Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: rinkworks on August 30, 2012, 11:12:44 am

Title: Best $0-$1 cards?
Post by: rinkworks on August 30, 2012, 11:12:44 am
Seems like we've got enough now that we could have such a list, despite that only one of them is a kingdom card.  What would it look like?  This is my stab at it, but note that I haven't played Dark Ages yet and can only surmise about many of these.

The Good - Usually provides some benefit and often provides great benefit.

1. Followers
2. Trusty Steed
3. Mercenary
4. Princess
5. Madman
6. Bag of Gold
7. Diadem
8. Spoils
9. Poor House

The Bad - Usually detrimental to your deck but provides situationally desirable benefits.

10. Copper
11. Necropolis
12. Abandoned Mine
13. Survivors
14. Ruined Market

The Ugly - Virtually always bad cards.  Except in edge cases, benefits are limited to mitigating the damage they do to your deck.

15. Ruined Library
16. Overgrown Estate
17. Hovel
18. Ruined Village
19. Curse
Title: Re: Best $0-$1 cards?
Post by: Insomniac on August 30, 2012, 11:14:46 am
I like overgrown estate when Im trashing. Although you have to remodel or straight trash to get any value out of it. (develop gets an estate AND a copper on top after you draw your card. Pretty terrible.)
Title: Re: Best $0-$1 cards?
Post by: Robz888 on August 30, 2012, 11:15:31 am
If those are meant to be in order, I think Poor House might end up being a good deal more useful than we assume, but we'll see. And Diadem is so worthless because it's so hard to get. But other than that, nice list!

Necropolis is a nice card. Well, it's not, but it's a great substitute for Estate. Much better than the other two.
Title: Re: Best $0-$1 cards?
Post by: rinkworks on August 30, 2012, 11:22:49 am
I like overgrown estate when Im trashing. Although you have to remodel or straight trash to get any value out of it. (develop gets an estate AND a copper on top after you draw your card. Pretty terrible.)

The on-trash benefit is nice, but consider that if you hadn't had that card in your deck at all, you'd be effectively reaping its on-trash +1 Card every time it would have come up.  Essentially it clogs your deck until you can get rid of it, and then it starts giving you that invisible pseudo +1 Card one shuffle earlier than if you'd trashed some other dead card instead.

If you can trash it for benefit, that's different.  But generally speaking the benefit you can get out of trashing a $1 card is pretty small.  It makes Apprentice a cantrip, Salvager a terminal Copper, etc.  Not inspiring.  Remodel to a Silver is a good move.

But all told, its benefit is really just something that mitigates the harm it does your deck by being there in the first place.  If it were a kingdom card instead of a Shelter, you'd basically never buy it, right?  So I'm content classifying that in the "Ugly" section, even when you'd prefer it to an Estate.
Title: Re: Best $0-$1 cards?
Post by: Qvist on August 30, 2012, 11:23:25 am
Hey, rinkworks,

I thought about creating a Pre-Dominion-Card-List-2013-Version-Thread talking about how to put all the Dark Ages cards in categories.

This is one possibility although it seems a little bit strange to compare Followers and Curse.

I thought about splitting these lists into $0* cards and an extra list for either $0-$1 cards or even $0-$2 cards.
Maybe I should create that thread now...

----

Back to topic:

I haven't played much with Dark Ages yet, but I would put Ruined Market over Survivors and Mercenary seems a little bit high. Is it that good?
Title: Re: Best $0-$1 cards?
Post by: rinkworks on August 30, 2012, 11:33:35 am
This is one possibility although it seems a little bit strange to compare Followers and Curse.

I thought about splitting these lists into $0* cards and an extra list for either $0-$1 cards or even $0-$2 cards.
Maybe I should create that thread now...

A separate $0* list makes a lot of sense to me.  How you account for Poor House, Ruins, and Shelters, I don't know.  It makes sense not to include Copper or Curse, since you don't include the other base cards in your lists (although maybe it would be interesting to see where Silver and Gold land!), but the rest is all gray area.

Quote
I haven't played much with Dark Ages yet, but I would put Ruined Market over Survivors and Mercenary seems a little bit high. Is it that good?

Beats me.  My reasoning was that Mercenary gives you +2 Cards and +$2, which, with an average card value of $1, is roughly equivalent to what Princess gives you IF you use both of her buys.  On top of that Mercenary trashes, which is sometimes a penalty, but in a deck where you can use that, it will drive up your average card value and therefore its likely yield on its draw.  So that feels like an improvement already.  Now add in the attack, and it looks quite a bit better on average.

