Dominion Strategy Forum

Dominion => Game Reports => Topic started by: WanderingWinder on June 04, 2012, 04:40:10 pm

Title: The Over-hard Counter
Post by: WanderingWinder on June 04, 2012, 04:40:10 pm
Now we know there are soft counters and there are hard counters. And then there are what I call over-hard counters to attacks, i.e. it's actually beneficial to me that you attacked me. One obvious case is watchtower vs. Torturer. If I want to keep my hand, I just trash that curse. If I want to be able to increase my card draw because I have a couple junk cards in my hand, I can actually use your attack to help me there.

Anyway, probably the best-known of these, which I've heard as 'the perfect counter' and 'too good a counter' is Horse Traders to minion. And it's really good. But, oftentimes, you need to do something a little more, because HT+money is not such a hot strategy. So actually fairly often you end up buying both minions and HT - they work decently well together, especially with some villages thrown in. Here (http://councilroom.com/game?game_id=game-20120601-094929-ee1786de.html) is a game which was very satisfying to play, where I used scheme to up the ante on the HT goodness, getting six card hands and a nice HT benefit over... and over... and over again, and notching one of the more satisfying wins of my 'career'.
Title: Re: The Over-hard Counter
Post by: jonts26 on June 04, 2012, 06:55:44 pm
Often Menagerie for Militia/Goons (NOT Ghost Ship)
Trader for cursing attacks
Maybe Peddler for Swindler (once peddlers run out and you need a way to get a lot of peddlers)
Title: Re: The Over-hard Counter
Post by: carstimon on June 05, 2012, 12:19:21 am
When I read this I thought, "but wasn't there something wrong with using scheme in minion games?"

...Oh, right.
Title: Re: The Over-hard Counter
Post by: sitnaltax on June 05, 2012, 01:06:08 am
I remember a game where several times I was sitting with Jack of all Trades in my hand, hoping my opponent would Ghost Ship me so I could topdeck a victory card, discard it, and get a replacement. I think it hit twice, which was enough.
Title: Re: The Over-hard Counter
Post by: gorgonstar on June 05, 2012, 01:42:13 am
Moat can be pretty fun against minion, especially in a multi-player game.  If you like your hand reveal a moat and keep it.  If your hand is trash don't reveal the moat and draw 4 new cards.  This is especially effective if there are cursing attacks in the game, since it is easy for you hand to be pure junk.  In a multi-player game there can be multiple attacks every round so buying a moat makes a lot of sense.

Here's a 3p game where my 5 moats defend well against minion, goons and sea hag.
http://councilroom.com/game?game_id=game-20120516-145904-aa5acdbd.html
Title: Re: The Over-hard Counter
Post by: GendoIkari on June 05, 2012, 03:43:13 pm
Well HT in general is an over-hard counter to a lot of attacks. Once Curses run out, every play of Familiar, Witch, etc, helps you if you have one in hand. Secret Chamber, too, though less so.
Title: Re: The Over-hard Counter
Post by: Farb on June 07, 2012, 08:04:53 pm
Secret Chamber vs. Mountebank. 

Opp plays Mountebank, reveal Secret Chamber, put Secret chamber back on deck and put a curse or 2 in hand, then discard curse. Maybe not Overhard, but fun nonetheless.
Title: Re: The Over-hard Counter
Post by: eHalcyon on June 07, 2012, 09:50:22 pm
Secret Chamber vs. Mountebank. 

Opp plays Mountebank, reveal Secret Chamber, put Secret chamber back on deck and put a curse or 2 in hand, then discard curse. Maybe not Overhard, but fun nonetheless.

That doesn't help you though.  This topic is looking for counters such that getting attacked can end up actually benefiting you.
Title: Re: The Over-hard Counter
Post by: WanderingWinder on June 07, 2012, 10:03:03 pm
Actually, the topic was to talk about the game in the OP. But people have been using it to list a bunch of over-hard counters. Now, secret chamber sorta can be over-hard, in that you can mess with your shuffle/deck distribution, but... eh, not really.
HT is nice for attacks that don't actually do anything at some point, as mentioned.
Watchtower is over-hard to torturer.
Actually, I think HT to minion, Watchtower torturer, multiple HTs to any discard attack, and trader to ambassador/cursers are the only truly over-hard things, in that they stop the attack totally and give a benefit. The others are... over-soft? In that they can somtimes help out more than the attack hurts, but they don't stop the attacks effectiveness.
Title: Re: The Over-hard Counter
Post by: theory on June 07, 2012, 10:35:33 pm
JoaT vs Ghost Ship, as mentioned above
Title: Re: The Over-hard Counter
Post by: DG on June 08, 2012, 07:09:24 am
Tunnel can be a hard counter to many attacks.
Title: Re: The Over-hard Counter
Post by: jotheonah on June 08, 2012, 08:09:11 am
Well, obv. Trader vs Mountebank is especially brutal. It leads to the question "Is it worth it to buy a Mountebank that has a chance of giving my opponent 2 silvers?"
Title: Re: The Over-hard Counter
Post by: WanderingWinder on June 08, 2012, 08:09:30 am
JoaT vs Ghost Ship, as mentioned above
JoaT isn't going to be over-hard again, by the definition I say in post 8. Often it's better than not being attacked. But not always (my hand is JoaT, gold, gold, silver, silver, and I get GSed. I now can't filter what was the top card of my deck before - I WILL draw it, and maybe miss my colony for it).

