Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Roadrunner7671 on May 30, 2015, 10:46:11 am

Title: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 10:46:11 am
I'm just going to come out and say it: I like Scout. It combos with a lot of things, and I personally do not think it's horrible.
1. It combos with Crossroads for a deck that can use Victory cards as draw.
2. It has a weak combo with Wishing Well.
3. Can defend against deck inspector attacks if they leave Victory Cards on top of your deck.
4. Can let you draw more cards with draw-to-x, and can control what those cards are.
5. Harem, Nobles, Great Hall, etc.
6. Can combo with discard cards like Oasis and Inn (you draw Victory cards then discard them).
7. Mystic, Mystic, Mystic!
That's my opinion, but I think a lot of these reasons make Scout a card that you could buy every once and a while, and benefit from it!
Title: Re: Scout is bad, not horrible?
Post by: jsh357 on May 30, 2015, 10:56:55 am
There are all kinds of circumstances you can cook up that make it look better, but at the end of the day it does less for you than any other card at the $4 range, and there is so much competition at that range that Scout is almost always the worst option for you.  I mean, you can make a Curse or Ruined Library a good card for you in extreme circumstances.  That doesn't mean they are good cards.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 10:58:47 am
There are all kinds of circumstances you can cook up that make it look better, but at the end of the day it does less for you than any other card at the $4 range, and there is so much competition at that range that Scout is almost always the worst option for you.  I mean, you can make a Curse or Ruined Library a good card for you in extreme circumstances.  That doesn't mean they are good cards.

I agree that you can make any card look good, but without dominant 4s (JOAT, Sea Hag, Caravan, etc.) Scout could be worth it in the long run.
Title: Re: Scout is bad, not horrible?
Post by: jonts26 on May 30, 2015, 11:01:13 am
There are all kinds of circumstances you can cook up that make it look better, but at the end of the day it does less for you than any other card at the $4 range, and there is so much competition at that range that Scout is almost always the worst option for you.  I mean, you can make a Curse or Ruined Library a good card for you in extreme circumstances.  That doesn't mean they are good cards.

I agree that you can make any card look good, but without dominant 4s (JOAT, Sea Hag, Caravan, etc.) Scout could be worth it in the long run.

Even if there were no dominant <$4 cards (or even mediocre ones), Scout still always has to compete with silver and most often loses there too. You could probably invent some sort of contrived board where you want to buy a scout, but in a random set up, the odds of ever wanting scout quickly approach 0%.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:06:35 am
There are all kinds of circumstances you can cook up that make it look better, but at the end of the day it does less for you than any other card at the $4 range, and there is so much competition at that range that Scout is almost always the worst option for you.  I mean, you can make a Curse or Ruined Library a good card for you in extreme circumstances.  That doesn't mean they are good cards.

I agree that you can make any card look good, but without dominant 4s (JOAT, Sea Hag, Caravan, etc.) Scout could be worth it in the long run.

Even if there were no dominant <$4 cards (or even mediocre ones), Scout still always has to compete with silver and most often loses there too. You could probably invent some sort of contrived board where you want to buy a scout, but in a random set up, the odds of ever wanting scout quickly approach 0%.

Too many Silvers can be bad as they don't draw cards. Scout doesn't draw good cards, but I'm going to list all the boards where it may be worthwhile to buy Scout:

A board containing any of these cards:
Wishing Well
Mystic
Ghost Ship
Baron
Cellar
Vault
Tournament
Explorer
Expand (maybe)
Secret Chamber (maybe)
Crossroads
Great Hall
Nobles
Inheritance
Harem
Oasis
Inn
Tunnel/discarding card
 There are probably more that I forgot

Scout is also useful if you lose the Ambassador war or get an early Followers.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on May 30, 2015, 11:08:34 am
Wishing Well/Scout is a nombo. You're using one card to guarantee drawing one card that you could have drawn anyway. That's not very good. At best, you can use it to guarantee drawing two cards that you could have drawn anyway, that's still not very good.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:10:42 am
Wishing Well/Scout is a nombo. You're using one card to guarantee drawing one card that you could have drawn anyway. That's not very good. At best, you can use it to guarantee drawing two cards that you could have drawn anyway, that's still not very good.

I do sort of agree that Wishing Well/Scout isn't the best, but with weak draw, it might be necessary. However, I've seen you around the forums a lot and you tend to disagree with a lot of things, so if Wishing Well is the only thing you disagree with, I'm happy.
Title: Re: Scout is bad, not horrible?
Post by: jsh357 on May 30, 2015, 11:12:36 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:15:40 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.

On a certain board, you might not regret it! I bet you've barely given Scout a chance! I agree, it's not fantastic. However, if there were 100 $4 cards (I know there aren't) I might put scout somewhere around #70. When it shines, I think it shines pretty big. When it doesn't think of it as a cantrip that drew a Victory card.
Title: Re: Scout is bad, not horrible?
Post by: Jimmmmm on May 30, 2015, 11:15:59 am
I'd say Herald would be one of the rare cards that makes Scout not horrible.
Title: Re: Scout is bad, not horrible?
Post by: jsh357 on May 30, 2015, 11:18:08 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.

On a certain board, you might not regret it! I bet you've barely given Scout a chance! I agree, it's not fantastic. However, if there were 100 $4 cards (I know there aren't) I might put scout somewhere around #70. When it shines, I think it shines pretty big. When it doesn't think of it as a cantrip that drew a Victory card.

Oh, I have given Scout plenty of chances.  They usually don't work out.  There are some cases where I will take it, but they're incredibly rare and there has to be an absence of better options.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:21:59 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.

On a certain board, you might not regret it! I bet you've barely given Scout a chance! I agree, it's not fantastic. However, if there were 100 $4 cards (I know there aren't) I might put scout somewhere around #70. When it shines, I think it shines pretty big. When it doesn't think of it as a cantrip that drew a Victory card.

Oh, I have given Scout plenty of chances.  They usually don't work out.  There are some cases where I will take it, but they're incredibly rare and there has to be an absence of better options.
[/q

I believe I have listed those cases, and with the amount of cards listed, there has to be at least a 10% chance that you'll buy Scout on any given board. Feel free to correct me if I'm wrong, but Scout and it's 'listed cards' are there, 8 other cards may not be enough to beat Scout.
Title: Re: Scout is bad, not horrible?
Post by: jsh357 on May 30, 2015, 11:23:49 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.

On a certain board, you might not regret it! I bet you've barely given Scout a chance! I agree, it's not fantastic. However, if there were 100 $4 cards (I know there aren't) I might put scout somewhere around #70. When it shines, I think it shines pretty big. When it doesn't think of it as a cantrip that drew a Victory card.

Oh, I have given Scout plenty of chances.  They usually don't work out.  There are some cases where I will take it, but they're incredibly rare and there has to be an absence of better options.

I believe I have listed those cases, and with the amount of cards listed, there has to be at least a 10% chance that you'll buy Scout on any given board. Feel free to correct me if I'm wrong, but Scout and it's 'listed cards' are there, 8 other cards may not be enough to beat Scout.

Hey look, I can make lists without proof too!

Apple
Peach
Ants
Plum
Pear
Banana
Coconut
Grapefruit

All of these combo with peanut butter.

Scout combos usually sound neat on paper, but if you look at history they don't win games a whole lot.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:29:34 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.

On a certain board, you might not regret it! I bet you've barely given Scout a chance! I agree, it's not fantastic. However, if there were 100 $4 cards (I know there aren't) I might put scout somewhere around #70. When it shines, I think it shines pretty big. When it doesn't think of it as a cantrip that drew a Victory card.

Oh, I have given Scout plenty of chances.  They usually don't work out.  There are some cases where I will take it, but they're incredibly rare and there has to be an absence of better options.

I believe I have listed those cases, and with the amount of cards listed, there has to be at least a 10% chance that you'll buy Scout on any given board. Feel free to correct me if I'm wrong, but Scout and it's 'listed cards' are there, 8 other cards may not be enough to beat Scout.

Hey look, I can make lists without proof too!

Apple
Peach
Ants
Plum
Pear
Banana
Coconut
Grapefruit

All of these combo with peanut butter.

Scout combos usually sound neat on paper, but if you look at history they don't win games a whole lot.

That may be true. When I play with Scout, it's usually in real life with people who I can usually beat. I do disagree with your list though. I think that only apples and bananas combo with peanut butter. Is that a reason to not buy peanut butter? Of course not! Even if there's Nutella, you still might want to buy peanut butter because you like it and think it's good.
Title: Re: Scout is bad, not horrible?
Post by: SCSN on May 30, 2015, 11:30:00 am
I've played over 10.000 games of Dominion and in only two of those was Scout better than Pearl Diver (a terrible $2-cost). There's absolutely no way you want to buy it on 10% of the boards that contain it.

And listing reasons has nothing to do with anything. I can write a 1000-page book about how Hitler was awesome, but that doesn't make it true.
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 30, 2015, 11:32:26 am
I've played over 10.000 games of Dominion and in only two of those was Scout better than Pearl Diver (a terrible $2-cost). There's absolutely no way you want to buy it on 10% of the boards that contain it.

And listing reasons has nothing to do with anything. I can write a 1000-page book about how Hitler was awesome, but that doesn't make it true.

I HAVE PLAYED TEN, AND EXACTLY TEN

NO MORE, NO LESS
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:35:35 am
I've played over 10.000 games of Dominion and in only two of those was Scout better than Pearl Diver (a terrible $2-cost). There's absolutely no way you want to buy it on 10% of the boards that contain it.

And listing reasons has nothing to do with anything. I can write a 1000-page book about how Hitler was awesome, but that doesn't make it true.

If we were to play, me with my Scout army and you with some engine, you'd probably win, that is true. However, I would have a lot of fun playing my Scout deck, because we need to remember that Dominion is a game and having fun is very important. However, if you were to say "there's no engine here, I have to play Wharf BM," my Scout engine could win. Scout can be very weak if you just pick one up, but if you build your deck with Scout, it can be quite helpful.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:36:15 am
I've played over 10.000 games of Dominion and in only two of those was Scout better than Pearl Diver (a terrible $2-cost). There's absolutely no way you want to buy it on 10% of the boards that contain it.

And listing reasons has nothing to do with anything. I can write a 1000-page book about how Hitler was awesome, but that doesn't make it true.

I HAVE PLAYED TEN, AND EXACTLY TEN

Ha ha. He must be from Europe, where 10 would be 10,000 and 10000 would be 10.000.
NO MORE, NO LESS
Title: Re: Scout is bad, not horrible?
Post by: SCSN on May 30, 2015, 11:36:49 am
However, if you were to say "there's no engine here, I have to play Wharf BM," my Scout engine could win. Scout can be very weak if you just pick one up, but if you build your deck with Scout, it can be quite helpful.

You do have a point there.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 11:39:04 am
However, if you were to say "there's no engine here, I have to play Wharf BM," my Scout engine could win. Scout can be very weak if you just pick one up, but if you build your deck with Scout, it can be quite helpful.

You do have a point there.

Of course, you could say to me "Vagrant is a bad card, but if you fill your deck up with junk, your Vagrants become good!" But I'm glad you didn't try to pull something like that.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on May 30, 2015, 11:47:14 am
Wishing Well/Scout is a nombo. You're using one card to guarantee drawing one card that you could have drawn anyway. That's not very good. At best, you can use it to guarantee drawing two cards that you could have drawn anyway, that's still not very good.

I do sort of agree that Wishing Well/Scout isn't the best, but with weak draw, it might be necessary. However, I've seen you around the forums a lot and you tend to disagree with a lot of things, so if Wishing Well is the only thing you disagree with, I'm happy.

The other things are true. I don't think they're enough to make Scout a worthwhile purchase, though.
Title: Re: Scout is bad, not horrible?
Post by: enfynet on May 30, 2015, 11:50:27 am
Try buying Scout a lot against good players and see what it does for you; that's always a good test.

On a certain board, you might not regret it! I bet you've barely given Scout a chance! I agree, it's not fantastic. However, if there were 100 $4 cards (I know there aren't) I might put scout somewhere around #70. When it shines, I think it shines pretty big. When it doesn't think of it as a cantrip that drew a Victory card.
There are currently 78 $4 Kingdom Cards, plus Potion, and two $4 Events. You mean to tell me, you think there are 24 Kingdom Cards in the $4 range that are worse than Scout? I'd put money Treasure on there being less than 24 cards in all of Dominion that are worse than Scout for free. Scout as a $4 cantrip *maybe* but not as it is.
Title: Re: Scout is bad, not horrible?
Post by: jonts26 on May 30, 2015, 12:02:04 pm
If we were to play, me with my Scout army and you with some engine, you'd probably win, that is true. However, I would have a lot of fun playing my Scout deck, because we need to remember that Dominion is a game and having fun is very important.

Fun is subjective. Most of the top players around here probably find competitive high level play to be the most fun. But if you enjoy scout and have fun with it, go ahead and keep buying it. But if you want to get better at dominion, stop buying scout.
Title: Re: Scout is bad, not horrible?
Post by: eHalcyon on May 30, 2015, 12:29:13 pm
Scout can hurt most of these as much as it can help.

