Dominion Strategy Forum

Dominion => Dominion General Discussion => Let's Discuss ... => Topic started by: Chris is me on January 08, 2016, 02:55:18 pm

Title: Let's Discuss Adventures Cards: Caravan Guard
Post by: Chris is me on January 08, 2016, 02:55:18 pm
Let's Discuss Adventures Cards is a daily(ish) series of forum threads where we discuss a different Adventures card each day. Right now the plan is to just go through all of them alphabetically, with a single thread for each Traveller line.

(http://wiki.dominionstrategy.com/images/thumb/f/fa/Caravan_Guard.jpg/374px-Caravan_Guard.jpg)

Card Text: +1 Card, +1 Action, At the start of your next turn, +$1 ---LINE--- When another player plays an Attack card, you may play this from your hand.

Some points of discussion to start with (discussion of anything else related to Bridge Troll is also welcomed):

---

My opinion: It's not that great of a card most of the time, but I'm slowly learning when it can be a useful asset. Caravan Guard really, really shines against discard attacks. While other cantrips present a degree of risk when bought in a game with a discard attack, Caravan Guard completely eliminates that risk, and gives you some money to boot. Now you don't have to risk blindly discarding a cantrip when the top of your deck might have had the exact card you needed - you get that information as soon as the attack is played. It also seems like a good pickup in a Minion game when you miss $5. But the utility of the card seems limited and the delayed payoff is awkward.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Limetime on January 08, 2016, 03:03:02 pm
Caravan guard is a card that suffers a lot from opportunity cost. Usually you would rather have a silver. Scrying pool makes caravan guard really kinda good. Because it's an attack that your opponents want to play, you can get the peddler effect quite reliably. Caravan guard is pretty good at defending from discard attacks because it overcomes the cantrip problem.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 03:19:59 pm
Caravan isn't very good in my opinion. The reaction part is unique, but man, it's not a good card to play. Opportunity cost was mentioned, I'm going to echo that.
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards. Horse Traders, on the other hand, pretty much hard counters discard attacks. Overall I don't like this card, so I haven't bought it very often, making my opinion less valued. But it seems very lackluster.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Aleimon Thimble on January 08, 2016, 03:29:56 pm
Yeah, Caravan Guard is really really weak. As I've said before, a Peddler is just not the kind of card you can stand to have a delay in. I'd almost always rather have a Silver. Scrying Pool is one of the very few exceptions, I can't really think of another from the top of my head. I mean, even if your opponents have attacks, it's not exactly a stellar or a reliable defense against anything.

Definitely the worst card from the entire Adventures expansion, and one of the 10 worst cards in the game imo.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: LastFootnote on January 08, 2016, 03:54:10 pm
Geez, so much hate for Caravan Guard. I wouldn't be surprised if it turns around once people are playing games with it online.

I think discard attacks are definitely the best reason to get Caravan Guards, but really in any game where you're getting attacked most turns, it's going to be better than Silver.

Could it cost $2? Sure, maybe. But there are lots of games where you'd rather have a cantrip than a Treasure, and Caravan Guard fills that role.

It is possible that Caravan Guard seemed better during Adventures playtesting, since it's a good target for Pathfinding, etc. I think it's probably fine at $3, though.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Aleimon Thimble on January 08, 2016, 03:59:41 pm
Could it cost $2? Sure, maybe. But there are lots of games where you'd rather have a cantrip than a Treasure, and Caravan Guard fills that role.

I guess that's true, but I think I'd rather have Great Hall in most of those cases. Or, because they're cheaper, Vagrant/Pearl Diver. Keeping in mind that those cards are not exactly power cards...

Caravan Guard does have a niche, but man, if its best use is to be ever so slightly better than nothing, that's not really something to be proud of.

