Chapel/Witch with random 8 (Base 1 ed, Intrigue 1 ed, Prosperity, some Promos)

Cellar
: 2

Discard any number of cards. +1 Card per card discarded.

Action
Chancellor
: 3
Action
Mining Village
: 4

You may trash this card immediately. If you do, +2 Treasure.

Action
City
: 5

If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 treasure and +1 Buy.

Action
Witch
: 5

Each other player gains a Curse card.

Action
Attack
Chapel
: 2

Trash up to 4 cards from your hand.

Action
Coppersmith
: 4

Copper produces an extra 1 Treasure this turn.

Action
Monument
: 4
Action
Contraband
: 5

When you play this, the player to your left names a card. You can't buy that card this turn.

Treasure
Grand Market
: 6

You can't buy this if you have any Copper in play.

Action
This game was randomly generated
None
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Comments

I wanted a shell that would

I wanted a shell that would be mostly randomly generated while still including Chapel and Witch, and I made a point of only using sets I own. The winning deck from the game as it played out was a Chapel build that used Mining Villages, Cities, and Grand Markets as cantrips for a big-money payload. It ran 1x Chapel to thin early, as well as 1x Witch for both gas and roughly one attack per turn, and it picked up 1x Cellar late-game to sift Provinces. No one purchased Coppersmith all game.