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RARE/UNCOMMON/SECRET Card Combos
Some card combos are hard to pull off or rare to see, but have some cool results. Here's my list of favorite rare combos. Have many of these have you seen or pulled off in your games? What other rare combos do you know?
**Mangonels or Onagers + Heavy Catapults or Battering Ram**
If the opponent has a Fortified to prevent your Mangonels or Onagers from triggering, Heavy Catapults or Battering Ram will knock down the Fortified during the war phase and allow your Mangonel or Onagers to trigger even during war phase.
**Open Borders + Lord Protector**
Lord Protector gives +1 or +2 hp to each card which then gets converted to +1 culture by Open Borders.
**Jumbling Jester + Fort of Last Resort or Great Council**
Tricky to pull .. basically FoLR and GC will reactivate even after Jumbling Jester swaps its culture away. So you want to swap your FoLR or GC culture with another one of your own cards, so you end up with twice the FoLR + GC culture.
**Scavengers + Deranger Artificer + Waste vs. Fire Catapults **
If lucky, Scavenger can trigger FOUR times from one Waste. The order of actions must be Scavenger -> Deranger Artificer -> Fire Catapults.
First, buy a Waste, which triggers Scavenger.
Second, Deranger Artificer converts Waste into Dark Automatica, which triggers Scavenger.
Third, opponent Fire Catapults converts Dark Automatica to Burning Rubble, which triggers Scavenger.
Fourth, Deranger Artificer converts Burning Rubble to Dark Automata, which triggers Scavenger.
**Swift Assassin + Artful Artificer**
If lucky, choosing Swift Assassin and then choosing Artful Artificer after to duplicate it will give you 2x Swift Assassin for twice the knockouts.
**Princess of Thieves vs. Master Thief**
Opponent's Master Thief swaps to your side as Den of Thieves with -4 culture, which triggers your Princess of Thieves to instead give you a +4 culture 0 hp invulnerable card.
**Zealots + Costly Cathedral**
In Final Round, Costly Cathedral gains +12 culture which Zealots triggers to give it +12 attack as well.
**Trench + Infernal Fireworks**
A huge 3 hp damage total vs. all opponent Infantry and Mounted.
**Plaguebearer + Sacrifical Outpost**
Plaguebearer damages 2hp to all cards, but your Sacrificial Outpost receives your damages instead.
**Sun's Sisters vs. Shock Troops**
Shock Troops is ruined at the end of the round, which guarantees giving half of its 9 attack as culture to Sun's Sister.
**Unholy Practitioner (+ any Underworld) + Blessed Defenders or Warmonger**
Unholy Practitioner will restore a ruined ally and ALSO refresh the ruined ally's already-triggered abilities to allow it to trigger again. Purposely ruin your Blessed Defenders or Warmonger to retrigger its abilities, giving another +3+3+3 culture or another +2+2 attack at the end of the round.
*-Shadeaux*
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These are really cool combos. Recently I managed to get jumbling gester to give my price in hiding 23 culture after my opponent got great council and got it +6 with princess of thieves.
If the oponent has no fortified, using unholy practitioner to restore a mangonels or onagers or my favorite - war chantress - is also extremely useful
Oh yeah: GC+princess of thieves = +12 net culture
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Infernal Fireworks + Standard Bearer pumps your own troops up before damaging phase, including your own Infernal Fireworks, while wasting the enemies troops.
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I just had another great rare combo: I have artful artificer and good trade deal -> stole exotic expeditions.Then take counterfitter which duplicates opponent's chosen artistic artificer for double the exotic expeditions. loss since third turn of round 1
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Trebuchet + Artful Artificer
Any High Value Card + Artful Artificer
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A couple of neat combos with Silencers I like:
* If you can't find yourself an infantry card to trigger it but get offered a Dragoons, then killing them during the war will trigger the Silencers even at the very end of the round when the Dragoons get transformed into an infantry card.
* If you have Silencers and get the opportunity for an Unholy Practitioner in the third round, you can trigger the Silencers a second time by killing them and reincarnating with Unholy Practitioner.
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> *Originally posted by **[armorlord](/forums/1058304/topics/1903276?page=1#13366588)**:*
> I just had another great rare combo: I have artful artificer and good trade deal -> stole exotic expeditions.Then take counterfitter which duplicates opponent's chosen artistic artificer for double the exotic expeditions. loss since third turn of round 1
Hey someone did that to me recently .. wait ..WAS THAT YOU??
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Martial arts + open borders... sometimes this suicide combo works wonderful !
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> *Originally posted by **[k7w11](/forums/1058304/topics/1903276?page=1#13368666)**:*
> > *Originally posted by **[armorlord](/forums/1058304/topics/1903276?page=1#13366588)**:*
> > I just had another great rare combo: I have artful artificer and good trade deal -> stole exotic expeditions.Then take counterfitter which duplicates opponent's chosen artistic artificer for double the exotic expeditions. loss since third turn of round 1
>
> Hey someone did that to me recently .. wait ..WAS THAT YOU??
Yep :)
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The best and solid combo is Trade Capital + Martial Law.
While all mentioned above combo's are cool but sutiational, Trade Capital + Martial Law beats the opponent nearly every game (if you set them as guaranteed cards).
It can be called Tier 1 tactics in that game.
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> *Originally posted by **[Dr_Mafrune](/forums/1058304/topics/1903276?page=1#13369772)**:*
> Martial arts + open borders... sometimes this suicide combo works wonderful !
that's wild lol
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Hero's Tomb + The Undying gives the five culture without actually ruining The Undying if they still have the shield. This could technically be possible with the Stronghold too if it hits an infantry.
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Zealots + Costly Cathedral
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> *Originally posted by **[leaweisz](/forums/1058304/topics/1903276?page=1#13380775)**:*
> Zealots + Costly Cathedral
Dear mother...
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