Princess does have the higher upside, which is when you've got it in an engine deck with lots of +Buys.

Madman would rank higher, but it's a one-shot.
Title: Re: Best $0-$1 cards?
Post by: werothegreat on August 30, 2012, 11:43:06 am
Personally, I would put Poor House in with the $2s and call it "The Best $1/$2 cards."

Madman and Mercenary would not be rated independently; they would merely factor into your judgement on Hermit and Urchin, respectively, just as the Prizes factor in to your rating of Tournament.

Given that the Shelters are not in the Supply (or even in a pile), it would be meaningless to rate them.

Sure, there are five different Ruins, but rating them would be as meaningless as rating Coppers and Curses.

I would keep all ratings purely to kingdom cards.
Title: Re: Best $0-$1 cards?
Post by: Robz888 on August 30, 2012, 11:47:22 am
This is one possibility although it seems a little bit strange to compare Followers and Curse.

I thought about splitting these lists into $0* cards and an extra list for either $0-$1 cards or even $0-$2 cards.
Maybe I should create that thread now...

A separate $0* list makes a lot of sense to me.  How you account for Poor House, Ruins, and Shelters, I don't know.  It makes sense not to include Copper or Curse, since you don't include the other base cards in your lists (although maybe it would be interesting to see where Silver and Gold land!), but the rest is all gray area.

Nah, they should just be ranked under "The Best $1- Cards." Just as all cards that cost more than $6 are lumped under "The Best $6+ Cards." This includes Peddler, which has a cost of $8*. Cards that cost $1, $0, or $0* should be covered under "The Best $1- Cards."
Title: Re: Best $0-$1 cards?
Post by: GendoIkari on August 30, 2012, 11:53:07 am
I would probably put Necropolis in the good, or at least halfway between good and bad. There are plenty of boards where there is no other Village and good terminals. It's a card you would buy on all those boards if you could buy it. And since you can't buy it, the only question is whether or not you would trash it if you could. And I think there's plenty of boards where you wouldn't.
Title: Re: Best $0-$1 cards?
Post by: brokoli on August 30, 2012, 12:15:29 pm
I haven't played the complete DA set yet, but I think Poor house is seriously underrated.

Also, for me Ruined library > Ruined market.
Title: Re: Best $0-$1 cards?
Post by: GendoIkari on August 30, 2012, 12:22:10 pm
Also, for me Ruined library > Ruined market.

I don't see how. Ruined Library is as bad as a Curse/Estate in a lot of situations, and at it's very best is the same as if you didn't have it in your deck at all (if you have extra actions to spare). Ruined Market is as bad as a Curse/Estate in all the same situations that Ruined Library is, but it often can be a crucial part of an engine.

To put it another way, I can't think of a possible situation where you would buy Ruined Library, except the same situations where you would buy a Curse (Gardens, Fairgrounds, etc). But there are a decent amount of situations where you would buy Ruined Market.
Title: Re: Best $0-$1 cards?
Post by: ednever on August 30, 2012, 12:32:24 pm
Seems like we've got enough now that we could have such a list, despite that only one of them is a kingdom card.  What would it look like?  This is my stab at it, but note that I haven't played Dark Ages yet and can only surmise about many of these.

The Good - Usually provides some benefit and often provides great benefit.

1. Followers
2. Trusty Steed
3. Mercenary
4. Princess
5. Madman
6. Bag of Gold
7. Diadem
8. Spoils
9. Poor House

The Bad - Usually detrimental to your deck but provides situationally desirable benefits.

10. Copper
11. Necropolis
12. Abandoned Mine
13. Survivors
14. Ruined Market

The Ugly - Virtually always bad cards.  Except in edge cases, benefits are limited to mitigating the damage they do to your deck.

15. Ruined Library
16. Overgrown Estate
17. Hovel
18. Ruined Village
19. Curse

I played a game on goko yesterday where ruined library worked great. I had a procession, cultist and ruined village. I played procession on the village, getting two actions. Then played the cultist, drawing 2 cards, and still had an action left...

An edge case, but interesting it happened pretty early into my dark ages playing...

Ed
Title: Re: Best $0-$1 cards?
Post by: NoMoreFun on August 30, 2012, 12:36:42 pm
Nice listing, but Curse should be in its whole own tier. Not only doesn't it provide any benefit, it directly hurts you if you don't get rid of it and there's nothing to mitigate its awfulness.
Title: Re: Best $0-$1 cards?
Post by: Watno on August 30, 2012, 12:40:47 pm
I think Ruined Library is definitely better than ruined market in most situations. If you have actions it's just as if it wasn't there. Ruined Market might be really useful in rare situations, but these are even more rare if your deck is clogged with ruins.