1. If Scout and Crossroads aren't in the same hand, Scout can take VP cards away from Crossroads.
2. If you didn't have Scout, you would already have an extra good card in hand even without guessing correctly on Wishing Well.
3. Usually not worth having the extra junk card in your deck.
4. It doesn't really.  Like 2, if you didn't have Scout you would have drawn that extra card anyway.  Worse, Scout can actually draw VP cards into your hand, weakening the draw-to-X.  Scout just forces the draw-to-X card to draw Victory cards first, then offer some minimal choice in the order which might not matter anyway if you draw it all.  Drawing the Victory cards first is usually not a good thing though, which makes this a huge nombo.
5. That's the dream, but it usually doesn't work out.
6. Same problem as 1.
7. Same problem as 2.
Title: Re: Scout is bad, not horrible?
Post by: Kirian on May 30, 2015, 12:40:41 pm
(1) No, it's terrible.
(2) Why is this in "Articles"?
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 30, 2015, 12:58:38 pm
Sure, if you have that golden hand of Scout and four Mystics, you're glad you bought the Scout, as it's essentially a Lab.  But even without the Scout, you're still buying a Province that turn anyway.
Title: Re: Scout is bad, not horrible?
Post by: Burning Skull on May 30, 2015, 01:23:55 pm
(http://i58.tinypic.com/9pqgxk.jpg)
Title: Re: Scout is bad, not horrible?
Post by: pubby on May 30, 2015, 01:38:34 pm
I believe I have listed those cases, and with the amount of cards listed, there has to be at least a 10% chance that you'll buy Scout on any given board. Feel free to correct me if I'm wrong, but Scout and it's 'listed cards' are there, 8 other cards may not be enough to beat Scout.
Lots of people on this forum, including myself, have tried designing kingdoms where Scout is good. The fact is, Scout doesn't work with only 1 combo; you need multiple. And even with multiple combos, it's not that good. At it's best, its draw is about as good as Advisor.
Title: Re: Scout is bad, not horrible?
Post by: JW on May 30, 2015, 01:53:21 pm
Scout is gained by top players in 8.5% of pro (full random) games, and much of that is presumably accounted for by Vineyards, Fairgrounds and Swindler (or something like Ironworks-Forge where it is useful just as a $4 cost action) . Either top players are all wrong, or (much more likely) Scout is horrible.

Here is aggregate data from the tool on the top 20 players on Iso: https://docs.google.com/spreadsheets/d/13mQ1humtQbPLY9nbKscR65dV7hbGPdI3AQkNjMHZpeM/pubhtml?gid=495443102&single=true
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 02:05:43 pm
(1) No, it's terrible.
(2) Why is this in "Articles"?

We had a pretty good conversation about Scout above, that might help you be a little more open-minded. Secondly, I don't know how to put it anywhere else besides Articles.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 02:07:33 pm
Scout is gained by top players in 8.5% of pro (full random) games, and much of that is presumably accounted for by Vineyards, Fairgrounds and Swindler (or something like Ironworks-Forge where it is useful just as a $4 cost action) . Either top players are all wrong, or (much more likely) Scout is horrible.

Here is aggregate data from the tool on the top 20 players on Iso: https://docs.google.com/spreadsheets/d/13mQ1humtQbPLY9nbKscR65dV7hbGPdI3AQkNjMHZpeM/pubhtml?gid=495443102&single=true

Or they might be building an amazing Scout engine. It's also possible that there were no combos for Scout, because I agree that Scout is bad if you pick it up but don't build a strategy around it.
Title: Re: Scout is bad, not horrible?
Post by: AJD on May 30, 2015, 02:26:45 pm
I don't know how to put it anywhere else besides Articles.

On the forum home page, click on (for example) "Dominion General Discussion", and then on "New Topic".

The Articles section is for in-depth essays on strategic topics.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 02:34:19 pm
Sure, if you have that golden hand of Scout and four Mystics, you're glad you bought the Scout, as it's essentially a Lab.  But even without the Scout, you're still buying a Province that turn anyway.
But with only 2 or 3 Mystics in your hand, then you're very happy you bought Scout!
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 02:37:00 pm
I don't know how to put it anywhere else besides Articles.

On the forum home page, click on (for example) "Dominion General Discussion", and then on "New Topic".

The Articles section is for in-depth essays on strategic topics.

Thanks! It hopefully won't happen again!
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on May 30, 2015, 03:35:29 pm
I'm just going to come out and say it: I like Scout. It combos with a lot of things, and I personally do not think it's horrible.
1. It combos with Crossroads for a deck that can use Victory cards as draw.
2. It has a weak combo with Wishing Well.
3. Can defend against deck inspector attacks if they leave Victory Cards on top of your deck.
4. Can let you draw more cards with draw-to-x, and can control what those cards are.
5. Harem, Nobles, Great Hall, etc.
6. Can combo with discard cards like Oasis and Inn (you draw Victory cards then discard them).
7. Mystic, Mystic, Mystic!
That's my opinion, but I think a lot of these reasons make Scout a card that you could buy every once and a while, and benefit from it!

Scout can hurt most of these as much as it can help.

1. If Scout and Crossroads aren't in the same hand, Scout can take VP cards away from Crossroads.
2. If you didn't have Scout, you would already have an extra good card in hand even without guessing correctly on Wishing Well.
3. Usually not worth having the extra junk card in your deck.
4. It doesn't really.  Like 2, if you didn't have Scout you would have drawn that extra card anyway.  Worse, Scout can actually draw VP cards into your hand, weakening the draw-to-X.  Scout just forces the draw-to-X card to draw Victory cards first, then offer some minimal choice in the order which might not matter anyway if you draw it all.  Drawing the Victory cards first is usually not a good thing though, which makes this a huge nombo.
5. That's the dream, but it usually doesn't work out.
6. Same problem as 1.
7. Same problem as 2.

I mostly agree with you, eHalcyon, but not so much on the last three points.

5. Scout with multiple hybrid Victory cards can be worth it, but you need to have really trashed down.
6. Scout with Oasis and Inn (and Secret Chamber and Artificer etc.) is not anything like Scout with Crossroads. Crossroads actually becomes awful in a hand with no Victory cards, but these other cards are still doing fine work for you. Hand sifters and discard-for-benefit cards are definitely a combo with Scout.
7. Mystic/Scout it a legit combo. And by that I mean Mystic by itself should make you want Scout. If you haven't tried it yet, please do it before arguing this point.

Roadrunner, Scout is weak. Whether it's "bad" or "horrible" is a matter of semantics. That doesn't mean you never want to buy it, but it's rare that you do. With the exception of Mystic, no one thing on your list is strong enough to make Scout worth buying. It needs two or three before it starts being worthwhile. (And as mentioned, Crossroads and Draw-to-X are not combos with Scout.)
Title: Re: Scout is bad, not horrible?
Post by: Asper on May 30, 2015, 03:49:04 pm
I had a deck once where my opponent went for Fortune Teller. I got an early Harem. I bought Scout. There were Shelters. Oh my, my Scout always drew my Harem when he played Fortune Teller, it's a combo!

Just that, no, any cantrip could have done that. And hey, i could have bought a Silver to have a Treasure worth $2 in my hand not only this, but also next turn. The weird thing is: Even without the Harem, it's no good. I play a Scout, now i exchanged it for the Estate/Duchy/whatever on top of my deck, awesome! Just that, no, that's what Fortune Teller's attack is in the first place - exchange one of my drawn cards with a useless VP card. I just made sure it happens now instead of next turn or after i play a drawing card.

That said, i don't mind Scout. It doesn't ruin games for me. Rebuild does that, and very very few other cards. Scout just means you have less options to look at. It's not that the card could never do something valuable, it's just that all of those options are absurdly constructed just for that ideal.
Title: Re: Scout is bad, not horrible?
Post by: Kirian on May 30, 2015, 04:45:03 pm
We had a pretty good conversation about Scout above, that might help you be a little more open-minded.

Wow, you're right!  Five years of discussion of the merits of various Dominion cards, alone and in combination with others, have continuously shown that Scout is far below average even when accounting for amazing combos, but this thread changes everything!  My mind hasn't been this open since my brain surgery!

(I want to make it clear that this was sarcasm.  Sometimes trolls can't tell, or are intentionally obtuse.)

In the considered opinion of the community, Scout is in the bottom 10 percent of cards.  I think labeling it "horrible" is fair.  That's OK, though; Chancellor and Secret Chamber have their times to shine too.

----

The great news is, trolls can be reformed!  Take some time to read various articles and forum discussions.  You'll learn, and if you follow the same path as one former troll, you'll be better at Dominion than I am (which is, granted, not saying a lot any more).
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 05:02:19 pm
We had a pretty good conversation about Scout above, that might help you be a little more open-minded.

Wow, you're right!  Five years of discussion of the merits of various Dominion cards, alone and in combination with others, have continuously shown that Scout is far below average even when accounting for amazing combos, but this thread changes everything!  My mind hasn't been this open since my brain surgery!

(I want to make it clear that this was sarcasm.  Sometimes trolls can't tell, or are intentionally obtuse.)

In the considered opinion of the community, Scout is in the bottom 10 percent of cards.  I think labeling it "horrible" is fair.  That's OK, though; Chancellor and Secret Chamber have their times to shine too.

----

The great news is, trolls can be reformed!  Take some time to read various articles and forum discussions.  You'll learn, and if you follow the same path as one former troll, you'll be better at Dominion than I am (which is, granted, not saying a lot any more).

The thing is I'm not actually attempting to be a troll. I have read some articles and discussions, and that is why I feel the need to stick up for Scout. I haven't even mentioned the fact that late in the game, it can get Victory Cards out of your deck and keep it running smoothly. Scout and Mystic is pretty good, but Scout has a lot of other quirky uses thay can only be discovered by creating a deck that doesn't just add Scout, it uses Scout. I understand that you have seen the community's view on Scout, which is okay, I've seen them too. If you really want to, you can use Scout to the best of its ability. However, it's okay if you go on hating Scout, that's your opinion.
Title: Re: Scout is bad, not horrible?
Post by: eHalcyon on May 30, 2015, 06:02:30 pm
I mostly agree with you, eHalcyon, but not so much on the last three points.

5. Scout with multiple hybrid Victory cards can be worth it, but you need to have really trashed down.
6. Scout with Oasis and Inn (and Secret Chamber and Artificer etc.) is not anything like Scout with Crossroads. Crossroads actually becomes awful in a hand with no Victory cards, but these other cards are still doing fine work for you. Hand sifters and discard-for-benefit cards are definitely a combo with Scout.
7. Mystic/Scout it a legit combo. And by that I mean Mystic by itself should make you want Scout. If you haven't tried it yet, please do it before arguing this point.

5. Sure, but it's rare for the stars to align.  That's what I was getting at.

6. Yeah, but that's not a point in Scout's favour.  Here are the possibilities:

6a) Scout and sifter collide.  Scout draws junk cards into your hand for the sifters to discard.  Cool.
6b) You draw sifter before Scout.  The sifter works as normal and is fine, Scout works as normal and is poor.
6c) You draw Scout before sifter.  Scout works as normal and is poor.  The sifter works as normal, except where it may have discarded a junk card before, now you may have to discard something not as junky.  It performs just a little worse.

So it's not really a combo.  Overall the result is neutral, except neutral Scout is bad.  If you have the option of Oasis, it's probably better to get a second Oasis rather than a Scout to try to feed it.

7. I'm not really convinced.  I can believe that it's passable.  But consider:

7a) Scout and Mystic don't collide.  Then Scout is just a bad card in your deck.
7b) Scout and Mystic collide.  Scout enables Mystic to draw the next card... except if Scout weren't in your deck, that card would have been in your hand to begin with, and you'd have a chance with Mystic to draw something else.  It's still a net loss.
7c) Scout and 2 Mystics collide.  If Scout enables both Mystics to draw, you're up 1 card.  Except if you didn't have Scout, you'd have the next card in hand at the start and the Mystics together guarantee that you draw another card as well, maybe even two if you guess correctly both times.  You're up 1 card, which means that 2 Mystics alone are just as good even without the Scout support.

It's not until your single Scout is enabling 3 Mystics that there's actually an advantage there, and that's asking for a lot.  The rest of the benefit is just in Scout's own ability to pull green cards.  In a sense, Scout+Mystic kind of makes Scout more like a cantrip with the Scout effect on top, which is certainly better... but it's not much better than Vagrant.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on May 30, 2015, 08:16:23 pm
7. Mystic/Scout it a legit combo. And by that I mean Mystic by itself should make you want Scout. If you haven't tried it yet, please do it before arguing this point.
7. I'm not really convinced.  I can believe that it's passable.  But consider:

7a) Scout and Mystic don't collide.  Then Scout is just a bad card in your deck.
7b) Scout and Mystic collide.  Scout enables Mystic to draw the next card... except if Scout weren't in your deck, that card would have been in your hand to begin with, and you'd have a chance with Mystic to draw something else.  It's still a net loss.
7c) Scout and 2 Mystics collide.  If Scout enables both Mystics to draw, you're up 1 card.  Except if you didn't have Scout, you'd have the next card in hand at the start and the Mystics together guarantee that you draw another card as well, maybe even two if you guess correctly both times.  You're up 1 card, which means that 2 Mystics alone are just as good even without the Scout support.

