Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Qvist on January 23, 2012, 06:49:09 am

Title: The Best Dominion Cards List 2012 Ed.1: $5 cards
Post by: Qvist on January 23, 2012, 06:49:09 am
Sorry for the delay. I was ill a few days ago. But now the lists continue.

The Best $5 Cards - Part 1/4
Link to the win rates on Councilroom (http://councilroom.com/win_weighted_accum_turn.html?cards=Cost%3D%3D5)
Link 2 to the win rates on Councilroom (http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3D%3D5)

(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/prosperity-counting-house.jpg)#48 Counting House (Prosperity) Weighted Average: 45.78 / Median: 46 / Mode: 46 / Standard Deviation: 2.5
Highest Rank(s): #37 (1x), #41 (1x), #42 (1x) / Lowest Rank(s): #48 (6x)

Counting House is the card with the lowest deviation. With only one rank above #40, there's no doubt, this is the worst card of all $5s. But comparing it to the other last cards, it has really few last places (6, as many as on #46).

All $5s are really strong cards, but some shine more often than other ones. Counting House is one that shines very rarely. The best use may be countering Mountebank. With massive Copper in your deck, you have a high probability to get many Coppers in hand even if you're only half through the deck. Then you can easily buy a Province or a Colony with the use of this card only. It also has some really nice synergies with Coppersmith (make all Coppers worth a Silver) and Chancellor (discard all Coppers and put them in hand). But then you need a village to play Counting House and one of these cards in one turn and the probabilities to draw these 3 cards together are low in a deck full of Copper. The better alternative and only real combo is Golem. Buy many Golems and only one Counting House. The Golem will always find the Counting House and discard all other cards. With a Golem in hand, you are now guaranteed to get all Coppers. Instead you can buy many Warehouses, cycle through your deck discarding all cards right before the reshuffle and then play your Counting House. It has some other nice synergies, but are very difficult to pull off. For a Bank you need additional buys to be worth it. With no real supporters, this card is mostly not worth the effort.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/stash.png)#47 Stash (Promo) Weighted Average: 44.18 / Median: 46 / Mode: 46 / Standard Deviation: 3.7
Highest Rank(s): #35 (1x), #36 (1x), #37 (1x) / Lowest Rank(s): #48 (5x)

Stash has already a 1.6 point lead over Counting House, but the stats are only slightly better. It was 4 times over #40 and only has one last rank less. It has the fourth least deviation.

You need 4 Stashes to get a Province after the reshuffle for sure and in Colony games it's almost useless. But a sure Province that you can get only after a reshuffle needs you to trigger the reshuffle as often as possible. This means you need supporter cards too. The most obvious ones are Golem (with max. one other action) or a few Chancellors, but sifters or other good cyclers can work too. But if the cyclers are good, you probably want more of them and Stashes are losing their value. In all other cases, you probably find stronger cards than Stash, although if you have $5 and want a Silver anyway, you can pick up a Stash unhesitatingly most of the times.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/explorer.jpg)#46 Explorer (Seaside) Weighted Average: 43.78 / Median: 45 / Mode: 47 / Standard Deviation: 3.3
Highest Rank(s): #35 (1x), #38 (1x), #40 (4x) / Lowest Rank(s): #48 (3x)

Explorer is slightly better although it has only two ranks above #40 and an even worse mode of 47 (6x). But it has only 3 last places and a better median. With the third least deviation its rank seems deserved.

The problem with Explorer is: When you already have 2-3 Provinces and you have $5, you want a Duchy most of the times. When you have one or none, it only nets you a Silver in hand most of the times and then there are still other cards that are better getting you Provinces than just a Silver-generating machine. If you compare it to Jack of All Trades, it's better in the Silver-getting, but just worse on all the other parts. You want it in thin decks where you can draw it with a Province with high probability. Explorer/Chapel is therefore a #65 opening. And I forgot to mention, it's nearly useless in Colony games.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/saboteur.jpg)#45 Saboteur (Intrigue) Weighted Average: 43.09 / Median: 44 / Mode: 48 / Standard Deviation: 5.3
Highest Rank(s): #30 (1x), #33 (2x) / Lowest Rank(s): #48 (4x)

Here is a card that has a mode of 48; so its most frequent rank is last. But it's last still only 4 times and was 7 times above #40. This shows the higher deviation, although it's still the ninth least deviation of the $5 cards.

Saboteur is the worst $5 attack. Why? There are similar reasons like Thief is bad. It trashes cards from your opponents deck without immediate benefit to you, so it's only destructive. And if you aren't able to play Saboteur in each turn at least one time, your opponent can catch up easily when he just continues and ignores it or re-buys the trashed card if it was essential. But, on the other side, it can lead to big outbursts if you play 1-2 Saboteurs each turn or if you can even play King's Court with it. In games with no mats and chips you are then able to trash the whole deck and all points from your opponent and can easily finish and win. But these cases are so rare, Saboteur is still a bad card for itself.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/cache.jpg)#44 Cache (Hinterlands) Weighted Average: 42.55 / Median: 44 / Mode: 45 / Standard Deviation: 5.4
Highest Rank(s): #20 (1x), #36 (2x) / Lowest Rank(s): #47 (1x), #48 (2x)

With a really big outlier, Cache is still very consistent in the ranks: Again 7 times above #40, but only 2 last places.

Cache performs differently in different kind of decks. In engine decks with few money (Scrying Pool etc) it's just horrible. In Big Money decks, it's most of the time superior than just a Silver (like Stash, see above). But it only shines in big decks (Gardens) with many green cards (Silk Road), simply said in decks where Copper isn't a so bad card after all. Also nice is Cache in combination with Trader for a Gold and 2 Silvers for only $5. And Cache is like Silver not very good in Colony games.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/prosperity-contraband.jpg)#43 Contraband (Prosperity) Weighted Average: 41.42 / Median: 42.5 / Mode: 48 / Standard Deviation: 6.1
Highest Rank(s): #23 (1x), #29 (1x), #30 (1x) / Lowest Rank(s): #47 (1x), #48 (4x)

Contraband already has a few outliers, it was 9 times above #40. Just like Saboteur the mode is 48 with 4 times being last. But some higher places made it possible not being in the worst 5, so the deviation got up to 6.1

Another treasure card and another cheap Gold treasure card. Contraband can be very trappy. Buying it can be a nice early Gold and the +Buy is very important for finding a substitution for the prohibited card. If there are many good cards on the board and you want Gold and a card with +Buy anyway this can be very good. But most of the times you embargo yourself. And in the late game this is a dead card because everybody knows you want that Province. If you buy it, buy only one, because two or more can really shut you down. And beware of Venture + Contraband!
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/mandarin.jpg)#42 Mandarin (Hinterlands) Weighted Average: 40.82 / Median: 41 / Mode: 45 / Standard Deviation: 5.7
Highest Rank(s): #27 (1x), #31 (1x), #32 (1x) / Lowest Rank(s): #47 (3x), #48 (2x)

Mandarin has still 2 last places, so there are only 4 last places left. With one almost the half of all players ranking it above #40, it's the last card with an average worse than 40.

Mandarin is again a cheap Gold, but you need an action to play it. What makes it better than the last two cheap Gold-alternatives? The drawback of this card is to put back a card on your deck. But this can be also very nice, because you can prepare your next turn just like Courtyard does it. So, if you have more money than you need or you have colliding terminals, just put back a card. But with colliding terminals, the other card is mostly stronger and you want to play that this turn. The on-buy effect can also be very nice. With a 5/2 opening you can buy the wanted stronger card next turn too and get an additional Mandarin. Mandarin/Hunting Party or Mandarin/Mint are very nice openings and it's not that bad in Double-Tactician games. In the late game where you miss $8 or $11 you can just play one Platinum or two Golds, buy the Mandarin and have a higher chance to reach it in the next turn. That can be very effective. But, still it's a cheap Gold and there are many better alternatives on the board most of the times.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/mine.jpg)#41 Mine (Base) Weighted Average: 39.66 / Median: 40 / Mode: 42 / Standard Deviation: 6.3
Highest Rank(s): #23 (1x), #24 (1x), #25 (1x) / Lowest Rank(s): #46 (3x), #47 (1x)

Mine is the first card with no last place and it is the first card with 3 times above #30.

Mine is one of the first trash-for-benefit card you probably got to know. It has the disadvantage of being limited to treasures, so you cannot trash them later into victory cards. But it has the advantage to get the new card immediately in hand. But Mine is still slow. A Moneylender doesn't get you a card, but is at least worth a Silver in the turn you played it, whereas Mine is only worth a Copper. But in the long term Mine can be better. The more often you play the new treasure card, the more Mine was profitable. So, if you want Mine, you want it early. It gets so much better in Colony games. First, Colony games last longer and you will probably see your treasure card more often and Mine is a Silver if you trash Gold for Platinum. For a 5/2 opening Mine/Fool's Gold is a pretty decent opening. PS: Don't confuse Mine with Mint.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/outpost.jpg)#40 Outpost (Seaside) Weighted Average: 39.33 / Median: 39 / Mode: 48 / Standard Deviation: 8.6
Highest Rank(s): #11 (1x), #21 (1x), #24 (1x) / Lowest Rank(s): #48 (4x)

Outpost is the last card with last ranks and it even was last 4 times, so that the mode is 48 again. It's the first card with a pretty high deviation (13th) with one really big outlier and 4 values above #30.

Outpost seems so nice for getting extra turns. But you only get a 3-card hand. It's like you Militia'd yourself, even worse, you cannot choose the 3 cards you want to keep. If you really need a +Buy Outpost can fulfill this need. But even in those cases it's not better than a Workshop, but it can work in Gardens/Silk Road/Duke games. If you want to use it to attack multiple times per turn, it can work, but still it is another terminal in your deck that can collide. It really can shine, in cases when you can guarantee a good card in your next hand. Treasury, Alchemist and Scheme are probably the best combos. Another case where your 3-card hand isn't that bad, may be with Minion, but this isn't very reliable too, because one of your 3 cards has to be one of your Minions. Another combo is Double Tactician/Outpost where you can get 8 cards. Generally it's pretty good with Duration cards, especially Wharf, Caravan and Haven. In all other cases you better skip Outpost.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/harvest.jpg)#39 Harvest (Cornucopia) Weighted Average: 37.89 / Median: 38 / Mode: 38 / Standard Deviation: 4.6
Highest Rank(s): #29 (2x), #30 (1x) / Lowest Rank(s): #43 (2x), #45 (1x), #47 (1x)

Harvest is the next card after a 1.4 point gap and has a really small deviation. With only 9 ranks below #40, it's clearly better ranked than the previous cards.

Harvest is very swingy. In games with very few different cards and a coherent strategy, this is mostly a Silver and rarely a Gold and really no good card. And it can discard all your good cards you wanted to play in the next turn. In games with many attacks, especially Cursers, Harvest can be really a better card. You can then make your Curses to money without having them in hand and Harvest can easily be worth $4. It's therefore not remarkable that the only above-average Councilroom opening is Harvest/Lighthouse. Harvest has also a nice synergy with Tunnel.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/tribute.jpg)#38 Tribute (Intrigue) Weighted Average: 37.69 / Median: 38.5 / Mode: 40 / Standard Deviation: 5.3
Highest Rank(s): #26 (1x), #27 (1x), #29 (1x) / Lowest Rank(s): #43 (2x), #44 (1x)

Tribute hasn't a rank below #44, so it was only one time voted in the bottom 5 and it has only 7 votes below #40. Its deviation is pretty low again.

Tribute is another swingy card and even depends on the opponents' deck. You can really bad luck, revealing the same card. Then Tribute is really bad. In action-heavy decks you get +4 actions what you only want if there isn't another village around (but then you probably don't want many action cards). All other combinations can really be nice, e.g. in BM games, giving you $4 most of the times and later in the game +cards). It only really shines in games with dual-type cards. Hitting a Harem and a Nobles and getting +4 Cards, +2 Actions and $2 with only one card is excellent. But the unreliableness still is Tribute's biggest problem. Forming your strategy around it not only depends on you, your opponent has to cooperate.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/royalseal.jpg)#37 Royal Seal (Prosperity) Weighted Average: 35.10 / Median: 35.5 / Mode: 32 / Standard Deviation: 6.2
Highest Rank(s): #20 (1x), #21 (1x), #24 (1x) / Lowest Rank(s): #43 (1x), #44 (2x)

Royal Seal is the first card after a really big gap of 2.6 points. It was 5 times above #30 and 6 times below #40. So, the deviation is still very low.

I don't know if there's much to say about Royal Seal. It's another Silver with bonus card. You probably want it early in the game, as it will accelerate your strategy. It's strictly superior to Silver. So if you want a Silver anyway and have $5, you can pick it up unhesitatingly. But still it's very expensive for a $5 card and there are better cards for the same cost around most of the times.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/mint.jpg)#36 Mint (Prosperity) Weighted Average: 34.27 / Median: 35 / Mode: 35 / Standard Deviation: 8.1
Highest Rank(s): #5 (1x), #23 (1x), #24 (1x) / Lowest Rank(s): #44 (3x)

Mint is the last card before the biggest gap in this list. Just like Royal Seal, it was 6 times below #40, but was even 8 times above #30 with one really big outlier.

Mint can duplicate a treasure card in hand. The problem still is, you need that Gold or Platinum in hand, so you really need to draw most of your deck with a good engine or need a small deck to accomplish this regularly. In the first case you probably don't want Mint because you don't want to many treasure cards. But for the latter case, Mint itself helps. Most of the time you buy Mint just to trash most of your Coppers. It really depends if you want Mint with your opening buy as you are now left with only 2 coppers, having no buying power. The only opening which is really powerful is Mint/Fool's Gold, currently #2 of all openings, because you have a small deck and get 2 Fool's Gold per turn most of the times. PS: Beware, don't confuse Mint with Mine.

To the second part (http://forum.dominionstrategy.com/index.php?topic=1526.msg25132#msg25132)
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: kn1tt3r on January 23, 2012, 07:38:57 am
Overall this bottom third seems quite reasonable to me. I have Explorer and Outpost a bit higher, Mandarin and Royal Seal a bit lower, but that's not a big deal.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Atto on January 23, 2012, 07:39:56 am
Nice list. Thanks. I mostly agree with it.
I'm curious about the next two parts of the list.

One thing to correct: Counting House is not Cornucopia but Prosperity
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Qvist on January 23, 2012, 07:41:14 am
One thing to correct: Counting House is not Cornucopia but Prosperity

Of course. Thanks. I fixed that.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DrHades on January 23, 2012, 07:43:20 am
What surprised me:

#42 Mandarin (my rank: #34) - Mandarin is strong as an opener (if there is anything else for $5 on the table) and very good in the endgame (for reasons Qvist said). And in the mid-game - what is wrong about a terminal Gold? The ability helps about the same number of times it hurts so I think Mandarin is a pretty decent card...of course the competition at $5 is very good, but Mandrin has so many uses that I think it deserves a higher place.

#36 Mint (my rank: #22) - Now this is something! Mint, the ultimate copper-trasher, that gives me a nice bonus afterwards? I mean, yes, it is better in BM-ish decks than in engines, but I think it is decent even when its targets are just Golds and Silvers and the fun starts with cards like Platinum, Harem, Hoard, Venture and IGG...

Then again - I discovered, that by the time I made the list I didn't know how to use Inn, IGG and Venture properly (as for Inn I still don't know), but still - Mint would be #25 which is 11 higher...
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: kn1tt3r on January 23, 2012, 07:51:36 am
#36 Mint (my rank: #22) - Now this is something! Mint, the ultimate copper-trasher, that gives me a nice bonus afterwards? I mean, yes, it is better in BM-ish decks than in engines, but I think it is decent even when its targets are just Golds and Silvers and the fun starts with cards like Platinum, Harem, Hoard, Venture and IGG...
That's maybe one of its problems: The Copper trashing is actually not that great in BM games, it helps way more in engine strategies. The other effect however is way more useful in BM games, whereas it sometimes becomes a dead card in big action chains.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DStu on January 23, 2012, 07:54:42 am
#42 Mandarin (my rank: #34) - Mandarin is strong as an opener (if there is anything else for $5 on the table) and very good in the endgame (for reasons Qvist said). And in the mid-game - what is wrong about a terminal Gold? The ability helps about the same number of times it hurts so I think Mandarin is a pretty decent card...of course the competition at $5 is very good, but Mandrin has so many uses that I think it deserves a higher place.
I'm still not really warm with Mandarin. Someone once said the correct way to play Mandarin is "not" (until reaching level 30 or something).  I still think it's true, I have somewhat 2 games where I thought the Mandarin was the right buy, and one of it was where I had $16 of treasure with 2 buys to guarantee a second Colony the next turn. And I really like Courtyard, so I think I know the value of putting the one card back.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Eistee on January 23, 2012, 08:00:06 am
Outpost is also very good with Caravans.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 23, 2012, 08:07:10 am
Quote
Counting House is one that shines very rarely. The best use may be countering Mountebank.
I totally disagree.
Counting house is better than most people think. Yes, Counting house shines rarely, but when it shines, it really shines.
The best use is countering mountebank ? No... the best use is obviousy the awesome combo Inn/Chancellor/Counting house. But, Warehouse, Coppersmith and Golem are really good also.
Of course, Counting house is very situational. But here it's underrated.

Cache and Contraband : Both are generally weak. But I'm surprised to see contraband higher than cache. Contraband is THE trap card. Cache is often more useful than contraband (for insistance, with Spice merchant, trader, moneylender, gardens and silk road).

Outpost : Good with menagerie.

Otherwise, I mostly agree with this list.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: kn1tt3r on January 23, 2012, 08:13:02 am
#42 Mandarin (my rank: #34) - Mandarin is strong as an opener (if there is anything else for $5 on the table) and very good in the endgame (for reasons Qvist said). And in the mid-game - what is wrong about a terminal Gold? The ability helps about the same number of times it hurts so I think Mandarin is a pretty decent card...of course the competition at $5 is very good, but Mandrin has so many uses that I think it deserves a higher place.
I'm still not really warm with Mandarin. Someone once said the correct way to play Mandarin is "not" (until reaching level 30 or something).  I still think it's true, I have somewhat 2 games where I thought the Mandarin was the right buy, and one of it was where I had $16 of treasure with 2 buys to guarantee a second Colony the next turn. And I really like Courtyard, so I think I know the value of putting the one card back.
One big issue of Mandarin is that it "anticycles" your deck and slows you down somewhat when you ought to accelerate instead.

It is a great opener with Hunting Party, maybe to be considered with Inn, can be useful in double Tactician decks, but otherwise I have never felt the urging necessity to get a Mandarin.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Qvist on January 23, 2012, 08:14:35 am
Outpost is also very good with Caravans.

That's right. I generally forgot to mention Duration cards (Caravan, Wharf) in my article. I think I'll add this.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: kn1tt3r on January 23, 2012, 08:16:39 am
Outpost is also very good with Caravans.

That's right. I generally forgot to mention Duration cards (Caravan, Wharf) in my article. I think I'll add this.

Outpost is also great in strategies where you need very few cards to draw most of your deck. Scrying Pool/Outpost can be deadly.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DrHades on January 23, 2012, 08:22:25 am
#36 Mint (my rank: #22) - Now this is something! Mint, the ultimate copper-trasher, that gives me a nice bonus afterwards? I mean, yes, it is better in BM-ish decks than in engines, but I think it is decent even when its targets are just Golds and Silvers and the fun starts with cards like Platinum, Harem, Hoard, Venture and IGG...
That's maybe one of its problems: The Copper trashing is actually not that great in BM games, it helps way more in engine strategies. The other effect however is way more useful in BM games, whereas it sometimes becomes a dead card in big action chains.
Trashing is not so powerfull in BM-decks, but it is more because it slows you down on the turns you have to use it and then it's a dead card. Here you use it just once and then it is a superb card...I agree that BM doesn't mind having the Coppers, but it doesn't mind not having them either...

About Mandarin - I agree with what you said. But even with all that it is better than Harvest or Tribute for me...
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Qvist on January 23, 2012, 08:25:42 am
Outpost is also very good with Caravans.

That's right. I generally forgot to mention Duration cards (Caravan, Wharf) in my article. I think I'll add this.

Outpost is also great in strategies where you need very few cards to draw most of your deck. Scrying Pool/Outpost can be deadly.

This is true. But I leave it now how it is. The Outpost article is already long enough.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: AJD on January 23, 2012, 10:46:08 am
Quote
Counting House is one that shines very rarely. The best use may be countering Mountebank.
I totally disagree.
Counting house is better than most people think. Yes, Counting house shines rarely, but when it shines, it really shines.
The best use is countering mountebank ? No... the best use is obviousy the awesome combo Inn/Chancellor/Counting house. But, Warehouse, Coppersmith and Golem are really good also.
Of course, Counting house is very situational. But here it's underrated.

I'm surprised no one's mentioned Counting House as a complement to Goons in Village-free games.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ecq on January 23, 2012, 12:19:55 pm
Mint seems underrated to me.  In a straight Province BM game, sure, it's not going to do much good.  It's very nice in Colony games, though, where Coppers and even Silvers are undesirable and Platinums are hard to amass.  It also plays well with alternative treasure cards.  Mint/Fool's Gold was mentioned.  Mint/Venture is also very nice.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 23, 2012, 12:25:09 pm
Mint seems underrated to me.  In a straight Province BM game, sure, it's not going to do much good.  It's very nice in Colony games, though, where Coppers and even Silvers are undesirable and Platinums are hard to amass.  It also plays well with alternative treasure cards.  Mint/Fool's Gold was mentioned.  Mint/Venture is also very nice.
Silvers are NOT undesirable, even in colony games, for BM. Like, ever!
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Tables on January 23, 2012, 01:18:57 pm
This is the first time my list actually seems pretty much on the money. Except for mandarin (which I have very little experience with and overrated compared to the average, at #32) my list is within 2 on every card, and all others within 4.

Then again, I'm a bit worried about where I've put Duke... I somehow don't think he's going to be anywhere near 36 anymore...
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: toaster on January 23, 2012, 02:11:34 pm
All in all, a very reasonable list, and quite close to what I have.  The main difference is that I put Treasury and Inn down in this tier as well (39 and 40, respectively).  I'll be interested to see just how far off my assessment of those two cards was from the consensus
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: olneyce on January 23, 2012, 02:31:45 pm
Very reasonable list.  I only had two cards lower than any of these (Rabble at 36 and Merchant Ship at 38), and I'm pretty sure I just got those wrong.

The $5 cards are really good for the most part.  This batch is so-so, but basically every card above this is almost always a strong positive in a deck and most have game-changing potential in the right circumstances.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Kore on January 23, 2012, 02:34:56 pm
No real surprises here. I'm guessing the real differences will come at the upper end of the list. The only entry that I might disagree with is Cache which I think is a bit underrated. It's better than a gold on your first turn if you open with a 5/2 split and it's a strong supporter to any decks that reduce their average card value below $1.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: vulturesrow on January 23, 2012, 02:56:53 pm
Quote
Counting House is one that shines very rarely. The best use may be countering Mountebank.
I totally disagree.
Counting house is better than most people think. Yes, Counting house shines rarely, but when it shines, it really shines.
The best use is countering mountebank ? No... the best use is obviousy the awesome combo Inn/Chancellor/Counting house. But, Warehouse, Coppersmith and Golem are really good also.
Of course, Counting house is very situational. But here it's underrated.

I'm surprised no one's mentioned Counting House as a complement to Goons in Village-free games.

I was going to ask if that was a viable strategy...is it? Because it popped into my head as an obvious complement to a goons deck.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 23, 2012, 03:07:58 pm
Pretty good list. The only card missing from my bottom third is Library.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DrHades on January 23, 2012, 03:15:00 pm
Very reasonable list.  I only had two cards lower than any of these (Rabble at 36 and Merchant Ship at 38), and I'm pretty sure I just got those wrong.

The $5 cards are really good for the most part.  This batch is so-so, but basically every card above this is almost always a strong positive in a deck and most have game-changing potential in the right circumstances.

I agree with Merchant Ship, but Rabble??? Rabble is strong! Very strong! Isn't? Guys, what do you think of Rabble? :)
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Tahtweasel on January 23, 2012, 03:30:02 pm
Rabble is very, very strong. Play it in massive numbers in the mid-late game and watch your opponent stagnate as you continue to build up your deck and eventually steamroll him.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ackack on January 23, 2012, 03:35:06 pm
Rabble at 36 does seem super crazy to me. I didn't take place in this exercise and so don't have a great sense for all the 5s off the top of my head, but I'd guess somewhere between 15 and 20 would probably be about right.

In general the exercise of ranking cards (aside from the fun of it) seems most useful for people very early in the learning process. And there it's less about strict ordering, but more just an idea of "what cards are important? Are there any surprises in there? Why do a bunch of strong players think these cards are particularly valuable?" I feel like taking the rankings too literally other than that just can't be very helpful. Going through this list of 5s, I definitely find myself thinking "well, yeah, these are pretty bad for 5s . . . but come on, these cards can be pretty great!"
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 23, 2012, 03:35:31 pm
Pretty good list. The only card missing from my bottom third is Library.
:o
Warehouse + Library
Fishing village + Library
Hamlet + Library
Shanty town + Library
Minion + Library
Golem + Tactician + Library
Festival + library
Village + any action silver + library
...


The merchant ship is pretty underrated. Not so powerful, but like Harvest, a terminal gold/4$ is not really attractive but quite good.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Robz888 on January 23, 2012, 03:36:13 pm
Agreed that this list is pretty much on the money. I might quibble with the ranking of Stash. Is it really that bad? Like, number 2 worst? I don't see how it's worse than Explorer and Saboteur.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: olneyce on January 23, 2012, 03:36:35 pm
I'm surprised no one's mentioned Counting House as a complement to Goons in Village-free games.

I was going to ask if that was a viable strategy...is it? Because it popped into my head as an obvious complement to a goons deck.
Someone correct if I'm wrong, but I really don't see it.

You need to spend $5 to get some junk for your deck that only becomes useful insofar as you are also adding a bunch of other junk to your deck.  And if you draw it at the end of a shuffle.  And if you don't draw it in a hand with a Goons.  And the best it's likely to get you is one Province, which is nice but isn't crazy good.  The only way I could see it being useful is if you think there's a decent chance you will have a cantrip +buy so that you might be able to actually get something really good if you happen to drag 18 coppers into your hand or something.

But the whole point of this situation is that you have a deck full of clutter - so getting a combo together into one 5-card hand is going to be tough.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: olneyce on January 23, 2012, 03:44:55 pm
Yeah, like I said, I was just wrong on Rabble and Merchant Ship.  I would still strongly disagree with Rabble as a top-15 card, though.  The top of the $5 cards is really, really good.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Qvist on January 23, 2012, 03:48:59 pm
Wow, so much discussion going on. You just can't wait for the next rankings, am I right?  ;D
I hope to post the next part on Thursday and we'll see if and where Library, Merchant Ship and Rabble will be.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: jonts26 on January 23, 2012, 03:50:02 pm
Very reasonable list.  I only had two cards lower than any of these (Rabble at 36 and Merchant Ship at 38), and I'm pretty sure I just got those wrong.

The $5 cards are really good for the most part.  This batch is so-so, but basically every card above this is almost always a strong positive in a deck and most have game-changing potential in the right circumstances.

I agree with Merchant Ship, but Rabble??? Rabble is strong! Very strong! Isn't? Guys, what do you think of Rabble? :)

You shouldn't agree with Merchant Ship. Sure, it's not a powerhouse but it's definitely well above average. Terminal silver this turn is pretty meh but a free $2 next turn? Yes please.

And yes, Rabble when used properly can be devastating.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 23, 2012, 03:54:35 pm
Pretty good list. The only card missing from my bottom third is Library.
:o
Warehouse + Library
Fishing village + Library
Hamlet + Library
Shanty town + Library
Minion + Library
Golem + Tactician + Library
Festival + library
Village + any action silver + library
...


The merchant ship is pretty underrated. Not so powerful, but like Harvest, a terminal gold/4$ is not really attractive but quite good.
Basically what Library needs is cards that reduce hand size AND cards that produce money (so you get some benefit from discarding and drawing new cards) AND plenty of villages. Otherwise, it's not better than smithy. And unlike smithy-types, it can't ever really draw your whole deck, because the the second library will usually not be able to draw so many cards unless you can make the other cards disappear. Of course there are decks in which you can do this, but they need multiple support cards which makes them both uncommon and slow. So it kind of fits in with the rest of the cards in this bottom third.