I'd also put poor house with the $2 cards. Comparing the 0* cards seems totally pointless to me, since you get them in different ways.
Title: Re: Best $0-$1 cards?
Post by: NoMoreFun on August 30, 2012, 12:51:19 pm
The worst thing about Necropolis is that even in boards where it's useful, you can only have one when you'd need many. It'd be a very respectable card in the supply, but its status as a shelter hurts it. It might be worse than ruined market in that respect; on the boards where you'd need its +buy one is usually enough.
Title: Re: Best $0-$1 cards?
Post by: NoMoreFun on August 30, 2012, 01:05:28 pm
I'd also put poor house with the $2 cards. Comparing the 0* cards seems totally pointless to me, since you get them in different ways.

It reminds me of Duchess, Moat and Secret chamber, where you'd think twice about buying it even if you can't afford anything else, but it seems like it's worth the buy quite often.

In fact, I'd say the situations where buying Duchess is a smart move don't significantly outnumber the situations where you'd want to buy ruined market.

As far as the ruins go
Abandoned Mine is outclassed by copper
Ruined Village and Ruined Library are worse than having nothing. I can't think of any situations where you'd want ruined library, whereas ruined village I can (a board with conspirator and peddler as the only other non-terminals on a colony board with expand, for example). I don't know what to make of survivors but it's probably worse than just getting +1 card and its niche is very, very small.
Title: Re: Best $0-$1 cards?
Post by: Copernicus on August 30, 2012, 01:06:13 pm
I think Ruined Library is definitely better than ruined market in most situations. If you have actions it's just as if it wasn't there. Ruined Market might be really useful in rare situations, but these are even more rare if your deck is clogged with ruins.

Ruined Library is less harmful than Ruined Market, but Ruined Market is more useful than Ruined Library.
Title: Re: Best $0-$1 cards?
Post by: Davio on August 30, 2012, 01:17:50 pm
Maybe a category: best cards that add $0* or $1 costing cards to the supply?

With Tournament, Hermit, Urchin, Ruins, Shelters, etc.....

You can't really compare Tournament prizes to Ruins, it makes no sense.
But you could compare Tournament to looters perchance.
Title: Re: Best $0-$1 cards?
Post by: Cuzz on August 30, 2012, 02:06:17 pm
Nice listing, but Curse should be in its whole own tier. Not only doesn't it provide any benefit, it directly hurts you if you don't get rid of it and there's nothing to mitigate its awfulness.

Curse is a great defense against Mountebank.
Title: Re: Best $0-$1 cards?
Post by: NoMoreFun on August 30, 2012, 02:12:23 pm
Nice listing, but Curse should be in its whole own tier. Not only doesn't it provide any benefit, it directly hurts you if you don't get rid of it and there's nothing to mitigate its awfulness.

Curse is a great defense against Mountebank.

I wish there was a card that especially punished you for copper in your deck so that you'd buy curses in games with Mountebank
Title: Re: Best $0-$1 cards?
Post by: Insomniac on August 30, 2012, 02:13:23 pm
I really wanted to love poor house but on soo many boards its just bad. Remake on board your coppers are poor houses instead of nothing (which you often want). No trashing or filtering and you icompletely ingnore this card. In filter scenarios it has potential but often ends up being 2 or 3.

Anyways the things that Poor house needs on the board to be good
Trashing / or some really good filtering (Vault/Storeroom)
+Actions, since you don't want money in hand your gonna need to play multiples of these.

Things poor house WANTS
Possibly card draw to get multiple poor houses.
Probably +buy to buy X+Poor house early and double province later.
Title: Re: Best $0-$1 cards?
Post by: eHalcyon on August 30, 2012, 02:35:23 pm
I really wanted to love poor house but on soo many boards its just bad. Remake on board your coppers are poor houses instead of nothing (which you often want). No trashing or filtering and you icompletely ingnore this card. In filter scenarios it has potential but often ends up being 2 or 3.

Anyways the things that Poor house needs on the board to be good
Trashing / or some really good filtering (Vault/Storeroom)
+Actions, since you don't want money in hand your gonna need to play multiples of these.

Things poor house WANTS
Possibly card draw to get multiple poor houses.
Probably +buy to buy X+Poor house early and double province later.

Throne Rooooom.
Title: Re: Best $0-$1 cards?
Post by: rinkworks on August 30, 2012, 02:39:30 pm
I think Ruined Library is definitely better than ruined market in most situations. If you have actions it's just as if it wasn't there. Ruined Market might be really useful in rare situations, but these are even more rare if your deck is clogged with ruins.

