Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: WanderingWinder on June 29, 2013, 08:04:30 pm

Title: WW's Power Rankings
Post by: WanderingWinder on June 29, 2013, 08:04:30 pm
This is a thread in which I am going to give a comprehensive ranking of all the kingdom cards in Dominion. I don't want this to be seen in any way as trying to degrade Qvist's rankings. Indeed, that is one of my favorite projects on this site. Yet I am still doing this - what's the difference? There are a few key differences: This is purely my own rankings, not composited with other people; this is purely for the 2-player version of the game; this includes all price points into a single comprehensive list; I'm only looking at pure random setups with all cards. I will also probably not have such detailed descriptions on each card. Anyway, on to the list!

Current List:

Code: [Select]
1.) Masquerade   [X]
2.) Ambassador   [X]
3.) Cultist   [X]
4.) Chapel   [X]
5.) Junk Dealer   [X]
6.) Mountebank   [X]
7.) Goons   [X]
8.) Upgrade   [X]
9.) Wharf   [X]
10.) Steward   [X]
11.) King's Court   [X]
12.) Counterfeit   [X]
13.) Remake   [X]
14.) Hermit   [X]
15.) Rebuild   [X]
16.) Margrave   [X]
17.) Tournament   [X]
18.) Ironmonger   [X]
19.) Hunting Party   [X]
20.) Forager   [X]
21.) Governor   [X]
22.) Fishing Village   [X]
23.) Witch   [X]
24.) Wandering Minstrel   [X]
25.) Butcher   [X]
26.) Bazaar   [X]
27.) Horn of Plenty   [X]
28.) Vineyard   [X]
29.) Jack of all Trades   [X]
30.) Border Village   [X]
31.) Stables   [X]
32.) Peddler   [X]
33.) Squire   [X]
34.) Fool's Gold   [X]
35.) Scrying Pool   [X]
36.) Swindler   [X]
37.) Menagerie   [X]
38.) Monument   [X]
39.) Knights   [X]
40.) Minion   [X]
41.) Torturer   [X]
42.) Highway   [X]
43.) Hamlet   [X]
44.) Native Village   [X]
45.) Grand Market   [X]
46.) Fairgrounds   [X]
47.) Marauder   [X]
48.) Courtyard   [X]
49.) Herald   [X]
50.) Young Witch   [X]
51.) Catacombs   [X]
52.) Altar   [X]
53.) Warehouse   [X]
54.) Quarry   [X]
55.) Council Room   [X]
56.) Baker   [X]
57.) Throne Room   [X]
58.) Plaza   [X]
59.) Familiar   [X]
60.) Soothsayer   [X]
61.) Pillage   [X]
62.) Militia   [X]
63.) Stonemason   [X]
64.) Sea Hag   [X]
65.) Ill-Gotten Gains   [X]
66.) Apothecary   [X]
67.) Hunting Grounds   [X]
68.) Smithy   [X]
69.) Envoy   [X]
70.) Crossroads   [X]
71.) Bridge   [X]
72.) Smugglers   [X]
73.) Candlestick Maker   [X]
74.) Vagrant   [X]
75.) Bandit Camp   [X]
76.) Watchtower   [X]
77.) Moat   [X]
78.) Apprentice   [X]
79.) Bishop   [X]
80.) Conspirator   [X]
81.) Village   [X]
82.) Urchin   [X]
83.) Worker's Village   [X]
84.) Silk Road   [X]
85.) Gardens   [X]
86.) Ironworks   [X]
87.) Laboratory   [X]
88.) Caravan   [X]
89.) Journeyman   [X]
90.) Count   [X]
91.) Spice Merchant   [X]
92.) Haggler   [X]
93.) Black Market   [X]
94.) Oracle   [X]
95.) Fortress   [X]
96.) Rabble   [X]
97.) Duke   [X]
98.) Cartographer   [X]
99.) Horse Traders   [X]
100.) Scavenger   [X]
101.) Possession   [X]
102.) Forge   [X]
103.) City   [X]
104.) Festival   [X]
105.) Market   [X]
106.) Mining Village   [X]
107.) Farming Village   [X]
108.) Walled Village   [X]
109.) Ghost Ship   [X]
110.) Tunnel   [X]
111.) Lighthouse   [X]
112.) Inn   [X]
113.) Tactician   [X]
114.) Venture   [X]
115.) Nobles   [X]
116.) Cutpurse   [X]
117.) Treasury   [X]
118.) Hoard   [X]
119.) Jester   [X]
120.) Storeroom   [X]
121.) Salvager   [X]
122.) Masterpiece   [X]
123.) Loan   [X]
124.) Oasis   [X]
125.) Baron   [X]
126.) Embassy   [X]
127.) Market Square   [X]
128.) Procession   [X]
129.) Vault   [X]
130.) Pawn   [X]
131.) Workshop   [X]
132.) Cellar   [X]
133.) Library   [X]
134.) Fortune Teller   [X]
135.) Farmland   [X]
136.) Shanty Town   [X]
137.) Band of Misfits   [X]
138.) Poor House   [X]
139.) Beggar   [X]
140.) Wishing Well   [X]
141.) Moneylender   [X]
142.) Duchess   [X]
143.) Doctor   [X]
144.) Embargo   [X]
145.) Develop   [X]
146.) Merchant Guild   [X]
147.) Mint   [X]
148.) Herbalist   [X]
149.) Woodcutter   [X]
150.) Harem   [X]
151.) Alchemist   [X]
152.) Lookout   [X]
153.) Merchant Ship   [X]
154.) Scheme   [X]
155.) Rats   [X]
156.) Golem   [X]
157.) Island   [X]
158.) Noble Brigand   [X]
159.) Pearl Diver   [X]
160.) Death Cart   [X]
161.) Explorer   [X]
162.) Graverobber   [X]
163.) Mystic   [X]
164.) Mandarin   [X]
165.) Contraband   [X]
166.) Secret Chamber   [X]
167.) Saboteur   [X]
168.) Chancellor   [X]
169.) Rogue   [X]
170.) Remodel   [X]
171.) Talisman   [X]
172.) Advisor   [X]
173.) University   [X]
174.) Bank   [X]
175.) Counting House   [X]
176.) Coppersmith   [X]
177.) Spy   [X]
178.) Tribute   [X]
179.) Taxman   [X]
180.) Nomad Camp   [X]
181.) Haven   [X]
182.) Cache   [X]
183.) Sage   [X]
184.) Expand   [X]
185.) Armory   [X]
186.) Feodum   [X]
187.) Trading Post   [X]
188.) Outpost   [X]
189.) Trader   [X]
190.) Trade Route   [X]
191.) Feast   [X]
192.) Great Hall   [X]
193.) Philosopher's Stone   [X]
194.) Royal Seal   [X]
195.) Treasure Map   [X]
196.) Bureaucrat   [X]
197.) Stash   [X]
198.) Navigator   [X]
199.) Thief   [X]
200.) Mine   [X]
201.) Harvest   [X]
202.) Pirate Ship   [X]
203.) Transmute   [X]
204.) Adventurer   [X]
205.) Scout   [X]

Previous List:
Code: [Select]
1. Masquerade
2. Ambassador
3. Steward
4. Rebuild
5. Mountebank
6. Chapel
7. Goons
8. Witch
9. Cultist
10. Wharf
11. Hunting Party
12. Junk Dealer
13. Margrave
14. King’s Court
15. Counterfeit
16. Upgrade
17. Vineyard
18. Jack of All Trades
19. Hermit
20. Torturer
21. Fishing Village
22. Forager
23. Ill-Gotten Gains
24. Fairgrounds
25. Tournament
26. Border Village
27. Young Witch
28. Wandering Minstrel
29. Ironmonger
30. Soothsayer
31. Monument
32. Sea Hag
33. Fool’s Gold
34. Menagerie
35. Stables
36. Governor
37. Minion
38. Remake
39. Swindler
40. Marauder
41. Ghost Ship
42. Journeyman
43. Haggler
44. Horn of Plenty
45. Laboratory
46. Familiar
47. Courtyard
48. Knights
49. Embassy
50. Militia
51. Duke
52. Tactician
53. Bazaar
54. Butcher
55. Cartographer
56. Highway
57. Scrying Pool
58. Peddler
59. Bandit Camp
60. Vault
61. Catacombs
62. Inn
63. Rabble
64. Baker
65. Conspirator
66. Grand Market
67. Altar
68. Silk Road
69. Worker’s Village
70. Lighthouse
71. Squire
72. Watchtower
73. Hamlet
74. Stonemason
75. Throne Room
76. Caravan
77. Warehouse
78. Apprentice
79. Festival
80. Plaza
81. Nobles
82. Herald
83. Gardens
84. Native Village
85. Hunting Grounds
86. Pillage
87. Crossroads
88. Ironworks
89. Hoard
90. Develop
91. Oracle
92. Library
93. Jester
94. Embargo
95. Spice Merchant
96. Baron
97. Apothecary
98. Smithy
99. Bridge
100. Village
101. Market
102. City
103. Council Room
104. Oasis
105. Venture
106. Moat
107. Masterpiece
108. Forge
109. Quarry
110. University
111. Wishing Well
112. Salvager
113. Treasury
114. Mystic
115. Fortress
116. Horse Traders
117. Scheme
118. Remodel
119. Cutpurse
120. Bishop
121. Envoy
122. Procession
123. Noble Brigand
124. Lookout
125. Farming Village
126. Tunnel
127. Smugglers
128. Shanty Town
129. Market Square
130. Candlestick Maker
131. Pawn
132. Armory
133. Beggar
134. Mining Village
135. Possession
136. Count
137. Golem
138. Scavenger
139. Walled Village
140. Moneylender
141. Bank
142. Advisor
143. Storeroom
144. Vagrant
145. Doctor
146. Trader
147. Urchin
148. Mint
149. Workshop
150. Island
151. Merchant Ship
152. Rogue
153. Outpost
154. Merchant Guild
155. Farmland
156. Loan
157. Woodcutter
158. Death Cart
159. Alchemist
160. Talisman
161. Graverobber
162. Coppersmith
163. Saboteur
164. Harem
165. Cellar
166. Fortune Teller
167. Counting House
168. Expand
169. Mandarin
170. Sage
171. Band of Misfits
172. Cache
173. Herbalist
174. Explorer
175. Black Market
176. Duchess
177. Nomad Camp
178. Bureaucrat
179. Feodum
180. Poor House
181. Haven
182. Contraband
183. Tribute
184. Spy
185. Stash
186. Taxman
187. Royal Seal
188. Trading Post
189. Chancellor
190. Trade Route
191. Great Hall
192. Pearl Diver
193. Rats
194. Treasure Map
195. Navigator
196. Secret Chamber
197. Pirate Ship
198. Thief
199. Mine
200. Feast
201. Philosopher’s Stone
202. Transmute
203. Harvest
204. Adventurer
205. Scout


Original List:
Code: [Select]
1. Ambassador
2. Rebuild
3. Mountebank
4. Masquerade
5. Wharf
6. Steward
7. King’s Court
8. Goons
9. Doctor
10. Chapel
11. Witch
12. Cultist
13. Jack of All Trades
14. Hunting Party
15. Junk Dealer
16. Margrave
17. Upgrade
18. Counterfeit
19. Torturer
20. Vineyard
21. Fishing Village
22. Stables
23. Governor
24. Ill-Gotten Gains
25. Grand Market
26. Border Village
27. Knights
28. Fairgrounds
29. Tournament
30. Hermit
31. Young Witch
32. Remake
33. Wandering Minstrel
34. Soothsayer
35. Laboratory
36. Ironmonger
37. Monument
38. Marauder
39. Sea Hag
40. Minion
41. Tactician
42. Ghost Ship
43. Journeyman
44. Haggler
45. Horn of Plenty
46. Squire
47. Watchtower
48. Hamlet
49. Scrying Pool
50. Altar
51. Familiar
52. Fool’s Gold
53. Stonemason
54. Swindler
55. Menagerie
56. Embassy
57. Militia
58. Duke
59. Masterpiece
60. Caravan
61. Apprentice
62. Bridge
63. Bazaar
64. Butcher
65. Cartographer
66. Highway
67. Bandit Camp
68. Vault
69. Catacombs
70. Courtyard
71. Inn
72. Rabble
73. Baker
74. Conspirator
75. Hoard
76. Silk Road
77. Worker’s Village
78. Throne Room
79. Candlestick Maker
80. Warehouse
81. Festival
82. Plaza
83. Nobles
84. Lighthouse
85. Native Village
86. Pillage
87. Crossroads
88. Ironworks
89. Develop
90. Oracle
91. Moat
92. Library
93. Jester
94. Embargo
95. Spice Merchant
96. Peddler
97. Baron
98. Herald
99. Apothecary
100. Smithy
101. Gardens
102. Scheme
103. Market
104. City
105. Council Room
106. Oasis
107. Venture
108. Forge
109. Hunting Grounds
110. Village
111. Quarry
112. University
113. Advisor
114. Wishing Well
115. Salvager
116. Fortress
117. Possession
118. Bank
119. Treasury
120. Mystic
121. Horse Traders
122. Remodel
123. Cutpurse
124. Envoy
125. Merchant Ship
126. Noble Brigand
127. Farming Village
128. Bishop
129. Tunnel
130. Shanty Town
131. Sage
132. Pawn
133. Armory
134. Count
135. Mining Village
136. Forager
137. Harem
138. Smugglers
139. Procession
140. Golem
141. Scavenger
142. Walled Village
143. Beggar
144. Merchant Guild
145. Lookout
146. Trader
147. Urchin
148. Workshop
149. Death Cart
150. Island
151. Market Square
152. Trading Post
153. Graverobber
154. Rogue
155. Outpost
156. Mint
157. Farmland
158. Loan
159. Woodcutter
160. Vagrant
161. Alchemist
162. Talisman
163. Storeroom
164. Coppersmith
165. Saboteur
166. Cellar
167. Herbalist
168. Fortune Teller
169. Counting House
170. Mandarin
171. Band of Misfits
172. Cache
173. Explorer
174. Black Market
175. Duchess
176. Nomad Camp
177. Bureaucrat
178. Feodum
179. Moneylender
180. Poor House
181. Haven
182. Contraband
183. Chancellor
184. Tribute
185. Spy
186. Great Hall
187. Pearl Diver
188. Rats
189. Trade Route
190. Treasure Map
191. Navigator
192. Stash
193. Taxman
194. Royal Seal
195. Expand
196. Secret Chamber
197. Philosopher’s Stone
198. Harvest
199. Pirate Ship
200. Thief
201. Mine
202. Transmute
203. Feast
204. Adventurer
205. Scout
Links to descriptions/Explanations: Part I (http://forum.dominionstrategy.com/index.php?topic=8693.msg263323#msg263323)
Part II (http://forum.dominionstrategy.com/index.php?topic=8693.msg263410#msg263410)
Part III (http://forum.dominionstrategy.com/index.php?topic=8693.msg264716#msg264716)
Part IV (http://forum.dominionstrategy.com/index.php?topic=8693.msg265448#msg265448)
Part V (http://forum.dominionstrategy.com/index.php?topic=8693.msg265762#msg265762)
Part VI (http://forum.dominionstrategy.com/index.php?topic=8693.msg266106#msg266106)
Part VII (http://forum.dominionstrategy.com/index.php?topic=8693.msg266324#msg266324)
Part VIII (http://forum.dominionstrategy.com/index.php?topic=8693.msg267193#msg267193)
Part IX (http://forum.dominionstrategy.com/index.php?topic=8693.msg269141#msg269141)
Part X (http://forum.dominionstrategy.com/index.php?topic=8693.msg270724#msg270724)
Part XI (http://forum.dominionstrategy.com/index.php?topic=8693.msg270976#msg270976)
Part XII (http://forum.dominionstrategy.com/index.php?topic=8693.msg271649#msg271649)
Part XIII (http://forum.dominionstrategy.com/index.php?topic=8693.msg274055#msg274055)
Part XIV (http://forum.dominionstrategy.com/index.php?topic=8693.msg276991#msg276991)
Part XV (http://forum.dominionstrategy.com/index.php?topic=8693.msg278865#msg278865)
Part XVI (http://forum.dominionstrategy.com/index.php?topic=8693.msg280253#msg280253)
Part XVII (http://forum.dominionstrategy.com/index.php?topic=8693.msg280839#msg280839)
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 29, 2013, 08:04:45 pm
Part 1: The Bottom

#205 Scout
Right away, we can see something important about how the list is made. The bottom card in the list, Scout, is really not nearly the one that would usually do the most harm to your deck, should you add it to the random deck. It's all about what does the least good. This is important, because with the exception of swindler (and in convoluted situations, ambassador and masquerade), you aren't going to be forced to have a card you don't want in your deck. So the worst a card can be is you don't buy it, and get something else instead. Ergo, the card gets measured about what it adds when you do want as well as how often it is better than the alternatives which are available. It's all about the opportunity cost.
Ok, Scout itself. It's here mostly because it is just almost never doing anything for you. Though nonterminal, the drawing ability is inconsistent, and in those decks where it would be good, you're usually better served having a silver. Even with Great Hall, Harem, and Nobles, the cards you would most associate with a Scout strategy, you're essentially never get to the situation where scout would make a significant improvement over the next available alternative. It also nombos with things like Crossroads, where your scout could have been another crossroads, and of course you can't on scout and crossroads to appear in the same hand together, and separate they can anti-synergize. So the only salvation is in the re-order effect, which helps apothecary, wishing well, and mystic, though it's still usually not worth the time. It's a passable card for Horn Of Plenty and Fairgrounds, and the most important interaction is scrying pool, where getting the few remaining green cards might be a significant portion of your deck, and it can set up the order for maximum SP draw. Even here, there's usually something better. But at least it's something.

#204 Adventurer
Again, opportunity cost. It draws 2 cards, which moat can do, but you do get the sometimes-a-benefit of they have to be treasure. This is actually often NOT a benefit, because you would like to draw actions. But most important, this costs $6. It would see some play at $5, where I think it would be reasonably weak but not awful. This is the one place where I would most seriously look if I'm going to point and say miscosted. On the plus side, it does give a *slight* advantage at some point over straight Big Money, and it can be draw if you are really desperate for it in an engine - maybe with Horn of Plenty or tunnel.

#203 Feast
Yup, maybe a surprise, but Feast is just terrible. The problem is, silver gets you to 5 almost as reliably, and is usually nice o have around in your deck later. The only things feast has going are a few interactions with $5 slog cards (even here, it's a clear edge but not a huge one) and King's Court/Throne Room interactions.

#202 Transmute
The problem here is that you need to invest a potion into it to get this. Gaining duchies is usually quite bad, because it requires you to spend lots of time and get rid of an action, which you probably would rather have (and rather play than transmute). Turning estates into gold is of course very nice. But gaining more transmutes is generally only good if transmute is really good already, or almost never. Its best uses are from missing more expensive potion-costers, where it helps you lose less, cleaning up after familiars, and gaining more of itself to feed vineyards. Occasionally you can even turn copper into more of these for scrying pool, but this is pretty rare. You will almost never buy potion just for this - the only alchemy card you can really say that about.

#201 Mine
Why is Mine down here? Well, it's reasonably useful, but usually it's a terminal copper for you right now, getting better treasures doesn't do tons for you, and it costs $5, which is really a big premium.

#200 Thief
This doesn't hit opponent's good treasure enough to justify that it costs 4, is terminal, and trashes their copper for them (which is usually a benefit). It has a real place, though, in stealing some specialty treasures, as well as not being terrible in slogs. It also stops opponents from building the thin-deck-which-then-uses-almost-purely-treasure-to-win, but that deck is really rare to start with.

#199 Pirate Ship
This is really close to Thief. I give PS a very slight edge, as it has more use in engines against Money decks, where the stealing wouldn't be useful but some virtual cash might be. Very often, it goes the other way, though.

#198 Harvest
This can usually be used as a terminal gold, which isn't the worst thing ever, but it does require some work, and most importantly it can't be used after drawing your whole deck, which really hurts engine potential. It also costs $5, at which you're most often going to be able to do better.

#197 Philosopher's Stone
The problem here is that it is really hard to get set up - yo need a big deck, but then you don't see your potion often to get stones, and you don't see your stones often to use them. Still, it's pretty good after familiar, and with Herbalist it makes a veritable power combo. But you'll hardly see it otherwise.

#196 Secret Chamber
The reaction defends against quite a lot of top-2-cards-of-deck attacks, and can soften the occasional other attack as well. But those don't come up all that often. And the main action part can be useful if you are overdrawing your deck, to make lots of money, but in these situations, there is usually some other, better way to lay down the hammer blow. Beyond this, the use is really limited - discarding one estate makes this no better than copper, two is no better than silver, and you quite rarely can do more than that.
Title: Re: WW's Power Rankings
Post by: Obi Wan Bonogi on June 29, 2013, 08:29:20 pm
Let the nitpicking begin! 

I think Pirate Ship > Harvest!
Title: Re: WW's Power Rankings
Post by: SirPeebles on June 29, 2013, 08:32:37 pm
I think                >                   !
Title: Re: WW's Power Rankings
Post by: Just a Rube on June 29, 2013, 09:05:53 pm
I think                >                   !
I disagree.
Title: Re: WW's Power Rankings
Post by: Fabian on June 29, 2013, 11:23:19 pm
I think                >                   !
I

nah
Title: Re: WW's Power Rankings
Post by: LastFootnote on June 30, 2013, 12:49:35 am
Great list so far, WanderingWinder. The cost-based lists are cool, but it's also a good exercise to rank the cards on one list, since cost is just one facet of a card's power.

I'm going to write some…counterpoints isn't really the right word. I play almost exclusively games with cards pulled from 2 expansions at a time, which I believe is how most of the playtesting was done. It's no more or less valid than pure random, but I believe it can offer some insight into why some cards are the way they are.

Scout: Scout sucks. I wish it didn't, but your analysis is pretty much spot-on, with one small omission. Scout's reordering can be useful anytime your deck has cantrips, which is pretty frequent. Great Hall's the obvious poster child since Scout can draw it into hand and then order the top of your deck to choose which card Great Hall will draw when you play it. This obviously doesn't make Scout worth buying on its own, but it's a factor in Scout's favor. Really, the upshot is that Scout is a high-skill card, but it's a very weak high-skill card. It has to have a lot of things in its favor to be worth buying, and even then you may never hit the $4 you need at the right stage in the game. Hell if you're paying $5 for it. Even in an all-Intrigue game it seems marginal. Oh, how I wish it gave +$1.

Adventurer: Adventurer is a bit of a paradox because at $6 it competes directly with Gold, yet it needs good Treasure (like Gold) to be viable. Looking through the suggested sets of 10 for the various rulebooks, Adventurer appears on boards where you either (A) have a way to get Gold (or a lot of Silver) without buying it or (B) have a healthy Treasure-based alternative to Gold at a different price point (e.g. Fool's Gold). Whether it's actually a good purchase on such boards is debatable, but I think that's the intent. Could it cost $5? Maybe. That might incentivize Big Money as much as Envoy, but maybe I'm completely wrong.

Feast: Sadly, this card doesn't really need to exist. It's not just that it's weak. It's that it almost never changes the strategy of any board it's on.

Transmute: OK, here's where my experience diverges. In a game with 4 or 5 Alchemy cards, Transmute tends to usually be a go-to card. First, you're buying the Potion anyway. Ideally, you're picking up a Transmute with an extra buy, but even if you're not, my experience tells me you want it early. Even if it means waiting on that second Apothecary, or whatever. Turning your Estates into Gold is great, but in an Alchemy game it's even more crucial for two reasons. Well, one reason, really: you tend to want to use all your buys on Actions. First because when a Potion hand comes up you want to spend that Potion rather than buying a Gold. Second because many Alchemy cards work better with more Actions in your deck. So you want a few Golds in your deck, but you don't want to buy them. Transmute to the rescue. In the endgame you're often turning some nice Actions into Duchies, and that's great too.

Mine: I've got a soft spot for Mine in my heart. I almost certainly overbuy it. I agree that it's one of the least powerful $5 cards, but if it's the only terminal out there, I'll buy it. If it's a Colony game, I'll buy it. If there's a discard attack on the board, I'll often buy it. I'm a bit surprised you ranked it below, say, Chancellor.

Thief and Pirate Ship: I don't think I have anything new or interesting to say about these two. They're better in 4-player games.

Harvest: It's less obvious than its Alchemy analogues, but just as Transmute is better when you already want a Potion for other reasons, Harvest is better when you already want variety for other reasons. If you're already building a deck around Menagerie, Horn of Plenty, or especially Fairgrounds, Harvest makes a very nice addition that will often pull $4. It's also a great card against deck muckers and cursers, like Fortune Teller, Young Witch, and Jester.

Philosopher's Stone: Like Transmute, Philosopher's Stone is way better in games with 4 or 5 Alchemy cards. "But wait," I hear you cry, "Philosopher's Stone is less useful in the kind of Action chain games that Alchemy is famous for!" Well, OK, yes. You're not going to buy Philosopher's Stones for your Scrying Pool deck or your Unstoppable Alchemist Stack™. But you are going to snap them up in a game with Familiar, Herbalist, University (without terminal draw), and even Golem. As with Transmute, the Potion is the biggest part of Philosopher's Stone's opportunity cost. Once you've got a Potion or two in your deck, Philosopher's Stones are often fantastic.

Secret Chamber: Secret Chamber isn't stellar, but it's a beast against Swindler. Normally I will only consider buying a Secret Chamber if I'm going to reliably have a very large hand size, but I am buying it more and more with only Swindler in its favor. It rarely disappoints. You can kind of see how it works with the rest of Intrigue, too. It combos with Scout: draw the Victory cards, then discard them for cash. If you're fighting Torturers, it at least lets you discard those Curses in hand for Coins. "Fun" Fact: unlike Adventurer, Secret Chamber gets zero love in the suggested sets of 10. It's in none of the suggested sets post-Intrigue and only one set in Intrigue itself.
Title: Re: WW's Power Rankings
Post by: jsh357 on June 30, 2013, 01:07:40 am
Mine: I've got a soft spot for Mine in my heart. I almost certainly overbuy it. I agree that it's one of the least powerful $5 cards, but if it's the only terminal out there, I'll buy it. If it's a Colony game, I'll buy it. If there's a discard attack on the board, I'll often buy it. I'm a bit surprised you ranked it below, say, Chancellor.

