Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: Seprix on October 25, 2017, 12:50:39 am
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Attention, f.dsers. Night cards are not Action cards. There are a surprising amount of Dominion cards that deal specifically with Actions and thus do not deal with Night cards. This will lead to a lot of poor decision making and the sooner we get this list going the sooner people will remember and not mess up and lose for it.
The List
Vassal: Only affects Action cards. Night cards will simply be discarded!
Throne Room, King's Court, Procession, Crown, Disciple: Maybe there will be a Throne Room for Night cards, but these are certainly not them.
Library: Night cards are not skippable.
Lurker: Can't gain non-Actions!
Shanty Town: A rare buff! Shanty Town is 100% compatable with Nocturne.
Magpie: Hitting a Night card with the scouting portion of Magpie does nothing.
Ironworks: No benefits upon gaining Night cards.
Replace: You will not hand out Curses or topdeck with a pure Night card.
Tribute: Thought you'd never see this card mentioned again, huh? Anyways, even though it's retconned it still wouldn't be any good with Night cards.
Transmute: And yet another reason to hate Transmute.
Vineyard: Night cards are not Actions!
Scrying Pool: This is another biggie, I forget this all the time.
University: For such idle hands, you can't gain a Devil's Workshop.
Golem: Geez, Alchemy is a big offender. You'd think with Potions and stuff they'd love ghosts.
Quarry: This won't be hard to miss with the online implementation.
Rabble: Another weird interaction. Sometimes you're happy to have Night cards on top, sometimes not. Either way surely they're better to have on top than green cards on average!
Peddler: This will never come into play as far as I know because Night phase is after but there ya go. You don't get a cost decrease for playing a Night card. Also, Night Phase is past the Buy Phase, so you won't be able to gain one with Devil's Workshop.
Farming Village: It will skip every single pure Night card you have.
Inn: Only Actions can be inserted into deck on-gain.
Death Cart: The Black Plague can't touch Night cards. How thematic.
Ironmonger: Ouch, what a nerf.
Wandering Minstrel: Your Night cards might as well be Treasures.
Band of Misfits, Overlord: No, you can't play them as Ghost Town.
Graverobber: You can gain Night cards from the trash, but you cannot trash for benefit them.
Herald: Man, Night cards do not work well with some engine cards.
Ferry: Looks like Raider is going to stay at $6.
Plan: You can make deals with the Devil, but you certainly can't Plan things with him.
Seaway: Not sure why you'd ever want to Seaway a Night card given the Night Phase coming after the Buy phase, but yeah. You can't do it.
Lost Arts, Training, Inheritance, Pathfinding, Teacher and Tokens, etc: You probably guessed this was the case with Plan.
City Quarter: Night cards are dead cards when it comes to drawing.
Emporium: Night cards do not count towards that sweet sweet VP.
Enchantress: Magic doesn't touch Night cards! Huh, maybe the anti-synergy with Alchemy makes sense then...
Sacrifice: No benefit is gained.
Advance: Okay, surely you're getting the point by now.
Arena: Yeah, you get it.
Orchard, Colonnade, Triumphal Arch: Yep, makes sense. You get it. Of course you'll still forget and you know it.
Defiled Shrine: At least you'll have a visual indicator with the Online implementation. Heh, IMPlementation.
Summon: Yep. Still can't do anything with Night cards.
Prince: You can't bring him back from the dead.
Haunted Woods: If you ever want to play your Night cards, you'd better not buy anything with Haunted Woods in play.
And this isn't even including the new stuff like Haunted Mirror, which with the discard only works with Action cards. Anyways hope this helps people!
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Peddler: This will never come into play as far as I know because Night phase is after but there ya go. You don't get a cost decrease for playing a Night card.
It will with Night - Duration cards eg Crypt.
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Because Night cards aren't actions, you can't play them before Haunted Woods topdecks your hand. If you plan to play lots of Night, reconsider when HW is out.
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Because Night cards aren't actions, you can't play them before Haunted Woods topdecks your hand. If you plan to play lots of Night, reconsider when HW is out.