Yeah, like I said, I was just wrong on Rabble and Merchant Ship.  I would still strongly disagree with Rabble as a top-15 card, though.  The top of the $5 cards is really, really good.
ackack said "between 15 and 20, not top 15" and I agree with him. There are definitely 15 really sick strong $5 cards that require less support than Rabble, but there's probably not 20.

Merchant Ship I think doesn't belong here, but it's not too much higher. It's decent for big money, particularly as an opener, but it's not crazy strong and doesn't really combo with anything.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Thisisnotasmile on January 23, 2012, 04:33:44 pm
Wow, so much discussion going on. You just can't wait for the next rankings, am I right?  ;D
I hope to post the next part on Thursday and we'll see if and where Library, Merchant Ship and Rabble will be.

And Venture, please.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DG on January 23, 2012, 05:47:15 pm
Stash second worst five cost card? Wow. Seems like there is a massive under appreciation of draw management. A treasure that's always superior to silver, occasionally better than gold, can create its own unique strategies, well that should deserve better.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 23, 2012, 06:10:54 pm
Now that I've read all the text, I have a couple of additional comments:

Cache should be mentioned as a card that's good with counting house. Counting house is in a way like harvest. It's a terminal that gives a "random" $ amount (though it's not throneable). On average it's close to the same as harvest, but it's much higher variance. It is, however, possible to modify the distribution. one way is by putting more cards in discard as with golem, warehouse, cellar. The other is by adding more copper to your deck, as with cache, opponent's ambassador/mountebank, or +buy.

You say, Royal Seal is "very expensive for a $5 card". I would argue that in the absence of quarry, it costs the same as all other $5 cards :P
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 23, 2012, 06:13:42 pm
Stash second worst five cost card? Wow. Seems like there is a massive under appreciation of draw management. A treasure that's always superior to silver, occasionally better than gold, can create its own unique strategies, well that should deserve better.
Basically any card can create it's own unique strategies, and "always superior to silver" is not that important since it's mostly competing with other $5 cards. And usually at least one of the other available $5 cards is better than silver. Second-to-last may be a little low, but it's hard to see it making it out of the bottom 5...
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DG on January 23, 2012, 07:11:37 pm
Quote
"always superior to silver" is not that important since it's mostly competing with other $5 cards.

It is important since once you've bought your merchant ship and bought your jester you'll then buy the stash. It does not compete directly with actions cards. The majority of decks have a mix of treasure and actions and the majority of them would be improved by buying a stash/royal seal rather than overloading on terminal actions.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Kirian on January 23, 2012, 07:40:29 pm
Outpost is also great in strategies where you need very few cards to draw most of your deck. Scrying Pool/Outpost can be deadly.

This is true. But I leave it now how it is. The Outpost article is already long enough.
[/quote]

That's all right.  Just add a second section for Outpost that's about 3/5 as long.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Robz888 on January 23, 2012, 08:01:57 pm
Wow, so much discussion going on. You just can't wait for the next rankings, am I right?  ;D
I hope to post the next part on Thursday and we'll see if and where Library, Merchant Ship and Rabble will be.

And Venture, please.

If there are 13 cards in each section, I might expect to see Venture just narrowly eek out of Part 2 make it to Part 3.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: petrie911 on January 23, 2012, 08:03:05 pm
Saboteur seems higher than I would have expected.  I always thought of it as the worst $5 card.

I'm really curious what the top 5 will look like.  I can probably guess what will be in there, but it'll be interesting to see the final ordering.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 23, 2012, 08:25:19 pm
Quote
"always superior to silver" is not that important since it's mostly competing with other $5 cards.

It is important since once you've bought your merchant ship and bought your jester you'll then buy the stash. It does not compete directly with actions cards. The majority of decks have a mix of treasure and actions and the majority of them would be improved by buying a stash/royal seal rather than overloading on terminal actions.
But in those situations, where you are buying stash late just because it's a treasure that's at least as good as silver, it's not a huge impact card. Buying stash over silver in those situations might increase you win probability by 1% or something, but probably within the margin for noise. I'd be surprised if you were able make a merchant ship + stash bot that beats merchant ship (without stash) by more than 1%.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DG on January 23, 2012, 09:00:33 pm
Simulator says smithy + stash > smithy + merchant ship > smithy. That's the right situation to use a stash and we all do it without appreciating the stash very much.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: AJD on January 23, 2012, 10:22:55 pm
I'm surprised no one's mentioned Counting House as a complement to Goons in Village-free games.

I was going to ask if that was a viable strategy...is it? Because it popped into my head as an obvious complement to a goons deck.
Someone correct if I'm wrong, but I really don't see it.

You need to spend $5 to get some junk for your deck that only becomes useful insofar as you are also adding a bunch of other junk to your deck.  And if you draw it at the end of a shuffle.  And if you don't draw it in a hand with a Goons.  And the best it's likely to get you is one Province, which is nice but isn't crazy good.  The only way I could see it being useful is if you think there's a decent chance you will have a cantrip +buy so that you might be able to actually get something really good if you happen to drag 18 coppers into your hand or something.

I've seen it work a few times, not usually played by me. Obviously I can't swear that I was playing optimally in those games either, of course. But I do think you're underselling it here a bit. The more you play Goons, the earlier in your next reshuffle the Counting House will become useful; and I think if you draw Counting House and Goons in the same hand then you probably want to use the Counting House if you're far enough through your deck to be able to get a province out of it. Certainly a Warehouse or something would help here.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 23, 2012, 10:54:05 pm
Simulator says smithy + stash > smithy + merchant ship > smithy. That's the right situation to use a stash and we all do it without appreciating the stash very much.
So my point was that the fact that late stashes are non-harmful is not a good reason to value stash on this list, which is not really addressed by this sim.
Here, in fact, stash is a key card you buy early. Stash + terminal draw or stash + chancellor are the strategies in which stash is strong -- this occurs close to the amount of times where cache is strong. This suggests that stash belongs in the same neighborhood as cache, which is right around the bottom 5.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Fuu on January 24, 2012, 01:08:18 am
Of course Stash benefits from frequent shuffling and as well as terminal draw or Chancellor, is also nice when you or your opponent cause you to discard from deck, cycling more quickly (e.g. Harvest, Navigator, Envoy, Warehouse, ...). I dunno, I like the card, and was surprised to see it rated second worst.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: kn1tt3r on January 24, 2012, 02:16:35 am
Of course Stash benefits from frequent shuffling and as well as terminal draw or Chancellor, is also nice when you or your opponent cause you to discard from deck, cycling more quickly (e.g. Harvest, Navigator, Envoy, Warehouse, ...). I dunno, I like the card, and was surprised to see it rated second worst.
Certainly Stash is not a bad card. It seldom hurts, and on some boards it's definately the dominating strategy (not only with Chancellor, also with Warehouse or Cellar it should be considered). However, those board are usually weak boards, they appear not that often, and even then the strategy is very predictable and not flexible at all.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Thisisnotasmile on January 24, 2012, 02:51:51 am
Wow, so much discussion going on. You just can't wait for the next rankings, am I right?  ;D
I hope to post the next part on Thursday and we'll see if and where Library, Merchant Ship and Rabble will be.

And Venture, please.

If there are 13 cards in each section, I might expect to see Venture just narrowly eek out of Part 2 make it to Part 3.

Sadly I agree. Not because that's where I think the card should be, but because people over-rate the card so much that I fear it could actually end up at the completely wrong end of the list. I mean... It's a $1 treasure that costs $5. Yeah, it's got a magical power tacked on, but it really isn't that great.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 24, 2012, 03:17:07 am
Sadly I agree. Not because that's where I think the card should be, but because people over-rate the card so much that I fear it could actually end up at the completely wrong end of the list. I mean... It's a $1 treasure that costs $5. Yeah, it's got a magical power tacked on, but it really isn't that great.
Saying it's a $1 treasure is selling it quite a bit short, like calling mountebank a terminal silver that has a "magical power tacked on". That "magical power" is like the main part of the card. Provided you aren't already drawing all your treasures, it effectively nets you at least $2, often more with any sort of copper trashing, and sometimes waaaay more (when you can get a chain going or have platinums). Plus it keeps you pretty green-immune and doesn't use an action, so you can add in any actions you want to supplement it. It's only borderline top third, but I really can't see it being much outside that. Where do you rank it?
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Thisisnotasmile on January 24, 2012, 03:30:59 am
41. Its magical power is not much different to Farming Village's, which barely made it into the top half of the $4 cards. However, I believe Farming Village's version is much better, as it allows you to directly counter top-of-deck attacks without limiting yourself to non-drawing actions. Then when we compare the non-magic parts of the card's, we're comparing Copper vs. Village. A free card vs. a $3-cost. To me, Farming Village is superior in almost every way, yet it costs $1 less than Venture (and we're talking the biggest $1 gap in the game, $4-$5) AND it still only made it half way up the $4 list. What does that say about Venture?

Edit: Just realised a couple of flaws with this comparison, but I'm late for work so I'll sort it out later. I still think Venture vs. FV is a pretty good comparison, although it's not as extreme as this post states. FV is still better.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: michaeljb on January 24, 2012, 03:57:14 am
Would I be right to guess you realized Farming Village's non-magic part is not actually Village, but not-even-Native Village?
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Robz888 on January 24, 2012, 03:57:25 am
41. Its magical power is not much different to Farming Village's, which barely made it into the top half of the $4 cards. However, I believe Farming Village's version is much better, as it allows you to directly counter top-of-deck attacks without limiting yourself to non-drawing actions. Then when we compare the non-magic parts of the card's, we're comparing Copper vs. Village. A free card vs. a $3-cost. To me, Farming Village is superior in almost every way, yet it costs $1 less than Venture (and we're talking the biggest $1 gap in the game, $4-$5) AND it still only made it half way up the $4 list. What does that say about Venture?

Edit: Just realised a couple of flaws with this comparison, but I'm late for work so I'll sort it out later. I still think Venture vs. FV is a pretty good comparison, although it's not as extreme as this post states. FV is still better.

I'm the other way around--I feel like I personally overrated Farming Village until recently. I used to consider it the best of the $4 villages, but I almost feel like both Workers and Mining have much more essential uses.

As for Venture, I think it would deserve a spot after Mountebank, Witch, Hunting Party, Ill-Gotten Gains, Minion, Wharf, Margrave, Torturer, Ghost Ship, Laboratory, Tactician. The next few, I suspect, would be Venture, Jester, Embassy, Cartographer, Stables, Rabble, in some order. I'm sure I'm missing a card or two, but that's roughly how I'd put them.

With even modest trashing, Venture is a powerhouse, and lightning fast, and super-immune to curses and greening.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Mean Mr Mustard on January 24, 2012, 04:24:40 am
Venture is stupid good with hard drawing decks.  These are not corner cases.  BMU hearts Venture.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 24, 2012, 09:13:36 am
41. Its magical power is not much different to Farming Village's, which barely made it into the top half of the $4 cards. However, I believe Farming Village's version is much better, as it allows you to directly counter top-of-deck attacks without limiting yourself to non-drawing actions. Then when we compare the non-magic parts of the card's, we're comparing Copper vs. Village. A free card vs. a $3-cost. To me, Farming Village is superior in almost every way, yet it costs $1 less than Venture (and we're talking the biggest $1 gap in the game, $4-$5) AND it still only made it half way up the $4 list. What does that say about Venture?

Edit: Just realised a couple of flaws with this comparison, but I'm late for work so I'll sort it out later. I still think Venture vs. FV is a pretty good comparison, although it's not as extreme as this post states. FV is still better.
So, so wrong. That is NOT the point of venture. The point of venture is to give you the next treasure in your deck, plus a bonus. The cycling is virtually irrelevant (unless you have some way of re-ordering your deck) over the long haul. Whether venture or FV is better is a question of deck, (if I'm building an engine, FV is gonna be better, sure), but generally venture is the much better card, as you'd expect given its cost.
It's not uncommon for venture to be better than gold.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Tahtweasel on January 24, 2012, 09:23:52 am
I am a bit WTFed at the Venture hate.

Suppose I open moneylender/silver, and manage to trash some coppers. Let's say that in my draw deck, there are three coppers, a silver, a gold, and four ventures.

A venture in hand at that point is worth 3.27, better than gold.



The first part of its value is the 1 coin I get from playing it.
The second part of its value is that it will draw me 4/9*(1+3/8*(1+2/7*(1+1/6))) = 2/3 of an additional venture, on average, before getting to a regular money card that ends the chain.
The final card will be worth (3+2+3)/5, or 1.6 on average.
In total, the value of my venture is (1+.67+1.6) = 3.27.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DG on January 24, 2012, 09:28:48 am
Let's have a look at the "money density" talked about by WW in his article. If you add a venture to your deck you are adding one coin to the total value. You will (typically) be adding no more cards to the bottom line since the venture will draw a replacement for itself into play. So far this is no different to adding a bazaar or market. You will also however skip all the non-treasure cards before the next treasure card and this is where the additional value comes.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: tlloyd on January 24, 2012, 09:41:58 am
Let's have a look at the "money density" talked about by WW in his article. If you add a venture to your deck you are adding one coin to the total value. You will (typically) be adding no more cards to the bottom line since the venture will draw a replacement for itself into play. So far this is no different to adding a bazaar or market. You will also however skip all the non-treasure cards before the next treasure card and this is where the additional value comes.

If you are playing BM against heavy cursing, maybe. But Venture can also skip right over your key action cards, which FV doesn't do. The real value in Venture comes from chaining them, which generally requires decent trashing (of coppers at least), minimal silver purchases and multiple ventures.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Tahtweasel on January 24, 2012, 09:51:32 am
Let's have a look at the "money density" talked about by WW in his article. If you add a venture to your deck you are adding one coin to the total value. You will (typically) be adding no more cards to the bottom line since the venture will draw a replacement for itself into play. So far this is no different to adding a bazaar or market. You will also however skip all the non-treasure cards before the next treasure card and this is where the additional value comes.
That's a great way of thinking about it, but let's be clear that the "additional value" is huge. Most importantly, it allows you to green earlier than you otherwise would in Big Money, because you know that the "dead card" losses will be much lower.

If you are playing BM against heavy cursing, maybe. But Venture can also skip right over your key action cards, which FV doesn't do. The real value in Venture comes from chaining them, which generally requires decent trashing (of coppers at least), minimal silver purchases and multiple ventures.
Venture cycles you around faster, with some randomness. It can also skip a bunch of dead cards and lead you to your key action faster.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Tahtweasel on January 24, 2012, 10:34:53 am
41. Its magical power is not much different to Farming Village's, which barely made it into the top half of the $4 cards... Then when we compare the non-magic parts of the card's, we're comparing Copper vs. Village. A free card vs. a $3-cost.
Wrong. It's Peddler vs Village. You're double-counting the drawing power of farming village, while counting the draw power of venture only once.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DG on January 24, 2012, 10:54:03 am
Quote
If you are playing BM against heavy cursing, maybe. But Venture can also skip right over your key action cards, which FV doesn't do. The real value in Venture comes from chaining them, which generally requires decent trashing (of coppers at least), minimal silver purchases and multiple ventures.

That's the intuitive thinking, however you can say exactly the same thing about markets and labs. The more rubbish you trash and the smaller the 'logical' size of your deck, the more benefit you get from a market or lab. A venture can only ever be better value than a market when the top card of your deck is not a treasure (excepting banks, whatever). A venture can draw another venture and play that, however a market could draw another market and play that too.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 24, 2012, 11:04:57 am
Quote
If you are playing BM against heavy cursing, maybe. But Venture can also skip right over your key action cards, which FV doesn't do. The real value in Venture comes from chaining them, which generally requires decent trashing (of coppers at least), minimal silver purchases and multiple ventures.

That's the intuitive thinking, however you can say exactly the same thing about markets and labs. The more rubbish you trash and the smaller the 'logical' size of your deck, the more benefit you get from a market or lab. A venture can only ever be better value than a market when the top card of your deck is not a treasure (excepting banks, whatever). A venture can draw another venture and play that, however a market could draw another market and play that too.
No, a venture is better than a market 1) with terminal card draw, and 2) when your next treasure is better than your next card, provided 3)the buy that market gives you isn't as significant as the first two points.
Edit: which, I guess, isn't so so different from what you said.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Glooble on January 24, 2012, 11:26:18 am
I'm kind of curious to see how base set staples like Festival, Lab, and Market will rank, especially given Smithy's performance.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: chwhite on January 24, 2012, 11:38:03 am
I'm kind of curious to see how base set staples like Festival, Lab, and Market will rank, especially given Smithy's performance.

Prediction: Lab will be significantly higher than Festival, which will in turn be significantly higher than Market.  I didn't put any of them in the top 10, but if Lab ends up there I won't be too surprised.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 24, 2012, 12:04:32 pm
I guess the top 5 will be :

5- Tactician / Witch
4- Ill-gotten gains
3- Wharf
2- Hunting party
1- Mountebank

But I would be happy to see Inn, Horn of plenty or Highway. Even if Inn is too often bought on Isotropic (you should buy it at the right time), the card is incredibly good (and fun).
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: toaster on January 24, 2012, 12:11:11 pm
I strongly disagree on Inn.  It has a few combos where it works well, but I think that many players vastly overrate it.  The primarily reason to purchase it is for the "on gain" ability, and even that is quite situational as far as timing.  I simply see Inn as a somewhat weak cycling card.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 24, 2012, 12:33:32 pm
I strongly disagree on Inn.  It has a few combos where it works well, but I think that many players vastly overrate it.  The primarily reason to purchase it is for the "on gain" ability, and even that is quite situational as far as timing.  I simply see Inn as a somewhat weak cycling card.

Yeah, that's what I said. The card should be bought at the right time. Generally people on Isotropic buy it too often. But on the other hand, Inn makes really strong combos (with just about everything). After, it's like a simple village, and you could trash it with bishop/salvager/apprentice.

"quite situational as far as timing" : You should pay attention to the reshuffle. Simply.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ackack on January 24, 2012, 01:42:19 pm
"quite situational as far as timing" : You should pay attention to the reshuffle. Simply.

Paying as much attention to the shuffle as you want still doesn't put all of your cards in the discard all the time. Inn can do nice things for sure, but so can most 5s. I really don't think it belongs very far from the middle of the pack either way.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Fabian on January 24, 2012, 01:44:39 pm
Inn near the top 5 of this list might be more wrong than Venture belonging on the bottom third of this list, which is pretty impressive I guess. Not that Highway or Horn of Plenty should be anywhere remotely close to the top 5 either, but seems like Inn sparked more discussion.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 24, 2012, 02:12:05 pm
There is a difference between a card that is almost always good (like laboratory), and a tricky card that can make incredible things (like Inn).
Horn of plenty (need different cards) and highway (need good source of +buy) are more situational than a mountebank, but sometimes they are just awesome.

So I wouldn't be surprised to see Inn at #35 after Mint, because it's just too difficult to rank it.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: olneyce on January 24, 2012, 02:15:23 pm
There is a difference between a card that is almost always good (like laboratory), and a tricky card that can make incredible things (like Inn).
The difference is that Laboratory is almost always good, while Inn is often not good at all.  That's why Laboratory is a (much) better card.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ehunt on January 24, 2012, 03:40:07 pm
I wish I had participated in this exercise as I find myself having infinity opinions,all of which I have to suppress for the sake of making this one come across the strongest:

witch > mountebank > IGG.

Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: toaster on January 24, 2012, 05:15:58 pm
There is a difference between a card that is almost always good (like laboratory), and a tricky card that can make incredible things (like Inn).
Horn of plenty (need different cards) and highway (need good source of +buy) are more situational than a mountebank, but sometimes they are just awesome.

So I wouldn't be surprised to see Inn at #35 after Mint, because it's just too difficult to rank it.

See, the difference is that I don't think that Inn is particularly helpful in pulling off incredible things.  At its best, it's a somewhat weak cycler/action concentrater.  Decent and helpful in lubricating and action heavy deck without trashing?  Sure.  However, that fact that it's best case kind of deck, engine decks that aren't thin, isn't one of the stronger broad strategies weakens my assessment of the card as a whole.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: toaster on January 25, 2012, 03:37:19 pm
Oh additionally I was looking over my list and already can predict one outlier of mine: I had Vault at #3.  Now, I tend to like Big Money-ish decks, and Vault is a great card for fast province games, but in retrospect that seems over the top...something I'd put in the top third, but definitely not the top 3.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 25, 2012, 03:46:38 pm
Oh additionally I was looking over my list and already can predict one outlier of mine: I had Vault at #3.  Now, I tend to like Big Money-ish decks, and Vault is a great card for fast province games, but in retrospect that seems over the top...something I'd put in the top third, but definitely not the top 3.
Wow... which curse-giver did you think it was better than?
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: toaster on January 25, 2012, 03:52:32 pm
Actually, it's above both IGG and Witch.  My #2 card is not a curse giver, and that one I actually feel still deserves it's spot, though one could reasonably argue for a few places lower.  Again, though, I'm not going to defend the Vault rank...definitely a "why was a so overenthusiastic about it that night" moment.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: jsh357 on January 25, 2012, 03:55:22 pm
Hunting Party, I assume?

My top 5 would be:
1. HP
2. Witch
3. Mountebank
4. Wharf
5. Vault

I didn't vote, though.

IGG is a strong sixth for me.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: theory on January 25, 2012, 03:58:25 pm
This discussion is interesting to me because I was wondering whether the $5's distinction I made on the blog between Attacks and Non-Attacks is meaningful any more.  (Yes, yes, I know, I haven't done the $4's yet.  That's coming up.)  Mountebank / Witch still dominate, and IGG can probably sneak in as a quasi-attack.  But Hunting Party and Wharf and etc. are so strong that I would probably rank them over Minion and Torturer and Rabble.  At the same time, you can't build a HP engine when Village/Torturer is on the table.  So is ranking them separately avoiding apples & oranges comparisons or just a copout?
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: jsh357 on January 25, 2012, 04:00:56 pm
Personally, I liked splitting it in to two lists, half because there are so many good $5 cards period
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: mnavratil on January 25, 2012, 04:03:14 pm
Maybe a bit of a copout, but I don't mind. I like that splitting the lists gets us the best/worst 10 cards. With the $5's there is just so much more going on there, that a list of 5 cards doesn't seem sufficient.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 25, 2012, 04:05:52 pm
I think the real distinction is between 'curse-giver' and 'everything else' at almost every price point. There's very few things that can deal with curses effectively (other cursers, ambassador, masq, and... that's about it reliably. Actually, I should make a call for games where cursers are beat without these, because it's very few). And the other attacks may be good, but not more so than just strong cards really. Militia ~= monument, for every minion there's a hunting party, etc. So I mean, most of the other attacks are strong, but not like on another level.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: GendoIkari on January 25, 2012, 04:12:38 pm
I think the real distinction is between 'curse-giver' and 'everything else' at almost every price point. There's very few things that can deal with curses effectively (other cursers, ambassador, masq, and... that's about it reliably. Actually, I should make a call for games where cursers are beat without these, because it's very few). And the other attacks may be good, but not more so than just strong cards really. Militia ~= monument, for every minion there's a hunting party, etc. So I mean, most of the other attacks are strong, but not like on another level.

Here you go, 2 sample games: http://forum.dominionstrategy.com/index.php?topic=999.0 (http://forum.dominionstrategy.com/index.php?topic=999.0). Not that I'm disagreeing with your assessment of Curses!
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: timchen on January 25, 2012, 04:14:00 pm
Let's have a look at the "money density" talked about by WW in his article. If you add a venture to your deck you are adding one coin to the total value. You will (typically) be adding no more cards to the bottom line since the venture will draw a replacement for itself into play. So far this is no different to adding a bazaar or market. You will also however skip all the non-treasure cards before the next treasure card and this is where the additional value comes.

This is right, but saying it is like a bazaar or market is kind of misleading. The second part actually is very important. Say with the starting deck, the money produced by a single hand with one single venture becomes 6/11*3.5+5/11*(2.8+1+1)=4.09. i.e., the added total value from the venture is 1.18 instead of 1. And this is the worst case. This shows the power of the venture I think, as it is 20% better than a peddler in the worst case.

Ironically this extra part does behave just like a farming village, intuitively speaking. The problem I guess, is that this effect is much more desirable in a money deck. In an engine deck you don't really care about the draw of that single card...
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: toaster on January 25, 2012, 04:27:58 pm
I'm going to go with "cop-out" on ranking attacks and non-attacks separately.  Although the strongest attacks are very strong, there are very strong non-attacks as well, and some pretty awful attacks.  Even among curse-givers, although they'll be near the top of the list, they don't read off as the top cards period, and I think there's a lot to be learned from how people interleave them, just as much as say, how people relatively rank good engine vs. good big money-ish cards.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ehunt on January 25, 2012, 05:04:46 pm
Are we certain hunting party with a nice terminal like salvager doesn't beat village torturer? Taking the curses seems just fine for the hunting party.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 25, 2012, 05:53:35 pm
This discussion is interesting to me because I was wondering whether the $5's distinction I made on the blog between Attacks and Non-Attacks is meaningful any more.  (Yes, yes, I know, I haven't done the $4's yet.  That's coming up.)  Mountebank / Witch still dominate, and IGG can probably sneak in as a quasi-attack.  But Hunting Party and Wharf and etc. are so strong that I would probably rank them over Minion and Torturer and Rabble.  At the same time, you can't build a HP engine when Village/Torturer is on the table.  So is ranking them separately avoiding apples & oranges comparisons or just a copout?

Personally I like the distinction between attacks and non-attacks. It's difficult to say which is better between Hunting party and Witch...

Also, I wonder where duke will appear. I always found it very powerful, and it's for me the easiest alternative VP strategy (though I tend to prefer silk road or gardens). But, this is based on my personnal experience... and, victory cards are often too low in this lists (Silk road and Island...).
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: PerdHapley on January 25, 2012, 06:20:06 pm
Are we certain hunting party with a nice terminal like salvager doesn't beat village torturer? Taking the curses seems just fine for the hunting party.

Yeah, in the presence of remake/salvager/chapel a HP deck should be just fine against village/torturer.

Had I made a list here HP would've topped it, probably by a pretty decent margin, with Witch/Mountebank/Minion/Wharf filling out the rest of the top five. I know Ill-Gotten Gains should be up there too, but it makes my brain hurt trying to compare it to the rest of the monster $5s.

I have a feeling Torturer will end up being the most overrated card on this list - I'm not sure it would crack my top ten.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ratxt1 on January 25, 2012, 07:49:13 pm
the top 3 will be interesting as they're seems to be some debate over who is the best out of Hunting Party and the cursers (Mountebank and Witch).
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 25, 2012, 09:21:16 pm
This discussion is interesting to me because I was wondering whether the $5's distinction I made on the blog between Attacks and Non-Attacks is meaningful any more.  (Yes, yes, I know, I haven't done the $4's yet.  That's coming up.)  Mountebank / Witch still dominate, and IGG can probably sneak in as a quasi-attack.  But Hunting Party and Wharf and etc. are so strong that I would probably rank them over Minion and Torturer and Rabble.  At the same time, you can't build a HP engine when Village/Torturer is on the table.  So is ranking them separately avoiding apples & oranges comparisons or just a copout?

Personally I like the distinction between attacks and non-attacks. It's difficult to say which is better between Hunting party and Witch...
No, it isn't. Witch is better.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: HiveMindEmulator on January 25, 2012, 09:44:21 pm
Personally I like the distinction between attacks and non-attacks. It's difficulteasy to say whichWitch is better between Hunting party and Witch...
Fixed. Wrong spelling of "Witch" :P
But seriously, Hunting Party is really strong, and it seems cool. You get to flip over a ton of cards until you find the one you want. Or, online, you see a ton of stuff appear when you click. It is the key card in some really strong strategies.
...But Witch is in another ballpark. It makes the game completely different. Games with curses seem to have completely different rules than games without them. You will never really go mass Witch the way you would with HP, but when you look at a kingdom laid out on the table, Witch is most often the first card you see/think about.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: chwhite on January 25, 2012, 11:57:31 pm
I think the real distinction is between 'curse-giver' and 'everything else' at almost every price point. There's very few things that can deal with curses effectively (other cursers, ambassador, masq, and... that's about it reliably. Actually, I should make a call for games where cursers are beat without these, because it's very few). And the other attacks may be good, but not more so than just strong cards really. Militia ~= monument, for every minion there's a hunting party, etc. So I mean, most of the other attacks are strong, but not like on another level.

Mountebank and Witch are the only curse-givers which are actually this effective.  Hag and YW have a number of counters above and beyond the usual suspects (e.g. Lookout, or if the Bane is any decent at all), and Familiar can sometimes be too slow to set up if there's a fast strategy that can deal with junk.