I guess, like most weak cantrips, it's best when you need to chain actions anyway. Scrying Pool was mentioned, then there's Conspirator, Herald, and maybe actual Peddlers if you have enough +Buy. I recently bought a Scout in a Golem game for the sole reason of making said Golem non-terminal; Caravan Guard would have been good there too. Then again, so would Ruined Village...
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Infthitbox on January 08, 2016, 04:00:46 pm
It is possible that Caravan Guard seemed better during Adventures playtesting, since it's a good target for Pathfinding, etc. I think it's probably fine at $3, though.

It also lines up well against attacks that don't do anything; Adventures has 2.5 of these in Swamp Hag, Haunted Woods, and Giant (journey token down). Elsewhere, its like, Minion for coins or junk pile empty. I guess it also lets you draw to find another reaction, but that seems like a very small edge case.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Aleimon Thimble on January 08, 2016, 04:06:55 pm
It also lines up well against attacks that don't do anything; Adventures has 2.5 of these in Swamp Hag, Haunted Woods, and Giant (journey token down). Elsewhere, its like, Minion for coins or junk pile empty. I guess it also lets you draw to find another reaction, but that seems like a very small edge case.

But if you buy something with the extra coin and card Caravan Guard gave you, Swamp Hag will still give you a Curse and Haunted Woods will still make you drop your green on your deck (if you have any).
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: enfynet on January 08, 2016, 04:16:30 pm
Man, I buy way too many of these. Typically, there is some form of attack present, and when there is my current turn sees a money boost from Caravan Guard, which possibly drew another Caravan Guard, which could potentially make up for the lost opportunity cost early.

Should I buy more Silver, possibly. But in an Action-heavy deck, I prefer the virtual money when I can get it.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: SCSN on January 08, 2016, 04:21:29 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: enfynet on January 08, 2016, 04:25:04 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(
Winter isn't over yet...
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 04:31:36 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(
I've been in that boat before. Many times, actually. Welcome to the way I live everyday.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Harley_Beckett on January 08, 2016, 04:41:36 pm
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards.

Unless I'm misreading the card, I think that you might be. 

I believe, as a reaction to an attack, it gets played (down into the 'durations' section if your play area), thus allowing you to draw a card.  So, if the attack is a discard attack you still only have 5 cards to discard down from, but you do get a bonus one money on your next turn when its duration portion kicks in.

Is this its value?  That if you have multiples in hand it can help your next turn income substantially?  I still agree with the consensus that it's a pretty weak card.  Maybe it's designed as a direct counter to Relic?
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Aleimon Thimble on January 08, 2016, 04:42:36 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(

Would you say that it's unjustifiable to compare Oasis to Silver?

If so, why?

If not, why can't Caravan Guard be compared to Silver?
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 04:43:52 pm
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards.
You quoted me? But...why?
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Harley_Beckett on January 08, 2016, 04:49:48 pm
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards.
You quoted me? But...why?

Sorry, accidentally posted before the post was complete! Darn IPad control interface...
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 04:52:11 pm
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards.
You quoted me? But...why?

Sorry, accidentally posted before the post was complete! Darn IPad control interface...
💔
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: LastFootnote on January 08, 2016, 05:03:28 pm
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards.

Unless I'm misreading the card, I think that you might be. 

I believe, as a reaction to an attack, it gets played (down into the 'durations' section if your play area), thus allowing you to draw a card.  So, if the attack is a discard attack you still only have 5 cards to discard down from, but you do get a bonus one money on your next turn when its duration portion kicks in.

Is this its value?  That if you have multiples in hand it can help your next turn income substantially?  I still agree with the consensus that it's a pretty weak card.  Maybe it's designed as a direct counter to Relic?

Let's say that your hand is [Peddler, Peddler, Silver, Gold, Smithy] and you get hit by Militia. What do you discard? You know you might draw a Village with your Peddlers, so you could keep [Peddler, Peddler, Smithy], discarding $5 worth of Treasure. Or you could keep either [Gold, Silver, Peddler] or [Gold, Silver, Smithy] and hope for a lucky draw.

