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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|Shelters]]. 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 {{Split|4|3}} or {{Split|3|4}} split, respectively. A {{Split|5|2}} (or {{Split|2|5}}) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive {{Split|5|2}} or {{Split|2|5}} splits 16.67% of the time.
 
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An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player usually consists of 7 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}} or [[Shelter|Shelters]]. 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 {{Split|4|3}} or {{Split|3|4}} split, respectively. A {{Split|5|2}} (or {{Split|2|5}}) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive {{Split|5|2}} or {{Split|2|5}} splits 16.67% of the time.
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== Openers ==
 
== Openers ==
An '''opener''' is a card that a player buys on their first or second turn. Some cards are better openers than others. [[Trasher|Trashers]] and [[curser|cursers]] 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.
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An '''opener''' is a card that a player buys on his first or second turn. Some cards are better openers than others. [[Trasher|Trashers]] and [[curser|cursers]] 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 ==
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In games using [[Shelter|Shelters]], certain [[Way|Ways]] can result in unusual openings, as {{Card|Necropolis}} can be played to produce {{Cost|}} or have other effects.
 
In games using [[Shelter|Shelters]], certain [[Way|Ways]] can result in unusual openings, as {{Card|Necropolis}} can be played to produce {{Cost|}} or have other effects.
 
[[Heirloom|Heirlooms]] {{Card|Cursed Gold}} and {{Card|Pouch}} give {{Coin|3}} and +buy, respectively.
 
  
 
Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn:
 
Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn:
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* {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split.
 
* {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split.
 
* {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum.
 
* {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum.
* {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}}.  This can also turn a {{Split|3|4}} into a {{Split|2|5}} when there is an early {{Cost|5}} card that is more desireable than the available {{Cost|4}} and {{Cost|3}} cards.
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* {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}}.
* {{Card|Den of Sin}}: On a {{Split|5|2}} opening you can buy and play den of Sin, triggering a reshuffle of your starting 5 Coppers on your second turn, effectively getting a {{Split|5|4}} with guaranteed {{Coin|3}}+ on your third turn.
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* {{Card|Night Watchman}}: On a {{Split|4|3}} opening, you can buy a Silver or a [[terminal silver]] on the first turn.  Then buy and play a Night Watchman on your second turn, triggering a reshuffle of your cards from the first turn.  Discard the Estate if it is in the top 5 cards, which will guarantee  {{Cost|6}} on your third turn and an early reshuffle at the end of your third turn.  This effectively gives you a {{Split|3|3|6}} Opening (or {{Split|4|3|6}} in the presence of terminal silvers such as {{Card|Militia}})
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* {{Card|Importer}}: With many allies, it can change the opening since it gives 4 Favors when starting the game. In general, having any game with a Liaison card can also change up the opening slightly since you start with 1 Favor, though there are less chances to do so than with Importer.
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With Baker, Lost City, Borrow and {{Card|Pooka}} (which comes with the {{Card|Cursed Gold}} [[Heirloom]]) in a game, it's possible to field {{Cost|11}} on an opening turn. If you go 3rd or later, the two players ahead of you buy Lost City, you have a Cursed Gold and you buy Borrow, you can get {{Cost|7}} in your hand at the beginning (with Cursed Gold), add {{Cost|2}} by drawing 2 Coppers from the Lost Cities, and you buy Borrow, it is possible to get a Colony on your first turn.
 
With Baker, Lost City, Borrow and {{Card|Pooka}} (which comes with the {{Card|Cursed Gold}} [[Heirloom]]) in a game, it's possible to field {{Cost|11}} on an opening turn. If you go 3rd or later, the two players ahead of you buy Lost City, you have a Cursed Gold and you buy Borrow, you can get {{Cost|7}} in your hand at the beginning (with Cursed Gold), add {{Cost|2}} by drawing 2 Coppers from the Lost Cities, and you buy Borrow, it is possible to get a Colony on your first turn.

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