Cycling

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'''Cycling''' is going through your deck fast, causing frequent reshuffles. Fast cycling, such as with {{Card|Chancellor}}, lets you get to your newly-bought cards immediately; when your cycling is slowed down, such as by an opponent's {{Card|Ghost Ship}}, you can spend a very long time without seeing your new cards.  
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'''Cycling''' is going through your deck to get closer to the next [[reshuffle]], by either drawing or discarding cards from the deck. [[Top-decking]] cards, especially [[stop card]]s, can slow down cycling. Fast cycling, such as with {{Card|Chancellor}}, lets you get to your newly-bought cards rapidly; when your cycling is slowed down, such as by an opponent's {{Card|Ghost Ship}}, you can spend a very long time without seeing your new cards.  
  
* [[Engine]]s always have fast cycling
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* [[Engine|Engines]] always have fast cycling
 
* Cards which draw a lot of cards, such as {{Card|Embassy}} or {{Card|Envoy}} cause fast cycling
 
* Cards which draw a lot of cards, such as {{Card|Embassy}} or {{Card|Envoy}} cause fast cycling
 
* {{Card|Cellar}}, {{Card|Warehouse}}, and {{Card|Storeroom}} allow you to cycle a lot of cards but don't increase your handsize
 
* {{Card|Cellar}}, {{Card|Warehouse}}, and {{Card|Storeroom}} allow you to cycle a lot of cards but don't increase your handsize
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[http://dominionstrategy.com/2010/12/04/guest-article-the-fallacy-of-cycling/ An article on cycling from the blog.]
 
[http://dominionstrategy.com/2010/12/04/guest-article-the-fallacy-of-cycling/ An article on cycling from the blog.]
 
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[[Category:Strategic concepts]]

Latest revision as of 21:23, 26 May 2021

Cycling is going through your deck to get closer to the next reshuffle, by either drawing or discarding cards from the deck. Top-decking cards, especially stop cards, can slow down cycling. Fast cycling, such as with ChancellorChancellor.jpg, lets you get to your newly-bought cards rapidly; when your cycling is slowed down, such as by an opponent's Ghost ShipGhost Ship.jpg, you can spend a very long time without seeing your new cards.

An article on cycling from the blog.

This article or section is a stub. Please help by expanding it



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
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