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− | + | A '''Golden Deck''' is any deck that, every turn, gives the player the same hand and nets him +{{VP}}. Usually a Golden Deck consists of the five-card deck {{Card|Bishop}}-{{Card|Gold}}-{{Card|Silver}}(x2)-{{Card|Province}}, allowing the player to Bishop a Province for 5{{VP}} and buy another Province. | |
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− | A '''Golden Deck''' is any deck that, every turn, gives the player the same hand and nets | + | |
== The Standard Golden Deck == | == The Standard Golden Deck == | ||
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* Sometimes you will find it natural to get two Golds and one Silver, rather than the other way around. In this case you will not need to trash when you buy the last Province, which is 1{{VP}} better for you. | * Sometimes you will find it natural to get two Golds and one Silver, rather than the other way around. In this case you will not need to trash when you buy the last Province, which is 1{{VP}} better for you. | ||
* If the [[Penultimate Province Rule]] is a concern, you can instead switch to buying and trashing Gold for 4{{VP}} per turn instead of 5{{VP}} for trashing Provinces. (This gives you a significant advantage over a player who is [[duchy dancing]], since you are getting more {{VP}} per turn and also not clogging your deck.) If you have one Gold, you might also trash Silver and buy Gold, anticipating a Province buy without trashing as described above. | * If the [[Penultimate Province Rule]] is a concern, you can instead switch to buying and trashing Gold for 4{{VP}} per turn instead of 5{{VP}} for trashing Provinces. (This gives you a significant advantage over a player who is [[duchy dancing]], since you are getting more {{VP}} per turn and also not clogging your deck.) If you have one Gold, you might also trash Silver and buy Gold, anticipating a Province buy without trashing as described above. | ||
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== Strategy == | == Strategy == | ||
− | * The Golden Deck is weak against many [[Attack | + | * The Golden Deck is weak against many [[Attack]]s. |
− | ** [[Curser | + | ** [[Curser]]s and other [[junking attack]]s can cause you to have a 6-card deck instead of a 5-card deck, thus breaking your combo; you will be forced to spend turns trashing incoming junk and not buying/trashing Provinces. |
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** [[Handsize attack|Discard attack]]s will leave you with a 3-card hand. (Once the deck is set up, unless you want to risk "breaking" it, the best you can really do here is to trash and replace a Silver - so you only get 2{{VP}} that turn. Or if you have a 2-Gold setup, you can "downgrade" to a 1-Gold setup, claiming 4{{VP}} this turn.) | ** [[Handsize attack|Discard attack]]s will leave you with a 3-card hand. (Once the deck is set up, unless you want to risk "breaking" it, the best you can really do here is to trash and replace a Silver - so you only get 2{{VP}} that turn. Or if you have a 2-Gold setup, you can "downgrade" to a 1-Gold setup, claiming 4{{VP}} this turn.) | ||
− | ** However, once the Golden Deck gets going, it is immune to [[trashing attack | + | ** However, once the Golden Deck gets going, it is immune to [[trashing attack]]s and {{Card|Spy}}-type Attacks, because your entire deck is in your hand; there's no deck for the Attacks to target. |
** If there is {{Card|Lighthouse}} in the supply you can exchange Silver for Lighthouses for an Attack-resilient Golden Deck. You want to get exactly two Lighthouses, playing one each turn (with the other out as a Duration from the previous turn). Keep in mind that {{Card|Ill-Gotten Gains}} and {{Card|Masquerade}} still hurt you. You can also still be {{Card|Possession|Possessed}} (in this case, stick with one Gold; then your opponent can't claim a Province from your deck without giving you the Bishop VP as well). | ** If there is {{Card|Lighthouse}} in the supply you can exchange Silver for Lighthouses for an Attack-resilient Golden Deck. You want to get exactly two Lighthouses, playing one each turn (with the other out as a Duration from the previous turn). Keep in mind that {{Card|Ill-Gotten Gains}} and {{Card|Masquerade}} still hurt you. You can also still be {{Card|Possession|Possessed}} (in this case, stick with one Gold; then your opponent can't claim a Province from your deck without giving you the Bishop VP as well). | ||
− | * The Golden Deck is weak against strong [[engine | + | * The Golden Deck is weak against strong [[engine]]s that don't stall. 5{{VP}} per turn isn't actually that many; it will beat strategies that stall after picking up a few Provinces, but engines that can continue to pick up Provinces without stalling and can detour for {{Card|Duchy|Duchies}} (or which can pick up a lot of VP in other ways, e.g. massive {{Card|Goons}} or {{Card|Monument}} engines) will be able to overtake a Golden Deck. This is especially true since the opponent will have the benefit of a lot of Bishop trashing early. |
* {{Card|Colony}} games do not favor a Golden Deck, since Colonies are effectively worth only 1 more {{VP}} than Provinces to you (since you are trashing them for 6{{VP}} instead of 5) but 4 more to your opponent (who is keeping them in deck for their face value). Given its overall power, however, the Golden Deck is still often strong in such games, in either Colony OR Province form, depending on your opponent's strategy. | * {{Card|Colony}} games do not favor a Golden Deck, since Colonies are effectively worth only 1 more {{VP}} than Provinces to you (since you are trashing them for 6{{VP}} instead of 5) but 4 more to your opponent (who is keeping them in deck for their face value). Given its overall power, however, the Golden Deck is still often strong in such games, in either Colony OR Province form, depending on your opponent's strategy. | ||
