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Transport is highly circumstantial, like many events, but in the right set it rapidly becomes game-defining. | Transport is highly circumstantial, like many events, but in the right set it rapidly becomes game-defining. | ||
− | The most obvious tactics treat its first effect like an action-specific {{Card|Camel Train}} and its second effect like {{Card|Royal Seal}}. Transport can bypass {{Card|Swamp Hag}} or exile a string of {{Card | + | The most obvious tactics treat its first effect like an action-specific {{Card|Camel Train}} and its second effect like {{Card|Royal Seal}}. Transport can bypass {{Card|Swamp Hag}} or exile a string of {{Card|Grand Markets}} for a power spike when you can first buy one, or it can top-deck a {{Card|Crown}} to let you close out a slog that will be over before you reshuffle. With a couple of buys, it can even set up a reliable {{Card|Treasure Map}}. But the most powerful uses of Transport make heavy use of its Event nature and ability to add a card to your deck without ever paying the normal cost. Not only can you bypass nasty on-gain conditions, you can get fast and reliable access to cards which are normally too slow or awkward to make proper use of. |
A Transport/Transport opening guarantees you any one action in your third hand. On weak boards, that can be worthwhile simply to improve a Curse split, for instance letting your 3/4 keep up with an opponent's 5/2 Witch. On stronger boards, it truly shines when aimed at an early-game buy which normally requires two shuffles to get: turn three {{Card|Goons}}, {{Card|Hireling}}, or even {{Card|Possession}} are likely stronger than any two buys you had planned. {{Card|University}} also deserves special mention despite the low sticker price: it's much better than Transport at piling up 5-cost engine pieces like {{Card|Market}}, and benefits hugely from being accelerated. | A Transport/Transport opening guarantees you any one action in your third hand. On weak boards, that can be worthwhile simply to improve a Curse split, for instance letting your 3/4 keep up with an opponent's 5/2 Witch. On stronger boards, it truly shines when aimed at an early-game buy which normally requires two shuffles to get: turn three {{Card|Goons}}, {{Card|Hireling}}, or even {{Card|Possession}} are likely stronger than any two buys you had planned. {{Card|University}} also deserves special mention despite the low sticker price: it's much better than Transport at piling up 5-cost engine pieces like {{Card|Market}}, and benefits hugely from being accelerated. |