I would also rank Chancellor above these.  It's a $3 terminal Silver that can help with openings requiring some amount of luck (namely Familiar, but it can also help you to play trashers and such more often early on).  Combos strongly with Stash, Inn buys, and Herald overpay.  It's useful when you have already played your key cards during a shuffle.  I'm not saying it's a great card, but I'd certainly put it a tier above these. 

I think Pirate Ship is maybe the only card I'd bump higher here.  (I want to rank PStone higher but can't justify it)  Pirate Ship can perform well vs decks that rely solely on treasure.  Sadly, it's sort of a case of using it against opponents that don't know how to play against it. 

Incidentally and almost completely off topic, I played a hilarious game yesterday in which I sniped my opponent's treasure with PS to beat a Rebuild/BM strategy and won with the help of Explorer. 
http://dom.retrobox.eu/?/20130628/log.505c6645a2e6c78ad2ed5ad3.1372480204580.txt
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on June 30, 2013, 01:15:18 am
I wholeheartedly approve of this project, and so far mostly agree with the rankings. I think Harvest is even worse than you give it credit for, like below Feast. And I think Mine is better than you're ranking it. It's true that "getting better treasures doesn't do tons for you" a good deal of the time, but it does do something for you at least some of the time -- more often than Harvest. Mine gives +$1 now, and in a sense +$1 every subsequent shuffle (potentially something better with alternative treasures). If you're shuffling frequently, its value can add up.
Title: Re: WW's Power Rankings
Post by: Archetype on June 30, 2013, 01:58:48 am
yo need a big deck
Watch out, WW is going street on us.
Title: Re: WW's Power Rankings
Post by: Jimmmmm on June 30, 2013, 02:13:54 am
yo need a big deck
Watch out, WW is going street on us.

At least he got the deck part right this time.
Title: Re: WW's Power Rankings
Post by: Eevee on June 30, 2013, 02:33:46 am
Mine is less useful than chansellor? Really? I know, chansellor-stash, but you put philosopher's stone down there already despite philosopher's stone-herbalist.
Title: Re: WW's Power Rankings
Post by: Tables on June 30, 2013, 05:07:44 am
Mine is the card here that most surprises me. In Province games, I think it might be about right there. But it's a lot stronger in Colony games, which make up around 1/9 to 1/8 games including Mine.
Title: Re: WW's Power Rankings
Post by: WrathOfGlod on June 30, 2013, 06:36:43 am
I have to say that pirate ship is the card I  most disagree with in this ranking. On a deck with a strong engine but no other virtual money pirate ship can be a must buy as once you get your engine up you can pin the player relying on treasure cards while simultaneously getting up to 2 province buy potential.

It isn't a strong card, but I would guess on roughly 5-10% of the boards, pirate ship is a solid buy and in around half of those it is a must buy. That is far far higher than secret chamber or harvest and definitely superior to thief.
Title: Re: WW's Power Rankings
Post by: Jimmmmm on June 30, 2013, 08:07:37 am
Mine is better than Yours.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 08:16:45 am
Great list so far, WanderingWinder. The cost-based lists are cool, but it's also a good exercise to rank the cards on one list, since cost is just one facet of a card's power.

I'm going to write some…counterpoints isn't really the right word. I play almost exclusively games with cards pulled from 2 expansions at a time, which I believe is how most of the playtesting was done. It's no more or less valid than pure random, but I believe it can offer some insight into why some cards are the way they are.
I should probably add in as a difference that these rankings are for full random across all sets as well. But I still appreciate the insights, of course! And I agree that other ways of playing are perfectly valid - just not what my rankings are dealing with.

Quote
Scout: Scout sucks. I wish it didn't, but your analysis is pretty much spot-on, with one small omission. Scout's reordering can be useful anytime your deck has cantrips, which is pretty frequent. Great Hall's the obvious poster child since Scout can draw it into hand and then order the top of your deck to choose which card Great Hall will draw when you play it. This obviously doesn't make Scout worth buying on its own, but it's a factor in Scout's favor. Really, the upshot is that Scout is a high-skill card, but it's a very weak high-skill card. It has to have a lot of things in its favor to be worth buying, and even then you may never hit the $4 you need at the right stage in the game. Hell if you're paying $5 for it. Even in an all-Intrigue game it seems marginal. Oh, how I wish it gave +$1.
The issue is... like great hall is actually a huge nombo. If you draw one great hall, it's like a cantrip with a re-order effect, that is pretty good of course, but not great, but... great hall is also a bad card, and you are adding bad cards to play more bad cards, which you're going to have a hard time pulling off (your great hall density can't be all that high almost ever), this stops you from getting needed building going, and most of all, the scout could have been another great hall, unless the pile's empty, and most usually another great hall would be better. Ok, it's not a useless card, but even in situations where it's supposedly designed to be good, it is hard to set up correctly for an extremely marginal benefit. Some of that hardness is skill, yes, but some of it is also just structural.

Quote
Adventurer: Adventurer is a bit of a paradox because at $6 it competes directly with Gold, yet it needs good Treasure (like Gold) to be viable. Looking through the suggested sets of 10 for the various rulebooks, Adventurer appears on boards where you either (A) have a way to get Gold (or a lot of Silver) without buying it or (B) have a healthy Treasure-based alternative to Gold at a different price point (e.g. Fool's Gold). Whether it's actually a good purchase on such boards is debatable, but I think that's the intent. Could it cost $5? Maybe. That might incentivize Big Money as much as Envoy, but maybe I'm completely wrong.
Incentivizing BM as much as envoy is certainly no crime - BM-envoy is pretty weak, just not like, unplayable.

Quote
Feast: Sadly, this card doesn't really need to exist. It's not just that it's weak. It's that it almost never changes the strategy of any board it's on.
Yes, that is the point! There are some cards fairly low where, ok, maybe you get them reasonably often, but how much better are they than the alternatives? Some, yes, but very very little.

Quote
Transmute: OK, here's where my experience diverges. In a game with 4 or 5 Alchemy cards, Transmute tends to usually be a go-to card. First, you're buying the Potion anyway. Ideally, you're picking up a Transmute with an extra buy, but even if you're not, my experience tells me you want it early. Even if it means waiting on that second Apothecary, or whatever. Turning your Estates into Gold is great, but in an Alchemy game it's even more crucial for two reasons. Well, one reason, really: you tend to want to use all your buys on Actions. First because when a Potion hand comes up you want to spend that Potion rather than buying a Gold. Second because many Alchemy cards work better with more Actions in your deck. So you want a few Golds in your deck, but you don't want to buy them. Transmute to the rescue. In the endgame you're often turning some nice Actions into Duchies, and that's great too.
Yeah, I don't know. I mean, sure, it has its uses - everything does - but these to me also seem to be decks where okay, how badly do I really want gold anyway? Not very. And most any other form of gaining or remodeling or upgrading would be preferred, but okay, yeah, it's sometimes not available. Still, I think this deserves the low spot.

Quote
Mine: I've got a soft spot for Mine in my heart. I almost certainly overbuy it. I agree that it's one of the least powerful $5 cards, but if it's the only terminal out there, I'll buy it. If it's a Colony game, I'll buy it. If there's a discard attack on the board, I'll often buy it. I'm a bit surprised you ranked it below, say, Chancellor.
Colony games help it, sort of, because there is platinum, but on the other hand, they also make the game into one where you don't want to spend lots of time nursing and upgrading your treasure. Again, yeah, has its uses, but at 5, doesn't seem to be a gamebreaker almost ever, and I want my 5s to either do that, or be exceptional support cards.

Quote
Harvest: It's less obvious than its Alchemy analogues, but just as Transmute is better when you already want a Potion for other reasons, Harvest is better when you already want variety for other reasons. If you're already building a deck around Menagerie, Horn of Plenty, or especially Fairgrounds, Harvest makes a very nice addition that will often pull $4. It's also a great card against deck muckers and cursers, like Fortune Teller, Young Witch, and Jester.
Uh, hm. If I were re-doing this list (and I am always redoing the list), moving this down would be one of the first things to look at. Okay, it can pull 4. That's actually not a big deal. Especially when those other cards are present - I would just like more of them please. Again, not useless, but color me meh. And I don't think it's at all 'great' against those attacks, more like 'slightly better'.

Quote
Philosopher's Stone: Like Transmute, Philosopher's Stone is way better in games with 4 or 5 Alchemy cards. "But wait," I hear you cry, "Philosopher's Stone is less useful in the kind of Action chain games that Alchemy is famous for!" Well, OK, yes. You're not going to buy Philosopher's Stones for your Scrying Pool deck or your Unstoppable Alchemist Stack™. But you are going to snap them up in a game with Familiar, Herbalist, University (without terminal draw), and even Golem. As with Transmute, the Potion is the biggest part of Philosopher's Stone's opportunity cost. Once you've got a Potion or two in your deck, Philosopher's Stones are often fantastic.
I feel like this is more or less what I was saying? The issue here is probably that in laying with like 5 alchemy cards is really disproportionate, because there are only 13, you are going to see combos all the time.

Quote
Secret Chamber: Secret Chamber isn't stellar, but it's a beast against Swindler. Normally I will only consider buying a Secret Chamber if I'm going to reliably have a very large hand size, but I am buying it more and more with only Swindler in its favor. It rarely disappoints. You can kind of see how it works with the rest of Intrigue, too. It combos with Scout: draw the Victory cards, then discard them for cash. If you're fighting Torturers, it at least lets you discard those Curses in hand for Coins. "Fun" Fact: unlike Adventurer, Secret Chamber gets zero love in the suggested sets of 10. It's in none of the suggested sets post-Intrigue and only one set in Intrigue itself.
Yeah, again, uses, and specific interactions, but these don't save it from being a bad card. I mean, everything has uses.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 08:28:30 am
I have to say that pirate ship is the card I  most disagree with in this ranking. On a deck with a strong engine but no other virtual money pirate ship can be a must buy as once you get your engine up you can pin the player relying on treasure cards while simultaneously getting up to 2 province buy potential.

It isn't a strong card, but I would guess on roughly 5-10% of the boards, pirate ship is a solid buy and in around half of those it is a must buy. That is far far higher than secret chamber or harvest and definitely superior to thief.
I think you need to re-examine your math. Do you know how few cards give +buy without any virtual coin? Hamlet, Market Square, worker's village... So you have, Pirate Ship, and One of those, and the rest of your cards also don't provide virtual coin, and they make a strong engine. And otherwise, you aren't getting 2 provinces a turn. Actually, they are probably not getting so many treasures that you could really get 2 treasures a turn anyway. I mean, okay, it can be good if you already have zanily good engines where you are overdrawing your deck and are swimming in actions, but I have to tell you, not only is such a situation rare, but there are lots of other cards that would work in that situation as well. So it's like, Pirate Ship is good there, yes, but it's not so much the pirate ship that's good, it's the everything else which is good.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 09:03:30 am
Part II: The Still Quite Bad Cards

195.   Expand
Expand, a seven cost. Yeah, the problem is, this is so expensive for something that's not a great effect. Remodel is the obvious comparison. and remodel is a decent enough card, though not great, but what is the real use of remodel? The biggest thing is turning estates into engine components. It can also have some usefulness later on in upgrading cards which have outlived their own purposes, and it can turn gold into province or speed the end of the game. Expand does these things hardly better at all, and it costs a heck of a lot more. And it doesn't open up many new strategies either - using all 3 of its expanding powers just doesn't come up that often. It's often like a worse mine, or a worse taxman, or a worse graverobber, or a worse rebuild, or a worse altar, and it's more expensive than all these cards, to boot. The flexibility to do all those different things, but it doesn't save the card altogether.

194.   Royal Seal
Better than silver! But for 5, I want more. The ability to get an extra play out of purchases really doesn't do all that much for me - really, you have to use it a lot to justify not just buying those things in the first place, or want that ability and more silver than you have when hitting 5 already, and well, usually you'd rather have some building component. It also becomes pretty worthless toward the end of the game. Okay, it's not THAT terrible early, but it's just so rarely ooh the card I want. And it doesn't stack well.

193.   Taxman
Maybe I just don't understand the card. But the attack doesn't seem super reliable to me, especially when you for sure do that to yourself, just to mine you next turn? Eh, I find myself regretting when I get it, but maybe I just haven't found the uses yet...

192.   Stash
This has the huge combos with Chancellor and Scavenger, which are pretty impervious to junking attacks and really powerful. Beyond this, it is a little better than silver for BM, has interactions with wishing well and mystic, can make some cute plusses with things like native village or as defenses to attacks, but most of these are pretty inconsequential. Okay, it can be used to assuredly get that province once a shuffle, this is the big thing, particularly for heavy-junk games. But usually almost the same as silver for 5, which is not an exciting thing to do.

191.   Navigator
The problem is, it's terminal. Skipping cards is similar to Chancellor, but slower, more selective, and more expensive. Being able to put them back in an order can be nice, but there aren't actually all that many interactions for this, especially because it's terminal.

190.   Treasure Map
People complain that this is really luck-based, and it is somewhat, but the thing is, usually even a lucky collision isn't that good for it! Very often your four earl golds won't do that much as I am cruising ahead with an engine. Still, with some sifters or haven, it can be decent, and with T4B, it can be a big spring of value. Potentially.

189.   Trade Route
This card has issues. Biggest thing is that it trashes so badly. And the +buy isn't likely to matter until you can get it worth a lot. And how do you go for this exactly? The problem is, if you go for it, then you usually have to end up grabbing a green card to power it up, which only clogs you more, and then your opponent can just ride your coat-tails and pick one of these up with the benefits but not the work. Okay, so it's not an early-game card, but it's just not something that you can pick up that often late-game either.

188.   Rats
Replacing any other card with this. With the ability to cantrip, potentially dangerously, and having to pick an extra one of these junk-heaps up to get started... it's not worth it without help. That might be cursing (but usually I'd rather have another trasher). So ok, you need trash for benefit, but even there, you often would just get that other card. Surely, this can be a nice key little player with some trash for benefit cards, but often it does squat for you.

187.   Pearl Diver
Yeah, it can bring the bottom card to the top, making it not miss the reshuffle. Almost always useful, almost never very useful.

186.   Great Hall
The original VP chip, sort of. It's so much better than estate, because it doesn't junk your deck. Well, yeah, sort of. But another big reason you don't buy estate is because you need other stuff. So most often, you just get this really late, when it is only occasionally better than estate anyway. Okay, engines where you don't want more silver, hit 3, and don't have another cheap component to pick up. But this is pretty rare and fairly inconsequential. Honestly, I think this would be fairly balanced at 2, except that it obsoletes estate...

185.   Spy
Another card which usually improves your deck, just that the other card is most often better. And the attack isn't that great, on the whole. Although I have to say, it can be decent against money-based strategies, or anything which has to play a key card or only one of a couple as much as it can (but doesn't use an engine to do so). The strength of the attack is not so much giving them a bad card on top as skipping the good cards. Keep that in mind.

Title: Re: WW's Power Rankings
Post by: Eevee on June 30, 2013, 09:10:54 am
Chansellor: Started from the bottom now we're.. where!?
Title: Re: WW's Power Rankings
Post by: LastFootnote on June 30, 2013, 09:29:37 am
I should probably add in as a difference that these rankings are for full random across all sets as well. But I still appreciate the insights, of course! And I agree that other ways of playing are perfectly valid - just not what my rankings are dealing with.

I really appreciate you responding to my post, but it seems clear from your responses that you think I'm disagreeing with your rankings. Sorry for not being clear! I was aware your rankings were talking about full-random, 2-player games. You're saying these cards are bad, and I'm just saying, "Yeah, they're bad. Here's why some of them are bad!" It's just another perspective. That's why "counterpoint" wasn't the right word. Apologies if my tangent seemed like an argument!

Quote
Transmute: OK, here's where my experience diverges. In a game with 4 or 5 Alchemy cards, Transmute tends to usually be a go-to card. First, you're buying the Potion anyway. Ideally, you're picking up a Transmute with an extra buy, but even if you're not, my experience tells me you want it early. Even if it means waiting on that second Apothecary, or whatever. Turning your Estates into Gold is great, but in an Alchemy game it's even more crucial for two reasons. Well, one reason, really: you tend to want to use all your buys on Actions. First because when a Potion hand comes up you want to spend that Potion rather than buying a Gold. Second because many Alchemy cards work better with more Actions in your deck. So you want a few Golds in your deck, but you don't want to buy them. Transmute to the rescue. In the endgame you're often turning some nice Actions into Duchies, and that's great too.
Yeah, I don't know. I mean, sure, it has its uses - everything does - but these to me also seem to be decks where okay, how badly do I really want gold anyway? Not very. And most any other form of gaining or remodeling or upgrading would be preferred, but okay, yeah, it's sometimes not available. Still, I think this deserves the low spot.

Quote
Philosopher's Stone: Like Transmute, Philosopher's Stone is way better in games with 4 or 5 Alchemy cards. "But wait," I hear you cry, "Philosopher's Stone is less useful in the kind of Action chain games that Alchemy is famous for!" Well, OK, yes. You're not going to buy Philosopher's Stones for your Scrying Pool deck or your Unstoppable Alchemist Stack™. But you are going to snap them up in a game with Familiar, Herbalist, University (without terminal draw), and even Golem. As with Transmute, the Potion is the biggest part of Philosopher's Stone's opportunity cost. Once you've got a Potion or two in your deck, Philosopher's Stones are often fantastic.
I feel like this is more or less what I was saying? The issue here is probably that in laying with like 5 alchemy cards is really disproportionate, because there are only 13, you are going to see combos all the time.

I'm guessing if you played a bunch of Alchemy-heavy games, you'd change your tune about these two (in terms of how they play in Alchemy-heavy games, not where they appear on your power rankings).
Title: Re: WW's Power Rankings
Post by: werothegreat on June 30, 2013, 10:56:10 am
Disagreements so far:

Feast: Yes, Silver is better, but I don't always want Silver.  I just want to guarantee I get that Witch or Wharf or whatever next shuffle.  Maybe I'm doing a Scrying Pool engine and I want to ditch all my Treasures, not add to them.

Mine: Mine is a great card!  Yes, there are other cards that are more powerful than it, and it may just be a "terminal Copper", but the point is to get it early (your first $5, preferably) so it can be used often.  It's one of the lynchpins of the First Game engine, turning your Coppers into Golds for Remodel to turn into Provinces.

Pirate Ship: This can be underrated and overrated.  It doesn't need to be in a 4-player game, and there doesn't need to be +Buy.  Just get a couple of them, hit your opponent 4-5 times, and now you're buying a Province whenever it's in your hand.

Philosopher's Stone: This is great in sloggy games.  True, you won't see it or your Potion very often, but when you do, It can easily add a Province to your Gardens deck.

Taxman: You don't understand this card.

Trade Route: Trashing is nice at the beginning of the game, though admittedly Forager is essentially the better version of this.  Whether to buy an Estate or not becomes a strategic decision (which I find interesting), but even just being able to trash a little can help you out, and then it becomes a powerhouse later in the game.

Rats: You read my article on this, right?  The whole point of this card is for other things to trash it.  So yes, without cost- or type-caring TfBs in the kingdom, Rats is useless - but there will usually be some sort of cost- or type-caring TfB in the kingdom.  Is it worth the opportunity cost to buy a single Rats before buying your Bishop or Salvager or Apprentice?  YES.

Otherwise I'm agreeing with everything so far.
Title: Re: WW's Power Rankings
Post by: liopoil on June 30, 2013, 11:11:59 am
Question: How are you ranking these cards? I mean, are you ranking them by:

- how much the card will make a difference to either your overall strategy or the game when it's in the kingdom?
- how powerful the card is when it's in your hand (in games in which buying it is a good idea), as in, how much it will benefit your turn?
- how often buying the card is a good move?
- a combination of the second and third above?
- how much the card helps your deck when you buy it

(and of course, all of the above include "relative to the card's cost")

I ask because just saying "I'm ranking the cards by how "good" or "powerful" it is" can be vague. As an example, pearl diver is not powerful at all, but in a kingdom with no other 2 costs you will usually buy it when you have 2 coins. On the other hand, Outpost is a card that isn't good all that often, but in some engines can be crazy powerful. If you were to ask me "which card do you think is better, pearl diver or outpost?" I would have a hard time answering that without clarification.
Title: Re: WW's Power Rankings
Post by: heron on June 30, 2013, 11:16:49 am

Taxman: You don't understand this card.


Could you elaborate on this card? Although I've never played with it yet (or at least never bought it), it looks pretty useless.
It looks like a worse version of Mine to me.

Edit: Maybe should be a new thread?
Title: Re: WW's Power Rankings
Post by: Just a Rube on June 30, 2013, 11:38:33 am
I'm guessing if you played a bunch of Alchemy-heavy games, you'd change your tune about these two (in terms of how they play in Alchemy-heavy games, not where they appear on your power rankings).
You'd probably change your tune about Mine as well. It loves potions.
Title: Re: WW's Power Rankings
Post by: markusin on June 30, 2013, 11:40:28 am
#205 Scout
Right away, we can see something important about how the list is made. The bottom card in the list, Scout, is really not nearly the one that would usually do the most harm to your deck, should you add it to the random deck. It's all about what does the least good. This is important, because with the exception of swindler (and in convoluted situations, ambassador and masquerade), you aren't going to be forced to have a card you don't want in your deck. So the worst a card can be is you don't buy it, and get something else instead. Ergo, the card gets measured about what it adds when you do want as well as how often it is better than the alternatives which are available. It's all about the opportunity cost.

This detail about the rankings explains to me why Chancellor and Vagrant aren't in the bottom 20. Chancellor can be pretty unreliable, but the potential benefit of reshuffling your deck early is considerable. Vagrant is another cheap cantrip like Pearl Diver that you often just buy for the cantrip effect at 2$, but it has the potential to increase your hand size. I'm really starting to appreciate the benefits of increasing hand size, and Vagrant doesn't have the same opportunity cost as Scout.

I also agree with the sentiment that Treasure Map, even with early collision, is not enough to win games where powerful engines are available, or Colony games for that matter.

I'm curious to know how you rank the really high power defiance cards such as Counting House and Coppersmith, WanderingWinder.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 12:00:54 pm
I'm guessing if you played a bunch of Alchemy-heavy games, you'd change your tune about these two (in terms of how they play in Alchemy-heavy games, not where they appear on your power rankings).
Ah, well maybe we are just both misunderstanding - I am not talking about alchemy-heavy games there, still just going on the all-random!
Disagreements so far:

Feast: Yes, Silver is better, but I don't always want Silver.  I just want to guarantee I get that Witch or Wharf or whatever next shuffle.  Maybe I'm doing a Scrying Pool engine and I want to ditch all my Treasures, not add to them.
Well, sometimes you don't want silver, but you also need to not want any other 3 or 4 cost cards. And there really aren't many games where you don't want any 3 or 4 cost cards, *really* don't want silver, and are very focused on getting to $5 *one time*. Hey, it's not that they don't exist, but they're rare, and feast usually isn't *that* much of an upgrade even in these situations. Of course the card is a useful thing to have in your deck, but it rarely meets the opportunity cost.

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Mine: Mine is a great card!  Yes, there are other cards that are more powerful than it, and it may just be a "terminal Copper", but the point is to get it early (your first $5, preferably) so it can be used often.  It's one of the lynchpins of the First Game engine, turning your Coppers into Golds for Remodel to turn into Provinces.
I have no idea how Mine can be a 'great' card. Maybe your definition of 'great' is really loose, and most cards are 'great'. Getting it early, man, that's not my idea of a "I'm going to win this game" plan. Sure, sometimes it's the best move, but I can't recall ever having been like 'Sweet, I got 5, I can get my mine!' or paying $6+ for mine, which is something I will do with virtually every other 5-cost. As for it being a 'lynchpin' of the First Game engine... well, it's useful int hat engine, but I *really* don't think it's a lynchpin - and that is a board which could almost have been designed to show the card off. Again, has it's uses, but they can't all be the best card. Something has to be last.

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Pirate Ship: This can be underrated and overrated.  It doesn't need to be in a 4-player game, and there doesn't need to be +Buy.  Just get a couple of them, hit your opponent 4-5 times, and now you're buying a Province whenever it's in your hand.
Problem is, this consistently loses to Big Money *with no help*, which is supposed to be the strategy it's countering, right?

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Philosopher's Stone: This is great in sloggy games.  True, you won't see it or your Potion very often, but when you do, It can easily add a Province to your Gardens deck.
I disagree. It's great to *have* in sloggy games, sure. But you are now wasting a card on that potion, and probably one of your key early ones. And then you are buying a PStone, which saps more time. And then you get something which is worth a reasonably high amount of money. But every potion and P stone could have been, say, another gardens. If it's a slog mirror, you are putting yourself too far behind. If you are playing a non-mirror, poaching provinces is not really in the game plan anyway - your alt VP card should be worth at least almost as much as province, and your province helps them end the game on you. I mean, I have found some uses for it in mountebank games with nothing going on, but you sort of need ti to fall right, and it's still not the hugest of improvements.

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Taxman: You don't understand this card.
Care to enlighten me?

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Trade Route: Trashing is nice at the beginning of the game, though admittedly Forager is essentially the better version of this.  Whether to buy an Estate or not becomes a strategic decision (which I find interesting), but even just being able to trash a little can help you out, and then it becomes a powerhouse later in the game.
Trashing IS nice at the beginning of the game. Unfortunately this card doesn't do it for you. You are adding what is essentially a worthless card, so next shuffle you actually have MORE junk, the shuffle after you are only back to even, and the shuffle after that you finally see some thinning. And it's terminal. It's absolutely not worth it at 0. And trashing one, getting a buy and a couple of coins isn't really my idea of a powerhouse in the late game - the problem is, it usually has cost you a $5 in terms of opportunity, either because you bought it late when it was good (most often you are producing 5 most every hand by now) or you bought it early instead of something else which could have propelled you to $5 where this did not.