Here's a fun one where I ignore Familiars in favor of Remake and Tunnel madness:

http://dominion.isotropic.org/gamelog/201201/25/game-20120125-205211-46aa48b8.html

Pretty sure I didn't do this optimally: more Harvests would have been better instead of Markets.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: heatthespurs on January 26, 2012, 03:00:45 am
For the Venture vs Farming Village discussion, I think another difference is that the extra card Venture draw is always $$, while the extra card FV draw can be action card or $$. I am not saying whether $$ or action card is better. But the uncertainty does make FV less likely to fulfill the purpose you purchase it for.

When you buy Venture, you want more money. And you always get more money by playing it. It always perform what you expect it to do.

When you buy FV, you generally want to draw action card. (Hard to imagine people buy FV for Venture propose). But it can draw you money instead of action card, and thus leaving your +2 action useless. Money is still good, but it is not exactly what you want when you bought FV for $4
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: DStu on January 26, 2012, 03:21:49 am
I think there is good reason for Venture to be considered better than Farming Village.

Venture actually is accepted to be bad when many Coppers are aroung. If you can rid of most of them, you can expect it to be usually be worth at least Gold, for $5. That is a clear scenario where you want to use it, and where it is really good. Action-light deck that could trash the Coppers.
For Farming Village on the other hand, it's not that clear. When you get rid of the Coppers, it is at least a Silver for $4. That's not good at all. So you additionally need the non-terminals in your deck you want to play to get use of the +Actions. So you basically get an action-chain which is a little bit more reliable when you go greening (or get cursed), but therefore you have to pay $4 for your Village. If you could get rid of you Coppers. And clearly FV is not the best Village when you want to build an engine.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: ackack on January 26, 2012, 09:10:30 am
Mountebank and Witch are the only curse-givers which are actually this effective.  Hag and YW have a number of counters above and beyond the usual suspects (e.g. Lookout, or if the Bane is any decent at all), and Familiar can sometimes be too slow to set up if there's a fast strategy that can deal with junk.

Totally agree, and this is why I feel like cards like Hag and YW are overrated. Can they be very important? Sure. But I feel like a lot of the 4s (the ones you prefer, for example) are just more generically awesome. I think relative to most people I value cards that are flexible in the sense that they are almost always good.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: chwhite on January 26, 2012, 12:16:26 pm
Guess I should comment on the bottom third before the next section comes out...

I thought it was close to spot-on, there's really a lot of consensus on the worst $5s.  The bottom 5 in particular match my bottom 5 exactly: I had Explorer last, but I know I probably underrate that card a little bit, and as much as I like to say Counting House has its uses, that's mainly me trying to be contrarian.  Stash is worth buying more than the others down there, but it's almost never worth the $2 surcharge over Silver; I remain unconvinced about the Cache opening, and would probably only go for it in Apothecary and hybrid Gardens strategies.  The general shape of the rest of list follows my list fairly closely as well.  The only card I had down here that wasn't listed already is Duke, which IIRC I placed at #39.  So likely that's going to be an outlier.  But even so, I really don't like Dukes; I'm not a big fan of most Kingdom Victory strategies anyway, and Dukes feel especially easy to block and hard to make work.  I buy them rarely and tend to lose when I do buy them; once in a while a dedicated Duke strategy can steamroll, but most of the time I find they tend to be a desperation play, much like Saboteur.

I do think Tribute is a tiny bit overrated (I tend to dislike cards with unreliable benefits that the opponent can block with smart play, Tribute shares this problem with Smugglers), and Outpost is actually a bit underrated (good players know it's usually a horrible buy, but it can be just so powerful in the right engines).  I also had Harvest a couple spots higher; I don't see much daylight between it and Merchant Ship.  They thrive in different sorts of decks, but they mostly fill the same function about as effectively.  (You should normally count on Harvest giving you $3, which is roughly equivalent to Merchant Ship given the Duration penalty).  Merchant Ship tends to be better in BM, whereas Harvest is better with Action chains, and best with Thrones, Kings... and as a Tunnel enabler, too.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Robz888 on January 26, 2012, 02:19:49 pm
I do think Tribute is a tiny bit overrated (I tend to dislike cards with unreliable benefits that the opponent can block with smart play, Tribute shares this problem with Smugglers), and Outpost is actually a bit underrated (good players know it's usually a horrible buy, but it can be just so powerful in the right engines).  I also had Harvest a couple spots higher; I don't see much daylight between it and Merchant Ship.  They thrive in different sorts of decks, but they mostly fill the same function about as effectively.  (You should normally count on Harvest giving you $3, which is roughly equivalent to Merchant Ship given the Duration penalty).  Merchant Ship tends to be better in BM, whereas Harvest is better with Action chains, and best with Thrones, Kings... and as a Tunnel enabler, too.

I very much agree. I'm not sure I'd actually bought Harvest more than once or twice... until yesterday, where it came up in two different Kingdoms that made good use of it. In the second game, my opponent went Pirate Ship. Given Native Villages, I was free to load up on Harvests as a great source of non-Treasure coin. I think every Harvest I played save for one gave me +$4, and my deck wasn't, like, purposefully diverse or anything.

Of course, there's a lot of competition at the $5 level, and even Merchant Ship will probably appear pretty quickly on the next list. So I don't know that I would have moved Harvest very far. But it's certainly better than Tribute. +4 Actions, hurray!
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: jonts26 on January 26, 2012, 02:39:30 pm
I also had Harvest a couple spots higher; I don't see much daylight between it and Merchant Ship.  They thrive in different sorts of decks, but they mostly fill the same function about as effectively.  (You should normally count on Harvest giving you $3, which is roughly equivalent to Merchant Ship given the Duration penalty).  Merchant Ship tends to be better in BM, whereas Harvest is better with Action chains, and best with Thrones, Kings... and as a Tunnel enabler, too.

I think the real benefit of merchant ship over harvest is that you can buy merchant ship a lot earlier. Opening MS is great, harvest ...not so much. And the extra early income from MS leads to earlier better buys like golds and whatnot.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 26, 2012, 02:48:10 pm
I also had Harvest a couple spots higher; I don't see much daylight between it and Merchant Ship.  They thrive in different sorts of decks, but they mostly fill the same function about as effectively.  (You should normally count on Harvest giving you $3, which is roughly equivalent to Merchant Ship given the Duration penalty).  Merchant Ship tends to be better in BM, whereas Harvest is better with Action chains, and best with Thrones, Kings... and as a Tunnel enabler, too.

I think the real benefit of merchant ship over harvest is that you can buy merchant ship a lot earlier. Opening MS is great, harvest ...not so much. And the extra early income from MS leads to earlier better buys like golds and whatnot.
You can also buy more MS than Harvest, generally.
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: WanderingWinder on January 26, 2012, 02:50:42 pm
I do think Tribute is a tiny bit overrated (I tend to dislike cards with unreliable benefits that the opponent can block with smart play, Tribute shares this problem with Smugglers), and Outpost is actually a bit underrated (good players know it's usually a horrible buy, but it can be just so powerful in the right engines).  I also had Harvest a couple spots higher; I don't see much daylight between it and Merchant Ship.  They thrive in different sorts of decks, but they mostly fill the same function about as effectively.  (You should normally count on Harvest giving you $3, which is roughly equivalent to Merchant Ship given the Duration penalty).  Merchant Ship tends to be better in BM, whereas Harvest is better with Action chains, and best with Thrones, Kings... and as a Tunnel enabler, too.

I very much agree. I'm not sure I'd actually bought Harvest more than once or twice... until yesterday, where it came up in two different Kingdoms that made good use of it. In the second game, my opponent went Pirate Ship. Given Native Villages, I was free to load up on Harvests as a great source of non-Treasure coin. I think every Harvest I played save for one gave me +$4, and my deck wasn't, like, purposefully diverse or anything.

Of course, there's a lot of competition at the $5 level, and even Merchant Ship will probably appear pretty quickly on the next list. So I don't know that I would have moved Harvest very far. But it's certainly better than Tribute. +4 Actions, hurray!
Generally tribute is at its best (hybrid cards aside) in mirror matches. It's brilliant in BM (where $2 and 2 cards, $4, or 4 cards are all GREAT, and $2 or 2 cards isn't the worst thing ever), and it's pretty consistently gonna give you some actions if your opponent is going for an engine. But it is somewhat weaker in engines, and for super action decks, 4 actions is plain terrible (because if you really needed all those actions, an action chain wouldn't be possible in the first place).
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: Qvist on January 26, 2012, 03:19:37 pm
As I won't be able to finish the second part before Saturday, I decided to split this list in 4 parts. I hope this is in your interest. So I have a little more time and the third part will be posted on Sunday.

The Best $5 Cards - Part 2/4
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/library.jpg)#35 Library (Base) Weighted Average: 30.19 / Median: 31 / Mode: 31 / Standard Deviation: 8.6
Highest Rank(s): #8 (1x), #14 (1x), #18 (1x) / Lowest Rank(s): #39 (2x), #41 (1x), #47 (1x)

So after this 4.1 point gap, Library is the first middle-ranked $5 card. Its weighted average is 5 points higher than its rank, showing the high density of the following cards. With a few outliers on both ends, it has a above-average deviation.

Library's best use may be countering discarding attacks as it may even set other actions aside and therefore increase the probability to draw treasures. But it's also very useful for engines with villages that don't increase your handsize, like Festival or Hamlet (that decrease it).
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/merchantship.jpg)#34 Merchant Ship (Seaside) Weighted Average: 29.29 / Median: 32 / Mode: 37 / Standard Deviation: 8.7
Highest Rank(s): #10 (1x), #14 (1x), #15 (1x) / Lowest Rank(s): #38 (1x), #39 (1x), #42 (1x)

Merchant Ship only has one rank below #40 and 6 ranks above #20. It has the highest deviation so far. Its unweighted average is on #32, new players seem to overrate it.

Merchant Ship is a very simple card. Still it is ranked very differently. While Harvest is a not guaranteed $4, this now is a guaranteed $4, just split over two turns. It's good for Big Money games as it increases the probability to have $8 early as you only need $6 in hand in the following turn. And if you manage to play one each turn, this is basically $4 every turn. The probability of colliding Merchant Ships is also lower because of the Duration effect. For all other strategies than Big Money other $5 cards are mostly stronger.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/inn.jpg)#33 Inn (Hinterlands) Weighted Average: 28.95 / Median: 30.5 / Mode: 27 / Standard Deviation: 7.2
Highest Rank(s): #11 (1x), #14 (1x), #19 (1x) / Lowest Rank(s): #40 (3x)

The consensus on Inn is higher; most of the following cards have higher deviation. It's the first card with no rank below #40.

Inn's main effect is pretty simple too. It's a Young Witch with no attack effect, but +2 Actions instead. So it's a village that doesn't increase handsize, but has a filter effect. This is nice but not great. More important is its on-buy effect. Shuffling action cards into the draw pile is great when you time it right, especially when there are (nearly) no cards in the draw pile. Decks with high action density love Inn, so you can prepare a Scrying Pool mega-draw for example. If you manage to have enough money and at least an extra-buy with your actions, you can buy a Inn from the extra-buy and won't see your bought victory cards so fast, especially in combination with Chancellor. Even if you don't necessarily have a high action density and miss $8, buy a Inn for getting all your nice actions in the next turn. You can even easily set up a King's Court/Bridge hand.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/duke.jpg)#32 Duke (Intrigue) Weighted Average: 28.89 / Median: 33 / Mode: 38 / Standard Deviation: 11.4
Highest Rank(s): #8 (2x), #9 (1x) / Lowest Rank(s): #42 (1x), #43 (1x), #45 (1x)

Duke is the best example for my statement "Victory cards are difficult to rank". It has the highest deviation of all $5 cards with 3 times above #10, 5 times above #20 and 6 times below #40. If we take the unweighted ranking into account it would be on #34, but experienced players saved 2 ranks. It was close though, only 0.06 points are between Duke and Inn.

Duke is similar to Silk Road and Gardens Rushes as you need to get the Duchies and Dukes as fast as you can. So you need similar good supporter cards which help getting $5 even if you're already greening, like Vault, Hoard, Duchess, Horse Traders to name a few. Duke can be very strong as it can easily be worth 6-8 VP if your opponent doesn't deny your strategy and is better than Province in those cases. 3-piling isn't that hard afterwards as there are 2 piles already gone. The problem is to realize when a board is a good Duke board. With good attacks (Curser and Handsize-Reducer) you probably want those attacks instead and ignore Duchies/Dukes and go directly for Provinces.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/market.jpg)#31 Market (Base) Weighted Average: 28.49 / Median: 28 / Mode: 27 / Standard Deviation: 6.2
Highest Rank(s): #13 (1x), #15 (1x), #22 (1x) / Lowest Rank(s): #34 (2x), #38 (1x), #45 (1x)

After Duke with the highest deviation follows Market, the card with the lowest deviation of all middle-ranked cards. It was only 2 times above #20 and one time below #40.

You probably pick up Market at least once in most of the games, but it is no super strong card. You want it most of the times because of the cantrip +Buy as an addition to your main strategy, because +Buy cantrips are rare and you may already have stronger terminal cards. And it is also superior to Silver in all but Big Money games as you draw a card and get an additional $1. The non-terminal +Buys is very important in some combos too, like a Highway+Market chain. Market usually is no good opener, but Market/Chapel is very strong and is on #41 of the best openings.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/horn-of-plenty.jpg)#30 Horn of Plenty (Cornucopia) Weighted Average: 27.85 / Median: 30 / Mode: 32 / Standard Deviation: 9.0
Highest Rank(s): #3 (1x), #10 (1x), #15 (1x) / Lowest Rank(s): #39 (2x), #40 (1x), #44 (1x)

Horn of Plenty is another card with high variance. It has a really big outlier on #3 and it was 4 times above #20.

Horn of Plenty is one of the cards that are very hard to master. On average boards it's similar to Ironworks and just too slow. But if you can build a decent engine with several different cards involved (and that is the hardest part), then HoP is very powerful. With one Horn of Plenty and a good engine the game can end in 3 turns. Turn 1: Gain another HoP, Turn 2: Gain another 2 HoPs, Turn 3: Gain 4 Provinces from the HoPs and buy the 5th Province with the rest of your money: Basically "Game Over". The problem is to build such an engine and prepare the Mega Turn before the opponent gets a too big Province lead.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/councilroom.jpg)#29 Council Room (Base) Weighted Average: 27.59 / Median: 28 / Mode: 25 / Standard Deviation: 7.4
Highest Rank(s): #11 (1x), #14 (1x), #17 (1x) / Lowest Rank(s): #39 (2x), #41 (1x)

Council Room is really mediocre, the consensus was pretty high and only 4 ranks were above #20.

Council Room is really strong per se, but don't underestimate the extra card for your opponent. If he draws a Gold or the much needed village for his own Council Room, he may even profit more from your play than you do. It really only shines on boards with discard attacks like Militia or Goons. With such cards you take back the profit from your opponent and have a really big hand and even a +Buy. Its drawing power and +Buy makes it a good Level 3 opener combined with Fool's Gold.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/treasury.jpg)#28 Treasury (Seaside) Weighted Average: 26.88 / Median: 25 / Mode: 24 / Standard Deviation: 9.1
Highest Rank(s): #7 (1x), #12 (2x) / Lowest Rank(s): #39 (2x), #47 (1x)

Treasury has a deviation with big outliers on both sides: #7 and second last. It was 6 times above #20.

Similar to Market, it's a "Copper that doesn't hurt", this time without the +Buy but with top-decking ability. As you can only use this ability until you're going green, you want Treasuries very early. Of course Treasury/Chapel is even better than Market/Chapel on #18 of the best openings. With 2-3 Treasuries you can keep buying good cards every turn. This comboes well with Outpost. But Treasuries are very slow, too slow on most boards. They're therefore better in Colony games and in all other games that tend to be slow. But beware of discarding attacks if you have more than 3 Treasuries. Treasury is especially good in greenless games like with Bishop or Goons. You can then keep top-decking them even until the late game.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/tradingpost.jpg)#27 Trading Post (Intrigue) Weighted Average: 25.95 / Median: 24.5 / Mode: 36 / Standard Deviation: 7.2
Highest Rank(s): #13 (1x), #14 (1x), #16 (2x) / Lowest Rank(s): #36 (3x)

It has the "best worst rank" so far with no-one ranking it worse than #36. And this is even its mode with being voted on #36 3 times.

Trading Post is another card in the category "Good opener, but afterwards". The deviation is surprisingly low for that. Maybe because it costs $5 and is only a important opener in about 1-(5/6)^2 ~ 30% of all 2-player games. But with 10 openings in the Top 100 of all openings (with Trading Post/Lighthouse on #9 and Trading Post/Haven on #11), that still shows its strength. If you compare its ability with Mine as a opener: It can trash 2 instead of one card and it can trash all card types and isn't limited to treasures. But Trading Post has fiercer competition in the $5 list, so its downside of getting weak soon was taken more into account by all of you. And of course its a little bit weaker in Colony games.

To the third part (http://forum.dominionstrategy.com/index.php?topic=1526.msg25628#msg25628)
Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: brokoli on January 26, 2012, 03:41:01 pm
The only card I had down here that wasn't listed already is Duke, which IIRC I placed at #39.  So likely that's going to be an outlier.  But even so, I really don't like Dukes; I'm not a big fan of most Kingdom Victory strategies anyway, and Dukes feel especially easy to block and hard to make work.  I buy them rarely and tend to lose when I do buy them; once in a while a dedicated Duke strategy can steamroll, but most of the time I find they tend to be a desperation play, much like Saboteur. I also had Harvest a couple spots higher; I don't see much daylight between it and Merchant Ship.  They thrive in different sorts of decks, but they mostly fill the same function about as effectively.  (You should normally count on Harvest giving you $3, which is roughly equivalent to Merchant Ship given the Duration penalty).  Merchant Ship tends to be better in BM, whereas Harvest is better with Action chains, and best with Thrones, Kings... and as a Tunnel enabler, too.

I agree, and I think Harvest and merchant ship are both pretty underrated… (It's not uncommon to have 4$ by Harvest).
About duke, like I said it's really one of the easiest strategies for me ! (but, unlike you, I love all alternatives VP strategies).

For the second part of the list :

- Library is waaaaay too low. I really love library engines (Fishing village + vault + Library is awesome). My favourite card from the base set. I think this card is often underrated. I remember so many games when my opponent totally ignored library… and lost.
- Inn, I already said all.
- No surprises for duke, all victory cards are difficult to rank.
- Council room seems too high. The free lab is really really good for your opponent.
- Treasury and market are two card I overrestimated when I started to play Dominion. Now, I agree with their rank.
- When I open 4/3, I (almost) never but trading post. Is this a mistake ?
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: jotheonah on January 26, 2012, 03:50:09 pm
I find treasuries are also pretty solid in a certain kind of Grand Market race.  They're slower to get your first GM then pure money, but make up for it by the fact that when they're working you can catch up by getting one every turn until they're out.  And you don't actually need as many because the Treasuries support them. Also, Treasury+Conspirator.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: WanderingWinder on January 26, 2012, 03:51:56 pm
I want to say that Duke plays very, very differently than a gardens rush. Silk Road is in between.
Generally, if you try to grab duchies (for duke) very early, you're going to get steam-rolled. You need a long time to set up your duchy/duke pyramid, because you need a LOT of them to be worth it, and it's very very hard to get a quick 3 pile ending when 2 of those piles cost $5.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: JerryMama on January 26, 2012, 03:52:51 pm
My initial thought is that Duke is a fair amount too low.  In my mind, the last expansion made it a lot more viable as a strategy, with so many more ways to gain multiple cards a turn and three-pile a lot faster than before.

Also, it gains points for me for adding a good deal of variety to the game, a lot of these screwy Highway/Bridge/Ironworks/Workshop/Haggler shenanigans take a lot longer to get going for provinces than duchies/dukes.

*Edit - I also find that it adds a fun psychological aspect to the mix, where your opponent going provinces has to think a little bit more about what you're doing, whether to try to block you or not. I feel like I've won at least a few games with a worse strategy b/c my opponent gummed himself unnecessarily trying to block my duchies.

Title: Re: THE Dominion Card List(s): $5 cards Part 1/3 posted
Post by: jonts26 on January 26, 2012, 03:56:49 pm
- When I open 4/3, I (almost) never but trading post. Is this a mistake ?

Almost never might be a bit too strong. I'll take a turn 3/4 Trading Post if the game is going to be a bit slower than average, and there aren't any power $5's. Once in a scheme/familiar game I got one on turn 8 or 9 and it payed off quite well. In general though, you should at least consider it after the opening, though it's quite often passable.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: JerryMama on January 26, 2012, 03:59:48 pm
Maybe obvious, but a trash for benefit card out there makes a turn 3/4 trading post a more attractive pick.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: The Adventurer on January 26, 2012, 05:56:30 pm
Wow! For the first time (and not the last, I am expecting), I find my vote to be the extreme worse or best of certain cards. Like Treasury, I'm that guy who ranked it at 47. I just didn't see the use of it at all. Here's my view on it and correct me if I'm wrong, I just have to maybe learn from this and see it in a new light... :

You buy a treasury. Most of the time, you buy it in turns 3-4. You reshuffle and get to your treasury eventually, in one reshuffle or two (turns 5-6). You top deck the said treasury once... twice... And then often you hit your first province on turn 8-9 like you normally would. What happens then is simple ; you either run late on provinces because of that 1$ you don't want to discard, or you buy a province and there... 3 turns with 1$ more and the effect is worn out. I get that you can King's court it just like any other form of action-money, but to me it's as stupid as a "walled market" less the all important buy.

Maybe some of you will argue that it wouldn't deserve second to last since it doesn't hurt your deck, but I would argue that it certainly does since you're paying for a cantrip copper that lasts 3 turns on average with 5$. There is that exception where you have decks you do not green ever, but mosts boards don't have such a setting.

Can anyone re-explain the card in some other way to make it seem a little better? Thanks :)
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: jonts26 on January 26, 2012, 06:19:54 pm
1. Don't undervalue the importance of early game deck ramp up. If it helps you get an extra gold or two, you're less susceptible to late game stall.
2. Without the top-decking it's still a $5 peddler. Kind of meh, but it's decent enough in a big money game.
3. It's much more useful with engines where you put off going green a few more turns to get some extra "free" money. Also it's really nice in Ambassador games.

EDIT: This isn't to say it's a fantastic card. It's probably fairly well placed. It's often skippable as there are usually more important cards to get and it tends to only give moderate benefit when useful.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: olneyce on January 26, 2012, 06:23:28 pm
You buy a treasury. Most of the time, you buy it in turns 3-4. You reshuffle and get to your treasury eventually, in one reshuffle or two (turns 5-6). You top deck the said treasury once... twice... And then often you hit your first province on turn 8-9 like you normally would. What happens then is simple ; you either run late on provinces because of that 1$ you don't want to discard, or you buy a province and there... 3 turns with 1$ more and the effect is worn out. I get that you can King's court it just like any other form of action-money, but to me it's as stupid as a "walled market" less the all important buy.
If that's how you're using Treasury then yeah, it's not a very good card.  Treasury is best in engine-decks where the goal is to construct mega-turns.  It is particularly useful to spam valuable $6 cards like Goons or (especially) Grand Market.  It's also a great enabler for cards that depend on actions (like Conspirator).

It's not a world-beater or anything (I had it ranked at 32), but it's a perfectly cromulent card.

The one that confuses me is Bazaar apparently being significantly ahead of Market.  Is +action really that much better than +buy?  Same goes for Highway.  In many circumstances I'd rather have a real Market than a fake one.

Edit: jonts and I have the same brain today apparently.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: chwhite on January 26, 2012, 07:18:19 pm
Okay, there's more to disagree on here.

My largest discrepancy on this list is for Inn, which I ranked much higher than average- #24 I think?  How Inn managed to be ranked lower than Duke simply boggles my mind.  The play effect of Inn (basically Village Warehouse) isn't worth a $5 card, no, but it would be a decent $4: somewhat situational, but has a lot of powerful combos (Library, Watchtower, Menagerie, Tunnel just for starters).  And the on-gain effect can be quite powerful when used right.  For awhile, Inn had my best "Effect With" until more people figured out how to use it.  Not saying Inn is a power $5, but it is useful often enough, and powerful enough when used, that it deserves far better than #33.

See, the difference is that I don't think that Inn is particularly helpful in pulling off incredible things.  At its best, it's a somewhat weak cycler/action concentrater.  Decent and helpful in lubricating and action heavy deck without trashing?  Sure.  However, that fact that it's best case kind of deck, engine decks that aren't thin, isn't one of the stronger broad strategies weakens my assessment of the card as a whole.

Inn is useful in a much wider variety of situations than you imagine- basically any deck that can find a use for Village OR Warehouse is a plausible candidate to be helped by Inn, and it is in fact able to do "amazing things".  Check out Turns 17 and 20 here: http://councilroom.com/game?game_id=game-20111227-234108-ab14a34b.html

...

Treasury is also heavily underrated here; I had it just above Inn.  Not great in games where you need to green ASAP, but there are few better ways to build cantrip engines, or effectively build your Ambassador deck after the estate tennis is done, and even in money-heavy games a couple extra Golds will often pay dividends down the line.  Library is another one I had several slots higher: it's probably the most situational of all Smithies, but its combo potential (and defense against hand-reduction) makes it so useful when bought.

Duke is the only card here I thought was particularly overrated by the crowd. It's probably the card I have the single worst grasp of in all of Dominion, but even if I were to double the efficacy of my Duke play I'd still be confident it's a marginal strategy most of the time, easy to block and hard to execute.  You just need *so much* green, and not particularly cheap green either, unlike Gardens/Silk Road.

The one that confuses me is Bazaar apparently being significantly ahead of Market.  Is +action really that much better than +buy?  Same goes for Highway.  In many circumstances I'd rather have a real Market than a fake one.

Yes, the +Action is far better than the +Buy: Bazaar is for my money the best $5 Village in fact, not an elite $5 but definitely top-half worthy; getting cash with your Village effect is really strong, strong enough for me to go engine on boards where I'd ignore plain Village, and Bazaar's the only one that does it without Festival and FV's card disadvantage.

I agree on Highway, though: that card is sure to be the most overrated one on this entire list.  It really is just an expensive Peddler a large portion of the time- it's about on par with Horn of Plenty as a card that can sometimes give you great combos, but is a trap far too often.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: dondon151 on January 26, 2012, 08:51:12 pm
The primary problem that I have with using Bazaar is that it's hard to get when you're building an engine. Assume that there's a strong $5 cost drawing card in the kingdom. If you draw $9 with 2 buys, then you can't get $5 card + a village if the only village is Bazaar. And it seems to me, at least, that early in the engine building stage, it's really difficult to get to $10 and above because your deck just doesn't quite have that power yet.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: WanderingWinder on January 26, 2012, 09:41:29 pm
The primary problem that I have with using Bazaar is that it's hard to get when you're building an engine. Assume that there's a strong $5 cost drawing card in the kingdom. If you draw $9 with 2 buys, then you can't get $5 card + a village if the only village is Bazaar. And it seems to me, at least, that early in the engine building stage, it's really difficult to get to $10 and above because your deck just doesn't quite have that power yet.
If all your draw cards AND all your villages are at $5, and there's not some really good trashing, you probably shouldn't be building that engine.
Yes, the +Action seems significantly better than the +buy to me.
I actually think that Duke is underrated slightly here.
Treasury is by far best for engine building, especially when you can wield multiple buys in your building phase, but not a very good card overall. Still, it's at least peddler, so hey, that's something. Probably I'd have market as better though.
Highway is getting massively overrated here. You can do sick things with it, but not that often. Probably on the same general level as market and treasury.
I think merchant ship is about ten slots too low. It's really really good for non-engines, and passable (though not at all great) in engines.
Library is about right. It can do nasty things with fishing villages, but other than that... well, it's decent $5 card draw, a good defense to handsize-reduction attacks, and sorta meh overall, especially considering it's a $5.

