Megaturn

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A '''megaturn''' strategy is one that eschews buying any [[Victory]] cards until one last game-ending turn. In contrast with a typical [[Big Money]] strategy, where you buy one Victory card per turn throughout the endgame, a megaturn deck will buy no Victory cards for the first 12-14 turns of the game and then buy enough Victory cards to end the game at some point between turns 14 and 16. Common enablers of mega-turn strategies are {{Card|King's Court}}, which super-charges engines, and {{Card|Bridge}}, which provides cost reduction and +Buy.
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A '''megaturn''' strategy is one that eschews buying any [[Victory]] cards until one last game-ending turn. In contrast with a typical [[Big Money]] strategy, where you buy one Victory card per turn throughout the [[endgame]], a megaturn deck will buy no Victory cards for the first 12-14 turns of the game and then buy enough Victory cards to end the game at some point between turns 14 and 16. Common enablers of megaturn strategies are {{Card|King's Court}}, which super-charges engines, and {{Card|Bridge}}, which provides cost reduction and +Buy. In fact, [[Combo: King's Court and Bridge|King's Court and Bridge]] together make up a powerful [[combo]] that is used to set off a megaturn.

Revision as of 00:50, 10 November 2012

A megaturn strategy is one that eschews buying any Victory cards until one last game-ending turn. In contrast with a typical Big Money strategy, where you buy one Victory card per turn throughout the endgame, a megaturn deck will buy no Victory cards for the first 12-14 turns of the game and then buy enough Victory cards to end the game at some point between turns 14 and 16. Common enablers of megaturn strategies are King's CourtKing's Court.jpg, which super-charges engines, and BridgeBridge.jpg, which provides cost reduction and +Buy. In fact, King's Court and Bridge together make up a powerful combo that is used to set off a megaturn.

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