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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 | + | 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}}. |