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Rats: You read my article on this, right?  The whole point of this card is for other things to trash it.  So yes, without cost- or type-caring TfBs in the kingdom, Rats is useless - but there will usually be some sort of cost- or type-caring TfB in the kingdom.  Is it worth the opportunity cost to buy a single Rats before buying your Bishop or Salvager or Apprentice?  YES.
I did read your article. Now, let's count the cards which Rats is potentially helped by: Remodel, Swindler, Saboteur, Upgrade, Salvager, Apprentice, Transmute, Watchtower, Bishop, Expand, Forge, Remake, Develop, Trader, Farmland, Procession, Graverobber, Rogue, Stonemason, Butcher, Governor. Okay, I didn't include things like Trade Route, where the card you get from trashing it might be a boon, but I included stuff like Rogue and transmute which probably shouldn't be in here, really. Anyway, there's 21 cards here, and given we have 9 kingdom spots left and there are 204 cards total... There's about a 63% chance that one of these cards will appear with Rats. Now if we take out a bunch of these which are sort of ridiculous includes, I think the actual list of cards that might make me want to go rats is more like, Vineyard, Scrying Pool, Remodel, Upgrade, Salvager,
Apprentice, Bishop, Forge, Develop, Trader, Butcher. Now, I think I'm being generous here, and this is 11 cards, but let's fudge and say there are 15. This would get you to a 50-50 shot of having one. But the problem is, I usually STILL would rather do something else. I dunno, you're probably right in that I am under-rating these guys, but I stick by them being pretty bad.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 12:06:47 pm
Question: How are you ranking these cards? I mean, are you ranking them by:

- how much the card will make a difference to either your overall strategy or the game when it's in the kingdom?
- how powerful the card is when it's in your hand (in games in which buying it is a good idea), as in, how much it will benefit your turn?
- how often buying the card is a good move?
- a combination of the second and third above?
- how much the card helps your deck when you buy it

(and of course, all of the above include "relative to the card's cost")

I ask because just saying "I'm ranking the cards by how "good" or "powerful" it is" can be vague. As an example, pearl diver is not powerful at all, but in a kingdom with no other 2 costs you will usually buy it when you have 2 coins. On the other hand, Outpost is a card that isn't good all that often, but in some engines can be crazy powerful. If you were to ask me "which card do you think is better, pearl diver or outpost?" I would have a hard time answering that without clarification.
I'm ranking them based on what is best, yes it's vague. But to try to explain, it's a combination of 'How often do I want this card over the alternatives' and 'When I do get it, how much better am I for having gotten it than the alternative?" with a little bit of "How does this change how I play even if nobody buys it maybe" (e.g. Noble Brigand really dissuades Silver/Gold strategies, Young Witch makes you get banes you otherwise wouldn't, etc.)

So I guess I would say "How much more likely am I to win by getting this card compared to the best alternative, averaged over all possible kingdoms". Now that might be a little confusing, because you don't count it as extra negative when it's not the best alternative - it just gets a 0 above baseline in those cases.

I hope this makes things clearer, but I fear that it does not.
Title: Re: WW's Power Rankings
Post by: Drab Emordnilap on June 30, 2013, 12:14:03 pm
Okay, so here's the thing with Taxman. A lot of times, the upgraded treasure going on top of your deck is actually better for you than it going into your current hand, because your current hand has already been weakened by the fact that it had a Taxman instead of, say, a Silver. So the topdecking isn't as detrimental as it seems.

The other half of it is the attack, and that's what makes it strong. Cutpurse is a strong attack early (Equal to or greater than Militia), and later on, when you're less likely to hit their Copper, you have a chance of destroying a turn if you hit Silver. Taxman isn't any good in engine games, but if your opponent's economy needs treasure, it's great.
Title: Re: WW's Power Rankings
Post by: LastFootnote on June 30, 2013, 01:07:57 pm
Ah, well maybe we are just both misunderstanding - I am not talking about alchemy-heavy games there, still just going on the all-random!

Hmm, perhaps. I thought this quote was addressing high-Alchemy boards and saying that you still don't want P. Stone because of Scrying Pool, etc.:

I feel like this is more or less what I was saying? The issue here is probably that in laying with like 5 alchemy cards is really disproportionate, because there are only 13, you are going to see combos all the time.

Apologies if I misunderstood.
Title: Re: WW's Power Rankings
Post by: WrathOfGlod on June 30, 2013, 03:35:29 pm
I have to say that pirate ship is the card I  most disagree with in this ranking. On a deck with a strong engine but no other virtual money pirate ship can be a must buy as once you get your engine up you can pin the player relying on treasure cards while simultaneously getting up to 2 province buy potential.

It isn't a strong card, but I would guess on roughly 5-10% of the boards, pirate ship is a solid buy and in around half of those it is a must buy. That is far far higher than secret chamber or harvest and definitely superior to thief.
I think you need to re-examine your math. Do you know how few cards give +buy without any virtual coin? Hamlet, Market Square, worker's village... So you have, Pirate Ship, and One of those, and the rest of your cards also don't provide virtual coin, and they make a strong engine. And otherwise, you aren't getting 2 provinces a turn. Actually, they are probably not getting so many treasures that you could really get 2 treasures a turn anyway. I mean, okay, it can be good if you already have zanily good engines where you are overdrawing your deck and are swimming in actions, but I have to tell you, not only is such a situation rare, but there are lots of other cards that would work in that situation as well. So it's like, Pirate Ship is good there, yes, but it's not so much the pirate ship that's good, it's the everything else which is good.

There exist a not insignificant fraction of boards where you can draw your whole deck and play 3-4 pirate ships a turn after around 12 turns but the +coin is not strong enough to compete with bm otherwise (ie +coin is something like bazaar or treasury). I would guess that pirate ship can crush any money based strategy on those boards even without +buy because it can force a pin well before the 50% VP point. I should clarify that I think pirate ship is virtually never an early buy, instead it has value when bought reactively once the engine has been completed if your opponent has been going for bm.
Title: Re: WW's Power Rankings
Post by: LastFootnote on June 30, 2013, 03:43:20 pm
Do you know how few cards give +buy without any virtual coin? Hamlet, Market Square, worker's village...

...Council Room, sometimes Pawn, Wharf, Tactician, Margrave, arguably Candlestick Maker, Sir Martin...

That might be it. Did I miss any?
Title: Re: WW's Power Rankings
Post by: SirPeebles on June 30, 2013, 03:45:51 pm
Counterfeit and Contraband give +buy without virtual coin...
Title: Re: WW's Power Rankings
Post by: michaeljb on June 30, 2013, 03:58:28 pm
Counterfeit and Contraband give +buy without virtual coin...

Although technically, the coin Market gives you is just as real as the coin Copper gives you. I guess that means my point is just that "virtual coin" is kind of meaningless.

edit: or that the "virtual" really just means "from an Action" instead of "not quite real"
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 04:02:55 pm
I have to say that pirate ship is the card I  most disagree with in this ranking. On a deck with a strong engine but no other virtual money pirate ship can be a must buy as once you get your engine up you can pin the player relying on treasure cards while simultaneously getting up to 2 province buy potential.

It isn't a strong card, but I would guess on roughly 5-10% of the boards, pirate ship is a solid buy and in around half of those it is a must buy. That is far far higher than secret chamber or harvest and definitely superior to thief.
I think you need to re-examine your math. Do you know how few cards give +buy without any virtual coin? Hamlet, Market Square, worker's village... So you have, Pirate Ship, and One of those, and the rest of your cards also don't provide virtual coin, and they make a strong engine. And otherwise, you aren't getting 2 provinces a turn. Actually, they are probably not getting so many treasures that you could really get 2 treasures a turn anyway. I mean, okay, it can be good if you already have zanily good engines where you are overdrawing your deck and are swimming in actions, but I have to tell you, not only is such a situation rare, but there are lots of other cards that would work in that situation as well. So it's like, Pirate Ship is good there, yes, but it's not so much the pirate ship that's good, it's the everything else which is good.

There exist a not insignificant fraction of boards where you can draw your whole deck and play 3-4 pirate ships a turn after around 12 turns but the +coin is not strong enough to compete with bm otherwise (ie +coin is something like bazaar or treasury). I would guess that pirate ship can crush any money based strategy on those boards even without +buy because it can force a pin well before the 50% VP point. I should clarify that I think pirate ship is virtually never an early buy, instead it has value when bought reactively once the engine has been completed if your opponent has been going for bm.
I find it very very hard to imagine a board where I can consistently draw my deck with the ability to have 3-4 extra actions per turn AND time to buy 3-4 extra cards which aren't actually help my engine draw AND the ability to draw this essentially dead cards with the rest of my engine consistently by turn 12(!), ESPECIALLY on a board where I would ever ever consider Big Money even if there weren't Pirate Ships. Actually, I would guess you can't even design such a kingdom if you're trying. But even beyond this, I think you're overestimating the ability of PS to pin the opponent. In a mythical kingdom like the one you're describing, the opponent can probably set up the engine and then buy one to two treasures. It's going to be really hard to consistently hit only one or two from a sea of actions and green cards, and even if you can, there is enough virtual coin to just replace them the next turn.

This *kind* of thing is the place where PS might be useful. But more, it's where the engine isn't so powerful but the opponent might want to go for a slog, say.
Title: Re: WW's Power Rankings
Post by: Robz888 on June 30, 2013, 04:15:24 pm
Very cool that you are doing this!

I think you and I tend to agree on relative strengths of cards, so I'm not surprised that I mostly agree entirely with you so far. Put me in the camp of people who also find Taxman to be incredibly, incredibly weak, so I'm gad you put it where you did. Of course, that's one card that is so new, we could be wrong, but so far I don't think so.

Yeah, Scout and Adventurer. It's Scout and Adventurer, isn't it? I would actually give the nod to Adventurer, but maybe not. You're right: Adventurer is so bad because it COULD be fixed, it's like the one card for which this is true: It should just cost $5, and be a bad $5, although not the worst $5, probably not worse than Harvest.

Scout, though, just can't be fixed. It's bad at any price point.*

*Actually, it would be really nice for free, or gained for free like Duchess.
Title: Re: WW's Power Rankings
Post by: brokoli on June 30, 2013, 04:27:00 pm
I like to read advices from advanced opponents, but these ranking lists start to bore me a little. Everything is debatable I think. And well, I don't agree that much with this list. And I especially think Harvest is the new most underrated card of the world (well, sometimes it's fortune teller, it depends on the context), and if I'm only a 5500 player, I have the nerve to think I understand this card more than many more experienced people.
Also feast is maybe not a game-changer, but is interesting with Duke. I like it because every card doesn't need to be game-changing.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on June 30, 2013, 04:34:01 pm
Taxman is a lot weaker that I thought it was when I first read it. It would be really strong if you didn't have to gain the treasure, but as is, it can't actually make your deck any smaller. Still, it's an attack that slows down the game, and while doing so somewhat improves the quality of your deck, so there's some value in that. You can potentially slowly build a big drawing engine that hangs on to all the Silver/Gold and keep the attack working all game. It may not be spectacular, but it can't be that much worse than Bureaucrat as your list seems to suggest.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 05:07:07 pm
I like to read advices from advanced opponents, but these ranking lists start to bore me a little. Everything is debatable I think. And well, I don't agree that much with this list. And I especially think Harvest is the new most underrated card of the world (well, sometimes it's fortune teller, it depends on the context), and if I'm only a 5500 player, I have the nerve to think I understand this card more than many more experienced people.
Also feast is maybe not a game-changer, but is interesting with Duke. I like it because every card doesn't need to be game-changing.
You know, that is all fine. You could just ignore the thread if you don't like it. But the point is not to give lists as if from on high of 'this is how it is, and this is how it shall be'. The point is to spur discussion. So like, you think Harvest is underrated - this is exactly the kind of thing I like to see talked about. Why do you think so? What is it that I am missing about the card. And we can do interesting comparisons.

For instance, we can compare Harvest to Navigator. Navigator always makes 2, Harvest makes 1-4 (usually 2-4, probably most often 3 followed by 4 followed by 2, 3 being about average). Navigator looks at one more card than Harvest. Navigator lets you keep the cards on top of your deck if you want. Navigator lets you re-order the cards if you keep them. Navigator costs less. Harvest can be sapped at no money if you draw all of your deck, whereas Navigator can't. So almost the only thing for Harvest here is that it tends to make more money. Okay, that is one of the most significant factors here, obviously. But I also think the cost is really big, as Harvest has a lot more to compete with at $5 than Navigator does at $4. So it seems to me that Navigator is pretty clearly better than Harvest.

Little analyses like ^that^ are some of my favorite things to do.

And you are right, Feast is pretty good with Duke. Basically every card does get its time to shine, and that's one of the great things about the game.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on June 30, 2013, 05:12:42 pm
Taxman is a lot weaker that I thought it was when I first read it. It would be really strong if you didn't have to gain the treasure, but as is, it can't actually make your deck any smaller. Still, it's an attack that slows down the game, and while doing so somewhat improves the quality of your deck, so there's some value in that. You can potentially slowly build a big drawing engine that hangs on to all the Silver/Gold and keep the attack working all game. It may not be spectacular, but it can't be that much worse than Bureaucrat as your list seems to suggest.

Yeah, the Bureaucrat comparison is a really interesting one. The attacks - both effectively take the opponent down to a 4 card hand when successful, Taxman now, Bureaucrat on the next turn. Taxman actually makes them discard, but B-crat anti-cycles. Of course, one will hit more often. B-crat can occasionally multi-hit, but Taxman can't hit anyone below a 5-card hand. Overall, I think this is really close, but a slight edge to taxman.
Okay, then there is the mine vs silver gain aspect. If you are going copper->silver, Bureaucrat is usually better, I think. Yes, the copper isn't in your deck anymore, but you are hardly playing the card for that purpose, and you don't have to cutpurse yourself right now. Other flexibility helps Taxman, but... well the thing is, overall, I think I would rather gain silver than mine, on a terminal at least. Why? Well, the mining effect just isn't something that has a deck type it seems all that suited for. Bureaucrat's silver flood at least has a niche of doing well in slogs. Because of this archetypal home, I like Bureaucrat as a clear advantage overall, but of course the gap *isn't* that big.
Title: Re: WW's Power Rankings
Post by: florrat on June 30, 2013, 05:33:34 pm
Very nice idea to make such a list. Looking forward to all explanations and corresponding discussions!

To keep things organized, maybe there should be one topic with WW's analysis and explanations, and one topic for discussions? Or something like that... Otherwise WW's explanations will be all scattered on pages 1-25 if the list is completed. Or maybe add a link from the first post of this thread to the corresponding card explanations?

Just an idea, feel free to ignore.
Title: Re: WW's Power Rankings
Post by: Titandrake on June 30, 2013, 06:18:49 pm
Here's something that might help in understanding Taxman better.

Pretend it's Noble Brigand. Buy it when you would buy Noble Brigand, and see what happens.

I'm saying this partly because I want my Guilds predictions to come true (of which I'm about 50/50 on right now.) The power of one Taxman is going to be very weak. But, if you buy a lot of Taxmen, such that you're playing one every turn, it gets more interesting. Think of it this way: if you Taxman a Silver every turn, you're both gaining Gold and hitting your opponent with -$2 fairly often, if the board isn't very strong. Now obviously you can't guarantee a hit every turn, but it's not as difficult as it sounds.

See: http://dom.retrobox.eu/?/20130630/log.50612f220cf2d91d287a93b8.1372623180446.txt

I don't see anything particularly interesting about this kingdom, so I try Taxman-BM. I upgrade some Coppers early on, then get some good Silver hits. Taxman topdeck + Mandarin buys help me get good hands, and I manage to get through.

Again, I'm not sure how strong this is. Taxman is pretty much a dead card in late game. But Noble Brigand is a Copper in late game, and that doesn't stop it from being nice in the right games.
Title: Re: WW's Power Rankings
Post by: Schneau on June 30, 2013, 06:28:26 pm
One note about Feast: Yes, you can usually buy a Silver to get to $5. But, on that turn, if you had a Feast instead, you could still get the $5 card and have $3 to spend on something else -- if that something else is a Silver, you're in the exact same position as if you had bought Silver, but if you would prefer a Village over a Silver, then you are better off. Of course, you wouldn't want to do this if your other buy is a terminal, but it might be better than Silver/Silver for some engines.
Title: Re: WW's Power Rankings
Post by: dondon151 on June 30, 2013, 06:55:57 pm
Why is Expand so low?
Title: Re: WW's Power Rankings
Post by: Eevee on June 30, 2013, 07:04:28 pm
Why is Expand so low?
195.   Expand
Expand, a seven cost. Yeah, the problem is, this is so expensive for something that's not a great effect. Remodel is the obvious comparison. and remodel is a decent enough card, though not great, but what is the real use of remodel? The biggest thing is turning estates into engine components. It can also have some usefulness later on in upgrading cards which have outlived their own purposes, and it can turn gold into province or speed the end of the game. Expand does these things hardly better at all, and it costs a heck of a lot more. And it doesn't open up many new strategies either - using all 3 of its expanding powers just doesn't come up that often. It's often like a worse mine, or a worse taxman, or a worse graverobber, or a worse rebuild, or a worse altar, and it's more expensive than all these cards, to boot. The flexibility to do all those different things, but it doesn't save the card altogether.
Title: Re: WW's Power Rankings
Post by: dondon151 on June 30, 2013, 07:07:05 pm
I'm sorry, I wasn't really asking why Expand is so low; it was more of an "I disagree so I'm going to ask a question that implies that I disagree" kind of thing. Whoops.
Title: Re: WW's Power Rankings
Post by: Powerman on June 30, 2013, 07:08:32 pm
Very very good listing and reasoning!  A few nitpicks though:

Scout > Adventurer :  Opportunity cost
Feast > Transmute : Again, opportunity cost difference is just too high
Mine > Thief : Much more utility, at least is a card that is good (albeit with more competition), but with 5 you would almost certainly prefer a Mine to a Thief.
Royal Seal should be switched with Stash.  The acceleration of an early RS is much more power than the placement of Stash.  Stash needs 3-4 minimum to be at all effective, one RS can help a budding engine.
Title: Re: WW's Power Rankings
Post by: Tables on June 30, 2013, 07:11:15 pm
I'm sorry, I wasn't really asking why Expand is so low; it was more of an "I disagree so I'm going to ask a question that implies that I disagree" kind of thing. Whoops.

Maybe expound on why you disagree? What makes it a better card, in your view, than what WW said,?
Title: Re: WW's Power Rankings
Post by: AJD on June 30, 2013, 07:16:48 pm
I'm sorry, I wasn't really asking why Expand is so low; it was more of an "I disagree so I'm going to ask a question that implies that I disagree" kind of thing. Whoops.

Maybe expound on why you disagree? What makes it a better card, in your view, than what WW said,?

Yes, please expend the energy to expound on Expand.
Title: Re: WW's Power Rankings
Post by: SirPeebles on June 30, 2013, 07:18:57 pm
I'm sorry, I wasn't really asking why Expand is so low; it was more of an "I disagree so I'm going to ask a question that implies that I disagree" kind of thing. Whoops.

Maybe expound on why you disagree? What makes it a better card, in your view, than what WW said,?

Yes, please expend the energy to expound on Expand.

He'll be an ex-pundit in no time.
Title: Re: WW's Power Rankings
Post by: Tables on June 30, 2013, 07:22:20 pm
I'm sorry, I wasn't really asking why Expand is so low; it was more of an "I disagree so I'm going to ask a question that implies that I disagree" kind of thing. Whoops.

Maybe expound on why you disagree? What makes it a better card, in your view, than what WW said,?

Yes, please expend the energy to expound on Expand.

An exactly excellent explanantion.
Title: Re: WW's Power Rankings
Post by: dondon151 on June 30, 2013, 07:24:54 pm
Maybe expound on why you disagree? What makes it a better card, in your view, than what WW said,?

Honestly, if you replaced about half of the negative adjectives in WW's reasoning with positive ones, that would quite adequately explain why I disagree... Of course it's a worse (Remodel variant) that costs a lot, but that doesn't stop me from wanting to use it when it's good, and it's good far more often than its company in the bottom part of the power rankings.
Title: Re: WW's Power Rankings
Post by: brokoli on June 30, 2013, 08:07:37 pm
For instance, we can compare Harvest to Navigator. Navigator always makes 2, Harvest makes 1-4 (usually 2-4, probably most often 3 followed by 4 followed by 2, 3 being about average). Navigator looks at one more card than Harvest. Navigator lets you keep the cards on top of your deck if you want. Navigator lets you re-order the cards if you keep them. Navigator costs less. Harvest can be sapped at no money if you draw all of your deck, whereas Navigator can't. So almost the only thing for Harvest here is that it tends to make more money. Okay, that is one of the most significant factors here, obviously. But I also think the cost is really big, as Harvest has a lot more to compete with at $5 than Navigator does at $4. So it seems to me that Navigator is pretty clearly better than Harvest.

Little analyses like ^that^ are some of my favorite things to do.
Harvest and navigator is an interesting comparison.
Harvest gives $3, often $4 (and $4 is a lot of money). It discard cards which is good unless you don't want to trigger a reshuffle. The discarding effect can be useful in decks with sifters, or things like courtyard, mandarin or opponen'ts ghost ship. So yeah, in this case the discarding effect is a little bit like navigator. But often, navigator is simply a waste of time because it simply doesn't provides enought money, and can't really help to get a province. It compares to silver which is cheaper. Harvest compares to gold, which is more expensive. Harvest gives like $3,5 and with 4 other cards in hand (a good average money density) you are likely to have at least $8.

I see Harvest as a money provider, and while there are a lot of good $5 for drawing or attacking, there are not so many money-providers. And when you need one, Harvest is great at this task, and IMO generally better than say, Royal Seal, Merchant Ship, Mandarin, Stash...
Title: Re: WW's Power Rankings
Post by: Schneau on June 30, 2013, 08:45:45 pm
I'm ranking them based on what is best, yes it's vague. But to try to explain, it's a combination of 'How often do I want this card over the alternatives' and 'When I do get it, how much better am I for having gotten it than the alternative?" with a little bit of "How does this change how I play even if nobody buys it maybe" (e.g. Noble Brigand really dissuades Silver/Gold strategies, Young Witch makes you get banes you otherwise wouldn't, etc.)

So I guess I would say "How much more likely am I to win by getting this card compared to the best alternative, averaged over all possible kingdoms". Now that might be a little confusing, because you don't count it as extra negative when it's not the best alternative - it just gets a 0 above baseline in those cases.

I hope this makes things clearer, but I fear that it does not.

This reminds me of the baseball sabermetrics idea of "Wins Above Replacement (http://en.wikipedia.org/wiki/Wins_Above_Replacement)". I wonder if it would be possible to do something similar for Dominion in a statistical way?
Title: Re: WW's Power Rankings
Post by: Powerman on June 30, 2013, 08:49:24 pm

Harvest gives $3, often $4 (and $4 is a lot of money).

I very rarely get $4 from Harvest.  I'd say it's like:
$1 : 5%
$2 : 25%
$3 : 50%
$4 : 20%

Or something like that.  And on average, discarding 4 cards from your deck does not help or hurt you. 
Title: Re: WW's Power Rankings
Post by: Obi Wan Bonogi on June 30, 2013, 09:58:51 pm
I think the amount of times I've received a $4 from Harvest is about equal to the number of times I've had it in my hand when I've drawn my entire deck and said "I'm never buying this card again."
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on June 30, 2013, 10:36:54 pm
The tough thing about ranking Expand is dealing with the price. $7 is a really rough price-point in Province games, so that hurts a lot. I remember when the "win rate given turn purchased" graphs existed on councilroom.com, the value was below 0.8 regardless of turn number for Expand, since usually just the fact that you hit $7 is bad. But I think there are definitely a reasonable number of situations in which Expand is really, really good. In Colony games, where the competition from Province isn't so strong at the $8 price-point, it's good more often than it's bad, I'd say.
Title: Re: WW's Power Rankings
Post by: rrenaud on July 01, 2013, 12:58:59 am
This reminds me of the baseball sabermetrics idea of "Wins Above Replacement (http://en.wikipedia.org/wiki/Wins_Above_Replacement)". I wonder if it would be possible to do something similar for Dominion in a statistical way?

Get some expert equally skilled players.  Tell one ahead of time that they won't be able to buy card X.  Let the other play as normal (Indeed, its best if the "control" player doesn't even know there is a weird experiment going on).  Measure the difference in winning percentage between the players as a function of the disallowed card.

Unfortunately, people probably won't let you do this to them enough to get a good data set.  So replace them with a solid AI ;).
Title: Re: WW's Power Rankings
Post by: Awaclus on July 01, 2013, 04:11:57 am
And on average, discarding 4 cards from your deck does not help or hurt you.
But it does. Before greening, you reshuffle faster, which means you get your newly-gained improvements to your deck faster, which means your deck is going to keep improving faster and faster. Except when it triggers the reshuffle when you're about to buy a good card. After greening, reshuffling fast means you get your green cards to your deck faster, which hurts you, unless you trigger the reshuffle when you're about to buy a green card.
Title: Re: WW's Power Rankings
Post by: brokoli on July 01, 2013, 05:39:19 am
I very rarely get $4 from Harvest.  I'd say it's like:
$1 : 5%
$2 : 25%
$3 : 50%
$4 : 20%
25% for $2, really ? I would say not more than 10%. I get $4 way more often. If you get $2 so often, it means that you shouldn't have bought that Harvest at all. However, just like menagerie, getting $4 different cards is easy (well, menagerie is easier because of disappearing cash, but even)
Title: Re: WW's Power Rankings
Post by: ragingduckd on July 01, 2013, 07:11:47 am
Maybe expound on why you disagree? What makes it a better card, in your view, than what WW said,?

Honestly, if you replaced about half of the negative adjectives in WW's reasoning with positive ones, that would quite adequately explain why I disagree...

It's often like a worse mine, or a better taxman, or a worse graverobber, or a better rebuild, or a worse altar, and it's more cheap than all these cards, to boot.

