Combo: Trader and Feodum

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{{Infobox 2CardCombo
 
{{Infobox 2CardCombo
 
|name1 = Trader
 
|name1 = Trader
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'''{{Card|Trader}} and {{Card|Feodum}}''' is a combo that uses Trader's {{Card|Silver}}-gaining to beef up the points you get from Feodum.
 
'''{{Card|Trader}} and {{Card|Feodum}}''' is a combo that uses Trader's {{Card|Silver}}-gaining to beef up the points you get from Feodum.
  
==Article==
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__NOTOC__
In general, Trader is a fairly mediocre card.  Getting a pile of Silvers is nice, but usually not at the cost of a single expensive card.  But with Feodum, you'd much rather have the Silvers.  Since in Feodum rushes the trick is to win the Silver split, you may find yourself trashing a Silver to get three more.  You'll want to turn your {{Card|Estate|Estates}} into Silvers as soon as possible, and any other card you buy should be with the intent to turn it into Silvers laterYou'll also usually want to Trader at least one Feodum, as that will net you seven Silvers[[Shelter]]s make this a little harder, as you'll only be getting one Silver from each of your three non-{{Card|Copper}} starting cards, but it's still doable.
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In general, Trader is a fairly mediocre card.  Getting a pile of Silvers is nice, but usually not at the cost of a single expensive card.  But with Feodum, you'd much rather have the Silvers.  In most kingdoms that feature these 2 cards, the play will be something like the following:
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== Purchases (in order) ==
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* Buy one Trader
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* Buy as many Feoda as possible (get Silver if you only have {{Cost|3}}, pass on {{Cost|2}} or less)
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When Feodum pile is empty...
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* {{Cost|8}}+ = buy Province
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* {{Cost|4}} - {{Cost|7}} = buy Trader (or Duchy if the game will end before you get another reshuffle)
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* Less than {{Cost|4}} = Silver or Estate
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== Using Trader ==
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Use Trader on the following (in order of best trade to least):
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* Province (see math below)
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* Feodum (see math below - in a few cases, you wouldn't, but usually, yes... especially early in the game)
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* Estate
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* Trader
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* Silver
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* Copper
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== Synergies ==
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* {{Card|Rats}} quickly turns your Coppers and Estates into {{Cost|4}} cards that can be turned into four Silvers each, as well as drawing you a card.  This is the only instance where Rats does well with Trader.
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* {{Card|Fortress}} can also be useful, as it can be trashed over and over again into Silvers, as well as letting you play more than one Trader per turn.
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== Math: Trader on Feodum ==
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When do you want trade a Feodum for 7 Silvers?  The mathematical answer is... often!
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The formula for the calculation is:
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<div style="text-align: center;">'''FLOOR((7 + CURRENT_SILVERS) / 3) * (CURRENT_FEODA - 1)) - (FLOOR(CURRENT_SILVERS / 3) * (CURRENT_FEODA) >= 0'''</div>
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And here is a cross-table of that formula.  The left side shows how many Feoda are in your deck, the top is how many Silvers.  Red values show when it isn't worth it (VP-wise) to trade in your Feodum.
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[[File:TraderOnFeodum.jpg|alt=TraderOnFeodum|Red values show when it isn't worth it (VP-wise) to trade in your Feodum.]]
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Bear in mind that this chart '''only''' takes into account the VP differentialIf there is still a reshuffle or two left before the end of the game, the 7 silvers also provide buying potential.  An immediate -1 or -2 VPs could be compensated with a higher probability of making a Province purchase in your reshuffle.
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== Math: Trader on Province ==
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The math for understanding when to use Trader on a Province is much simpler:
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[[File:TraderOnProvince.jpg|alt=TraderOnProvince|Red values show when it isn't worth it (VP-wise) to trade in your Province.]]
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* If you have 3 or more Feoda in your deck, '''DO IT'''.  Adding 8 silvers will always give you at least 6 VPs, and therefore is worth it.
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* If you have only 1 Feodum, '''DON'T DO IT'''.  Trading a Province will leave you with only 2-3 VPs, a net of -3 or -4.
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* The situation-dependent case is 2 Feoda.  2/3 the time you will receive 6 VPs (net = 0 VPs) and 1/3 of the time 4 VPs (net = -2 VPs)Thus, on the last turn of the game, don't do it.  But if you have a reshuffle left, you probably want the buying power of 8 Silvers.
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== Math: Trader on Colony ==
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How did you get Colonies in your deck playing Trader/Feodum?  Huh, well, here's the math:
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[[File:TraderOnColony.jpg|alt=TraderOnColony|Red values show when it isn't worth it (VP-wise) to trade in your Colony.]]
  
