Synergy

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'''Synergy''' describes any time two or more cards make effective use of each other's abilities, or cover for each other's disadvantages, but not in a powerful enough way to win a game with just those cards alone.  Despite this, notable synergistic pairings are often called "[[combo|combos]]", and can be discussed as much as card combinations that dominate boards.
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'''Synergy''' describes any time two or more cards make effective use of each other's abilities ([[Split pile|Split pile]]), or cover for each other's disadvantages, but not in a powerful enough way to win a game with just those cards alone.  Despite this, notable synergistic pairings are often called "[[combo|combos]]", and can be discussed as much as card combinations that dominate boards.
  
 
== Examples of notable synergies ==
 
== Examples of notable synergies ==
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* [[Combo: Vault and Grand Market|Vault/Grand Market]]
 
* [[Combo: Vault and Grand Market|Vault/Grand Market]]
 
* [[Combo: Worker's Village and Peddler|Worker's Village/Peddler]]
 
* [[Combo: Worker's Village and Peddler|Worker's Village/Peddler]]
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== Split pile synergies ==
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* {{Card|Encampment}}/{{Card|Plunder}}
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* {{Card|Patrician}}/{{Card|Emporium}}
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* {{Card|Settlers}}/{{Card|Bustling Village}}
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* {{Card|Castles}}
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* {{Card|Catapult}}/{{Card|Rocks}}
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* {{Card|Gladiator}}/{{Card|Fortune}}
  
 
{{Navbox Strategy}}
 
{{Navbox Strategy}}

Revision as of 20:24, 30 June 2016

Synergy describes any time two or more cards make effective use of each other's abilities (Split pile), or cover for each other's disadvantages, but not in a powerful enough way to win a game with just those cards alone. Despite this, notable synergistic pairings are often called "combos", and can be discussed as much as card combinations that dominate boards.

Examples of notable synergies

Split pile synergies


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
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