I'd also put poor house with the $2 cards. Comparing the 0* cards seems totally pointless to me, since you get them in different ways.

There are two ways to look at this.

(1) How does this card compare with not having it at all?
(2) If I have to have one of the two, which one would I rather have?

When you go by reasoning (1), then Ruined Market beats Ruined Library HANDS DOWN.  Ruined Library NEVER helps your deck short of specific unusual combos.  On the other hand, Ruined Market is usable in a variety of situations, mostly when it's the only source of +Buy, or the other sources of +Buy have strings attached to them (Baron, Trade Route).

When you go by reasoning (2), as you might when you've just been hit by a Cultist and have to take some sort of Ruins anyway, then, yes, Ruined Library is probably less damaging to your deck on balance.

I was very careful and deliberate in the wording of my original post.  I categorized Ruined Market as "Usually detrimental to your deck but provides situationally desirable benefits," which is absolutely true.  And I categorized Ruined Library as "Except in edge cases, benefits are limited to mitigating the damage they do to your deck."  That is also absolutely true.
Title: Re: Best $0-$1 cards?
Post by: kn1tt3r on August 30, 2012, 04:34:40 pm
I think Ruined Library is definitely better than ruined market in most situations. If you have actions it's just as if it wasn't there. Ruined Market might be really useful in rare situations, but these are even more rare if your deck is clogged with ruins.

I'd also put poor house with the $2 cards. Comparing the 0* cards seems totally pointless to me, since you get them in different ways.

There are two ways to look at this.

(1) How does this card compare with not having it at all?
(2) If I have to have one of the two, which one would I rather have?

When you go by reasoning (1), then Ruined Market beats Ruined Library HANDS DOWN.  Ruined Library NEVER helps your deck short of specific unusual combos.  On the other hand, Ruined Market is usable in a variety of situations, mostly when it's the only source of +Buy, or the other sources of +Buy have strings attached to them (Baron, Trade Route).

When you go by reasoning (2), as you might when you've just been hit by a Cultist and have to take some sort of Ruins anyway, then, yes, Ruined Library is probably less damaging to your deck on balance.

I was very careful and deliberate in the wording of my original post.  I categorized Ruined Market as "Usually detrimental to your deck but provides situationally desirable benefits," which is absolutely true.  And I categorized Ruined Library as "Except in edge cases, benefits are limited to mitigating the damage they do to your deck."  That is also absolutely true.

I'm not sure about those two either, but you are basically right. If you don't want either of them, you'd rather take Ruined Library. On the other hand, Ruined Market is a card you sometimes even want to BUY, which would almost never happen for the Library.
Title: Re: Best $0-$1 cards?
Post by: Cuzz on August 30, 2012, 10:50:21 pm
Maybe a category: best cards that add $0* or $1 costing cards to the supply?

With Tournament, Hermit, Urchin, Ruins, Shelters, etc.....

You can't really compare Tournament prizes to Ruins, it makes no sense.
But you could compare Tournament to looters perchance.

Yeah, I really don't think it makes any sense to compare $0* to $0. I think Donald X. once said the $0* symbol was just like a placeholder to emphasize that they can't be bought. OK, I guess they do count as costing 0 for purposes of remodeling and such, but in terms of "worth" or "value" the $0* might as well be a $@. It's just not useful to compare them directly.
Title: Re: Best $0-$1 cards?
Post by: eHalcyon on August 30, 2012, 11:17:15 pm
Maybe a category: best cards that add $0* or $1 costing cards to the supply?

With Tournament, Hermit, Urchin, Ruins, Shelters, etc.....

You can't really compare Tournament prizes to Ruins, it makes no sense.
But you could compare Tournament to looters perchance.

Yeah, I really don't think it makes any sense to compare $0* to $0. I think Donald X. once said the $0* symbol was just like a placeholder to emphasize that they can't be bought. OK, I guess they do count as costing 0 for purposes of remodeling and such, but in terms of "worth" or "value" the $0* might as well be a $@. It's just not useful to compare them directly.

Fun fact, $@ is actually used here in Canada.  Given how close we are to the States, we don't mind using USD if it's around, e.g. cashiers don't mind if they get a random American nickel vs. our own nickels.  It's pretty much the same to us.  $@ denotes the difference between USD and CAD.  So $5 USD == $5 CAD + $@.



