Opening

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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}}s and 3 {{Card|Estate}}s 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 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).
  
 
==Openers==
 
==Openers==
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}}s 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]]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==
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* If you buy an {{Card|Inn}} on your first turn, you can shuffle it into your deck and likely draw it next turn, giving you a 5/3 split.  
 
* If you buy an {{Card|Inn}} on your first turn, you can shuffle it into your deck and likely draw it next turn, giving you a 5/3 split.  
 
* If you buy a {{Card|Mandarin}} as an opener, your five Coppers return to the top of your deck, giving you another {{coin|5}} turn before you reshuffle, turning a 5/2 opening into a 5/5/2 opening.  
 
* If you buy a {{Card|Mandarin}} as an opener, your five Coppers return to the top of your deck, giving you another {{coin|5}} turn before you reshuffle, turning a 5/2 opening into a 5/5/2 opening.  
* {{Card|Noble Brigand}}s bought by your opponents on their first turn will discard the top two cards from your deck, resulting in various possible unusual openings.
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* {{Card|Noble Brigand|Noble Brigands}} bought by your opponents on their first turn will discard the top two cards from your deck, resulting in various possible unusual openings.
  
 
==Examples of strong openers==
 
==Examples of strong openers==

Revision as of 12:36, 7 November 2012

An opening consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 CoppersCopper.jpg and 3 EstatesEstate.jpg or 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 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).

Contents

Openers

An opener is a card that a player buys on his first or second turn. Some cards are better openers than others. Trashers and cursers tend to be good openers, and opening with a SilverSilver.jpg or a terminal Silver is also usually a good idea in order to build up buying power early. Some cards, like MoneylenderMoneylender.jpg, CoppersmithCoppersmith.jpg, or BaronBaron.jpg, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, VillagesVillage.jpg are poor openers because there are no terminal actions in your deck at first.

Unusual openings

Some cards from Hinterlands alter the usual 4/3 or 5/2 split.

  • If you buy a Nomad CampNomad Camp.jpg on your first turn, it goes on the top of your deck, which can result in a 4/5 or 4/4 split.
  • If you buy an InnInn.jpg on your first turn, you can shuffle it into your deck and likely draw it next turn, giving you a 5/3 split.
  • If you buy a MandarinMandarin.jpg as an opener, your five Coppers return to the top of your deck, giving you another $5 turn before you reshuffle, turning a 5/2 opening into a 5/5/2 opening.
  • Noble BrigandsNoble Brigand.jpg bought by your opponents on their first turn will discard the top two cards from your deck, resulting in various possible unusual openings.

Examples of strong openers

Examples of strong openings

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