Did I get the right ones?
Title: Re: WW's Power Rankings
Post by: Watno on July 01, 2013, 10:15:56 am
I'm surprised we have seen Rats already, but not  something like Counting House. Both cards are usually but, but situationally awesome. But I feel Rats is much more awesome when it shines, and does so more often.
Title: Re: WW's Power Rankings
Post by: Powerman on July 01, 2013, 10:59:56 am
I very rarely get $4 from Harvest.  I'd say it's like:
$1 : 5%
$2 : 25%
$3 : 50%
$4 : 20%
25% for $2, really ? I would say not more than 10%. I get $4 way more often. If you get $2 so often, it means that you shouldn't have bought that Harvest at all. However, just like menagerie, getting $4 different cards is easy (well, menagerie is easier because of disappearing cash, but even)

Except menagerie is usually used in engines, where you like will trash (at least some) of your starting Estates and Coppers.  Harvest is not really an engine card, and if you can't trash your starting cards, there is very little control of your top 4.  Sure, you can use it in an engine, but... better not draw your deck first!
Title: Re: WW's Power Rankings
Post by: markusin on July 01, 2013, 11:56:19 am
I see Harvest as being the Adventurer for $5. Both cards are terminal actions that rely on cards on top of your deck to generate coin, and (usually) discard cards from your deck in the process. They both fail once there are no cards in your deck/discard. Also, they both pretty much suck in the early game. Harvest just has a lower cap on what it can potentially do; Harvest only gives a maximum of $4, but can only discard a maximum of 4 cards from your deck.

The big difference between the two cards is that Harvest costs $5, and therefore doesn't necessarily compete with Gold, but Adventurer does and Gold is present in every game.

The sad part is, it's hard to get Adventurer to reliably give more than $4. That requires you to replace your starting Coppers with Golds and Silvers. I'd say that it's more likely that your deck has a variety of cards that end up powering Harvest than it is to have only strong treasures that power-up Adventurer. For the record, I attribute Harvest a $4 play percentage that's higher than 20% (more like 25-30%) in any deck that you'd want to add Menagerie to.

Then there's Venture, which is more like the fixed Adventurer. Even Venture is not a particularly standout card, and usually wants the same conditions that Adventurer wants.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 01, 2013, 12:09:38 pm
Did I get the right ones?

Cellar is bad because Warehouse.
Title: Re: WW's Power Rankings
Post by: Watno on July 01, 2013, 12:19:12 pm
So let's play a game and predict what will be #1.

I think it will be Goons, because it's almost always usefull, and often insanely strong.
Title: Re: WW's Power Rankings
Post by: jsh357 on July 01, 2013, 12:21:38 pm
Probably Rebuild or King's Court.  I'd personally choose Chapel.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 01, 2013, 12:28:15 pm
I would probably pick Ambassador, followed by Goons. But this is WW's list, so I'd guess Masq is #1.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 01, 2013, 12:28:23 pm
Probably Rebuild or King's Court.  I'd personally choose Chapel.

I also expect it will be Rebuild or King's Court. And personally, I would choose Rebuild or King's Court, so yeah.
Title: Re: WW's Power Rankings
Post by: jsh357 on July 01, 2013, 12:40:38 pm
For the record my top 5 are Chapel, Ambassador, Masquerade, Rebuild and King's Court (not necessarily that order). 

I wouldn't put Goons that high--it's great, but the other ones totally shape your deck and transform the game.  Sea Hag is top 20, but it has so many counters and boards where it's questionable nowadays that I don't think it's nearly as good.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 01, 2013, 12:41:54 pm
For the record my top 5 are Chapel, Ambassador, Masquerade, Rebuild and King's Court (not necessarily that order).  I wouldn't put Goons that high--it's great, but the other ones totally shape your deck and transform the game.

I don't see how you can put Ambassador above Masquerade, but maybe that's just me.
Title: Re: WW's Power Rankings
Post by: jsh357 on July 01, 2013, 12:43:56 pm
For the record my top 5 are Chapel, Ambassador, Masquerade, Rebuild and King's Court (not necessarily that order).  I wouldn't put Goons that high--it's great, but the other ones totally shape your deck and transform the game.

I don't see how you can put Ambassador above Masquerade, but maybe that's just me.

Man, I said they weren't in order.  Learn to read, Mr. Journalist.  Man.

(I would have put Ambassador at #1 before Dark Ages)
Title: Re: WW's Power Rankings
Post by: Robz888 on July 01, 2013, 12:44:44 pm
For the record my top 5 are Chapel, Ambassador, Masquerade, Rebuild and King's Court (not necessarily that order).  I wouldn't put Goons that high--it's great, but the other ones totally shape your deck and transform the game.

I don't see how you can put Ambassador above Masquerade, but maybe that's just me.

Man, I said they weren't in order.  Learn to read, Mr. Journalist.  Man.

(I would have put Ambassador at #1 before Dark Ages)

Ya got me.
Title: Re: WW's Power Rankings
Post by: SCSN on July 01, 2013, 12:48:09 pm
Rebuild, KC, Goons, in that order.

My only real disagreement so far is that Advisor is either slightly or way too high. The card is terrible.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 01, 2013, 12:57:50 pm
I'm not sure I can even squeeze KC into the top 10.
Title: Re: WW's Power Rankings
Post by: liopoil on July 01, 2013, 12:58:51 pm
I've yet to play a board with KC that hasn't been an insane engine or megaturn game.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 01, 2013, 01:00:55 pm
I've yet to play a board with KC that hasn't been an insane engine or megaturn game.

Oh, it definitely happens. Not every board has good actions that you would like to King. A lot of them do, but you can get mostly Treasure sets, or sets where like all the actions are villages but there is no draw, or just a lot of trashers where there isn't so much use to Kinging them, or heavy slogs without trashing. It definitely happens.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 01, 2013, 01:03:23 pm
I've yet to play a board with KC that hasn't been an insane engine or megaturn game.

That's because whenever people see KC, both players tend to bend over backwards to make a KC deck. And that's not such a bad strategy because KC is incredibly strong, but sometimes it isn't worth it.
Title: Re: WW's Power Rankings
Post by: gman314 on July 01, 2013, 01:04:25 pm
I've won a fair number of KC games with Province by ignoring KC. I find that in Province games I need a good reason to go for KC, while in Colony games I need a good reason to avoid it.
Title: Re: WW's Power Rankings
Post by: -Stef- on July 01, 2013, 01:08:36 pm
I'm not sure I can even squeeze KC into the top 10.

I agree here. No way KC is in the top 5. I don't buy KC every game I see it, it's as simple as that. Neither do I buy chapel all the time, and I just love playing around Sea Hag.

However, games with Fishing Village, Masquerade or Tournament in the kingdom but not in my deck are had to imagine. And Upgrade, but that's a bit of a personal favorite.

I'm ok with rebuild very high. And stonemason? Still too new to rank it properly, but it sure is strong.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 01, 2013, 01:12:33 pm
Did I get the right ones?

Cellar is bad because Warehouse.
Cellar is cheaper than Warehouse, and warehouse is pretty good. Expand is more expensive than all these cards, and most of them are pretty bad, apart from its effect largely being worse.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 01, 2013, 01:14:56 pm
I think KC is probably borderline top 10 for me. Ambassador and Masq have to be top 10, as does Goons, the $5 junk attacks (Mountebank, Witch, Cultist), and Wharf. That leaves 3 spots for KC, Tournament, Fishing Village, Governor and Rebuild. Right now, I'm leaning towards Governor, Tournament, KC.
Title: Re: WW's Power Rankings
Post by: jonts26 on July 01, 2013, 01:33:09 pm
I think KC is probably borderline top 10 for me. Ambassador and Masq have to be top 10, as does Goons, the $5 junk attacks (Mountebank, Witch, Cultist), and Wharf. That leaves 3 spots for KC, Tournament, Fishing Village, Governor and Rebuild. Right now, I'm leaning towards Governor, Tournament, KC.

No chapel in your top 10?

Anyway, I'm finding that making a top 10 for myself is really really hard. I feel like I need to put 15 cards in there.
Title: Re: WW's Power Rankings
Post by: Young Nick on July 01, 2013, 01:37:59 pm
I think KC is probably borderline top 10 for me. Ambassador and Masq have to be top 10, as does Goons, the $5 junk attacks (Mountebank, Witch, Cultist), and Wharf. That leaves 3 spots for KC, Tournament, Fishing Village, Governor and Rebuild. Right now, I'm leaning towards Governor, Tournament, KC.

No chapel in your top 10?

Anyway, I'm finding that making a top 10 for myself is really really hard. I feel like I need to put 15 cards in there.

That's why WW's tier system is so much better. No need to try to say there is a top tier consisting of only ten cards. I bet his final group will have 13 +/- 2 cards.
Title: Re: WW's Power Rankings
Post by: markusin on July 01, 2013, 01:38:08 pm
It's tough to call what #1 will be here. I'm guessing either Rebuild or Ambassador will be #1. It takes a disproportionate amount of effort to beat the Rebuild rush, and Ambassador is good for so many decks, though it takes a hit when shelters are in the game.

Goons needs extra actions to really be worth it, although it's still a very strong card when played every turn. KC needs other actions, but can usually do something neat. Can't say for sure if Mountebank and Witch will make the top 10.
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on July 01, 2013, 01:40:12 pm
There exist a not insignificant fraction of boards where you can draw your whole deck and play 3-4 pirate ships a turn after around 12 turns but the +coin is not strong enough to compete with bm otherwise (ie +coin is something like bazaar or treasury). I would guess that pirate ship can crush any money based strategy on those boards even without +buy because it can force a pin well before the 50% VP point. I should clarify that I think pirate ship is virtually never an early buy, instead it has value when bought reactively once the engine has been completed if your opponent has been going for bm.

If your opponent is building a money deck on a board that can draw the full deck with 3-4 surplus actions, he's probably a colossal dumbass.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 01, 2013, 01:42:32 pm
My list (not my prediction, although I doubt it will be far off)

1. Rebuild
2. Masquerade
3. Chapel
4. King's Court
5. Witch
6. Goons
7. Ambassador
8. Mountebank
9. Wharf
10. Young Witch

(Next: Fishing Village, Remake, Cultist, Governor... and then I can't decide.)
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 01, 2013, 01:55:21 pm
My only real disagreement so far is that Advisor is either slightly or way too high. The card is terrible.
Advisor can be really good; you need a lot of them. If your deck is homogeous enough (e.g. Advisor/Masterpiece) then it draws two OK cards and discards an OK card. Otherwise, if you are drawing your deck anyway, it doesn't matter what they discard.

Another thing is situations when you want to draw bad cards to trash them; Count and Forge let you trash a lot of cards at once, and a bunch of Advisors let you draw almost everything you want to trash, instantly powering up your Advisors. Even in the opening, you can play the "do I have my Chapel this hand?" game.

Then of course there are situations where you literally don't care what else in your hand; Secret Chamber/Storeroom/Vault, Cellar discarding exactly as many cards remain in your deck (Cellar/Counting House-style). Double-Tactician/Vault generates $9 per turn without assistance, tack on two Advisors and you can get a Colony; Secret Chamber/Storeroom works for Provinces with just one Advisor.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 01, 2013, 02:02:48 pm
I think KC is probably borderline top 10 for me. Ambassador and Masq have to be top 10, as does Goons, the $5 junk attacks (Mountebank, Witch, Cultist), and Wharf. That leaves 3 spots for KC, Tournament, Fishing Village, Governor and Rebuild. Right now, I'm leaning towards Governor, Tournament, KC.

No chapel in your top 10?

Anyway, I'm finding that making a top 10 for myself is really really hard. I feel like I need to put 15 cards in there.

Currently, no. But it's top 15, probably with Remake and Swindler. And if you ask me tomorrow, it could be top 10 :). I did not put a great deal of work into this list...
Title: Re: WW's Power Rankings
Post by: brokoli on July 01, 2013, 02:27:51 pm
I wouldn't put ambassador in the top 10, not even in the top 20. KC and Chapel not in the top 10 either. Swindler not in the top 50.
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 01, 2013, 02:39:08 pm
I wouldn't put ambassador in the top 10, not even in the top 20. KC and Chapel not in the top 10 either. Swindler not in the top 50.
You don't think swindler makes the top 25% of cards? I mean, not in the top 10? sure, not in the top 20? reasonable, but you really think there are 50 cards more powerful than a $3 junker that also directly hurts the opponents economy?
Title: Re: WW's Power Rankings
Post by: jonts26 on July 01, 2013, 02:46:38 pm
Ok, my -Stef- tier of cards is as follows (in no particular order and ignoring guilds due to lack of experience):

Rebuild
Cultist
Chapel
Witch
Masq
Tourney
Ambassador
Fishing Village
Wharf
Mountebank
Goons
KC
Governor
Title: Re: WW's Power Rankings
Post by: ragingduckd on July 01, 2013, 03:26:37 pm
... and I just love playing around Sea Hag.

So did the neighbor kids... until the day they disappeared.
Title: Re: WW's Power Rankings
Post by: jsh357 on July 01, 2013, 03:29:48 pm
... and I just love playing around Sea Hag.

So did the neighbor kids... until the day they disappeared.

Thief 3?  Please tell me Thief 3
Title: Re: WW's Power Rankings
Post by: Eevee on July 01, 2013, 03:57:19 pm
Rebuild the absolute strongest card in the game?

Man, I'm worse with it than I thought.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 01, 2013, 06:11:58 pm
I'm not sure I can even squeeze KC into the top 10.

I agree here. No way KC is in the top 5. I don't buy KC every game I see it, it's as simple as that. Neither do I buy chapel all the time, and I just love playing around Sea Hag.

I'm curious about the playing around Sea Hag part.  Can you expand on that?
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 01, 2013, 07:05:28 pm
I think KC is probably borderline top 10 for me. Ambassador and Masq have to be top 10, as does Goons, the $5 junk attacks (Mountebank, Witch, Cultist), and Wharf. That leaves 3 spots for KC, Tournament, Fishing Village, Governor and Rebuild. Right now, I'm leaning towards Governor, Tournament, KC.

No chapel in your top 10?

Anyway, I'm finding that making a top 10 for myself is really really hard. I feel like I need to put 15 cards in there.

That's why WW's tier system is so much better. No need to try to say there is a top tier consisting of only ten cards. I bet his final group will have 13 +/- 2 cards.
Heh, I haven't put a tier system here, I am just putting out 10ish cards at a time. Probably that I give each little section a title is confusing - I put it in there just as a 2 second thought for a little fun, but yeah probably I shouldn't. The only actual real big tier I see here so far is that Scout and Adventurer are clearly a bottom tier to their own. There aren't really clearly delineated tiers, though, it's mostly marginal differences all around. Probably the next reasonably large ump for me will come between 172 and 173. Then 148/149, 134/135, 118/119, 93/94, 67/68, 56/57, 29/30, and 21/22. Everything in the top 21 is pretty zany strong, but I actually guess 10/11 is a pretty significant split, as is 6/7.
Title: Re: WW's Power Rankings
Post by: Blueswan on July 02, 2013, 04:52:34 am
I'm more and more inclined to regard Rebuild as the strongest card in the game, since even with zero support it closes the game very very fast and it doesn't really care too much about having junk in your deck. The only real drawback for it seems to be shelters. On an Estate board, unless a very strong engine is possible that can close out the game in 12 turns or so, you probably should always go Rebuild. I think it is undercosted. At $6 it would have been much weaker, but still good. I don't like strategies as simple as the Rebuild strategy to be that strong.
Title: Re: WW's Power Rankings
Post by: -Stef- on July 02, 2013, 04:56:26 am
I'm not sure I can even squeeze KC into the top 10.

I agree here. No way KC is in the top 5. I don't buy KC every game I see it, it's as simple as that. Neither do I buy chapel all the time, and I just love playing around Sea Hag.

I'm curious about the playing around Sea Hag part.  Can you expand on that?

Sea Hag hurts the opponent, but doesn't provide any resources for me either. I consider playing around it when...

* Trashing cost $5, like Upgrade, Junk Dealer, Trading Post
* Power $5 cards provide better cursing, like Mountebank, Witch
* Trashing is really good, like Remake, Masquerade, Chapel, sometimes Forge
* This (http://councilroom.com/game?game_id=game-20120610-103838-8e61051b.html) great game against Marin. I lost it by opening Sea Hag.
* A rush/slog with Ironworks & Silk Road/Gardens

This list is in no particular order and by no means complete. Just trying to illustrate Sea Hag is not an auto-buy.
Title: Re: WW's Power Rankings
Post by: SCSN on July 02, 2013, 07:23:34 am
My only real disagreement so far is that Advisor is either slightly or way too high. The card is terrible.
Advisor can be really good; you need a lot of them.

I challenge you (or anyone reading this) to post one log where Advisor was "really good" :)

Quote
If your deck is homogeous enough (e.g. Advisor/Masterpiece) then it draws two OK cards and discards an OK card.

The only situation I can think of where my deck is more or less homogenously filled with OK cards is either Trader/Feodum or Masterpiece/Feodum (and things like Hamlet/Watchtower engines, but then you certainly don't need Advisor). However, in those games I do not want to waste a $4 buy on anything besides Trader, Feodum or Silver.

Quote
Otherwise, if you are drawing your deck anyway, it doesn't matter what they discard.

You can't draw your deck with Advisor, so if you are drawing your deck anyway you most likely have other means to draw, in which case your example mistakes the power of those other draw cards for that of Advisor. An exception might be if you have lots of spammable cantrips (Hamlets, Peddlers) or some sifters (Cellar, Warehouse), in which case having a bunch of Advisors isn't as bad as it usually is. Those situations, and the ones you list at the end, are why I'd rank it #197 instead of #204.

Quote
Another thing is situations when you want to draw bad cards to trash them; Count and Forge let you trash a lot of cards at once, and a bunch of Advisors let you draw almost everything you want to trash, instantly powering up your Advisors.

You first have to get a bunch of Advisors over other cards, and getting a bunch of bad cards in order to slightly facilitate the trashing of other bad cards sounds like a crappy idea. Besides, if you play multiple Advisors in a row, you are more likely to have your Forge/Count discarded than you are to have it in your starting hand, so you are left with all your junk and no means to trash it.

Quote
Even in the opening, you can play the "do I have my Chapel this hand?" game.

Whether you trash 3 or 4 cards early on is insignificant compared to your opponent potentially discarding your Chapel, which can be game-deciding.

Quote
Then of course there are situations where you literally don't care what else in your hand; Secret Chamber/Storeroom/Vault, Cellar discarding exactly as many cards remain in your deck (Cellar/Counting House-style). Double-Tactician/Vault generates $9 per turn without assistance, tack on two Advisors and you can get a Colony; Secret Chamber/Storeroom works for Provinces with just one Advisor.

Yes, but even here note that it only offers slight support, and is not a key card. Compare this to Secret Chamber, which can be an absolute monster in sufficiently trimmed Scrying Pool-engines, yet it's still ranked #196. My point is not that the card doesn't have its uses, but that it's often terrible, rarely good and never great.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 02, 2013, 07:42:40 am
Here's a game (http://dom.retrobox.eu/?/20130616/log.5063a19a0cf225c46708f6f0.1371422055161.txt) in which I rejected the engine because I thought, no good trashing, no village, no good draw. Apparently, Doctor is good trashing, Herald is a good village, and Advisor is good draw. My opponent was able to draw his deck and play all of his Candlestick Makers six turns in a row, three of which were Outpost turns! I was extremely lucky to double-Province and end the game with a win, otherwise I was toast for sure.

Here's Qvist vs. Adam Horton (https://www.youtube.com/watch?v=QWf0hrH0Jhk) in which Adam uses Advisors to draw his deck in a double-Tactician engine, against Qvist's Cartographer/Tunnel. Adam made a spectacular fail at the end, otherwise he had the game in the bag.

The only situation I can think of where my deck is more or less homogenously filled with OK cards is either Trader/Feodum or Masterpiece/Feodum
...Chapel? If there are no bad cards in your deck, everything is at least OK.

You can't draw your deck with Advisor
Obviously you can; everything except one card, anyway. Two other "+1 Card"s in your deck are sufficient to draw the whole thing, or one if you don't mind it being the one card you don't draw.

Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 02, 2013, 08:04:17 am
My only real disagreement so far is that Advisor is either slightly or way too high. The card is terrible.
Advisor can be really good; you need a lot of them.

I challenge you (or anyone reading this) to post one log where Advisor was "really good" :)

Here are some games where I think Advisor was "really good". People can quibble over whether it's true for these games, but I'd say Advisor was at least important.

http://dom.retrobox.eu/?/20130629/log.514e50c3e4b0b79c883b9afe.1372557367381.txt - Urchin/Mercenary game where a favorable Advisor split for me lets me attack consistently, and recover from the discard attack more effectively. Also features a bunch of cantrips which helps.

http://dom.retrobox.eu/?/20130623/log.50f5dcbde4b03946044c889a.1372025544566.txt - This one is a Goons game with Advisor as the only source of draw. You need those Advisors to fight Goons and play multiple Goons in a turn.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 02, 2013, 10:20:08 am
I'm not sure I can even squeeze KC into the top 10.

I agree here. No way KC is in the top 5. I don't buy KC every game I see it, it's as simple as that. Neither do I buy chapel all the time, and I just love playing around Sea Hag.

I'm curious about the playing around Sea Hag part.  Can you expand on that?

Sea Hag hurts the opponent, but doesn't provide any resources for me either. I consider playing around it when...

* Trashing cost $5, like Upgrade, Junk Dealer, Trading Post
* Power $5 cards provide better cursing, like Mountebank, Witch
* Trashing is really good, like Remake, Masquerade, Chapel, sometimes Forge
* This (http://councilroom.com/game?game_id=game-20120610-103838-8e61051b.html) great game against Marin. I lost it by opening Sea Hag.
* A rush/slog with Ironworks & Silk Road/Gardens

This list is in no particular order and by no means complete. Just trying to illustrate Sea Hag is not an auto-buy.

That's interesting, thanks.  Do you run the risk of falling behind  if you can't open with the $5 trashing?  Sometimes I feel that Upgrade and Junk Dealer should defend me well against a cursing attack, but I either don't draw them together or I find that I'm not building an economy while fending off curses.  And if you're second player and your opponent discards a Silver, you might not get that $5 for a while, right?  (Of course you're still probably in a better situation than had you opened Sea Hag and had your Sea Hag discarded.)
Title: Re: WW's Power Rankings
Post by: Obi Wan Bonogi on July 02, 2013, 11:53:41 am
Yeah, that Talisman + Advisor game was sweet, well done.
Title: Re: WW's Power Rankings
Post by: SCSN on July 02, 2013, 12:04:57 pm
Okay, it certainly looks like Advisor can be more useful than I've experienced it to be so far!
Title: Re: WW's Power Rankings
Post by: GeronimoRex on July 02, 2013, 01:14:12 pm
The tough thing about ranking Expand is dealing with the price. $7 is a really rough price-point in Province games, so that hurts a lot. I remember when the "win rate given turn purchased" graphs existed on councilroom.com, the value was below 0.8 regardless of turn number for Expand, since usually just the fact that you hit $7 is bad. But I think there are definitely a reasonable number of situations in which Expand is really, really good. In Colony games, where the competition from Province isn't so strong at the $8 price-point, it's good more often than it's bad, I'd say.

I'd agree with this. For me, the $7 cost of Expand isn't really a drawback because it's seldom got any competition at the $7 spot. Most of the time it's real competition seems to be Gold... when I've got $7 to spend and I have an engine with extra actions, the Expand is an easy buy. It accelerates the end game by upgrading any junk left in my deck into useful cards with the option to trash extra $5 actions into Provinces for a big finish... and with a heavy draw engine, TR/KC-Expand can make it possible to pile-drive provinces and pick up 3-4 in a single turn to close the game.

In a scenario without a strong engine, it still can shine, allowing your $5 actions to turn into Provinces even after greening clogs your deck.

I'm not saying Expand is always good, or always the best choice for the money, but with one buy and $7, I'll often pick up one expand vs. a gold, as long as there are extra actions on the board. For me, it's greatest power is turning the $5 cards that often drive an engine into end-game provinces. As for it's price, I think it could cost $6 or $7 and it wouldn't affect when it is purchased.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 02, 2013, 01:37:49 pm
The Next Bit of Cards (which is not meant to be construed as a tier!)

184.   Tribute
Tribute is weird. It has the potential to be the best card for its price. Well, generally cards is the best bonus to get - 4 cards is really good, 2 cards 2 actions is really good, 2 cards 2 coins is really good, yeah. 4 coins is reasonably good, but see harvest - not all that great actually. Actions/coins is worse than festival, and actions/actions is generally really bad. But one big issue is that you really can't rely on it. Another subtle point is what it skips from your opponent - the better the cards of theirs you skip, the worse the benefit for you. But the unreliability is a big point against it, and the no-extra-benefit-from-a-duplicate is even bigger. It also gets nothing from curses or hovels. But it is really nice against dual-types. Flipping over a nobles and harem every time make this insanely broken, but the problem is, the biggest effect of this is usually to make you less likely to buy those cards.

183.   Chancellor
Yes, we finally see it. Why is it so high, you ask? Well, it's obviously great with stash, but one combo doesn't make a card very good. The bigger thing is that it cycles you through to your cards faster. Well, this is no game-breaker, and often there's an opportunity cost of 'I can't play other terminals'. But it's a pretty good inclusion when that's not an issue, particularly with a lot of the potion-costers. Okay, well, it's still bad of course, but it provides a little plus pretty often.

182.   Contraband
Yeah. This card isn't SO bad when building an engine where you want lots of different things - the ability to block you from one thing isn't so bad. But the problem is that there is either one key card you need fairly often, or more important, it is eventually dead as you want to buy provinces. Well, and gold-with-a-buy isn't actually *that* good, as it turns out. It can be quite nice with Trash for Benefit Later on, so watch out for that.

181.   Haven
You will be up in arms about this one, and maybe it is a bias, but I don't really find this card doing much for me. It can smooth out terminal collision or money sometimes, but often I find it shipping bad cards from hand to hand, which isn't useless but is hardly better than pearl diver. Yeah, sometimes it can set up a big mega-turn, but I don't find this happening very often. And saving things because you have too much money now - well, probably this is a win-more thing, and either I should have gotten more stuff, or some plus buy, or something I'd prefer to use now. Well, it can help you here and there, but it almost never has a big impact, I find. And getting lots of these is the worst - do I haven my haven, or something else and then see what the new one draws?

180.   Poor House
Yes, there are decks where this guy shines, as a very cheap terminal gold or $4. But with the support needed to get there, it's generally no longer that much of a benefit to cost 1. This also has the problem of messing up some upgrade-type effects, and yeah, it usually is, I thin, because it's terminal and even though they will produce 4 soon enough, I will have too many. Actually, this thing often produces money for me no better than Secret Chamber would, though obviously it potentially stacks better. And well, just producing a good chunk of money turns out to be an ability that I don't think is all that great.