And well, I still think outpost is too high.
As well, I've really come around on contraband recently, and I think it's pretty well underrated at this point.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: toaster on January 26, 2012, 10:28:20 pm

Inn is useful in a much wider variety of situations than you imagine- basically any deck that can find a use for Village OR Warehouse is a plausible candidate to be helped by Inn, and it is in fact able to do "amazing things".  Check out Turns 17 and 20 here: http://councilroom.com/game?game_id=game-20111227-234108-ab14a34b.html

I'm quite familiar with the uses of Inn, including the specific game you're citing, which you've mentioned elsewhere.  I maintain that decks which are ready to take advantage of Inn are decks that will also be doing great without Inn...as with most cards, there are a couple of combos that are especially powerful, but on the whole I feel that it's seldom a game-changer, and quite frequently it's a trap and a wasted buy.  None of the $5 are never useful, but Inn is situational enough to end up in the lower third of my rankings, and I'll happily stand by that statement.

Of course, we all have different strengths.  My win rate with Duke is just as high as yours with Inn.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: HiveMindEmulator on January 27, 2012, 02:14:38 am
Maybe some of you will argue that [Treasury] wouldn't deserve second to last since it doesn't hurt your deck, but I would argue that it certainly does since you're paying for a cantrip copper that lasts 3 turns on average with 5$. There is that exception where you have decks you do not green ever, but mosts boards don't have such a setting.
"cantrip copper" is a really bad way to put it. The thing that makes copper bad is not that it produces $1, it's that it wastes space in your hand. Cards with +$ +Action +Card or "peddler-types" are way better than copper because they provide an invisible coin that doesn't waste space. I think all the peddler-types (market, highway, treasury, bazaar) all belong around the same neighborhood in the high 20s to low 30s.

Other things:
I have Duke much higher than this. It may not be the best strategy every time, or even often, but it's something you can't ignore. Even if you don't buy Dukes, it changes the game, because it forces you to play a Duke-safe strategy (something that won't choke on victory cards if your opponent forces the issue on Duchies).

I'm also surprised Cartographer hasn't shown up yet. I'm not saying it's bad. I just haven't really used it too much yet as it didn't jump out to me as super powerful, and I haven't really seen it used in any spectacular fashion, so I figured it would land around this part of the rankings (the lower half of the middle).
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: DG on January 27, 2012, 09:08:41 am
I think the inn shares many of the same problems as the mint. It's only as good as the cards it works with. You've got to prepare your deck for the mint/inn and then have a suitable draw to get one at the right time. If the draw doesn't come or you have the wrong cards in hand you have to skip it altogether. There's only a limited window of time to buy one since you need a prepared deck but can't wait until you're buying green cards (duchies). Even when it is useful in your deck it's eating up space in hand and needs other cards to get your vp. It's still a good card but it is problematic.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: Tables on January 27, 2012, 09:23:47 am
Minor correction: You mention Inn's on-buy effect - that should be on gain.

Once again, I'm surprised how close to the consensus this list is to mine, and yet there are a few things that I notice. Merchant Ship seems really low. It's a pretty dull card, but it's effect is very nice - +$2 the next turn is huge, and generally will get you to the power $5-7 cards, or later on to the victory cards. It suffers every duration's downside, but I don't think that's enough to drop it as far as it is.

Highway's lack of presence so far is also a bit weird. I had it only two places above Market (with Treasury in between, in fact), and honestly, I think they're pretty much the same level of power - Market has that consistently nice +1 Buy which helps a bit, but often, while Highway cards with extra buys for it to be really useful. Most of the time, Highway is just a worse Market, and it only just gets ahead because it can make some megaturns occasionally.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: Glooble on January 27, 2012, 10:23:24 am
I'm also surprised Cartographer hasn't shown up yet. I'm not saying it's bad. I just haven't really used it too much yet as it didn't jump out to me as super powerful, and I haven't really seen it used in any spectacular fashion, so I figured it would land around this part of the rankings (the lower half of the middle).

I rated it very high myself. A cantrip that can skip over five crappy cards is an invaluable addition to any engine deck. It helps you sift through coppers and estates in the early game, mitigates the effects of greening in the late game, and mitigates the effects of cursers in games with no trashing.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: WanderingWinder on January 27, 2012, 10:33:14 am
I'm also surprised Cartographer hasn't shown up yet. I'm not saying it's bad. I just haven't really used it too much yet as it didn't jump out to me as super powerful, and I haven't really seen it used in any spectacular fashion, so I figured it would land around this part of the rankings (the lower half of the middle).

I rated it very high myself. A cantrip that can skip over five crappy cards is an invaluable addition to any engine deck. It helps you sift through coppers and estates in the early game, mitigates the effects of greening in the late game, and mitigates the effects of cursers in games with no trashing.
And does actually nothing for you but sift. Pretty darn weak in BM decks (like warehouse-ish type power, I think), decent in engines, but usually you've got something better to do on $5 in engines. Overall I'm pretty meh.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: brokoli on January 27, 2012, 02:32:47 pm
Quote from: chwhite
Duke is the only card here I thought was particularly overrated by the crowd. It's probably the card I have the single worst grasp of in all of Dominion, but even if I were to double the efficacy of my Duke play I'd still be confident it's a marginal strategy most of the time, easy to block and hard to execute.  You just need *so much* green, and not particularly cheap green either, unlike Gardens/Silk Road.

I still think you are all wrong. I always thought the opposite about this card : easy to execute, hard to block.
You need 6 duchies and 5 dukes so that they are worth as much as eight provinces. Not much, it's only three dead cards more, for the total cost of 55$ (64$ for provinces).
And man, it's so easy to get 5$ each turns ! a simple silver helps a lot. Obviously, a card like Horse traders or feast is also good… but even without…
And, if the province player can grab some duchies/dukes, the duke player also, can easily take one or two provinces. But actually, the duchy or duke doesn't really help the province player.

Also, the duke does not need 3-pile ending, unlike gardens or silk road. Because, as I said, it's easy to get more than 48 point : the maximum for provinces.

You tend to compare the Duke to gardens. it has nothing to do.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: jotheonah on January 27, 2012, 03:36:24 pm
If you could set up KC-KC-Feast-Feast-Feast in Duke-Duchy without your opponent realizing what you're up to, I imagine that would be pretty satisfying. I did something similar in a Gardens game once.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: GendoIkari on January 27, 2012, 03:52:00 pm

I still think you are all wrong. I always thought the opposite about this card : easy to execute, hard to block.
You need 6 duchies and 5 dukes so that they are worth as much as eight provinces. Not much, it's only three dead cards more, for the total cost of 55$ (64$ for provinces).
And man, it's so easy to get 5$ each turns ! a simple silver helps a lot. Obviously, a card like Horse traders or feast is also good… but even without…
And, if the province player can grab some duchies/dukes, the duke player also, can easily take one or two provinces. But actually, the duchy or duke doesn't really help the province player.

Also, the duke does not need 3-pile ending, unlike gardens or silk road. Because, as I said, it's easy to get more than 48 point : the maximum for provinces.

You tend to compare the Duke to gardens. it has nothing to do.

I completely agree! Last month ehunt gave me some great advice on learning how to beat a Duchies strategy... he said to try Duchies myself, and learn from the times that my opponents beat me. Well, I started doing that... and it didn't quite work as planned, because I found myself winning basically every time I went Duke/Duchy!
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: GendoIkari on January 27, 2012, 03:52:58 pm
If you could set up KC-KC-Feast-Feast-Feast in Duke-Duchy without your opponent realizing what you're up to, I imagine that would be pretty satisfying. I did something similar in a Gardens game once.

I managed to KC a Feast for 3 Duchies the other day. Not a Duke game, though.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: dondon151 on January 27, 2012, 04:01:15 pm
Sort of beside the point, but I've observed that going for Duke is very much a losing strategy in 3-player games.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: WanderingWinder on January 27, 2012, 05:18:04 pm
Sort of beside the point, but I've observed that going for Duke is very much a losing strategy in 3-player games.
Really? I imagine you just need to adjust how you're playing it...
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: HiveMindEmulator on January 27, 2012, 06:09:19 pm
Sort of beside the point, but I've observed that going for Duke is very much a losing strategy in 3-player games.
All alternative VP strategies have a tendency to be stronger in 2-player since if you ignore provinces, your opponent has to get 8 of them to end the game rather than 2-3 opponents having to split 12.
But I think it's still possible to go Duke sometimes in 3-player. You can't force it as much, since you have less control over game pace than in 2-player, but there is the advantage that there are more Duchies in the supply, which allows you to hit higher VP values on your Dukes.
Title: Re: THE Dominion Card List(s): $5 cards Part 2/4 posted
Post by: Qvist on January 30, 2012, 11:38:11 am
The Best $5 Cards - Part 3/4

(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/city.jpg)#26 City (Prosperity) Weighted Average: 24.57 / Median: 23 / Mode: 22 / Standard Deviation: 9.2
Highest Rank(s): #2 (1x), #9 (1x), #12 (1x) / Lowest Rank(s): #36 (2x), #41 (1x), #42 (1x)

After a 1.4 gap the next card in this list is City. It has some really high rankings with one second place and also two times below #40. So it has the second highest deviation in this list so far and is #7 in the deviation ranking of this list.

City is highly dependant from the board. That may explain the high deviation. On many boards you just spend $5 for a mediocre $3 Village. But with Cursers where the Curses are likely going out, this can be very strong. When activated, a Level 2 City is already a combined Laboratory and Village, so basically a ~$6 card. A Level 3 City is a combined Laboratory, Market and Village and would normally cost ~9$. In non-cursing games this is often a trap card. If one player goes for Cities to run this pile out, he's just buying Villages and doesn't build up his economy. Then you do much better not buying any City and try to end the game as fast as you can. In longer lasting games (especially Colony games) Cities are much stronger, but you really have to consider, if you really want so many Villages. In 3+ player games any pile can deplete faster and Cities are therefore much stronger. And if you have won the City Split and have Level 3 Cities, you have to just be sure that you don't lose on a 3-pile ending.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/highway.jpg)#25 Highway (Hinterlands) Weighted Average: 24.34 / Median: 23 / Mode: 28 / Standard Deviation: 8.4
Highest Rank(s): #4 (1x), #6 (1x), #10 (1x) / Lowest Rank(s): #33 (2x), #34 (2x)

Highway has two outliers in the upper regions, but none in the lower regions, making it the card with the "best worst rank" so far. The unweighted average has it on #22, new players seem to overrate it.

Highway is highly dependant for supporter cards to make it useful. One vanilla Highway is really bad and even worse than Market or Treasury, it's just a Peddler, so basically only worth $4. It seems similar to Bridge, but in fact it isn't. You can use it as a cantrip Bridge, but most of the times this isn't worth it, because you need +Buy and either need a small deck to play multiples or big drawing power what also means you need villages. So that is really slow. The only real combo is Highway/Market in a small deck. But you can do things with Highway what would be very difficult with Bridge. It combos nice with Remodel/Farmland/Expand, so you can replace Coppers with Provinces. It can combo also with other trash-for-benefit cards, but most of the times they "anti-synergize". Its best use may to use it with cards with fixed cost in the card text like Saboteur, Smugglers, Feast, Ironworks, Horn of Plenty, etc to gain (or trash) Provinces with these cards. As Highway is good in small decks, Highway/Chapel is a #56 opening.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/cartographer.jpg)#24 Cartographer (Hinterlands) Weighted Average: 23.73 / Median: 23 / Mode: 21 / Standard Deviation: 9.3
Highest Rank(s): #7 (1x), #10 (1x), #12 (2x) / Lowest Rank(s): #35 (3x), #40 (1x), #44 (1x)

Cartographer is the next Hinterlands card with the second highest deviation so far and #5 overall. It has two pretty low outliers.

Cartographer is useful in all decks (maybe except Big Money decks). It reminds of Navigator, but hasn't the problems of being terminal and you can choose for each card separately to discard or to put back. It also draws a card, although you often wish to top-deck first and draw afterwards. Basically it is a 4 times more powerful Spy (except the attack). You can also compare it to Warehouse. While Warehouse only makes this turn better, you can use Cartographer to either prepare your next turn (mitigating draw luck) or to prepare the cards you want to draw with either a second Cartographer or any other card that draws cards. So it combos very nice with many cards, especially cards that draw and are non-terminal, like Wishing Well and most importantly Scrying Pool and is also not bad against strong top-decking attacks like Ghost Ship or Rabble (although you draw one card first). With all the good points, Cartographer is still no good card for itself, it's just an addition to your deck and makes your engine stronger and more stable and is nearly never a dominating card on the board.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/haggler.jpg)#23 Haggler (Hinterlands) Weighted Average: 22.77 / Median: 22 / Mode: 28 / Standard Deviation: 7.0
Highest Rank(s): #8 (1x), #13 (1x), #14 (2x) / Lowest Rank(s): #33 (2x), #37 (1x)

Haggler is the third Hinterlands card in a row and has a very low deviation for a card ranked here, it has only 4 ranks below #30. Taking the unweighted average into account, it would rank on #21.

Haggler is very good for building up engines with multiple components. It adds the Border Village effect to any card you wish and also gives $2, so you can be pretty sure to get two good cards if you play Haggler. And in the middle to end game you can use it as a pseudo Hoard to get a Gold for a Province or even a Platinum on Colony boards. With Haggler you don't necessarily need +Buys early, you even have to beware that you don't use your additional buy for a low-cost card, so you have to get an additional Copper. It is a good starter for any good engine, for example Hunting Party, so you can get one more Hunting Party for every bought Province.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/rabble.jpg)#22 Rabble (Prosperity) Weighted Average: 22.50 / Median: 22.5 / Mode: 19 / Standard Deviation: 8.8
Highest Rank(s): #9 (2x), #13 (1x) / Lowest Rank(s): #39 (1x), #40 (1x), #43 (1x)

Rabble is the second worst $5 attack. It was below #40 once and below #30 8 times. Newer players seem not to appreciate it: It would rank on #25 taking the unweighted average into account.

One Rabble may even worse than a Fortune Teller, as it can't guarantee to hit. It's not a very good opener, especially with good trashers, but gets stronger and stronger in the late game. Rabble is stronger the more you play in one turn. If you build up a (Village-Smithy-like) engine and need good drawing power, Rabble is the way to go, because if your opponent goes green too early, he gets bad hands pretty soon and you may crush him. Your Rabbles can hit him even stronger than any other discarding attack, because he has at best only 2 good cards in hand. But beware of Farming Village, which is a very effective counter. And if you don't need the drawing power, you can skip over Rabble, because one Rabble isn't that strong per se.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/festival.jpg)#21 Festival (Base) Weighted Average: 21.98 / Median: 20 / Mode: 30 / Standard Deviation: 7.7
Highest Rank(s): #6 (1x), #7 (1x), #11 (3x) / Lowest Rank(s): #30 (4x), #41 (1x)

Festival has a big outlier in the lower ranks, being the only rank below #30. #30 itself was voted 4 times, the most voted rank. Newer players overrate it, the unweighted average has it listed at #18.

Festival is a simple card and is like a combined Village and (Grand) Market without the draw. The lack of draw is really the only downside of this card. Still it is good in any engine, giving the money and actions you need and if you have "draw up to ..." cards like Watchtower or Library, it's really great. In any Non-Big-Money game Festival is strictly superior to Silver.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/bazaar.jpg)#20 Bazaar (Seaside) Weighted Average: 21.84 / Median: 21.5 / Mode: 19 / Standard Deviation: 7.7
Highest Rank(s): #5 (1x), #10 (1x), #13 (1x) / Lowest Rank(s): #36 (1x), #38 (2x)

Bazaar was voted 3 times below #30, but still has the same deviation as Festival. It also has a very high rank with being #5 once.

Bazaar is similar to Festival's use. You buy it if you are building an engine, because you need additional money and +2 Actions. But you get +1 card instead of +1$ and +1 Buy. It really depends on your engine which of those two is better. Not much more to say for me here, as it is a fearly simple card. Uncommon for a Village, Bazaar has a very high opening with Bazaar/Chapel on #25.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/jester.jpg)#19 Jester (Cornucopia) Weighted Average: 21.60 / Median: 22.5 / Mode: 26 / Standard Deviation: 8.3
Highest Rank(s): #6 (1x), #9 (1x), #12 (1x) / Lowest Rank(s): #35 (1x), #37 (1x), #42 (1x)

Jester is the third worst attack of all $5 cards. It was voted 5 times below #30, but has also 2 ranks above #10. Newer players heavily seem to underrate it. The unweighted ranking has it at #23.

Jester is a very swingy attack. You can deal out Curses, you can spam Coppers. If your opponent and you are going for the same strategy, you can get very good cards from your Jester. If not, you have a really hard decision if you want that action card in your deck or give your opponent another free card. If you have a good running engine with any spying attack (like Scrying Pool), Jester is very good. In 3+ player games Jester is even stronger, because you can gain multiple good cards per turn. In all other cases you have to rely on your luck to hit the right cards.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/upgrade.jpg)#18 Upgrade (Intrigue) Weighted Average: 20.51 / Median: 21 / Mode: 28 / Standard Deviation: 8.5
Highest Rank(s): #6 (1x), #9 (1x), #10 (1x) / Lowest Rank(s): #32 (1x), #37 (1x), #46 (1x)

Upgrade has a really big outlier on the third last position. It was 3 times below #30 and twice above #10.

Non-terminal trashers or trash-for-benefit-cards are really strong. No surprise that Upgrade costs $5 so you can't open with it most of the times. With Upgrade you can trash your Coppers and Curses or turning your Estates into Silver without spending an action and keep playing all your other valuable action cards. This may also its best use. Spamming Upgrades and upgrading all other cards slowly to better cards seems nice, but is very slow. But Upgrading an Upgrade into an early Grand Market can be very strong. I like to add, that Upgrade is indeed a cantrip, that doesn't hurt your deck early on. But like Lookout, if you have a deck with a high quality density later on, this may be a dead card in your hand, when you don't want to trash a card from your hand. It's still no surprise Upgrade has some very high ranked openings, the best being Upgrade/Chapel on #18.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/venture.jpg)#17 Venture (Prosperity) Weighted Average: 20.08 / Median: 18.5 / Mode: 18 / Standard Deviation: 9.5
Highest Rank(s): #2 (1x), #5 (1x), #10 (1x) / Lowest Rank(s): #32 (1x), #41 (1x), #42 (1x)

Venture has the third highest deviation of the $5 cards, having two big outliers on each side. It is the best middle-ranked card before the next gap to the good $5 cards.

Venture is very similar to the "+1 Card, +1 Action, +$1, +Bonus" cards like Market, Treasury or Highway. It draws a card, gives $1 and doesn't cost an action. What is the +Bonus of Venture? Being a Treasure Card, it can't be drawn dead. And it has a Filter effect finding another Treasure Card. So you're guaranteed $2 when playing a Venture, making it another "Strictly Superior to Silver $5 Treasure Card". The filter effect allows you to go green earlier, because you can discard the green cards with Ventures. This effect reminds of Adventurer (and the name of course). While an Adventurer in a Copper-free deck gets you to at least $4 and Venture only to $3, Venture is still superior, because it's $1 cheaper and doesn't cost an action and is therefore chainable. Ventures are great if you have multiples and as few other Treasure Cards as possible. If you manage that, they are even superior to Gold. I like to add, that the multiple Ventures stacking effect is no additional bonus, just the result of the two above mentioned bonuses (Multiple Markets in a thin deck would have the same effect).

To the fourth part (http://forum.dominionstrategy.com/index.php?topic=1526.msg26074#msg26074)
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: WanderingWinder on January 30, 2012, 12:06:10 pm
Highway combos with a LOT more than just market, and it doesn't actually combo all that great with market - you need a lot of trashing, and some other help, usually. But it combos with gainers, grand market, bascially anything with plus buy or gain, and you are able to play many in a turn. pretty decent addition to already-working engines. Still way overrated.
Cartographer works in BM. Often not as well as in engines (though, depending on the engine, Cartographer can be pretty unnecessary). Also feel that this card is way way way overrated.
Uh, festival's a little high, city's a bit high, haggler's a little low, but not too too bad.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: DStu on January 30, 2012, 12:15:59 pm
I'd really like to speak out for Haggler. I mean most cards on this part of the list are either cards that have large potential, but are often weak (City, Highway, kind of Rabble), or just "boring" parts of engines (Festival, Bazaar, Upgrade). I just have something like 20 (out of 28) games where I bought Haggler, but I'm more and more surprised how well it fits into many decks. Be it BigMoney, where you take the free Golds while greening and free Silvers to Hagglers or X, or engines, where you get $2 to spend and the cheap component for free. Not even talking about what might happen in absurd KC-games.
I think Haggler is by far the best card until now of the "Workshop-class" (Workshop, Ironworks, Smuggler, University, Talisman, Horn of Plenty, Haggler), because of the $2 you can easily gain a cheap and an expensive card without the "would the X have been a Silver I could have afforded the Gold anyway"-dilemma.
I think I would put it above all the ones we have here. Also above Venture, Haggler->Gold/Venture is a good combo anyway.

Cartographer I tend to underrate I think, Jester maybe also. Upgrade has lost much of my respect, might be underserved but it is trashing much too slow (also because of its cost). Anyway: Haggler up, Upgrade down, the rest might be quite ok, but of course swingy cards like City, Highway can also be ranked higher depending if you focus how much you rate "potential".
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: brokoli on January 30, 2012, 12:21:56 pm
Ok. I agree overall, but I'm surprised for Jester and Upgrade.
Jester is like a bad mountebank, I like it but it seems for me way too high.
Upgrade is nice, but risky, and so slow... it's a good trasher for curses or coppers, good counter for sea hag,
Also, Upgrade is good to trash cards that became useless, like chapel or moneylender, but otherwise it's never a great addition for your deck.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: WanderingWinder on January 30, 2012, 12:24:50 pm
Ok. I agree overall, but I'm surprised for Jester and Upgrade.
Jester is like a bad mountebank, I like it but it seems for me way too high.
Upgrade is nice, but risky, and so slow... it's a good trasher for curses or coppers, good counter for sea hag,
Also, it's good to trash cards that become useless, like chapel or moneylender, but otherwise it's never a great addition for your deck.
Jester is not like mountebank at all really. If you look at it that way, you're looking at it wrong. You don't want to deal out bad things with the Jester. You want to gain good things with it.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Qvist on January 30, 2012, 12:29:04 pm
Highway combos with a LOT more than just market, and it doesn't actually combo all that great with market - you need a lot of trashing, and some other help, usually. But it combos with gainers, grand market, bascially anything with plus buy or gain, and you are able to play many in a turn. pretty decent addition to already-working engines. Still way overrated.
Cartographer works in BM. Often not as well as in engines (though, depending on the engine, Cartographer can be pretty unnecessary). Also feel that this card is way way way overrated.
Uh, festival's a little high, city's a bit high, haggler's a little low, but not too too bad.

Maybe I'm misreading your post, but it seems you want to add stuff to my articles, but basically repeat what I wrote.
Market/Highway is no great combo, but probably the best "Bridge-like" combo. I said you need help, like a thin deck. I only set it up twice and it worked out really nice, though not great. Game 1 (http://councilroom.com/game?game_id=game-20111220-134041-e204cc47.html) Game 2 (http://councilroom.com/game?game_id=game-20111221-074331-965c2e38.html)
And I definitely mentioned gainers and +Buys.
Cartographers work in BM, but not as good and it depends on the supporter card. That's why I wrote "maybe".
Sorry if I misunderstood you.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Fabian on January 30, 2012, 12:30:04 pm
City is pretty close to just being straight up bad in my book. It should be significantly lower imo. I feel like Haggler and Venture probably should be higher too, but I'd need to see the rest of the list before I decide :)
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: brokoli on January 30, 2012, 12:30:59 pm
Ok. I agree overall, but I'm surprised for Jester and Upgrade.
Jester is like a bad mountebank, I like it but it seems for me way too high.
Upgrade is nice, but risky, and so slow... it's a good trasher for curses or coppers, good counter for sea hag,
Also, it's good to trash cards that become useless, like chapel or moneylender, but otherwise it's never a great addition for your deck.
Jester is not like mountebank at all really. If you look at it that way, you're looking at it wrong. You don't want to deal out bad things with the Jester. You want to gain good things with it.

In this case, Jester is a bad Mountebank-Haggler ^^
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: WanderingWinder on January 30, 2012, 12:43:39 pm
Highway combos with a LOT more than just market, and it doesn't actually combo all that great with market - you need a lot of trashing, and some other help, usually. But it combos with gainers, grand market, bascially anything with plus buy or gain, and you are able to play many in a turn. pretty decent addition to already-working engines. Still way overrated.
Cartographer works in BM. Often not as well as in engines (though, depending on the engine, Cartographer can be pretty unnecessary). Also feel that this card is way way way overrated.
Uh, festival's a little high, city's a bit high, haggler's a little low, but not too too bad.

Maybe I'm misreading your post, but it seems you want to add stuff to my articles, but basically repeat what I wrote.
No, I'm trying to say the stuff in your post is wrong.
Quote
Market/Highway is no great combo, but probably the best "Bridge-like" combo. I said you need help, like a thin deck. I only set it up twice and it worked out really nice, though not great. Game 1 (http://councilroom.com/game?game_id=game-20111220-134041-e204cc47.html) Game 2 (http://councilroom.com/game?game_id=game-20111220-134041-e204cc47.html)
Uh, those go to the same game, which was played quite badly. 18 turns for 27 points with no attacks is just really weak. Like, BMU will beat that more often than not (though it would be close).
Quote
And I definitely mentioned gainers and +Buys.
I'll give you that, but you're very wishy-washy.
Quote
Cartographers work in BM, but not as good and it depends on the supporter card. That's why I wrote "maybe".
Sorry if I misunderstood you.
The way you've written it (and I realize this is a nuance you might not get not being a native English speaker) implies pretty heavily that it's not good in BM.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: DG on January 30, 2012, 02:01:46 pm
City is only that low because it is ranked by people competing mainly in 2 player games. If this was a 4 player community then the ranking would be a little different.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: HiveMindEmulator on January 30, 2012, 02:24:06 pm
I think the main misses here are Bazaar too high and Haggler too low. The set of cards remaining for the top 16 seems perfectly reasonable (though I personally have Haggler and Venture in there).

Bazaar is too expensive to be useful as a village in most cases. One of the main uses of villages is to support draw engines, but if you're spending $5 on your village, you have a hard time buying enough of the drawing card. So for the most part, bazaar works out to be mostly a peddler, and has no business being so much higher than market.

Haggler I think is underrated because it's new, but I think it's one of those $5 cards you will often want to take over gold early. It provides one less coin, but seems like it will usually make up for it with the extra gain. If you end up getting gold+$5 instead of province or $5+$3/4 instead of gold, I think you're happy with that for the most part.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: jotheonah on January 30, 2012, 02:59:56 pm
Quote
So you're guaranteed $2 when playing a Venture, making it another "Strictly Superior to Silver $5 Treasure Card".

Strictly speaking, it could hit a Potion, making it less than a Silver, or, possibly, it could hit a Philosopher's Stone in a really tiny deck, or it could hit a Horn of Plenty, although that would at least make the Horn of Plenty a Silver. /pedantic nitpick
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: ftl on January 30, 2012, 03:05:17 pm
Or it could hit nothing at all, if you've drawn all the treasures in your deck. /pedantic nitpic #2

Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Robz888 on January 30, 2012, 03:05:43 pm
I don't really think Upgrade deserves its spot. It's so slow, has risks in the end game, and its rather expensive. It can be a cheat to Grand Markets, but really Remodel does that better. And other less expensive trashers like Remake, Salvager, Steward, Moneylender, and Spice Merchant just seem to offer better trashing or bigger benefits. It's nice that Upgrade is a cantrip, and that it effectively destroys curses and coppers, but it wouldn't be #18 for me.

I will also admit to being one of the people that ranked Cartographer much better (I'm not sure exactly where I put it, though). A Cartographer or two can really filter out your bad cards, and cycle through your deck much quicker. In a simple Big Money game, you can skip over Greens and Coppers. In more complex engines, you'll have an easier time matching +cards to villages. I've had success using it to continuously match Barons with Estates. I might have been too generous in my ranking of it, but I don't think it should be any worse-ranked than it is here.