* If behind with a golden deck (or in a close game against an opponent who is likely to stall), the deck can continue to get slightly fewer points almost indefinitely by trashing and buying other expensive cards (not just Province and Colony), typically {{Card|Gold}} (or {{Card|Platinum}} in a Colony game) | * If behind with a golden deck (or in a close game against an opponent who is likely to stall), the deck can continue to get slightly fewer points almost indefinitely by trashing and buying other expensive cards (not just Province and Colony), typically {{Card|Gold}} (or {{Card|Platinum}} in a Colony game) | ||
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* 5-card decks with {{Card|Goons}} and {{Card|Watchtower}} score points by buying cheap cards, and maintain the 5-card deck by trashing the incoming buys. | * 5-card decks with {{Card|Goons}} and {{Card|Watchtower}} score points by buying cheap cards, and maintain the 5-card deck by trashing the incoming buys. | ||
* 4-card decks with 2x {{Card|Poor House}}, {{Card|Bishop}} and any +actions. | * 4-card decks with 2x {{Card|Poor House}}, {{Card|Bishop}} and any +actions. | ||
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=== Beyond 5-card setups === | === Beyond 5-card setups === | ||
There are a few ways to build a larger deck so that it is guaranteed to draw itself and score points without your deck composition changing. | There are a few ways to build a larger deck so that it is guaranteed to draw itself and score points without your deck composition changing. | ||
− | * [[Cantrip | + | * [[Cantrip]]s can be mixed in to this strategy more or less freely, although there needs to be a good reason to pick them up or else they are just a distraction. On a board with light trashing and {{Card|Familiar}}, for example (such that going straight for the Golden Deck will be much too slow), you might start out attacking with Familiar and transition into a Golden Deck later; there is no need in this case to remove the Familiars with your Bishop. |
− | * | + | * King's Court/Scheme combos can come into play here as well; each turn you top-deck KC-KC-Scheme-X-X (or similar) in such a way that you're guaranteed to draw the rest of your deck (although if the pieces are in place to do this, you quite likely have even better options!) |
* Two {{Card|Tactician|Tacticians}} may allow you to play an 11-card Golden Deck, inspired by the basic [[Double Tactician]] engine idea. Each turn you trash one or more cards, generate virtual coin in whatever way, and then buy replacements. This especially works well with the {{Card|Tunnel}} variant, since you will be discarding your hand to Tactician anyway, which takes care of enabling the Gold gain from Tunnel. | * Two {{Card|Tactician|Tacticians}} may allow you to play an 11-card Golden Deck, inspired by the basic [[Double Tactician]] engine idea. Each turn you trash one or more cards, generate virtual coin in whatever way, and then buy replacements. This especially works well with the {{Card|Tunnel}} variant, since you will be discarding your hand to Tactician anyway, which takes care of enabling the Gold gain from Tunnel. | ||
* {{Card|Alchemist}} stacks work great for this as well (this especially helps out with the Goons/Watchtower variant, since you will only be able to play at most 3 Goons with a "basic" 5-card Golden Deck). You only need one {{Card|Potion}} in the "steady state"; just make sure that at least 1/3 of your deck is Alchemists. | * {{Card|Alchemist}} stacks work great for this as well (this especially helps out with the Goons/Watchtower variant, since you will only be able to play at most 3 Goons with a "basic" 5-card Golden Deck). You only need one {{Card|Potion}} in the "steady state"; just make sure that at least 1/3 of your deck is Alchemists. | ||
− | * {{Card|Menagerie}} or {{Card|Stables}} can make the Golden Deck mostly resilient against [[discard attack | + | * {{Card|Menagerie}} or {{Card|Stables}} can make the Golden Deck mostly resilient against [[discard attack]]s. |
=== Beyond VP chips === | === Beyond VP chips === | ||
− | There are a few strategies which score points by gaining [[Victory card | + | There are a few strategies which score points by gaining [[Victory card]]s as usual but can still maintain the same 5-card hand each turn. |
* The [[Combo: Chancellor and Stash|Scavenger-Stash combo]] can guarantee a hand of 4 Stashes and a Scavenger each turn and buy Provinces without ever seeing them in hand. | * The [[Combo: Chancellor and Stash|Scavenger-Stash combo]] can guarantee a hand of 4 Stashes and a Scavenger each turn and buy Provinces without ever seeing them in hand. | ||
* Some decks involving {{Card|King's Court}} and {{Card|Scheme}} can guarantee the same hand of [[Action]] cards will be drawn each turn. For example, a hand of two King's Courts, two Schemes, and a {{Card|Mandarin}} can buy a Province and top-deck itself each turn. | * Some decks involving {{Card|King's Court}} and {{Card|Scheme}} can guarantee the same hand of [[Action]] cards will be drawn each turn. For example, a hand of two King's Courts, two Schemes, and a {{Card|Mandarin}} can buy a Province and top-deck itself each turn. | ||
− | * With {{Card|Mandarin}} in the supply, a hand of four distinct Treasures adding up to {{Cost|8}} or more plus a {{Card|Horn of Plenty}} can buy a Province or Colony, gain a Mandarin, and top-deck itself each turn - see ([[Combo: Horn of Plenty and Mandarin]]). Alternatively, you can use four Treasures adding up to at least {{Cost|12}} (e.g. four {{Card|Gold}}) and a {{Card| Counterfeit | + | * With {{Card|Mandarin}} in the supply, a hand of four distinct Treasures adding up to {{Cost|8}} or more plus a {{Card|Horn of Plenty}} can buy a Province or Colony, gain a Mandarin, and top-deck itself each turn - see ([[Combo: Horn of Plenty and Mandarin]]). Alternatively, you can use four Treasures adding up to at least {{Cost|12}} (e.g. four {{Card|Gold}}) and a {{Card| Counterfeit}}, also allowing you to buy a Province and Mandarin every turn. |
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{{Navbox Prosperity}} | {{Navbox Prosperity}} | ||
{{Navbox Card combos}} | {{Navbox Card combos}} | ||
[[Category:Combo]] | [[Category:Combo]] |