Editing Combo: Procession and Fortress

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|set1 = Dark Ages
 
|set1 = Dark Ages
 
|set2 = Dark Ages
 
|set2 = Dark Ages
|type = Synergy
 
 
}}
 
}}
  
'''{{Card|Procession}} and {{Card|Fortress}}''' is a [[combo]] that uses Fortress' inability to be permanently trashed to gain lots of {{Cost|5}} [[Action|Actions]] without needing to build up an economy.  The combo has roughly the same effect as playing two {{Card|Laboratory|Laboratories}}, three {{Card|Village|Villages}}, and a {{Card|University}}. {{Card|Armory}} can help get a head-start on using the combo.
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'''{{Card|Procession}} and {{Card|Fortress}}''' is a combo that uses Fortress' inability to be permanently trashed to gain lots of {{Cost|5}} [[Action|Actions]] without needing to build up an economy.  The combo has roughly the same effect as playing two {{Card|Laboratory|Laboratories}}, three {{Card|Village|Villages}}, and a {{Card|University}}. {{Card|Armory}} can help get a head-start on using the combo.
  
 
== Article ==
 
== Article ==
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=== Step 3 - Procession + Fortress to Start the Chain Reaction ===
 
=== Step 3 - Procession + Fortress to Start the Chain Reaction ===
Now, whenever possible, use a Procession on a Fortress. This will let you play the Fortress twice, and then trash it. However, when you trash a Fortress, you put it into your hand. So you get to play the Fortress twice, and then put it back into your hand. But that's not all. When you trash a card with a Procession, you gain a card costing exactly {{Cost|1}} more, so you ALSO gain a card costing {{Cost|1}} more than a Fortress! Since Fortresses give you extra actions as well as cards, you can very easily play your entire deck every turn.
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Now, whenever possible, use a Procession on a Fortress. This will let you play the Fortress twice, and then trash it. However, when you trash a Fortress, you put it into your hand. So you get to play the Fortress twice, and then put it back into your hand. But that's not all. When you trash a card with a Procession, you gain a card costing exactly {{Cost|1}} more, so you ALSO gain a card costing {{Cost|1}} more than a fortress! Since Fortresses give you extra actions as well as cards, you can very easily play your entire deck every turn.
  
 
=== Strengths ===
 
=== Strengths ===
* Essentially lets you use a {{Card|King's Court}} on a Fortress (or even better, depending on how many Processions are in your hand) while gaining a card costing more than the Fortress did.
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* Essentially lets you use a {{Card|King's Court}} on a fortress(or even better, depending on how many Processions are in your hand) while gaining a card costing more than the Fortress did.
 
* Gives you far more Actions than it takes to pull it off.
 
* Gives you far more Actions than it takes to pull it off.
 
* One of the easiest combos to pull off. Even a newbie player could pull it off fairly easily.
 
* One of the easiest combos to pull off. Even a newbie player could pull it off fairly easily.
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=== Weaknesses ===
 
=== Weaknesses ===
* {{Card|Possession}} can easily take control of this combo and use it to their advantage. Of course, most players usually won't have very many Possessions, but Possession can still easily make you bite yourself in the back.
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* {{Card|Possession}} can easily take control of this combo and use it to their advantage. Of course, most players usually won't have very many Possessions, but possession can still easily make you bite yourself in the back.
 
* Cards that make you discard cards, like {{Card|Torturer}} or {{Card|Militia}}, can easily destroy this combo, although cards like those can break apart most combos.
 
* Cards that make you discard cards, like {{Card|Torturer}} or {{Card|Militia}}, can easily destroy this combo, although cards like those can break apart most combos.
  
 
=== Works well with: ===
 
=== Works well with: ===
 
* {{Card|Scheme}}. This can put Processions or Fortresses back on top of your deck, increasing your chances of having a Procession and a Fortress in your hand at the same time, or increasing the amount of Fortresses or Processions you have.
 
* {{Card|Scheme}}. This can put Processions or Fortresses back on top of your deck, increasing your chances of having a Procession and a Fortress in your hand at the same time, or increasing the amount of Fortresses or Processions you have.
* {{Card|Armory}}. When Processioned, Armories can instantly get the combo started.
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* {{Card|Armory}}. When Processioned, armories can instantly get the combo started.
 
* {{Card|Band of Misfits}}. If you're missing one of the needed cards, you can play your Band of Misfits to keep the combo going. Band of Misfits is especially powerful if used as the Fortress, because then you gain a card costing exactly {{Cost|1}} more than the BoM instead of {{Cost|1}} more than the Fortress (this requires a good {{Cost|6}} Action in the kingdom). You also put the BoM back in your hand, so you could use it as something different the second time you play it!
 
* {{Card|Band of Misfits}}. If you're missing one of the needed cards, you can play your Band of Misfits to keep the combo going. Band of Misfits is especially powerful if used as the Fortress, because then you gain a card costing exactly {{Cost|1}} more than the BoM instead of {{Cost|1}} more than the Fortress (this requires a good {{Cost|6}} Action in the kingdom). You also put the BoM back in your hand, so you could use it as something different the second time you play it!
 
* {{Card|Cultist}}. It's a {{Cost|5}} you can pick up in the combo. Procession + Fortress will get you actions, then Procession + Cultist will in one action pick up 7 cards (with the Cultist on-Trash ability), while gaining a {{cost|6}} action too, if there is one.
 
* {{Card|Cultist}}. It's a {{Cost|5}} you can pick up in the combo. Procession + Fortress will get you actions, then Procession + Cultist will in one action pick up 7 cards (with the Cultist on-Trash ability), while gaining a {{cost|6}} action too, if there is one.

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