Also, Jester is so hard to place. I think it makes sense where it is, but it's such a swingy attack. I played a game yesterday where my opponent's first three Jester plays hit my Moneylender. Do you know where a deck with 4 Moneylenders is going? Nowhere.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: ftl on January 30, 2012, 03:07:41 pm
Yeah, with Jesters, I once had a game where I was completely locked out by jesters hitting potions. And the more potions there were in my deck, the more potions the jesters hit... it was like a cursing attack that I couldn't buy and which had a larger curse pile. It sucked.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: olneyce on January 30, 2012, 03:57:27 pm
Cards where my rankings have been significantly (more than 5) off:
- Cartographer, I had at 15 (vs. 24).  That might have been a little too high, but I really think it's a massively useful card, though one people tend to overbuy, since it doesn't stack well.
- Market, I had at 23 (vs. 31).  I really value the +buy there.
- Duke, I had at 26 (vs. 32).  I think Duke is often quite strong.  I had this thought a few days ago, which might help clarify: if you can get 6 Duchies and steal one Province, then you only need 4 Dukes to match your opponent’s 7 Provinces.  That seems eminently doable.
- Jester, I had at 27 (vs. 19).  I dunno, Jester often seems pretty weak to me.  Not a bad card by any means but of somewhat limited utility.
- Bazaar, I had at 30 (vs. 20).  I’m really not seeing why Bazaar is so high.  Sure, money from a village is nice, but you have to sink extra money in them up front just to get them in your deck.  AND it’s hard to get them early.  AND at $5 they often conflict with the crucial parts of your engine.

I also had Haggler 5 slots higher than the 23 it got here, and agree with the commentary about its strength.  And I had Upgrade quite high, though I’m somewhat persuaded by the critiques of it.  If I did the rankings again it would definitely be lower, though I still do think it is pretty powerful.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Wingnut on January 30, 2012, 04:44:19 pm
City is only that low because it is ranked by people competing mainly in 2 player games. If this was a 4 player community then the ranking would be a little different.

This is a great point that also applies to Jester. In my IRL group that plays 3-4 players, Jester is an absolute beast because of the ability to gain good cards. Often times, it is the deciding card because of the ability to gain multiple engine parts if lucky. Thus, I ranked Jester a bit higher (12) than I would have if I was only playing 2 player games.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: jonts26 on January 30, 2012, 05:59:36 pm
Qvist - the link in your sig for $3 cards part 1 goes to the wrong place.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Mergus on January 31, 2012, 12:12:01 am
Thanks for all these lists Qvist, it's great to see what other people think about the cards.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: dondon151 on January 31, 2012, 02:00:06 pm
I used to think that Upgrade was strong because it was a cantrip trasher, then thought that it was weak because it was too slow and expensive. But on the other hand, my play group plays with it quite often (we always play with Base or Intrigue, and we've been playing Intrigue more lately), and I always notice that it does tend to tangibly speed up their deck when they buy it early, whereas I always feel like I need 3+ of them in order to get any sufficient trashing. Maybe it's confirmation bias.

In the absence of other trashers, I think that Estate -> Silver is a strong move (that's $2 that you wouldn't have had otherwise), and that trashing Copper is a weaker move unless you can play Upgrade a lot and you need the Copper trashing for a slick engine. Most often if there's a strong drawing engine available, I'll build up my drawing power first before buying an Upgrade to make sure that my deck doesn't choke; I'm not sure if this is the right play, though.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: HiveMindEmulator on January 31, 2012, 02:28:58 pm
In the absence of other trashers, I think that Estate -> Silver is a strong move (that's $2 that you wouldn't have had otherwise), and that trashing Copper is a weaker move unless you can play Upgrade a lot and you need the Copper trashing for a slick engine. Most often if there's a strong drawing engine available, I'll build up my drawing power first before buying an Upgrade to make sure that my deck doesn't choke; I'm not sure if this is the right play, though.
I think late upgrade is usually bad (which is in agreement with councilroom.com (http://councilroom.com/win_weighted_accum_turn.html?cards=upgrade) data). The best part about upgrade is the estate=>silver(or other $3 card), which is much harder to land, and much less impactful, late in the game. Removing estates, particularly in the early-going is just as useful in avoiding choking as building up your drawing power.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: chwhite on January 31, 2012, 04:11:32 pm
Wow.  It appears that my top 16 matches the community's top 16 exactly.  Pretty impressive.

That doesn't mean I don't have stuff to say about this list!  None of these cards are notably underrated, though I had a few of them several spots higher; but two of them- Highway and Jester- I had significantly lower.  Highway I've talked about before, unless you have a specific combo in mind it's functionally an expensive Peddler that can even anti-synergize with trash-for benefit cards.  Sometimes it explodes with +Buy or Ironworks shenanigans, but we don't rank Horn of Plenty highly because it's good for some mega-turns.  It's more generally useful than HoP, sometimes you actually do buy that expensive Peddler, but it's just such a trap that I have to dock it a few points.  I think it compares unfavorably to Treasury, at least (and Bazaar, though I really disagree with putting Bazaar in that category to begin with).  Jester may be a card I'd rank higher if I played more multiplayer games with it, but even so I find it to be just a minor annoyance most of the time.  Most commonly it'll just give Coppers, which is underwhelming for a $5, sometimes you can get good cards or give Curses, but it's really inconsistent at doing that- and heck, even if you give a Curse then you've also eliminated a dead card from the top of your opponent's deck.  It's just not a card I'm commonly excited about using, or fearful of in the hands of my opponents.  It deserves to be lower than Rabble, which at least has the occasional potential for crippling pins even if it's also skippable at times.

Cartographer is a card I had several spots higher, but I think I overrated it, and agree with the overall rankings instead.  It might be just about the best sifter, but, as WW pointed out, is just a sifter and as such is often not necessary.  I was more enamored of this card when it came out and it's slipped a bit in my mind as I've found it's skippable more than I thought.  Still pretty strong with many strategies (Tunnel, early greening in general, cantrip engines), but not a world-beater.

Venture is a card I'm glad to see didn't make it into the top third, even if my placement was about the same: I do think it's overrated, and if I was making this list again would probably have ranked it even lower.  The problem is that Venture really only shines in well-trimmed Big Money decks, but why are you trashing aggressively if you're not going to chain actions to begin with?  I have the same problem with Venture that toaster had with Inn, and since I prefer Action decks to begin with, you can guess which of those two cards I dislike.  I actually buy Venture pretty rarely, and do better without it.

After Cartographer, the only card here I had more than a few spots higher was City; Bazaar and Festival I also had a spot or two higher and contrary to Qvist's Festival note, I'm not overrating it because I'm new.  'Cause I'm not new.  So I guess it's up to me to defend the honor of the $5 Villages. :P

City is pretty close to just being straight up bad in my book. It should be significantly lower imo. I feel like Haggler and Venture probably should be higher too, but I'd need to see the rest of the list before I decide :)

City is often a trap card, but that's not the same as being "bad"; and furthermore it's a trap in the same way Alchemist is a trap, not the way Pirate Ship is.  Though it does share with Pirate Ship the quality of being much, much better in multiplayer.  Barring corner cases where you're so desperate for a Village that you'd pay $5, it's only worth it in games where at least one pile is going to run out before the end.  But those games are pretty common!  Most Curse matches, for instance, or games with spammable engine stacks like Minion, or University/HoP... or even just the presence of Colonies, which lengthens the game to the point that Level 2 Cities are likely to pay off.  And, hey, City is a Prosperity card, so you have a better chance of playing with those Colonies.  I mean, yes, it's a card you can often avoid, but (again like Alchemist) there are frequent situations where you have no choice but to go for it.

As for Bazaar and Festival... Festival was for a long time my favorite card in Dominion and one of these days I'm going to write an article on it.  With Bazaar, everyone keeps saying that its initial cost makes it hard to pair quickly with a $5 terminal draw card, and if you're trying to set up a Torturer chain ASAP then yes Bazaar isn't the best choice.  But... really that's it.  Two Bazaars in your deck is a Silver you don't need to buy early on, which can be a huge difference when you're starting to green and you might otherwise not be able to kick off to hit all your key cards: and especially if said key cards are inexpensive, you can get another one of them instead of Silver.  Bazaar might work especially well on engines with cheaper drawing parts (Smithy, Watchtower, Conspirator, Pools, etc.); more expensive parts (Nobles!); engines where you don't need a lot of +Card parts (double-Tac), but honestly it's a strong option even with many $5 +Card terminals.  Bazaar/Rabble is slow-developing but that's A-OK in a Rabble game; Bazaar/Wharf is, unlike Village/Wharf, actually worth pursuing most of the time.  There are a wide variety of boards where you want both a Village-effect and disappearing cash, and the fact that Bazaar rolls both functions into one makes it a worthwhile buy even at its high price.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: HiveMindEmulator on January 31, 2012, 04:34:39 pm
City is often a trap card, but that's not the same as being "bad"; and furthermore it's a trap in the same way Alchemist is a trap, not the way Pirate Ship is.  Though it does share with Pirate Ship the quality of being much, much better in multiplayer.  Barring corner cases where you're so desperate for a Village that you'd pay $5, it's only worth it in games where at least one pile is going to run out before the end.  But those games are pretty common!  Most Curse matches, for instance, or games with spammable engine stacks like Minion, or University/HoP... or even just the presence of Colonies, which lengthens the game to the point that Level 2 Cities are likely to pay off.  And, hey, City is a Prosperity card, so you have a better chance of playing with those Colonies.  I mean, yes, it's a card you can often avoid, but (again like Alchemist) there are frequent situations where you have no choice but to go for it.

As for Bazaar and Festival... Festival was for a long time my favorite card in Dominion and one of these days I'm going to write an article on it.  With Bazaar, everyone keeps saying that its initial cost makes it hard to pair quickly with a $5 terminal draw card, and if you're trying to set up a Torturer chain ASAP then yes Bazaar isn't the best choice.  But... really that's it.  Two Bazaars in your deck is a Silver you don't need to buy early on, which can be a huge difference when you're starting to green and you might otherwise not be able to kick off to hit all your key cards: and especially if said key cards are inexpensive, you can get another one of them instead of Silver.  Bazaar might work especially well on engines with cheaper drawing parts (Smithy, Watchtower, Conspirator, Pools, etc.); more expensive parts (Nobles!); engines where you don't need a lot of +Card parts (double-Tac), but honestly it's a strong option even with many $5 +Card terminals.  Bazaar/Rabble is slow-developing but that's A-OK in a Rabble game; Bazaar/Wharf is, unlike Village/Wharf, actually worth pursuing most of the time.  There are a wide variety of boards where you want both a Village-effect and disappearing cash, and the fact that Bazaar rolls both functions into one makes it a worthwhile buy even at its high price.
I agree with you on City. I had it a bit higher as well, because while you can ignore it sometimes, you can ignore most of the cards at these levels sometimes. But there are actually a lot of times you simply can't ignore it. But bazaar is not even close. It's good for adding terminals to a big draw engine like scrying pool, but not much else. I'm not sure bazaar/wharf is more likely to be good than village/wharf. I would think the opposite is true. Wharf+money is so good that if you can't quickly add in the villages on the cheap (with +buy or gain), you're going to have a hard time competing. And while bazaar/smithy is better than village/smithy, it's only marginally better than smithy/money most of the time. All-in-all, it seems like one of those cards that's nice to have, but rarely plays a major role in defining a strategy, something that the top 20 $5 cards should do, imo.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: toaster on January 31, 2012, 04:41:59 pm
Venture is a card I'm glad to see didn't make it into the top third, even if my placement was about the same: I do think it's overrated, and if I was making this list again would probably have ranked it even lower.  The problem is that Venture really only shines in well-trimmed Big Money decks, but why are you trashing aggressively if you're not going to chain actions to begin with?  I have the same problem with Venture that toaster had with Inn, and since I prefer Action decks to begin with, you can guess which of those two cards I dislike.  I actually buy Venture pretty rarely, and do better without it.

Personally, I had Venture a fair bit lower the the group consensus, but I will come to its defense here.  A major difference between Inn for action decks and Venture for BM decks is that action heavy decks should have a lot of built in cycling already...whether in the form of cantrips of draw engines...in it's action Inn isn't bringing anything to the table that doesn't exist already.  BM decks, on the other hand, have little to no inherent cycling ability, which makes that benefit invaluable...a $5+ treasure that also cycles through your dead cards is a godsend for a BM deck.  Although my opponent played poorly here (you could sub in Chapel without changing much though), this is a great example of a deck enabled by Venture:

http://councilroom.com/game?game_id=game-20120130-222142-ed05dc86.html

In this sort of game, Venture isn't simply adding a little grease to a deck that would work anyway...an unassisted, thinned BM deck in a Colony game simply isn't a good idea in general, but Venture turns it into a very strong a robust deck.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Qvist on February 01, 2012, 05:28:02 am
Highway combos with a LOT more than just market, and it doesn't actually combo all that great with market - you need a lot of trashing, and some other help, usually. But it combos with gainers, grand market, bascially anything with plus buy or gain, and you are able to play many in a turn. pretty decent addition to already-working engines. Still way overrated.
Cartographer works in BM. Often not as well as in engines (though, depending on the engine, Cartographer can be pretty unnecessary). Also feel that this card is way way way overrated.
Uh, festival's a little high, city's a bit high, haggler's a little low, but not too too bad.

Maybe I'm misreading your post, but it seems you want to add stuff to my articles, but basically repeat what I wrote.
No, I'm trying to say the stuff in your post is wrong.
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Market/Highway is no great combo, but probably the best "Bridge-like" combo. I said you need help, like a thin deck. I only set it up twice and it worked out really nice, though not great. Game 1 (http://councilroom.com/game?game_id=game-20111220-134041-e204cc47.html) Game 2 (http://councilroom.com/game?game_id=game-20111220-134041-e204cc47.html)
Uh, those go to the same game, which was played quite badly. 18 turns for 27 points with no attacks is just really weak. Like, BMU will beat that more often than not (though it would be close).
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And I definitely mentioned gainers and +Buys.
I'll give you that, but you're very wishy-washy.
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Cartographers work in BM, but not as good and it depends on the supporter card. That's why I wrote "maybe".
Sorry if I misunderstood you.
The way you've written it (and I realize this is a nuance you might not get not being a native English speaker) implies pretty heavily that it's not good in BM.

You were trying to say that my post is wrong, but I'm pretty sure, we both say the same.
Those two games were no perfect examples, because in one of these games I realized this combo only after a few turns (and I just realized that the copy of the link of the second game didn't work), but Market+Highway is still very strong with either a trasher or a filter card as supporter, I'm pretty sure here too.
And, yes I didn't mention Gainer exactly, I was talking more in general, beacause Saboteur is no gainer and still fits the category. I would not call it wishy-washy.
I know I'm not the best person to write these articles, because I'm not that good as many of you and I'm no native speaker, so sorry for misunderstandings.

Or it could hit nothing at all, if you've drawn all the treasures in your deck. /pedantic nitpic #2
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So you're guaranteed $2 when playing a Venture, making it another "Strictly Superior to Silver $5 Treasure Card".

Strictly speaking, it could hit a Potion, making it less than a Silver, or, possibly, it could hit a Philosopher's Stone in a really tiny deck, or it could hit a Horn of Plenty, although that would at least make the Horn of Plenty a Silver. /pedantic nitpick
That's true, yes. But if these are really corner cases in my opinion. I would still call it strictly superior to Silver.

Qvist - the link in your sig for $3 cards part 1 goes to the wrong place.
Thanks for the hint. I'll change that. Another copy that didn't work.

Thanks for all these lists Qvist, it's great to see what other people think about the cards.
Thanks for that.

And yes, I forgot to analyze the cards in 3+ player games this time, like City or Jester. I think I add a sentence in the respective articles.
Title: Re: THE Dominion Card List(s): $5 cards Part 3/4 posted
Post by: Qvist on February 02, 2012, 09:14:46 am
The Best $5 Cards - Part 4/4
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/stables.jpg)#16 Stables (Hinterlands) Weighted Average: 18.38 / Median: 16.5 / Mode: 15 / Standard Deviation: 7.4
Highest Rank(s): #2 (1x), #7 (1x), #10 (1x) / Lowest Rank(s): #32 (1x), #33 (1x), #34 (1x)

After a 1.7 point gap we are now in the top third. Stables has a big outlier on the second rank and with a relatively high consensus for this region, it has no outlier in the lower ranks and was only 3 times below #30.

When you try to evaluate Stables, the comparism to Laboratory is very obvious. Both give you an action and a hand with one card more. In games with no trashing a few Stables can even be stronger, because you get an additional Warehouse-like cycling effect. Just discard your Coppers and you'll see you valuable cards more often. If you buy Stables and don't play Big Money, then your action density increases and the chances that you draw no treasure cards with Stables in hand increases too. Then Stables may be a dead card in hand. Especially in cursing games Stables is weaker. And even if your only treasure card is a Gold it highly depends on your deck if you really want to discard the Gold for 3 new cards. But a few Stables, Silvers and a +Buy card like Horse Traders can make pretty good Hunting-Party-like deck. An early Stables is great and superior to Laboratory on a board with no trashing, but with more Action Cards, Victory Cards or Curses, Stables is getting weaker, so just don't buy too many. Just compare a hand of 5 Laboratories and 5 Stables.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/governor.jpg)#15 Governor (Promo) Weighted Average: 17.54 / Median: 15.5 / Mode: 11 / Standard Deviation: 9.6
Highest Rank(s): #3 (1x), #5 (1x), #6 (2x) / Lowest Rank(s): #31 (1x), #36 (1x), #43 (1x)

Governor is the newest of all cards. That may explain the second highest deviation of all $5 cards. It was listed 7 times in the Top 10 and has a really high mode, but still has 2 big outliers in the lower regions. In the unweighted ranking it would be on #14.

The different options make it difficult to play. And depending on what you choose it can a really bad card or a great one. That may also explain the high deviation. Like Council Room, the +1 card may pretty huge for your opponent if you choose +3 cards. And if you even choose that multiple times in a row, you give your opponent a great hand too. So either do that only if you a) play a discard attack afterwards, b) can end that game in a mega turn or c) possess your opponent afterwards. In all these 3 cases Governor is really powerful. The remodel effect is bad in the early game, you're helping your opponent even more for letting him trash his Coppers or get a Silver for an Estate, you can use it in the end game to remodel your treasure card in respective Victory card. The best option without above mentioned supporting cards may be the Gold gaining. The Silver can be really bad for your opponent in a Colony game or if he builds a deck with high action density. And you can pick up Governors over Golds because you can get Golds with Governor later. That leads to a state where Governor can combo with itself. Gain many Governors, choose the gain Gold option every time. With many Governors and Gold in your deck use a few Governors for +3 cards and the rest to remodel your Gold into Provinces in a mega turn. Its power in a thin deck shows the rank #6 in the best openings for Governor/Chapel.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/embassy.jpg)#14 Embassy (Hinterlands) Weighted Average: 16.91 / Median: 16 / Mode: 10 / Standard Deviation: 9.3
Highest Rank(s): #1 (1x), #5 (1x), #8 (1x) / Lowest Rank(s): #34 (2x), #36 (1x), #37 (1x)

Embassy is another card with a really high deviation. It's the first card with a first place and was above #10 3 times. And its mode is really high with being #10 4 times.

Embassy is a great Big Money card. An early Embassy is so good that your opponent gets a Silver for free. The mix of a terminal drawer and a Warehouse-like filter makes it that powerful. Yes, basically it's only +2 cards, but every time you play it, you can choose the best 6 cards out of 9 cards. Similiar to Envoy: If you have 5/2 and have the luck to draw it on turn 3, you may draw it in turn 4 and 5 again and will probably have already a huge lead, due to quick cycling. But it is also good in engines if you can guarantee to draw it with an action card. So just like Wharf it combos well with Fishing Village.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/margrave.jpg)#13 Margrave (Hinterlands) Weighted Average: 14.50 / Median: 14.5 / Mode: 15 / Standard Deviation: 9.5
Highest Rank(s): #3 (1x), #4 (1x), #7 (2x) / Lowest Rank(s): #31 (1x), #32 (2x)

Here's another big gap of 2.4 points. And Margrave is another card with high deviation, the third highest, shared with Venture.  It was 8 times above #10.

Terminal drawers with +Buy are very strong as they tend to let you have many money in hand, more you often need for a Province. Council Room has the drawback of give your opponent another card, but Wharf is still to come in this list. Margrave gives you an additional discard attack. The discard attack itself is not as strong as Militia's or Goons' discard attack because your opponent may draw a card first. But the discard attack is still very strong. It's just like you play Council Room+Militia or Governor+Militia. Margrave is another good Big Money card. With $11 you can buy an additional Silver to your Province. And terminal draw and +Buy is all Fool's Gold needs. No surprise Margrave/Fool's Gold is the best opening on #198. It's also a good addition to your engine, but you have to be careful to add not too many Margraves to your engine, because every time you play a Margrave your opponent has another chance to draw a hand like 2 Golds and a Silver to buy a Province himself.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/vault.jpg)#12 Vault (Prosperity) Weighted Average: 14.01 / Median: 14 / Mode: 15 / Standard Deviation: 8.4
Highest Rank(s): #3 (1x), #5 (1x), #6 (2x) / Lowest Rank(s): #29 (1x), #35 (1x), #41 (1x)

Vault was 6 times above #10 and has 2 big outliers in the lower regions, the only 2 ranks below #30.

The +2 Cards that make the difference between Secret Chamber and Vault are very important to make Vault a good card and Secret Chamber a weak one. With every play of Vault you are guaranteed a Gold or even better a Grand Market. And if you have a Gold in hand or draw one you can buy a Province for sure. This makes Vault a great counter to cursing attacks and is still great after you've gone green. No surprise your opponent has the chance to make his hand better too, because this effect is very strong. This effect makes it also a good card for Duke. Like Secret Chamber it's also good if you can draw your whole deck for example with Scrying Pool, discard all actions for a lot of money, just to draw all actions again with another Scrying Pool. Similar to this, it's great in Double Tactician decks. The downside of this card is that it's very vulnerable to discarding attacks. Although it shines in big decks with a lot of junk the #12 opening Vault/Chapel shows its strength if you are able to play it every turn.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/apprentice.jpg)#11 Apprentice (Alchemy) Weighted Average: 13.21 / Median: 14 / Mode: 15 / Standard Deviation: 6.5
Highest Rank(s): #2 (1x), #3 (1x), #4 (2x) / Lowest Rank(s): #23 (1x), #24 (1x), #27 (1x)

Apprentice is the first card after a while with a really low deviation. It was above #10 8 times and it's the first card with no rank below #30. And it was only 4 times below #20 too. If we declare Ill-Gotten-Gains as an Attack Card, this is the 5th best non-attack $5 card.

Although you can use an early Apprentice to trash your Coppers, Apprentice epitomizes (just like Salvager) Trash-for-Benefit cards; because the benefit is huge. If you don't hesitate to trash e.g. a Gold to get 6! cards and draw at least a card with +Buy or a Gainer you can really fasten the game. With Apprentice+Hoard or Apprentice+Haggler you can buy a Province nearly every turn. It combos also nice with Border Village. And as being one of the strongest Trash-for-Benefit cards, I especially mention the danger in Possession games. Your opponent won't hesitate to trash a Province or even a Colony for drawing nearly your whole deck.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/laboratory.jpg)#10 Laboratory (Base) Weighted Average: 12.78 / Median: 11 / Mode: 8 / Standard Deviation: 6.1
Highest Rank(s): #1 (1x), #2 (1x), #5 (1x) / Lowest Rank(s): #21 (1x), #22 (1x), #30 (1x)

Now we're in the Top 10. Laboratory is the second card which reached the first place and the first with a mode better than 10 with being on #8 4 times. It was above #10 11 times and below #20 only 3 times. It's the 4th best non-attack $5 card.

Unlike Stables, like mentioned above, Laboratory is a good card in nearly every deck. It increases the hand size by one which is a often underrated benefit. And if you have multiple Laboratories in your deck you have a consistent Village+Smithy engine in your deck where it isn't possible to draw dead. So, it's a engine on its own and you best begin early to build it. Therefore it's no surprise Laboratory/Chapel is on #34 in the openings list.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/ghostship.jpg)#9 Ghost Ship (Seaside) Weighted Average: 10.59 / Median: 9 / Mode: 8 / Standard Deviation: 8.4
Highest Rank(s): #1 (1x), #3 (1x), #4 (2x) / Lowest Rank(s): #27 (1x), #31 (1x), #36 (1x)

Ghost Ship is the third card with a first place. It was below #20 5 times, resulting in a higher deviation. It was below #10 only 13 times.

Ghost Ship is very strong because it's a discard attack in which you don't have to discard, you have to top deck. So this messes up this turn and the next turn. You have then to choose to get 2 mediocre turns or a bad turn and hopefully a better next turn if you aren't getting "ghostshipped" again. This results in really slow games in which it takes long until you reshuffle and see the newly bought cards the first time. The difference to all other strong attack cards is you don't want to play as many as you can in one turn, you just want to constantly play it each turn. That's the reason why Ghost Ship with Schemes can be devastating. If there are no good defense cards / counters, you are in a pin you aren't likely to get out soon.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/tactician.jpg)#8 Tactician (Seaside) Weighted Average: 10.13 / Median: 10 / Mode: 12 / Standard Deviation: 5.0
Highest Rank(s): #2 (1x), #3 (3x) / Lowest Rank(s): #17 (2x), #20 (1x), #21 (1x)

High consensus here. Tactician was below #20 13 times with no big outlier and #21 being a really high worst rank. It's the 3rd best non-attack $5 card.

Tactician makes use of the phrase "One big turn is better than 2 mediocre ones". So in deck in that you can't guarantee a Province each turn, with Tactician it's still very likely to get 2 Provinces each 2 turns. This applies especially to cards that take profit of big hand sizes like Forge, Bank or Tournament+Province. It's also great to get key cards like King's Court early or as a defense against discarding attacks (0/8 is definitely better than 3/3). And in combination with Black Market or Action cards that let you gain virtual money like Vault/Secret Chamber, Baron or a bunch of Festivals/Conspirators/Grand Markets you can even setup a Double Tactician strategy. You can play your second Tactician in your Tactician turn and still have enough money to buy something and get another 10 card hand in the next hand.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/ill-gotten-gains.jpg)#7 Ill-Gotten Gains (Hinterlands) Weighted Average: 9.32 / Median: 7 / Mode: 4 / Standard Deviation: 8.7
Highest Rank(s): #2 (2x), #3 (4x) / Lowest Rank(s): #18 (2x), #31 (1x), #41 (1x)

Ill-Gotten-Gains has two very big outliers in lower regions and has still a pretty high deviation. But it only was below #10 8 times. It has a really high mode, it was #4 4 times. If we count it as an Attack, it's the 5th best.

I remember reading Ill-Gotten-Gains the first time and it seemed not that strong. You have only a one-shot curser to get a better Copper? The high deviation shows that many players still may think about it that way. But that's not like it is. A Ill-Gotten-Gains Rush is really strong. Just buy Ill-Gotten-Gains every time you get to $5. The optional extra Copper make that possible. With a 5/2 opening it's even possible to deal out a Curse before the opponent's first reshuffle, especially for the first player. When the IGGs are gone, the Curses are gone too, so you just have to empty the Duchy pile to win the game and IGGs give enough money to accomplish this. Often you are even able to pick up a Province in between. But you have to be sure to hit your opponent. While these Curses are nearly unstoppable, not even with Moat or Lighthouse (making IGG even stronger), with Trader or Ambassador on the board the Curse pile won't be empty if you empty the IGG pile and your opponent may have enough time to pick up enough Provinces before you empty 2 piles. The same applies with other Cursers on the board. But in all other cases when IGG is on the board, a IGG rush is probably the dominant strategy. It has currently the highest per gain win rate of all kingdom cards (1.2), even higher than Grand Market or any alternative victory card.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/torturer.jpg)#6 Torturer (Intrigue) Weighted Average: 8.56 / Median: 6.5 / Mode: 6 / Standard Deviation: 7.8
Highest Rank(s): #3 (4x) / Lowest Rank(s): #20 (1x), #26 (1x), #39 (1x)

Torturer is the 4th best Attack Card. It was below #10 only 9 times. But it has still 4 big outliers on #18 or below. It was 5 times on rank #6.

The relative high deviation may result from that a single Torturer is not that great. You can choose to take a Curse in hand or discard. Taking the Curse in hand is not that great as getting it onto your discard pile or even on top. If you have a Forge or a Jack of All Trades in hand, a Curse in hand doesn't hurt you th   at much. In all other cases it's just a Militia-like discarding attack. But multiple Torturers can really torture you, especially because you have a choice, but still are between the devil and the deep blue sea (I hope the phrase is right). So Torturer highly depends from Villages; especially with Border Villages or Fishing Villages a Torturer Chain is definitely the way to go. The first one that gets this set up is likely to win. When the Curses are gone, Torturers are no danger anymore. But the Curse split is likely highly in your favor and you already have a good running engine to maybe pick a few more treasures and then go green. Only with direct Cursers you may still skip them, because until you've set up this chain, there are few Curses left. Torturer/Chapel is a #42 opening and the next best ones are those paired with any $2 village like Native Village, Hamlet or Crossroads around #200.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/minion.jpg)#5 Minion (Intrigue) Weighted Average: 8.23 / Median: 6 / Mode: 6 / Standard Deviation: 6.3
Highest Rank(s): #2 (1x), #3 (3x) / Lowest Rank(s): #20 (1x), #25 (1x), #29 (1x)

Minion is the 3rd best Attack Card, the next one from Intrigue. It was only 6 times below #10 and only 3 times below #13 - 3 really big outliers. It was 5 times on rank #6.

