Dominion Strategy Forum
Dominion => Game Reports => Topic started by: Cuzz on January 09, 2018, 12:49:01 pm
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Scrying Pool, Skulk, Apprentice, Count, Cursed Village, Laboratory, Rogue, Vampire, Werewolf, Hireling
So many crazy interactions it was hard to know what to focus on:
Open Skulk for quick economy and to immediately hit $5 for Count/Apprentice trashing
Scrying Pools can draw Werewolves to play as Nights
Vampires gain all the $5s
Counts gain Coppers to trash with Bats
Rogue gains Skulks trashed by War to get more Gold.
With Cursed Village as the only village, Hexes were flying like mad and I had turns where I played a Skulk, 6 Werewolves and a Vampire for Hexes.
My opponent resigned out of frustration with the length of the game, though they were sure they would have won. I finished against the Rat because I was having fun.
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(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Scrying Pool.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Skulk.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Apprentice.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Count.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Cursed Village.jpg)
(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Laboratory.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Rogue.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Vampire.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Werewolf.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Hireling.jpg)
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Open Skulk and then go for Count/Cursed Village?
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At least Hireling / Cursed Village should rule each other out, where my preference would be for the Village. Skulk is the only source of +Buy so you can't feed them all to Apprentice if you want to have multiple Buys. I would trash the first Skulk early to Apprentice though, use Apprentice to trash Copper when there is a Cursed Village in sight, get one Rogue to re-gain Skulk/Gold from trash (and ready the hand for the next CV), skip Potion for Skulk in the opening but would buy Potion with the next $4 hand, mostly ignore the generic hand-filler like Werewolf and Laboratory, relying on the Pool and Village to fill my hand, trying to manage the ebb and flow of drawing, playing and trashing.
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I don't have Alchemy, so don't have great intuition about Apprentice, but what would happen if one focused on Skulk+Apprentice to gradually turn your deck Gold with a bit of +Buy, draw and hexing? It feels like that might be very quick.
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I don't have Alchemy, so don't have great intuition about Apprentice, but what would happen if one focused on Skulk+Apprentice to gradually turn your deck Gold with a bit of +Buy, draw and hexing? It feels like that might be very quick.
Skulk + Apprentice is reasonably quick, but a bit worse than say Market Square + Apprentice. Probably this interaction is worth making use of (especially with rogues gaining back the skulks), but I'd think that you'd still want to include a lot of other stuff.