Editing Combo: Hermit and Market Square

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{{Infobox 2CardCombo
 
{{Infobox 2CardCombo
 
|name1 = Hermit
 
|name1 = Hermit
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Start grabbing as many Market Squares as you can. You do not need to empty the market square pile completely- it’s a good idea to leave a few behind to pick up with your hermits on your megaturn if you think your opponent will leave them there.
 
Start grabbing as many Market Squares as you can. You do not need to empty the market square pile completely- it’s a good idea to leave a few behind to pick up with your hermits on your megaturn if you think your opponent will leave them there.
  
At the same time start turning more Hermits into Madmen. Your goal should be to have exactly 3 more Madmen than you have Hermits (ie: 6 Madmen and 3 Hermits, or 5 and 2).
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At the same time start turning more Hermits into Madmen. Your goal should be to have exactly 3 more Madmen then you have Hermits (ie: 6 Madmen and 3 Hermits, or 5 and 2).
  
 
Also, beware of letting your deck grow too big (i.e., if your opponent is filling it with {{Card|Curse|Curses}}/[[Ruins]] and you are Hermit/MSing them into golds). The ideal deck size is 29 cards or less. You’ll see why in the next step.
 
Also, beware of letting your deck grow too big (i.e., if your opponent is filling it with {{Card|Curse|Curses}}/[[Ruins]] and you are Hermit/MSing them into golds). The ideal deck size is 29 cards or less. You’ll see why in the next step.
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=== Works well with: ===
 
=== Works well with: ===
  
* <strike>{{Card|Scheme}}: which will let you turn your Hermits into Madmen without having to trash them. At {{Cost|3}} it’s perfectly priced for this combo. </strike> Hermit no longer trashes itself, instead it's exchanged, so scheming it probably would prevent the exchange.
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* {{Card|Scheme}}: which will let you turn your Hermits into Madmen without having to trash them, and will help you line up your madmen when you’re ready to pull the trigger. Also, at {{Cost|3}} it’s perfectly priced for this combo.
* <strike>{{Way|Way of the Frog}}: an even better version of Scheme; it lets you turn you Hermits into Madmen without having to trash them, does so non-terminallly, also helps line up your Madmen, and doesn't cost any gains or buys. </strike> same as scheme
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* Versus [[Curser]]s/[[Looter]]s: all they do is give you fuel for your Hermits and Market Squares to turn into gold.
* Other nonterminal [[Way|Ways]] allow you to play multiple Hermits in a turn to convert them into Madmen faster.
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* Other cheap [[Trasher]]s: can possibly be substituted for Hermits during your megaturn if you weren’t able to get as many as you wanted.
* Versus [[Curser|Cursers]]/[[Looter|Looters]]: all they do is give you fuel for your Hermits and Market Squares to turn into gold.
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* Other cheap [[Trasher|Trashers]]: can possibly be substituted for Hermits during your megaturn if you weren’t able to get as many as you wanted.
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* {{Card|Talisman}}: as an opener it can help you pick up components faster.
 
* {{Card|Talisman}}: as an opener it can help you pick up components faster.
 
* {{Card|Tactician}}/{{Card|Haven}} allow you to start your turn with a slightly larger handsize.
 
* {{Card|Tactician}}/{{Card|Haven}} allow you to start your turn with a slightly larger handsize.
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=== Sample Games: ===
 
=== Sample Games: ===
  
In solo play, I was able to set it up and was ready to pull the trigger by turn 12, but didn’t have any Madmen in my hand so I had to wait until turn 13. With 9 Hermits/Madmen and 9 Market Squares I ended up with over 70{{Cost}} to spend and 10 buys. Of course, that would be the perfect situation, and not very likely in a real game.
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In solo play I was able to set it up and was ready to pull the trigger by turn 12, but didn’t have any Madmen in my hand so I had to wait until turn 13. With 9 Hermits/Madmen and 9 Market Squares I ended up with over $70 to spend and 10 buys. Of course that would be the perfect situation, and not very likely in a real game.
  
I finally got a chance to try this against real opponents: it was a 3 player game, and I was able to snatch 9 Hermits and 5 Market Squares, and then I pulled the trigger around turn 12 (I lost track exactly) which was actually too early- I miscounted, and only had 5 madmen to my 4 Hermits (instead of 6-3) and the Kingdom wasn’t to the point where I could immediately end the game, but it still worked beautifully. I ended up with 35{{Cost}} and 6 buys, netting me 4 provinces and several Estates from my Hermits. Over the next several turns I was able to use all that gold to grab 2 more provinces and empty the estate pile to end the game well in the lead.
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I finally got a chance to try this against real opponents: it was a 3 player game, and I was able to snatch 9 Hermits and 5 Market Squares, and then I pulled the trigger around turn 12 (I lost track exactly) which was actually too early- I miscounted, and only had 5 madmen to my 4 Hermits (instead of 6-3) and the Kingdom wasn’t to the point where I could immediately end the game, but it still worked beautifully. I ended up with $35 and 6 buys, netting me 4 provinces and several Estates from my Hermits. Over the next several turns I was able to use all that gold to grab 2 more provinces and empty the estate pile to end the game well in the lead.)
  