Now replace the Peddlers with Caravan Guards. When your opponent plays Militia, you play your Caravan Guards immediately, drawing an Estate and a Village. Now you know you should keep the Smithy and you can discard the Estate/Silver instead of Gold/Silver. Plus you get +$2 at the start of your next turn, of course.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 05:05:41 pm
It provides compensation against Junkers/trashers, which I actually like, but I don't think it's great against discard attacks. It draws you a card, which lets you discard from a hand of 6 cards instead of 5 cards.

Unless I'm misreading the card, I think that you might be. 

I believe, as a reaction to an attack, it gets played (down into the 'durations' section if your play area), thus allowing you to draw a card.  So, if the attack is a discard attack you still only have 5 cards to discard down from, but you do get a bonus one money on your next turn when its duration portion kicks in.

Is this its value?  That if you have multiples in hand it can help your next turn income substantially?  I still agree with the consensus that it's a pretty weak card.  Maybe it's designed as a direct counter to Relic?
Oh, yes. When we played we played it correctly, I just blanked. You only get +1 card, so you're back up to 5 cards. Thanks!
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Mavy2k on January 08, 2016, 05:06:11 pm
Caravan Guard is a card that is nice to have, but usually there is a better option on the board.

The defense againt attacks is weak and doesn´t justify buying the card.

I think it fits best in engine decks, when you want some payload. You´re not adding a stop card and you´re slowly increasing your payload.

Like mentioned it works nice with Scrying Pools. Pretty good to add to a Tactician deck as well.

I would describe it as a card that is never bad to have, but never really strong.

Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 05:07:29 pm
I would describe it as a card that is never bad to have
You must be new here. It's time to gather the armies for another edge case war!

EDIT: Oh snap, you're actually new here! You should go post on the 'Introductions' board!
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Mavy2k on January 08, 2016, 05:15:55 pm
I would describe it as a card that is never bad to have
You must be new here. It's time to gather the armies for another edge case war!

EDIT: Oh snap, you're actually new here! You should go post on the 'Introductions' board!

Okay, will do that.

Did not get the part with the edge case war. Sorry, if I posted something stupid.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: SCSN on January 08, 2016, 05:20:21 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(

Would you say that it's unjustifiable to compare Oasis to Silver?

If so, why?

If not, why can't Caravan Guard be compared to Silver?

Well, you can compare anything to anything, e.g. both apples and oranges are approximately spherical in shape, but the comparison between Caravan Guard and Silver is about as relevant to actual Dominion play as the one between these two tasty fruits.

Generally you want one or two Silvers if it's important to hit 5 early, or as many Silvers as possible if you're playing some sort of Big Borefest (money, slogs, Feodum games). In these situations Silver is clearly superior and the thought of getting a Caravan Guard shouldn't even enter your mind. In most other spots, however, Silver is terrible and Caravan Guard is a pretty decent choice. Since usually one of them is clearly better, they never really compete; additionally, they fulfill quite different functions, hence I don't see these comparisons as making any sense at all.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 08, 2016, 05:21:35 pm
I would describe it as a card that is never bad to have
You must be new here. It's time to gather the armies for another edge case war!

EDIT: Oh snap, you're actually new here! You should go post on the 'Introductions' board!

Okay, will do that.

Did not get the part with the edge case war. Sorry, if I posted something stupid.
No, you don't post anything stupid.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Mavy2k on January 08, 2016, 05:48:01 pm
I would describe it as a card that is never bad to have
You must be new here. It's time to gather the armies for another edge case war!

EDIT: Oh snap, you're actually new here! You should go post on the 'Introductions' board!

Okay, will do that.

Did not get the part with the edge case war. Sorry, if I posted something stupid.
No, you don't post anything stupid.

Glad to hear that.

