Editing Rush (strategy)

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This is also pretty simple. You need some way of gaining things, and some way to do it fast. You also need some kind of cheap {{VP}} to be able to get, because 8 extra {{Card|Estate|Estates}} is basically never going to cut it – you just CAN’T be THAT fast. Furthermore, you basically need your gainer to be able to gain those {{VP}} cards as part of the piling out strategy.
 
This is also pretty simple. You need some way of gaining things, and some way to do it fast. You also need some kind of cheap {{VP}} to be able to get, because 8 extra {{Card|Estate|Estates}} is basically never going to cut it – you just CAN’T be THAT fast. Furthermore, you basically need your gainer to be able to gain those {{VP}} cards as part of the piling out strategy.
  
Thus, your major contenders on the {{VP}} side are {{Card|Gardens|Gardens}} and {{Card|Silk Road|Silk Roads}}; occasionally {{Card|Island|Islands}} and rarely {{Card|Great Hall|Great Halls}} or {{Card|Tunnel|Tunnels}}.  {{Card|Feodum}} needs specific enablers to qualify as a rush, such as {{Card|Masterpiece}} or {{Card|Trader}}, because for it to even be worth 2 {{VP}} you need 6 {{Card|Silver|Silvers}}, and that does not speed up three pile endings, so it seems more of a [[Slog]] card, generally.
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Thus, your major contenders on the {{VP}} side are Gardens and Silk Roads; occasionally {{Card|Island|Islands}} and rarely {{Card|Great Hall|Great Halls}} or {{Card|Tunnel|Tunnels}}.  {{Card|Feodum}} needs specific enablers to qualify as a rush, such as {{Card|Masterpiece}} or {{Card|Trader}}, because for it to even be worth 2 {{VP}} you need 6 {{Card|Silver|Silvers}}, and that does not speed up three pile endings, so it seems more of a [[Slog]] card, generally.
  
On the gainer side, you want most preferably {{Card|Ironworks}}, or failing that {{Card|Workshop|Workshop}}, {{Card|Armory}} or even {{Card|Artificer}}.  Occasionally, you can do something with {{Card|Develop}}, {{Card|Remake}}, or {{Card|Remodel}} to crank out a bunch of cheap piles, but this is pretty rare. {{Card|Talisman}} is very good for ending the game fast enough, but getting the {{VP}} you need is a real issue – you really don’t want to buy everything out one at a time, that’s just far too slow for a rush.  {{Card|Duplicate}} may work better in this role.
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On the gainer side, you want most preferably {{Card|Ironworks}}, or failing that Workshop, {{Card|Armory}} or even {{Card|Artificer}}.  Occasionally, you can do something with {{Card|Develop}}, {{Card|Remake}}, or {{Card|Remodel}} to crank out a bunch of cheap piles, but this is pretty rare. {{Card|Talisman}} is very good for ending the game fast enough, but getting the {{VP}} you need is a real issue – you really don’t want to buy everything out one at a time, that’s just far too slow for a rush.  {{Card|Duplicate}} may work better in this role.
  
 
[[Trash|Trashing]] is really interesting here. Unlike for the slog, where trashing, particularly strong trashing, is terrible, here it CAN be good. Very often it is superfluous and can slow you down. But in the right kingdom (particularly you will need some way to get multiple gainers played in a turn, so a [[Village (card category)|village]]), trashing down INTO your rush can make it a bit faster, and a bit faster is just what you need. {{Card|Chapel}} works here, but Remake is the king, IF you have something to do on {{Cost|3}} other than silver, AND a village to take advantage of your higher action density.  For example, a trashing strategy with Chapel into a Gardens rush is extremely strong in the [http://dominionstrategy.com/2012/01/30/finalists-for-the-2011-dominionstrategy-com-kingdom-design-challenge/ (unused) Game 9 set of the 2011 Kingdom Design Challenge].
 
[[Trash|Trashing]] is really interesting here. Unlike for the slog, where trashing, particularly strong trashing, is terrible, here it CAN be good. Very often it is superfluous and can slow you down. But in the right kingdom (particularly you will need some way to get multiple gainers played in a turn, so a [[Village (card category)|village]]), trashing down INTO your rush can make it a bit faster, and a bit faster is just what you need. {{Card|Chapel}} works here, but Remake is the king, IF you have something to do on {{Cost|3}} other than silver, AND a village to take advantage of your higher action density.  For example, a trashing strategy with Chapel into a Gardens rush is extremely strong in the [http://dominionstrategy.com/2012/01/30/finalists-for-the-2011-dominionstrategy-com-kingdom-design-challenge/ (unused) Game 9 set of the 2011 Kingdom Design Challenge].
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It depends on the combo, but generally it’s about whether you can get the game ended before their combo is set up. Speed is of utmost importance, and that means speed to get ALL piles out, not just your key card.
 
It depends on the combo, but generally it’s about whether you can get the game ended before their combo is set up. Speed is of utmost importance, and that means speed to get ALL piles out, not just your key card.
  
'''Against the Rush ([[mirror (strategy)|mirror]])'''
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'''Against the Rush ([[mirror]])'''
  
 
This is, again, about winning the split. This is so important here, you want to cut short your build-up of gaining gainers WAY earlier than you would in other matchups, and very early on head for the green. If you can win the split, that’s usually game.
 
This is, again, about winning the split. This is so important here, you want to cut short your build-up of gaining gainers WAY earlier than you would in other matchups, and very early on head for the green. If you can win the split, that’s usually game.
  
If you tie the split though, there are two things that can happen. One is that you keep rushing down the other cards you need to end the game. But usually, because there’s lots of cards left in that gainer pile, you don’t actually want to do that, because there’s going to be all this extra awkward time with your [[Alt-VP]] and Estates empty where you are struggling to come up with enough to grab that last pile. So often in the tied split, you want to abort your rush and go for a slog, trying to get enough other {{VP}} (generally {{Card|Duchy|Duchies}}) to overcome, though you will still need to get 1-2 Estates away from them usually. Trashing is bad here, because it’ll lose you the split. And if there are MULTIPLE cheap alternate {{VP}}s, waiting for a slog isn’t going to happen (and you will probably want to build up just slightly more than you would in a normal mirror).
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If you tie the split though, there are two things that can happen. One is that you keep rushing down the other cards you need to end the game. But usually, because there’s lots of cards left in that gainer pile, you don’t actually want to do that, because there’s going to be all this extra awkward time with your [[Alt-VP]] and Estates empty where you are struggling to come up with enough to grab that last pile. So often in the tied split, you want to abort your rush and go for a slog, trying to get enough other {{VP}} (generally {{Card|Duchy|Duchies}}) to overcome, though you will still need to get 1-2 Estates away from them usually. Trashing is bad here, because it’ll lose you the split. And if there are MULTIPLE cheap alternate {{VP}}s, waiting for a slog isn’t going to happen (and you will probably want to build up just slightly more than you would in in a normal mirror).
  
 
{{Navbox Strategy}}
 
{{Navbox Strategy}}
  
 
[[Category:Deck archetypes]]
 
[[Category:Deck archetypes]]

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