 
The sample goko logs are no longer available, so if any wiki readers have logs they want to contribute, please add them here.
 
The sample goko logs are no longer available, so if any wiki readers have logs they want to contribute, please add them here.
 
 
=== Sample Log: ===
 
 
H starts with 7 Coppers.
 
H starts with 3 Estates.
 
L starts with 7 Coppers.
 
L starts with 3 Estates.
 
H shuffles their deck.
 
H draws 3 Coppers and 2 Estates.
 
L shuffles their deck.
 
L draws 5 cards.
 
 
Turn 1 - Hackybaby
 
H plays 3 Coppers. (+$3)
 
H buys and gains a Hermit.
 
H draws 4 Coppers and an Estate.
 
 
Turn 1 - Lord Rattington
 
L plays 4 Coppers. (+$4)
 
L buys and gains a Silver.
 
L draws 5 cards.
 
 
Turn 2 - Hackybaby
 
H plays 4 Coppers. (+$4)
 
H buys and gains a Hermit.
 
H shuffles their deck.
 
H draws 3 Coppers and 2 Estates.
 
 
Turn 2 - Lord Rattington
 
L plays 3 Coppers. (+$3)
 
L buys and gains a Silver.
 
L shuffles their deck.
 
L draws 5 cards.
 
 
Turn 3 - Hackybaby
 
H plays 3 Coppers. (+$3)
 
H buys and gains a Hermit.
 
H draws 4 Coppers and a Hermit.
 
 
Turn 3 - Lord Rattington
 
L plays 4 Coppers. (+$4)
 
L buys and gains a Magpie.
 
L draws 5 cards.
 
 
Turn 4 - Hackybaby
 
H plays a Hermit.
 
H looks at 3 Coppers, 2 Estates and a Hermit.
 
H looks at 3 Coppers, 2 Estates and a Hermit.
 
H trashes an Estate.
 
H gains a Hermit.
 
H plays 4 Coppers. (+$4)
 
H buys and gains a Hermit.
 
H shuffles their deck.
 
H draws 2 Coppers, an Estate and 2 Hermits.
 
 
Turn 4 - Lord Rattington
 
L plays a Silver and 2 Coppers. (+$4)
 
L buys and gains a Magpie.
 
L shuffles their deck.
 
L draws 5 cards.
 
 
Turn 5 - Hackybaby
 
H plays a Hermit.
 
H trashes an Estate.
 
H gains a Hermit.
 
H plays 2 Coppers. (+$2)
 
H trashes a Hermit.
 
H gains a Madman.
 
H draws 3 Coppers, an Estate and a Hermit.
 
 
Turn 5 - Lord Rattington
 
L plays a Silver and 4 Coppers. (+$6)
 
L buys and gains a Gold.
 
L draws 5 cards.
 
 
Turn 6 - Hackybaby
 
H plays a Hermit.
 
H looks at a Madman, 2 Coppers and 2 Hermits.
 
H gains a Hermit.
 
H plays 3 Coppers. (+$3)
 
H buys and gains a Hermit.
 
H shuffles their deck.
 
H draws 3 Coppers and 2 Hermits.
 
 
Turn 6 - Lord Rattington
 
L plays a Magpie.
 
L draws a card.
 
L reveals a Copper.
 
L puts a Copper into their hand.
 
L plays 3 Coppers. (+$3)
 
L buys and gains a Silver.
 
L shuffles their deck.
 
L draws 5 cards.
 
 
Turn 7 - Hackybaby
 
H plays a Hermit.
 
H gains a Hermit.
 
H plays 3 Coppers. (+$3)
 
H buys and gains a Market Square.
 
H draws 3 Coppers and 2 Hermits.
 
 
Turn 7 - Lord Rattington
 
L plays a Magpie.
 
L draws a card.
 
L reveals an Estate.
 
L puts an Estate back onto their deck.
 
L gains a Magpie.
 
L plays a Gold, a Silver and 2 Coppers. (+$7)
 
L buys and gains a Gold.
 
L draws 5 cards.
 
 
Turn 8 - Hackybaby
 
H plays a Hermit.
 
H looks at 3 Coppers, 3 Hermits and a Market Square.
 
H gains a Market Square.
 
H trashes a Hermit.
 
H gains a Madman.
 
H draws a Copper, 3 Hermits and a Madman.
 
 
Turn 8 - Lord Rattington
 
L plays a Silver and 3 Coppers. (+$5)
 
L buys and gains a Magpie.
 
L draws 5 cards.
 
 
Turn 9 - Hackybaby
 
H plays a Hermit.
 
H looks at a Madman, 6 Coppers, 4 Hermits and 2 Market Squares.
 
H gains a Market Square.
 
H trashes a Hermit.
 
H gains a Madman.
 
H shuffles their deck.
 
H draws a Copper, an Estate, a Hermit, a Madman and a Market Square.
 
 
Turn 9 - Lord Rattington
 
L plays a Magpie.
 
L shuffles their deck.
 
L draws a card.
 
