Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: Roadrunner7671 on April 14, 2016, 11:15:53 pm
-
Wow, I'm making two topic in one day.
So this poll is important. If you want to be extra helpful, please comment which option you chose. Thanks!
-
Let it go, dude. Scout is just flat out bad. I'd make the argument that Scout BM is worse than plain BM.
-
Let it go, dude. Scout is just flat out bad. I'd make the argument that Scout BM is worse than plain BM.
This is for something else.
-
By the way, can you guys see the votes? Is there a button under the poll that you can click?
-
These options aren't mutually exclusive at all. Scout does get significantly better in all-Intrigue games, but it's still a bad card, even then.
-
Scout is surprisingly good in Intrigue only games.
There's the whole Ironworks/Great Hall/Wishing Well/Conspirator/Pawn thing, which uses scout reasonably well, especially when Nobles/Harem are added to the mix.
-
Scout is actually most usable in Alchemy imo. It works well with Apothecary, Scrying Pool and (to some extent) Golem. Scout/Great Hall is weak, Ironworks/Scout/Great Hall requires 3 cards and is still mediocre at best.
-
It's kind of facepalm-worthy that fds features more discussions about Scout than about 200 other stronger and more useful cards.
-
With Wishing Well or Ironworks/Great Hall I wouldn´t mind having Scout in my deck, but I´m still not sure if I want to spend $4 and a buy on the card.
-
Scout is actually most usable in Alchemy imo. It works well with Apothecary, Scrying Pool and (to some extent) Golem. Scout/Great Hall is weak, Ironworks/Scout/Great Hall requires 3 cards and is still mediocre at best.
Both me and my opponent bought Scout on a Golem board last night, where it was the only nonterminal that didn't require you to trash from your hand. It's still worse than any cantrip at that, but hey, sometimes you don't get a power card like Pearl Diver in the Kingdom and have to settle for Scout.
-
Scout is actually most usable in Alchemy imo. It works well with Apothecary, Scrying Pool and (to some extent) Golem. Scout/Great Hall is weak, Ironworks/Scout/Great Hall requires 3 cards and is still mediocre at best.
Why are people repeating scrying pool+scout which is nombo, with pool its better to pick power cards like pearl diver, pawn or secret chamber.
-
Scout is actually most usable in Alchemy imo. It works well with Apothecary, Scrying Pool and (to some extent) Golem. Scout/Great Hall is weak, Ironworks/Scout/Great Hall requires 3 cards and is still mediocre at best.
Why are people repeating scrying pool+scout which is nombo, with pool its better to pick power cards like pearl diver, pawn or secret chamber.
Because Pearl Diver, Pawn and Secret Chamber aren't always available.
-
Scout is actually most usable in Alchemy imo. It works well with Apothecary, Scrying Pool and (to some extent) Golem. Scout/Great Hall is weak, Ironworks/Scout/Great Hall requires 3 cards and is still mediocre at best.
Why are people repeating scrying pool+scout which is nombo, with pool its better to pick power cards like pearl diver, pawn or secret chamber.
Because Pearl Diver, Pawn and Secret Chamber aren't always available.
Well random kingdoms of pool, scout and 8 terminal aren't very common.
-
Well random kingdoms of pool, scout and 8 terminal aren't very common.
True, although the other cards don't need to be terminals; they could cost $5, be Treasure or Victory cards, be even worse than Scout by the time you might consider picking one up (such as a trasher after you've already trashed all the junk cards in your deck) or they could be piles that are easily emptied very fast. But still you also need a reason to expect to have a lot of green cards on top of your deck and a reason to actually benefit from an extra Action card being in your deck (which is not that difficult because Scrying Pool already draws them into your hand so you just need to be able to utilize a bigger hand for some kind of a benefit) and a way to gain Scouts for free. If all of those are true, you want to get some Scouts for free. And that situation is most certainly not at all common, and doesn't really get significantly more common if you play with just Intrigue.
-
Well random kingdoms of pool, scout and 8 terminal aren't very common.
True, although the other cards don't need to be terminals; they could cost $5, be Treasure or Victory cards, be even worse than Scout by the time you might consider picking one up (such as a trasher after you've already trashed all the junk cards in your deck) or they could be piles that are easily emptied very fast. But still you also need a reason to expect to have a lot of green cards on top of your deck and a reason to actually benefit from an extra Action card being in your deck (which is not that difficult because Scrying Pool already draws them into your hand so you just need to be able to utilize a bigger hand for some kind of a benefit) and a way to gain Scouts for free. If all of those are true, you want to get some Scouts for free. And that situation is most certainly not at all common, and doesn't really get significantly more common if you play with just Intrigue.
Part of easy emptied piles is doesnt work, as you dont have time to pick up scouts when game is about to end on three piles.
-
Well random kingdoms of pool, scout and 8 terminal aren't very common.
