Posted: 26 October 2007 at 11:01am | IP Logged
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C5/5 Time Knight & A6 Promotion. Easy to fit into a reserve fleet, makes it impossible for your opponents to super-power any stack that isn't on Chronos.
A6 Double Agent. This is almost a one-card combo. Play to an opponent Cybermage, Quartermaster, etc. You no longer have to put a risky crew in your reserve fleet, and the opponent'll likely allow it because another player would be protecting his crew, besides just himself.
T3 Vacation Planet & C7 Mystic Wanderer. Stops every crew there ever was or will be, unless an opponent wants to take a hit.
I'm not sure if this counts as a "simple combo," but I like to use the C6 Clone to duplicate crew (Time Knights, Quartermasters, etc.) in the same location as my C10 Spiritual Leader. Say you have a Quartermaster and the C10 on a base. That's 2 extra card draws. Add a Clone and it's 4.
But... I guess I'm getting off track with those. I don't play too many "combos," just cards that on their lonesome provide the most useful functions or card draw techniques.
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