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The strongest aspect of the Ghost Ship attack may be its psychological component.  It’s difficult to appreciate just how nasty a Ghost Ship game can be until you’ve experienced what it’s like to live under a never-ending barrage of Ghost Ships.  Like {{Card|Torturer}}, Ghost Ship is well-suited to ragequits; but while Torturer eventually runs out of {{Card|Curse|Curses}} to threaten you with, Ghost Ship is a merciless and unrelenting foe.  There are plenty of stronger attacks, but not even [[curser|cursers]] slow a game down like a fleet of Ghost Ships.
 
The strongest aspect of the Ghost Ship attack may be its psychological component.  It’s difficult to appreciate just how nasty a Ghost Ship game can be until you’ve experienced what it’s like to live under a never-ending barrage of Ghost Ships.  Like {{Card|Torturer}}, Ghost Ship is well-suited to ragequits; but while Torturer eventually runs out of {{Card|Curse|Curses}} to threaten you with, Ghost Ship is a merciless and unrelenting foe.  There are plenty of stronger attacks, but not even [[curser|cursers]] slow a game down like a fleet of Ghost Ships.
  
=== Understanding the Attack ===
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===Understanding the Attack===
 
When you first look at the Ghost Ship attack, you probably think it looks a lot like the attack of {{Card|Militia}}. But then when you think about it or play with it a little more, you see some difference:
 
When you first look at the Ghost Ship attack, you probably think it looks a lot like the attack of {{Card|Militia}}. But then when you think about it or play with it a little more, you see some difference:
  
* It seems weaker because your opponent can use the attack to organize their cards to give them one really good turn.
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*It seems weaker because your opponent can use the attack to organize their cards to give them one really good turn.
* It seems stronger because you can’t just discard weak cards and forget about it, since getting rid of them means you have to see them next turn. It also slows progress through the deck so it takes longer to shuffle in your new better cards.
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*It seems stronger because you can’t just discard weak cards and forget about it, since getting rid of them means you have to see them next turn. It also slows progress through the deck so it takes longer to shuffle in your new better cards.
  
 
So which is it? Is it weaker or stronger?
 
So which is it? Is it weaker or stronger?
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Of course, in reality, you’re not just playing against [[Big money|BM]], and so there are some counters to the attack (which we’ll get to later), but the point is the same: Ghost Ship is an attack that has a hidden self-synergy, because its one weakness (allowing the construction of one above-average turn) does not surface until you stop attacking with it.
 
Of course, in reality, you’re not just playing against [[Big money|BM]], and so there are some counters to the attack (which we’ll get to later), but the point is the same: Ghost Ship is an attack that has a hidden self-synergy, because its one weakness (allowing the construction of one above-average turn) does not surface until you stop attacking with it.
  
=== How to use Ghost Ship ===
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===How to use Ghost Ship===
 
Now that you we understand that the strength of the attack comes from consecutive plays, the strategy question becomes how to set up a deck that can play multiple consecutive Ghost Ships — preferably one every turn. There are a few ways this can be accomplished:
 
Now that you we understand that the strength of the attack comes from consecutive plays, the strategy question becomes how to set up a deck that can play multiple consecutive Ghost Ships — preferably one every turn. There are a few ways this can be accomplished:
  
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Option (3) is not really something you can control. The only thing to really take from it is that Ghost Ship gets strong more quickly as the number of players increases. If multiple other players are already committed to Ghost Ships, keeping everyone at 3 cards, then there is no need to also go Ghost Ship.  You can instead focus on …
 
Option (3) is not really something you can control. The only thing to really take from it is that Ghost Ship gets strong more quickly as the number of players increases. If multiple other players are already committed to Ghost Ships, keeping everyone at 3 cards, then there is no need to also go Ghost Ship.  You can instead focus on …
  
=== Playing against Ghost Ship ===
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===Playing against Ghost Ship===
 
The easy case: if your opponent is not playing Ghost Ship next turn, and you have no ability to draw back the top of your deck, then you should probably save your good cards for next turn unless you have some good purchase possible this turn.
 
The easy case: if your opponent is not playing Ghost Ship next turn, and you have no ability to draw back the top of your deck, then you should probably save your good cards for next turn unless you have some good purchase possible this turn.
  

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