Minion's discard attack can hit even stronger than any other discard attack. You have one card more than with Militia, but against Minion you cannot choose which card to keep. The non-terminal $2 is great in every engine and the discard option helps you to cycle faster. Those two benefits make it a self-working engine. If you win the Minion split, you can play the first Minions in your hand to get $2 and the last one to get the next 4 cards, then just proceed. And every non-terminal card with virtual coins and/or a non-terminal trasher fit very well in a Minion deck. Yes, there has to be some requirements: You are playing a 2-player game and have a thin deck and don't play with Colony, ... to name the major issues. But then a Minion deck is super strong. Minion/Chapel is the #17 best opening.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/hunting-party.jpg)#4 Hunting Party (Cornucopia) Weighted Average: 6.12 / Median: 6.5 / Mode: 7 / Standard Deviation: 4.1
Highest Rank(s): #1 (3x) / Lowest Rank(s): #13 (2x), #19 (1x)

After another big gap we reach the Top 4, so they are definitely the best cards. The stats of Hunting Party prove that. Its the first card with more than one first rank and it was below #10 only 3 times with none being below #20. It has the 5th lowest deviation. It's the 2nd best non-attack $5 card.

After Stables and Laboratory, Hunting Party is the best non-terminal hand-size increasing $5 card. The advantage is the even better filter effect than Stables to get the cards in hand you really need. It's also an engine on its own, just have one Gold and at least a Silver and a good terminal action which gives you at least $2, like Goons, Monument, Horse Traders, Haggler or Baron. With at least 5-6 Hunting Parties you are almost guaranteed a Province each turn because you only have few different cards in your deck and get those all in hand. Going green doesn't hurt you much (only Duchies) and with Cursers you only need a Hunting Party more to filter Curses. It's not strictly better than Laboratory if there are no different cards left in your deck, but that mostly occurs only if you already have a very strong deck or you have a heavily trimmed deck what you don't need when you go for Hunting Parties. The only thing you have to watch out in such a deck is when to trigger the reshuffle so you get at least a Hunting Party in the next hand again. Hunting Party/Chapel is the #24 best opening.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/wharf.jpg)#3 Wharf (Seaside) Weighted Average: 4.89 / Median: 5 / Mode: 5 / Standard Deviation: 2.5
Highest Rank(s): #1 (2x), #2 (3x) / Lowest Rank(s): #9 (2x), #10 (1x)

Wharf is the best non-attack $5 card. There is no doubt, it's the only card with no rank below #10, so it has the lowest deviation of all $5 cards too (shared with Counting House). It was #5 6 times. What makes it so strong?

+2 Cards are mostly weak. The benefit you get in this turn is pretty weak too. But the duration effect of +2 Cards without playing an action is like 2 Caravans or if you played 2 Laboratories at the start of your next turn. And Laboratory is already a #10 Card of the same cost. If you have 2 Wharves and you play them alternating each turn, you start each turn with 7 cards and basically each Wharf is a Council Room without the drawback of giving your opponent an additional card. And as already mentioned the +Buy for a terminal draw is really nice too, you need it with so many cards in hand. You can use Wharf for Big Money with less probability of colliding (because of the duration effect) or you can build an engine. In combination with Fishing Village you are almost guaranteed big hands (like you're playing Double Tactician) and even have enough Actions left for Attacks. No matter if you're going Big Money or build a engine with it, Wharf is so strong that those games are over very quick. Wharf's draw and +Buy is also good for Fool's Gold, making Wharf/Fool's Gold the #44 best opening. But Wharf/Chapel is even better on #27.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/witch.jpg)#2 Witch (Base) Weighted Average: 3.75 / Median: 2 / Mode: 2 / Standard Deviation: 4.3
Highest Rank(s): #1 (3x) / Lowest Rank(s): #12 (2x), #15 (1x), #17 (1x)

It was very close, but Witch is only #2. With 16 second places (more than the half) there is no doubt about such a high rank. Still it has a few outliers, 4 below #10 and two times on #7, but all other ranks were between #1 and #5.

Cursers are the strongest cards in the game, I think everyone agrees. There are only 5 guaranteed Cursers, one gives you no benefit and only costs $4, another one is a one-shot and ranked #7 on this list, the third one has Potion in its cost and the fourth is a Prize Card. So Witch is a guaranteed Curser with no drawback and definitely one of the strongest cards in the game. Not only you can curse your opponent, you get 2 additional cards. Have you ever played your King's Court with Witch? This is basically "Game Over" for your opponent. The defense with Witch on the board is mostly to get it for yourself, faster than your opponent and play it more often. Witch/Chapel is the #5 best opening, but it is good with every 5/2 split. It is in the Top 100 14 times, even Witch/nothing is on #53.
(http://www.dominiondeck.com/sites/default/files/imagecache/cards-large/cards/mountebank.jpg)#1 Mountebank (Prosperity) Weighted Average: 3.53 / Median: 1 / Mode: 1 / Standard Deviation: 5.2
Highest Rank(s): #1 (19x) / Lowest Rank(s): #11 (1x), #19 (1x), #22 (1x)

As already said, the decision was close, even if nearly two third of all players ranked Mountebank on #1. Because if someone hasn't voted it on #1, it was mostly considerable lower. So Mountebank has even bigger outliers and a higher deviation.

Witch already is very strong, but Mountebank managed to beat it. Yes, it cannot deal out curses guaranteed, but dealing out 2 junk cards per play is really strong and if the opponent has a Curse in hand, he is mostly behind in the Curse split anyway. So, it's stronger in the beginning where junk hurts you more. Your deck can get clogged up so fast. Then it may not hit every time in the middle game, but when the Curse pile is empty, you can still deal out Coppers, that's another advantage. While $2 is mostly weaker than +2 cards (especially in Colony games), there's no big difference in Cursing games as your deck has more junk and it's more difficult to get a money average of $1 per card at the start anyway. So, it really depends on the board which card is stronger, but mostly it is Mountebank because it hurts more. Just beware with Trader on the board or you may be giving your opponent 2 Silvers. Another reason for Mountebank being first is the opening list. Mountebank/Chapel is the overall best opening. Mountebank is 14 times in the Top 100 too, with Mountebank/nothing even on #29.

To the $6+ cards (http://forum.dominionstrategy.com/index.php?topic=1668.0)
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 11:03:30 am
Slight nitpick on the Governor write-up. Silver isn't bad for your deck in colony games. It's ONLY if you want an action chain that you might not want silver. You will never ever get to a point in a BM game where silver is a bad card for your deck (with the cards out now), though obviously at some points other cards are better. There are lots of people who don't get this. I hear all the time 'well, silver can be bad for you'... no, it can't. It really, really can't. I mean, yes, hypothetically if you have a zillion silvers, you get stuck on $10 all the time. And then you can 'only' buy a province every turn. But really, you're never getting anywhere near that much silver. And you only need a few golds or platina peppered in and that high silver density is great. Not to mention that province every turn isn't too bad for BM, even in a colony game.
Of course, engines are a different story, and you're quite right to point that out. Furthermore, in the case of governor itself, you sorta are working on a single-card money engine kinda thing. So... yeah.
Other than that, only some language issues (your phrasings imply things that I don't think you want to), but nothing big.
Oh, and cards misranked, but hey, that's not your fault. And that'll be the next post.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 11:12:40 am
Too low: Embassy, Governor, Tactician, IGG, Witch, and a bunch of lower cards (Merchant ship, Haggler, less so Jester, possibly Bazaar and venture)
Too high: Mountebank (OK, by one spot), Apprentice, Minion (by a few spots only), Lab, Vault

Torturer is really hard to measure. It's not that good without a village or if there's another curser, or one of a number of counters. But absent that, and with a village, it's so monstrously dominant.
So the big thing is the #1 vs #2 thing. Witch is just much better than mountebank. Almost (almost) every situation you'd like a mountebank, you'd prefer a witch. There are a few cases where you really need virtual money, and maybe a couple where the coppers kill. But that's pretty rare. And otherwise, witch is just a lot better than mountebank. Okay, like maybe 20% better. But clearly better.
Um, vault strikes me as a pretty big overrate. Only really good in BM or a few choice situations (w/tactician, scrying pool), and for BM, most every other terminal card draw that costs at least $3 is better.... Actually, they're better for engines too. So vault strikes me as a pretty big overrate here.

I have to admit I'm pretty sure I underrated governor when I ranked it. It's really quite a strong card, not always dominant, not without it's flaws, but quite good. Better than Lab.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 12:23:22 pm
Okay, so nothing here was more than three spots from my list, and only one card was even that far off.  That card is Wharf, which I had all the way down at #6, below Torturer/Minion/Hunting Party.  Torturer is debatable, I think with hindsight I'd have put Wharf above it since boards where you can skip Torturer are so much more frequent.  I guess Minion is sort of the same issue, in that unfavorable boards also occur with Minion, but it's far less commonly a bad buy than Torturer (even when the classic Minion engine isn't a possibility, it can still cycle and attack with aplomb).  And if there's support, Minion works just fine in Colony games.  Hunting Party I am quite confident is better than Wharf, however.

I mostly don't agree with WW on which cards are too low or too high, but he's totally right about Lab.  I had it just above Stables, because it's useful in a wider variety (read: Treasure-light) of decks, but really the two are almost identical in power.  Conversely, I had Stables a couple spots higher, and Margrave is another one I had a bit higher as well; it's equally powerful in both BM-X and in engines, where it supplies three count 'em three crucial functions: attack, Buy, and Card.  Granted, if you stack a bunch of Margraves then the attack becomes pretty lame, but it's a great kicker if there's other +Card as well.

Guess I'll also defend Mountebank as #1 over Witch, where I went along with the crowd.  For me, the most important factor is that you can ignore Witch far more often, like over twice as often, than you can ignore Mountebank.  Of course, the situations where you can ignore either are pretty uncommon.  But if you have a board with strong trashing and strong engine possibilities, it may be better to just build your economy and drawing fast, since you'll be able to Remake or Chapel those Curses as they come in.  However, since Mountebank gives two cards instead of one, it's nearly twice as hard to outrace him: those Coppers do often make a huge difference.  A lesser point is that I much prefer +$2 to +2 Cards here; if you have other actions in your deck that's less a chance they collide, if your deck is clogged with Curse and Copper (like Mountebank gives you!) then your expected value is higher with the cash now.  And, not that they're always reliable, but Councilroom stats prefer the Mountebank, it has a marginally higher Win Rate, lower Win Rate Without, and is bought just a bit more often.  Yes, a second Mountebank is much weaker than a second Witch, that's true; in a match which is really just "give out all the Curses ASAP, buy money and Duchies" then maybe Witch is better on the head-to-head.  But on balance Mountebank is simply more disruptive, so it gets my vote.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 12:31:00 pm
Now, for the real drama.  Are we going to see a unanimous #1 vote, or perhaps a unanimous #14 vote, on the $6-plus list?  It strikes me as a real possibility, given how obvious (I think) the best and worst cards are, but even Chapel didn't earn that honor, so who knows!

Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 12:38:35 pm
Now, for the real drama.  Are we going to see a unanimous #1 vote, or perhaps a unanimous #14 vote, on the $6-plus list?  It strikes me as a real possibility, given how obvious (I think) the best and worst cards are, but even Chapel didn't earn that honor, so who knows!


#1 I seriously doubt. People will vote for GM. People will vote Goons. Last place... maybe. It's SO clear. But somehow I doubt it.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 12:40:28 pm
Yeah if Chapel doesn't win out on $2 compared to whatever card was placed higher, there's no way Goons beats GM on every list.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 12:42:06 pm
Yeah if Chapel doesn't win out on $2 compared to whatever card was placed higher, there's no way Goons beats GM on every list.
Well, it's $6+ iirc, so it should be KC pretty easily....
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 12:42:50 pm
Oh it was? Can't remember anything obviously :)

Anyway, uhm.. isn't Goons better than KC? Like, by a huge margin?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: DStu on February 02, 2012, 12:50:51 pm
[Vault...] and for BM, most every other terminal card draw that costs at least $3 is better.... Actually, they're better for engines too. So vault strikes me as a pretty big overrate here.

So just asking the simulator (don't know how optimized these bots are), but:
Vault vs:
Envoy: 48-45
Smithy: 50-43.5
Embassy: 48-45
Rabble: 51-43
Counil Room: 53-40

Masquerade: 48-48

Torturer: 45-48  (but probably not played optimal from the Vault)
Courtyard: 37-55
Wharf 37-55
Margrave 43-55
Witch 23-74
Ghost Ship

seems pretty tied for me...
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 12:52:28 pm
Oh it was? Can't remember anything obviously :)

Anyway, uhm.. isn't Goons better than KC? Like, by a huge margin?

Well that answers that.

And, um, let's put it this way.  I am absolutely in love with Goons.  I buy it more often than any other $6-plus card, and it's my best win rate given available (actually second-best, but that's only because I'm better at knowing Smugglers is a bad card than most folks).  I build Goons engines all the time, and when I can't build Goons engines I make damn sure it's my terminal anyway.  It is, to my mind, the third-best card in all of Dominion.  (Obviously Ambassador is #1.)

And yet I still rank it below King's Court.

...I guess Goons over KC is actually reasonable.  Grand Market over KC is crazytalk, though.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 12:57:17 pm
My mind is blown. KC over Goons? Is this after you account for it being more expensive, too? It's ignorable so often compared to Goons, I don't understand :) Looking at councilroom data, I see people buy it 84% of the time, which is why more than I do (68%), and seems way way high to me.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: jotheonah on February 02, 2012, 01:01:20 pm
KC's only really ignorable if all the other actions suck. i.e. on big money boards.  Otherwise, if you skip KC and your opponent buy it they can do whatever you're doing three times as much.

I know you could say the same thing about Possession, but the opportunity cost of picking up a $7 or two is not nearly as high as a $6P, which really makes all the difference.

Qvist, I'm curious - what's the lowest card on the master list that got #1 on anyone's list?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: greatexpectations on February 02, 2012, 01:09:29 pm
KC's only really ignorable if all the other actions suck. i.e. on big money boards.  Otherwise, if you skip KC and your opponent buy it they can do whatever you're doing three times as much.

that first part is just not true.  it is ignorable quite often, as the opportunity cost is too high.

and then if you do buy it, you need to mitigate the risk of dead-drawing it or drawing it with just a village or something.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 01:12:19 pm
KC's only really ignorable if all the other actions suck. i.e. on big money boards.
This is in fact not true. And much as I dislike and misuse KC and LOVE goons... I can't see goons being better than KC on average. Specific boards, yes.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 01:16:45 pm
Qvist, I'm curious - what's the lowest card on the master list that got #1 on anyone's list?

Conspirator was #17th on the $4s and got a #1 rank, that seems to be the likely winner.

My mind is blown. KC over Goons? Is this after you account for it being more expensive, too? It's ignorable so often compared to Goons, I don't understand :) Looking at councilroom data, I see people buy it 84% of the time, which is why more than I do (68%), and seems way way high to me.

It is ignorable more often than Goons, true, but 68 percent strikes me as incredibly low for a card that is so flexible and powerful.  (I buy it 85 percent of the time.)  It is just such a boon to Action-heavy strategies of each and every stripe that it takes a pretty extraordinarily bad slate of Actions to justify skipping it.  The gap between $6 and $7 is an issue, sure, and it's the main reason I buy Goons more often, but I actually think that in practice the difference between $6 and $7 is a lot less than between $4 and $5, or even $5 and $6.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: O on February 02, 2012, 01:18:46 pm
Now, for the real drama.  Are we going to see a unanimous #1 vote, or perhaps a unanimous #14 vote, on the $6-plus list?  It strikes me as a real possibility, given how obvious (I think) the best and worst cards are, but even Chapel didn't earn that honor, so who knows!


#1 I seriously doubt. People will vote for GM. People will vote Goons. Last place... maybe. It's SO clear. But somehow I doubt it.

Am I missing something? I would rank Farmland as the worst 6$ card (though I didn't rank), but I know there's a ton of adventurer-hate on this forum (I would still rank it second worse even though I think it's underrated; it's frequently ignored when it's a better buy over gold).
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 01:23:52 pm
Well chwhite, if winrates are any indication, my win without KC is 1.66 (with=0.61) and yours is -0.17 (with =-0.22). You win a full 6.5% more games with Goons on the table than KC, over a significant sample size, that's an enormous difference.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 01:31:23 pm
Now I want to see the $6+ list! This $5 list has been discussed to death and been dragged out way too long as it is, anyway, and I'm curious how Goons is doing. I usually don't disagree very strongly with the best players on here, but I really feel this is just wrong. Some more councilroom data:

(All players)
Goons gained 87.4%, KC gained 84.1% (too much!)
Goons winrate with 1.04, winrate without 0.77 (!) KC winrate with 1.02, winrate without 0.92
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 01:31:52 pm
Now, for the real drama.  Are we going to see a unanimous #1 vote, or perhaps a unanimous #14 vote, on the $6-plus list?  It strikes me as a real possibility, given how obvious (I think) the best and worst cards are, but even Chapel didn't earn that honor, so who knows!


#1 I seriously doubt. People will vote for GM. People will vote Goons. Last place... maybe. It's SO clear. But somehow I doubt it.

Am I missing something? I would rank Farmland as the worst 6$ card (though I didn't rank), but I know there's a ton of adventurer-hate on this forum (I would still rank it second worse even though I think it's underrated; it's frequently ignored when it's a better buy over gold).


Adventurer could be underrated and it'd still be the worst 6-plus by a huge, gaping margin.  Not only does this forum dislike Adventurer, isotropic at large hates it too, buying it less often than every card save Chancellor, Counting House, Navigator, Stash, and Harvest.  And its win stats really aren't any better than those cards either.  Okay, sometimes it's a better buy than Gold: those "sometimes" are like ten percent of the time.  Farmland is no great shakes either, but at least it's always something you need to watch to for in the endgame; well over four-fifths of the time Adventurer is just a dead card.

http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3D%3D6 is a pretty stark depiction of what I'm talking about.  By and large, Adventurer just doesn't belong in this cost tier.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 01:42:33 pm
For all WW's support of KC, looking at his stats is even more telling than mine:

Gain KC 54.6% (!), winrate with is 1.10, winrate without is 1.34 (!) Sample size 551 games.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: O on February 02, 2012, 01:43:59 pm
Now, for the real drama.  Are we going to see a unanimous #1 vote, or perhaps a unanimous #14 vote, on the $6-plus list?  It strikes me as a real possibility, given how obvious (I think) the best and worst cards are, but even Chapel didn't earn that honor, so who knows!


#1 I seriously doubt. People will vote for GM. People will vote Goons. Last place... maybe. It's SO clear. But somehow I doubt it.

Am I missing something? I would rank Farmland as the worst 6$ card (though I didn't rank), but I know there's a ton of adventurer-hate on this forum (I would still rank it second worse even though I think it's underrated; it's frequently ignored when it's a better buy over gold).


Adventurer could be underrated and it'd still be the worst 6-plus by a huge, gaping margin.  Not only does this forum dislike Adventurer, isotropic at large hates it too, buying it less often than every card save Chancellor, Counting House, Navigator, Stash, and Harvest.  And its win stats really aren't any better than those cards either.  Okay, sometimes it's a better buy than Gold: those "sometimes" are like ten percent of the time.  Farmland is no great shakes either, but at least it's always something you need to watch ot for in the endgame.

http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3D%3D6 is a pretty stark depiction of what I'm talking about.  By and large, Adventurer just doesn't belong in this cost tier.

When do you really need to watch out for it in the endgame? Most of the time: buy a farmland to trash for a province, and hey, you could have bought that Province anyways. a 9$ hand in late, late endgame with gold gives you +2VP over a province.. which is rarely significant. Farmland chains are really, really bad the vast majority of the time. So really the best use of Farmland is when you have a border village setup.

Adventurer works with: Moneylender/Spice Merchant with sufficient +actions, Fools Gold, Bank, to a lesser extent HOP, really any form of decent copper trashing. It is a soft counter top junking decks and allows you to green earlier. It Colony games, like most other money-centric cards, it becomes far better.

That being said, I probably buy farmland more frequently than adventurer, however infrequently I buy either. But in Farmland games I buy it mostly to be in correct form, it almost never decides a game. Adventurer, while certainly almost never dominant, can actually occasionally be the difference between a loss and a win. 
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 01:46:18 pm
Well chwhite, if winrates are any indication, my win without KC is 1.66 (with=0.61) and yours is -0.17 (with =-0.22). You win a full 6.5% more games with Goons on the table than KC, over a significant sample size, that's an enormous difference.

Now I want to see the $6+ list! This $5 list has been discussed to death and been dragged out way too long as it is, anyway, and I'm curious how Goons is doing. I usually don't disagree very strongly with the best players on here, but I really feel this is just wrong. Some more councilroom data:

(All players)
Goons gained 87.4%, KC gained 84.1% (too much!)
Goons winrate with 1.04, winrate without 0.77 (!) KC winrate with 1.02, winrate without 0.92

The numbers are eye-popping, true.  I think (at least vis-a-vis my winrate) they're slightly misleading, in that Goons is actually an incredibly high-skill card where King's Court is much swingier: getting to $7 fast, or King's Courting the first power card (especially if that card is a King's Court), will very often decide the game.  I mean, I buy Menagerie more often than Mountebank, win with it in my deck more often, and win with it out more often.  That doesn't mean Menagerie is necessarily a better card than Mountebank.

I'm quite certain KC will end up as #1 when the votes are in- there's something about King's Courting a King's Court that sticks in people's minds... and wins games.  But Goons is really incredibly strong too, you make a good case for it deserving the #1 spot, and I'd be very disappointed if it wasn't at least #2.  They're both certainly miles better than Grand Market.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 01:46:25 pm
+2VP in the endgame is "rarely significant"? Yikes man.

Farmland chains are indeed generally terrible, and certainly not how Farmland should generally be played. Overall, Farmland is a fine if slightly undewhelming card you often buy once or twice (in the right situations, hopefully). Adventurer, you pretty much never buy.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 01:47:52 pm
chwhite, if I were slightly meaner, I would say that the skill with King's Court is knowing when to ignore it (which is often (relatively speaking)), but I'm a very nice person so I won't ;)
Title: Re: THE Dominion Card List(s): $5 cards
Post by: theorel on February 02, 2012, 01:48:49 pm

http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3D%3D6 is a pretty stark depiction of what I'm talking about.  By and large, Adventurer just doesn't belong in this cost tier.

that graph is a little unfair to Adventurer.  He's not alone in the negative slope of cards costing 6+:
http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3E%3D6%20%26%26%20Action
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 01:58:07 pm

http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3D%3D6 is a pretty stark depiction of what I'm talking about.  By and large, Adventurer just doesn't belong in this cost tier.

that graph is a little unfair to Adventurer.  He's not alone in the negative slope of cards costing 6+:
http://councilroom.com/win_rate_diff_accum.html?cards=Cost%3E%3D6%20%26%26%20Action


Well, that graph is polluted by people buying lots of Forges when you only want one; all trashers have this problem. Even Chapel and Remake have negative slopes!  http://councilroom.com/win_rate_diff_accum.html?cards=Trash%3E%3D2%2C%20Remake

Not that Forge is Chapel-level strong (it is one of the weaker 6-plus cards), but I don't think there's any question it's better than Adventurer.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 02:08:36 pm
(All players)
Goons gained 87.4%, KC gained 84.1% (too much!)
Goons winrate with 1.04, winrate without 0.77 (!) KC winrate with 1.02, winrate without 0.92
Which is pretty irrelevant overall. You can't use these stats to say A>B for many many reasons (but that would deserve its own thread). However, you're general that KC is more often ignorable than goons. Just, that doesn't make it better.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: brokoli on February 02, 2012, 02:09:15 pm
I think minion is overrated. A pure minion strategy is nice, but not so easy to pull off. I don't understand why it's higher than Ghost ship, which is a very strong attack.
Same problem with torturer : nice card, but it's often a trap. You should almost never buy a torturer without villages.

Margrave is a bit too low. I would exchange vault and embassy also.
I completely agree with chwhite about stables and mountebank.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 02:22:14 pm
For all WW's support of KC, looking at his stats is even more telling than mine:
As in 'I dislike and misuse KC'? Yeah, I think it's stronger. That doesn't mean I use it better (though, there too...).

Quote
Gain KC 54.6% (!), winrate with is 1.10, winrate without is 1.34 (!) Sample size 551 games.
Yeah, so a) I don't gain it often enough. For a looooong time I've been playing BM virtually every game, which is just a mistake. And KC is bad in BM. Further, I'm worse at the engine games where I do buy KC than in average games. I'm also worse in Platinum and colony games. Check out my stats on those - doesn't mean they're bad cards. I also have a bit of a thing with KC, sorta like Amb, where I try to prove it's possible to play without it whenever I can.
Overall, it's sorta close. I think Goons is more often useful, KC usually more powerful, and I give KC a nose overall lead thereupon.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: petrie911 on February 02, 2012, 02:44:51 pm
I'm really surprised by the big gap between Lab and Stables.  Lab is better when there's trashing, and Stables is better when there isn't.  But they serve almost exactly the same purpose and both do it very well.  And obviously neither can compare with the awesomeness of Hunting Party.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 02:50:22 pm
Well I mean, you certainly seem to have done well (77% wins) when ignoring King's Court and going straight BM or whatever in those ~250 games. Having a 193 - 57 record with BM vs lots of KC opponents speaks volumes imo. Those games where your winrate is 77% obviously doesn't have to do with misusing KC, too, since they're not in your deck.

The "more powerful" distinction, I feel like we did in some thread recently, didn't we?. King's Court is "more powerful" than Ambassador, Chapel, Silver, Festival, Goons, etc. It's not "better" than all those cards. The above is also true for Possession, which usually is close to the bottom on the Potion cards list. Making a list where you rank cards on power level seems really unfair for lists where cards have different costs; it's pretty clear to me we're after the "best" cards on this list, no? Otherwise Possession should be close to the top of any list, which it never is.

To sum up, Goons is much better than KC according to any reasonable'ish definition of "better" I can think of. If we're not after which card is "better", but something else, I guess I've misunderstood the purpose of these lists, as have the people who rank Possession (I think you're a pretty outspoken anti Possession guy too right?).

It was surprising to me you didn't change your mind about the card after seeing 193 - 57 record of yours. That's a lot of success from not bothering with a slow, but powerful, card (hi Possession!) imo.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: ackack on February 02, 2012, 02:58:10 pm
To sum up, Goons is much better than KC according to any reasonable'ish definition of "better" I can think of.

Except, apparently, "more powerful."

I think most would agree that you want Goons in more decks than you want KC. However, often when you want KC it is a completely dominant card. The situations where a true Goons engine is possible (and thus dominant) are somewhat rarer.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 02:58:41 pm
That's not a reasonable (or even reasonable'ish) definition. Didn't you read my post? :)
Title: Re: THE Dominion Card List(s): $5 cards
Post by: jonts26 on February 02, 2012, 03:01:15 pm
I think when making the distinction between more powerful and 'better' one has to consider cost, which is really the point of making these separate lists. If ambassador is 'better' than KC, it's only because it's much cheaper. If KC cost 3, well...silly things would happen. So when comparing KC and Goons, we need to consider how much that $1 makes a difference. And I'd say, it's pretty small. Overall, I'd tend to agree that KC is #1 with Goons a very close second.

And if we still care about councilroom stats, my effect with/without KC is 1.68/0.20 with 77.4% gained. Simply put, that card can do silly things. And I know Goons can too, but not nearly as often.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: olneyce on February 02, 2012, 03:19:31 pm
Just went and checked my rankings and I apparently put Grand Market first.  WTF was I thinking?  Yikes.

I also put Mountebank first, but now fully realize that Witch is better.  I think Apprentice is too low, as is Embassy.  Those are very powerful cards.  And I think Minion is somewhat overrated.  It's good but not THAT good.  Same goes with Margrave.

But put me on the side who thinks Goons goes ahead of King's Court.  KC is really really good, of course, but it's so expensive and pretty dependent on what else you have going on.  Goons is almost always good and usually the defining card on the board.

