Editing Combo: Beggar and Gardens

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{{Infobox 2CardCombo
 
{{Infobox 2CardCombo
 
|name1 = Beggar
 
|name1 = Beggar
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|set1 = Dark Ages
 
|set1 = Dark Ages
 
|set2 = Base
 
|set2 = Base
|type = Slog
 
 
}}
 
}}
  
'''{{Card|Beggar}} and {{Card|Gardens}}''' is a combo that uses Beggar's triple {{Card|Copper}} gaining ability to pump up the {{VP}} of Gardens, as well as for increased buying power throughout the potentially quite long game.  It is interesting in that how it plays depends highly on whether or not your opponent chooses the same strategy; normally a [[slog]], this combo becomes a [[rush (strategy)|rush]] in [[mirror (strategy)|mirror]] matches.
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'''{{Card|Beggar}} and {{Card|Gardens}}''' is a combo that uses Beggar's triple {{Card|Copper}} gaining ability to pump up the {{VP}} of Gardens, as well as for increased buying power throughout the potentially quite long game.
  
 
== Article ==
 
== Article ==
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=== How to play the combo ===
 
=== How to play the combo ===
  
Beggar/Gardens isn’t a [[rush (strategy)|rush]] strategy like Workshop/Gardens but a [[slog]]. (You might want to read the articles by the great WanderingWinder first). One notable aspect of the slog is that Copper is a good card instead of a liability. Another important property of the slog is that it does better the longer the game takes (unlike rushes and engines).
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Beggar/Gardens isn’t a [[rush]] strategy like Workshop/Gardens but a [[slog]]. (You might want to read the articles by the great WanderingWinder first). One notable aspect of the slog is that Copper is a good card instead of a liability. Another important property of the slog is that it does better the longer the game takes (unlike rushes and engines).
  
 
Ideally you’ll want to be able to play a Beggar each turn for the entire game which means you need to get a healthy number of them before greening. The simulator suggests 6 Beggars if your opponent goes for a [[Combo]], [[Big Money]] or [[Engine]] strategy. If your opponent mirrors you, then you should aim for 4 Beggars before trying to win the Gardens split<ref group=notes>Comments on the original posting of this article came to a consensus that opening Beggar/Gardens will be about equivalent to getting 4 Beggars first.</ref>. This might seem late, but remember that once the Gardens are gone the game becomes a slog where being able to reach {{Card|Duchy}} {{Cost}} is very important. The extra Beggars will ensure you have enough fuel for the rest of the game. If your opponent goes for a rush (like Workshop/Gardens) use the same advice of 4 Beggars before greening.
 
Ideally you’ll want to be able to play a Beggar each turn for the entire game which means you need to get a healthy number of them before greening. The simulator suggests 6 Beggars if your opponent goes for a [[Combo]], [[Big Money]] or [[Engine]] strategy. If your opponent mirrors you, then you should aim for 4 Beggars before trying to win the Gardens split<ref group=notes>Comments on the original posting of this article came to a consensus that opening Beggar/Gardens will be about equivalent to getting 4 Beggars first.</ref>. This might seem late, but remember that once the Gardens are gone the game becomes a slog where being able to reach {{Card|Duchy}} {{Cost}} is very important. The extra Beggars will ensure you have enough fuel for the rest of the game. If your opponent goes for a rush (like Workshop/Gardens) use the same advice of 4 Beggars before greening.
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=== Matchups ===
 
=== Matchups ===
  
At game end your Gardens will often be worth 7{{VP}} which means an opponent aiming for {{Card|Province|Provinces}} needs to end the game as soon as possible. If your opponent is rushing, engining or comboing, and they try to fight you for Gardens, the green cards will hurt them a lot more than you.
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At game end your Gardens will often be worth 7{{VP}} which means an opponent aiming for {{Card|Province|Provinces}} needs to end the game as soon as possible. If your rushing, engining or comboing opponent tries to fight you for Gardens the green cards will hurt him a lot more than you.
  
 
==== vs Big Money ====
 
==== vs Big Money ====
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Ironworks/Gardens will win only 1 out of 20 games because it’s not good at buying Duchies after the rush becomes a slog.
 
Ironworks/Gardens will win only 1 out of 20 games because it’s not good at buying Duchies after the rush becomes a slog.
  
==== vs [[Attack|Attacks]] ====
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==== vs [[Attack]]s ====
  
 
Attacks often turn games into slogs and the reaction part of Beggar adds some more value. Now you can discard all your excess Beggars to gain Silvers and keep one in hand for the Coppers. {{Card|Curse|Curses}} don’t really hurt (8 Gardens = -2{{VP}} from 10 Curses) so a {{Card|Sea Hag}} or {{Card|Mountebank}} centered deck doesn’t stand a chance. Discard attacks like {{Card|Goons}} are a little stronger, but unless they’re part of a big engine they can’t really beat the Beggar/Gardens.
 
Attacks often turn games into slogs and the reaction part of Beggar adds some more value. Now you can discard all your excess Beggars to gain Silvers and keep one in hand for the Coppers. {{Card|Curse|Curses}} don’t really hurt (8 Gardens = -2{{VP}} from 10 Curses) so a {{Card|Sea Hag}} or {{Card|Mountebank}} centered deck doesn’t stand a chance. Discard attacks like {{Card|Goons}} are a little stronger, but unless they’re part of a big engine they can’t really beat the Beggar/Gardens.

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