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The interaction with [[remodelers]] is particularly strong as these cards are both trashers and gainers, thus providing two different ways Trail can be triggered. For example, the normally-weak {{Card|Remodel}} becomes quite strong in the presence of Trail: it can trash an estate to gain Trail, triggering it and thus becoming non-terminal and replenishing one card to the hand. Or it can trash a Trail to gain something costing up to {{Cost|6}}, and having the same effect. Or you can trash a Trail to gain another Trail, thus playing both cards and generating +2 Cards +2 Actions.
 
The interaction with [[remodelers]] is particularly strong as these cards are both trashers and gainers, thus providing two different ways Trail can be triggered. For example, the normally-weak {{Card|Remodel}} becomes quite strong in the presence of Trail: it can trash an estate to gain Trail, triggering it and thus becoming non-terminal and replenishing one card to the hand. Or it can trash a Trail to gain something costing up to {{Cost|6}}, and having the same effect. Or you can trash a Trail to gain another Trail, thus playing both cards and generating +2 Cards +2 Actions.
  
Perhaps the best use of Trail is that it can create an [[engine]] out of a combination of cards that would normally not make a viable engine due to the lack of +Actions and inadequate draw. Trail can turn a terminal action that triggers trashing or discarding into a non-terminal action, and it effectively turns a non-terminal trasher or [[sifter]] (i.e. any card giving +1 Action) into a [[village (card category)|village]], because it is played as a reaction triggered by the other card, and thus does not use up an action. Thus its +1 Action results in a net gain of +2 Actions with the other card. On top of this, it is effectively giving a bonus +1 Card draw without having to eat an action. Cards synergizing with Trail in this way include Lookout, {{Card|Upgrade}}, {{Card|Shaman}}, {{Card|Cellar}}, {{Card|Warehouse}}, {{Card|Oasis}}, {{Card|Inn}}, {{Card|Fugitive}}, {{Card|Forum}}, {{Card|Old Map}}, and {{Card|Innkeeper}}. Even when villages are present, the presence of Trail can speed engine construction by making the trashers themselves part of the engine: first you thin the deck, but less additional card buying or gaining is required because the trasher then becomes a source of +Card and +Action when combined with Trail.
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Perhaps the best use of Trail is that it can create an [[engine]] out of a combination of cards that would normally not make a viable engine due to the lack of +Actions and inadequate draw. Trail can turn a terminal action that triggers trashing or discarding into a non-terminal action, and it effectively turns a non-terminal trasher or [[sifter]] (i.e. any card giving +1 Action) into a [[village]], because it is played as a reaction triggered by the other card, and thus does not use up an action. Thus its +1 Action results in a net gain of +2 Actions with the other card. On top of this, it is effectively giving a bonus +1 Card draw without having to eat an action. Cards synergizing with Trail in this way include Lookout, {{Card|Upgrade}}, {{Card|Shaman}}, {{Card|Cellar}}, {{Card|Warehouse}}, {{Card|Oasis}}, {{Card|Inn}}, {{Card|Fugitive}}, {{Card|Forum}}, {{Card|Old Map}}, and {{Card|Innkeeper}}. Even when villages are present, the presence of Trail can speed engine construction by making the trashers themselves part of the engine: first you thin the deck, but less additional card buying or gaining is required because the trasher then becomes a source of +Card and +Action when combined with Trail.
  
 
Upgrade is a particularly powerful card in these engines, as it already gives +1 Card and +1 Action, it can "trash" Trail repeatedly to generate cards costing {{Cost|5}}, and it can also trigger Trail by gaining it after trashing a card costing {{Cost|3}}. In both cases the play yields a net gain of +0 Cards and +2 Actions. Upgrade can also thin out copper, albeit with no other benefit. Such an engine can gain many cards in one turn. When multiple players play such strategies, the game often ends on piles, leading a [[Rush (strategy)|rush strategy]] such as one going for {{Card|Duchy}} to be viable.
 
Upgrade is a particularly powerful card in these engines, as it already gives +1 Card and +1 Action, it can "trash" Trail repeatedly to generate cards costing {{Cost|5}}, and it can also trigger Trail by gaining it after trashing a card costing {{Cost|3}}. In both cases the play yields a net gain of +0 Cards and +2 Actions. Upgrade can also thin out copper, albeit with no other benefit. Such an engine can gain many cards in one turn. When multiple players play such strategies, the game often ends on piles, leading a [[Rush (strategy)|rush strategy]] such as one going for {{Card|Duchy}} to be viable.
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Attacks that force players to return cards to the top of the deck also do not trigger it, so {{Card|Clerk}} can be an effective counter or attack against it. {{Card|Warlord}} can sometimes harm Trail-based engines by limiting the number of times it can be played from the hand, although this depends on the nature of the engine: Warlord cannot prevent Trail from being triggered if it is trashed or discarded, so if your engine contains a diverse mix of actions to trigger Trail in different ways, it can have some resilience to Warlord. Trail also does not always fare well against [[junker|junking]] attacks, although it can sometimes handle them in the presence of strong trashers.
 
Attacks that force players to return cards to the top of the deck also do not trigger it, so {{Card|Clerk}} can be an effective counter or attack against it. {{Card|Warlord}} can sometimes harm Trail-based engines by limiting the number of times it can be played from the hand, although this depends on the nature of the engine: Warlord cannot prevent Trail from being triggered if it is trashed or discarded, so if your engine contains a diverse mix of actions to trigger Trail in different ways, it can have some resilience to Warlord. Trail also does not always fare well against [[junker|junking]] attacks, although it can sometimes handle them in the presence of strong trashers.
 
 
== Versions ==
 
== Versions ==
 
===English versions===
 
===English versions===

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