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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 (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.
 
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.
  
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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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 +2 Cards +2 Actions which is stronger than a {{Card|Laboratory}}, already a strong card. 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.
  
 
Trail can be a weak counter to some attacks, especially when you have a high density of it in your deck. It replaces itself in the case of a discard attack, but may leave you vulnerable to a discard attack. Its usefulness to this end is thus heavily dependent on the number of players: in a two-player game it is a decent counter to {{Card|Militia}} and other typical discard attacks, but in a 4-player game with multiple players playing these attacks, it becomes weak.
 
Trail can be a weak counter to some attacks, especially when you have a high density of it in your deck. It replaces itself in the case of a discard attack, but may leave you vulnerable to a discard attack. Its usefulness to this end is thus heavily dependent on the number of players: in a two-player game it is a decent counter to {{Card|Militia}} and other typical discard attacks, but in a 4-player game with multiple players playing these attacks, it becomes weak.

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