It's not until your single Scout is enabling 3 Mystics that there's actually an advantage there, and that's asking for a lot.  The rest of the benefit is just in Scout's own ability to pull green cards.  In a sense, Scout+Mystic kind of makes Scout more like a cantrip with the Scout effect on top, which is certainly better... but it's not much better than Vagrant.

It's much better. The ability to decide which card Mystic is going to draw is often very significant, both for your current turn and your next turn. No joke.

Enabling 3 Mystics with one Scout is common. You don't have to collide all 3 Mystics in the same hand as your Scout; any Mystics you reveal with Scout can be drawn by a Mystic in your hand, and then you still know what the top card of your deck is for that Mystic. Rinse and repeat.

If you're still not convinced that it's a combo, I refer you to the bolded part of my post above. Yes, I'm being a bit of a jerk, but COME ON, man. Don't sit here arguing theory with me when I've used this combo a bunch and you apparently never have. Try it out and decide for yourself!

EDIT: Vagrant/Mystic is also a great combo, don't get me wrong. Obviously you usually don't have all three cards on the board, so it doesn't matter much for the purposes of this discussion.
Title: Re: Scout is bad, not horrible?
Post by: enfynet on May 30, 2015, 08:23:58 pm
Should we have a Scout-Off tournament? Say, about 10,000 mirror matches (or simulations) should really show where Scout compares to any other card.

First up: Scout $4 vs Silver $3

Next: Scout $4 vs Pearl Diver $2

I don't think it's fair to have Scout challenge any actual $4 cards.
Title: Re: Scout is bad, not horrible?
Post by: eHalcyon on May 30, 2015, 08:38:06 pm
I've tried it!  It just has never really seemed that amazing to me.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 08:38:50 pm
Should we have a Scout-Off tournament? Say, about 10,000 mirror matches (or simulations) should really show where Scout compares to any other card.

First up: Scout $4 vs Silver $3

Next: Scout $4 vs Pearl Diver $2

I don't think it's fair to have Scout challenge any actual $4 cards.

Hmm...interesting. I think I may take you up on that, but I think we an challenge Coppersmith and Thief.
How do you propose we go about this? We play games with Scout and see how it goes?
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 08:39:47 pm
I've tried it!  It just has never really seemed that amazing to me.
No, no. I'm not saying Scout is amazing, I'm not even saying it's good. I'm just saying it doesn't deserve it's reputation for being in the bottom 5 worst $4 cards, you can make Scout good.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 08:41:00 pm
7. Mystic/Scout it a legit combo. And by that I mean Mystic by itself should make you want Scout. If you haven't tried it yet, please do it before arguing this point.
7. I'm not really convinced.  I can believe that it's passable.  But consider:

7a) Scout and Mystic don't collide.  Then Scout is just a bad card in your deck.
7b) Scout and Mystic collide.  Scout enables Mystic to draw the next card... except if Scout weren't in your deck, that card would have been in your hand to begin with, and you'd have a chance with Mystic to draw something else.  It's still a net loss.
7c) Scout and 2 Mystics collide.  If Scout enables both Mystics to draw, you're up 1 card.  Except if you didn't have Scout, you'd have the next card in hand at the start and the Mystics together guarantee that you draw another card as well, maybe even two if you guess correctly both times.  You're up 1 card, which means that 2 Mystics alone are just as good even without the Scout support.

It's not until your single Scout is enabling 3 Mystics that there's actually an advantage there, and that's asking for a lot.  The rest of the benefit is just in Scout's own ability to pull green cards.  In a sense, Scout+Mystic kind of makes Scout more like a cantrip with the Scout effect on top, which is certainly better... but it's not much better than Vagrant.

It's much better. The ability to decide which card Mystic is going to draw is often very significant, both for your current turn and your next turn. No joke.

Enabling 3 Mystics with one Scout is common. You don't have to collide all 3 Mystics in the same hand as your Scout; any Mystics you reveal with Scout can be drawn by a Mystic in your hand, and then you still know what the top card of your deck is for that Mystic. Rinse and repeat.

If you're still not convinced that it's a combo, I refer you to the bolded part of my post above. Yes, I'm being a bit of a jerk, but COME ON, man. Don't sit here arguing theory with me when I've used this combo a bunch and you apparently never have. Try it out and decide for yourself!

EDIT: Vagrant/Mystic is also a great combo, don't get me wrong. Obviously you usually don't have all three cards on the board, so it doesn't matter much for the purposes of this discussion.

Even though you mostly hate Scout, I'm glad you can see where I stand with Mystic.
Title: Re: Scout is bad, not horrible?
Post by: eHalcyon on May 30, 2015, 08:49:21 pm
I've tried it!  It just has never really seemed that amazing to me.
No, no. I'm not saying Scout is amazing, I'm not even saying it's good. I'm just saying it doesn't deserve it's reputation for being in the bottom 5 worst $4 cards, you can make Scout good.

But every card has times when it shines, and most of the situations you list in the OP aren't even valid.  Which $4 cards would you say are worse than Scout?
Title: Re: Scout is bad, not horrible?
Post by: enfynet on May 30, 2015, 08:59:39 pm
I've tried it!  It just has never really seemed that amazing to me.
No, no. I'm not saying Scout is amazing, I'm not even saying it's good. I'm just saying it doesn't deserve it's reputation for being in the bottom 5 worst $4 cards, you can make Scout good.

But every card has times when it shines, and most of the situations you list in the OP aren't even valid.  Which $4 cards would you say are worse than Scout?
I can't find anything on this list that seems to be always worse than Scout. I can hardly find anything that is sometimes worse than Scout.

Code: [Select]
Bureaucrat
Feast
Gardens
Militia
Moneylender
Remodel
Smithy
Spy
Thief
Throne Room
Baron
Bridge
Conspirator
Coppersmith
Ironworks
Mining Village
Scout
Caravan
Cutpurse
Island
Navigator
Pirate Ship
Salvager
Sea Hag
Treasure Map
Potion
Bishop
Monument
Quarry
Talisman
Worker's Village
Farming Village
Horse Traders
Remake
Tournament
Young Witch
Jack of all Trades
Noble Brigand
Nomad Camp
Silk Road
Spice Merchant
Trader
Armory
Death Cart
Feodum
Fortress
Ironmonger
Marauder
Procession
Rats
Scavenger
Sir Martin
Wandering Minstrel
Advisor
Herald
Plaza
Taxman
Duplicate
Magpie
Messenger
Miser
Port
Ranger
Transmogrify
Fugitive
Mission
Pilgrimage
Warrior
Envoy
Walled Village

Keeping in mind that at the very least, there need to be ONE $4 card at the bottom of the list.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 09:56:14 pm
I've tried it!  It just has never really seemed that amazing to me.
No, no. I'm not saying Scout is amazing, I'm not even saying it's good. I'm just saying it doesn't deserve it's reputation for being in the bottom 5 worst $4 cards, you can make Scout good.

But every card has times when it shines, and most of the situations you list in the OP aren't even valid.  Which $4 cards would you say are worse than Scout?
I can't find anything on this list that seems to be always worse than Scout. I can hardly find anything that is sometimes worse than Scout.

Code: [Select]
Bureaucrat
Feast
Gardens
Militia
Moneylender
Remodel
Smithy
Spy
Thief
Throne Room
Baron
Bridge
Conspirator
Coppersmith
Ironworks
Mining Village
Scout
Caravan
Cutpurse
Island
Navigator
Pirate Ship
Salvager
Sea Hag
Treasure Map
Potion
Bishop
Monument
Quarry
Talisman
Worker's Village
Farming Village
Horse Traders
Remake
Tournament
Young Witch
Jack of all Trades
Noble Brigand
Nomad Camp
Silk Road
Spice Merchant
Trader
Armory
Death Cart
Feodum
Fortress
Ironmonger
Marauder
Procession
Rats
Scavenger
Sir Martin
Wandering Minstrel
Advisor
Herald
Plaza
Taxman
Duplicate
Magpie
Messenger
Miser
Port
Ranger
Transmogrify
Fugitive
Mission
Pilgrimage
Warrior
Envoy
Walled Village

Keeping in mind that at the very least, there need to be ONE $4 card at the bottom of the list.
No, Thief is worse. Taxman and Coppersmith are pretty bad. Nomad Camp is iffy. Talisman? Come on! Scout keeps your engine running and enables a lot of cards on this list. Scout also helps all the ones that draw on this list by controlling what they draw.
Title: Re: Scout is bad, not horrible?
Post by: DStu on May 30, 2015, 10:28:51 pm
I've tried it!  It just has never really seemed that amazing to me.
No, no. I'm not saying Scout is amazing, I'm not even saying it's good. I'm just saying it doesn't deserve it's reputation for being in the bottom 5 worst $4 cards, you can make Scout good.

But every card has times when it shines, and most of the situations you list in the OP aren't even valid.  Which $4 cards would you say are worse than Scout?
I can't find anything on this list that seems to be always worse than Scout. I can hardly find anything that is sometimes worse than Scout.

Code: [Select]
Bureaucrat
Feast
Gardens
Militia
Moneylender
Remodel
Smithy
Spy
Thief
Throne Room
Baron
Bridge
Conspirator
Coppersmith
Ironworks
Mining Village
Scout
Caravan
Cutpurse
Island
Navigator
Pirate Ship
Salvager
Sea Hag
Treasure Map
Potion
Bishop
Monument
Quarry
Talisman
Worker's Village
Farming Village
Horse Traders
Remake
Tournament
Young Witch
Jack of all Trades
Noble Brigand
Nomad Camp
Silk Road
Spice Merchant
Trader
Armory
Death Cart
Feodum
Fortress
Ironmonger
Marauder
Procession
Rats
Scavenger
Sir Martin
Wandering Minstrel
Advisor
Herald
Plaza
Taxman
Duplicate
Magpie
Messenger
Miser
Port
Ranger
Transmogrify
Fugitive
Mission
Pilgrimage
Warrior
Envoy
Walled Village

Keeping in mind that at the very least, there need to be ONE $4 card at the bottom of the list.
No, Thief is worse. Taxman and Coppersmith are pretty bad. Nomad Camp is iffy. Talisman? Come on! Scout keeps your engine running and enables a lot of cards on this list. Scout also helps all the ones that draw on this list by controlling what they draw.

Most of the ones you mention, while weak, have relatively common cases (~10%), where they have a strong influence on the board, where ignoring their presence is a big mistake. Scout is maybe marginally usefull in about that range.
- Thief: Completely kills BigMoney vs. engine
- Coppersmith: Can be good money payload for an engine, easily terminal +$4++
- Nomad Camp: It's a +buy after all, often you just need one.  Yeah, you would take any, even a Ruined Market, but they are not on this board
- Talisman: Come on! Cheap components engines exists.  And cost reducers.

Most of these are that if they magically appear in a usual deck, you would prefer Scout over them. But that doesn't happen usually (without Swindlers). But you have to gain them on purpose usually, and as there is always an alternative on what to gain, only helping marginally often is usually worse than helping a lot seldomly.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 30, 2015, 10:36:22 pm
I've tried it!  It just has never really seemed that amazing to me.
No, no. I'm not saying Scout is amazing, I'm not even saying it's good. I'm just saying it doesn't deserve it's reputation for being in the bottom 5 worst $4 cards, you can make Scout good.

But every card has times when it shines, and most of the situations you list in the OP aren't even valid.  Which $4 cards would you say are worse than Scout?
I can't find anything on this list that seems to be always worse than Scout. I can hardly find anything that is sometimes worse than Scout.

Code: [Select]
Bureaucrat
Feast
Gardens
Militia
Moneylender
Remodel
Smithy
Spy
Thief
Throne Room
Baron
Bridge
Conspirator
Coppersmith
Ironworks
Mining Village
Scout
Caravan
Cutpurse
Island
Navigator
Pirate Ship
Salvager
Sea Hag
Treasure Map
Potion
Bishop
Monument
Quarry
Talisman
Worker's Village
Farming Village
Horse Traders
Remake
Tournament
Young Witch
Jack of all Trades
Noble Brigand
Nomad Camp
Silk Road
Spice Merchant
Trader
Armory
Death Cart
Feodum
Fortress
Ironmonger
Marauder
Procession
Rats
Scavenger
Sir Martin
Wandering Minstrel
Advisor
Herald
Plaza
Taxman
Duplicate
Magpie
Messenger
Miser
Port
Ranger
Transmogrify
Fugitive
Mission
Pilgrimage
Warrior
Envoy
Walled Village

Keeping in mind that at the very least, there need to be ONE $4 card at the bottom of the list.
No, Thief is worse. Taxman and Coppersmith are pretty bad. Nomad Camp is iffy. Talisman? Come on! Scout keeps your engine running and enables a lot of cards on this list. Scout also helps all the ones that draw on this list by controlling what they draw.