Did anyone believe that?
Title: Re: Best $0-$1 cards?
Post by: Cuzz on August 30, 2012, 11:36:47 pm
Maybe a category: best cards that add $0* or $1 costing cards to the supply?

With Tournament, Hermit, Urchin, Ruins, Shelters, etc.....

You can't really compare Tournament prizes to Ruins, it makes no sense.
But you could compare Tournament to looters perchance.

Yeah, I really don't think it makes any sense to compare $0* to $0. I think Donald X. once said the $0* symbol was just like a placeholder to emphasize that they can't be bought. OK, I guess they do count as costing 0 for purposes of remodeling and such, but in terms of "worth" or "value" the $0* might as well be a $@. It's just not useful to compare them directly.

Fun fact, $@ is actually used here in Canada.  Given how close we are to the States, we don't mind using USD if it's around, e.g. cashiers don't mind if they get a random American nickel vs. our own nickels.  It's pretty much the same to us.  $@ denotes the difference between USD and CAD.  So $5 USD == $5 CAD + $@.



Did anyone believe that?

That sounds completely loony to me.
Title: Re: Best $0-$1 cards?
Post by: werothegreat on August 30, 2012, 11:55:44 pm
I've totally snuck Canadian dimes and quarters into coin rolls to give to the bank before.

Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...
Title: Re: Best $0-$1 cards?
Post by: microman on August 31, 2012, 12:15:07 am
I really wanted to love poor house but on soo many boards its just bad. Remake on board your coppers are poor houses instead of nothing (which you often want). No trashing or filtering and you icompletely ingnore this card. In filter scenarios it has potential but often ends up being 2 or 3.

Anyways the things that Poor house needs on the board to be good
Trashing / or some really good filtering (Vault/Storeroom)
+Actions, since you don't want money in hand your gonna need to play multiples of these.

Things poor house WANTS
Possibly card draw to get multiple poor houses.
Probably +buy to buy X+Poor house early and double province later.

Throne Roooom

I came up with a kingdom where I think poor house would really shine using all DA cards.

$5 Mystic
$5 Count
$4 Wandering Minstrel
$4 Death Cart
$4 Rats
$3 Forager
$3 Urchin
$2 Squire
$2 Vagrant
$1 Poor House

I am curious to know what some of peoples thoughts/ideas are and what kind of combos are possible.  Also, how would you open with a 4/3 or 5/2 split? Feedback please!  ;D 

Microman
Title: Re: Best $0-$1 cards?
Post by: eHalcyon on August 31, 2012, 12:51:05 am
I've totally snuck Canadian dimes and quarters into coin rolls to give to the bank before.

Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...

http://grammarist.com/usage/sneaked-snuck/

I thought it was snuck too, but apparently that's new-fangled and wrong!

(Also, sorry for derailing the thread with money talks.)
Title: Re: Best $0-$1 cards?
Post by: Kuildeous on August 31, 2012, 10:45:19 am
Quote from: Qvist
Mercenary seems a little bit high. Is it that good?


By itself, it is a pretty darned good card. It acts as a Militia with the benefit of drawing 2 cards as well. I'd wager that alone would make it a $6 card if it were in the supply. I think $7 would be too high.

The trashing of course is a double-edged sword. When your deck works well, then your Mercenary will kick butt. If it doesn't, then your Mercenary becomes as useful as an Overgrown Estate, possibly even worse.

Ideally, you would have Mercenary only when you are prepared to use it, much like Rats. Sometimes it's awesome, and sometimes it just takes up space. The same could be said about Chapel or Young Witch.

I love Mercenary, but I always handle it with kid gloves.
Title: Re: Best $0-$1 cards?
Post by: pingpongsam on August 31, 2012, 10:50:53 am
Anyone who has ever played a cursing game with me knows I do not fear the curse. People are so curse averse that their reactionary strategy is easy to identify and beat to pieces while taking curses the whole game. It is not rare for me to take all 10 curses and beat my opponent. Considering the psychological element of the card and how easy it is to leverage a win I'll have to vote Curse as my favorite $0 card.

There are games the Curse is to be avoided or at least evenly distributed but they are far fewer than most people surmise. The e-look on people's faces when you end the game by piling out duchies, curses and some other card (bonus points for Estates) while they have 4 of the Provinces and a clear path to the remainder is just priceless.
Title: Re: Best $0-$1 cards?
Post by: WheresMyElephant on August 31, 2012, 12:00:06 pm
I think Ruined Library is definitely better than ruined market in most situations. If you have actions it's just as if it wasn't there. Ruined Market might be really useful in rare situations, but these are even more rare if your deck is clogged with ruins.