Are you letting me in on the insight joke? ;-)
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Accatitippi on January 08, 2016, 06:21:12 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(

Would you say that it's unjustifiable to compare Oasis to Silver?

If so, why?

If not, why can't Caravan Guard be compared to Silver?

Well, you can compare anything to anything, e.g. both apples and oranges are approximately spherical in shape, but the comparison between Caravan Guard and Silver is about as relevant to actual Dominion play as the one between these two tasty fruits.

Generally you want one or two Silvers if it's important to hit 5 early, or as many Silvers as possible if you're playing some sort of Big Borefest (money, slogs, Feodum games). In these situations Silver is clearly superior and the thought of getting a Caravan Guard shouldn't even enter your mind. In most other spots, however, Silver is terrible and Caravan Guard is a pretty decent choice. Since usually one of them is clearly better, they never really compete; additionally, they fulfill quite different functions, hence I don't see these comparisons as making any sense at all.

Well, they are both payload cards, and if you'll generally consider buying them in the same situations. Village and Silver fit your simile much better.
Even in an engine, you might prefer Silver (if you can draw it consistently) since it increases your deck buying power by two coins, which is almost 4 times better than Guard's 1 coin every second turn.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: eHalcyon on January 08, 2016, 08:00:03 pm
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(

Would you say that it's unjustifiable to compare Oasis to Silver?

If so, why?

If not, why can't Caravan Guard be compared to Silver?

Well, you can compare anything to anything, e.g. both apples and oranges are approximately spherical in shape, but the comparison between Caravan Guard and Silver is about as relevant to actual Dominion play as the one between these two tasty fruits.

Generally you want one or two Silvers if it's important to hit 5 early, or as many Silvers as possible if you're playing some sort of Big Borefest (money, slogs, Feodum games). In these situations Silver is clearly superior and the thought of getting a Caravan Guard shouldn't even enter your mind. In most other spots, however, Silver is terrible and Caravan Guard is a pretty decent choice. Since usually one of them is clearly better, they never really compete; additionally, they fulfill quite different functions, hence I don't see these comparisons as making any sense at all.

Well, they are both payload cards, and if you'll generally consider buying them in the same situations. Village and Silver fit your simile much better.
Even in an engine, you might prefer Silver (if you can draw it consistently) since it increases your deck buying power by two coins, which is almost 4 times better than Guard's 1 coin every second turn.

I would not consider Caravan Guard a payload card.  To me, payloads are big effects that you want to get out often.  Caravan Guard is just a small, inoffensive bonus.

IMO, the major difference between it and Silver that may hurt the comparison is that Caravan Guard is a cantrip while Silver is a stop card.  There are many situations where I really, really don't want to buy Silver anymore (typically after the early game), but Caravan Guard is a pretty safe pick up when there's nothing better.  Silver can hurt, Caravan Guard rarely does.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: trivialknot on January 08, 2016, 08:14:34 pm
Here are some money density calculations with peddler vs caravan guard.

Suppose you shuffle every N turns.  N doesn't have to be an integer because we're averaging.  Each peddler adds a value of 1/N coins per turn.  Assuming you're not using the reaction, each caravan guard adds a value of 1/(N+1) coins per turn, because cards played on the last turn skip a shuffle.

Peddler is at its best when N is small.  Caravan Guard is also at its best when N is small.  But the difference between peddler and caravan guard is greatest in precisely that situation.  That's what makes caravan guard so weak.

Here's a hypothetical.  Say that we have three players.  Player A buys a silver each turn.  Player B buys a peddler each turn (assume they can).  Player C buys a caravan guard each turn.  In terms of money density, Player B beats Player A after turn 3.  Player C only beats Player A after turn 10!  So maybe you are better off buying those silver.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: eHalcyon on January 08, 2016, 09:08:44 pm
Here are some money density calculations with peddler vs caravan guard.