The single best card to aid this combo is {{Card|Rats}} - it quickly turns your Coppers and Estates into {{Cost|4}} cards that can be turned into four Silvers each, as well as drawing you a card.  This is the only instance where Rats does well with Trader.  Fortress can also be useful, as it can be trashed over and over again into Silvers, as well as letting you play more than one Trader per turn.
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* 4 or more Feoda: '''DO IT'''
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* 1 or 2 Feoda: '''DON'T DO IT'''
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* 3 Feoda: 2/3 of the time you gain 12 (net +2 VPs), 1/3 of the time you gain 9 (net -1 VPs)
  
A good strategy would be to empty out the Trader, Feodum and Silver piles.  Much like buying Bishops to feed to your other Bishops, Tradering Traders will give you a steady trickle of Silver, and give you that much-needed third pile to empty, though with your deck flooded with Silver, it's possible you could also empty out the {{Card|Province|Provinces}}.
 
  
 
{{Navbox Hinterlands}}
 
{{Navbox Hinterlands}}
 
{{Navbox Dark Ages}}
 
{{Navbox Dark Ages}}
 
{{Navbox Card combos}}
 
{{Navbox Card combos}}

Latest revision as of 15:35, 21 April 2021

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Trader / Feodum
Trader.jpg Feodum.jpg
Info
Set(s) Hinterlands / Dark Ages
Type Rush

TraderTrader.jpg and FeodumFeodum.jpg is a combo that uses Trader's SilverSilver.jpg-gaining to beef up the points you get from Feodum.


In general, Trader is a fairly mediocre card. Getting a pile of Silvers is nice, but usually not at the cost of a single expensive card. But with Feodum, you'd much rather have the Silvers. In most kingdoms that feature these 2 cards, the play will be something like the following:

[edit] Purchases (in order)

  • Buy one Trader
  • Buy as many Feoda as possible (get Silver if you only have $3, pass on $2 or less)

When Feodum pile is empty...

  • $8+ = buy Province
  • $4 - $7 = buy Trader (or Duchy if the game will end before you get another reshuffle)
  • Less than $4 = Silver or Estate

[edit] Using Trader

Use Trader on the following (in order of best trade to least):

  • Province (see math below)
  • Feodum (see math below - in a few cases, you wouldn't, but usually, yes... especially early in the game)
  • Estate
  • Trader
  • Silver
  • Copper

[edit] Synergies

  • RatsRats.jpg quickly turns your Coppers and Estates into $4 cards that can be turned into four Silvers each, as well as drawing you a card. This is the only instance where Rats does well with Trader.
  • FortressFortress.jpg can also be useful, as it can be trashed over and over again into Silvers, as well as letting you play more than one Trader per turn.


[edit] Math: Trader on Feodum

When do you want trade a Feodum for 7 Silvers? The mathematical answer is... often!

The formula for the calculation is:

FLOOR((7 + CURRENT_SILVERS) / 3) * (CURRENT_FEODA - 1)) - (FLOOR(CURRENT_SILVERS / 3) * (CURRENT_FEODA) >= 0

And here is a cross-table of that formula. The left side shows how many Feoda are in your deck, the top is how many Silvers. Red values show when it isn't worth it (VP-wise) to trade in your Feodum.

TraderOnFeodum

Bear in mind that this chart only takes into account the VP differential. If there is still a reshuffle or two left before the end of the game, the 7 silvers also provide buying potential. An immediate -1 or -2 VPs could be compensated with a higher probability of making a Province purchase in your reshuffle.

[edit] Math: Trader on Province

The math for understanding when to use Trader on a Province is much simpler:

TraderOnProvince

  • If you have 3 or more Feoda in your deck, DO IT. Adding 8 silvers will always give you at least 6 VPs, and therefore is worth it.
  • If you have only 1 Feodum, DON'T DO IT. Trading a Province will leave you with only 2-3 VPs, a net of -3 or -4.
  • The situation-dependent case is 2 Feoda. 2/3 the time you will receive 6 VPs (net = 0 VPs) and 1/3 of the time 4 VPs (net = -2 VPs). Thus, on the last turn of the game, don't do it. But if you have a reshuffle left, you probably want the buying power of 8 Silvers.

[edit] Math: Trader on Colony

How did you get Colonies in your deck playing Trader/Feodum? Huh, well, here's the math:

TraderOnColony

  • 4 or more Feoda: DO IT
  • 1 or 2 Feoda: DON'T DO IT
  • 3 Feoda: 2/3 of the time you gain 12 (net +2 VPs), 1/3 of the time you gain 9 (net -1 VPs)


Cards $2 CrossroadsCrossroads.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgGuard DogGuard Dog.jpgOasisOasis.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNomadsNomads.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpgTrailTrail.jpgWeaverWeaver.jpg $5 BerserkerBerserker.jpgCartographerCartographer.jpgCauldronCauldron.jpgHagglerHaggler.jpgHighwayHighway.jpgInnInn.jpgMargraveMargrave.jpgSoukSouk.jpgStablesStables.jpgWheelwrightWheelwright.jpgWitch's HutWitch's Hut.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Removed cards $2 DuchessDuchess.jpg $3 OracleOracle.jpg $4 Noble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpg $5 CacheCache.jpgEmbassyEmbassy.jpgIll-Gotten GainsIll-Gotten Gains.jpgMandarinMandarin.jpg
Combos and Counters Trader/Feodum
Other concepts When gain
Cards $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
Other concepts When trashLooter
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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