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− | + | An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}} or [[Shelter]]s. Therefore, under ordinary circumstances, if your first hand has 4 Coppers, your second hand will have 3 Coppers, and vice versa. This is called a 4/3 or 3/4 split, respectively. A 5/2 (or 2/5) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). | |
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− | An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player | + | |
== Openers == | == Openers == | ||
− | An '''opener''' is a card that a player buys on | + | An '''opener''' is a card that a player buys on his first or second turn. Some cards are better openers than others. [[Trasher]]s and [[curser]]s tend to be good openers, and opening with a {{Card|Silver}} or a [[terminal Silver]] is also usually a good idea in order to build up buying power early. Some cards, like {{Card|Moneylender}}, {{Card|Coppersmith}}, or {{Card|Baron}}, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, {{Card|Village|Villages}} are poor openers because there are no terminal actions in your deck at first. |
== Unusual openings == | == Unusual openings == | ||
− | If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[ | + | If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[Coin token]], allowing openings of {{Cost|6}}/{{Cost|2}}, {{Cost|5}}/{{Cost|3}}, or {{Cost|4}}/{{Cost|4}} if the coin token is spent immediately. |
− | + | Some cards with on-buy or on-gain effects can also alter the usual {{Cost|4}}/{{Cost|3}} or {{Cost|5}}/{{Cost|2}} split when bought on the first turn: | |
− | + | * {{Card|Noble Brigand|Noble Brigand}}: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings. | |
− | + | * {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a {{Cost|4}}/{{Cost|5}} or {{Cost|4}}/{{Cost|4}} split. | |
− | + | * {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{Cost|5}}/{{Cost|3}} split. | |
− | + | * {{Card|Mandarin}}: Puts the five Coppers you played back top of your deck, giving you another {{Cost|5}} turn before you [[reshuffle]], turning a {{Cost|5}}/{{Cost|2}} opening into a {{Cost|5}}/{{Cost|5}}/{{Cost|2}} opening. | |
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− | * {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a | + | |
− | * {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{ | + | |
− | * {{Card|Mandarin}}: Puts the five Coppers you played back | + | |
* {{Card|Stonemason}}: Allows you to gain two extra cards if you [[overpay]] when you buy it, meaning you can gain more than the usual one card per opening turn. | * {{Card|Stonemason}}: Allows you to gain two extra cards if you [[overpay]] when you buy it, meaning you can gain more than the usual one card per opening turn. | ||
* {{Card|Doctor}}: Allows you to trash or discard cards from the top of your deck on-buy; so buying it on your first turn with {{Cost|4}} or more can change the makeup of your second turn in various ways depending on what is trashed. | * {{Card|Doctor}}: Allows you to trash or discard cards from the top of your deck on-buy; so buying it on your first turn with {{Cost|4}} or more can change the makeup of your second turn in various ways depending on what is trashed. | ||
* {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle. | * {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle. | ||
* {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns. | * {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns. | ||
− | * {{ | + | * {{Event|Borrow}}: Let's you "steal" a card from your next turn for +{{Cost|1}}, which can lead to {{Cost|6}}/{{Cost|2}} openings, among others. |
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− | With Baker, Lost City | + | With Baker, Lost City and Borrow in a game, it's possible to field {{Cost|8}} on an opening turn. |
== Examples of strong openers == | == Examples of strong openers == | ||
− | + | * {{Card|Ambassador}} | |
− | + | * {{Card|Chapel}} | |
− | + | * {{Card|Masquerade}} | |
− | + | * {{Card|Mountebank}} | |
− | + | * {{Card|Remake}} | |
− | + | * {{Card|Trading Post}} | |
− | + | * {{Card|Witch}} | |
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== Examples of strong openings == | == Examples of strong openings == | ||
− | According to [ | + | According to [[CouncilRoom.com]], the top 20 openings (pre-[[Dark Ages]]) are as follows:<ref>http://councilroom.com/openings</ref> |
# {{Card|Mountebank}} / {{Card|Chapel}} | # {{Card|Mountebank}} / {{Card|Chapel}} | ||
# {{Card|Tournament}} / {{Card|Ambassador}} | # {{Card|Tournament}} / {{Card|Ambassador}} | ||
− | # {{Card|Governor}} / Chapel | + | # {{Card|Governor}} / {{Card|Chapel}} |
# {{Card|Mint}} / {{Card|Fool's Gold}} | # {{Card|Mint}} / {{Card|Fool's Gold}} | ||
− | # Tournament / Chapel | + | # {{Card|Tournament}} / {{Card|Chapel}} |
− | # {{Card|Witch}} / Chapel | + | # {{Card|Witch}} / {{Card|Chapel}} |
− | # {{Card|Caravan}} / Ambassador | + | # {{Card|Caravan}} / {{Card|Ambassador}} |
− | # Tournament / {{Card|Masquerade}} | + | # {{Card|Tournament}} / {{Card|Masquerade}} |
− | # {{Card|Wharf}} / Fool's Gold | + | # {{Card|Wharf}} / {{Card|Fool's Gold}} |
− | # Witch / Fool's Gold | + | # {{Card|Witch}} / {{Card|Fool's Gold}} |
− | # {{Card|Upgrade}} / Chapel | + | # {{Card|Upgrade}} / {{Card|Chapel}} |
− | # {{Card|Vault}} / Chapel | + | # {{Card|Vault}} / {{Card|Chapel}} |
− | # {{Card|Hunting Party}} / Chapel | + | # {{Card|Hunting Party}} / {{Card|Chapel}} |
# {{Card|Trading Post}} / {{Card|Haven}} | # {{Card|Trading Post}} / {{Card|Haven}} | ||
− | # {{Card|Minion}} / Chapel | + | # {{Card|Minion}} / {{Card|Chapel}} |
− | # Witch / {{Card|Crossroads}} | + | # {{Card|Witch}} / {{Card|Crossroads}} |
− | # Mountebank / {{Card|Hamlet}} | + | # {{Card|Mountebank}} / {{Card|Hamlet}} |
− | # {{Card|Laboratory}} / Chapel | + | # {{Card|Laboratory}} / {{Card|Chapel}} |
− | # Mountebank / {{Card|Native Village}} | + | # {{Card|Mountebank}} / {{Card|Native Village}} |
− | # | + | # {{Card|Mountebank}} / {{Card|Haven}} |
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== References == | == References == | ||
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{{Navbox Strategy}} | {{Navbox Strategy}} | ||
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