179.   Moneylender
A slight trasher which doesn't hurt your economy early on is not bad for an engine. But it tends to be a 'my engine is a little bit better' card rather than a 'I can engine now card', and it can annoyingly end up dead. By no means is it terrible, but it's basically never great.

178.   Feodum
Tremendous combos with masterpiece and trader can make this a powerhouse. But if I can reliably trash it, the silvers might not be the greatest thing ever. And but for the two cards above, the VP it gives is pretty hard to even stretch to the duchy level, let alone surpass it.

177.   Bureaucrat
The attack is nice, but it doesn't hit often. Silver gaining on top of the deck just isn't spectacular most of the time, though. It helps most big money strategies only very marginally (and many not at all, due to competition). But it's quite a good card for a slog, particularly in a mirror.

176.   Nomad Camp
Why is this worse than Woodcutter? Well, it costs more, that's the biggest reason. And the top-decking is... maybe even a liability more often than an asset. It's helpful if you are stalling out in BM, hit exactly 4, and know that you aren't getting a terminal next turn (pretty rare). And it can do some starts for you, but you usually need to have something good at 5 AND 2 to make it a good turn 1 buy. And in engines, the time you usually want Woodcutter, it tends to be a liability. I want draw engine stuff in my hand now, not payload.

175.   Duchess
It's a terminal silver that comes free with duchies. Well, terminal silver for 2 isn't really the worst thing ever. The free with duchies thing doesn't make all that much difference usually - you aren't buying duchies at a point where gaining this is a tremendous option. But at no opportunity cost, well, it can often be a boon, if a quite small one. It's also pretty good for slogs, where it can be free and terminal silver is pretty good.

174.   Black Market
A really hard card to rank. It is very unreliable, and hugely dependent on the board being relatively weak whilst the BM deck is strong. Has natural combos with Tactician and Draw-to-X.

173.   Explorer
A terminal-silver silver-flooder is not terrible, but you usually want to do something better for $5. Gaining gold is really hard to do reliably, especially in a deck where it's particularly valuable.




Title: Re: WW's Power Rankings
Post by: jonts26 on July 02, 2013, 01:49:51 pm
The Next Bit of Cards (which is not meant to be construed as a tier!)

That's an odd name for a tier, but it's yours to name however you want, I guess.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 02, 2013, 01:52:15 pm
Cellar is cheaper than Warehouse, and warehouse is pretty good.

I'm just saying that just because [card] does something better than Expand in some way does not mean that Expand is automatically bad.

Expand is more expensive than all these cards, and most of them are pretty bad, apart from its effect largely being worse.

What an interesting argument. You listed Mine, Taxman, Graverobber, Rebuild, and Altar. If we want to get pedantic, then yes, if 3/5 of them are pretty bad, then "most" are pretty bad. Actually, Expand isn't any of these. You're pretending as if every deck with Expand will only use it as a worse version of an already limited variant of itself. That's quite unfair, don't you think? Its ability to act as "worse versions" of various different variants is a feature, not a bug.

For god's sake, man, you put it underneath Royal Seal, Stash, Navigator, Tribute, Chancellor, Contraband, and Explorer (among others). These cards thoroughly lack any sort of power in almost any kingdom.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 02, 2013, 02:06:50 pm
Haven and Moneylender worse than Bureaucrat? I don't think so, friend. I just don't think so.

What's nice about Moneylender is that it trashes Coppers without killing your purchasing power in early hands (like, Apprentice and Salvager don't get any cash from Copper trashing). Of course it is a dead card later and sure, I think a lot of other trashers are better. Spice Merchant is similar, and definitely better, mostly because it's a much more efficient cycler. But this seems too soon for Moneylender to appear.

Haven. Haven, huh? Wow.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 02, 2013, 02:10:11 pm
Hey, WanderingWinder. Is it just me, or do I remember a time when you were sort of the star non-engine player of the site? If there's one thing these rankings are telling me, it's that if a card isn't good for an engine, it's pretty much garbage in your eyes.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 02, 2013, 02:12:29 pm
If there's one thing these rankings are telling me, it's that if a card isn't good for an engine, it's pretty much garbage in your eyes.

If that were true, Expand would be higher.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 02, 2013, 02:54:11 pm
If there's one thing these rankings are telling me, it's that if a card isn't good for an engine, it's pretty much garbage in your eyes.

If that were true, Expand would be higher.

That's not how logic works.
Title: Re: WW's Power Rankings
Post by: philosophyguy on July 02, 2013, 03:09:37 pm
Hey, WanderingWinder. Is it just me, or do I remember a time when you were sort of the star non-engine player of the site? If there's one thing these rankings are telling me, it's that if a card isn't good for an engine, it's pretty much garbage in your eyes.

I've watched almost every video WW has posted on YouTube over the years, and the thing that jumps out at me—to an almost comical degree—is how much of an engine player he's become over the last year. Like, he now finds engines in places that previously only folks like Marin or Stef could pull it off. It's not that he's less skilled at money or alt-VP games. It's that his engine building has gotten that much better.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 02, 2013, 03:42:21 pm
Haven and Moneylender worse than Bureaucrat? I don't think so, friend. I just don't think so.

What's nice about Moneylender is that it trashes Coppers without killing your purchasing power in early hands (like, Apprentice and Salvager don't get any cash from Copper trashing). Of course it is a dead card later and sure, I think a lot of other trashers are better. Spice Merchant is similar, and definitely better, mostly because it's a much more efficient cycler. But this seems too soon for Moneylender to appear.

Haven. Haven, huh? Wow.
I expected people to find the haven weird, and like I said, it's probably a personal bias. Moneylender, man isn't that what I said? If not, it's what I meant to say. I dunno, maybe that makes it better than I have here, I just don't really feel so - like it's not a card that I get very much or have any memories of being happy at having gotten.

Hey, WanderingWinder. Is it just me, or do I remember a time when you were sort of the star non-engine player of the site? If there's one thing these rankings are telling me, it's that if a card isn't good for an engine, it's pretty much garbage in your eyes.
There are a couple of things here. One, big money is just not that good nowadays, in general. Two, and related, I actually think I am more of a Big Money player still, compared to average, and still less BMy than I was before, it's just things are so enginey now. Three, and most important, I don't think the statement is actually true - none of the cards I've gone through so far are really any good for Big Money - in fact they are generally more useful for engines, when they are useful.... actually, a huge chunk of them don't even beat BMU.
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 02, 2013, 04:16:36 pm
Three, and most important, I don't think the statement is actually true - none of the cards I've gone through so far are really any good for Big Money - in fact they are generally more useful for engines, when they are useful.... actually, a huge chunk of them don't even beat BMU.
You're just trying to hide the power of Poor House-Big Money.
Title: Re: WW's Power Rankings
Post by: Powerman on July 02, 2013, 06:08:01 pm
Moneylender at 179?  And we haven't seen Counting House (among others) yet?  I'll take Moneylender, you take Counting House :)
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 02, 2013, 06:13:51 pm
I am definitely planning on putting out a revised list as soon as these ones are up at this point. But it will just be an all-at-once, and not a slow reveal.
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 02, 2013, 06:22:43 pm
Moneylender at 179?  And we haven't seen Counting House (among others) yet?  I'll take Moneylender, you take Counting House :)
I'm curious when we will see Spice Merchant, and how much difference there will be between it and Moneylender. It certainly seems somewhat better, but many of the objections to Moneylender apply almost equally to Spice Merchant.
Title: Re: WW's Power Rankings
Post by: brokoli on July 02, 2013, 06:39:17 pm
Feodum at 178... OMFG. Otherwise, I like that part of the list.
Title: Re: WW's Power Rankings
Post by: Powerman on July 02, 2013, 06:45:57 pm
Feodum at 178... OMFG. Otherwise, I like that part of the list.

Yeah.  Feodum really isn't that much worse than Gardens or Silk Road.  Like it's worse, but not that much worse.
Title: Re: WW's Power Rankings
Post by: ftl on July 02, 2013, 07:03:40 pm
Feodum does require you to go quite far out of your way to make it score a decent amount of points though. You don't typically want a deck of boatloads of silver. It's much harder to use it as a support card than Silk Road or Gardens, it really requires you to dedicate your strategy to it for it to be worth much.
Title: Re: WW's Power Rankings
Post by: markusin on July 02, 2013, 07:14:43 pm
Hey, WanderingWinder. Is it just me, or do I remember a time when you were sort of the star non-engine player of the site? If there's one thing these rankings are telling me, it's that if a card isn't good for an engine, it's pretty much garbage in your eyes.

What I see are that the cards at the bottom are cards that belong in engines, yet do nothing for the engine except generate cash while actively getting in the way of the engine. We haven't seen the power BM cards yet.

As to how much of a bias WW has for engine cards? Well, Moat's placement will be a good indicator of that.
Title: Re: WW's Power Rankings
Post by: AJD on July 02, 2013, 07:44:49 pm
Feodum does require you to go quite far out of your way to make it score a decent amount of points though. You don't typically want a deck of boatloads of silver. It's much harder to use it as a support card than Silk Road or Gardens, it really requires you to dedicate your strategy to it for it to be worth much.

On the other hand, if you have a deck that's good for Feodums, you can probably also get Provinces pretty easily; probably not all your points are coming from the Feodums.
Title: Re: WW's Power Rankings
Post by: brokoli on July 02, 2013, 07:54:45 pm
Feodum does require you to go quite far out of your way to make it score a decent amount of points though. You don't typically want a deck of boatloads of silver. It's much harder to use it as a support card than Silk Road or Gardens, it really requires you to dedicate your strategy to it for it to be worth much.

On the other hand, if you have a deck that's good for Feodums, you can probably also get Provinces pretty easily; probably not all your points are coming from the Feodums.
This. I think many people are missing the point on feodum : it's rarely a rush-alt-VP card like Gardens and Silk road, more often it's completely different (and also can be used ONLY for the on-trash effect)
Title: Re: WW's Power Rankings
Post by: blueblimp on July 03, 2013, 12:20:30 am
I don't see how the strength of Advisor can be in doubt. In a thinned deck, it's a lab. A $4 lab is nothing to sneeze at. Yes it's bad without trashing, so don't buy it without trashing.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 03, 2013, 11:53:49 am
Okay, so this section is I think where the real discussion starts....

184. Tribute:
So you explain all the bad stuff about this card, but yet have it ahead of 20 other cards. In this section, don't you have to have something good to say about a card? The thing is that the best benefit is +Cards, but that's the hardest one to get. Without alt-VP cards, your opponent doesn't have a lot of victory cards in the deck, so then you're just getting Harvest... This card is pretty-much useless unless (1) your opponent is greening early (usually due to alt-VP cards), or (2), you are both going action-heavy, relying on Tributes for +actions.

183. Chancellor:
The problem is that there is almost always a more useful terminal, so the opportunity cost of 'I can't play other terminals' is actually pretty high.

181. Haven:
This one I agree with you, but I decided to write something anyway just to clarify the argument. Haven has 2 uses, in my mind: (1) if you can overdraw your deck, you can save a Scrying Pool or Village or whatever for next turn to add reliability, and (2) it lets you play cards that need to line up with other cards (like Coppersmith or Baron) in a non-engine deck. In (1), well, this is probably not really a huge impact. Often if you can draw your whole deck, you have enough reliability that it just doesn't matter all that much. And (2) just turns bad strategies into acceptible ones, not actually good ones. So it's pretty meh.

179. Moneylender:
This, I think, is a clear over-reaction to the general over-rating of Moneylender. Yeah Moneylender has tended to be overrated because back in base set it was the second-best trasher. Now there's just too many other good trashers that it's not that good. But it's sure a heck of a lot better than 179th... I disagree with your statement that "it tends to be a 'my engine is a little bit better' card rather than a 'I can engine now card'". I think there are plenty of situations where being able to trash your starting Copper does make the difference between a viable engine and a non-viable engine. Sure it can't make an engine by itself, but most cards can't. Moneylender is at least a middle-of-the-road sub-$5 card.

177. Bureaucrat:
This might be around the right neighborhood for this card, but I think the wording could be a little better. It's good against slogs, since you have green to hit. You can still actually play Bureaucrat in an engine -- just don't open with it.

174. Black Market:
Way underrated here I think. By about as much an Moneylender. It's just such a beast in engines, giving you so many things you can add in. Usually engines want the have an attack to slow down non-engine strategies and get an edge over other engines without attack, but the Black Market deck does better -- it gives you a huge wealth of attacks (provided you can cycle well enough to fish them out and get to play them without multiple copies). You can usually pick up multiple kinds of attacks to really shut down your opponent.
Title: Re: WW's Power Rankings
Post by: Obi Wan Bonogi on July 03, 2013, 12:03:06 pm
Ok, a few more nitpicks:

I have to stand up here for one of my pet favorite cards.  HAVEN!  It doesn't deserve to be in the dumpster next to Tribute and Bureaucrat! 

Black Market is indeed hard to rate, but I imagine it would be higher if I had a list.  I probably overrate Moneylender but I can't see how it would be considered inferior to Bureaucrat. 
Title: Re: WW's Power Rankings
Post by: theory on July 03, 2013, 03:57:04 pm
BTW, WW, I suggest linking in your OP each of your further posts in this topic.
Title: Re: WW's Power Rankings
Post by: ednever on July 03, 2013, 04:40:09 pm
181. Haven:
This one I agree with you, but I decided to write something anyway just to clarify the argument. Haven has 2 uses, in my mind: (1) if you can overdraw your deck, you can save a Scrying Pool or Village or whatever for next turn to add reliability, and (2) it lets you play cards that need to line up with other cards (like Coppersmith or Baron) in a non-engine deck. In (1), well, this is probably not really a huge impact. Often if you can draw your whole deck, you have enough reliability that it just doesn't matter all that much. And (2) just turns bad strategies into acceptible ones, not actually good ones. So it's pretty meh.

I know it's only one combo, but it's worth mentioning Haven/Crossroads. It may be my favorite combo these days. The fact it's a pretty ultimate defense against Ambassador makes it even better.
Mentioned above, it also helps make all sorts of other engines resistant to bad luck. Got a Village/Wharf thing going, just save a Village every turn just in case you get a bad draw.

It won't turn a losing strategy into a winning one, but I know of no other card that does a better job of turning a winning strategy into a winning-er strategy (i.e., going from a 70% win probability to a 90% win probability)

Ed
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 03, 2013, 05:07:52 pm
172.   Cache
This is a card that most of the time is a touch better than silver for Big Money strategies, which isn't really hot for $5. But it beats gold in lots of slogs, so that's something. And it has good synergies with all your copper-loving cards. On top of this, it works well with Trader and is a cheaper gold if you have watchtower in-hand.

171.   Band of Misfits
Another one that's hard to evaluate. But the best 4-or-cheaper on the board, even when you get to pick the situation, often loses out to another 5-cost. That it can't be any really key cheap cards for long really really hurts this. But it has so much versatility that it can't be *that* bad. Probably it's best where there's lots of mediocre 3s-4s and at least some cantrip, or where you can use at as *either* smithy or village for an engine.

170.   Mandarin
Just the on-play effect here would have this way way down the list. But it's actually a pretty key card for giving longevity to Big Money decks because of the on-gain, and it's not the worst thing ever in those decks once you have gained it. Also has some combos with HoP and counterfeit.

169.   Counting House
You probably think I am mad here. Well, it's generally not worth it, but when it is, in can be VERY strong. The two best cases by far are against mountebank and with Beggar, in either of which it can be a real bomb. It's a solid-ish pickup in a deck with lots of filtering but no great money-producers. It's MUCH better in colony games. And then there's lots of convoluted combos for it, with coppersmith, Inn, Chancellor, Haven. The biggest problems are inconsistency, terminalness, and lack of +buy to take advantage of the huge effect it can give you.

168.   Fortune Teller
Just a solid card, give them a four card hand. Well, actually you want it to skip their good cards, too, if you can. And it cycles them, which is a mixed bag. Not stackable, but a single copy is solid, if not great, in lots of places.

167.   Herbalist
Another terminal copper. Its most common use is as a cheap source of +buy, a poor-man's woodcutter. But it has lots of nice interactions. Even in BM, it can often be better than woodcutter proper, as just shifting a good treasure for extra uses is not bad. But okay, BM-herbalist isn't really a thing. The real uses for this card are with specialty treasures, and there's several cases here. Potion is the big one, as this lets you get more potion cards faster than anything (often including a second potion). But it also is great with P-Stone and Hoard, and works out with talisman quarry, counterfeit in a pinch. And even if it 'misses', shuttling a silver isn't the worst thing ever.

166.   Cellar
The worse but cheaper warehouse, which is nevertheless sometimes better than warehouse. A mediocre sifter.

165.   Saboteur
So this card gets a really bad rap. I mean, okay, it isn't very good - you are anti-remodelling them, and it takes a spot from your hand rather than theirs. And it costs 5 rather than 4. The thing is, this is only a good card when you can hit a reasonable percentage of their important cards with it. Often that means playing it a lot, a la with King's Court. But sometimes it just means getting it really early - if they only have silver and smithy, poaching one can be really big. And sometimes it just means having some way to set it up - a spy effect. And in these situations, it can be potentially devastating. Well, I guess nobody likes a card that's usually bad but also frustrating to play against. Of note, you reasonably often need to *not* play it late - they can just turn some action or other only semi-useful card into points, or three-pile end on you.

164.   Coppersmith
This one is a bit interesting. Well, basically all it does is produce more money for you, but it does it more than any other card in the game generally, so while it is normally bad, it can be used as a big-time finisher after constructing a big no-trash engine. Also just has some combos.

163.   Storeroom
Another card I don't feel like I have a great feel for. Cellar, then Secret Chamber? Well, you also get a buy, that is nice. This guarantees you $4, but that's not better than SC, and it can often get you $5, well okay, but... not great. However, it can be a source of money as well as buy for an engine which is overdrawing, so it at least has some niches.

162.   Talisman
The big problems with Talisman: Can't get Green, 4 is no 5, when you have 5 or more, you often want that one key card more than multiples of the cheaper one. Nevertheless, there's a good number of cheap cards which are nice to mass, and it has some pretty nice interactions with cost-reducers and things which are looking for lots of cheap cards (gardens, feodum).

161.   Alchemist
An engine all in one go. There are three problems. One, you need to do something with it, just like any engine. Two, its cost is pretty prohibitive - opening for it is pretty dangerous. Three, building a more conventional engine is often just faster, and although this tends to be a little more consistent, the speed is often more important.







Title: Re: WW's Power Rankings
Post by: brokoli on July 03, 2013, 05:56:37 pm
In each part of the list I have to disagree on one card at least. Here, it's Storeroom. Storeroom is amazing. I have no argument to prove that, but from my experience, this card is simply awesome.
I would also put Fortune Teller much higher, but still, this isn't as shocking as the community's card list ^^
Title: Re: WW's Power Rankings
Post by: SCSN on July 03, 2013, 07:16:28 pm
Alchemist below Workshop, Moat, Woodcutter, Pawn, Shanty Town, Trading Post, Embargo, Native Village, Lookout, Smugglers, Outpost, Horse Traders, Crossroads, Oracle, Noble Brigand, Farmland, Beggar, Vagrant, Sage, Armory, Death Cart, Scavenger, Count, Rogue, Doctor, Advisor... really?

Quote
There are three problems. One, you need to do something with it, just like any engine.

That holds for all drawers, so that hardly passes as a critic of Alchemist.

Quote
Two, its cost is pretty prohibitive - opening for it is pretty dangerous.

Life is either a daring adventure, or nothing :D

Quote
Three, building a more conventional engine is often just faster, and although this tends to be a little more consistent, the speed is often more important.

Sure, it isn't the best drawer in the game, but I prefer it all day over Moat, Courtyard, Oracle, Advisor and Crossroads (if you can consider that a drawer). In an otherwise mirror on a random board where my engine relies on Alchemists and yours on your favorite among those listed, I love my chances.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 03, 2013, 07:24:15 pm
Alchemist below Workshop, Moat, Woodcutter, Pawn, Shanty Town, Trading Post, Embargo, Native Village, Lookout, Smugglers, Outpost, Horse Traders, Crossroads, Oracle, Noble Brigand, Farmland, Beggar, Vagrant, Sage, Armory, Death Cart, Scavenger, Count, Rogue, Doctor, Advisor... really?

Quote
There are three problems. One, you need to do something with it, just like any engine.

That holds for all drawers, so that hardly passes as a critic of Alchemist.

Quote
Two, its cost is pretty prohibitive - opening for it is pretty dangerous.

Life is either a daring adventure, or nothing :D

Quote
Three, building a more conventional engine is often just faster, and although this tends to be a little more consistent, the speed is often more important.

Sure, it isn't the best drawer in the game, but I prefer it all day over Moat, Courtyard, Oracle, Advisor and Crossroads (if you can consider that a drawer). In an otherwise mirror on a random board where my engine relies on Alchemists and yours on your favorite among those listed, I love my chances.
Would I rather have Alchemist in my deck or any of those cards? Alchemist, 9 times out of 10. But it costs SO much (and those are cheap! Many also have uses other than 'card-drawer in an engine'). The issue is, if there's a halfway reasonable village on the board, it's just so much easier to get lots of the village plus that card. If there isn't, then Alchemist is probably not all that hot anyway, and it goes to big money. In big money, Alchemist might be worth it on a colony board, definitely not on a province board.

Of course this is an oversimplification, but well, that cost is a lot.
Another thing to look at: Alchemist is lab, except there's that bonus of being able to put back. Well, that's mitigated against discard attacks (which are fairly common in engines) and, more important, in most engines, you are going to be largely drawing them anyway. So, well lab is pretty good, but it isn't the greatest thing in the world, and this just costs more. I *certainly* like alchemist less than any of the cards in your second list, and while I might move it ahead of *some* of them on the first list, I pretty much really do like it this low.

Incidentally, in your post, you name a card I have in my top 10(!)
Title: Re: WW's Power Rankings
Post by: Dsell on July 03, 2013, 07:28:32 pm
Incidentally, in your post, you name a card I have in my top 10(!)

It's Outpost, isn't it?
Title: Re: WW's Power Rankings
Post by: Awaclus on July 03, 2013, 07:42:26 pm
Incidentally, in your post, you name a card I have in my top 10(!)

It's Outpost, isn't it?
Shouldn't Outpost be out your post, not in your post?
Title: Re: WW's Power Rankings
Post by: Dsell on July 03, 2013, 07:48:11 pm
Incidentally, in your post, you name a card I have in my top 10(!)

It's Outpost, isn't it?
Shouldn't Outpost be out your post, not in your post?

It's [REDACTED], isn't it?
Title: Re: WW's Power Rankings
Post by: jonts26 on July 03, 2013, 08:08:29 pm

It's [REDACTED], isn't it?


What is this sorcery?
Title: Re: WW's Power Rankings
Post by: markusin on July 03, 2013, 08:29:01 pm
Alchemist below Workshop, Moat, Woodcutter, Pawn, Shanty Town, Trading Post, Embargo, Native Village, Lookout, Smugglers, Outpost, Horse Traders, Crossroads, Oracle, Noble Brigand, Farmland, Beggar, Vagrant, Sage, Armory, Death Cart, Scavenger, Count, Rogue, Doctor, Advisor... really?

A great victory for Shanty Town. What can I say, I've become a fan.

Incidentally, in your post, you name a card I have in my top 10(!)

It's Outpost, isn't it?

Surely you mean Trading Post.
Title: Re: WW's Power Rankings
Post by: Powerman on July 03, 2013, 08:39:03 pm
Incidentally, in your post, you name a card I have in my top 10(!)

It's Outpost, isn't it?

I'd bet Noble Brigand.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 03, 2013, 08:48:53 pm
I bet crossroads.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 03, 2013, 08:50:40 pm
I salute you for giving counting house and saboteur their due. Just one question... Talisman? I think I would put it lower, really.

I agree with you completely on alchemist.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 03, 2013, 08:52:56 pm
I'm going to guess Armory.
Title: Re: WW's Power Rankings
Post by: Dsell on July 03, 2013, 09:01:12 pm
I bet crossroads.

If I were actually betting, I'd put my money on Crossroads too (with an outside shot at Doctor, maybe? I am super inexperienced with the card).
Title: Re: WW's Power Rankings
Post by: heron on July 03, 2013, 09:16:11 pm
I guess Oracle. Guessing is fun!
Title: Re: WW's Power Rankings
Post by: Fabian on July 03, 2013, 09:22:21 pm
Can really only be Noble Brigand or Outpost I think.

Edit: And knowing WW, I know where I'm putting my money.
Title: Re: WW's Power Rankings
Post by: Schneau on July 03, 2013, 09:23:38 pm
I'll guess Embargo, with outside chances at Native Village, Death Cart, and Doctor.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 03, 2013, 09:26:46 pm
I'm going to guess Courtyard.
Title: Re: WW's Power Rankings
Post by: Archetype on July 03, 2013, 09:29:06 pm
I'll guess Count. That card is the bee's knees.
Title: Re: WW's Power Rankings
Post by: markusin on July 03, 2013, 09:30:04 pm
My first guess was Doctor. I'll have to stick with that guess until the end.
Title: Re: WW's Power Rankings
Post by: michaeljb on July 03, 2013, 10:00:16 pm
Courtyard
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 03, 2013, 10:20:58 pm
It had better be Courtyard.
Title: Re: WW's Power Rankings
Post by: jonts26 on July 03, 2013, 10:29:44 pm
All aboard the courtyard train. Woo Wooooo.
Title: Re: WW's Power Rankings
Post by: Powerman on July 03, 2013, 11:16:53 pm
Courtyard was named?  Oh... yeah, I'll switch from NB to that.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 03, 2013, 11:29:09 pm
Oh I thought it was implicit that we were only talking about the cards in the first group. Yeah, definitely Courtyard if we are counting the second bunch, too.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 04, 2013, 03:53:06 am
181. Haven:
This one I agree with you, but I decided to write something anyway just to clarify the argument. Haven has 2 uses, in my mind: (1) if you can overdraw your deck, you can save a Scrying Pool or Village or whatever for next turn to add reliability, and (2) it lets you play cards that need to line up with other cards (like Coppersmith or Baron) in a non-engine deck.

