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A '''Slog''' is a strategy characterized by a long game in which a typical turn has weak buying and drawing power. Sometimes a slog occurs when a player deliberately lets the game continue for a long time to make [[Alt-VP]] cards like {{Card|Feodum}} or {{Card|Gardens}} worth as much as possible. Often players are forced into slogs when there are strong [[curser|cursers]] or other strong [[junker|junkers]] available, creating hands filled with [[dead]] or weak cards.
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A '''Slog''' is a strategy where the player lets the game continue for a long time to make [[Alt-VP]] cards like {{Card|Feodum}} or {{Card|Gardens}} worth as much as possible. Often players are forced into slogs when there are strong [[curser]]s or other strong [[junker]]s available.
  
Slogs are slow and generally lead to long games. Treasures are generally bigger parts of your economy, but rarely do you build up to have any kind of consistency in being able to get something as expensive as a Province. They are between [[Big Money]] and [[rush (strategy)|Rushes]] – this is because like a Rush, they want to get a big point load using alternate Victory Cards (say, {{Card|Gardens}}) a lot of the time. A Rush wants to get to that as soon as possible whereas Slogs want to make them as large as possible, but there is some middle-point where the distinction is not so clear.
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Slogs are slow and generally lead to long games. Treasures are generally bigger parts of your economy, but rarely do you build up to have any kind of consistency in being able to get something as expensive as a Province. They are between [[Big Money]] and [[Rush]]es – this is because like a Rush, they want to get a big point load off of alternate Victory Cards (say, {{Card|Gardens}}) a lot of the time. A Rush wants to get to that as soon as can be whereas Slogs want to make them as large as can be, but there is some middle-point where the distinction is not so clear.
  
 
== Slog strategy ==
 
== Slog strategy ==
[[Image:Mountebank.jpg|thumb|right|200px|Strong [[curser]]s, such as [[Mountebank]], often lead to slogs.]]
 
 
''[http://dominionstrategy.com/2013/01/22/the-five-fundamental-deck-types-the-slog/ Original strategy article] by WanderingWinder''
 
''[http://dominionstrategy.com/2013/01/22/the-five-fundamental-deck-types-the-slog/ Original strategy article] by WanderingWinder''
 
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Everyone always talks about there being two kinds of decks – [[Big Money]] and [[Engine]]. But I think there are really 5 general kinds of deck, and I want to talk about the 3rd most prevalent in this article – the Slog – which falls in place between Big Money and The [[Rush]].
Everyone always talks about there being two kinds of decks – [[Big Money]] and [[Engine]]. But I think there are really 5 general kinds of deck, and I want to talk about the 3rd most prevalent in this article – the Slog – which falls in place between Big Money and The [[rush (strategy)|Rush]].
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==== What characterizes the Slog? ====
 
==== What characterizes the Slog? ====
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==== Why play a Slog? ====
 
==== Why play a Slog? ====
Usually it’s because your opponent sort of forces you into it. The number one reason to play a slog is because your opponent is playing junking attacks on you – [[Curser|Cursers]], particularly {{Card|Ill-Gotten Gains}}, {{Card|Sea Hag}}, and {{Card|Mountebank}}, or {{Card|Ambassador}} and [[Looter|Looters]] may have a similar effect. {{Card|Noble Brigand}} can work similarly by giving you Copper and disincentivizing you from buying more expensive treasures. Now, these don’t necessarily doom you to a slog, particularly if there’s trashing (an Ambassador *war* isn’t a slog... until you lose or give up), a super-strong engine, or some way of dealing with the Curses. Or just enough money sitting around with something productive to do (a la {{Card|Jack of all Trades}}, {{Card|Trader}}, {{Card|Watchtower}}).
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Usually it’s because your opponent sort of forces you into it. The number one reason to play a slog is because your opponent is playing junking attacks on you – [[Curser]]s, particularly {{Card|Ill-Gotten Gains}}, {{Card|Sea Hag}}, and {{Card|Mountebank}}, or {{Card|Ambassador}} ([[Looter]]s MAY have a similar effect, but I haven’t played enough [[Dark Ages]] to be sure). {{Card|Noble Brigand}} can work similarly by giving you Copper and disincentivizing you from buying more expensive treasures. Now, these don’t necessarily doom you to a slog, particularly if there’s trashing (an Ambassador *war* isn’t a slog... until you lose or give up), a super-strong engine, or some way of dealing with the Curses. Or just enough money sitting around with something productive to do (a la {{Card|Jack of all Trades}}, {{Card|Trader}}, {{Card|Watchtower}}).
  