I actually wouldn't rule out the possibility that even Ruined Village is better than Ruined Market. Peddlers and Conspirators and Draw to X engines may not be the norm, but neither are engine games where you would go this far for a buy and no others are available. (To say nothing of the argument that Ruins games are bad for engines in general.)


There are games the Curse is to be avoided or at least evenly distributed but they are far fewer than most people surmise. The e-look on people's faces when you end the game by piling out duchies, curses and some other card (bonus points for Estates) while they have 4 of the Provinces and a clear path to the remainder is just priceless.

Man, that is awfully close mathwise. 4 Provinces equals all the Duchy points in the game, and 10 Curses knocks out almost all the Estate points you can hope for. If your opponent is smart enough to grab a few other VP on the side (including late Duchies) you're a goner. (And if he has "a clear path to the rest" of the Provinces when you end the game, it really sounds like he misplayed the endgame and didn't foresee the possibility you would pile out. What happens if they're smarter?)
Title: Re: Best $0-$1 cards?
Post by: werothegreat on August 31, 2012, 01:09:54 pm
I've totally snuck Canadian dimes and quarters into coin rolls to give to the bank before.

Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...

http://grammarist.com/usage/sneaked-snuck/

I thought it was snuck too, but apparently that's new-fangled and wrong!

(Also, sorry for derailing the thread with money talks.)

I guess we're all so used to swim/swum and sing/sung.  We should extrapolate this and have tweak/twuck and cheat/chut.
Title: Re: Best $0-$1 cards?
Post by: Young Nick on August 31, 2012, 02:22:08 pm
I just want to second the idea to include base cards in the Qvist card lists. Silver, Gold, and Duchy would be especially interesting. How many $2's are worse than Estate?
Title: Re: Best $0-$1 cards?
Post by: Hockey Mask on August 31, 2012, 03:04:58 pm
I've totally snuck Canadian dimes and quarters into coin rolls to give to the bank before.

Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...

http://grammarist.com/usage/sneaked-snuck/

I thought it was snuck too, but apparently that's new-fangled and wrong!

(Also, sorry for derailing the thread with money talks.)

I guess we're all so used to swim/swum and sing/sung.  We should extrapolate this and have tweak/twuck and cheat/chut.
So what is the past-tense of "fickle"?
Title: Re: Best $0-$1 cards?
Post by: eHalcyon on August 31, 2012, 03:06:49 pm
I've totally snuck Canadian dimes and quarters into coin rolls to give to the bank before.

Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...

http://grammarist.com/usage/sneaked-snuck/

I thought it was snuck too, but apparently that's new-fangled and wrong!

(Also, sorry for derailing the thread with money talks.)

I guess we're all so used to swim/swum and sing/sung.  We should extrapolate this and have tweak/twuck and cheat/chut.
So what is the past-tense of "fickle"?

Fickle isn't a verb.
Title: Re: Best $0-$1 cards?
Post by: pingpongsam on August 31, 2012, 05:09:05 pm
What happens if they're smarter?)

The world may never know.  ;D
Title: Re: Best $0-$1 cards?
Post by: pingpongsam on September 10, 2012, 11:58:30 am
Anyone who has ever played a cursing game with me knows I do not fear the curse. People are so curse averse that their reactionary strategy is easy to identify and beat to pieces while taking curses the whole game. It is not rare for me to take all 10 curses and beat my opponent. Considering the psychological element of the card and how easy it is to leverage a win I'll have to vote Curse as my favorite $0 card.

There are games the Curse is to be avoided or at least evenly distributed but they are far fewer than most people surmise. The e-look on people's faces when you end the game by piling out duchies, curses and some other card (bonus points for Estates) while they have 4 of the Provinces and a clear path to the remainder is just priceless.

yum, curses...
http://dominion.isotropic.org/gamelog/201209/10/game-20120910-085643-c45c7c2b.html
Title: Re: Best $0-$1 cards?
Post by: rinkworks on September 10, 2012, 04:04:15 pm
Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...

http://grammarist.com/usage/sneaked-snuck/

I thought it was snuck too, but apparently that's new-fangled and wrong!

From that page:  "There is no basis for saying snuck is incorrect."
Title: Re: Best $0-$1 cards?
Post by: shMerker on September 10, 2012, 07:31:36 pm
Given that English classics like Jabberwocky and Hamlet contain words made up by their authors I'm pretty sure it's totally wispific to just say whatever and generally not worry too much that the dictionarists haven't caught up with your verbage yet. If you don't cite them then maybe one day they'll cite you.
Title: Re: Best $0-$1 cards?
Post by: aaron0013 on September 10, 2012, 11:06:47 pm
I've totally snuck Canadian dimes and quarters into coin rolls to give to the bank before.