Suppose you shuffle every N turns.  N doesn't have to be an integer because we're averaging.  Each peddler adds a value of 1/N coins per turn.  Assuming you're not using the reaction, each caravan guard adds a value of 1/(N+1) coins per turn, because cards played on the last turn skip a shuffle.

Peddler is at its best when N is small.  Caravan Guard is also at its best when N is small.  But the difference between peddler and caravan guard is greatest in precisely that situation.  That's what makes caravan guard so weak.

Here's a hypothetical.  Say that we have three players.  Player A buys a silver each turn.  Player B buys a peddler each turn (assume they can).  Player C buys a caravan guard each turn.  In terms of money density, Player B beats Player A after turn 3.  Player C only beats Player A after turn 10!  So maybe you are better off buying those silver.

I absolutely agree that Peddler is usually better than Caravan Guard, and I also think that Caravan Guard seems pretty weak.  The hypothetical is a huge oversimplification of practical strategy though, and I don't think the data is useful.  When are you ever going to buy only Silver or Caravan Guard for 10 turns? 

Moreover, money density doesn't matter in the kinds of decks where Caravan Guard would be preferable to Silver - that is, decks that want to play a lot of actions, where Silver being a stop card is really bad.  I think that's what SCSN is getting at when he says that Silver and Caravan Guard fulfill different functions and don't really compete with each other.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: faust on January 08, 2016, 09:20:24 pm
I would describe it as a card that is never bad to have
You must be new here. It's time to gather the armies for another edge case war!

EDIT: Oh snap, you're actually new here! You should go post on the 'Introductions' board!

Okay, will do that.

Did not get the part with the edge case war. Sorry, if I posted something stupid.
No, you don't post anything stupid.

Glad to hear that.

Are you letting me in on the insight joke? ;-)

Roadrunner's post was funny because on this forum, people are very pedantic, and the fact that they are is often cause for jokes and witty comments. You said "Caravan Guard is never bad to have", which in general is a good observation, but say you play a Smithy from your hand and draw a Caravan Guard. The card is dead, you can't play it. So in this case, Caravan Guard would have been bad to have, because if you didn't have it, you could have drawn some other card with it, maybe a Treasure that would have allowed you to buy a Province. Whenever someone makes a Dominion statement using "never" and/or "always" (or, for that matter, "strictly better"), there will be people weighing in with sometimes rather obscure scenarios in which said statement is not true.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: trivialknot on January 09, 2016, 12:59:26 am
Here are some money density calculations with peddler vs caravan guard.

Suppose you shuffle every N turns.  N doesn't have to be an integer because we're averaging.  Each peddler adds a value of 1/N coins per turn.  Assuming you're not using the reaction, each caravan guard adds a value of 1/(N+1) coins per turn, because cards played on the last turn skip a shuffle.

Peddler is at its best when N is small.  Caravan Guard is also at its best when N is small.  But the difference between peddler and caravan guard is greatest in precisely that situation.  That's what makes caravan guard so weak.

Here's a hypothetical.  Say that we have three players.  Player A buys a silver each turn.  Player B buys a peddler each turn (assume they can).  Player C buys a caravan guard each turn.  In terms of money density, Player B beats Player A after turn 3.  Player C only beats Player A after turn 10!  So maybe you are better off buying those silver.

I absolutely agree that Peddler is usually better than Caravan Guard, and I also think that Caravan Guard seems pretty weak.  The hypothetical is a huge oversimplification of practical strategy though, and I don't think the data is useful.  When are you ever going to buy only Silver or Caravan Guard for 10 turns? 

Moreover, money density doesn't matter in the kinds of decks where Caravan Guard would be preferable to Silver - that is, decks that want to play a lot of actions, where Silver being a stop card is really bad.  I think that's what SCSN is getting at when he says that Silver and Caravan Guard fulfill different functions and don't really compete with each other.
That's too bad.  I was definitely hoping my absurd hypothetical would solve Dominion so we would never have to play anymore.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Accatitippi on January 09, 2016, 04:39:21 am
Maybe this forum really is going downhill... all those unfavorable comparisons to Silver :(

Would you say that it's unjustifiable to compare Oasis to Silver?