Or just make sure your strategy doesn't involve buying stuff.
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Attention Seprix: We had this this thread already, http://forum.dominionstrategy.com/index.php?topic=17765.0.
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Attention Seprix: We had this this thread already, http://forum.dominionstrategy.com/index.php?topic=17765.0.
We're also going to have it again multiple times in the future.
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How is Conspirator easy to mess up on? There's no way to play Nights before Conspirator that I know of.
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How is Conspirator easy to mess up on? There's no way to play Nights before Conspirator that I know of.
You don't mess up Conspirator by playing Conspirator and thinking it gives you +1 card +1 action when it doesn't. You mess up Conspirator by buying Conspirator thinking it will give you +1 card +1 action when it won't.
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How is Conspirator easy to mess up on? There's no way to play Nights before Conspirator that I know of.
You don't mess up Conspirator by playing Conspirator and thinking it gives you +1 card +1 action when it doesn't. You mess up Conspirator by buying Conspirator thinking it will give you +1 card +1 action when it won't.
Ah, I see.
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Conspirator: This one is really easy to mess up on!
Are you sure? Doesn't Conspirator only count the number of actions you've played so far that turn (including the Conspirator)? No cards played later that turn will boost already played Conspirators. You cannot (based on the knowledge we have so far) play any night cards before you play a Conspirator, and any durations that linger wasn't played earlier that same turn either, so I don't see how this one is easy to mess up. What am I missing?
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Conspirator: This one is really easy to mess up on!
Are you sure? Doesn't Conspirator only count the number of actions you've played so far that turn (including the Conspirator)? No cards played later that turn will boost already played Conspirators. You cannot (based on the knowledge we have so far) play any night cards before you play a Conspirator, and any durations that linger wasn't played earlier that same turn either, so I don't see how this one is easy to mess up. What am I missing?
The posts directly above this.
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Conspirator: This one is really easy to mess up on!
Are you sure? Doesn't Conspirator only count the number of actions you've played so far that turn (including the Conspirator)? No cards played later that turn will boost already played Conspirators. You cannot (based on the knowledge we have so far) play any night cards before you play a Conspirator, and any durations that linger wasn't played earlier that same turn either, so I don't see how this one is easy to mess up. What am I missing?
The posts directly above this.
Heheh... I was at work, so I hadn’t refreshed the page for a while. Glad we agree! :-)
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Also Magpie.
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Attention Seprix: We had this this thread already, http://forum.dominionstrategy.com/index.php?topic=17765.0.
I didn't know.
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Peddler: This will never come into play as far as I know because Night phase is after but there ya go. You don't get a cost decrease for playing a Night card.
It's also important to remember that Night phase isn't Buy phase so Peddler will cost 8 for Devil's Workshop.
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Another one I thought of, first turn you play
Tactician. You'll have to discard all your night cards to activate the good next turn effect.
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Peddler: This will never come into play as far as I know because Night phase is after but there ya go. You don't get a cost decrease for playing a Night card.
It's also important to remember that Night phase isn't Buy phase so Peddler will cost 8 for Devil's Workshop.
And if you Gain Villa (like through Vampire), you don't return to your Action phase.
Though I'm sure someone brought that up here or elsewhere.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
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With all the new types of cards in Nocturne, I'm seeing some serious synergy with Courtier, specifically Werewolf.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
A Moat that doesn't draw anything dead is bretty good.
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With all the new types of cards in Nocturne, I'm seeing some serious synergy with Courtier, specifically Werewolf.
Don't try to court a Werewolf. It will end badly.
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With all the new types of cards in Nocturne, I'm seeing some serious synergy with Courtier, specifically Werewolf.
Don't try to court a Werewolf. It will end badly.
I shouldn't need to. If I need something to count I'll just head out to the Pasture and count sheep.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
A Moat that doesn't draw anything dead is bretty good.
Night cards are like Treasure cards in that respect. Somehow, people cease to be amazed by Moat/BM.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
A Moat that doesn't draw anything dead is bretty good.
Night cards are like Treasure cards in that respect. Somehow, people cease to be amazed by Moat/BM.
