Essay:List of Keyforge Combos: Difference between revisions

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What do people like in Keyforge? Is it the art? That you don’t have to build your own deck? Popping freshies? I’d say that all of those points are valid. But I think there’s one aspect that tops them all. It’s the discovery of synergies between cards.
What do people like about Keyforge? Is it the art? That you don’t have to build your own deck? Popping freshies? I’d say that all of those points are valid. But I think there’s one aspect that tops them all: it’s the discovery of synergies between cards.


Nothing feels better than discovering a new synergy between two or more cards that create a before unseen effect. But not all effects are the same. Some are just cool or interesting interactions between cards. But some are so impactful that they’re worth being called a combo.
Nothing feels better than discovering a new synergy between two or more cards that create a never-before-seen effect. But not all effects are the same. Some are just cool or interesting interactions between cards, but some are so impactful that they’re worth being called a combo.


But what exactly is a combo? A combo is two or three cards that, when played together, create a big advantage over your opponent which can effectively lead to winning the game. So, technically they‘re still synergies but the effect they create is much bigger than the usual synergy has.
But what exactly is a combo? A combo is two or three cards that, when played together, create a big advantage over your opponent that can effectively lead to winning the game. Technically, combos are still synergies, but the effect they create is much bigger than the effect created by an average synergy.


So that‘s the general definition of a combo. But there are different types of combos and every type creates a different kind of advantage.
So that’s the general definition of a combo. But there are different types of combos, and every type creates a different kind of advantage.


Some combos help to generate a huge amount of Æmber. Others try to lock the opponent into one specific house or completely out of a specific house. There are combos that exploit the rule of 6. And last but not least, there are combos that win you the game.
Some combos help generate a huge amount of Æmber. Others try to lock the opponent into one specific house or out of a specific house completely. There are also combos that exploit the rule of 6. Last but not least, there are combos that win you the game.


I wanted to create a list which will help you to find and identify combos more easy on ID cards. But since there’s an almost uncountable amount of combos in the game (and they’re getting more and more with each set) I wanted to rely mostly on some of the better known and only a handful of lesser known combos for it.
I wanted to create a list that will help you find and identify combos more easily on Archon ID cards. But since there’s an almost uncountable amount of combos in the game (and the number is growing bigger and bigger with each set), I wanted to mostly rely on some of the better known combos for this list. Only a handful of the lesser known combos were included.  


So let‘s begin.
So let’s begin.


===Æmber Generation===
===Æmber Generation===
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* [[Tribute]]/[[Sic Semper Tyrannosaurus]]
* [[Tribute]]/[[Sic Semper Tyrannosaurus]]
* [[Cincinnatus Rex]]/[[The Golden Spiral]]
* [[Cincinnatus Rex]]/[[The Golden Spiral]]
* [[Cincinnatus Rex]]/[[Legatus Raptor]]
* [[Livia the Elder]]/[[Legatus Raptor]]
* [[Livia the Elder]]/[[Legatus Raptor]]
* [[Livia the Elder]]/[[Cincinnatus Rex]]
* [[Livia the Elder]]/[[Cincinnatus Rex]]
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* [[The Sting]]/[[Snudge]]
* [[The Sting]]/[[Snudge]]
* [[The Sting]]/[[Vezyma Thinkdrone]]
* [[The Sting]]/[[Vezyma Thinkdrone]]
* [[The Sting]]/[[Barehanded]]
* [[Hysteria]]/[[A Fair Game]]
* [[Hysteria]]/[[A Fair Game]]
* [[Loot the Bodies]]/[[Coward’s End]]
* [[Loot the Bodies]]/[[Coward’s End]]
* [[Hecatomb]]/[[Arise!]]
* [[Hecatomb]]/[[Arise!]]
* [[Control the Weak]]/[[A Fair Game]]
* [[Control the Weak]]/[[A Fair Game]]
 
* [[The Ulfberht Device]]/[[Allusions of Grandeur]]
* [[Witch of the Eye]]/[[Brain Stem Antenna]]/[[Squawker]]
===Card Advantage===
===Card Advantage===
* [[Library Card]]/[[Dark Æmber Vault]]
* [[Library Card]]/[[Dark Æmber Vault]]
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* [[Into the Fray]]/[[Potion of Invulnerability]]
* [[Into the Fray]]/[[Potion of Invulnerability]]
* [[Infurnace]]/[[Snudge]]
* [[Infurnace]]/[[Snudge]]
* [[Lord Invidius]]/[[Essence Scale]]
* [[Snudge]]/[[Snudge]]/[[Ember Imp]]


===Forging Keys===
===Forging Keys===
* GenKa: [[Martian Generosity]]/[[Key Abduction]]
* GenKA: [[Martian Generosity]]/[[Key Abduction]]
* [[Battle Fleet]]/[[Key Abduction]]
* [[Battle Fleet]]/[[Key Abduction]]
* [[Heart of the Forest]]/[[Grasping Vines]]/[[Chota Hazri]]
* [[Heart of the Forest]]/[[Grasping Vines]]/[[Chota Hazri]]
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* [[The Sting]]/[[Key Charge]]
* [[The Sting]]/[[Key Charge]]
* [[The Sting]]/[[Chota Hazri]]
* [[The Sting]]/[[Chota Hazri]]
* [[Timequake (Anomaly)]]/[[Data Forge]]
Another kind of combos are the Locks, these combos make impossible for the opponent to play any cards.
=== Locks ===


* [[Tezmal]]/[[Tezmal]]/[[Rocket Boots]] (The opponent can't choose an house)
I hope this list helps you as it helped me to identify combos and what they do.
I hope this list helps you as it helped me to identify combos and what they do.
Keep forging!
Keep forging!

Latest revision as of 13:38, 28 September 2021

What do people like about Keyforge? Is it the art? That you don’t have to build your own deck? Popping freshies? I’d say that all of those points are valid. But I think there’s one aspect that tops them all: it’s the discovery of synergies between cards.

Nothing feels better than discovering a new synergy between two or more cards that create a never-before-seen effect. But not all effects are the same. Some are just cool or interesting interactions between cards, but some are so impactful that they’re worth being called a combo.

But what exactly is a combo? A combo is two or three cards that, when played together, create a big advantage over your opponent that can effectively lead to winning the game. Technically, combos are still synergies, but the effect they create is much bigger than the effect created by an average synergy.

So that’s the general definition of a combo. But there are different types of combos, and every type creates a different kind of advantage.

Some combos help generate a huge amount of Æmber. Others try to lock the opponent into one specific house or out of a specific house completely. There are also combos that exploit the rule of 6. Last but not least, there are combos that win you the game.

I wanted to create a list that will help you find and identify combos more easily on Archon ID cards. But since there’s an almost uncountable amount of combos in the game (and the number is growing bigger and bigger with each set), I wanted to mostly rely on some of the better known combos for this list. Only a handful of the lesser known combos were included.

So let’s begin.

Æmber Generation

Card Advantage

Control Over the Opponent or Board

Forging Keys


Another kind of combos are the Locks, these combos make impossible for the opponent to play any cards.

Locks

I hope this list helps you as it helped me to identify combos and what they do. Keep forging!