 
The reason you’ll voluntarily go for a slog, usually, is certain [[alt-VP|alternate VP]] cards – namely, {{Card|Gardens}}, {{Card|Duke}}, and {{Card|Silk Road}}. For each of these, if you can just load up on lots of stuff, even junky stuff like Copper, and just wait and drag the game on, you can actually have really good chances to rack up lots of points. Now, it’s important not to get this confused with a rush, like a {{Card|Workshop}}/{{Card|Gardens}} rush, which is more about getting three piles gone quickly. Slogs want the game to last many turns, in order to reap their long, large, slow benefits.
 
The reason you’ll voluntarily go for a slog, usually, is certain [[alt-VP|alternate VP]] cards – namely, {{Card|Gardens}}, {{Card|Duke}}, and {{Card|Silk Road}}. For each of these, if you can just load up on lots of stuff, even junky stuff like Copper, and just wait and drag the game on, you can actually have really good chances to rack up lots of points. Now, it’s important not to get this confused with a rush, like a {{Card|Workshop}}/{{Card|Gardens}} rush, which is more about getting three piles gone quickly. Slogs want the game to last many turns, in order to reap their long, large, slow benefits.
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==== What’s good for Slogs? ====
 
==== What’s good for Slogs? ====
Well, aside from the alternate victory cards and P-Stone mentioned above, the biggest things are cards that let you discard for benefit (like {{Card|Vault}}, {{Card|Horse Traders}}, {{Card|Cellar}}), because if half your hand is junk anyway you may as well discard it and get some use out of it.  [[Sifter|Sifters]] (a la {{Card|Cartographer}} and {{Card|Warehouse}}) are strong for largely the same reason. [[victory token|VP Chip]] cards like {{Card|Monument}} are good, too, but they almost always help engines more if ever there’s a choice for one, and they can often help Big Money more as well. Cards giving +buy or [[gainer|gaining]] something are also useful, since at the very least you can use them to grab Coppers.  Thus, Silver-gainers are really great for this kind of deck – if Copper tends to be good, then we can imagine what Silver can do for you.
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Well, aside from the alternate victory cards and P-Stone mentioned above, the biggest things are cards that let you discard for benefit (like {{Card|Vault}}, {{Card|Horse Traders}}, {{Card|Cellar}}), because if half your hand is junk anyway you may as well discard it and get some use out of it.  [[Sifter]]s (a la {{Card|Cartographer}} and {{Card|Warehouse}}) are strong for largely the same reason. [[victory token|VP Chip]] cards like {{Card|Monument}} are good, too, but they almost always help engines more if ever there’s a choice for one, and they can often help Big Money more as well. Cards giving +buy or [[gainer|gaining]] something are also useful, since at the very least you can use them to grab Coppers.  Thus, Silver-gainers are really great for this kind of deck – if Copper tends to be good, then we can imagine what Silver can do for you.
  
 
==== General interaction with opponents ====
 
==== General interaction with opponents ====
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==== Against the Rush ====
 
==== Against the Rush ====
This is another tough match-up. If it’s a poor [[rush (strategy)|rush]], you can just grab enough VP early enough for them not to be able to end the game, and then you’ve basically won. Alternatively, if they are going for the same alt-VP card as you, if you can manage to hold your own on the split, you’re often able to outlast them on secondary VP cards (i.e. against a player who is going for a gardens rush, if you can hold off the split well enough, you can hope to come out ahead by being able to get more Duchies). Generally, though, a viable rush is going to own a slog pretty badly.
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This is another tough match-up. If it’s a poor [[rush]], you can just grab enough VP early enough for them not to be able to end the game, and then you’ve basically won. Alternatively, if they are going for the same alt-VP card as you, if you can manage to hold your own on the split, you’re often able to outlast them on secondary VP cards (i.e. against a player who is going for a gardens rush, if you can hold off the split well enough, you can hope to come out ahead by being able to get more Duchies). Generally, though, a viable rush is going to own a slog pretty badly.
  
 
==== Against Combo ====
 
==== Against Combo ====
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{{Navbox Strategy}}
 
{{Navbox Strategy}}
  
[[Category:Deck archetypes]]
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[[Category:Strategies]]
 
[[Category:Stub]]
 
[[Category:Stub]]

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