Ball's gaining isn't conditional on taking the -$1 token, so you can buy multiple Balls on the same turn without taking the -$1 token after the first purchase of the event.Oh, yeah. I forgot about this (even though I used it recently). When Ball is good, a double Ball with 10 coins and an extra buy is really good. I think I picked up four Advisors with this in a recent game to win the split.
Ball's gaining isn't conditional on taking the -$1 token, so you can buy multiple Balls on the same turn without taking the -$1 token after the first purchase of the event.Oh, yeah. I forgot about this (even though I used it recently). When Ball is good, a double Ball with 10 coins and an extra buy is really good. I think I picked up four Advisors with this in a recent game to win the split.
Heh. Ball.Ball was the name of Madman when it was a supply card. So man I have heard that joke a lot.
-What (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)s make this worth it?Well you especially use it on VP and cantrips. But I mean, if you want whatever $4's, it's a fine way to get them. I have gotten cheaper cards with it too.
-Compare and Contrast with Summon (http://wiki.dominionstrategy.com/index.php/Summon) in 500 words or less.If the card you want two of is Workshop, and you won't be shuffling this turn, then you can Summon a Workshop and next turn Workshop a Workshop, and you didn't get your -$1 token. So, point for Summon. OTOH if the card you want is Gardens, Summon can't even get it. Point for Ball.
Ball's gaining isn't conditional on taking the -$1 token, so you can buy multiple Balls on the same turn without taking the -$1 token after the first purchase of the event.
Ball's gaining isn't conditional on taking the -$1 token, so you can buy multiple Balls on the same turn without taking the -$1 token after the first purchase of the event.Oh, yeah. I forgot about this (even though I used it recently). When Ball is good, a double Ball with 10 coins and an extra buy is really good. I think I picked up four Advisors with this in a recent game to win the split.
This reminds me of something I was thinking about recently:
0 Advisors: Good for your deck
1-2 Advisors: Bad for your deck
4+ Advisors: Draw your deck
so you buy your 3 Balls.
Ball's gaining isn't conditional on taking the -$1 token, so you can buy multiple Balls on the same turn without taking the -$1 token after the first purchase of the event.Oh, yeah. I forgot about this (even though I used it recently). When Ball is good, a double Ball with 10 coins and an extra buy is really good. I think I picked up four Advisors with this in a recent game to win the split.
This reminds me of something I was thinking about recently:
0 Advisors: Good for your deck
1-2 Advisors: Bad for your deck
4+ Advisors: Draw your deck
This reminds me of Border Village because buying BV basically gets you a $3 (vanilla Village) and a $5, for $6. Ball is get 2 $4's for $5, so similar concept. I definitely think Ball can be very worthwhile, as history has proven that buying BV can certainly pay off in many situations.
This reminds me of Border Village because buying BV basically gets you a $3 (vanilla Village) and a $5, for $6. Ball is get 2 $4's for $5, so similar concept. I definitely think Ball can be very worthwhile, as history has proven that buying BV can certainly pay off in many situations.
heck, a number of strong players rank border village above grand market! i think i had BV 1 slot above it, and remember someone really good doing the same
This reminds me of Border Village because buying BV basically gets you a $3 (vanilla Village) and a $5, for $6. Ball is get 2 $4's for $5, so similar concept. I definitely think Ball can be very worthwhile, as history has proven that buying BV can certainly pay off in many situations.
This reminds me of Border Village because buying BV basically gets you a $3 (vanilla Village) and a $5, for $6. Ball is get 2 $4's for $5, so similar concept. I definitely think Ball can be very worthwhile, as history has proven that buying BV can certainly pay off in many situations.
Quite a lot of events give you the benefits on an existing card without having to buy that card and put it in your deck. Not having to buy a talisman seems like a good deal.
Ball is a one shot unlike talisman though. You don't buy a talisman for one use.Quite a lot of events give you the benefits on an existing card without having to buy that card and put it in your deck. Not having to buy a talisman seems like a good deal.
This. So much this. It's really unrelated, but I played a board today that featured Smithy and Trade. And, man, does Trade spice up Smithy (terminal draw)-BM. I didn't bother letting it actually play against Trading Post (which seems comparable to Trade) + Smithy-BM, but I presume Smithy-BM + Trade would destroy it.
I assume it's possible to calculate how much lower opportunity cost is for Events compared to Supply Cards without too much effort, but if you want a certain effect in the early game I think it's fair to just say: Events > Supply cards.
The same goes for Ball, if compared to a double four-cost gainer like Talisman. Put easily, buying Ball costs skipping a fiver and lowering economy for the next turn. Talisman could have been a Silver which means Talisman will lower your economy for every future shuffle. You'd better have long term plans for Talisman, then.
Ball is a one shot unlike talisman though. You don't buy a talisman for one use.Quite a lot of events give you the benefits on an existing card without having to buy that card and put it in your deck. Not having to buy a talisman seems like a good deal.
This. So much this. It's really unrelated, but I played a board today that featured Smithy and Trade. And, man, does Trade spice up Smithy (terminal draw)-BM. I didn't bother letting it actually play against Trading Post (which seems comparable to Trade) + Smithy-BM, but I presume Smithy-BM + Trade would destroy it.
I assume it's possible to calculate how much lower opportunity cost is for Events compared to Supply Cards without too much effort, but if you want a certain effect in the early game I think it's fair to just say: Events > Supply cards.
The same goes for Ball, if compared to a double four-cost gainer like Talisman. Put easily, buying Ball costs skipping a fiver and lowering economy for the next turn. Talisman could have been a Silver which means Talisman will lower your economy for every future shuffle. You'd better have long term plans for Talisman, then.
Quite a lot of events give you the benefits on an existing card without having to buy that card and put it in your deck. Not having to buy a talisman seems like a good deal.
This. So much this. It's really unrelated, but I played a board today that featured Smithy and Trade. And, man, does Trade spice up Smithy (terminal draw)-BM. I didn't bother letting it actually play against Trading Post (which seems comparable to Trade) + Smithy-BM, but I presume Smithy-BM + Trade would destroy it.