L reveals an Estate.
 
L puts an Estate back onto their deck.
 
L gains a Magpie.
 
L plays 2 Silvers and 2 Coppers. (+$6)
 
L buys and gains a Gold.
 
L draws 5 cards.
 
 
Turn 10 - Hackybaby
 
H plays a Hermit.
 
H gains a Market Square.
 
H trashes a Hermit.
 
H gains a Madman.
 
H draws a Copper and 4 Hermits.
 
 
Turn 10 - Lord Rattington
 
L plays a Magpie.
 
L draws a card.
 
L reveals a Magpie.
 
L puts a Magpie back onto their deck.
 
L gains a Magpie.
 
L plays a Silver and 3 Coppers. (+$5)
 
L buys and gains a Magpie.
 
L draws 5 cards.
 
 
Turn 11 - Hackybaby
 
H plays a Hermit.
 
H looks at 2 Madmen, a Copper, an Estate and 2 Market Squares.
 
H gains a Market Square.
 
H trashes a Hermit.
 
H gains a Madman.
 
H draws 3 Coppers, a Madman and a Market Square.
 
 
Turn 11 - Lord Rattington
 
L plays a Magpie.
 
L draws a card.
 
L reveals an Estate.
 
L puts an Estate back onto their deck.
 
L gains a Magpie.
 
L plays a Magpie.
 
L draws a card.
 
L shuffles their deck.
 
L reveals a Copper.
 
L puts a Copper into their hand.
 
L plays 2 Golds and 3 Coppers. (+$9)
 
L buys and gains a Province.
 
L draws 5 cards.
 
 
Turn 12 - Hackybaby
 
H plays a Market Square.
 
H draws a Market Square.
 
H plays a Market Square.
 
H draws a Copper.
 
H plays 4 Coppers. (+$4)
 
H buys and gains a Market Square.
 
H shuffles their deck.
 
H draws 2 Coppers, a Hermit and 2 Madmen.
 
 
Turn 12 - Lord Rattington
 
L plays a Magpie.
 
L draws a card.
 
L reveals a Silver.
 
L puts a Silver into their hand.
 
L plays a Magpie.
 
L draws a card.
 
L reveals a Silver.
 
L puts a Silver into their hand.
 
L plays a Magpie.
 
L draws a card.
 
L reveals an Estate.
 
L puts an Estate back onto their deck.
 
L gains a Magpie.
 
L plays a Magpie.
 
L draws a card.
 
L reveals a Magpie.
 
L puts a Magpie back onto their deck.
 
L gains a Magpie.
 
L plays a Gold, 3 Silvers and a Copper. (+$10)
 
L buys and gains a Province.
 
L draws 5 cards.
 
 
Turn 13 - Hackybaby
 
H plays a Hermit.
 
H gains a Market Square.
 
H trashes a Hermit.
 
H gains a Madman.
 
H draws a Copper, a Hermit, 2 Madmen and a Market Square.
 
 
Turn 13 - Lord Rattington
 
L plays a Magpie.
 
L shuffles their deck.
 
L draws a card.
 
L reveals an Estate.
 
L puts an Estate back onto their deck.
 
L plays a Magpie.
 
L draws a card.
 
L reveals a Magpie.
 
L puts a Magpie back onto their deck.
 
L plays a Gold and 3 Coppers. (+$6)
 
L buys and gains a Gold.
 
L draws 5 cards.
 
 
Turn 14 - Hackybaby
 
H plays a Madman.
 
H returns a Madman to the Madman pile.
 
H draws 3 Coppers and a Hermit.
 
H plays a Madman.
 
H returns a Madman to the Madman pile.
 
H draws an Estate, a Hermit and 5 Market Squares.
 
H plays a Market Square.
 
H draws a Copper.
 
H plays a Market Square.
 
H draws a Madman.
 
H plays a Madman.
 
H returns a Madman to the Madman pile.
 
H shuffles their deck.
 
H draws 2 Coppers, 3 Madmen and a Market Square.
 
H plays a Hermit.
 
H trashes an Estate.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H gains a Market Square.
 
H plays a Madman.
 
H returns a Madman to the Madman pile.
 
H shuffles their deck.
 
H draws 5 Golds and 6 Market Squares.
 
H plays a Hermit.
 
H trashes a Market Square.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H gains a Market Square.
 
H plays a Madman.
 
H returns a Madman to the Madman pile.
 
H shuffles their deck.
 
H draws 5 Golds and 6 Market Squares.
 
H plays a Hermit.
 
H trashes a Market Square.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H reacts with a Market Square.
 
H discards a Market Square.
 
H gains a Gold.
 
H gains a Market Square.
 
H plays a Madman.
 
H returns a Madman to the Madman pile.
 
H shuffles their deck.
 
H draws 5 Golds and 6 Market Squares.
 
H plays a Market Square.
 
H plays a Market Square.
 
H plays a Market Square.
 
H plays a Market Square.
 
H plays a Market Square.
 
H plays a Market Square.
 
H plays 15 Golds and 7 Coppers. (+$52)
 
H buys and gains 6 Provinces.
 
 
  
 
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