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A '''pin''' is a strategy for two-player Dominion in which one player causes the other player to be permanently stuck with zero usable cards in hand and unable to do anything except buy {{Card|Curse|Curses}} or {{Card|Copper|Coppers}}.  
 
A '''pin''' is a strategy for two-player Dominion in which one player causes the other player to be permanently stuck with zero usable cards in hand and unable to do anything except buy {{Card|Curse|Curses}} or {{Card|Copper|Coppers}}.  
  
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Masquerade? Discard attacks? Don't need them. What if I told you there exists a pin which requires you to increase your opponent's hand size? Crazy? Perhaps. True? Absolutely. Practical? Probably not.  
 
Masquerade? Discard attacks? Don't need them. What if I told you there exists a pin which requires you to increase your opponent's hand size? Crazy? Perhaps. True? Absolutely. Practical? Probably not.  
  
The key cards are {{Card|Possession}}, {{Card|Forge}}, and {{Card|Governor}}/{{Card|Council Room}}. A {{Card|King's Court}} won't hurt either. The pin works by a quirky little rule interaction involving Possession. A new 5 card hand is drawn during the clean-up phase. Cards trashed while possessed don't return until after your turn, AFTER you've drawn your 5 card hand. See it now? The idea is simple. Have your opponent draw their entire deck with Governor/Council room (that's where KC comes in handy). One of his cards has to be a Forge. Play possession. Forge away his entire deck. During his possessed clean up phase, he can only draw Forge. That's the only card in their deck. Only after clean-up is the rest of their deck returned to him. At best they can gain 2 Coppers.
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The key cards are {{Card|Possession}}, {{Card|Forge}}, and {{Card|Governor}}/{{Card|Council Room}}. A {{Card|King's Court}} won't hurt either. The pin works by a quirky little rule interaction involving Possession. A new 5 card hand is drawn during the clean-up phase. Cards trashed while possessed don't return until after your turn, AFTER you've drawn your 5 card hand. See it now? The idea is simple. Have your opponent draw his entire deck with Governor/Council room (that's where KC comes in handy). One of his cards has to be a Forge. Play possession. Forge away his entire deck. During his possessed clean up phase, he can only draw Forge. That's the only card in his deck. Only after clean-up is the rest of his deck returned to him. At best he can gain 2 Coppers.
  
 
This can also work with {{Card|Count}}.
 
This can also work with {{Card|Count}}.
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Unlike the above pin, this does not require drawing your opponent's entire deck, and does not require your opponent having bought a certain card - you only need to make them draw 5 junk cards, then make them buy a card.  Since you played a {{Card|Haunted Woods}} during your turn, your opponent will be forced to [[Top decker|top-deck]] their hand, and you'll make sure the 5 worthless cards go on top, so that when they finally get their own turn, the most they'll be able to do is buy a {{Card|Copper}}.  Just make sure you don't make them play their own copy of Haunted Woods, or they'll be able to draw 3 possibly useful cards.
 
Unlike the above pin, this does not require drawing your opponent's entire deck, and does not require your opponent having bought a certain card - you only need to make them draw 5 junk cards, then make them buy a card.  Since you played a {{Card|Haunted Woods}} during your turn, your opponent will be forced to [[Top decker|top-deck]] their hand, and you'll make sure the 5 worthless cards go on top, so that when they finally get their own turn, the most they'll be able to do is buy a {{Card|Copper}}.  Just make sure you don't make them play their own copy of Haunted Woods, or they'll be able to draw 3 possibly useful cards.
  
=== Forced Draw + [[Villain]] pin ===
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=== Possession + [[Donate]] pin ===
Villains attack is unique in that it forces your opponent to discard a card with a cost of 2 or higher. if your opponent has 5 or more coppers and curses in cases where there's little or no copper trashing, you can repeatedly play villain followed by [[Council Room]] or [[Governor]] and they will eventually reveal a hand with 5 coppers/curses. throne room and kings court varients would help a lot.
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Play possession Buy donate Trash everything
 
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{{Navbox Intrigue}}
 
{{Navbox Intrigue}}
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{{Navbox Card combos}}
 
{{Navbox Card combos}}
  
[[Category:Strategic concepts]]
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[[Category:Strategies]]
 
[[Category:Combo]]
 
[[Category:Combo]]

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