad.

For a list of combos, see Category:Combo.

For a strategy article about combos, see WanderingWinder's article

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

See also: Counter.


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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