Most of the ones you mention, while weak, have relatively common cases (~10%), where they have a strong influence on the board, where ignoring their presence is a big mistake. Scout is maybe marginally usefull in about that range.
- Thief: Completely kills BigMoney vs. engine
- Coppersmith: Can be good money payload for an engine, easily terminal +$4++
- Nomad Camp: It's a +buy after all, often you just need one.  Yeah, you would take any, even a Ruined Market, but they are not on this board
- Talisman: Come on! Cheap components engines exists.  And cost reducers.

Most of these are that if they magically appear in a usual deck, you would prefer Scout over them. But that doesn't happen usually (without Swindlers). But you have to gain them on purpose usually, and as there is always an alternative on what to gain, only helping marginally often is usually worse than helping a lot seldomly.
You're just making this stuff up. Thief over Scout? You'd do that probably less than 20% of the time. Talisman? I doubt you want that. The main reason that you would take Silver over Scout is because Silver is a solid card and Scout is a mediocre one. Does that mean Scout is weak? Of course not! You'd get Silver over Chapel after the first 5 turns, but that doesn't mean Chapel is weak.
Title: Re: Scout is bad, not horrible?
Post by: DStu on May 30, 2015, 10:48:53 pm
You're just making this stuff up. Thief over Scout? You'd do that probably less than 20% of the time. Talisman? I doubt you want that. The main reason that you would take Silver over Scout is because Silver is a solid card and Scout is a mediocre one. Does that mean Scout is weak? Of course not! You'd get Silver over Chapel after the first 5 turns, but that doesn't mean Chapel is weak.

I don't think you understood what I wanted to say.

The frequency in which you buy cards is not important at all, and I wanted to stress the opposite.  The cards you mentioned have situations where they have a strong influence on how you play this board, and/or are a strong addition to you deck.  Even if it does not happen often, it does happen. Often enough to mattter.

With this likelyhood, Scout is maybe a net positive for your deck, but its influence is still marginal.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on May 31, 2015, 12:13:28 am
Talisman? I doubt you want that.

I'm pretty sure I buy Talisman more often than Scout. It's great if you need many copies of a couple of cheap cards or if there's some way to reduce costs.
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 31, 2015, 12:15:19 am
Mystic just likes non-terminal deck-inspection, period.  I would rather have a Spy than Scout in that instance.  I'd certainly rather have a Cartographer.  Scout is just hurt so much by not being a cantrip.
Title: Re: Scout is bad, not horrible?
Post by: enfynet on May 31, 2015, 12:16:03 am
Most cases I'd take Thief and Talisman over Scout. Unfortunately, most cases also mean I would get Silver over all 3.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on May 31, 2015, 12:20:59 am
Mystic just likes non-terminal deck-inspection, period.  I would rather have a Spy than Scout in that instance.  I'd certainly rather have a Cartographer.  Scout is just hurt so much by not being a cantrip.

Usually a Cartographer you gain could have been a Mystic; Scout is meaningfully cheaper.

One Scout can do the work of several Spies. I'm pretty sure if all three (Scout, Spy, Mystic) were on the board, I'd buy Scout over Spy every time.
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 31, 2015, 12:25:19 am
Now I just want to hand out Scouts with Messenger.
Title: Re: Scout is bad, not horrible?
Post by: Asper on May 31, 2015, 06:28:40 am
Thief: Gets pretty big in games with many players.
Coppersmith: Besides draw-your-deck strategies, this enables you to gamble for very early very expensive cards like Prince
Nomad Camp: A buy, and when you need it. Also interesting for openings (again, with a little gambling)
Talisman: Strategies that want a big deck or lots of Silvers. Strategies about cheap cards. Cost reduction.
Spy: Also very useless, but at least it's a cantrip. That and the card reveal make it better than Scout allready, attack is just a useless bonus.

Scout can't compete. I'm not sure it's the worst card in Dominion, because Adventurer is a terrible piece of junk too, but i find it very hard to make up any card as bad, especially a card that costs $4. And i'm out of this discussion now, because i don't think statements are given the proper thought here.
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 31, 2015, 08:48:42 am
Adventurer is probably nice in Masterpiece or maybe Soothsayer games.  It just needs to be able to draw something other than Coppers, and if you've gotten rid of your Coppers, you're usually drawing your entire deck anyway with other draw cards, so it's usually just redundant.  And expensive.  Adventurer has to be the only draw and you need a way to get rid of Coppers, or at least overwhelm them with other Treasures.  Maybe Bank likes Adventurer?
Title: Re: Scout is bad, not horrible?
Post by: DStu on May 31, 2015, 09:13:11 am
Adventurer is probably nice in Masterpiece or maybe Soothsayer games.  It just needs to be able to draw something other than Coppers, and if you've gotten rid of your Coppers, you're usually drawing your entire deck anyway with other draw cards, so it's usually just redundant.  And expensive.  Adventurer has to be the only draw and you need a way to get rid of Coppers, or at least overwhelm them with other Treasures.  Maybe Bank likes Adventurer?

And then, you are already in a position where you get to $8 quite reliably, esp. in the same hand replacing adventurers with gold. So to really profit from the high coin value it produces, you would need a buy, which in the situation you describe is usually difficult to get easily
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 31, 2015, 09:31:11 am
Adventurer is probably nice in Masterpiece or maybe Soothsayer games.  It just needs to be able to draw something other than Coppers, and if you've gotten rid of your Coppers, you're usually drawing your entire deck anyway with other draw cards, so it's usually just redundant.  And expensive.  Adventurer has to be the only draw and you need a way to get rid of Coppers, or at least overwhelm them with other Treasures.  Maybe Bank likes Adventurer?

And then, you are already in a position where you get to $8 quite reliably, esp. in the same hand replacing adventurers with gold. So to really profit from the high coin value it produces, you would need a buy, which in the situation you describe is usually difficult to get easily

Which I guess would be where Counterfeit comes in?  Man, Counterfeit just makes everything better.  Except Bank...
Title: Re: Scout is bad, not horrible?
Post by: Amac on May 31, 2015, 09:52:10 am
I can't hardly think of boards where Thief is dominant as a strategy in 2P (maybe some crazy TR/KC board), except for when your opponent plays in such a way that Thief will be a good card. But it at least has some impact on the board. (for example when someone has a Chapel strategy with treasures as main payload and such. Does Thief-BM beat BM Ultimate usually? (I'm inclined to say no, but I don't know for sure)

Coppersmith is no contest for Scout in being bad. It can be a terminal 7. Obviously there are situations where it is much worse than Scout and it has the problem that it is usually either a bad opening or there's no use for it past the opening (maybe the odd exception is some Hunting Grounds-board)

Nomad Camp is mainly used for it's on-buy ability or because it is the only +Buy in the kingdom. But, as we all know, even Woodcutter can be vital if it is the only card providing +Buy, and in almost every situation it's not (and no alt-VP is in the game) it's terrible. The on-buy ability is a little bit gimmicky though, I never really liked it for that card.

Talisman and Spy deserve some mention maybe, and Spy is really just worse than Scout when there's some Alt-VP in the kingdom, but yeah.. Talisman at least shines with cheap strong cantrips (Caravan) or with Vineyard and Spy is better for a deck without too much green.

The main problem with Scout is that there are many situations it's terrible, a lot of situations it's bad. And when it's somewhat decent many times over there are just many better cards at the price point. And it doesn't even change the card choices of players. And yeah, in a really bad kingdom with many green cards, maybe even Ghost Ship or Wishing Well or Mystic, it can be decent. At best.

I tried Scout/Wishing Well/Great Hall once. It was awful.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on May 31, 2015, 09:56:59 am
Adventurer has to be the only draw and you need a way to get rid of Coppers

and you need to be playing a strategy that wants its Moat to skip over Action cards and you need to be playing a strategy that wants to get rid of Coppers. That's pretty rare. And then, on top of everything, you need to be willing to pay $6 for said Moat. I don't think I've ever bought an Adventurer after the "buy every card in the kingdom" phase as a newbie.

I can't hardly think of boards where Thief is dominant as a strategy in 2P (maybe some crazy TR/KC board), except for when your opponent plays in such a way that Thief will be a good card. But it at least has some impact on the board. (for example when someone has a Chapel strategy with treasures as main payload and such. Does Thief-BM beat BM Ultimate usually? (I'm inclined to say no, but I don't know for sure)

Well, Thief alone isn't really a strategy. But you can definitely use it in an engine against big money, or maybe even in an engine mirror if there's no payload other than Treasures and the Thief. I don't think it's useful to discuss Thief/BM vs. BMU, it's not far from being 100% guaranteed that there's always something better than either strategy.
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on May 31, 2015, 10:01:04 am
Really, Adventurer should either find 3 Treasures, or only cost $5.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on May 31, 2015, 10:03:42 am
Really, Adventurer should either find 3 Treasures, or only cost $5.

Or both. Then it would compare pretty well with existing $5s such as Journeyman and Library. Better for big money, worse for engines.
Title: Re: Scout is bad, not horrible?
Post by: Amac on May 31, 2015, 10:22:47 am
I don't think it's useful to discuss Thief/BM vs. BMU, it's not far from being 100% guaranteed that there's always something better than either strategy.

Fair enough.
Title: Re: Scout is bad, not horrible?
Post by: rspeer on May 31, 2015, 10:45:36 am
Quote
You're just making this stuff up. Thief over Scout? You'd do that probably less than 20% of the time.

I'm not sure what you mean by that. 20% of what times? If Thief and Scout are on the board, usually I'll buy *neither* of them. But I buy Thief when the situation calls for it (when the opponent's deck relies on treasure cards and I have extra actions). There aren't situations that call for Scout.

Scout/Mystic is fun but I think that's still just making Scout about as good as an average card, for style points.

I don't think anyone here is buying Scout four times as often as Thief.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 31, 2015, 12:04:24 pm
Quote
You're just making this stuff up. Thief over Scout? You'd do that probably less than 20% of the time.

I'm not sure what you mean by that. 20% of what times? If Thief and Scout are on the board, usually I'll buy *neither* of them. But I buy Thief when the situation calls for it (when the opponent's deck relies on treasure cards and I have extra actions). There aren't situations that call for Scout.

Scout/Mystic is fun but I think that's still just making Scout about as good as an average card, for style points.

I don't think anyone here is buying Scout four times as often as Thief.

Scout as an average card is what I'm looking for! I'm not saying it's fantastic, I'm just saying it's not horrible.

And I think one person here is buying Scout four times as often as Thief.
Title: Re: Scout is bad, not horrible?
Post by: ehunt on May 31, 2015, 01:27:36 pm
It's true that if you had to give me a 4-cost card (e.g. because of Swindler), over 50% of the time, I'd prefer Scout to Thief (in the same way I'd prefer, say, Abandoned Mine to Ruined Village).

This does not mean Scout is a better card than Thief. Thief is a much better card, even in 2 player.

If you handicapped me to "you can never gain a Scout [except through attacks]," I doubt it would change my win percentage at all. Thief, on the other hand, matters in the 2-3% of games where it's good.

So it depends on your definition of good. I prefer definition (2) but it doesn't seem like a debate worth having.

For any other 4, I don't think there's any contest.
Title: Re: Scout is bad, not horrible?
Post by: eHalcyon on May 31, 2015, 02:44:03 pm
Quote
You're just making this stuff up. Thief over Scout? You'd do that probably less than 20% of the time.

I'm not sure what you mean by that. 20% of what times? If Thief and Scout are on the board, usually I'll buy *neither* of them. But I buy Thief when the situation calls for it (when the opponent's deck relies on treasure cards and I have extra actions). There aren't situations that call for Scout.

Scout/Mystic is fun but I think that's still just making Scout about as good as an average card, for style points.

I don't think anyone here is buying Scout four times as often as Thief.

Scout as an average card is what I'm looking for! I'm not saying it's fantastic, I'm just saying it's not horrible.

And I think one person here is buying Scout four times as often as Thief.

So Scout is average in its best case, which is a rate and exceptional circumstance.  But it's still horrible in general.  Thief is similar, except that it is actually good, even dominant in its best case scenarios.
Title: Re: Scout is bad, not horrible?
Post by: Kirian on May 31, 2015, 03:04:07 pm
Quote
You're just making this stuff up. Thief over Scout? You'd do that probably less than 20% of the time.

I'm not sure what you mean by that. 20% of what times? If Thief and Scout are on the board, usually I'll buy *neither* of them. But I buy Thief when the situation calls for it (when the opponent's deck relies on treasure cards and I have extra actions). There aren't situations that call for Scout.

Scout/Mystic is fun but I think that's still just making Scout about as good as an average card, for style points.

I don't think anyone here is buying Scout four times as often as Thief.

Scout as an average card is what I'm looking for! I'm not saying it's fantastic, I'm just saying it's not horrible.

And I think one person here is buying Scout four times as often as Thief.

So Scout is average in its best case, which is a rate and exceptional circumstance.  But it's still horrible in general.  Thief is similar, except that it is actually good, even dominant in its best case scenarios.