There is a very common third use, which is smoothing out money in the late game.  Play Haven, realise you now have 10 money, stash a Silver, almost certainly buying a Province next turn as well.  Or a slightly different scenario, play Haven, find you've hit the dreaded 7, stash a Silver and buy either a Duchy or (if it seems a shrewder move) a different 5-cost card.  This has got me out of trouble plenty of times and makes it very worthy for something that only costs 2.  I think it's pretty incredible that Haven is listed below Vagrant.
Title: Re: WW's Power Rankings
Post by: SCSN on July 04, 2013, 06:41:46 am
Quote
Would I rather have Alchemist in my deck or any of those cards? Alchemist, 9 times out of 10. But it costs SO much (and those are cheap! Many also have uses other than 'card-drawer in an engine'). The issue is, if there's a halfway reasonable village on the board, it's just so much easier to get lots of the village plus that card.

I get that you take into account the costs, I just disagree with your conclusions. I do think Alchemist is worse than Lab, Smithy and all Smithy-like 5s for exactly the reasons you state, but it's better than those $2-$3 cards. In my experience it's just so much harder to set up reliable drawing with those cheap cards than with Alchemist. Alchemist is slower, sure, but I'd rather spend a few more minutes assembling things than speeding ahead and see my engine blow up in the middle of the race. Those cheap cards can work out great, but they can also fail miserably.

Quote
If there isn't, then Alchemist is probably not all that hot anyway, and it goes to big money. In big money, Alchemist might be worth it on a colony board, definitely not on a province board.

I agree that it sucks with BM, but BM itself is pretty bad most of the time, so that shouldn't have an enormous impact.

Quote
Of course this is an oversimplification, but well, that cost is a lot.

Okay, then what about Hunting Grounds? That card is even more expensive and not too reliable (you curse yourself to death when you fail to line it up with a Village), yet I still love it in most engines.

And why is Alchemist < Possession? Alchemist only sucks on Province-BM/Slog/Rush boards and is at least decent on all others, Possession is completely useless most of the time and is much more expensive. Sure, it can be absolutely dominating sometimes, but so can Poor House (http://dom.retrobox.eu/?/20130704/log.505d732a51c359e6597efeb8.1372927781569.txt):

SheCantSayNo   cards: 4 Village, 3 Poor House, 2 Pawn, 1 Chapel, 5 Province
SheCantSayNo   total victory points: 30
SheCantSayNo   turns: 12

which is even lower on your list than Alchemist.

Quote
Incidentally, in your post, you name a card I have in my top 10(!)

I hope it's Doctor, because you're clearly insane :D

Joking aside, I assume it's Courtyard and you put it there mainly because of Courtyard-BM. I don't think Alchemist should be above Courtyard overall, but I do think Alchemist is the better drawer for most engines, even taking into account its costs.
Title: Re: WW's Power Rankings
Post by: brokoli on July 04, 2013, 07:41:14 am
Alchemist below Workshop, Moat, Woodcutter, Pawn, Shanty Town, Trading Post, Embargo, Native Village, Lookout, Smugglers, Outpost, Horse Traders, Crossroads, Oracle, Noble Brigand, Farmland, Beggar, Vagrant, Sage, Armory, Death Cart, Scavenger, Count, Rogue, Doctor, Advisor... really?
You seriously think that Alchemist is better than Oracle and Scavenger ?
I disagree on the rest too, but these two are so good.
Title: Re: WW's Power Rankings
Post by: Awaclus on July 04, 2013, 09:15:47 am
Alchemist below Workshop, Moat, Woodcutter, Pawn, Shanty Town, Trading Post, Embargo, Native Village, Lookout, Smugglers, Outpost, Horse Traders, Crossroads, Oracle, Noble Brigand, Farmland, Beggar, Vagrant, Sage, Armory, Death Cart, Scavenger, Count, Rogue, Doctor, Advisor... really?
You seriously think that Alchemist is better than Oracle and Scavenger ?
I disagree on the rest too, but these two are so good.
Better than Scavenger, worse than Oracle, I would say.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 04, 2013, 11:29:45 am
160.   Vagrant
This high, really? Yes. While it may seem not so good to have to draw your bad cards (it doesn't do anything for me anyway), while it isn't good now, it helps your next turn substantially - you were going to draw those bad cards at some point anyway. When it works,it's as good as lab. And worst case it's still a cantrip. Okay, it's no world-beater, but this cheap, it's reasonably often worth a go.

159.   Woodcutter
It's a source of +buy in a pinch, and this is probably its main purpose. Also virtual coin if you need it (KC-type cards, draw-to-X). A solid if unspectacular card.

158.   Loan
An early trasher which not only is non-terminal, but also can't be drawn dead. The issue is that you usually have some other treasure you don't want to hit (of course you don't have to trash it, but you must skip it, and moreover it reduces loan's effectiveness), and more importantly you are effectively adding another copper to get the trashing, which is supposed to get rid of coppers anyway!

157.   Farmland
By far the main use for this card is to be two points while sacrificing your deck quality just at the end of the game. It can also be used to trash curses or get lots of green cards, but these are fairly ancillary.

156.   Mint
The main use of this is to trash a bunch of coppers in one go, but this is hard to manage at an effective point in the game. The extra treasures can also be good, but it tends to be relatively slow. For sure can be really good, but often is only decent.

155.   Outpost
This card is usually terrible. Three card hands are just much weaker than 5, particularly when you can't choose the three out of a larger quantity. And you have to spend a terminal on it? Well, it still gets a decent ranking because it can be really really good when it is good, almost always in big engines (though you have to be able to get going from a three card hand) which can overdraw the deck anyway, where you are just doubling your turns. Really helped by other duration cards, or occasionally with draw-to-X.

154.   Rogue
If you could choose between the options, this would be one of the top power cards. But as it is, you often are forced to gain things you don't really want that much, the attack isn't reliable, and it's often just okay, sometimes even bad..

153.   Graverobber
Expanding actions can be nice, but very often those $5 actions are really premium cards in your deck. Still can be good if you have a strong engine up and going, and definitely helped because you can gain those actions back. But 2 5-cost terminal plays to gain a province is... actually not that great as it turns out, in comparison. Definitely a late-game card.

152.   Trading Post
This is a card which is pretty good early on, but later on really diminishes in value. Not a lot to say.

151.   Market Square
I feel that this is a huge trap card, at least how it's used a lot. Using one card to trash another and discard yet another, just to gain a gold. Well, gold is good but not the absolute best, and you are losing a lot of cards from your hand now. But cantrip +buy isn't that bad in-and-of-itself, though not all that hot either.

150.   Island
This is a tricky card to use. Not the worst early, and not at all bad in the midgame for engines which can store green cards as soon as you get them; disappointingly often, though, it's just 2-VP for 4. That isn't terrible, but realize that it is just a VP card on your next shuffle, like any other, and you need to wait another shuffle to get the thinning benefit.

149.   Death Cart
A card which can sling you up to lots of money, but only a few times. The ruins aren't always a drawback, but they limit the card's ability to be useful in a lot of cases. Usually you either want to be able to ensure you have it with a ruins (via strong engine) or only need it the one time, with future plas more like bonuses.
Title: Re: WW's Power Rankings
Post by: ipofanes on July 04, 2013, 11:33:49 am
171.   Band of Misfits
Another one that's hard to evaluate. But the best 4-or-cheaper on the board, even when you get to pick the situation, often loses out to another 5-cost. That it can't be any really key cheap cards for long really really hurts this. But it has so much versatility that it can't be *that* bad. Probably it's best where there's lots of mediocre 3s-4s and at least some cantrip, or where you can use at as *either* smithy or village for an engine.

I think a Throne Room deck kingdom deserves special mention. A card you can choose to be a Throne Room or a Bureaucrat (deliberately not picking any of the more powerful $4) can't be that bad.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 04, 2013, 11:50:24 am
171.   Band of Misfits
Another one that's hard to evaluate. But the best 4-or-cheaper on the board, even when you get to pick the situation, often loses out to another 5-cost. That it can't be any really key cheap cards for long really really hurts this. But it has so much versatility that it can't be *that* bad. Probably it's best where there's lots of mediocre 3s-4s and at least some cantrip, or where you can use at as *either* smithy or village for an engine.

I think a Throne Room deck deserves special mention. A card you can choose to be a Throne Room or a Bureaucrat (deliberately not picking any of the more powerful $4) can't be that bad.

I think the large variance in its use depending on the board probably affects the rank, too.  Sometimes it feels like a trap card.   When it's on the board, that means there is one less card on the board that could have been a Throne Room or something else.  And how many games do you want a lot of different $4 or less cards?  A decent amount, sure, but it's probably not the dominant situation.  I guess on average half the kingdom would be $4 or less, and of those five cards, how likely is it that you'll need three or more of them? (Not to mention, some of those are alternate Treasures and VP.)  And if there is a pile that will be emptied, then Band of Misfits won't be able to target it once it's gone, so you'd need to get that card anyway.  An ideal situation would be to use it for a card that is good in the beginning but becomes dead later (curers, moneylender, chapel, etc.), but since it costs $5 you can't use it the same way as those cards.

Every card depends on the board, of course, but this seems to be a major one. 
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 04, 2013, 12:57:03 pm
This made me wonder about Outpost.  Why is it terminal?  They don't stack at all, so it doesn't seem like anything would really break.
Title: Re: WW's Power Rankings
Post by: blueblimp on July 04, 2013, 02:26:47 pm
This made me wonder about Outpost.  Why is it terminal?  They don't stack at all, so it doesn't seem like anything would really break.
Donald X's philosophy seems to be to put as little text on a card as is necessary. The question you should be asking is: does Outpost need "+1 action"? It doesn't, so that's why it doesn't have it.
Title: Re: WW's Power Rankings
Post by: Qvist on July 04, 2013, 05:31:18 pm
While Graverobber is no power card, it's much better than the much too high ranked Rogue.
The games where Rogue is decent to good is the gain-from-the-trash ability. I rarely had a game where the attack was crucial.
Rogue gives you +2$, but being able to expand Action cards is a huge bonus over Rogue most of the times.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 04, 2013, 05:55:26 pm
While Graverobber is no power card, it's much better than the much too high ranked Rogue.
The games where Rogue is decent to good is the gain-from-the-trash ability. I rarely had a game where the attack was crucial.
Rogue gives you +2$, but being able to expand Action cards is a huge bonus over Rogue most of the times.
I can't find myself agreeing with this evaluation. If it's gaining, it's usually at least an explorer, though not much better very often. When it's attacking, it's Dame Sylvia. Okay, she's maybe not the best knight, but knights are pretty good, generally much better than the explorer-esque card. So I don't see how it's way overrated, and I don't *think* the main bit of the value is the gaining...
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 04, 2013, 06:05:52 pm
But Rogue so rarely attacks.

Edit:  Right, these are two player games.  In that case, Rogue can attack a bit more often if there aren't many other forms of trashing.  Still not very reliable as Knight.  I doubt I would get it unless I was intending to profit off of the gaining (or really need a terminal Silver).
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 04, 2013, 09:39:43 pm
But Rogue so rarely attacks.

Edit:  Right, these are two player games.  In that case, Rogue can attack a bit more often if there aren't many other forms of trashing.  Still not very reliable as Knight.  I doubt I would get it unless I was intending to profit off of the gaining (or really need a terminal Silver).
Well, right. But this is (spoiler alert) well below where the knights are on my list, and not *that* far above Explorer.
Title: Re: WW's Power Rankings
Post by: kn1tt3r on July 05, 2013, 02:31:59 am
158.   Loan
An early trasher which not only is non-terminal, but also can't be drawn dead. The issue is that you usually have some other treasure you don't want to hit (of course you don't have to trash it, but you must skip it, and moreover it reduces loan's effectiveness), and more importantly you are effectively adding another copper to get the trashing, which is supposed to get rid of coppers anyway!

In my oppinion the biggest drawback of Loan is the risk of skipping your key cards. Say, Mountebank. In theory Loan is a nice addition on a Mountebank board to trash all those Coppers, but accidentially discarding this one Mountebank you would have drawn next turn is a huge deal. Well, maybe deck tracking can prevent this to some extend, but probably only towards the end of a shuffle.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 05, 2013, 02:47:21 am
158.   Loan
An early trasher which not only is non-terminal, but also can't be drawn dead. The issue is that you usually have some other treasure you don't want to hit (of course you don't have to trash it, but you must skip it, and moreover it reduces loan's effectiveness), and more importantly you are effectively adding another copper to get the trashing, which is supposed to get rid of coppers anyway!

In my opinion the biggest drawback of Loan is the risk of skipping your key cards. Say, Mountebank. In theory Loan is a nice addition on a Mountebank board to trash all those Coppers, but accidentially discarding this one Mountebank you would have drawn next turn is a huge deal. Well, maybe deck tracking can prevent this to some extend, but probably only towards the end of a shuffle.

I don't think that's a big deal at all.  Sure, a Loan might cause you to skip your key card, but it also might skip a lot of the junk allowing you to play your key card more often.  And good deck tracking can make it more likely to do the latter than the former.
Title: Re: WW's Power Rankings
Post by: kn1tt3r on July 05, 2013, 02:51:18 am
158.   Loan
An early trasher which not only is non-terminal, but also can't be drawn dead. The issue is that you usually have some other treasure you don't want to hit (of course you don't have to trash it, but you must skip it, and moreover it reduces loan's effectiveness), and more importantly you are effectively adding another copper to get the trashing, which is supposed to get rid of coppers anyway!

In my opinion the biggest drawback of Loan is the risk of skipping your key cards. Say, Mountebank. In theory Loan is a nice addition on a Mountebank board to trash all those Coppers, but accidentially discarding this one Mountebank you would have drawn next turn is a huge deal. Well, maybe deck tracking can prevent this to some extend, but probably only towards the end of a shuffle.

I don't think that's a big deal at all.  Sure, a Loan might cause you to skip your key card, but it also might skip a lot of the junk allowing you to play your key card more often.  And good deck tracking can make it more likely to do the latter than the former.

Let's say you open Sea Hag/Loan for some reason. In Turn 3 you draw Loan but no Hag. Do you play it? Probably yes, it WILL hit a Copper, and the risk of hitting the Hag is quite small after all. But if you do, it's awful, and maybe even a reason to not open Loan.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 05, 2013, 03:12:34 am
158.   Loan
An early trasher which not only is non-terminal, but also can't be drawn dead. The issue is that you usually have some other treasure you don't want to hit (of course you don't have to trash it, but you must skip it, and moreover it reduces loan's effectiveness), and more importantly you are effectively adding another copper to get the trashing, which is supposed to get rid of coppers anyway!

In my opinion the biggest drawback of Loan is the risk of skipping your key cards. Say, Mountebank. In theory Loan is a nice addition on a Mountebank board to trash all those Coppers, but accidentially discarding this one Mountebank you would have drawn next turn is a huge deal. Well, maybe deck tracking can prevent this to some extend, but probably only towards the end of a shuffle.

I don't think that's a big deal at all.  Sure, a Loan might cause you to skip your key card, but it also might skip a lot of the junk allowing you to play your key card more often.  And good deck tracking can make it more likely to do the latter than the former.

Let's say you open Sea Hag/Loan for some reason. In Turn 3 you draw Loan but no Hag. Do you play it? Probably yes, it WILL hit a Copper, and the risk of hitting the Hag is quite small after all. But if you do, it's awful, and maybe even a reason to not open Loan.

Okay, let's say you draw Estate, 3x Copper, Loan.  If you play the Loan, it has an 20% chance to skip your Hag before hitting one of the remaining Coppers.  That sucks.

On the other hand, there is already a 29% chance that your Hag is one of the bottom two cards and will miss the reshuffle.  If that is the case, there is a 66% chance that playing the Loan will cause the Hag to be promoted into your turn 4 hand and make the reshuffle after all.  This makes it essentially an even proposition that the Loan will hurt or help you play your Sea Hag.  Plus it trashes a Copper.

Of course, opening Loan on a Sea Hag board is highly questionable anyway as Copper is more valuable in Curse slogs, but I was just continuing with the example you chose and I hope I illustrated my point well enough.
Title: Re: WW's Power Rankings
Post by: kn1tt3r on July 05, 2013, 03:23:57 am
Okay, let's say you draw Estate, 3x Copper, Loan.  If you play the Loan, it has an 20% chance to skip your Hag before hitting one of the remaining Coppers.  That sucks.

On the other hand, there is already a 29% chance that your Hag is one of the bottom two cards and will miss the reshuffle.  If that is the case, there is a 66% chance that playing the Loan will cause the Hag to be promoted into your turn 4 hand and make the reshuffle after all.  This makes it essentially an even proposition that the Loan will hurt or help you play your Sea Hag.  Plus it trashes a Copper.

Of course, opening Loan on a Sea Hag board is highly questionable anyway as Copper is more valuable in Curse slogs, but I was just continuing with the example you chose and I hope I illustrated my point well enough.

It's certainly questionable, so maybe Young Witch/Loan(bane) is a better example. Of course I get your point and you're probably right that it's more likely to be benefitial than bad, but the point is that it's high variance and can really screw you if you happen to end up on the wrong side of it.
Title: Re: WW's Power Rankings
Post by: ipofanes on July 05, 2013, 03:30:08 am
Okay, let's say you draw Estate, 3x Copper, Loan.  If you play the Loan, it has an 20% chance to skip your Hag before hitting one of the remaining Coppers.  That sucks.

On the other hand, there is already a 29% chance that your Hag is one of the bottom two cards and will miss the reshuffle.  If that is the case, there is a 66% chance that playing the Loan will cause the Hag to be promoted into your turn 4 hand and make the reshuffle after all.  This makes it essentially an even proposition that the Loan will hurt or help you play your Sea Hag.  Plus it trashes a Copper.

Of course, opening Loan on a Sea Hag board is highly questionable anyway as Copper is more valuable in Curse slogs, but I was just continuing with the example you chose and I hope I illustrated my point well enough.

It's certainly questionable, so maybe Young Witch/Loan(bane) is a better example. Of course I get your point and you're probably right that it's more likely to be benefitial than bad, but the point is that it's high variance and can really screw you if you happen to end up on the wrong side of it.
High variance: bad for the high echelons, good for us bungling morons. On the flipside of your second argument, deck thinning lets you win your curse split so you endup with less copper but also less curses.

Title: Re: WW's Power Rankings
Post by: dondon151 on July 05, 2013, 04:40:02 am
In my oppinion the biggest drawback of Loan is the risk of skipping your key cards.

I would personally say that hitting non-Copper Treasures is Loan's biggest drawback. Sometimes you have no choice but to get a Silver to reach $5 in kingdoms with Loan, and when your Loan hits your Silver, that's just bad in every way.
Title: Re: WW's Power Rankings
Post by: SCSN on July 05, 2013, 05:01:42 am
High variance: bad for the high echelons, good for us bungling morons.

Not necessarily. Variance is good whenever you're behind in expectation. If I'm P2 in a game against a similarly skilled opponent who doesn't play a clearly inferior strategy, I much welcome all free variance I can get.
Title: Re: WW's Power Rankings
Post by: AJD on July 05, 2013, 09:43:06 am
In my oppinion the biggest drawback of Loan is the risk of skipping your key cards.

I would personally say that hitting non-Copper Treasures is Loan's biggest drawback. Sometimes you have no choice but to get a Silver to reach $5 in kingdoms with Loan, and when your Loan hits your Silver, that's just bad in every way.

Isn't that an example of skipping your key card, then?
Title: Re: WW's Power Rankings
Post by: AJD on July 05, 2013, 09:44:05 am
Let's say you open Sea Hag/Loan for some reason.

I'd do that so as do discard any junk cards that might somehow be left on top of my deck, no?
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 05, 2013, 10:18:45 am
In my oppinion the biggest drawback of Loan is the risk of skipping your key cards.

I would personally say that hitting non-Copper Treasures is Loan's biggest drawback. Sometimes you have no choice but to get a Silver to reach $5 in kingdoms with Loan, and when your Loan hits your Silver, that's just bad in every way.

Isn't that an example of skipping your key card, then?

It's worse, because you don't get to trash a Copper either.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 05, 2013, 12:21:09 pm
181. Haven:
This one I agree with you, but I decided to write something anyway just to clarify the argument. Haven has 2 uses, in my mind: (1) if you can overdraw your deck, you can save a Scrying Pool or Village or whatever for next turn to add reliability, and (2) it lets you play cards that need to line up with other cards (like Coppersmith or Baron) in a non-engine deck.

There is a very common third use, which is smoothing out money in the late game.  Play Haven, realise you now have 10 money, stash a Silver, almost certainly buying a Province next turn as well.  Or a slightly different scenario, play Haven, find you've hit the dreaded 7, stash a Silver and buy either a Duchy or (if it seems a shrewder move) a different 5-cost card.  This has got me out of trouble plenty of times and makes it very worthy for something that only costs 2.  I think it's pretty incredible that Haven is listed below Vagrant.

The problem is that in a money deck, you'd usually rather have Silver, so you only get Haven when you happen to hit $2, which is not often enough for this to be worth much in terms of it's overall value. But I do agree with you that it's probably better than Vagrant.

While Graverobber is no power card, it's much better than the much too high ranked Rogue.
The games where Rogue is decent to good is the gain-from-the-trash ability. I rarely had a game where the attack was crucial.
Rogue gives you +2$, but being able to expand Action cards is a huge bonus over Rogue most of the times.
I can't find myself agreeing with this evaluation. If it's gaining, it's usually at least an explorer, though not much better very often. When it's attacking, it's Dame Sylvia. Okay, she's maybe not the best knight, but knights are pretty good, generally much better than the explorer-esque card. So I don't see how it's way overrated, and I don't *think* the main bit of the value is the gaining...
The thing is, you can't look at it as either Explorer or Knight. It's usually both, and you don't get to choose. You have to gain at least as often as you attack, so if you're not going to be happy with the gaining, it's going to be bad, even if you mainly want it for the attack.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 05, 2013, 01:50:23 pm
181. Haven:
This one I agree with you, but I decided to write something anyway just to clarify the argument. Haven has 2 uses, in my mind: (1) if you can overdraw your deck, you can save a Scrying Pool or Village or whatever for next turn to add reliability, and (2) it lets you play cards that need to line up with other cards (like Coppersmith or Baron) in a non-engine deck.

There is a very common third use, which is smoothing out money in the late game.  Play Haven, realise you now have 10 money, stash a Silver, almost certainly buying a Province next turn as well.  Or a slightly different scenario, play Haven, find you've hit the dreaded 7, stash a Silver and buy either a Duchy or (if it seems a shrewder move) a different 5-cost card.  This has got me out of trouble plenty of times and makes it very worthy for something that only costs 2.  I think it's pretty incredible that Haven is listed below Vagrant.

The problem is that in a money deck, you'd usually rather have Silver, so you only get Haven when you happen to hit $2, which is not often enough for this to be worth much in terms of it's overall value. But I do agree with you that it's probably better than Vagrant.

I think it might be asking too much to expect a given $2 to be better than silver, which is a $3 card.  I guess we have been spoiled with things like Chapel and Hamlet.  Of course, there are a couple of other variables to consider:

- Although you don't hit $2 that often, there are also those times you have $2 left over with multiple buys.
- In Colony games, the benefits of money smoothing stay the same (in fact, slightly increase), whereas the power of silver is diminished.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 05, 2013, 02:16:50 pm
I think it might be asking too much to expect a given $2 to be better than silver, which is a $3 card.  I guess we have been spoiled with things like Chapel and Hamlet. 
... and Fool's Gold, Lighthouse, Courtyard, Crossroads, Squire, and Embargo. And maybe to a lesser extent, Moat, Cellar, Pawn, Beggar, Herbalist.

In reality, hitting exactly $2 is a rarity except in junker games and when you have lots of buys, so the $2 cards have to be worth buying at $3+ to have real meaningful value.
Title: Re: WW's Power Rankings
Post by: DG on July 05, 2013, 02:29:39 pm
Quote
In reality, hitting exactly $2 is a rarity except in junker games and when you have lots of buys, so the $2 cards have to be worth buying at $3+ to have real meaningful value.

Not really. The chances of getting the 3 estate + 2 copper hand in either the first or second shuffle isn't so low. You've also got plenty of actions like lookout, workshop, and island that provide no coins.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 05, 2013, 05:17:47 pm
148.   Workshop
It works in rushes. It works moreso in gaining cheap engine components. But it has a big drawback in being terminal. Still, it's often solid enough, and sometimes a big game-changer.

147.   Urchin (Mercenary)
This card can be a game-changer, too, but... well, it takes a while to get these to connect with something, unless you already have strong trashing, in which case mercenary is way less than stellar. Actually, some combination of other trashing and other discard attacks just obsoletes this in general, especially since you are just going to run out of fuel. It hurts a lot that you have to trash before discarding. Urchin itself isn't the worst, though, and would make a reasonable 2-cost, I think.

146.   Trader
As a trasher, it's really the very worst. As a silver-flooder, it's okay, but not the best thing ever, and silver-flooders aren't usually the greatest. Its best use by far is as a defense against junkers, but even here, you have to connect it to their attack, and after a while, your deck gets bigger, and this is harder to do...

145.   Lookout
This card gives decent trashing, and it's non-terminal no less, but there are a few significant drawbacks. You can't hit stuff in hand, which is bad for maintaining a thin deck which is, say, getting hit by cursers after you have an engine up. It's slow to get off the ground, providing no economy. And it's really risky to play later on, as you might hit something you want; this last bit, combined with it's one-card-at-a-time-ness, make it hard to quickly and effectively get as thin as you'd really like. Oftentimes, you could just build the engine better by grabbing components from the get-go. Okay, still non-terminal trashing isn't bad.

144.   Merchant Guild
Another new card I'm quite possibly way off on. But this does seem to really compare to Bridge. And while, okay, coin tokens are pretty good, the drawbacks aren't totally insignificant either - most notably, it needs to go over a few turns. True enough, being able to play a few of these consistently just seals a game, but especially at $5, this takes a while. I have a feeling this card specializes in setting up not a single mega-turn, but more a 2-4 turn spurt.