Tunnel can be a hard counter to many attacks.
Clearly you don't have the same definition of hard counter that I do. By mine, tunnel is never hard.
Title: Re: The Over-hard Counter
Post by: DG on June 08, 2012, 08:14:06 am
Quote
And then there are what I call over-hard counters to attacks, i.e. it's actually beneficial to me that you attacked me.

If I've got a deck of copper, estates, and a tunnel then that's a hard counter to a thief.
Title: Re: The Over-hard Counter
Post by: WanderingWinder on June 08, 2012, 08:20:15 am
Quote
And then there are what I call over-hard counters to attacks, i.e. it's actually beneficial to me that you attacked me.

If I've got a deck of copper, estates, and a tunnel then that's a hard counter to a thief.
No, it's an 'over-soft' counter (that's what I call it in reply 8). It certainly doesn't stop the thief attack, ever, though it can give you a benefit from it greater than the negative side that attack.
Title: Re: The Over-hard Counter
Post by: GendoIkari on June 08, 2012, 11:41:09 am
Nothing vs Thief or Pirate ship is an over-hard counter. You usually benefit from the opponent playing them! ;D
Title: Re: The Over-hard Counter
Post by: WanderingWinder on June 08, 2012, 11:48:11 am
Nothing vs Thief or Pirate ship is an over-hard counter. You usually benefit from the opponent playing them! ;D
No. No it's not. It doesn't stop the attack, so it can't be hard, and actually... you do realize that these aren't totally worthless cards, right? Like, on a board with nothing on it but these cards and money, you play BM-thief... actually buying some thieves.
Title: Re: The Over-hard Counter
Post by: DStu on June 08, 2012, 11:49:49 am
Nothing vs Thief or Pirate ship is an over-hard counter. You usually benefit from the opponent playing them! ;D
No. No it's not. It doesn't stop the attack, so it can't be hard,
I bet you don't get them convinced of your notion of "hard".
Title: Re: The Over-hard Counter
Post by: WanderingWinder on June 08, 2012, 12:02:11 pm
But that's what a hard counter is... apart form my more fanciful 'over-hard' and significantly more fanciful 'over-soft'....
Title: Re: The Over-hard Counter
Post by: axlemn on June 09, 2012, 09:18:29 pm
Overly-hard counters are difficult to find... 

Library to ghost ship?  There are some rare times when you're better off passing your library to the next hand or you have a dead action you'd like to skip over.  Like another library.  And it literally never hurts. 

Debatably goons / attacks to possession.
Title: Re: The Over-hard Counter
Post by: DStu on June 11, 2012, 02:43:00 am
No terminal can be overhard because it costs you the action.
Title: Re: The Over-hard Counter
Post by: Lekkit on June 11, 2012, 06:29:32 am
I guess Tactician is Borderline to over-hard counter to Ghost Ship.
Title: Re: The Over-hard Counter
Post by: cherdano on June 11, 2012, 06:45:47 am
I don't want to get into the semantics over "overhard", but there are many counters that are good enough that you get a net benefit from being attacked.
Fool's gold or treasure against ghost ship. Library to militia/goons. Combination of secret chamber + scrying pool against scrying pool (or spy). Sometimes menagerie against milita/goons.

I don't think they are that rare.
Title: Re: The Over-hard Counter
Post by: brokoli on June 11, 2012, 07:15:27 am
Fool's gold or treasure against ghost ship.

Fool's gold against margrave, rather...
Title: Re: The Over-hard Counter
Post by: qmech on June 11, 2012, 05:29:05 pm
Either can be good.  The technique with Ghost Ships is to push Fool's Golds back until they usefully collide.
Title: Re: The Over-hard Counter
Post by: GendoIkari on June 11, 2012, 05:44:36 pm
Nothing vs Thief or Pirate ship is an over-hard counter. You usually benefit from the opponent playing them! ;D
No. No it's not. It doesn't stop the attack, so it can't be hard, and actually... you do realize that these aren't totally worthless cards, right? Like, on a board with nothing on it but these cards and money, you play BM-thief... actually buying some thieves.

It was really just meant as a joke. :-[