And yet Thief could still be called "horrible."  It's certainly in the bottom 10% of cards.
Title: Re: Scout is bad, not horrible?
Post by: LibraryAdventurer on May 31, 2015, 03:58:19 pm
Besides Mystic, my favorite cards for making Scout useful are Inheritance and my Illusionist card (http://forum.dominionstrategy.com/index.php?topic=12947.msg481157#msg481157). It's one of the reasons I love Inheritance.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on May 31, 2015, 07:43:24 pm
Besides Mystic, my favorite cards for making Scout useful are Inheritance and my Illusionist card (http://forum.dominionstrategy.com/index.php?topic=12947.msg481157#msg481157). It's one of the reasons I love Inheritance.
Inheritance is a great idea, you're right! Also, Illusonist could make Scout better than a Lab!
Title: Re: Scout is bad, not horrible?
Post by: Marcory on May 31, 2015, 11:23:24 pm
Scout is better when you're playing only with Intrigue cards. Six of the 24 other cards in Intrigue make Scout a potentially viable option: Wishing Well, Baron, the 3 hybrid VP cards, and Duke (because you green earlier and more often in Duke games). There are only two other cards in all of Dominion that potentially combo with Scout: Mystic and Crossroads. But if you're greening enough to make Crossroads' draw reliable, you're probably greening to early, and Cartographer and maybe even Navigator, Ironmonger, and Vagrant work just as well or better for Mystic than Scout does.

But when playing with all sets, the other Scout variants are usually more useful. Navigator and Duchess work with Treasure-less engines, Cartographer can discard, and the cantrip Scout-variants (Pearl Diver, Vagrant, Spy, and Ironmonger) are more spammable than Scout is, because they don't reduce your handsize when they don't hit VP.

Coppersmith at least fills a unique niche. Talisman and Nomad Camp are useful because sometimes you are willing to pay $4 for a Workshop or Woodcutter. Thief and its variants scale with multiplayer.

Perhaps the most damning argument against Scout, however, is that the only non-vanilla Ruin is a Scout variant. That gives you a good idea of what DXV thinks of Scout's "power".

Scout does have one good use--in slogs, late in the game when you don't have $5, it can be worth picking up a Scout to move through your deck faster. But in that respect, the oft-mocked Chancellor, with its coins, is probably more useful than Scout is.
Title: Re: Scout is bad, not horrible?
Post by: pacovf on June 01, 2015, 12:22:28 am
One Scout can do the work of several Spies. I'm pretty sure if all three (Scout, Spy, Mystic) were on the board, I'd buy Scout over Spy every time.

This got me thinking. Knowing the top card of your deck lets Mystic draw a card. If Mystic fails to draw a card, it still let's you know the top card of your deck. Thus, we can make the approximation that, with Mystic in hand, looking at the top card of your deck is worth half a card.

With this approximation, Scout draws 4*1/2 = 2 cards (assuming you get 4 Mystics in hand), while Spy draws 1+1/2 cards (assuming you get 1 Mystic in hand). In the first case, you might draw much less, but you might also draw more if you reveal Victory cards and get some lucky guesses, and you always get to reorder your next 4 cards. In the latter case, you get more consistent (but lower) draw, and you also get a mild attack.

Is Scout really that much better than Spy here? Especially considering that you need enough Scouts to draw them reliably, but that later Scouts in your turn still behave like "ordinary" Scouts...
Title: Re: Scout is bad, not horrible?
Post by: werothegreat on June 01, 2015, 12:29:05 am
4 Mystics alone = +2 Cards
4 Mystics + Scout = +4 Cards
4 Mystics + Spy = +4 Cards and a mild attack

If a Mystic whiffs, the next Mystic is assured a draw. 

Scout makes sure none of the Mystics whiff, but draws nothing itself.

Spy draws its own card, and makes sure one of the Mystics doesn't whiff.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on June 01, 2015, 01:57:53 am
4 Mystics alone = +2 Cards
4 Mystics + Scout = +4 Cards
4 Mystics + Spy = +4 Cards and a mild attack

If a Mystic whiffs, the next Mystic is assured a draw. 

Scout makes sure none of the Mystics whiff, but draws nothing itself.

Spy draws its own card, and makes sure one of the Mystics doesn't whiff.

You need to check your math there. 4 Mystics + Spy = +3.5 Cards and a mild attack. But of course you're also completely glossing over a bunch of other stuff. First, Scout may draw cards itself, so +4 Cards is only the minimum. "But Spy can do that too!" Yes, Spy can discard a Victory card on top of your deck, which is often as good as drawing it. But if Spy does this, it forfeits its ability to help Mystic. Whoops.

Second, much more likely than your example is the situation where you have some Mystics in hand and some near the top of your deck. Scout lets you use your Mystics to draw further Mystics. Because of the depth of Scout's reordering, you still know what the top card of your deck is, so it enables that Mystic as well, and so on. Spy doesn't do this.

Third, assuming you're in a situation where you have fewer than 4 Mystics in hand with Scout (a.k.a. the vast majority of the time), Scout gives you control over which card you're drawing with your Mystic, which Spy doesn't.

tl;dr: Scout is weak. Spy is weak. Scout combos way better with Mystic than Spy does.
Title: Re: Scout is bad, not horrible?
Post by: Dingan on June 01, 2015, 01:30:27 pm
Thief: Gets pretty big in games with many players.
Coppersmith: Besides draw-your-deck strategies, this enables you to gamble for very early very expensive cards like Prince
Nomad Camp: A buy, and when you need it. Also interesting for openings (again, with a little gambling)
Talisman: Strategies that want a big deck or lots of Silvers. Strategies about cheap cards. Cost reduction.
Spy: Also very useless, but at least it's a cantrip. That and the card reveal make it better than Scout allready, attack is just a useless bonus.

Scout can't compete. I'm not sure it's the worst card in Dominion, because Adventurer is a terrible piece of junk too, but i find it very hard to make up any card as bad, especially a card that costs $4. And i'm out of this discussion now, because i don't think statements are given the proper thought here.

(Is this still on topic?)

Game in which Spy+Thief were paramount:

(http://wiki.dominionstrategy.com/images/9/93/Ironmonger.jpg) (http://wiki.dominionstrategy.com/index.php/Ironmonger) (http://wiki.dominionstrategy.com/images/c/cb/Spy.jpg) (http://wiki.dominionstrategy.com/index.php/Spy) (http://wiki.dominionstrategy.com/images/f/f5/Thief.jpg) (http://wiki.dominionstrategy.com/index.php/Thief) (http://wiki.dominionstrategy.com/images/d/dd/Border_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Border Village) (http://wiki.dominionstrategy.com/images/e/ea/Prince.jpg) (http://wiki.dominionstrategy.com/index.php/Prince)
(http://wiki.dominionstrategy.com/images/6/67/Native_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Native Village) (http://wiki.dominionstrategy.com/images/b/b2/Doctor.jpg) (http://wiki.dominionstrategy.com/index.php/Doctor) (http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/6/6d/Warehouse.jpg) (http://wiki.dominionstrategy.com/index.php/Warehouse)
Code: [Select]
Native Village, Doctor, Forager, Masquerade, Warehouse, Ironmonger, Spy, Thief, Border Village, Prince
http://www.gokosalvager.com/static/logprettifier.html?20150530/log.516d4577e4b082c74d7b716e.1432990015835.txt

My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.
Title: Re: Scout is bad, not horrible?
Post by: swedenman on June 01, 2015, 05:32:15 pm
Thief: Gets pretty big in games with many players.
Coppersmith: Besides draw-your-deck strategies, this enables you to gamble for very early very expensive cards like Prince
Nomad Camp: A buy, and when you need it. Also interesting for openings (again, with a little gambling)
Talisman: Strategies that want a big deck or lots of Silvers. Strategies about cheap cards. Cost reduction.
Spy: Also very useless, but at least it's a cantrip. That and the card reveal make it better than Scout allready, attack is just a useless bonus.

Scout can't compete. I'm not sure it's the worst card in Dominion, because Adventurer is a terrible piece of junk too, but i find it very hard to make up any card as bad, especially a card that costs $4. And i'm out of this discussion now, because i don't think statements are given the proper thought here.

(Is this still on topic?)

Game in which Spy+Thief were paramount:

(http://wiki.dominionstrategy.com/images/9/93/Ironmonger.jpg) (http://wiki.dominionstrategy.com/index.php/Ironmonger) (http://wiki.dominionstrategy.com/images/c/cb/Spy.jpg) (http://wiki.dominionstrategy.com/index.php/Spy) (http://wiki.dominionstrategy.com/images/f/f5/Thief.jpg) (http://wiki.dominionstrategy.com/index.php/Thief) (http://wiki.dominionstrategy.com/images/d/dd/Border_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Border Village) (http://wiki.dominionstrategy.com/images/e/ea/Prince.jpg) (http://wiki.dominionstrategy.com/index.php/Prince)
(http://wiki.dominionstrategy.com/images/6/67/Native_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Native Village) (http://wiki.dominionstrategy.com/images/b/b2/Doctor.jpg) (http://wiki.dominionstrategy.com/index.php/Doctor) (http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/6/6d/Warehouse.jpg) (http://wiki.dominionstrategy.com/index.php/Warehouse)
Code: [Select]
Native Village, Doctor, Forager, Masquerade, Warehouse, Ironmonger, Spy, Thief, Border Village, Prince
http://www.gokosalvager.com/static/logprettifier.html?20150530/log.516d4577e4b082c74d7b716e.1432990015835.txt

My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.

I see how Thief is good, but why is Spy so essential? I suppose it helps with NVs, but no more so than Ironmongers. I'm pretty confident you could win on this board without a single Spy. Am I missing something?
Title: Re: Scout is bad, not horrible?
Post by: Dingan on June 01, 2015, 05:38:53 pm
Thief: Gets pretty big in games with many players.
Coppersmith: Besides draw-your-deck strategies, this enables you to gamble for very early very expensive cards like Prince
Nomad Camp: A buy, and when you need it. Also interesting for openings (again, with a little gambling)
Talisman: Strategies that want a big deck or lots of Silvers. Strategies about cheap cards. Cost reduction.
Spy: Also very useless, but at least it's a cantrip. That and the card reveal make it better than Scout allready, attack is just a useless bonus.

Scout can't compete. I'm not sure it's the worst card in Dominion, because Adventurer is a terrible piece of junk too, but i find it very hard to make up any card as bad, especially a card that costs $4. And i'm out of this discussion now, because i don't think statements are given the proper thought here.

(Is this still on topic?)

Game in which Spy+Thief were paramount:

(http://wiki.dominionstrategy.com/images/9/93/Ironmonger.jpg) (http://wiki.dominionstrategy.com/index.php/Ironmonger) (http://wiki.dominionstrategy.com/images/c/cb/Spy.jpg) (http://wiki.dominionstrategy.com/index.php/Spy) (http://wiki.dominionstrategy.com/images/f/f5/Thief.jpg) (http://wiki.dominionstrategy.com/index.php/Thief) (http://wiki.dominionstrategy.com/images/d/dd/Border_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Border Village) (http://wiki.dominionstrategy.com/images/e/ea/Prince.jpg) (http://wiki.dominionstrategy.com/index.php/Prince)
(http://wiki.dominionstrategy.com/images/6/67/Native_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Native Village) (http://wiki.dominionstrategy.com/images/b/b2/Doctor.jpg) (http://wiki.dominionstrategy.com/index.php/Doctor) (http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/6/6d/Warehouse.jpg) (http://wiki.dominionstrategy.com/index.php/Warehouse)
Code: [Select]
Native Village, Doctor, Forager, Masquerade, Warehouse, Ironmonger, Spy, Thief, Border Village, Prince
http://www.gokosalvager.com/static/logprettifier.html?20150530/log.516d4577e4b082c74d7b716e.1432990015835.txt

My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.

I see how Thief is good, but why is Spy so essential? I suppose it helps with NVs, but I'm pretty confident you could win on this board without a single Spy. Am I missing something?

My opponent had bought 2 Golds throughout the course of the game.  I didn't buy any.  We each bought a Silver or 2 at some point.  Those were basically the only economy once the game matured because everything else was thinned out with either Forager, Doctor, or Mask.  We each had 2 Thieves.  Eventually, we each had Princed a Thief (we had a total of 5 Princes in play, wow!).  I had Spies; he did not (I eventually had 2 Spies Princed in addition to 1 Thief).  Basically, my Spies enabled me to hit the Golds and Silvers that were in our decks more often than he could the other way around (he was relying on luck to hit treasures in my deck).

Long story short, the Spies helped me put the only treasures on top of my opponent's deck so I could Thief them, and they were pretty much the only economy in either of our decks.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on June 01, 2015, 05:40:56 pm
Eventually, we each had Princed a Thief

Good ol' Prince of Thieves.
Title: Re: Scout is bad, not horrible?
Post by: Eevee on June 01, 2015, 05:49:57 pm
Scout is bad, and should feel bad.
Title: Re: Scout is bad, not horrible?
Post by: swedenman on June 01, 2015, 07:05:37 pm
Thief: Gets pretty big in games with many players.
Coppersmith: Besides draw-your-deck strategies, this enables you to gamble for very early very expensive cards like Prince
Nomad Camp: A buy, and when you need it. Also interesting for openings (again, with a little gambling)
Talisman: Strategies that want a big deck or lots of Silvers. Strategies about cheap cards. Cost reduction.
Spy: Also very useless, but at least it's a cantrip. That and the card reveal make it better than Scout allready, attack is just a useless bonus.