Also, why is the internet not recognizing "snuck" as a word?  It's the past participle of "sneak"...

http://grammarist.com/usage/sneaked-snuck/

I thought it was snuck too, but apparently that's new-fangled and wrong!

(Also, sorry for derailing the thread with money talks.)

Sneak, sneaking, sneaked, have sneaked
Title: Re: Best $0-$1 cards?
Post by: Octo on September 11, 2012, 06:39:07 am
Just to heartlessly drag this wildly derailed topic back on track for a moment:

The fact that all the 0* are stacked at the top without exception highlights that comparing them with the 0s and 1s is pretty futile. It might be the right order, but we don't learn anything from that, which is the important bit. The order they appear in, yeah that's worth discussing perhaps, but not in the context of "are they better than curse?" which is pointless.

Also, the context of all these cards is completely different: Shelters, Ruins and Curses. The first you can't buy, you only ever have one and are designed to leave your deck, the others are actually punishments. Would I rather have X or Y? just isn't relevant when you don't have a choice with the Shelters.

Also - Copper? Did the other basic supply cards make it into the lists?
Title: Re: Best $0-$1 cards?
Post by: pingpongsam on September 11, 2012, 06:49:32 am
worth discussing perhaps, but not in the context of "are they better than curse?" which is pointless... ...are actually punishments.

If a card allows a psychological bent to the game wherein a player is focused on a strategy contingent on that card to the detriment of selecting a better strategy involving different cards on that same board then, from the other player's more enlightened perspective, that particular card holds a higher value than its price would reflect, especially in light of the fact that in this circumstance said player is interested in accumulating as many as possible which sure doesn't sound much like punishment to me.

Possibly a more relevant position to take from your vantage is that Curse cards are not actionable cards and generally require a card costing more than 0/1 in order to deliver therefore putting the curse cards themselves outside of the discussion. To that I would counter that many, many times I have used extra buys to drive out the curse pile to end a game. Therefore, the value of curse as an often overlooked $0 card is reentered into the discussion with a valid basis for consideration.

Quote
Also - Copper? Did the other basic supply cards make it into the lists?

What other basic supply cards costing $0/1 were omitted from the list?
Title: Re: Best $0-$1 cards?
Post by: Octo on September 11, 2012, 08:37:40 am
Quote
What other basic supply cards costing $0/1 were omitted from the list?
As in, was silver in the "best $3" list? Was Province in the $6 above category?

--

Regardless, Curses were designed as punishments, let's say that much. Yes, they can help you (eg taking a curse to use with ambassador) and we've all bought a curse or two to end the game, but to compare Followers with Curse in any meaningful way is, I still hold, pointless. Yes, you might want to take a curse over Followers to end the game, but for one thing you can't because it doesn't work like that - if you're taking a prize then you're not in your buy phase and so you cannot get a curse (yet), and vice versa, so the 'choice' at that moment is non-existent as taking a prize doesn't preclude taking a curse. Second the benefit you're placing on curses is not at all specific to them, it's true of all supply cards. Yes, Prizes are non-supply, but as mentioned non-supply cards are not mutually exclusive with your buy and so the proposed end-game choice does not exist. The comparisons just janky, and regardless of the minutiae of the discussion the net result in this case is still "yeah, on the whole Followers is better than Curse". Great.

Yes, some decisions are context sensitive and the're much nuance in Dominon, but that's not the point of these lists is it? These lists are to generalise and give a rough representation of which are thought be on-the-whole better than others. You may be in a situation where you want to take a Curse over a Province or something (I note that VP cards do not appear in these lists either, think about why), but are we going to start having a serious discussion about which card - Province or Curse - is generally, on-the-whole better and you'd rather have as a general rule of thumb?
Title: Re: Best $0-$1 cards?
Post by: pingpongsam on September 11, 2012, 08:41:40 am
So, you're not arguing with me you're arguing with the list of cards. Very well then, let us wait and see what rebuttals the list of cards has for you.
Title: Re: Best $0-$1 cards?
Post by: Octo on September 11, 2012, 11:27:23 am
....what?