Adventurer is the worst card in the game, relative to price point.  And I don't think there's really any competition. 
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 03:30:47 pm
It was surprising to me you didn't change your mind about the card after seeing 193 - 57 record of yours. That's a lot of success from not bothering with a slow, but powerful, card (hi Possession!) imo.

King's Court isn't slow.  Certainly not anywhere in the same planet as Possession.

I'd expect WW to have bad stats with King's Court, since he tends to build the exact sort of decks that need a KC the least.  Arguing against the supremacy of KC using my stats is far more persuasive, since I'm mostly an engine builder (though even I'm not the most engine-y player out there).
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 03:50:04 pm
Well I mean, you certainly seem to have done well (77% wins) when ignoring King's Court and going straight BM or whatever in those ~250 games. Having a 193 - 57 record with BM vs lots of KC opponents speaks volumes imo. Those games where your winrate is 77% obviously doesn't have to do with misusing KC, too, since they're not in your deck.

The "more powerful" distinction, I feel like we did in some thread recently, didn't we?. King's Court is "more powerful" than Ambassador, Chapel, Silver, Festival, Goons, etc. It's not "better" than all those cards. The above is also true for Possession, which usually is close to the bottom on the Potion cards list. Making a list where you rank cards on power level seems really unfair for lists where cards have different costs; it's pretty clear to me we're after the "best" cards on this list, no? Otherwise Possession should be close to the top of any list, which it never is.

To sum up, Goons is much better than KC according to any reasonable'ish definition of "better" I can think of. If we're not after which card is "better", but something else, I guess I've misunderstood the purpose of these lists, as have the people who rank Possession (I think you're a pretty outspoken anti Possession guy too right?).

It was surprising to me you didn't change your mind about the card after seeing 193 - 57 record of yours. That's a lot of success from not bothering with a slow, but powerful, card (hi Possession!) imo.
That's 67%, not 77%. And I think it's more telling of my style than of objective strength.
More recently, though, I'm sure the stats swing.
Anyway, interesting discussion. We're all agreed that it's between these two cards though, I assume? And can be disappointed when people have voted GM #1?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 03:51:22 pm
Adventurer is the worst card in the game, relative to price point.  And I don't think there's really any competition. 
Oh, I do. Transmute? Outpost? Thief? These are probably the worst three for me... and then adventurer.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: jonts26 on February 02, 2012, 03:53:03 pm
I agree on thief and transmute but not outpost by any stretch. It needs a good bit of help to be good, but when it is, it can be really good.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 02, 2012, 03:55:39 pm
King's Court is slower than most cards, wouldn't you agree? Maybe I should have put "relatively slow" or something, but which cards are slower in the game? Possession, Forge/Expand, Grand Market? Platinum I guess if that counts. Most cards certainly come online a lot quicker than KC, in any case. Most cards also have a less powerful effect, of course.

Again, WW doesn't have bad stats with KC, that's not the thing. WW has excellent stats WITHOUT KC. And he ignores it A LOT. You have pretty bad stats both with and without KC, which I agree is somewhat telling and interesting.

Well anyway, I think we've said most that can be said. WW just crushed me in a game with KC (though arguably Swindlering away my Witch was more important?), so maybe that's a fitting final word? :)

WW, uhm yeah, I fail at math. Awkward. And I think we all agree it's between Goons and KC, yeah.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: olneyce on February 02, 2012, 03:57:13 pm
Adventurer is the worst card in the game, relative to price point.  And I don't think there's really any competition. 
Oh, I do. Transmute? Outpost? Thief? These are probably the worst three for me... and then adventurer.
I thought about Transmute.  Outpost, no way - it's usually bad but can be quite useful in a reasonable number of games.  Same with Thief, which also at least is much better once you go past two-person games.

This reminds me of the Warehouse/Cellar discussion, except that the card that's clearly better than Adventurer is...Gold, which is always available.  In order to make your Adventurer useful you almost have to trash your Coppers.  But if you're in a kingdom with easy trashing, then why in the world would you ever buy Adventurer? 

I would buy Adventurer in a curse-heavy game where I lost the curse race, and where I've already got a fair amount of good treasure in a very diluted deck.  That's about it.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 03:57:25 pm
Adventurer is the worst card in the game, relative to price point.  And I don't think there's really any competition. 
Oh, I do. Transmute? Outpost? Thief? These are probably the worst three for me... and then adventurer.

I'd swap out Outpost for Philosopher's Stone, which I find worthwhile even less often than Transmute. Other than that I agree.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Tables on February 02, 2012, 04:09:01 pm
I'm not sure I agree with Witch > Mountebank, as some people are saying now. Okay, +2 cards is better than +$2 in general, except when your deck is going to be very low value, like... in cursing games for example. Well, even then it's still probably going to be pretty even. But even if +2 cards has the edge it's a small one. Then the cards actual effect. Mountebank hits harder. It can be blocked, but it's pretty unlikely until the opponent has about ~3 curses. I just don't think Witch's higher reliability makes up for that.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: kn1tt3r on February 02, 2012, 04:17:06 pm
Okay, +2 cards is better than +$2 in general, except when your deck is going to be very low value
Why is that?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Tables on February 02, 2012, 04:23:08 pm
+2 cards>$2 because in general, your average card value is better than $1, you cycle a little, and if you have extra actions you might chain into more actions you can play. But if your deck is low in value, well, generally getting $2 now is going to help more. I'd expect.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 04:28:04 pm
I'm not sure I agree with Witch > Mountebank, as some people are saying now. Okay, +2 cards is better than +$2 in general, except when your deck is going to be very low value, like... in cursing games for example. Well, even then it's still probably going to be pretty even. But even if +2 cards has the edge it's a small one. Then the cards actual effect. Mountebank hits harder. It can be blocked, but it's pretty unlikely until the opponent has about ~3 curses. I just don't think Witch's higher reliability makes up for that.
Cards is still better than money here, the coppers are fairly irrelevant in the cursing game, and the huge huge huge effect is that the curses can be blocked by others. It's absolutely massive.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: toaster on February 02, 2012, 04:32:43 pm
Yes, if you're talking about BM+Mountebank vs. BM+Witch (as simulators will back up)....but then, copper isn't nearly as damaging to a BM deck as it is to an action deck. 

I'd certainly agree with Mountebank > Witch in general myself.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: kn1tt3r on February 02, 2012, 04:34:54 pm
+2 cards>$2 because in general, your average card value is better than $1, you cycle a little, and if you have extra actions you might chain into more actions you can play. But if your deck is low in value, well, generally getting $2 now is going to help more. I'd expect.
But in heavy cursing games your average card value might possibly be less than $1.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: HiveMindEmulator on February 02, 2012, 04:41:58 pm
Um, vault strikes me as a pretty big overrate. Only really good in BM or a few choice situations (w/tactician, scrying pool), and for BM, most every other terminal card draw that costs at least $3 is better.... Actually, they're better for engines too. So vault strikes me as a pretty big overrate here.
Vault is actually really really good for BM, not because it's faster than other BM cards (though it is faster than most, particularly on a 5/2), but because it's better at forcing the game to be fast. A lot of times, you can beat these BM strats by building a sick engine while the BM player stalls out. With vault, that's much harder to do, because it doesn't really stall out. So I don't think it's massively overrated, though I do have it a few slots lower (16).

Quote
I have to admit I'm pretty sure I underrated governor when I ranked it. It's really quite a strong card, not always dominant, not without it's flaws, but quite good. Better than Lab.
This is kind of funny, because you argued in the other thread that it should be in the bottom 5 :). Governor has grown on me a lot too. I now have it much higher than I did when I made my list, but not higher than it sits on the composite list right now.

I mostly don't agree with WW on which cards are too low or too high, but he's totally right about Lab.  I had it just above Stables, because it's useful in a wider variety (read: Treasure-light) of decks, but really the two are almost identical in power. 
I've made a couple of complaints about cards being too far ahead of similar cards(farming vs walled village, bazaar vs market), but I can understand lab and stables being reasonably far apart. They are not really the same power level. Stables is much worse, because even though it's similar in a lot of situations, it's worse in the kinds of decks where you most often want non-terminal draw -- trimmed engine decks. Sure stables may be better in decks with lots of money, but neither card is particularly good in these situations. That's not to say stables is a bad card, but it never really shines the way lab does.

Regarding the Witch vs Mountebank discussion:
Mountebank is better when there is a chance to trash your way into an engine despite the curses, because that's when the copper actually hurts. But Witch is better in basically all other curse situations, since it can't miss, and copper is not so bad. The situations in which Witch is better are far more plentiful. While Witch may be ignorable more often, it's not ignorable that often (certainly not TWICE as often as mountebank). So I'm in the Witch camp.

I also think the biggest miss in the top 16 (besides maybe the omission of Haggler) is that IGG is too low, which I'm sure is an artifact of the newness. I'm pretty sure it belongs at #3, behind only Witch and Mountebank. Sure it's ignorable more often than Wharf, but it's simply more game-warping.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: toaster on February 02, 2012, 04:46:46 pm
Regarding KC vs Goons, I'd definitely place myself in the KC camp (edit - oops, typed that backwards at first).  The thing that turns Goons from being very good to being a major game changer is it's ability to stack for tons of victory point token.  Although a combined Militia/Woodcutter/Monument is a good card, when it's used for that effect it's not as much of a game changer.  I feel that although King's Court may be a good purchase a little less often, it's more likely to be a complete game changer with mega turns than is Goons.

Of course, an interesting caveat for me is that Goons is one of my best "effect without" cards...I purchase it about 70% of the time, and my with/without win rates are tied at 1.33.  My effect without though is a whopping 2.55.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 02, 2012, 05:15:36 pm
I mostly don't agree with WW on which cards are too low or too high, but he's totally right about Lab.  I had it just above Stables, because it's useful in a wider variety (read: Treasure-light) of decks, but really the two are almost identical in power. 
I've made a couple of complaints about cards being too far ahead of similar cards(farming vs walled village, bazaar vs market), but I can understand lab and stables being reasonably far apart. They are not really the same power level. Stables is much worse, because even though it's similar in a lot of situations, it's worse in the kinds of decks where you most often want non-terminal draw -- trimmed engine decks. Sure stables may be better in decks with lots of money, but neither card is particularly good in these situations. That's not to say stables is a bad card, but it never really shines the way lab does.

Regarding the Witch vs Mountebank discussion:
Mountebank is better when there is a chance to trash your way into an engine despite the curses, because that's when the copper actually hurts. But Witch is better in basically all other curse situations, since it can't miss, and copper is not so bad. The situations in which Witch is better are far more plentiful. While Witch may be ignorable more often, it's not ignorable that often (certainly not TWICE as often as mountebank). So I'm in the Witch camp.

I also think the biggest miss in the top 16 (besides maybe the omission of Haggler) is that IGG is too low, which I'm sure is an artifact of the newness. I'm pretty sure it belongs at #3, behind only Witch and Mountebank. Sure it's ignorable more often than Wharf, but it's simply more game-warping.


What dings Lab in my eyes is that it's not actually that great of a +Card source in trimmed engine decks.  I much prefer cards like Menagerie, Scrying Pool, Minion, Hunting Party, Tactician, etc etc.  I mean, it'll do fine, but there are other options that are cheaper, or potentially more powerful, or come with other benefits.   So I'm rarely excited to use Lab in big engines.  While it will function in these setups, I find its most frequent and best use to come in treasure-heavy decks instead.  So that really minimzes its big advantage over Stables.  Mind you, I did have Lab higher, but only by two spots.

Also, Bazaar and Market are not particularly similar.  They have some commonalities, sure, but much different uses.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 05:24:23 pm
I mostly don't agree with WW on which cards are too low or too high, but he's totally right about Lab.  I had it just above Stables, because it's useful in a wider variety (read: Treasure-light) of decks, but really the two are almost identical in power. 
I've made a couple of complaints about cards being too far ahead of similar cards(farming vs walled village, bazaar vs market), but I can understand lab and stables being reasonably far apart. They are not really the same power level. Stables is much worse, because even though it's similar in a lot of situations, it's worse in the kinds of decks where you most often want non-terminal draw -- trimmed engine decks. Sure stables may be better in decks with lots of money, but neither card is particularly good in these situations. That's not to say stables is a bad card, but it never really shines the way lab does.

Regarding the Witch vs Mountebank discussion:
Mountebank is better when there is a chance to trash your way into an engine despite the curses, because that's when the copper actually hurts. But Witch is better in basically all other curse situations, since it can't miss, and copper is not so bad. The situations in which Witch is better are far more plentiful. While Witch may be ignorable more often, it's not ignorable that often (certainly not TWICE as often as mountebank). So I'm in the Witch camp.

I also think the biggest miss in the top 16 (besides maybe the omission of Haggler) is that IGG is too low, which I'm sure is an artifact of the newness. I'm pretty sure it belongs at #3, behind only Witch and Mountebank. Sure it's ignorable more often than Wharf, but it's simply more game-warping.


What dings Lab in my eyes is that it's not actually that great of a +Card source in trimmed engine decks.  I much prefer cards like Menagerie, Scrying Pool, Minion, Hunting Party, Tactician, etc etc.  I mean, it'll do fine, but there are other options that are cheaper, or potentially more powerful, or come with other benefits.   So I'm rarely excited to use Lab in big engines.  While it will function in these setups, I find its most frequent and best use to come in treasure-heavy decks instead.  So that really minimzes its big advantage over Stables.  Mind you, I did have Lab higher, but only by two spots.

Also, Bazaar and Market are not particularly similar.  They have some commonalities, sure, but much different uses.
Actually, I find lab to be not that great in treasure decks. Like, just Lab+BM is dreadful. And with terminals, it lets you play them more, except... then you need to buy fewer. And so you'd almost prefer to have the terminal in a lot of cases. And in some cases, you actually would.
I find that lab is a card that almost always helps, but is basically never a star, and rarely helps a ton. It's a nice card to have, but not a card you're like 'oh, I'm going to build around that'.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Kore on February 02, 2012, 05:28:52 pm
I think minion is overrated. A pure minion strategy is nice, but not so easy to pull off. I don't understand why it's higher than Ghost ship, which is a very strong attack.

I think you're right about minion. The pure minion deck is fun and amazing when you can pull it off but it needs strong enablers (chapel, lighthouse) on the board. It's just too slow otherwise to keep up with standard BM + X play especially if you have no good way to consistently gain minions.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 05:31:37 pm
I think minion is overrated. A pure minion strategy is nice, but not so easy to pull off. I don't understand why it's higher than Ghost ship, which is a very strong attack.

I think you're right about minion. The pure minion deck is fun and amazing when you can pull it off but it needs strong enablers (chapel, lighthouse) on the board. It's just too slow otherwise to keep up with standard BM + X play especially if you have no good way to consistently gain minions.
Not really. The attack is pretty good. And if your opponent doesn't contest minion, you're in very good shape.
My top 5, if I did the list right now, would be
Witch
Mountebank
Wharf
IGG
HP
Title: Re: THE Dominion Card List(s): $5 cards
Post by: jonts26 on February 02, 2012, 05:36:51 pm
I think minion is overrated. A pure minion strategy is nice, but not so easy to pull off. I don't understand why it's higher than Ghost ship, which is a very strong attack.

I think you're right about minion. The pure minion deck is fun and amazing when you can pull it off but it needs strong enablers (chapel, lighthouse) on the board. It's just too slow otherwise to keep up with standard BM + X play especially if you have no good way to consistently gain minions.
Not really. The attack is pretty good. And if your opponent doesn't contest minion, you're in very good shape.
My top 5, if I did the list right now, would be
Witch
Mountebank
Wharf
IGG
HP

I agree on the attack part of minion. It's more than just a slap on the wrist. Minion creates this odd game dynamic. The ability to get all 10 (or even 7 or 8 ) will let you do fantastic things, and greening isn't much of a problem until really late game. So if someone starts going minions, well you need to get some to stop that, which means, you're basically going minions yourself. And yeah, minions are much weaker when you only have 5, but you kind of have to take those 5.

And I agree with the 5 cards you have on the top 5, but it's really close I think between Wharf/IGG/HP, and I might reorder that depending on my mood. I'd also really want to sneak tactician on there, but I think that has to fall to #6 for me.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: O on February 02, 2012, 05:57:30 pm
+2VP in the endgame is "rarely significant"? Yikes man.

Farmland chains are indeed generally terrible, and certainly not how Farmland should generally be played. Overall, Farmland is a fine if slightly undewhelming card you often buy once or twice (in the right situations, hopefully). Adventurer, you pretty much never buy.

+2VP is not insignificant until you put it in the context of essentially needing 6$+Gold. If it's a BM deck with 2-3 Golds, you're making a mistake with an early gold trash in the first few provinces and you're either looking very good (because you have a superior deck) or very bad (because you got a bad shuffle) if you get 6+Gold after 4 provinces are gone.

 I'm not saying Farmlands can never be bought advantageously, but I would made the analogy that Adventurer:Farmland::Saboteur:Stash. Saboteur is a worse card head-to-head in most decks, but it can be crucial in certain situations. Stash, on the other hand, has Chancellor (analogous to BV for Farmland, I guess) which makes it great and is barely, barely better than a silver in other games.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: WanderingWinder on February 02, 2012, 06:07:20 pm
+2VP in the endgame is "rarely significant"? Yikes man.

Farmland chains are indeed generally terrible, and certainly not how Farmland should generally be played. Overall, Farmland is a fine if slightly undewhelming card you often buy once or twice (in the right situations, hopefully). Adventurer, you pretty much never buy.

+2VP is not insignificant until you put it in the context of essentially needing 6$+Gold. If it's a BM deck with 2-3 Golds, you're making a mistake with an early gold trash in the first few provinces and you're either looking very good (because you have a superior deck) or very bad (because you got a bad shuffle) if you get 6+Gold after 4 provinces are gone.

 I'm not saying Farmlands can never be bought advantageously, but I would made the analogy that Adventurer:Farmland::Saboteur:Stash. Saboteur is a worse card head-to-head in most decks, but it can be crucial in certain situations. Stash, on the other hand, has Chancellor (analogous to BV for Farmland, I guess) which makes it great and is barely, barely better than a silver in other games.
Farmland is a card that is almost always a factor, on every board.
Adventurer is a card that is almost never a factor, on any board.
Furthermore, adventurer doesn't have as much effect when it does do something as farmland generally does, at least so I find.
If Adventurer cost $5, it would be much better, and a mediocre to middle-of-the-pack $5. If farmland cost $5, it would probably usually be better, though it's not entirely clear. And it would be... well, probably middle-of-the pack.
Not trying to say farmland is good. But it's better than Adventurer.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: danno on February 02, 2012, 06:42:09 pm
Not sure why Fairgrounds would not be ranked below Farmland (and for that matter Adventurer). In non-Colony, non-Tournament game, the best Fairgrounds can do is 3 - VP (10 kingdom, 3 treasure, 3 victory, plus curse). Might as well buy Duchy and  build the engine I want to.

Am I missing something?

Just asking.

Dan

Title: Re: THE Dominion Card List(s): $5 cards
Post by: jonts26 on February 02, 2012, 06:45:28 pm
You indeed are missing something. Fairgrounds are worth 2VP per 5 unique cards. It's usually pretty easy to get them to 4VP and oftentimes 6VP with the right kingdom. And with the really right kingdom, these puppies can surpass colonies, point wise.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: HiveMindEmulator on February 02, 2012, 06:48:30 pm
Not sure why Fairgrounds would not be ranked below Farmland (and for that matter Adventurer). In non-Colony, non-Tournament game, the best Fairgrounds can do is 3 - VP (10 kingdom, 3 treasure, 3 victory, plus curse). Might as well buy Duchy and  build the engine I want to.

Am I missing something?
Yeah. You're counting only half the VPs of fairgrounds. It's TWO per 5 kinds of cards.

EDIT: Wow. 2 second ninja. Nice...
Title: Re: THE Dominion Card List(s): $5 cards
Post by: danno on February 02, 2012, 06:57:36 pm
Doh! Brain cramp.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: gamesou on February 03, 2012, 04:39:58 am
I'd swap out Outpost for Philosopher's Stone, which I find worthwhile even less often than Transmute. Other than that I agree.

Isn't Philosopher's Stone underrated ? I'm not an expert, so I may be wrong. But my impression is that, from times to times, there is a board where it is very strong (with no good engine possibility, and when there are +buys, especially Herbalist, and/or alternative victory cards). You may even open with Potion only for that (which looks crazy).

A randomly found sample game (admittedly, not a very impressive one).
http://councilroom.com/game?game_id=game-20101213-122616-b8a86df4.html (http://councilroom.com/game?game_id=game-20101213-122616-b8a86df4.html)
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Geronimoo on February 03, 2012, 05:11:08 am
Phil Stone and Herbalist are hilarious together. I think it's even a viable strategy if you have to open $5/$2 without decent $5s. The likely optimal play for this combo is very interesting:

-open Potion/Herbalist (and you'll only want one Potion)
-buy Phil Stones over Gold
-buy as many Herbalists as you want (over Silvers!)
-buy Coppers with your leftover buy (!)
-buy Duchies extremely early

this should beat a player going Smithy/- on a $5/$2 opening!! Here's a bot:
Code: [Select]
<player name="Philosopher's Stone/Herbalist"
 author="Geronimoo"
 description="Get a bunch of Stones and Herbalists and they'll do beautiful things together. ">
 <type name="Fun"/>
 <type name="BigMoney"/>
 <type name="Combo"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Province"/>
 <type name="UserCreated"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="3.0"/>
      </condition>
   </buy>
   <buy name="Philosopher$s_Stone"/>
   <buy name="Gold"/>
   <buy name="Potion">
      <condition>
         <left type="countCardsInDeck" attribute="Potion"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Herbalist"/>
   <buy name="Silver"/>
   <buy name="Copper"/>
</player>

The Herbalist will always put Gold back over Phil Stone so in your current version of the simulator this bot will not beat Smithy (there will be a fix in the next release of the simulator).


Title: Re: THE Dominion Card List(s): $5 cards
Post by: petrie911 on February 03, 2012, 05:18:38 am
Would that be a viable strat when you open 5/2 against Ambassador?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Lekkit on February 03, 2012, 05:22:07 am
http://forum.dominionstrategy.com/index.php?topic=1611.0
Title: Re: THE Dominion Card List(s): $5 cards
Post by: DG on February 03, 2012, 09:28:01 am
Quote
King's Court is slower than most cards, wouldn't you agree?

It is slow to get but the acceleration it provides can be instant and devastating. It enables power strategies that transform the kingdom and let you play fantasy strategies. It can even afford to be a touch slower than money cards since with king's court you can control the endgame.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: jsh357 on February 03, 2012, 09:32:08 am
Phil Stone and Herbalist are hilarious together.

I just tried this in a few test games... holy cow.  I may have a new favorite combo
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Lekkit on February 03, 2012, 09:33:28 am
I think Philosopher's stone in general deserves more love.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: brokoli on February 03, 2012, 09:57:36 am
I think minion is overrated. A pure minion strategy is nice, but not so easy to pull off. I don't understand why it's higher than Ghost ship, which is a very strong attack.

I think you're right about minion. The pure minion deck is fun and amazing when you can pull it off but it needs strong enablers (chapel, lighthouse) on the board. It's just too slow otherwise to keep up with standard BM + X play especially if you have no good way to consistently gain minions.
Not really. The attack is pretty good. And if your opponent doesn't contest minion, you're in very good shape.

The attack part of minion is for me a swingy militia. Sometimes better, sometimes weaker.
But, there is a problem : you must discard your hand. Minion is very bad in good draw engines (except library). Nice card, but certainly not the 5th best.
My current list :
1 - Mountebank
2 - Hunting party
3 - Witch
4 - Wharf
5 - Tactician
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Tahtweasel on February 03, 2012, 10:30:00 am
Phil Stone and Herbalist are hilarious together. I think it's even a viable strategy if you have to open $5/$2 without decent $5s. The likely optimal play for this combo is very interesting:

-open Potion/Herbalist (and you'll only want one Potion)
-buy Phil Stones over Gold
-buy as many Herbalists as you want (over Silvers!)
-buy Coppers with your leftover buy (!)
-buy Duchies extremely early

this should beat a player going Smithy/- on a $5/$2 opening!! Here's a bot:
Code: [Select]
<player name="Philosopher's Stone/Herbalist"
 author="Geronimoo"
 description="Get a bunch of Stones and Herbalists and they'll do beautiful things together. ">
 <type name="Fun"/>
 <type name="BigMoney"/>
 <type name="Combo"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Province"/>
 <type name="UserCreated"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="3.0"/>
      </condition>
   </buy>
   <buy name="Philosopher$s_Stone"/>
   <buy name="Gold"/>
   <buy name="Potion">
      <condition>
         <left type="countCardsInDeck" attribute="Potion"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Herbalist"/>
   <buy name="Silver"/>
   <buy name="Copper"/>
</player>

The Herbalist will always put Gold back over Phil Stone so in your current version of the simulator this bot will not beat Smithy (there will be a fix in the next release of the simulator).
Try telling it to buy two Apothecaries first, and then prioritize Phil stone after that. :) That combo is just begging for it.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: timchen on February 03, 2012, 12:31:12 pm
Fabian: after so many posts I still don't understand your definition of "best". And clearly I think it is not the problem. There certainly are many definitions of "best" which will put KC ahead of Goons; it is just that it does not include the one which counts (1-x) of the boards that you can get away without it. I think everyone here agrees that Goons is more often a must buy. But KC apparently changes the game much much more drastically. Why can I not take the definition of "best", as the most game wrapping, given how the card is played in the game?

I just took some time to look at my own stats:
KC: 1.54 with,  0.93 without, gaining 94% of the time;
Goons: 1.68 with, 0.80 without, gaining 92% of the time... LOL.
(I know I tend to get KC even if I know I shouldn't; I always try to fancy a way to use that KC. But the without stats probably are not telling since they essentially are the games where I just failed early either by luck or by other misplay that I cannot even get to them.)

As for Mountebank vs. Witch, I was thinking Witch to be better, but then I am convinced by the council room stats. I guess it doesn't mean much though. Head to head witch is better. And which one is better overall? This question does not seem to be useful anyway...
Title: Re: THE Dominion Card List(s): $5 cards
Post by: HiveMindEmulator on February 03, 2012, 05:58:47 pm
I think everyone here agrees that Goons is more often a must buy. But KC apparently changes the game much much more drastically.
I'm not convinced that KC actually changes the game more than Goons. Goons provides a source of points that is independent of provinces which is actually a really fundamental change. And the attack slows the game down to a Goons kind of pace. KC is a really strong card, enables strategies that delay provinces longer than usual, and makes for some of the craziest turns, but that's not really changing the game the same way that Goons can. You can of course argue that in some other way KC changes the game more, but "much much more" sounds like a pretty big stretch to me.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: ackack on February 03, 2012, 06:05:16 pm
Here is a possible claim that might illustrate what it would mean to "change the game more." I'm not sure if this is true, but intuitively I'm inclined to think it is.

Imagine that we can construct ideal decks for a given set of kingdom cards. (Is that well defined? Almost certainly not, as what your opponent does will often suggest minor modifications. Nevertheless I think people will know what I mean here.) Now imagine comparing the ideal decks for two kingdoms where the only difference is the second kingdom is missing one card. I would claim that if you remove KC, on average the change in ideal decks is quite substantial - without KC to superpower them many engine strategies become void. By contrast, Goons can often be a small change to an ideal deck. It may offer a considerable improvement, but it doesn't change the strategy in the same way.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: HiveMindEmulator on February 03, 2012, 06:51:47 pm
Here is a possible claim that might illustrate what it would mean to "change the game more." I'm not sure if this is true, but intuitively I'm inclined to think it is.

Imagine that we can construct ideal decks for a given set of kingdom cards. (Is that well defined? Almost certainly not, as what your opponent does will often suggest minor modifications. Nevertheless I think people will know what I mean here.) Now imagine comparing the ideal decks for two kingdoms where the only difference is the second kingdom is missing one card. I would claim that if you remove KC, on average the change in ideal decks is quite substantial - without KC to superpower them many engine strategies become void. By contrast, Goons can often be a small change to an ideal deck. It may offer a considerable improvement, but it doesn't change the strategy in the same way.
It sounds to me like the way you worded it should strongly favor Goons. If you remove KC from a KC deck, you have a deck that can't get mega-turns, but still has all the pieces to do something. If you remove Goons from a Goons deck, you have absolutely nothing...
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 03, 2012, 07:55:12 pm
allfail, I don't quite know my definition of best either. It's a pretty tough thing to define, exactly, imo. As for the rest of the post, I don't really know what you're suggesting. I don't accept the premise that KC is more game warping than Goons is, on average*, and I think it's exactly the kind of trap that (apparently, imo) a lot of players fall seems to fall into.