143.   Beggar
This card is excellent in slogs, t also works really well with counting house and has a couple other nice synergies. Otherwise... well, terminal gold for 2 would be pretty good, but even just so not the greatest thing ever (you can see I'm not super high on +coins as a benefit...), and having to gain coppers is (barring slogs) just a big drawback. Has some use in BM, but very limited. Okay, then there's the reaction. I don't really get it, thematically or mechanically. And power-wise... well, it doesn't seem consistent enough to get beggars just for it, and in a situation where you want it anyway, do you really want to forego playing it this turn? I guess sometimes yes.

142.   Walled Village
A Village! You know, this is pretty tough. Would village for $4 be that bad? I don't think it really would, right? Well, it's worse than this, obviously. And probably a while back, this would have been a top-half card. But as a number of other villages have come out, this gets slotted worse and worse, by a little bit, as there are just other villages that I will usually prefer, and this just gets knocked down. Okay, this is still the only village reasonably often, and that means it's not terrible, and there are even many situations now where I would prefer it to other villages... but still a small minority.

141.   Scavenger
People compare this to Chancellor, but I don't think that's really the main thrust of the card. Sure, it can be chancellor-with-a-plus. But the plus is big! You get to set up your next turn with the best card in your deck (or sometimes even this turn!) And it can be a lot better than chancellor toward the middle of your shuffle, where not using the discard ability can be very powerful, either to just get lots of extra plays on a key card, or because you have pretty good ideas as to what's being set up.

140.   Golem
Essentially +2 cards +2 actions where the cards are guaranteed to be actions. For sure that is a powerful effect. The problem is definitely that 1) you don't know what you'll hit; 2)doesn't work well when already drawing deck; 3) most important, it costs quite a lot. 4p is too expensive to count on getting in the first shuffle, and getting the potion later can be awkward. Well, it's still a great card to have, but once again (similar to alchemist in a way) you can often skip it.

139.   Procession
Throne with a twist... I like it less than throne. Maybe this is wrong and biased of me (I don't like getting rid of my *good* cards, I gained those on purpose man), but I think it is a little worse. Obviously has good uses if there's a great chain of actions up the food chain, and it can get rid of say ruins, but it's not something you want to be using on payloads very often, and that's often what I like my TR to be able to do, particularly since TR is not the best village for setting drawing up (you need to TR TR or have another village, else you run out of actions)

138.   Smugglers
This gets the nod over workshop for me, just because you can gain 5s and 6s. Okay, there is the drawback that their cards need to be useful for you, but... either they are playing a markedly worse strategy, in which case you're fine anyway, or you are reasonably close to a mirror. Okay, this can also do nothing (they buy something too expensive), but this mostly happens against big money, where this is indeed terrible. But BM isn't so common anymore. For sure this has spots where it's nothing, but it's often pretty darn good.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 05, 2013, 05:21:28 pm
Quote
In reality, hitting exactly $2 is a rarity except in junker games and when you have lots of buys, so the $2 cards have to be worth buying at $3+ to have real meaningful value.

Not really. The chances of getting the 3 estate + 2 copper hand in either the first or second shuffle isn't so low. You've also got plenty of actions like lookout, workshop, and island that provide no coins.
Also with 2 card trashers early in the game - steward, ambassador, remake... And it needs mentioning that a main use of 2s is often with spare buys, or just like $4 and 2 buys. Still, I feel like 2s often need to compete with 3s, if not all the time.
Title: Re: WW's Power Rankings
Post by: Tables on July 05, 2013, 05:29:11 pm
146.   Trader

I'm not sure I agree with your arguments for this placement.

Quote
141.   Scavenger
People compare this to Chancellor, but I don't think that's really the main thrust of the card. Sure, it can be chancellor-with-a-plus. But the plus is big! You get to set up your next turn with the best card in your deck (or sometimes even this turn!) And it can be a lot better than chancellor toward the middle of your shuffle, where not using the discard ability can be very powerful, either to just get lots of extra plays on a key card, or because you have pretty good ideas as to what's being set up.

This sounds awfully positive for a card that's barely out of the bottom quarter. Why isn't it higher?
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 05, 2013, 05:33:06 pm
146.   Trader

I'm not sure I agree with your arguments for this placement.
Whoops. Fixed.

Quote
Quote
141.   Scavenger
People compare this to Chancellor, but I don't think that's really the main thrust of the card. Sure, it can be chancellor-with-a-plus. But the plus is big! You get to set up your next turn with the best card in your deck (or sometimes even this turn!) And it can be a lot better than chancellor toward the middle of your shuffle, where not using the discard ability can be very powerful, either to just get lots of extra plays on a key card, or because you have pretty good ideas as to what's being set up.

This sounds awfully positive for a card that's barely out of the bottom quarter. Why isn't it higher?
Because I'm not trying to give the whole picture of the card in these blurbs. It's still only a terminal-silver with a benefit, and a delayed one, if reasonably nice. Also, not the nicest benefit ever, as getting the card you want is nice, but hopefully I will get to that anyway....
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 05, 2013, 05:50:02 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 05, 2013, 05:54:10 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.
Depends on your definition of relatively close. You can look forward to the next few soon, anyway
Title: Re: WW's Power Rankings
Post by: Tables on July 05, 2013, 06:36:15 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

I'd say Worker's Village is a big jump up in value. Often, it's an expensive village, but as a source of +buys and +actions, it covers two important aspects of an engine on it's own, and that makes it a key piece in many engines, and makes an engine much more viable on more boards than any other $4 village, I'd say.
Title: Re: WW's Power Rankings
Post by: Schneau on July 05, 2013, 07:12:44 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

I mostly agree with this, but also feel that Walled Village has gotten too much of a bad rap lately. Sure, it's the weakest of the $4 villages, and probably the worst village. But, at $4 you are almost never unable to get it when you can get a vanilla Village. I have a hard time saying it's significantly worse than Village, especially since you can sometimes make use of its extra ability. If Village comes significantly further down the list, I will be disappointed.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 05, 2013, 08:02:34 pm
But, at $4 you are almost never unable to get it when you can get a vanilla Village.

This is actually not true at all. But I agree with everything else.
Title: Re: WW's Power Rankings
Post by: Kirian on July 05, 2013, 08:52:00 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

I mostly agree with this, but also feel that Walled Village has gotten too much of a bad rap lately. Sure, it's the weakest of the $4 villages, and probably the worst village. But, at $4 you are almost never unable to get it when you can get a vanilla Village. I have a hard time saying it's significantly worse than Village, especially since you can sometimes make use of its extra ability. If Village comes significantly further down the list, I will be disappointed.

Don't forget that Walled Village only works if you have a Google+ account.  That alone bumps it down a bit.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 05, 2013, 09:00:54 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

I mostly agree with this, but also feel that Walled Village has gotten too much of a bad rap lately. Sure, it's the weakest of the $4 villages, and probably the worst village. But, at $4 you are almost never unable to get it when you can get a vanilla Village. I have a hard time saying it's significantly worse than Village, especially since you can sometimes make use of its extra ability. If Village comes significantly further down the list, I will be disappointed.

Don't forget that Walled Village only works if you have a Google+ account.  That alone bumps it down a bit.

It would be hilarious if Walled Village really did nothing unless you had a Google+ account.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 05, 2013, 10:32:11 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

Oh. How can you think this, Mr. Expert Card Designer? I say it's Walled Village, more-than-slight jump Mining Village, more-than-slight jump Fortress, substantial jump Farming Village, huge jump Worker's Village, huge jump Plaza, slight jump Wandering Minstrel.
Title: Re: WW's Power Rankings
Post by: dominator 123 on July 06, 2013, 08:38:46 am
This is a thread in which I am going to give a comprehensive ranking of all the kingdom cards in Dominion. I don't want this to be seen in any way as trying to degrade Qvist's rankings. Indeed, that is one of my favorite projects on this site. Yet I am still doing this - what's the difference? There are a few key differences: This is purely my own rankings, not composited with other people; this is purely for the 2-player version of the game; this includes all price points into a single comprehensive list; I'm only looking at pure random setups with all cards. I will also probably not have such detailed descriptions on each card. Anyway, on to the list!


1.   
2.   
3.   
...
159.   Woodcutter
...
176.   Nomad Camp
...
203.   Feast
204.   Adventurer
205.   Scout

Links to descriptions/Explanations: Part I (http://forum.dominionstrategy.com/index.php?topic=8693.msg263323#msg263323)
Part II (http://forum.dominionstrategy.com/index.php?topic=8693.msg263410#msg263410)
Part III (http://forum.dominionstrategy.com/index.php?topic=8693.msg264716#msg264716)
Part IV (http://forum.dominionstrategy.com/index.php?topic=8693.msg265448#msg265448)
Part V (http://forum.dominionstrategy.com/index.php?topic=8693.msg265762#msg265762)
Part VI (http://forum.dominionstrategy.com/index.php?topic=8693.msg266106#msg266106)
Are you seriously putting woodcutter above nomad camp?
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 06, 2013, 08:43:19 am
This is a thread in which I am going to give a comprehensive ranking of all the kingdom cards in Dominion. I don't want this to be seen in any way as trying to degrade Qvist's rankings. Indeed, that is one of my favorite projects on this site. Yet I am still doing this - what's the difference? There are a few key differences: This is purely my own rankings, not composited with other people; this is purely for the 2-player version of the game; this includes all price points into a single comprehensive list; I'm only looking at pure random setups with all cards. I will also probably not have such detailed descriptions on each card. Anyway, on to the list!


1.   
2.   
3.   
...
159.   Woodcutter
...
176.   Nomad Camp
...
203.   Feast
204.   Adventurer
205.   Scout

Links to descriptions/Explanations: Part I (http://forum.dominionstrategy.com/index.php?topic=8693.msg263323#msg263323)
Part II (http://forum.dominionstrategy.com/index.php?topic=8693.msg263410#msg263410)
Part III (http://forum.dominionstrategy.com/index.php?topic=8693.msg264716#msg264716)
Part IV (http://forum.dominionstrategy.com/index.php?topic=8693.msg265448#msg265448)
Part V (http://forum.dominionstrategy.com/index.php?topic=8693.msg265762#msg265762)
Part VI (http://forum.dominionstrategy.com/index.php?topic=8693.msg266106#msg266106)
I explain this in my blurb for NC.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 06, 2013, 09:23:49 am
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

I mostly agree with this, but also feel that Walled Village has gotten too much of a bad rap lately. Sure, it's the weakest of the $4 villages, and probably the worst village. But, at $4 you are almost never unable to get it when you can get a vanilla Village. I have a hard time saying it's significantly worse than Village, especially since you can sometimes make use of its extra ability. If Village comes significantly further down the list, I will be disappointed.

Don't forget that Walled Village only works if you have a Google+ account.  That alone bumps it down a bit.

It would be hilarious if Walled Village really did nothing unless you had a Google+ account.

That's why it's the only promo I haven't bought from the BGG store.
Title: Re: WW's Power Rankings
Post by: markusin on July 06, 2013, 11:03:02 am
I don't get the whole Google+ thing. What happens if you try to get it without a Google+ account? Is logging in with a Gmail account supposed to be enough? I actually got the card, but barely remember setting up a Google+ account.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 06, 2013, 12:03:10 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

Oh. How can you think this, Mr. Expert Card Designer? I say it's Walled Village, more-than-slight jump Mining Village, more-than-slight jump Fortress, substantial jump Farming Village, huge jump Worker's Village, huge jump Plaza, slight jump Wandering Minstrel.

What do you mean by "jump"? If a slight jump is ~5 cards, your $4 villages are going to be spread over like 50+ cards. It seems like it would be difficult to find that many cards to squeeze between them in value.

Additionally, I don't agree with your ordering of them. Farming ~= Walled, and Worker's is the best. Seems like you're over-valuing what they do with VP cards or curses in your deck (where Farming and Wandering are stronger).
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 06, 2013, 12:11:23 pm
It would be hilarious if Walled Village really did nothing unless you had a Google+ account.
Walled Village $4

You may reveal a Google+ account. If you do:
+1 Card
+2 Actions
At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.'
Title: Re: WW's Power Rankings
Post by: Robz888 on July 06, 2013, 12:39:53 pm
Intuitively, shouldn't most of the $4 villages be grouped up close together?  They're all pretty close in power, I think.  I mean, they all have their individual uses, but on many boards, Fortress, Walled Village and Worker's Village are all fairly interchangeable.

Oh. How can you think this, Mr. Expert Card Designer? I say it's Walled Village, more-than-slight jump Mining Village, more-than-slight jump Fortress, substantial jump Farming Village, huge jump Worker's Village, huge jump Plaza, slight jump Wandering Minstrel.

What do you mean by "jump"? If a slight jump is ~5 cards, your $4 villages are going to be spread over like 50+ cards. It seems like it would be difficult to find that many cards to squeeze between them in value.

Additionally, I don't agree with your ordering of them. Farming ~= Walled, and Worker's is the best. Seems like you're over-valuing what they do with VP cards or curses in your deck (where Farming and Wandering are stronger).

Workers is good, but it's absolutely not the best. Plaza and Wandering are stronger. Wandering, because it makes engine assembly so easy, even in a bloated deck, and Plaza, because earning coins as you build your draw engine is really good. And Farming is obviously better than Walled. In an engine they are virtually the same, except Farming skips your green and Walled puts itself back on you deck if you didn't fire your engine that turn. Maybe it's close, but I do actually think the Farming thing is better there. And then Farming has some use in slogs, and Walled, well, I just don't think it has that much going for it.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 06, 2013, 12:51:48 pm
Sure Farming is slightly better than Walled, but you have 2 "more-than-slight" jumps and a "substantial" jump between them. Being able to skip VP cards isn't worth that much. Wandering Minstrel and Plaza are both good as well, but again, they are at least close to Worker's. You have then at least a "huge" jump ahead, which can't be right.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 06, 2013, 01:09:54 pm
Sure Farming is slightly better than Walled, but you have 2 "more-than-slight" jumps and a "substantial" jump between them. Being able to skip VP cards isn't worth that much. Wandering Minstrel and Plaza are both good as well, but again, they are at least close to Worker's. You have then at least a "huge" jump ahead, which can't be right.

Wandering and Plaza are a lot better than Workers. I would stand by that. Maybe I exaggerated the difference between Farming and Walled.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 06, 2013, 01:34:48 pm
There's just no way Plaza is a lot better than Worker's Village. I can see Wandering Minstrel, but +buy is one of the pillars of a strong engine (and you won't find too many sources of +buy that are more useful then Worker's for an engine). I think the newness of coin tokens is making people overestimate their strength (although tokens are strong). In any case, all three are very good villages.
Title: Re: WW's Power Rankings
Post by: SCSN on July 06, 2013, 01:42:33 pm
Worker's is clearly best. In an engine you often buy a Herbalist/Woodcutter/Nomad Camp only for the +buy if there's no better option, with Worker's you can just completely skip those cards. Would you ever be willing to buy a terminal that solely performs the added bonus of any of those other villages? Like, a terminal "Super Scout" that discards your treasures and victories and lets you rearrange your upcoming actions (for fairness sake, let's also give it +$2 to make it the equivalent of woodcutter)?
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 06, 2013, 02:02:04 pm
Worker's is clearly best. In an engine you often buy a Herbalist/Woodcutter/Nomad Camp only for the +buy if there's no better option, with Worker's you can just completely skip those cards. Would you ever be willing to buy a terminal that solely performs the added bonus of any of those other villages? Like, a terminal "Super Scout" that discards your treasures and victories and lets you rearrange your upcoming actions (for fairness sake, let's also give it +$2 to make it the equivalent of woodcutter)?

I upvoted this, but it's not a fair comparison because the Wandering Minstrel effect is obviously way better on a non-terminal. Whereas +buy doesn't really matter if it's on a terminal or not. It still highlights the importance of +buy though.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 06, 2013, 02:11:10 pm
Workers is not the only source of +buy in the game! It's certainly a very good one, but a lot of other worthwhile engine components have +buy attached. I say Wandering Minstrel's filtering gets your engine up much, much faster (and can even create an engine in a low trashing or even slog environment). Which easily gives it the nod, I say.
Title: Re: WW's Power Rankings
Post by: jonts26 on July 06, 2013, 02:20:03 pm
Workers is not the only source of +buy in the game! It's certainly a very good one, but a lot of other worthwhile engine components have +buy attached. I say Wandering Minstrel's filtering gets your engine up much, much faster (and can even create an engine in a low trashing or even slog environment). Which easily gives it the nod, I say.

There are also times when WM isn't a great village though. If you aren't drawing your deck, and you don't have good source of non treasure coin, then you're just going to be discarding a lot of useful treasures.

As far as the other cards have +buy argument, well, that isnt always true. WV is sometimes the only +buy. However, even if there is other +buy, WV still offers a 'free' + buy. It doesnt take a card slot, or an action, or even another buy to get the card in your deck. It's really good. Not saying WM isn't also really good. The filtering is often quite strong.

In engines with another source of +buy that you'd be getting anyway (goons or something), then WM is a lot better than WV. But I find WV to be more often the stronger card. It's close, but I'd give the nod to WV.
Title: Re: WW's Power Rankings
Post by: Beyond Awesome on July 06, 2013, 02:32:47 pm
As far as $4 villages goes, WM is the best. Now, on some boards, WV might be better, but WM's cycling is so powerful and often I don't mind skipping my treasures. The point is to get to your engine components faster or to get to a certain action faster. Heck, it even works in non-engine decks for getting to your cursers faster and gives +Actions so you can play two cursers in the same turn. There have actually been many games where I bought WM just for that reason, and it games without trashing WM makes it possible to create a reliable engine.
Title: Re: WW's Power Rankings
Post by: Fabian on July 06, 2013, 02:35:28 pm
WM seems sweet for sure, but WV is very very good. That's about the most useful analysis avaliable.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 06, 2013, 02:45:39 pm
Aren't they designed for different types of engines?  Wandering Minstrel works with virtual coin better than treasure, and Worker's Village seems like it's designed to solve the problem of smithy/village/coin where you don't have extra buys (or have to get a card that you otherwise don't want for them).
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 06, 2013, 02:51:38 pm
Would you ever be willing to buy a terminal that solely performs the added bonus of any of those other villages? Like, a terminal "Super Scout" that discards your treasures and victories and lets you rearrange your upcoming actions (for fairness sake, let's also give it +$2 to make it the equivalent of woodcutter)?

You mean like a terminal Cartographer that gave +$2? Yes, I would absolutely buy such a card. It would be way, way better than Navigator. Like, you have no idea until you've played with it. Try it out.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 06, 2013, 07:35:29 pm
WM seems sweet for sure, but WV is very very good. That's about the most useful analysis avaliable.

Urgh, too many villages with "W."
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 06, 2013, 08:40:09 pm
I have to wonder about the position of Shanty Town. It seems like many people on this site regard Shanty Town as roughly equal to or even slightly superior to vanilla village. I'm certainly less skilled than they, but I can't help but question this decision nonetheless. Shanty Town is an expensive necropolis unless it draws, but how often does it draw? Only if it is either the only action in hand or the last action in hand that you play. However, this brings up two thorny issues. First, if you have such a low action density that Shanty Town can normally be drawn without any actions, the likelihood of getting an action in the two cards you draw ought to be quite low, making the +2 actions a waste. And if you have terminal actions in your main hand, playing a +actions source followed by shanty town requires a pretty specific set-up. Shanty town, terminal, shanty town... and the end result is inferior to Village.

I wonder if people who like shanty town regard it as a lab variant instead of a village. It seems like that's the better way to regard it. In terms of engine enabling, typically the main purpose of a village, shanty town leaves much to be desired.

In my own ranking, I'm not sure I'd put it above Adventurer. Does anyone here understand it better?
Title: Re: WW's Power Rankings
Post by: dondon151 on July 06, 2013, 08:46:16 pm
I'm pretty sure that most people agree Village > ST in general.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 06, 2013, 08:53:30 pm
137.   Harem
Actually, I'm pretty sure this is overrated (it's going to be moving on the next iteration). It's definitely a nicer card in general than Farmland, but not terribly much so. The problem is, you often want this over gold in big money, and you play a longer midgame, but the BM mirrors aren't so common, and it isn't *that* much better than gold. And lots of times you just want gold anyway. Well, it's a stack of 2VP cards which usually don't hurt your deck quality, at least by much, so there's some purpose, but aside from the odd crossroads or vagrants thing, it's basically never great, just an occasional modest boon.

136.   Forager
I feel like this card is significantly better than Lookout, as it generally gives a little more money, hits your hand (okay, this mostly makes up for the money) which gives it a bigger range, lets you avoid unwanted trashing, and this makes it work a lot better once your engine is in place whilst also generally not being worse at setting it up. On the other hand, I don't really see lots more cards it can more in front of, so I guess there's just a relatively big drop-off somewhere a little before here?

135.   Mining Village
I'm not really sure that this is better than walled village, even. I don't find myself wanting to trash it very often, as I almost always buy it as a village and not as a one-shot thrust to something big (this *tends* not to be worth it). When I do crack it, it's most often for an end of game point surge, but as you have to play villages first amongst components, it's a little hard to know when to do this. Okay, a village with some kind of plus, anyway.

134.   Count
A reasonable card in slogs, where gaining copper isn't bad, setting cards back can often be good, 3 coins is nothing to sneeze at, and gaining duchies is generally excellent. The trashing option deserves some attention, but on the other hand, it doesn't trash *that* well, as you have to do some negative and it can sometimes be awkward to be able to protect the stuff you want to. Okay, can be strictly-better-once-you-have-it Mandarin, too, so really the versatility is what gets this card here and not lower.

133.   Armory
The topdecking makes this worse than workshop for rushes, but better in almost all other scenarios. Okay, it costs a little more, but because you get the card so fast, you don't really fall behind with this card near as much as you do with workshop. If you track your deck well, you can also use the knowledge of what's coming up to get slight boons and set up draws. Okay, it could also hurt you if you are getting too many terminals, but if you're only getting terminals, you probably didn't want this card to start with...

132.   Pawn
None of the options is really worth 2 all that much, but the versatility makes the card at least decent And it can always be a cantrip. Probably it's most important uses are as virtual coin (for KC, draw-to-X), cheap (and possibly non-terminal) source of buy, and for card and coin where you have tracked your deck well. It's also pretty good for engines, where if you get it too early, you can just cycle it, and after you've drawn your deck, it's... copper or herbalist. Okay, not the greatest thing ever, but copper-that-can-cycle really isn't so bad.

131.   Sage
This is one I still don't really understand, I guess. If you are building an engine, you often just prefer components. This skips over copper and estate, true, but I guess it's mostly useful in something like a mountebank game - not really big money (where silver is generally preferred), but sort of big-money-ish dry games where you mostly need to play those one or two key cards really often. I dunno, not spectacular but has at least little uses often enough.

130.   Shanty Town
This can be necropolis, but with a drawing terminal, that's usually not the worst thing ever. And it can be better-than-lab. Okay, the big drawback is that it's really not the best village as the main village for an engine, though it *can* do that for certain engines. Really nice in decks where you just don't have terminals you want to play, but lots of reasonable non-terminals. And good as a support piece for engines - as one of your opening buys particularly, it doesn't have some of the drawbacks of silver later, but it still enhances your economy (and cycling) early.

129.   Tunnel
Potentially a big trap - people dream about gaining lots of gold off of this, but it's a bit tricky to line it up with the thing to discard it. Okay, sometimes can be great, but you do have to watch out - you have a junk card along with that gold. Obviously best when there is sifting - lets you get your golds more and discard your unwanted green - which gets you more gold. So it's pretty high-skill. Of course, still has 2 VP for 3, and this isn't negligible either.

128.   Bishop
I think this is the biggest trap card in the game. You just don't often want to be the first buy to buy bishop. Or more specifically, it's generally a very very bad early game card. It just trashes for your opponent so much better than it does you, and you are wasting time on it. Okay, there's the golden deck, but there's very often something to beat it (any non-deck attack does it, and there's some ways to outrace it). But anyway, that shows the point - it's much more of a late game card. At this point, the trashing doesn't help your opponents much - they often won't even take it, because it will hurt them right now (which is more relevant than the long-term prospects by now), or they want to hold on to their points. And man, you can really hammer home some massive points, say, setting up an engine which gains and then trashes 2-3 gold every turn (or trashes then buys; it all works), all the while not helping your opponent end the game much at all. Setting this up is reasonably rare, though, and sometimes the engine is good anyway.

127.   Farming Village
Filtering past green cards and curses is something which is usually useful, but it's rarely REALLY useful, at least in games where you want villages. Okay, though, there's a few combos and counters it sets up, and mostly it's a village with small-but-tangible plus.

126.   Noble Brigand
This card can really be bananas. If Big Money were viable more often, this card would be way higher on the list. Thing is, this destroys most big money strategies. We can say that it's one of the best BM cards, but really it's that it's one fo the best cards *against* BM. To the point where silvers are just really risky propositions, and there are only a few BM strategies that can outrun it (and even they, generally, should mix with it overall). Obviously stymied by alternate treasure and not really a player against a lot of engines, though even in engines it can have *some* usefulness if there still needs to be silver and gold as a reasonably high component of the economic backbone of the deck.
Title: Re: WW's Power Rankings
Post by: liopoil on July 06, 2013, 08:56:34 pm
woah, I think forager is way better than that...
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 06, 2013, 09:00:25 pm
I have to wonder about the position of Shanty Town. It seems like many people on this site regard Shanty Town as roughly equal to or even slightly superior to vanilla village. I'm certainly less skilled than they, but I can't help but question this decision nonetheless. Shanty Town is an expensive necropolis unless it draws, but how often does it draw? Only if it is either the only action in hand or the last action in hand that you play. However, this brings up two thorny issues. First, if you have such a low action density that Shanty Town can normally be drawn without any actions, the likelihood of getting an action in the two cards you draw ought to be quite low, making the +2 actions a waste. And if you have terminal actions in your main hand, playing a +actions source followed by shanty town requires a pretty specific set-up. Shanty town, terminal, shanty town... and the end result is inferior to Village.

I wonder if people who like shanty town regard it as a lab variant instead of a village. It seems like that's the better way to regard it. In terms of engine enabling, typically the main purpose of a village, shanty town leaves much to be desired.

In my own ranking, I'm not sure I'd put it above Adventurer. Does anyone here understand it better?