To re-iterate: I'm questioning the value of creating/discussing such a list, given that there's a fair amount of apples being compared with oranges in it eg Non-supply to $0 cost supply. It might be interesting to discuss, but there's probably very little to be gained from actually ordering them in any sense. Also, given that the author of this list seems to be trying to create something to fit in with all the other Best Cards list, I'm questioning some of their inclusions in it eg Copper and Curse - seeing as no other basic supply cards have been included thus far, which would alter the $6+ category significantly. That's all. Which non-supply cards are best would be useful, which ruins are the most painful and which shelter should you ditch first etc. are all valuable in their own right, but in my opinion if you just push them all together it just confuses the findings.
Title: Re: Best $0-$1 cards?
Post by: rinkworks on September 12, 2012, 09:57:12 am
....what?

To re-iterate: I'm questioning the value of creating/discussing such a list, given that there's a fair amount of apples being compared with oranges in it eg Non-supply to $0 cost supply. It might be interesting to discuss, but there's probably very little to be gained from actually ordering them in any sense. Also, given that the author of this list seems to be trying to create something to fit in with all the other Best Cards list, I'm questioning some of their inclusions in it eg Copper and Curse - seeing as no other basic supply cards have been included thus far, which would alter the $6+ category significantly. That's all. Which non-supply cards are best would be useful, which ruins are the most painful and which shelter should you ditch first etc. are all valuable in their own right, but in my opinion if you just push them all together it just confuses the findings.

I think you're thinking my original post was intended to be more authoritative than it was.  Certainly my post was inspired by Qvist's lists, but I was just having fun, in the full knowledge that many of the comparisons are apples and oranges.

Insofar as Qvist's official lists go, my stance is:

* The next version of the lists should have Silver, Gold, and Platinum in them, because they do compete with the kingdom cards at their price levels and because it would be informative to do so without making the lists less informative than before.

* I have no opinion about whether the basic Victory cards should appear or not.  Although you can use the same justification for including them as I have for the basic Treasures, somehow they feel different, and I can't put my finger on why.

* Poor House should go on the $2 list, since that's where its competition is.  But Shelters should not.

* It would be entertaining and perhaps also informative to have a separate list ranking Ruins, Shelters, Copper, and Curse, even though such a list would serve a slightly different purpose than the other lists.  Why?  These are all cards you'd probably rather not have, so there's that common link.  Although you can't generally choose which of these you get, having an authoritative ranking would enhance our collective understanding of the game in general.  That is, it could help us put in perspective the relative penalties of Cache and Death Cart, weigh Cursing attacks against Looting attacks, help prioritize trashing junk cards, and so on.

* For the same reasons, a separate list of $0* cards would be nice, too.
Title: Re: Best $0-$1 cards?
Post by: Octo on September 12, 2012, 05:20:45 pm
Well, thanks for the detailed reply. :) I didn't think your list itself was intended to be authoritative, just that such a list was the end goal of the thread, but maybe I misjudged that.

Anyway, yeah, I pretty much agree with all you've said there, including not being sure about the basic VP cards' inclusion. They're weird, it's like, they work so differently, they're total dead weight until the end of the game at which point they're the only thing that counts, so that makes the comparisons ..... strained? It's weird though that including the non-basic ones seems fine.
Title: Re: Best $0-$1 cards?
Post by: mDuo13 on September 13, 2012, 06:25:53 pm
I'm not sure about general applicability, but I've seen Poor House be a great card... to target with Band of Misfits. Strange, that you'd spend $5 to get a card that imitates a $1, but the point of Band of Misfits is you can choose to make it a Poor House when that means getting $4 (or even $3), and make it something else when you have treasures in your hand.

As for situations where you want to actually buy the Poor House itself: pretty situational. My gut tells me it's probably better than Diadem on average. Then again, I haven't yet seen the (theoretical) situations where Poor House is actually a net loss of money.

I agree with Copper's placement on the list. Actually I agree with most of the list. There's obviously a humungous gap between "The Good" and "The Bad" but there are certainly times (more often than people think) where having plenty of Copper in your deck is a good thing.

Hovel is especially annoying on a few boards because it's a typeless card for almost anything that cares about card types (Ironworks, Ironmonger -- or, on the plus side, Tribute). Sooooo much worse than an Estate.
Title: Re: Best $0-$1 cards?
Post by: Robz888 on September 13, 2012, 07:13:11 pm
In my limited experience with Dark Ages (about 10 games), Poor House is a pretty good card. With either decent trashing, or Looting-Cursing madness, it begins quite powerful. Odd for a card to thrive in those typically opposite situations, but it does!
Title: Re: Best $0-$1 cards?
Post by: shraeye on September 13, 2012, 08:22:11 pm
Oh boy, I recently ordered Dark Ages!  I'm pretty excited to see for myself how some of these new cards play.  PoorHouse is one I'm particularly excited for.