*Rereading, it seems you might not actually be saying KC is more game warping than Goons on average, in which case I don't disagree. *Given that* KC is really game warping, it's probably even more game warping than Goons is, *given that* Goons is game warping. That, again, is a completely useless definition of pretty much anything, to me, and I don't accept it as being practically useful for anything. Possession is really really game warping, *given that* it *is* game warping, but that doesn't mean much at all in evaluating its overall power level, imo.

"There certainly are many definitions of "best" which will put KC ahead of Goons;"

How about you list 3 or 4, and we can then discuss the merits of them, and/or whether or not KC actually is ahead of Goons, given those definitions?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: timchen on February 03, 2012, 09:42:37 pm
Ok, I guess one way to do this is to list some key aspects of the cards and rank them, and the final rank can be some arbitrary combination of all the aspects.

1. % of boards you have to get the card (Goons>KC; probably something like 99% and 75% IMO)
2. Given the card in the deck, how important the card is in the strategy and how it shapes up the strategy (Goons~KC)
This is probably harder to quantify, but to me it is plausible: strategy often evolves around both cards when they are present.
3. The uniqueness/irreplacibility of the function of the card (KC>Goons; the VP token part of Goons is unique; other aspects are not. KC is just unique.)
Apparently the definition of "best" cannot be this alone; but it should still be weighted IMO.
4. The ability to combo with other cards (KC>>Goons; KC even creates new strategy scopes for some otherwise underwhelming cards, while Goons pretty much just take advantage of the extra +action +buy and not much else)

I do think KC is more game-wrapping than Goons. My definition for game wrapping would be something like (2+3+4)*1, from the criteria above. If you rank using this "game-wrapibility", I imagine KC will come out at top; while cards like possession takes a large hit from 1 and 4. In words, possession is game wrapping, but it only is when it is useful, which is not that often, and it does not change how other cards work that much.

Okay, now I can produce arbitrarily many definitions of my "best" by fine-tuning the coefficients of my formula which still produces KC at top. I guess that probably doesn't quite count in the 3-4 you want to hear, though. :P

I can provide another possible definition here: How good a card (given its cost) is can be measured by how tolerable it is to raising its cost. i.e., for simplicity, let's assume a uniform shift of 2 is an ok measure; how do the numbers change when Goons cost $8 and KC $9? I would say the criteria 1 and 2 above will shrink considerably for Goons and less so for KC. This is due to the fact that KC can generate money and make itself easier to get. Using the same criteria, some of the best cards are chapel (obviously..), ambassador, and cursers.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: ackack on February 03, 2012, 10:08:32 pm
It sounds to me like the way you worded it should strongly favor Goons. If you remove KC from a KC deck, you have a deck that can't get mega-turns, but still has all the pieces to do something. If you remove Goons from a Goons deck, you have absolutely nothing...

Goons as a slight patch on Big Money seems pretty common to me. If you then look at the kingdom minus Goons, it is most likely that if that's what was best before, what will be best now is basically a Big Money deck plus a terminal or two. Quite similar. By contrast, there are a lot of engines that become sufficiently strong to be best only in the presence of King's Court. If you remove King's Court from those boards, often you will move from an enginey setup back to a slightly modified Big Money deck being best.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 03, 2012, 10:26:39 pm
It's not like I'm trying to, or want to, start a fight here, but honestly the entire post just seems like it's reaaaally stretching. Am I alone here, really? Why are we ranking a card's strength based on how good it is given it's already in the deck (hi Possession)? What does it matter how unique a card's function is when determining how strong it is (hi Saboteur, hi Counting House)? Why is 4. not simply some function of 1.? A card that "can" combo really well, but only 1% of the time, is still a card that combos 1% of the time. What matters is still the amount of time it's actually useful, no? If KC synergizes (combos) with other cards so much better than Goons, why is it a card you want to get on ~75% of the boards you want to get Goons? More importantly, why does it matter?

I think "game warping" is a reasonable (part of) measure of a card's strength, and (unfortunately) not entirely easy to properly define. Cards that are really game warping (Ambassador ~90%, Chapel ~90%, Sea Hag ~80+%) tend to be pretty damn strong. I would suggest Goons is game warping maybe.. 60%? And KC is game warping.. 40%? 50%? Bridge type cards, cursers (given that you get to KC before the curses start to run out).. that kind of thing. To me it's just silly to say KC is game warping in a lot of games where you're "just" racing to Provinces. Unless you routinely play with Colony as a required card, that includes A LOT of games.

As far as the last paragraph goes, it doesn't sound like an attempt at a real argument to me. Let's assume all Dominion kingdom cards suddenly costs $2 more, what happens? Well for starters, BM just got a lot stronger. Apart from other obvious stuff, like cheaper cards being hurt more (a 67% increase for Ambassador hurts a lot more than a 29% increase for KC), I don't know what conclusions we're supposed to draw from this thought experiment while still being useful in real life. Why aren't we evaluating the actual cards rather than hypothetical similarish cards, anyway?
Title: Re: THE Dominion Card List(s): $5 cards
Post by: ackack on February 03, 2012, 10:42:40 pm
What matters is still the amount of time it's actually useful, no?

Obviously that's not all that matters, otherwise we'd be talking about Caravan and Lab as being among the very elite cards in the game. added: I just find "sort by % gained" to be a very incomplete metric. Sure, it's something to look at, but there's other stuff going on in my opinion.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 03, 2012, 10:50:18 pm
I don't think that's fair ackack, I was saying what matters isn't how well a card combos with [something], it's how often it's actually useful, in response to allfail's point #4. To give a counter example, Native Village is awesome because it combos really well with Bridge, or Chancellor is awesome because it's sweet with Stash, or something. That still only happens in some very small % of games, which is why in reality Native Village and Chancellor are underwhelming cards. Sure, they're good/useful (#1) more often because of those combos, but they're not good because they combo well with other cards. #4 is simply a part of #1.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: RisingJaguar on February 03, 2012, 11:34:03 pm
Fabian vs. the world, Goons vs. KC

1. I think its fair to use what % of games it is useable as a main measurement.  It probably answers a great chunk of the question as we have to consider the effect of the card on ALL games to determine the best, more useful card.  I do think there's more to consider though, as silver that is something that is almost useful (as I learn from WW) but its not overwhelming.  That's why a card like swindler, is probably better overall yet is taken in less games.

2. I think its fair to consider the overwhelming power of a card, the way it 'changes' a set or whatever people are calling it these days.  However, this can only depend on how often it is actually needed.  Lets take coppersmith, in my opinion underrated (because of its ability to be a huge source of money in engine games).  It is usually pretty bad in most situations, but when it is good, it has overwhelming power over a lot of $4. 

I know these are exaggerations, but they both have to be considered.

3.  Lastly, I think timchen was essentially alluding to something similar to expected return of a card in ALL games.  Amount of times its useful*power+amounts of times not useful*weakness, I'm a little confused by dominion math.  Unfortunately, there's a lot of subjectivity in rating "power/weakness" and to a lesser degree "times its useful/not useful".  People's arguments should consider both sides is all. :)

PS. I choose KC over Goons, but this is coming from an engine maker, so i'm quite biased. 
Title: Re: THE Dominion Card List(s): $5 cards
Post by: chwhite on February 03, 2012, 11:39:07 pm
I think "game warping" is a reasonable (part of) measure of a card's strength, and (unfortunately) not entirely easy to properly define. Cards that are really game warping (Ambassador ~90%, Chapel ~90%, Sea Hag ~80+%) tend to be pretty damn strong. I would suggest Goons is game warping maybe.. 60%? And KC is game warping.. 40%? 50%? Bridge type cards, cursers (given that you get to KC before the curses start to run out).. that kind of thing. To me it's just silly to say KC is game warping in a lot of games where you're "just" racing to Provinces. Unless you routinely play with Colony as a required card, that includes A LOT of games.

I more or less agree with your general reasoning, but not necessarily your numbers.  Specifically, I'd say that both Goons and KC are "game-warping" more often than you give them credit for, and Sea Hag is game-warping less often.  With KC, keep in mind that Colonies are in fact more likely to be around on KC boards than non-KC boards. Also, I do think that it's quite often that the presence of KC makes engines viable, not just in a strategic sense (with KC you go for the engine, without you go Big Money-esque), but in an absolute sense too (only source of +Actions is KCing a cantrip, or KC-KC-Smithy etc. without even cantrips).  How often KC makes the difference in these scenarios is obviously a judgment call; I happen to think it's pretty often.

Obviously there are also boards where KC and/or Goons are good buys without being "game-warping"; if you're using Goons as your terminal in a mostly BM deck, or KC is gravy on top of an engine that is decent but can't mega-turn no matter what.  (For example, Minion/Loan with no +Buy.) 
Title: Re: THE Dominion Card List(s): $5 cards
Post by: timchen on February 04, 2012, 02:13:04 am
Quote
It's not like I'm trying to, or want to, start a fight here, but honestly the entire post just seems like it's reaaaally stretching. Am I alone here, really? Why are we ranking a card's strength based on how good it is given it's already in the deck (hi Possession)? What does it matter how unique a card's function is when determining how strong it is (hi Saboteur, hi Counting House)? Why is 4. not simply some function of 1.? A card that "can" combo really well, but only 1% of the time, is still a card that combos 1% of the time. What matters is still the amount of time it's actually useful, no? If KC synergizes (combos) with other cards so much better than Goons, why is it a card you want to get on ~75% of the boards you want to get Goons? More importantly, why does it matter?
I have to say I am not stretching my argument at all. It is just that we are having quite different opinions I guess.

As I said, I am NOT rating a card given it is in the deck; the part how often it is in the deck is factored out in factor 1 (and multiplied back in my formula.) How unique may or may not matter depends on personal taste; this is precisely because this ranking does not matter in any practical sense, which is what I am saying in the first place. I would rather say your argument saying Goons is better given possible definition of best is more subjective. And now I gave you a fairly quantitative definition then you start to jump back...

Most importantly, 4 is certainly not a monotonic function of 1. Goons itself is a perfect counter example. The reason why Goons is often necessary in the deck is not because it gets along very well or has lots of synergies with other cards; it's just that its ability itself is pretty strong. The power to lengthen the game and at the same time increase one's own score is just that good. Cursers are good counter example too; the fact they are good has nothing to do with how they combo with other cards.

Again, how a card combo with other cards is not necessarily a factor to be included in the definition of a good card; however, precisely because this ranking has no objective meaning, the definition depends on one's taste. And here I am giving you the definition that reflects my taste on what I think to be a good card, as you required; if you think I am stretching anything it is probably yourself who is forcing some sort of imaginary objective measure on things, as you cannot state clearly what your definition is...

Quote
As far as the last paragraph goes, it doesn't sound like an attempt at a real argument to me. Let's assume all Dominion kingdom cards suddenly costs $2 more, what happens? Well for starters, BM just got a lot stronger. Apart from other obvious stuff, like cheaper cards being hurt more (a 67% increase for Ambassador hurts a lot more than a 29% increase for KC), I don't know what conclusions we're supposed to draw from this thought experiment while still being useful in real life. Why aren't we evaluating the actual cards rather than hypothetical similarish cards, anyway?

You didn't seem to get to the point of the argument. The point certainly has nothing to do with increasing the cost of all cards. All I am saying is that there are indeed some cards, which are more resilient to a cost increase. And they are not necessarily the more costly cards either. When this kind of thing happens, it is a pretty good measure that a card is quite good relative to its cost. And if you buy this measure, I think KC is more resilient to a cost increase and therefore the stronger card. BTW, $2 is chosen due to the small difference of the cards sitting at $2-$4. Again, it is just a measure, so I am not saying it measures anything that is directly applicable in a game. But so is the nature of this list in the first place.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: toaster on February 04, 2012, 03:43:05 am
I would suggest Goons is game warping maybe.. 60%?

I think that figure is far too high.  For Goons to be game warping imo, you really need to be able to play at least 3 in a single turn....which I'd guess is a good idea in a decent bit under 50% of Goons boards.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 04, 2012, 07:54:21 am
RJ (and others),

In the most general sense, a card's strength (expected value) is something like [the amount this helps you win the game] * [the amount of time it's useful] for each kingdom, or more accurately, the sum of its expected values across all possible kingdoms. I agree allfail is setting up a similar sort of calculation, but I don't think the factors he's using are meaningful. I'll get back to that.

Now, the [the amount of time it's useful] part, we can estimate by looking at a kingdom. KC, Expand, Monument, Laboratory, Remake, Hamlet, 4 other cards, no Colony. How often do you estimate you'll want KC in this kingdom? Maybe it's 10%, maybe it's 90%, maybe it's some other number. Let's call it 0.9. Now look at all the other possible kingdoms and do the same, then weigh these estimates together. My best estimate so far for KC seems to be ~0.68, WW's is ~0.55, chwhite's is ~0.85, etc. The best estimate if we look at the sum of all players on isotropic is ~0.84.

The [the amount this helps you win the game] is probably more difficult for us to properly estimate, but in theory we can compare our winrate when using a card to our winrate when not using a card, across all kingdoms. We have councilroom data for this too, but intuitively it seems to me that winrate estimates need a lot more time to converge than buy% estimates, and I would guess numbers from individuals probably are very uncertain here? Someone who's better at statistics than I am could probably calculate that, I'm sure. Whatever, it's mostly a thought experiment at this point.

I reject allfail's notion that these lists are subjective in nature. These things are quantifiable in principle, even if we might not be able to do the calculations properly/accurately. I hope I've given a better answer to what (I think) should go into a card strength evaluation now, at least.

The problem I have with a lot of the arguments brought up is that they're, at best, mere indicators of card strength, and at worst, not even that. KC isn't strong because it has a unique effect. KC might be strong AND have a unique effect, but a unique effect does not a good card make. Correlation does not imply causation; KC just happens to be both strong and unique (ish). Counter examples, cards that are bad and unique, have already been brought up (Saboteur, Counting House). KC is good because KC is good, not because of its uniqueness (seems I'm repeating myself from the old Cellar vs Warehouse thread now, heh).

Anyway as mentioned earlier, I guess one reason we disagree so much is because you look at this as a subjective list where you can more or less make things up because they're your opinion. I would suggest this works a lot better on a "favorite cards" list than a "best card" list. Taken to its extreme, I can claim Herbalist is the best card in Dominion because.. and then make something ridiculous up. It's all subjective anyway, right? I imagine people would respond with some reasonable things, and then suggest to me that maybe I just really like Herbalist?

Like, if you think "a card's ability to combo well with other cards" is a good critera to use for evaluating a card's strength, then that's fine and all that, but maybe you just really like building combo decks?

Anyway it's all good I hope, I can live with my imaginary objectiveness :)

Finally, as for the random numbers I threw out about game warping and stuff, you all very well might be right. I certainly didn't think very hard about it. Of course, in the more general sense, saying a card is game warping is really just a roundabout way of saying something like you probably need to buy it more often, and it'll probably be really good on average in those cases (as per the expected value calculations above); a card being "game warping" has no quantifiable meaning in itself. I think I might be thinking of "game warping" slightly differently, but then again maybe not, and I don't think it's a very important point.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: timchen on February 04, 2012, 09:07:07 am
Fabian:

Good that you try to make yourself clear. I am going to try to persuade you that your objective standard does not really exist. :P

So your measure contains two parts. The first part I understand: it is just the % of the setups with the card in question that the card should be gained/bought. It's not too different to #1 in my criteria, I hope you agree...

Now the second part. You are proposing something that measures the effectiveness/importance of the card when it is bought. Now this quantity (obvious for me, but I guess depends on how you see it) I don't think can be measured by a single scalar. For example, in our original argument, suppose KC and Goons are both in a setup and they are categorized as a must-buy for this setup. Which one is more important/effective? I don't think this question has an answer, as what one should probably do is to get both.

I think the conceptual problem is more severe. What is the difference between the first and the second criteria? If a card should be in the deck but is not so important, then what does it really mean for us to say that it should be in the deck? I imagine you are thinking about some percentages that a card add to your win rate when you put it in the deck, but in this case you don't need the first number at all-- you can just rank by this number. It can be negative and we don't need to throw away that part.

And there is still a real problem. How do you measure this number? Suppose we want to rank about some card which cost $3 for example, so people can always get it if they want. Now the win rate with and win rate without for some given sample of people actually do not measure the effectiveness of the card; instead it measure the skill of the sample of the people to use the card. Consider one extreme example where everyone uses the card perfectly. Both win rate with and without will be 50% in this case, as everyone just takes the card when it is good and skip it when it's bad. So this number provides no information when the players have perfect knowledge. If we consider people of random skills, such as on council room, the average win rate with and without just tells how this ensemble tends to err on the two sides. A high win rate with does not mean that this card is super important or effective when it is bought or gained; it just means in our ensemble people tend to err on the side not getting the card.

If we think about a $6 or $7 cost card, then the situation becomes a little bit more complicated. Let's think about the perfectly knowledgeable players again. In this case, the win rate with will be higher for an important card, as it is possible for one player not being able to get the card even if he wants to, given his bad luck. However, in this case the number still does not measure the importance of the card; it just measures how hard it is to get the card. Throw in random players then we get a mix of the measure of the skills of the players and the hardness for the card to get.

So the number basically cannot be defined as win rate with/without. One can theoretically define it as a winrate differential against the optimal deck however, I guess. Given a card, for a random kingdom, one can calculate the win rate differential against the optimal deck when the card in question is added/removed from the optimal deck, then average over all kingdoms. Yeah, I guess this number is probably what you are looking for. I don't know how to approximate this number from the data though.

Even such number exists, the problem of this number is that while it tells you something, it is not really useful. And since it is not useful, it is just a way to rank the cards. It is only objective in the sense you define it in the first place. There is no inherent reason why ranking based on this number or something else is more objective than other measure. I think the previous discussion of mountebank vs. witch is a very good example. From the council room data we can in some sense say that the mountebank is in average the better card. But this statement has no practical use at all. And more ironically, in this case when they both appear in a kingdom, it is actually the witch which is the better card to get.

I would rather say this kind of ranking is probably useful only when the cards in question are relatively far away-- in this case, then we can say with fair certainty that one card is likely better than the other in average; and the statement is useful as one can use it as sort of a first step analysis on the board. But surely enough, I would say most of our different ranking methods will give the same result for the cards far enough away. So each of our subjective ranking can be equally good in this aspect.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 04, 2012, 09:55:10 am
Oh we definitely shouldn't just be looking at win without and win with on councilroom to figure this out, I hope I didn't make it sound like that either. Obviously there's a whole bunch of problems with the accuracy of that, which WW pointed out a few pages ago.

I'm not saying actually calculating an expected value for a card is easy. It's probably incredibly complex, since, as you point out, it depends on what other cards are available. I even said as much:

"These things are quantifiable in principle, even if we might not be able to do the calculations properly/accurately."

I will say again though that there definitely IS such a thing as an expected value for a card on a given board (and thus, an expected value for a card overall once you weigh all expected values of each kingdom together). I'm not too concerned with being able to measure it personally; I know that's probably close to impossible and probably requires us to solve the game of Dominion before we can attempt it. I feel extremely confident it exists in principle though, and so I reject the notion that how good a card is is determined solely by peoples' opinions (extreme example being me saying Herbalist is the best card because random crap reason doesn't make Herbalist the best card).

"Now the second part. You are proposing something that measures the effectiveness/importance of the card when it is bought. Now this quantity (obvious for me, but I guess depends on how you see it) I don't think can be measured by a single scalar. For example, in our original argument, suppose KC and Goons are both in a setup and they are categorized as a must-buy for this setup. Which one is more important/effective? I don't think this question has an answer, as what one should probably do is to get both. "

I can't quantify that accurately, no. That doesn't mean there isn't an answer, single-scale or otherwise.

"One can theoretically define it as a winrate differential against the optimal deck however, I guess."

I agree! More or less, anyway, it's probably more complicated still. I agree we can't get a very good approximation of this (real) number based on councilroom data.

I strongly disagree that this theoretical number is "not really useful" for making a "best cards" list if we (in theory) had it. A card with the highest EV is the best card, how is it even possible to argue anything else? This goes for any game, not just Dominion (AA is the best hand in Hold'em because its EV is the highest of all hands (which I guess hasn't been rigorously shown, but there's very strong arguments suggesting this is the case, both logical and quantitative, and I doubt many people would disagree. If you like 72 off-suit better, then cool story bro and maybe you just like playing with bad hands?), etc). Of course, just like with Dominion, EV of cards/hands/similar probably haven't been properly quantified in most games, but they still exist in theory just like they do in Dominion.

With the Witch/Mountebank example, you again go to councilroom data to tell me my thinking is wrong. Councilroom data doesn't answer these questions, as we've both addressed several times by now.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Fabian on February 04, 2012, 10:10:42 am
Aanyway I think I've contributed to this derail into weird philosophical debates enough. Let's agree to disagree and patiently await the $6+ list :)
Title: Re: THE Dominion Card List(s): $5 cards
Post by: rrenaud on February 04, 2012, 11:10:40 am
I don't think you two really disagree that much.  If you had a Dominion oracle (which tells you the perfect play for any move), then you can get objective numbers.  Fabian and Tim both realize this, but Fabian cares more about it (because of principle), while they both know it's impossible to actually achieve, and so Tim disregards it.

Another way of thinking about it is this.  Imagine you play a bunch of Dominion, and every time you randomly ban a card for your opponent.  He cannot use the banned card, but you can.  Then you compute how much your win rate changed as a function of the banned opponent card.  Assuming perfect play, when you sort by that change in win rate, you have a nice objective measure of the strength of the cards.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: HiveMindEmulator on February 04, 2012, 05:39:04 pm
Another way of thinking about it is this.  Imagine you play a bunch of Dominion, and every time you randomly ban a card for your opponent.  He cannot use the banned card, but you can.  Then you compute how much your win rate changed as a function of the banned opponent card.  Assuming perfect play, when you sort by that change in win rate, you have a nice objective measure of the strength of the cards.
This is pretty-much exactly what I think the best criteria for "best" cards is. And I think Goons is better than KC. If you can't buy KC, you can try to out-race it to half the VPs. You might still lose 55-60% of the time or something, but you still have a fighting chance if you get lucky. It's much harder to outrace Goons for 2 reasons: (1) Goons is an attack that slows you down, and (2) Goons has access to an unlimited source of points in VP chips, so you can't just race to half the available point.

On a related note (and actually related to $5 cards) this is why I put Torturer ahead of HP, though I'm not that sure my estimates of numbers is correct. Even though HP is often part of the best strategy (80% of of the time?), a lot of times there will be an inferior HP-free strat that's a 43/57 underdog (or something). But with torturer, even though you may only want it 50-60% of the time, in those situations it's like an 80/20 favorite vs torturer-free strategies.
Title: Re: THE Dominion Card List(s): $5 cards
Post by: timchen on February 04, 2012, 11:54:53 pm
I don't think you two really disagree that much.  If you had a Dominion oracle (which tells you the perfect play for any move), then you can get objective numbers.  Fabian and Tim both realize this, but Fabian cares more about it (because of principle), while they both know it's impossible to actually achieve, and so Tim disregards it.

Another way of thinking about it is this.  Imagine you play a bunch of Dominion, and every time you randomly ban a card for your opponent.  He cannot use the banned card, but you can.  Then you compute how much your win rate changed as a function of the banned opponent card.  Assuming perfect play, when you sort by that change in win rate, you have a nice objective measure of the strength of the cards.


As much as I'd like to agree, I cannot.

How hard it is to calculate the index is not the reason why I forgo this index. I would like to emphasize that I think while there are many plausible ways to gauge how good a card is, there is no one definite way which is more fundamental or better than others.

Take the above measure for example. I would imagine from the criteria, a Gold would very often be a better card than a Platinum, and a Silver is very likely to be better than a Gold. It is true in the sense that silver is probably a more necessary card than gold in many decks. However, is this what one has in mind regarding the best card? I would say maybe, maybe not.

But ok, let us accept this index for the sake of the argument. Now, why can we not instead consider an alternative, say not banning the entire stack, but just not allowing a strategy to buy the card in question, the first time it had the chance and would like to do so? (i.e., ban it only once instead of the entire game.) From any kind of higher level argument I can only imagine this index is as good as the original one. The ranking will be drastically different though; Silver is not as dominant any more.

Let me make an analogy to indices in stock market. There are various indices to indicate different things. But is there a single index which can guarantee a stock to go up next day? No. Is there a single index which fundamentally means more than any other? No. All indices carry information, and they correlate or anti-correlate with each other to some extent. Imagine you are going to rank some set of stocks based on their performance. There are many ways to gauge and the ending result would be correlated but not quite the same for the various ways. The question would then be, forgetting about how to setup the indices, is there any fundamental sense that one stock is just better than the other? My answer is no. It really depends on what you are looking for.

Same goes for ranking the cards here. Sure you can make some index (whether it is hard to calculate or not), but in the end, why should the card strength  be single-handedly measured by the index, I just don't see it. The ranking just means to measure what it is defined to measure, no more and no less.

EDIT: let me add a comment to the herbalist example. If you make an index for the best card which the herbalist jumps at top, then yes, I would say the index is probably way off. The problem is, the existence and uniqueness of some partial ordering does not imply a unique ordering for the entire set.

Title: Re: THE Dominion Card List(s): $5 cards
Post by: DrHades on February 05, 2012, 09:04:39 am
I compare cards by two measures:

1. Percentage of boards, where the card is useful.
2. Winrate of player that buys the card versus a player that doesn't, BUT only on boards where the card is useful.

So basicly - If the card is a good buy on many boards, it is a good card. But if it doesn't make much of a difference against someone who didn't buy it, it is not all that great. Coppersmith is very bad at 1, but good at 2. Laboratory is very good at 1, but not very good at 2.

Beware! This isn't evaluating "traps". If the card is bad on the board, but you buy it anyway, it is your fault, not the cards weakness.

Goons vs. King's Court:

1. Goons is much better. Many boards are so quick that you must pass on KC (mainly because it cost 7$ and you get to 7$ later then to 6$). Goons on the other hand slows the game down, so even if you get them later, it hurts much less than with KC.

2. KC is definitely better. There are more boards where without KC you are dead. But there are also boards, where KC boosts you, but your opponent has a fair chance to take 4-5 Provinces and make your winning much more dificult. With Goons? Enjoy slowly taking Province after Province while once upon a time I do a turn where I buy 3 cards I wanted anyway and take 9 VPs...

If KC was 6$ or Goons were 7$, there will be no doubt. But when it is like this, I am 100% for Goons.

Now I looked at my list...I put GM first -_-;;; But it still wasn't the biggest mistake on my lists - that is definitely IGG at #31  ;D
Title: Re: THE Dominion Card List(s): $5 cards
Post by: dan11295 on February 05, 2012, 12:29:55 pm
King's Court tends to be much more deck dependant in regards to how useful it is as opposed to Goons. I can think of multiple cases where that KC may not be worth it: Games with no +buys is the biggie. In non-colony games the game may end too quick to make good use if it, especially true with cards like JoAT in play. Lastly, its purchase can be questionable in IGG rush games or other situations with no trashing and hands get filled with junk quickly, much more likely to have nothing to KC when you draw it in though situations.

Goona on the other hand can rarely been ignored completely, although with no +actions it is not as game changing due to not being able to rack up the VP with it as much. Meaning a Goons engine is not really an alternative to VP cards in those cases.

That said KC has a bigger game-warping ability that Goons in kingdoms where it is a factor. many cards if KC'd fundamentally change the game, including Bridge, many attacks, Possession, Grand Market, card drawers, etc.

For pure Goons engine to be effective, you need +Actions, trashing, and card drawing. ou need all these if you want to expect to play 3+ Goons in a turn.   

 
Title: Re: THE Dominion Card List(s): $5 cards
Post by: Qvist on February 06, 2012, 07:50:47 am
One weekend not at home, and already a lot of discussions going on, wow. And not about this list, it's about the upcoming list. It's really interesting to read your comments. I haven't read all of them in detail and won't comment them on my own now. I just want to say that all of your comments seem reasonable and it's really hard to rank King's Court, Goons and even Grand Market as they are all very dominating cards on nearly each board. I won't keep you in suspense so long. I will post the $6+ list in a few minutes.