Scout can't compete. I'm not sure it's the worst card in Dominion, because Adventurer is a terrible piece of junk too, but i find it very hard to make up any card as bad, especially a card that costs $4. And i'm out of this discussion now, because i don't think statements are given the proper thought here.

(Is this still on topic?)

Game in which Spy+Thief were paramount:

(http://wiki.dominionstrategy.com/images/9/93/Ironmonger.jpg) (http://wiki.dominionstrategy.com/index.php/Ironmonger) (http://wiki.dominionstrategy.com/images/c/cb/Spy.jpg) (http://wiki.dominionstrategy.com/index.php/Spy) (http://wiki.dominionstrategy.com/images/f/f5/Thief.jpg) (http://wiki.dominionstrategy.com/index.php/Thief) (http://wiki.dominionstrategy.com/images/d/dd/Border_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Border Village) (http://wiki.dominionstrategy.com/images/e/ea/Prince.jpg) (http://wiki.dominionstrategy.com/index.php/Prince)
(http://wiki.dominionstrategy.com/images/6/67/Native_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Native Village) (http://wiki.dominionstrategy.com/images/b/b2/Doctor.jpg) (http://wiki.dominionstrategy.com/index.php/Doctor) (http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/6/6d/Warehouse.jpg) (http://wiki.dominionstrategy.com/index.php/Warehouse)
Code: [Select]
Native Village, Doctor, Forager, Masquerade, Warehouse, Ironmonger, Spy, Thief, Border Village, Prince
http://www.gokosalvager.com/static/logprettifier.html?20150530/log.516d4577e4b082c74d7b716e.1432990015835.txt

My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.

I see how Thief is good, but why is Spy so essential? I suppose it helps with NVs, but I'm pretty confident you could win on this board without a single Spy. Am I missing something?

My opponent had bought 2 Golds throughout the course of the game.  I didn't buy any.  We each bought a Silver or 2 at some point.  Those were basically the only economy once the game matured because everything else was thinned out with either Forager, Doctor, or Mask.  We each had 2 Thieves.  Eventually, we each had Princed a Thief (we had a total of 5 Princes in play, wow!).  I had Spies; he did not (I eventually had 2 Spies Princed in addition to 1 Thief).  Basically, my Spies enabled me to hit the Golds and Silvers that were in our decks more often than he could the other way around (he was relying on luck to hit treasures in my deck).

Long story short, the Spies helped me put the only treasures on top of my opponent's deck so I could Thief them, and they were pretty much the only economy in either of our decks.

Oh duh. I forgot about the synergy with Thief.
Title: Re: Scout is bad, not horrible?
Post by: Just a Rube on June 01, 2015, 07:45:58 pm
My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.
And the counter is that while Spy, Thief sometimes win you games, Scout never has that shining case. The best we've been able to determine is Scout/Mystic, in which it becomes, at best a lab. Now that's good ($5 value for a $4 card), but even there it's only that way if you have a high enough mystic density to draw 4 mystics in the same hand (plus 4 cards) as Scout. That's not winning the game.

But the biggest problem with scout is always the opportunity cost. Yes, you can imagine decks where having a Scout will help somewhat. But the thing is, you never just have a Scout magically appear in your deck (barring things like Swindler). You have to actively choose to gain Scout instead of some other card that you could be buying/workshopping/etc. at the same time. And that card will almost always help you more than Scout will. Dominion is not a long game; why are you wasting time getting a less useful card when you could be getting one that will help you more? And that's not even getting into the issue of having a Scout in your hand instead of some other card.
Title: Re: Scout is bad, not horrible?
Post by: Jimmmmm on June 01, 2015, 07:49:50 pm
My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.
And the counter is that while Spy, Thief sometimes win you games, Scout never has that shining case. The best we've been able to determine is Scout/Mystic, in which it becomes, at best a lab. Now that's good ($5 value for a $4 card), but even there it's only that way if you have a high enough mystic density to draw 4 mystics in the same hand (plus 4 cards) as Scout. That's not winning the game.

Scout activating Herald makes it essentially a Lost City.
Title: Re: Scout is bad, not horrible?
Post by: AJD on June 01, 2015, 07:56:16 pm
Say, no one in this thread has mentioned Scrying Pool—am I mistaken that Scout makes decent support for that?
Title: Re: Scout is bad, not horrible?
Post by: sudgy on June 01, 2015, 08:07:03 pm
Say, no one in this thread has mentioned Scrying Pool—am I mistaken that Scout makes decent support for that?

I don't think it needs the help.  Although I did once accidentally make a somewhat-working SP engine with Cartographer...
Title: Re: Scout is bad, not horrible?
Post by: Titandrake on June 01, 2015, 11:18:58 pm
WW has stated that Scout/Scrying Pool is alright. You only need to pick it up near the end of the game though, before then I'd suspect the other <= $4 costs are better.
Title: Re: Scout is bad, not horrible?
Post by: faust on June 02, 2015, 05:06:47 am
My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.
And the counter is that while Spy, Thief sometimes win you games, Scout never has that shining case. The best we've been able to determine is Scout/Mystic, in which it becomes, at best a lab. Now that's good ($5 value for a $4 card), but even there it's only that way if you have a high enough mystic density to draw 4 mystics in the same hand (plus 4 cards) as Scout. That's not winning the game.

Scout activating Herald makes it essentially a Lost City.

Scout activating Herald is -2 cards in hand, +1 action, +1 card, play an action you draw. That's not a Lost City, it's a Village.

If it's a Herald deck, Herald will work fine without Scout. If it's not, I highly doubt Scout will turn it into one.
Title: Re: Scout is bad, not horrible?
Post by: terminalCopper on June 02, 2015, 05:49:42 am
My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.
And the counter is that while Spy, Thief sometimes win you games, Scout never has that shining case. [...]

Well put.

Thief is a bad boy, most people avoid him, but sometimes his badness attracts a woman.

Scout is the grey, friendly guy who might know a couple of girls that like him as a friend in few occasions, but he is never brilliant, and so, none falls in love with him.

Sounds rather horrible to me.
Title: Re: Scout is bad, not horrible?
Post by: jomini on June 02, 2015, 11:31:48 am
The major problem with Scout is its opportunity cost.

I will routinely grab Scouts off of otherwise dead Iw gains in the mid-late game. Late game Scout is pretty good at increasing reliability - have a drawing village + Scout? Then your search space for your draw from 4 to 7 to line up the draw, deck ordering is pretty useful for those turns when you engine is starting to falter. Reordering the deck top is not a trivial ability - Golem (both so you can ensure that you draw Golems into hand and not skip them and to order actions so you hit the non-terminals first), Lookout (so you can efficiently trash & discard), Nv (use the mat as pseudo-trashing), and some other cards all care a good bit about what is on deck top.


Why is this rarely worth buying then? Because virtually always there is something else that gives you more reliability that is better up until that something runs out - e.g. more draw, or more villages. However if you've been using Iw to grab villages and silvers with Hunting Grounds for draw, once the villages are gone (and maybe slightly before) Scout is decent freebie. Sure you might have a spare +buy and $4 coin late game without components/silver you need to buy ... but when Scout starts to be useful you also need to consider Estate. Cards that can gain actions only (like Uni or Iw) may well say Scout is worth gaining just because Scout is marginally useful and it doesn't compete with estate.



Certainly I cannot fathom an equal opportunity cost Scout (e.g. from a Uni) being worse that a Pearl diver > 99% of the time. Do I win games off Scout? Ehh hard to tell. Certainly I think I have an edge when I mix a Scout into an Apothecary stack (very often making Scout a Lab or better, often letting me chain an additional Apoth that was buried 2-4 cards down on the deck) or when I add Scouts to a Pool deck (particularly if there is nothing cantrip at the opportunity cost). The marginal gain there is, at best, something like I might win 15% more of those games than I otherwise would (and this number will get smaller the better I become as a player), so most of the improved performance hard to pick out of the noise.

Scout does something useful that is often worth -1 card ... just not often worth it when you could buy a tiebreaker estate, silver, or an engine component instead.
Title: Re: Scout is bad, not horrible?
Post by: gamesou on June 02, 2015, 11:55:28 am
Although I agree that Scout is terrible, I remember long ago playing a game where I believed I was right to open Scout. Do you agree?

Kingdom: Develop, Great Hall, Harem, Highway, Masquerade, Nomad Camp, Peddler, Scout, Silk Road, and Village

http://councilroom.com/game?game_id=game-20120313-074928-6f49bdd8.html
Title: Re: Scout is bad, not horrible?
Post by: Mic Qsenoch on June 02, 2015, 12:50:24 pm
Although I agree that Scout is terrible, I remember long ago playing a game where I believed I was right to open Scout. Do you agree?

Kingdom: Develop, Great Hall, Harem, Highway, Masquerade, Nomad Camp, Peddler, Scout, Silk Road, and Village

http://councilroom.com/game?game_id=game-20120313-074928-6f49bdd8.html

No way. All that Scout nonsense was worse than just trashing with Masquerade, getting a stack of Highways, a few Nomad Camps and emptying Provinces.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on June 02, 2015, 12:53:41 pm
For what it's worth, I have replaced the Scouts in my physical set with a version that gives +$1 and is otherwise identical. So far it's been seeming very reasonable.
Title: Re: Scout is bad, not horrible?
Post by: enfynet on June 02, 2015, 01:08:55 pm
For what it's worth, I have replaced the Scouts in my physical set with a version that gives +$1 and is otherwise identical. So far it's been seeming very reasonable.
I was considering adding +1 Card to the bottom of Scout. That may actually make it as strong as Cartographer though.
Title: Re: Scout is bad, not horrible?
Post by: LastFootnote on June 02, 2015, 01:35:18 pm
For what it's worth, I have replaced the Scouts in my physical set with a version that gives +$1 and is otherwise identical. So far it's been seeming very reasonable.
I was considering adding +1 Card to the bottom of Scout. That may actually make it as strong as Cartographer though.

Yes, that card would easily be in $5 territory.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on June 02, 2015, 04:52:17 pm
My point: Scout, Spy, Thief, etc. almost always suck.  They sometimes win you the game.
And the counter is that while Spy, Thief sometimes win you games, Scout never has that shining case. The best we've been able to determine is Scout/Mystic, in which it becomes, at best a lab. Now that's good ($5 value for a $4 card), but even there it's only that way if you have a high enough mystic density to draw 4 mystics in the same hand (plus 4 cards) as Scout. That's not winning the game.

But the biggest problem with scout is always the opportunity cost. Yes, you can imagine decks where having a Scout will help somewhat. But the thing is, you never just have a Scout magically appear in your deck (barring things like Swindler). You have to actively choose to gain Scout instead of some other card that you could be buying/workshopping/etc. at the same time. And that card will almost always help you more than Scout will. Dominion is not a long game; why are you wasting time getting a less useful card when you could be getting one that will help you more? And that's not even getting into the issue of having a Scout in your hand instead of some other card.
Actually, you only need one Mystic in your hand and at least one in the top 4 cards of your deck. Play Scout, put Mystic on top, play Mystic, draw Mystic, play Mystic, draw other card.
Title: Re: Scout is bad, not horrible?
Post by: Seprix on June 04, 2015, 12:10:11 am
Scout is weak because it does not replace itself. If it had a +1 card on it alone, it would be very strong, too strong for (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png). It could very well be a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/14px-Coin5.png) cost instead. What you might want on Scout is a +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/14px-Coin1.png) or make it a village.
Title: Re: Scout is bad, not horrible?
Post by: Seprix on June 04, 2015, 12:12:15 am
Scout does something useful that is often worth -1 card ... just not often worth it when you could buy a tiebreaker estate, silver, or an engine component instead.

So you're saying Scout is really bad, and you shouldn't get it?

Princed Scout isn't terrible, if you really want to do that.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on June 04, 2015, 06:00:45 am
Princed Scout isn't terrible, if you really want to do that.

Well, it isn't terrible if you really want to do that. You probably don't, because it's usually terrible.
Title: Re: Scout is bad, not horrible?
Post by: Asper on June 04, 2015, 06:14:08 am
Princed Scout isn't terrible, if you really want to do that.

Well, it isn't terrible if you really want to do that. You probably don't, because it's usually terrible.

Depending on the game state, Prince of Scout is better than Prince of nothing. Obviously if you get a Scout just to prince it, you are skipping the chance to get Prince of something-better-than-Scout.
Title: Re: Scout is bad, not horrible?
Post by: Accatitippi on June 04, 2015, 06:17:37 am
For what it's worth, I have replaced the Scouts in my physical set with a version that gives +$1 and is otherwise identical. So far it's been seeming very reasonable.

We let it see 5 cards and also grab Curses - it gets from horribleland to prettybadland.
Title: Re: Scout is bad, not horrible?
Post by: Seprix on June 04, 2015, 09:51:51 am
Princed Scout isn't terrible, if you really want to do that.

Well, it isn't terrible if you really want to do that. You probably don't, because it's usually terrible.