If so, why?

If not, why can't Caravan Guard be compared to Silver?

Well, you can compare anything to anything, e.g. both apples and oranges are approximately spherical in shape, but the comparison between Caravan Guard and Silver is about as relevant to actual Dominion play as the one between these two tasty fruits.

Generally you want one or two Silvers if it's important to hit 5 early, or as many Silvers as possible if you're playing some sort of Big Borefest (money, slogs, Feodum games). In these situations Silver is clearly superior and the thought of getting a Caravan Guard shouldn't even enter your mind. In most other spots, however, Silver is terrible and Caravan Guard is a pretty decent choice. Since usually one of them is clearly better, they never really compete; additionally, they fulfill quite different functions, hence I don't see these comparisons as making any sense at all.

Well, they are both payload cards, and if you'll generally consider buying them in the same situations. Village and Silver fit your simile much better.
Even in an engine, you might prefer Silver (if you can draw it consistently) since it increases your deck buying power by two coins, which is almost 4 times better than Guard's 1 coin every second turn.

I would not consider Caravan Guard a payload card.  To me, payloads are big effects that you want to get out often.  Caravan Guard is just a small, inoffensive bonus.

IMO, the major difference between it and Silver that may hurt the comparison is that Caravan Guard is a cantrip while Silver is a stop card.  There are many situations where I really, really don't want to buy Silver anymore (typically after the early game), but Caravan Guard is a pretty safe pick up when there's nothing better.  Silver can hurt, Caravan Guard rarely does.

To me, payload cards are cards that increase the end productiom of your deck, that is, giving you attack, coins, actions, gains, vp, whatever.
Both Silver and CG are cheap coin payload cards, one increases your payload by more but is a stop card, the other is a cantrip, but raw power-wise does one quarter to half of what Silver does.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: werothegreat on January 09, 2016, 09:13:05 am
Most of my opinion has been said already by SCSN and eHalcyon.  I'd also add that CG gets better against Attacks, because then there is no longer a delay in its Peddling.  Yes, there's usually a better card, but if there isn't, you'll probably pick them up on (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) after you've gotten a Silver or two.  CG is also a great, cheap target for vanilla bonus tokens.

Also, it's amusing when your opponent plays a relatively inoffensive Attack (Oracle, Fortune Teller), and you drop down 4-5 Caravan Guards, pretty much guaranteeing a Province next turn.

Opportunity cost was mentioned, I'm going to echo that.

I'm hesitant to take seriously someone's opinion on opportunity cost when they hold your opinion on Scout.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on January 09, 2016, 01:18:31 pm

Opportunity cost was mentioned, I'm going to echo that.

I'm hesitant to take seriously someone's opinion on opportunity cost when they hold your opinion on Scout.
Thanks for explaining the joke!
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Asper on January 10, 2016, 10:45:56 pm
Stength aside, i think Caravan Guard does too little. Playing a card out of order is a huge breach from dominion standard rules. Doing it to get something you would have gotten either way earlier, and something pretty lame on top of that, just feels "not worth it". To me it's clearly below avarage design - at least by Dominion standards.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Davio on January 11, 2016, 06:36:00 am
Seems to me the duration part actually hurts it because there's less chance of it being used as a reaction.