The difference is that you're probably not playing the Moat/BM that people cease to be amazed by if your deck has Shanty Towns and Nights in it.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
So is a Lab. Everyone still likes Lab.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
(Quite aside from what other people have pointed out...)
If you play Shanty Town with actions in hand, it's like a Necropolis. Cost: $1
If you play Shanty Town and draw no actions, it's like a Moat. Cost $2
That's a buff. (-8
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
So is a Lab. Everyone still likes Lab.
My point is that Night cards require no Actions. They are like Treasures in this respect. Nobody would argue that Treasure cards buff Shanty Town, or Lab. Treasure cards, and Night cards for that matter, buff terminal draw, not nonterminal draw.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
So is a Lab. Everyone still likes Lab.
Pschaw, Imp is where it's at in 2017.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
(Quite aside from what other people have pointed out...)
If you play Shanty Town with actions in hand, it's like a Necropolis. Cost: $1
If you play Shanty Town and draw no actions, it's like a Moat. Cost $2
Thinking like this is a massive mistake and the best way to lose Dominion games.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
(Quite aside from what other people have pointed out...)
If you play Shanty Town with actions in hand, it's like a Necropolis. Cost: $1
If you play Shanty Town and draw no actions, it's like a Moat. Cost $2
Thinking like this is a massive mistake and the best way to lose Dominion games.
I wouldn't go that far. I could use the first ten turns to buy out the curses and then move on to Coppers and Estates.
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Thinking like this is a massive mistake and the best way to lose Dominion games.
Uh...
(-8
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I mean, it wasn't particularly wrong to begin with. You shouldn't buy Shanty Town in a kingdom where you wouldn't buy Necropolis (aside from edge cases).
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My point is that Night cards require no Actions. They are like Treasures in this respect. Nobody would argue that Treasure cards buff Shanty Town, or Lab. Treasure cards, and Night cards for that matter, buff terminal draw, not nonterminal draw.
Kingdom Treasure cards (that I didn't blow it on) improve Shanty Town. They are better than either Silver or Gold (depending on what they cost, and yes the ones better than Gold are still better than Silver), and so they improve how good of a hand you can have where Shanty Town gets to draw you cards.
Lab does not check to see if you have other Action cards in hand before drawing you cards.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
If you play Shanty Town and draw no actions, it's like a Moat. Cost $2
If you wanna argue that Lab or Lost City are weak cards you failed.
I mean, it wasn't particularly wrong to begin with. You shouldn't buy Shanty Town in a kingdom where you wouldn't buy Necropolis (aside from edge cases).
If Shanty Town is the only splitter that is correct. But if there is another village good play can make Shanty Town a Lost City more than 50% of the time.
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I'm not sure I would call Shanty Town a buff. If you draw no Action cards with it, it's a Moat.
If you play Shanty Town and draw no actions, it's like a Moat. Cost $2
If you wanna argue that Lab or Lost City are weak cards you failed.
The point is that Lost City and Lab are better with Action cards than with non-Action cards.
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If you gain a Rocks with Vampire, you get a Silver you can't play in your hand.
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While it’s true that Library can’t skip Night cards, that’s not all that important; because the main reason you want to skip actions with Library is so that you don’t draw them dead. You generally will want to draw Night cards with Library; generally as much as you want to draw Treasure.
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While it’s true that Library can’t skip Night cards, that’s not all that important; because the main reason you want to skip actions with Library is so that you don’t draw them dead. You generally will want to draw Night cards with Library; generally as much as you want to draw Treasure.
More importantly, you can't play Night cards before Library to draw more cards.
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While it’s true that Library can’t skip Night cards, that’s not all that important; because the main reason you want to skip actions with Library is so that you don’t draw them dead. You generally will want to draw Night cards with Library; generally as much as you want to draw Treasure.
More importantly, you can't play Night cards before Library to draw more cards.
Ah yes; that is important.
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If you gain a Rocks with Vampire, you get a Silver you can't play in your hand.
But you can trash it with Bat or Exorcist.