Depending on the game state, Prince of Scout is better than Prince of nothing. Obviously if you get a Scout just to prince it, you are skipping the chance to get Prince of something-better-than-Scout.


I don't know, making the top of your deck more reliable while giving an extra action is kind of strong.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on June 04, 2015, 10:00:45 am
Depending on the game state, Prince of Scout is better than Prince of nothing. Obviously if you get a Scout just to prince it, you are skipping the chance to get Prince of something-better-than-Scout.

Prince of nothing is an $8 one-shot Confusion. It's not very difficult to be better than that.
Title: Re: Scout is bad, not horrible?
Post by: Seprix on June 04, 2015, 11:07:15 am
Depending on the game state, Prince of Scout is better than Prince of nothing. Obviously if you get a Scout just to prince it, you are skipping the chance to get Prince of something-better-than-Scout.

Prince of nothing is an $8 one-shot Confusion. It's not very difficult to be better than that.

lol'd at 1-shot Confusion
Title: Re: Scout is bad, not horrible?
Post by: Asper on June 04, 2015, 11:29:03 am
Depending on the game state, Prince of Scout is better than Prince of nothing. Obviously if you get a Scout just to prince it, you are skipping the chance to get Prince of something-better-than-Scout.

Prince of nothing is an $8 one-shot Confusion. It's not very difficult to be better than that.

Um, yeah, sorry. What i meant was "not Princing anything", but of course that's not what i actually said. I think having Prince missing a better card and waiting for another shuffle is a real problem, though. Again, not that you'd want a Scout just so you have one more card you could possibly Prince, there's practically always a better option.
Title: Re: Scout is bad, not horrible?
Post by: Awaclus on June 04, 2015, 11:38:04 am
Depending on the game state, Prince of Scout is better than Prince of nothing. Obviously if you get a Scout just to prince it, you are skipping the chance to get Prince of something-better-than-Scout.

Prince of nothing is an $8 one-shot Confusion. It's not very difficult to be better than that.

Um, yeah, sorry. What i meant was "not Princing anything", but of course that's not what i actually said. I think having Prince missing a better card and waiting for another shuffle is a real problem, though. Again, not that you'd want a Scout just so you have one more card you could possibly Prince, there's practically always a better option.

Yeah, and this is assuming you even want Prince, which itself is a weak card with a high opportunity cost. I don't think Prince makes you more likely to want Scout, and I don't think Scout makes you more likely to want Prince.
Title: Re: Scout is bad, not horrible?
Post by: Deadlock39 on June 04, 2015, 11:53:53 am
The best plausible reason I can think of for using Prince of Scouts is a solid Goons engine where it is the only Village.  Even that might not be good enough if there is anything else decent going on.  Outside of that I have to believe that getting a Prince at all would be a horrible mistake if Scout is its best target.
Title: Re: Scout is bad, not horrible?
Post by: Dingan on June 04, 2015, 03:24:04 pm
The best plausible reason I can think of for using Prince of Scouts is a solid Goons engine where it is the only Village.  Even that might not be good enough if there is anything else decent going on.  Outside of that I have to believe that getting a Prince at all would be a horrible mistake if Scout is its best target.

To play devil's advocate, I've Princed many a Vagrant, Candlestick Maker, Pearl Diver, etc. in my day solely for the villageness.  It is rare but, like anything in Dominion, has its place.  I would actually think that in the situation you described -- a Goons game -- Provinces are generally worse than they normally are because of the alt VP that Goons can get you, and so Princes are a bit more tempting to buy over a Province.  Especially if there are no villages.

But now we're getting into the realm of 3-card-synergies (Prince+Cantrip+Goons), with the additional constraint that there be no other villages.  So you're gonna see this in like 1 out of a thousand games.  I wouldn't count on it.

Scout sucks.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on June 04, 2015, 03:26:11 pm
The best plausible reason I can think of for using Prince of Scouts is a solid Goons engine where it is the only Village.  Even that might not be good enough if there is anything else decent going on.  Outside of that I have to believe that getting a Prince at all would be a horrible mistake if Scout is its best target.

To play devil's advocate, I've Princed many a Vagrant, Candlestick Maker, Pearl Diver, etc. in my day solely for the villageness.  It is rare but, like anything in Dominion, has its place.  I would actually think that in the situation you described -- a Goons game -- Provinces are generally worse than they normally are because of the alt VP that Goons can get you, and so Princes are a bit more tempting to buy over a Province.  Especially if there are no villages.

But now we're getting into the realm of 3-card-synergies (Prince+Cantrip+Goons), with the additional constraint that there be no other villages.  So you're gonna see this in like 1 out of a thousand games.  I wouldn't count on it.

Scout sucks.
You don't have to count on it, but this is just another case where Scout is good.
Title: Re: Scout is bad, not horrible?
Post by: DStu on June 05, 2015, 12:12:40 am
I'm quit curious how this board looks like, where you want to go goons engine via princes scouts without villages, cantrips (you want to Prince them over scout) and kc/tr (don't need no villages)
Title: Re: Scout is bad, not horrible?
Post by: RTT on June 05, 2015, 04:13:58 am
Prince of scout is awesome. your get a little bonus every turn and you get that scout out of your deck that you accidently bought because of a missclick or that was swindled in your deck. I think getting the scout out of the deck is the better part here even.
Title: Re: Scout is bad, not horrible?
Post by: Deadlock39 on June 05, 2015, 09:06:09 am
I'm quit curious how this board looks like, where you want to go goons engine via princes scouts without villages, cantrips (you want to Prince them over scout) and kc/tr (don't need no villages)

I'm curious what it looks like as well.  I feel like it probably exists, but am not certain.  I suspect it would look something like this:
Scout, Prince, Goons, Chapel, Watchtower

Fill out with worthless cards, or possibly add in some of:
$5 Smithy variant: This may help a non-engine too much and the engine not enough
Outpost: Seems like it would help here (Princed Watchtower!)
Cursing Attack: To slow non-engine strategies further
Title: Re: Scout is bad, not horrible?
Post by: couch on June 06, 2015, 03:37:07 pm
Frankly, since the onset of Events with which we have the possibility of having Scouting Party on the board, we have removed Scout from rotation.  The situation where anyone will buy it over other actions or silver is just too rare.
Title: Re: Scout is bad, not horrible?
Post by: GendoIkari on June 06, 2015, 07:15:03 pm
Princing your Scout is a great move. It's gets the Scout out of your deck.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on June 06, 2015, 07:17:07 pm
Princing your Scout is a great move. It's gets the Scout out of your deck.
No, I think it's slightly better than that. It's as if you play a Village every turn, and the deck inspection/green clearing is a good benefit.
Title: Re: Scout is bad, not horrible?
Post by: Jack Rudd on June 06, 2015, 07:26:37 pm
Princing your Scout is a great move. It's gets the Scout out of your deck.
No, I think it's slightly better than that. It's as if you play a Village every turn, and the deck inspection/green clearing is a good benefit.
Prince of Scouts is a decent effect. It's just an effect that pales by comparison with Prince of Smithies, or Prince of Monuments, or Prince of Militias, or Prince of Worker's Villages, or... (you get the idea).
Title: Re: Scout is bad, not horrible?
Post by: Kirian on June 06, 2015, 08:05:52 pm
Princing your Scout is a great move. It's gets the Scout out of your deck.
No, I think it's slightly better than that. It's as if you play a Village every turn, and the deck inspection/green clearing is a good benefit.
Prince of Scouts is a decent effect. It's just an effect that pales by comparison with Prince of Smithies, or Prince of Monuments, or Prince of Militias, or Prince of Worker's Villages, or... (you get the idea).

Or even Prince of Pearl Divers.  Or Prince of Moats even, that's a permanent Wharf.

Prince of Scouts is much better than Prince of Secret Chambers though.
Title: Re: Scout is bad, not horrible?
Post by: microman on June 06, 2015, 08:18:10 pm
No matter how many times we might want to justify buying scout it never shines,  even when it can be used to draw duel type victory cards.  (Which in my opinion  is when it's at its best and what I think it was originally designed for.)  this still doesn't make it a good card.  And when a card can't even shine once, that's when you know it's awful.
Title: Re: Scout is bad, not horrible?
Post by: Throwaway_bicycling on June 06, 2015, 09:50:43 pm
Mystic just likes non-terminal deck-inspection, period.  I would rather have a Spy than Scout in that instance.  I'd certainly rather have a Cartographer.  Scout is just hurt so much by not being a cantrip.

Usually a Cartographer you gain could have been a Mystic; Scout is meaningfully cheaper.

One Scout can do the work of several Spies. I'm pretty sure if all three (Scout, Spy, Mystic) were on the board, I'd buy Scout over Spy every time.

Okay; so this is the apparently the perfect time to reveal The Worst Game of Dominion EvAR!!

Honestly, I am sure I must have been drunk, or maybe my cat played this game for me. That said, it is the amazing Scout/Spy/Mystic board that is being discussed, and so I can at least share that:

(http://wiki.dominionstrategy.com/images/3/37/Mystic.jpg) (http://wiki.dominionstrategy.com/index.php/Mystic) (http://wiki.dominionstrategy.com/images/6/60/Saboteur.jpg) (http://wiki.dominionstrategy.com/index.php/Saboteur) (http://wiki.dominionstrategy.com/images/7/7e/Fairgrounds.jpg) (http://wiki.dominionstrategy.com/index.php/Fairgrounds) (http://wiki.dominionstrategy.com/images/8/81/Grand_Market.jpg) (http://wiki.dominionstrategy.com/index.php/Grand Market) (http://wiki.dominionstrategy.com/images/6/6a/Hunting_Grounds.jpg) (http://wiki.dominionstrategy.com/index.php/Hunting Grounds)
(http://wiki.dominionstrategy.com/images/9/9b/University.jpg) (http://wiki.dominionstrategy.com/index.php/University) (http://wiki.dominionstrategy.com/images/2/2b/Remake.jpg) (http://wiki.dominionstrategy.com/index.php/Remake) (http://wiki.dominionstrategy.com/images/4/46/Scout.jpg) (http://wiki.dominionstrategy.com/index.php/Scout) (http://wiki.dominionstrategy.com/images/c/cb/Spy.jpg) (http://wiki.dominionstrategy.com/index.php/Spy) (http://wiki.dominionstrategy.com/images/8/82/Journeyman.jpg) (http://wiki.dominionstrategy.com/index.php/Journeyman)
Code: [Select]
University, Remake, Scout, Spy, Journeyman, Mystic, Saboteur, Fairgrounds, Grand Market, Hunting Grounds
Okay, so that's a kind of funky board. But I don't feel it really explains this monstrosity:

http://www.gokosalvager.com/static/logprettifier.html?20141104/log.516df219e4b082c74d7ce4ed.1415139377507.txt
 (http://www.gokosalvager.com/static/logprettifier.html?20141104/log.516df219e4b082c74d7ce4ed.1415139377507.txt)
All that said...my opponent does demonstrate that sweet Scout/Mystic move. Hell, he or she even gained Scout with University.

And now I retreat again in shame.
Title: Re: Scout is bad, not horrible?
Post by: Seprix on June 06, 2015, 11:45:49 pm
Mystic just likes non-terminal deck-inspection, period.  I would rather have a Spy than Scout in that instance.  I'd certainly rather have a Cartographer.  Scout is just hurt so much by not being a cantrip.

Usually a Cartographer you gain could have been a Mystic; Scout is meaningfully cheaper.

One Scout can do the work of several Spies. I'm pretty sure if all three (Scout, Spy, Mystic) were on the board, I'd buy Scout over Spy every time.

Okay; so this is the apparently the perfect time to reveal The Worst Game of Dominion EvAR!!

Honestly, I am sure I must have been drunk, or maybe my cat played this game for me. That said, it is the amazing Scout/Spy/Mystic board that is being discussed, and so I can at least share that:

(http://wiki.dominionstrategy.com/images/3/37/Mystic.jpg) (http://wiki.dominionstrategy.com/index.php/Mystic) (http://wiki.dominionstrategy.com/images/6/60/Saboteur.jpg) (http://wiki.dominionstrategy.com/index.php/Saboteur) (http://wiki.dominionstrategy.com/images/7/7e/Fairgrounds.jpg) (http://wiki.dominionstrategy.com/index.php/Fairgrounds) (http://wiki.dominionstrategy.com/images/8/81/Grand_Market.jpg) (http://wiki.dominionstrategy.com/index.php/Grand Market) (http://wiki.dominionstrategy.com/images/6/6a/Hunting_Grounds.jpg) (http://wiki.dominionstrategy.com/index.php/Hunting Grounds)
(http://wiki.dominionstrategy.com/images/9/9b/University.jpg) (http://wiki.dominionstrategy.com/index.php/University) (http://wiki.dominionstrategy.com/images/2/2b/Remake.jpg) (http://wiki.dominionstrategy.com/index.php/Remake) (http://wiki.dominionstrategy.com/images/4/46/Scout.jpg) (http://wiki.dominionstrategy.com/index.php/Scout) (http://wiki.dominionstrategy.com/images/c/cb/Spy.jpg) (http://wiki.dominionstrategy.com/index.php/Spy) (http://wiki.dominionstrategy.com/images/8/82/Journeyman.jpg) (http://wiki.dominionstrategy.com/index.php/Journeyman)
Code: [Select]
University, Remake, Scout, Spy, Journeyman, Mystic, Saboteur, Fairgrounds, Grand Market, Hunting Grounds
Okay, so that's a kind of funky board. But I don't feel it really explains this monstrosity:

http://www.gokosalvager.com/static/logprettifier.html?20141104/log.516df219e4b082c74d7ce4ed.1415139377507.txt
 (http://www.gokosalvager.com/static/logprettifier.html?20141104/log.516df219e4b082c74d7ce4ed.1415139377507.txt)
All that said...my opponent does demonstrate that sweet Scout/Mystic move. Hell, he or she even gained Scout with University.

