There are several synergies that can make Ill-Gotten Gains more attractive. Because this rush never scores more than 3 per turn, however, it will likely lose to any kind of deck that can build to more potent greening turns quickly enough, for example by Provincing reliably. In these cases, gaining Coppers is actively helpful rather than harmful. Gardens works well in this role because the Copper gaining effect of Ill-Gotten Gains bloats your deck quickly, while Triumph and the Estate pile may be an option if you have many Ill-Gotten Gains. Duchy is a common third pile in this type of game because decks with many Ill-Gotten Gains, Coppers, and potentially Curses in them struggle to make enough money to buy a Province but will consistently hit, so buying out the Duchies can be a viable way to both score and end the game. When it’s feasible, the Ill-Gotten Gains rush exploits a simple idea: buying out Ill-Gotten Gains also empties the Curses, so emptying any other pile will end the game. Ill-Gotten Gains is therefore most often used in a rush strategy when the Kingdom does not allow the building of an efficient engine. In many Kingdoms, it is possible to overcome or outpace Ill-Gotten Gains’ cursing, for example with trashing, strong draw, or Silver flooding. Doing so also pushes your money density for future shuffles towards, which combined with your starting five card hand makes you very likely to hit. Because it can gain Coppers to your hand, it’s effectively a Silver this turn if you choose to take that option. Fortunately, Ill-Gotten Gains itself helps you hit repeatedly. This compares unfavorably with cards such as Witch that can hand out multiple Curses and help rather than hinder you in achieving deck control, and means that junking your opponents with Ill-Gotten Gains is a slow process. At, you incur a high opportunity cost for giving out a single Curse.As such, gaining Ill-Gotten Gains is best in Kingdoms in which that relative difference is fairly large, as is most often the case when the thinning is very weak or absent. The difference between a Curse in your opponents’ decks and a Copper (which Ill-Gotten Gains effectively is) in your own typically isn’t that large-both are junk stop cards that produce little purchasing power, weakening both engine and money strategies and likely hurting you almost as much as your opponent.Strategyīefore it was removed, Ill-Gotten Gains acted a curser but with two primary problems: † Via erratum and in later printings of the rulebook, this no longer says "starting with the player to the left of the player who gained Ill-Gotten Gains". Ill-Gotten Gains is not an Attack, and gaining it is not playing an Attack cards like Moat do not work against it.If there are not enough Curses left to go around, deal them out in turn order †.The Curses come from the Supply and go into the players’ discard piles.When you gain Ill-Gotten Gains, each other player gains a Curse.The Copper comes from the Supply and is put into your hand you can immediately play it. When you play this, you may gain a Copper.
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