Combo

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A '''combo''' is a combination of two or more cards that synergize and make for an effective strategy on their own.
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==Combos==
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The term '''combo''' is sometimes used to refer to a cohesive strategy that relies ''only'' on two (sometimes three) cards, often to the point of being centralizing in a given [[Kingdom]]. While combos of 3 or more cards are possible, unless one of these is a base card in every game (or at least one of the cards needed is simply a card archetype, e.g. a [[Village (card category)|village]] or [[+Buy]]/[[gainer]]) rather than a specific card, it's unlikely that you will encounter all three of those cards in a real game.
:''This list is incomplete.''
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*[[Combo: Black Market and Tactician|Black Market and Tactician]]
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*[[Combo: Chancellor and Stash|Chancellor and Stash]]
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*[[Combo: Horse Traders and Duke|Horse Traders and Duke]]
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*[[Combo: King's Court and Bridge|King's Court and Bridge]]
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*[[Combo: Native Village and Bridge|Native Village and Bridge]]
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The term "combo" has been used historically to refer to two cards which merely have [[synergy]] with each other without constituting a game-winning strategy by themselves, however, as more game-winning combos became available, this usage has fallen out of favor.
  
{{stub}} [[Category:Combo]]
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== Strategy ==
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===Examples===
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Some of the strongest combos in the game include (not an exhaustive list!):
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* {{event|Travelling Fair}} + {{card|Counting House}} (removed) ([https://www.youtube.com/watch?v=ToF4L7PoYCI&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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* {{card|Lurker}} + {{card|Hunting Grounds}} ([https://www.youtube.com/watch?v=f9Di7W4eEmk&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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* {{card|Mandarin}} (removed) + {{card|Capital}} ([https://www.youtube.com/watch?v=JO3FOgLRaIY&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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* {{event|Donate}} + {{card|Market Square}} ([[Combo: Donate and Market Square]], [https://www.youtube.com/watch?v=VYNO4yD401Y&list=PLJHUaYKauCFtszl9LxM7XfAqU9yEc1kW0 video])
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===External strategy articles===
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''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
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* [https://dominionstrategy.com/2013/01/25/the-five-fundamental-deck-types-the-combo/ WanderingWinder's 2013 article]
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{{Navbox Strategy}}
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{{Navbox Card combos}}
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[[Category:Combos and counters]]
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[[Category:Deck archetypes]]

Latest revision as of 23:55, 6 July 2022

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The term combo is sometimes used to refer to a cohesive strategy that relies only on two (sometimes three) cards, often to the point of being centralizing in a given Kingdom. While combos of 3 or more cards are possible, unless one of these is a base card in every game (or at least one of the cards needed is simply a card archetype, e.g. a village or +Buy/gainer) rather than a specific card, it's unlikely that you will encounter all three of those cards in a real game.

The term "combo" has been used historically to refer to two cards which merely have synergy with each other without constituting a game-winning strategy by themselves, however, as more game-winning combos became available, this usage has fallen out of favor.

[edit] Strategy

[edit] Examples

Some of the strongest combos in the game include (not an exhaustive list!):

[edit] External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
Dominion Card Combos
Apprentice/Market SquareBeggar/GardensBlack Market/TacticianBishop/FortressCapital/HerbalistCapital/MandarinCounting House/Travelling FairDonate/Market SquareGolden deckHermit/Market SquareLurker/Hunting GroundsMasquerade pinMasterpiece/FeodumNative Village/BridgeProcession/FortressRoyal Carriage/BridgeTrader/FeodumWorkshop/Gardens
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