And now I retreat again in shame.

lol
Title: Re: Scout is bad, not horrible?
Post by: eHalcyon on June 07, 2015, 12:12:53 am
All that said...my opponent does demonstrate that sweet Scout/Mystic move. Hell, he or she even gained Scout with University.

And now I retreat again in shame.

Maybe if those 3 Spies had also been Scouts...
Title: Re: Scout is bad, not horrible?
Post by: Throwaway_bicycling on June 07, 2015, 12:44:57 am
All that said...my opponent does demonstrate that sweet Scout/Mystic move. Hell, he or she even gained Scout with University.

And now I retreat again in shame.

Maybe if those 3 Spies had also been Scouts...

Or those five Saboteurs (at one point; I snagged one with one of my Sabs). Honestly, this game was a nightmare.
Title: Re: Scout is bad, not horrible?
Post by: theJester on June 07, 2015, 07:46:43 am
IIRC, I think that in my few hundreds games of online Dominion, I've played Scout exactly once (and even that was BoM as Scout). Like everything else in Dominion, I guess Scout has its uses, but in this particular case - it's so niche that you'd have to design a board for it.

With that said, I think Scoiut should be evaluated while keeping in mind and expansion it was a part of - Intrigue; which can also be played as a standalone game. And in such surroundings, Scout is better than usual (which is admittedly, not saying a lot), as it has much better chances of being part of the same board as Nobles, Great Hall, Harem, Wishing Well...
Title: Re: Scout is bad, not horrible?
Post by: AdamH on June 07, 2015, 07:57:31 am
I've mentioned this before, but if you want to see scout be good, try playing the intrigue campaigns on goko. I feel like a lot of those kingdoms were designed to make scout good.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on June 07, 2015, 11:12:01 am
All that said...my opponent does demonstrate that sweet Scout/Mystic move. Hell, he or she even gained Scout with University.

And now I retreat again in shame.
I think if he would've read all the information here then tried to do that sweet strategy, he would've won.
Maybe if those 3 Spies had also been Scouts...

Or those five Saboteurs (at one point; I snagged one with one of my Sabs). Honestly, this game was a nightmare.
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on June 07, 2015, 11:12:49 am
I've mentioned this before, but if you want to see scout be good, try playing the intrigue campaigns on goko. I feel like a lot of those kingdoms were designed to make scout good.
Once I work through Base Cards Act 2, I think I will do those for sure!
Title: Re: Scout is bad, not horrible?
Post by: polot38 on June 13, 2015, 09:07:36 pm
I'm just going to come out and say it: I like Scout. It combos with a lot of things, and I personally do not think it's horrible.
1. It combos with Crossroads for a deck that can use Victory cards as draw.
2. It has a weak combo with Wishing Well.
3. Can defend against deck inspector attacks if they leave Victory Cards on top of your deck.
4. Can let you draw more cards with draw-to-x, and can control what those cards are.
5. Harem, Nobles, Great Hall, etc.
6. Can combo with discard cards like Oasis and Inn (you draw Victory cards then discard them).
7. Mystic, Mystic, Mystic!
That's my opinion, but I think a lot of these reasons make Scout a card that you could buy every once and a while, and benefit from it!

1. Crossroads+Victory cards is almost never a viable engine option. Scout doesn't change that.
2. So you play a scout, then a wishing well. Okay, most likely you end up neutral, besides knowing what the top 2 cards in your deck are. Occasionally, you will have a 2-card lab, but that is really weak for a 2-card combo, especially one that has a card that is more-or-less dead outside of the combo. And then there is the opportunity cost... which is far too high for something as bland as that.
3. That is still very weak, and scout could well miss the attack.
4. This reason is very confusing. You play a card that does nothing so that you can draw one more card? That doesn't actually help draw-to-x cards at all; if you hadn't had scout, you would have drawn that extra card anyways. Sure, it lets you reorder the things on top of your deck, but again, that marginal benefit is far too high given its opportunity cost and what happens in the event that you do not manage to couple scout with your library.
5. You need 1/4 of your deck to be these cards before scout is not a drag on your deck, which takes a lot of effort, and can stymy your engine building in other ways; you may feel the pressure not to buy other things like villages and such. The only thing listed there which could make scout even close to not being a drag on your deck is harem+scout, but that is going to be hard to set up, and by that point you probably have terminals in your deck and may not want to risk drawing scout, for example, with a smithy. And again, let us not forget; scout carries with it an opportunity cost, and merely not hurting your deck doesn't make it a worthwhile buy.
6. This is just not viable 95%+ of the time. Having upwards of 1/4 of your deck be victory cards hurts your engine too much for something like this to be viable.
7. You need to collide scout with at least 2 mystics for it not to just be an overpriced, 2-card silver. Even then, it is still just a 3-card grand market + silver, which is extremely weak, given that it can miss and has a lower effect than buying 2 cards that are actually at the same price as the mystics that you bought. In addition, the chance of colliding that much is far too low to be viable.


All in all, i would not hesitate to call scout the worst card in the game. Some people like to give the title to thief, but at least with thief there are some non-contrived situations in which it could be useful (if your opponent goes for gardens, for example).
Title: Re: Scout is bad, not horrible?
Post by: Roadrunner7671 on June 14, 2015, 12:33:27 pm
I'm just going to come out and say it: I like Scout. It combos with a lot of things, and I personally do not think it's horrible.
1. It combos with Crossroads for a deck that can use Victory cards as draw.
2. It has a weak combo with Wishing Well.
3. Can defend against deck inspector attacks if they leave Victory Cards on top of your deck.
4. Can let you draw more cards with draw-to-x, and can control what those cards are.
5. Harem, Nobles, Great Hall, etc.
6. Can combo with discard cards like Oasis and Inn (you draw Victory cards then discard them).
7. Mystic, Mystic, Mystic!
That's my opinion, but I think a lot of these reasons make Scout a card that you could buy every once and a while, and benefit from it!

1. Crossroads+Victory cards is almost never a viable engine option. Scout doesn't change that.
2. So you play a scout, then a wishing well. Okay, most likely you end up neutral, besides knowing what the top 2 cards in your deck are. Occasionally, you will have a 2-card lab, but that is really weak for a 2-card combo, especially one that has a card that is more-or-less dead outside of the combo. And then there is the opportunity cost... which is far too high for something as bland as that.
3. That is still very weak, and scout could well miss the attack.
4. This reason is very confusing. You play a card that does nothing so that you can draw one more card? That doesn't actually help draw-to-x cards at all; if you hadn't had scout, you would have drawn that extra card anyways. Sure, it lets you reorder the things on top of your deck, but again, that marginal benefit is far too high given its opportunity cost and what happens in the event that you do not manage to couple scout with your library.
5. You need 1/4 of your deck to be these cards before scout is not a drag on your deck, which takes a lot of effort, and can stymy your engine building in other ways; you may feel the pressure not to buy other things like villages and such. The only thing listed there which could make scout even close to not being a drag on your deck is harem+scout, but that is going to be hard to set up, and by that point you probably have terminals in your deck and may not want to risk drawing scout, for example, with a smithy. And again, let us not forget; scout carries with it an opportunity cost, and merely not hurting your deck doesn't make it a worthwhile buy.
6. This is just not viable 95%+ of the time. Having upwards of 1/4 of your deck be victory cards hurts your engine too much for something like this to be viable.
7. You need to collide scout with at least 2 mystics for it not to just be an overpriced, 2-card silver. Even then, it is still just a 3-card grand market + silver, which is extremely weak, given that it can miss and has a lower effect than buying 2 cards that are actually at the same price as the mystics that you bought. In addition, the chance of colliding that much is far too low to be viable.


All in all, i would not hesitate to call scout the worst card in the game. Some people like to give the title to thief, but at least with thief there are some non-contrived situations in which it could be useful (if your opponent goes for gardens, for example).
A lot of what you said has already been stated and it made me realize that Scout may be worse than I thought, but the one thing I have a problem with is Mystic. You only need one Mystic in your hand and one in the top four cards of your deck to already draw two cards, if you have a Scout. With some trashing and a pretty good Mystic density, that is pretty likely. You're already up to at least $4, but you will control what you draw with your Mystic that was in the top 4 cards, so you're probably up to at least $5, which is enough for another Mystic. More Mystics let you buy green cards, which you can just pull out of your deck with Scout.
Title: Re: Scout is bad, not horrible?
Post by: polot38 on June 14, 2015, 06:43:18 pm
I'm just going to come out and say it: I like Scout. It combos with a lot of things, and I personally do not think it's horrible.
1. It combos with Crossroads for a deck that can use Victory cards as draw.
2. It has a weak combo with Wishing Well.
3. Can defend against deck inspector attacks if they leave Victory Cards on top of your deck.
4. Can let you draw more cards with draw-to-x, and can control what those cards are.
5. Harem, Nobles, Great Hall, etc.
6. Can combo with discard cards like Oasis and Inn (you draw Victory cards then discard them).
7. Mystic, Mystic, Mystic!
That's my opinion, but I think a lot of these reasons make Scout a card that you could buy every once and a while, and benefit from it!

1. Crossroads+Victory cards is almost never a viable engine option. Scout doesn't change that.
2. So you play a scout, then a wishing well. Okay, most likely you end up neutral, besides knowing what the top 2 cards in your deck are. Occasionally, you will have a 2-card lab, but that is really weak for a 2-card combo, especially one that has a card that is more-or-less dead outside of the combo. And then there is the opportunity cost... which is far too high for something as bland as that.
3. That is still very weak, and scout could well miss the attack.
4. This reason is very confusing. You play a card that does nothing so that you can draw one more card? That doesn't actually help draw-to-x cards at all; if you hadn't had scout, you would have drawn that extra card anyways. Sure, it lets you reorder the things on top of your deck, but again, that marginal benefit is far too high given its opportunity cost and what happens in the event that you do not manage to couple scout with your library.
5. You need 1/4 of your deck to be these cards before scout is not a drag on your deck, which takes a lot of effort, and can stymy your engine building in other ways; you may feel the pressure not to buy other things like villages and such. The only thing listed there which could make scout even close to not being a drag on your deck is harem+scout, but that is going to be hard to set up, and by that point you probably have terminals in your deck and may not want to risk drawing scout, for example, with a smithy. And again, let us not forget; scout carries with it an opportunity cost, and merely not hurting your deck doesn't make it a worthwhile buy.
6. This is just not viable 95%+ of the time. Having upwards of 1/4 of your deck be victory cards hurts your engine too much for something like this to be viable.
7. You need to collide scout with at least 2 mystics for it not to just be an overpriced, 2-card silver. Even then, it is still just a 3-card grand market + silver, which is extremely weak, given that it can miss and has a lower effect than buying 2 cards that are actually at the same price as the mystics that you bought. In addition, the chance of colliding that much is far too low to be viable.


All in all, i would not hesitate to call scout the worst card in the game. Some people like to give the title to thief, but at least with thief there are some non-contrived situations in which it could be useful (if your opponent goes for gardens, for example).
A lot of what you said has already been stated and it made me realize that Scout may be worse than I thought, but the one thing I have a problem with is Mystic. You only need one Mystic in your hand and one in the top four cards of your deck to already draw two cards, if you have a Scout. With some trashing and a pretty good Mystic density, that is pretty likely. You're already up to at least $4, but you will control what you draw with your Mystic that was in the top 4 cards, so you're probably up to at least $5, which is enough for another Mystic. More Mystics let you buy green cards, which you can just pull out of your deck with Scout.

So your scenario is getting to, for the cost of 3 cards, draw two cards and gain $4, and that if they miss, it hurts a lot? Here is what you could do for cheaper using cards that are generally weak-ish anyways; 2 markets+silver. At least with that there isn't a risk of a non-collision.

And besides, getting that many mystics isn't realistic; you'd need 2 mystics for every 9 cards in your deck for your scenario to be average. Considering that you need to get (probably) 2 starting silvers in such a deck, you'd need to get 4 mystics for it to be worthwhile to buy a scout. (Well, i understand that the scout can take victory cards if you get lucky, but by that point it is drawing less than 1 card on average, and mystic has a chance to draw something without a scout, and then there is the opportunity cost of buying scout (at least a silver), so if anything i am overestimating the utility of scout). Considering that you cannot expect more than 5 mystics, because your opponent can always go the much stronger route of mystic + silver, there really is almost no room for scout in your deck.

In a mystic game, you'd be probably be much better off buying silvers than scout.