True, although the other cards don't need to be terminals; they could cost $5, be Treasure or Victory cards, be even worse than Scout by the time you might consider picking one up (such as a trasher after you've already trashed all the junk cards in your deck) or they could be piles that are easily emptied very fast. But still you also need a reason to expect to have a lot of green cards on top of your deck and a reason to actually benefit from an extra Action card being in your deck (which is not that difficult because Scrying Pool already draws them into your hand so you just need to be able to utilize a bigger hand for some kind of a benefit) and a way to gain Scouts for free. If all of those are true, you want to get some Scouts for free. And that situation is most certainly not at all common, and doesn't really get significantly more common if you play with just Intrigue.
Part of easy emptied piles is doesnt work, as you dont have time to pick up scouts when game is about to end on three piles.
The game is probably not about to end on three piles if Scout is the only thing you want to gain.
-
Slogs benefit most from scouts. I don't think I've bought it except in a duke/duchy slog.
-
Like with most newbies, I used to buy it more than I should've. Nowadays, yeah, the reasoning on why it's bad seems sound. I'd like to play with a variant that Donald X suggested on how to buff Scout, but I can't recall what that was.
I'd probably get it more if it were a Bane card, but pity it costs $4, not $2 or $3.
-
Scout is your best Pool buy maybe 5% of the time. In a lightly or untrashed deck Scout tends to work out to be somewhere between Pearl Diver and Wishing Well. You get 4 * green % as straight draw. You likely double your odds in the early game of being able to discard a copper/hit an action. In a mostly thinned deck, Scout is normally at least a cantrip - move the one copper in 4 cards to deck top so you can draw a bigger action block with a single pool, late game clearing the green is a non-trivial benefit.
The real combo, though, is with Vineyard. Vineyard wants actions and wants to cycle past greens to find Pots. Scout cycles past Vineyards while also increasing the Vineyard point tally. Being $4 means that a lot Vineyards setups will have Scout facing only Pot or terminals on price and Vineyards just like actions that much.
-
I would argue it's worse, because you might get tempted and fall for the Scout-trap (which is simply gaining it) more often.
-
Scout goes best in Prosperity, with Goons.
Hoepfully with a new online developer, they can start to modify some of the terrible cards.
-
Nah, just make a custom "interesting kingdom generator" and set Scout's probability show up to 0% (100% if it's April 1st).
-
Nah, just make a custom "interesting kingdom generator" and set Scout's probability show up to 0% (100% if it's April 1st).
Does anyone out there have some sort of interesting Kingdom generator? If there were a way to rate Kingdoms on interestingness, then you could use some sort of genetic algorithm or something to generate new ones.
-
I believe that Race through the Galaxy guy did some work on it, Wei-Hwa Huang, see http://dominionsetgenerator.com/
It's up to Guilds and based on some older purchase model where you could own half a set.
It's all client-side JS so it should be possible to clone it and add Dark Ages and Adventures.
-
Nah, just make a custom "interesting kingdom generator" and set Scout's probability show up to 0% (100% if it's April 1st).
Sometimes, 9-card kingdoms are more interesting than 10-card kingdoms.
-
With all the VP token cards and (probably) no actual green cards in Empires, Scout is going to be even weaker than it already is. So sorry, Roadrunner. :(
-
With all the VP token cards and (probably) no actual green cards in Empires, Scout is going to be even weaker than it already is. So sorry, Roadrunner. :(
Not necessarily. If the rest of the set are Scrying Pool variants, even if some of them give you VP tokens, Scout becomes stronger.
-
With all the VP token cards and (probably) no actual green cards in Empires, Scout is going to be even weaker than it already is. So sorry, Roadrunner. :(
Not necessarily. If the rest of the set are Scrying Pool variants, even if some of them give you VP tokens, Scout becomes stronger.
I guess that's true. Or maybe there's a card that leaves green on top of your deck as a penalty, like a self-Fortune Teller.
-
Stuff that encourages earlier greening may also help Scout out, e.g. Battlefield, maybe Groundskeeper.
-
Stuff that encourages earlier greening may also help Scout out, e.g. Battlefield, maybe Groundskeeper.
Battlefield might actually be a legit thing with Scout. I'd buy Estates super duper early if they were basically Duchies.
-
Stuff that encourages earlier greening may also help Scout out, e.g. Battlefield, maybe Groundskeeper.
Battlefield might actually be a legit thing with Scout. I'd buy Estates super duper early if they were basically Duchies.
I doubt it's a good idea, but only the playtesters really know at this point. :P
-
Stuff that encourages earlier greening may also help Scout out, e.g. Battlefield, maybe Groundskeeper.
Battlefield might actually be a legit thing with Scout. I'd buy Estates super duper early if they were basically Duchies.
I doubt it's a good idea, but only the playtesters really know at this point. :P
You give playtesters too much credit.
-
Especially when everyone can see that's not a good idea.
-
With all the VP token cards and (probably) no actual green cards in Empires, Scout is going to be even weaker than it already is. So sorry, Roadrunner. :(
Not quite true. We got a whole lot of castles.....
https://www.boardgamegeek.com/article/22670980#22670980
2 of them are actions, with one being a treasure.