I understand the need to make a shiny new card, but having it be a regular action / reaction would have sufficed I think.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: teamrocketgrunt on January 11, 2016, 07:34:04 am
I played a game with Caravan Guard and Storyteller that had an engine culminating in a Bridge megaturn that was a little slow to build and that was hit repeatedly with discard attacks. I used Caravan Guard and Storyteller to mitigate the discards and it was.. okay. It still felt awkward though and at the end of the game I didn't really know, if I got super lucky the way that the CGs and Storytellers were shuffled or there is actually a bit of synergy there. It still feels greatly inferior to any hard counters. Or soft counters for that matter. Like Menagerie.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: LastFootnote on January 11, 2016, 09:44:38 am
I played a game with Caravan Guard and Storyteller that had an engine culminating in a Bridge megaturn that was a little slow to build and that was hit repeatedly with discard attacks. I used Caravan Guard and Storyteller to mitigate the discards and it was.. okay. It still felt awkward though and at the end of the game I didn't really know, if I got super lucky the way that the CGs and Storytellers were shuffled or there is actually a bit of synergy there. It still feels greatly inferior to any hard counters. Or soft counters for that matter. Like Menagerie.

Well, let's be fair. Menagerie is a ridiculously strong $3 card.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: iguanaiguana on January 11, 2016, 09:45:08 am
I played a game with Caravan Guard and Storyteller that had an engine culminating in a Bridge megaturn that was a little slow to build and that was hit repeatedly with discard attacks. I used Caravan Guard and Storyteller to mitigate the discards and it was.. okay. It still felt awkward though and at the end of the game I didn't really know, if I got super lucky the way that the CGs and Storytellers were shuffled or there is actually a bit of synergy there. It still feels greatly inferior to any hard counters. Or soft counters for that matter. Like Menagerie.

Well if you buy menagerie for 10 straight turns, then your money density will be a lot lower than if you had bought caravan guard for ten straight turns.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: theright555J on January 11, 2016, 12:53:23 pm
I played a game with Caravan Guard and Storyteller that had an engine culminating in a Bridge megaturn that was a little slow to build and that was hit repeatedly with discard attacks. I used Caravan Guard and Storyteller to mitigate the discards and it was.. okay. It still felt awkward though and at the end of the game I didn't really know, if I got super lucky the way that the CGs and Storytellers were shuffled or there is actually a bit of synergy there. It still feels greatly inferior to any hard counters. Or soft counters for that matter. Like Menagerie.

Well if you buy menagerie for 10 straight turns, then your money density will be a lot lower than if you had bought caravan guard for ten straight turns.

If you can actually use those menageries for full effect, then money density isn't even an issue at that point. And buying 10 straight menageries with no trashing is almost as bad as village idiot.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: eHalcyon on January 11, 2016, 01:16:46 pm
I played a game with Caravan Guard and Storyteller that had an engine culminating in a Bridge megaturn that was a little slow to build and that was hit repeatedly with discard attacks. I used Caravan Guard and Storyteller to mitigate the discards and it was.. okay. It still felt awkward though and at the end of the game I didn't really know, if I got super lucky the way that the CGs and Storytellers were shuffled or there is actually a bit of synergy there. It still feels greatly inferior to any hard counters. Or soft counters for that matter. Like Menagerie.

Well if you buy menagerie for 10 straight turns, then your money density will be a lot lower than if you had bought caravan guard for ten straight turns.

If you can actually use those menageries for full effect, then money density isn't even an issue at that point. And buying 10 straight menageries with no trashing is almost as bad as village idiot.

Pretty sure it's a joke. :P
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Donald X. on February 18, 2016, 07:50:47 pm
Caravan Guard hasn't gone over as well as I would have liked so far, but I'm still a fan. It's a little lackluster sans attacks, though I still get it some. Against attacks, man, gimme my $3 peddlers.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: ackmondual on April 30, 2016, 05:36:42 pm
If nothing else, Caravan Guards can be used to get you Peddlers easier.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: iguanaiguana on April 30, 2016, 07:42:38 pm
If nothing else, action cards can be used to get you Peddlers easier.
Title: Re: Let's Discuss Adventures Cards: Caravan Guard
Post by: Roadrunner7671 on April 30, 2016, 07:46:17 pm
If nothing else, Caravan Guards can be used to get you Peddlers easier.
Have you met my little friend?
Scout!