It's not just about how often it draws, but when it draws. Early in the game, when +cards is more useful than +actions, it gives you +cards. It makes those turns where you just draw it + starting cards not be complete duds like they would be if that card were Village. Later on, when you've built your engine, the +cards isn't as important, because you presumably have other sources of +cards, it's just +2 actions, with +2 cards when you have an excess of actions. This makes it much better than vanilla village for engines with a slower build-up. Village is better when you have something like Chapel which can get you straight into the engine, since it performs more consistently when your engine is already up and running.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 06, 2013, 09:09:05 pm
128.   Bishop
I think this is the biggest trap card in the game. You just don't often want to be the first buy to buy bishop. Or more specifically, it's generally a very very bad early game card. It just trashes for your opponent so much better than it does you, and you are wasting time on it. Okay, there's the golden deck, but there's very often something to beat it (any non-deck attack does it, and there's some ways to outrace it). But anyway, that shows the point - it's much more of a late game card. At this point, the trashing doesn't help your opponents much - they often won't even take it, because it will hurt them right now (which is more relevant than the long-term prospects by now), or they want to hold on to their points. And man, you can really hammer home some massive points, say, setting up an engine which gains and then trashes 2-3 gold every turn (or trashes then buys; it all works), all the while not helping your opponent end the game much at all. Setting this up is reasonably rare, though, and sometimes the engine is good anyway.
I think you're really underrating this. Yes it's a bad opening, but it's greatness later in the game gives is enough value that it should at least be up with Silk Road, for instance, which is also bad early but can be worth a lot of points.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on July 06, 2013, 10:13:02 pm
I'm surprised Forager is this low.  I think of it as a top 5 (maybe 6 or 7) $3 card.  But then I have no idea why it feels so good.  It really doesn't sound that good on paper.  But I feel like every time I don't get two or three of them I end up falling way behind.  It's not quite as good on play as Upgrade/Junk Dealer, but it's so much cheaper.  Early on you can grab several of them quickly because they're cheap, and you trash your starting cards pretty fast while still making decent money, and you don't have to worry about collision.  All that, and you get extra buys if you need them.  Later on, you can use them to trash each other and get +buy, or you can trash a Silver to power them up if your opponent has trashed theirs.

Shanty Town seems higher than I would expect as well.  (And yeah, I think the general consensus is that Village is better than Shanty Town.)  I feel like I've seen a decent number of boards on which, a weak engine would have been viable with Village in the kingdom, but with Shanty Town instead, big money was faster.  Sure, if the engine is good enough, you'll just be glad to have the +actions, but a lot of times it's just not worth it.  Thinking of it as a lab variant rather than a village variant is interesting, but that just makes it seem even more disappointing.  Labs are usually good when you can chain them.  With Shanty Town, you need a low action density to trigger them, but then you can't really chain them because you don't have enough of them.  It can also be used in a big money deck, where it's a drawer that is guaranteed not to collide with your terminal.  But even then it's pretty weak; +2 cards isn't usually worth it for $3.
Title: Re: WW's Power Rankings
Post by: Eevee on July 06, 2013, 10:18:57 pm
Forager has some strong combos, for example potion cards and counterfeit. I feel this might be bit of a playstyle thing - I feel WW values weak early game trashing less than other top players.
Title: Re: WW's Power Rankings
Post by: Titandrake on July 06, 2013, 11:02:30 pm
Forager has some strong combos, for example potion cards and counterfeit. I feel this might be bit of a play style thing - I feel WW values weak early game trashing less than other top players.

Off-topic: I think it's still really amazing that there can be such a thing as "different playstyle" in Dominion.

I think Forager makes engines possible where they wouldn't otherwise be. The same could be said of all the other 1-card trashers, I suppose, but Forager seems especially good at making this work. That one extra +$1 after a Copper is in the trash just helps so much to make it work. Same reason that the Bishop opening isn't awful, the extra +$1 makes it work. I'm coming around to opening Bishop being bad, but the VP tokens feel too strong for it to be around here.
Title: Re: WW's Power Rankings
Post by: markusin on July 07, 2013, 01:18:05 pm
I have to wonder about the position of Shanty Town. It seems like many people on this site regard Shanty Town as roughly equal to or even slightly superior to vanilla village. I'm certainly less skilled than they, but I can't help but question this decision nonetheless. Shanty Town is an expensive necropolis unless it draws, but how often does it draw? Only if it is either the only action in hand or the last action in hand that you play. However, this brings up two thorny issues. First, if you have such a low action density that Shanty Town can normally be drawn without any actions, the likelihood of getting an action in the two cards you draw ought to be quite low, making the +2 actions a waste. And if you have terminal actions in your main hand, playing a +actions source followed by shanty town requires a pretty specific set-up. Shanty town, terminal, shanty town... and the end result is inferior to Village.

I wonder if people who like shanty town regard it as a lab variant instead of a village. It seems like that's the better way to regard it. In terms of engine enabling, typically the main purpose of a village, shanty town leaves much to be desired.

In my own ranking, I'm not sure I'd put it above Adventurer. Does anyone here understand it better?

Shanty Town is one of the weirder cards. You can be sure that every vanilla Village you gain adds reliability to your engine. Each Shanty Town also adds some reliability to your engine in the sense that you can play more terminal actions, but at the cost of potentially less card draw.

The way I see it, there are two types of collision with Shanty Town: collision with itself and collision with terminals. The collision with itself will definitely reduce the card draw, but you can play an extra terminal for every extra Shanty Town in hand without affecting the final handsize you'd have if there were only Shanty Towns in hand. Collision with other terminals also turns Shanty Town into a necropolis. You reduce Shanty Town collision by either buying less of them or by having a larger deck (often, the larger deck is thrust upon you by a junker). You reduce the terminal collision problem by having some other source of +actions (possibly making Shanty Town the best second village to have in the kingdom).

A Shanty Town that does end up drawing is pretty neat though. Even if the extra actions are wasted, you still get the $5 lab effect on a $3 cost, and you can always open with a $3. Shanty Town is at its best when it draws a terminal draw card with its +2 cards, since the terminal draw card won't draw anything dead. Then you can make use of the full +2 cards +2 actions. In general, Shanty Town is an okay village in draw decks, especially in ones that tend to overdraw

Though I like Shanty Town more than the vanilla Village, I think I'd still rank it a bit lower than Village (and I imagine many other players do too). The village works well in the *classic* engine that have heavily trimmed decks. Shanty Town is a card that gets better when your deck is not at the position you'd normally want it to be, which is what makes the card so intriguing.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on July 07, 2013, 04:25:48 pm
Even if the extra actions are wasted, you still get the $5 lab effect on a $3 cost
If the extra actions are wasted, you get the $2 moat effect on a $3 cost.

But the actions aren't necessarily wasted, which is what makes Shanty Town viable (I agree with the rest of your post).
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 07, 2013, 09:03:42 pm
My favourite thing for Shanty Town is tossing one or two into a deck full of non-terminals and maybe one or two terminals.  They become $3 Labs most of the time, occasionally regular Villages when the STs collide, and Necropolis if one collides with a terminal.
Title: Re: WW's Power Rankings
Post by: markusin on July 07, 2013, 10:52:16 pm
Even if the extra actions are wasted, you still get the $5 lab effect on a $3 cost
If the extra actions are wasted, you get the $2 moat effect on a $3 cost.

But the actions aren't necessarily wasted, which is what makes Shanty Town viable (I agree with the rest of your post).

Well, not drawing any new actions with the +2 cards ain't so hot. Depending on your average coin per card, the Shanty Town might not have been better than Silver, but then neither would a Laboratory. The big thing about Lab and Shanty Town is that they cannot draw action cards dead, but Moat can. Of course, Shanty Town is unlikely to self chain like Lab does.
Title: Re: WW's Power Rankings
Post by: ashersky on July 08, 2013, 02:59:51 am

134.   Count
A reasonable card in slogs, where gaining copper isn't bad, setting cards back can often be good, 3 coins is nothing to sneeze at, and gaining duchies is generally excellent. The trashing option deserves some attention, but on the other hand, it doesn't trash *that* well, as you have to do some negative and it can sometimes be awkward to be able to protect the stuff you want to. Okay, can be strictly-better-once-you-have-it Mandarin, too, so really the versatility is what gets this card here and not lower.


I feel like you might be underselling Count by quite a bit.  I don't know how to articulate that well, though.
Title: Re: WW's Power Rankings
Post by: ftl on July 08, 2013, 03:09:58 am
That discussion about Count happened on the 5-cost cards list thread once. WW talked about Count a bunch there.
Title: Re: WW's Power Rankings
Post by: ashersky on July 08, 2013, 03:15:11 am
That discussion about Count happened on the 5-cost cards list thread once. WW talked about Count a bunch there.

I recently used it (suboptimally) in a SP deck where virtual money and putting back an action was helpful.  Still lost to Hunting Party, though.
Title: Re: WW's Power Rankings
Post by: PitzerMike on July 08, 2013, 04:54:34 am
I have to wonder about the position of Shanty Town. It seems like many people on this site regard Shanty Town as roughly equal to or even slightly superior to vanilla village. I'm certainly less skilled than they, but I can't help but question this decision nonetheless. Shanty Town is an expensive necropolis unless it draws, but how often does it draw? Only if it is either the only action in hand or the last action in hand that you play. However, this brings up two thorny issues. First, if you have such a low action density that Shanty Town can normally be drawn without any actions, the likelihood of getting an action in the two cards you draw ought to be quite low, making the +2 actions a waste. And if you have terminal actions in your main hand, playing a +actions source followed by shanty town requires a pretty specific set-up. Shanty town, terminal, shanty town... and the end result is inferior to Village.

I wonder if people who like shanty town regard it as a lab variant instead of a village. It seems like that's the better way to regard it. In terms of engine enabling, typically the main purpose of a village, shanty town leaves much to be desired.

In my own ranking, I'm not sure I'd put it above Adventurer. Does anyone here understand it better?

Yeah it looks similar to Village but it plays entirely differently.
In reality it's nothing like Village and you usually shouldn't buy Shanty Town in situations where you're looking for a Village.

Like you mentioned it's basically a cheap Laboratory in money decks, so it definitely has a place in BM decks unlike Village.
I personally like it a lot as a setup card for the type of engine where you don't want the extra Silvers. It helps you get your 5$ power cards early and later it can add Actions to your engine or draw if played last.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 08, 2013, 05:27:53 am
Count is one of those cards that feels like it should be very good, but as yet I haven't really got it to work very well.  Might be that I suck with it, or it might be that it's not as good as it looks or (more likely) a combination of both.
Title: Re: WW's Power Rankings
Post by: SCSN on July 08, 2013, 06:05:10 am
Quote
In reality it's nothing like Village and you usually shouldn't buy Shanty Town in situations where you're looking for a Village.

I can't think of a single situation where I'm looking for a Village but wouldn't buy a Shanty Town if it was the only Village available.

I also think Forager is really underrated here. Imo it's the 3rd or 4th strongest DA card (behind Rebuild, Cultist and possibly WM); putting it behind cards as weak as Sage, Armory and Count is strange.
Title: Re: WW's Power Rankings
Post by: brokoli on July 08, 2013, 06:43:02 am
I don't agree with the general consensus that Worker's village is one of the best villages. Yes, you often want +buy, but rarely more than one, maximum two. And since in an engine that wants +buy you play more than one village per turn, the benefit of Worker's village is not that useful, while if you have a farming village for example, having the benefit several times worth more IMO (and there are lot of good +buy, other than Worker's).

Mining village is tricky, but excellent when played the right way. I would put it much higher.

Shanty town is one of the most interesting village, not easy to use but I think, should definitely be higher too. Something like 3-4 places behind the simple village.

I also think Forager and Scavenger are underrated.
Title: Re: WW's Power Rankings
Post by: SCSN on July 08, 2013, 07:28:43 am
Yes, you often want +buy, but rarely more than one, maximum two.

You're completely ignoring one of the most important aspects of having lots of buys: end-game control. Having lots of buys restricts your opponent's options as there'll always be the lingering threat of you ending the game. Conversely, if I know you only have 2 or 3 buys, I can keep building a stronger and stronger deck until the piles are dangerously comfortably low.

You don't need to exercise all your options all the time to make having them a big boon.

Also, Worker's bonus becomes more and more important over the course of the game, whereas Wandering and Farming become weaker as your deck quality improves and you draw ever larger number of cards. So like early trashing, WV is an excellent long-term investment.
Title: Re: WW's Power Rankings
Post by: ipofanes on July 08, 2013, 07:44:00 am
Anyone else surprised that Mystic hasn't come up yet? I myself don't think it's half bad.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 08, 2013, 09:49:38 am
I don't agree with the general consensus that Worker's village is one of the best villages. Yes, you often want +buy, but rarely more than one, maximum two. And since in an engine that wants +buy you play more than one village per turn, the benefit of Worker's village is not that useful, while if you have a farming village for example, having the benefit several times worth more IMO (and there are lot of good +buy, other than Worker's).
I understand that worker's village, much like a Grand Market chain, often results in surplus buys. There are a few ways to capitalize on that, especially in the Prosperity set that those cards come from: Quarry makes each buy more effective for engine building, Peddler picks up an economic boost with spare buys, and Goons essentially turns massive buy count into a win condition.Worker's Village, like Scout or Outpost, is abnormally solid amongst other cards from its expansion.

The major difference between these cards, naturally, is that Scout and Outpost are both quite weak without trick-vp cards or duration effects. Worker's Village is a worthwhile component on any viable engine board. It is almost always good, and when a card like Quarry is on the board, possibly even great. I expect a reasonably high rank on this one.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 08, 2013, 04:17:28 pm
I have to strongly disagree with Urchin/Mercenary's position; man, +2 Cards +$2 is already a good card, trashing two makes it good; the discard attack puts it into GET IN MY DECK NOW territory. Your beef with it seems to mainly be that it's hard to convert your Urchin into a Mercenary; that's probably because you aren't opening Urchin/Urchin and picking up a third Urchin (or better attack) on the reshuffle. Even with a 5/2 opening, you probably will be spending the $5 on an attack. Three Mercenaries is a good number to have, I think; you can play one almost every turn until you run out of fuel, and then you trash the other two. They're definitely weaker if you get them later - you will draw them with cards you don't want to trash, and they will draw your other action cards dead. But get them early, especially in games where there isn't better trashing, and it's a positive feedback loop not only because more trashing helps you play your trasher more often, but also because the discard attack hurts your opponent's ability to trash with their own Mercenaries.
Title: Re: WW's Power Rankings
Post by: brokoli on July 08, 2013, 04:59:35 pm
I actually have no idea how powerful urchin/mercenary is. One of those DA cards I still don't understand.
Title: Re: WW's Power Rankings
Post by: DG on July 08, 2013, 05:00:57 pm
One problem with urchin/mercenary is that the decks that are able to trigger the urchin reliably are the decks that don't need the mercenary.
Title: Re: WW's Power Rankings
Post by: markusin on July 08, 2013, 07:13:33 pm
Yes, you often want +buy, but rarely more than one, maximum two.

You're completely ignoring one of the most important aspects of having lots of buys: end-game control. Having lots of buys restricts your opponent's options as there'll always be the lingering threat of you ending the game. Conversely, if I know you only have 2 or 3 buys, I can keep building a stronger and stronger deck until the piles are dangerously comfortably low.

You don't need to exercise all your options all the time to make having them a big boon.

Also, Worker's bonus becomes more and more important over the course of the game, whereas Wandering and Farming become weaker as your deck quality improves and you draw ever larger number of cards. So like early trashing, WV is an excellent long-term investment.

This. Having surplus buys allows for rather diabolical plays. If I have $16 and 2 buys during my buy phase, I can go for a double Province turn. Double Province turns are something I'd expect to find on many "favourite things about Dominion" lists. But if instead I have $16 and 8 buys, I can now buy 8 estates (or maybe some other $2 card like Pawn or Crossroads). A move like that can potentially end a game that my opponent was trying to win with a megaturn but now ends in something like an 8-0 score in my favour. Any cantrip +buy card like Market is a good enabler for this kind of stuff. Speaking of Market, it hasn't shown up on this list yet.

I also think Forager's rank is too low. There are very few non-terminal trashers that trash from your hand. The notable ones are Upgrade, Junk Dealer, Apprentice, Rats and Counterfeit *Edit* and I guess Governor counts too. Non-terminal trashing is a powerful ability that really helps keep engine decks mostly clear of junk, and the junk happens to be rather good fuel for Forager in a deck with good draw. A Forager that generates +$1 or +$2 is only a bit worse than Junk Dealer, trading in the +card for +buy. However Forager only costs $3. And sometimes you really like having that +Buy.
Title: Re: WW's Power Rankings
Post by: ednever on July 08, 2013, 09:30:53 pm
I have to strongly disagree with Urchin/Mercenary's position; man, +2 Cards +$2 is already a good card, trashing two makes it good; the discard attack puts it into GET IN MY DECK NOW territory. Your beef with it seems to mainly be that it's hard to convert your Urchin into a Mercenary; that's probably because you aren't opening Urchin/Urchin and picking up a third Urchin (or better attack) on the reshuffle. Even with a 5/2 opening, you probably will be spending the $5 on an attack. Three Mercenaries is a good number to have, I think; you can play one almost every turn until you run out of fuel, and then you trash the other two. They're definitely weaker if you get them later - you will draw them with cards you don't want to trash, and they will draw your other action cards dead. But get them early, especially in games where there isn't better trashing, and it's a positive feedback loop not only because more trashing helps you play your trasher more often, but also because the discard attack hurts your opponent's ability to trash with their own Mercenaries.

The biggest issue with Mercenary is against discard attacks (including other Mercenaries). If you have a merc in hand and are forced to discard to 3 what do you do?
- drop the merc? Then you can't hit him with a discard
- drop your bad cards? Now you have no fuel for the merc
- drop you good cards? Now you are drawing blind with no remaining actions

You could keep a village, in which case you hope for a bad draw. Or you try to start up a chain without the merc and draw him later.

A mess.

Ed
Title: Re: WW's Power Rankings
Post by: blueblimp on July 09, 2013, 12:43:29 am
I can't think of a single situation where I'm looking for a Village but wouldn't buy a Shanty Town if it was the only Village available.
Village/Moat is a workable draw engine if you have some way to trash. Shanty Town/Moat really isn't. (Same goes for other terminals drawing 2 cards.)
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 09, 2013, 12:48:41 am
And while few players would by Moat solely for the +draw, many solid and powerful cards draw the same amount. Ghost Ship, Witch, even Masquerade. If engines are desirable on a board with those cards, village pulls still further ahead of shanty town.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 09, 2013, 01:01:45 am
And while few players would by Moat solely for the +draw, many solid and powerful cards draw the same amount. Ghost Ship, Witch, even Masquerade. If engines are desirable on a board with those cards, village pulls still further ahead of shanty town.

Shanty Town actually works pretty well with Ghost Ship. When your opponent plays Ghost Ship, you put your Ghost Ship back on top. Then you can use the ST to draw 2 and the Ghost Ship to draw 2 more. This is better than Village. Anyway, getting your primary draw from a terminal +2 cards is usually not good. Usually engines featuring Ghost Ship or Witch have some other sort of draw as well -- either a Smithy-type or Lab-type or draw-to-X.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 09, 2013, 02:16:48 am
One problem with urchin/mercenary is that the decks that are able to trigger the urchin reliably are the decks that don't need the mercenary.
There's your problem, you should have three of them by turn 4.

The biggest issue with Mercenary is against discard attacks (including other Mercenaries).
Indeed! The "other Mercenaries" part is exactly the deal; you want to get your Mercenaries first, so your opponent can't trash effectively, and also can't attack you effectively. And if you have it earlier, discarding your "good" cards doesn't hurt so much because the best two other cards in your hand probably include a Copper anyway, and drawing dead isn't such a big deal either because on average you draw a Copper. Mercenary is primarily a trasher; if you buy Chapel late, then you'll think Chapel is bad, too.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 09, 2013, 02:35:38 am
One problem with urchin/mercenary is that the decks that are able to trigger the urchin reliably are the decks that don't need the mercenary.
There's your problem, you should have three of them by turn 4.

The occasions where you want to open Urchin/Urchin are pretty uncommon, the number where you want to open Urchin/Urchin/Urchin has got be close to zero. You get no economic development that way.

I do agree with you that Mercenary is being underrated here. It's still a great advantage to be the person playing the discard attack most turns. But it's not being underrated by very much. Mercenary is a really awkward card to get into a deck and use effectively, so it's hard to call this a strong card.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 09, 2013, 02:56:10 am
I'm still skeptical about Shanty Town in general, but HiveMindEmulator has a good point about ghost ship. Does this mean that Shanty Town synergizes with deck control effects? It's likely strongest when you have actions in the top 2 cards of your deck.
Title: Re: WW's Power Rankings
Post by: SCSN on July 09, 2013, 03:20:15 am
One problem with urchin/mercenary is that the decks that are able to trigger the urchin reliably are the decks that don't need the mercenary.
There's your problem, you should have three of them by turn 4.

The occasions where you want to open Urchin/Urchin are pretty uncommon, the number where you want to open Urchin/Urchin/Urchin has got be close to zero. You get no economic development that way.

When I think Urchin is viable and there isn't another cheap attack I want, I often open Triple Urchin/X. Mercenary also gives +$2 to go with the draw, which is pretty decent in terms of economic development. Sure, it slows you down initially, but that isn't a problem if you can expect to slow down your opponent even more over the course of the entire game, which is usually the case if you can play a Mercenary almost every turn for a while.

Two recent games where I opened Triple Urchin:

http://dom.retrobox.eu/?/20130706/log.505d732a51c359e6597efeb8.1373131404710.txt
http://dom.retrobox.eu/?/20130707/log.5101a6c4e4b02b7235c3860f.1373194618461.txt
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 09, 2013, 03:51:57 am
One problem with urchin/mercenary is that the decks that are able to trigger the urchin reliably are the decks that don't need the mercenary.
There's your problem, you should have three of them by turn 4.

The occasions where you want to open Urchin/Urchin are pretty uncommon, the number where you want to open Urchin/Urchin/Urchin has got be close to zero. You get no economic development that way.

When I think Urchin is viable and there isn't another cheap attack I want, I often open Triple Urchin/X. Mercenary also gives +$2 to go with the draw, which is pretty decent in terms of economic development. Sure, it slows you down initially, but that isn't a problem if you can expect to slow down your opponent even more over the course of the entire game, which is usually the case if you can play a Mercenary almost every turn for a while.

Two recent games where I opened Triple Urchin:

http://dom.retrobox.eu/?/20130706/log.505d732a51c359e6597efeb8.1373131404710.txt
http://dom.retrobox.eu/?/20130707/log.5101a6c4e4b02b7235c3860f.1373194618461.txt

I don't understand it still. The first game you get a free win anyway because your opponent ignores Goons. I think it would be much better to go with the sure trashing of Steward. Especially since you can pick up Pawn with $2. Of course it's a nice Mercenary board because of Fortress, but I don't think that triple Urchin is the best play.

The second board is horribly weak so maybe this is the kind of place where you want that many Urchins, it's a lot more convincing than the first game. But you still kind of get a free win because your opponent ignores the attack entirely.

Maybe I am underestimating how often this comes up, but the heavy Urchin opening only looks good to me if there are no strong $5s/$4s/$3s or you need the trashing really badly and Mercenary is the only way to get it.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 09, 2013, 04:41:19 am
I think losing ~5 turns buying and then connecting Urchins is a small price to pay. Compare with Chapel, you will spend about 4 turns on buying Chapel and then trashing with it, and it's one of the best cards in the game. Mercenary gives you $ while you trash, so later turns spent trashing aren't wasted, you can at least get a Silver, which is probably what you were doing in between Chapel plays. And as SCSN says, it's an attack, it slows your opponent down too.

OK, Steward can compete, I can't deny that - Steward is a pretty good card! And of course you should take Chapel over Urchin for sure. But other trashers that WW ranked similarly - Loan, Trading Post, Lookout, Forager (actually I like Forager a lot, I think WW underrated it too) - I'm never going to skip Urchin in favour of those.
Title: Re: WW's Power Rankings
Post by: SCSN on July 09, 2013, 05:18:12 am
One problem with urchin/mercenary is that the decks that are able to trigger the urchin reliably are the decks that don't need the mercenary.
There's your problem, you should have three of them by turn 4.

The occasions where you want to open Urchin/Urchin are pretty uncommon, the number where you want to open Urchin/Urchin/Urchin has got be close to zero. You get no economic development that way.

When I think Urchin is viable and there isn't another cheap attack I want, I often open Triple Urchin/X. Mercenary also gives +$2 to go with the draw, which is pretty decent in terms of economic development. Sure, it slows you down initially, but that isn't a problem if you can expect to slow down your opponent even more over the course of the entire game, which is usually the case if you can play a Mercenary almost every turn for a while.

Two recent games where I opened Triple Urchin:

http://dom.retrobox.eu/?/20130706/log.505d732a51c359e6597efeb8.1373131404710.txt
http://dom.retrobox.eu/?/20130707/log.5101a6c4e4b02b7235c3860f.1373194618461.txt

I don't understand it still. The first game you get a free win anyway because your opponent ignores Goons. I think it would be much better to go with the sure trashing of Steward. Especially since you can pick up Pawn with $2. Of course it's a nice Mercenary board because of Fortress, but I don't think that triple Urchin is the best play.

Without Fortress I'd have gone for Steward for sure, but Mercenary-Fortress is huge. Once my deck is trashed down, Mercenary will keep giving me both draw and +$2, whereas Steward does only one of those. I'm not even sure whether Steward would get me to a Goons earlier, especially without adding Silver to my deck, what I really don't want here because of the weak draw. I'm a bit confused about what you mean by "sure trashing". With 3 Urchins and one other cantrip, I'm assured to gain a Mercenary no later than T5 or T6. This is quite a bit slower than Steward of course, but I think the overall advantages make up for it.

Quote
The second board is horribly weak so maybe this is the kind of place where you want that many Urchins, it's a lot more convincing than the first game. But you still kind of get a free win because your opponent ignores the attack entirely.

But ignoring the attack can only be a mistake here if you think he should have gotten it himself, in which case he should have opened triple Urchin too. In the absence of other attacks, getting only 2 Urchins is the worst of both worlds: you suffer from the slowdown but still need a decent amount of luck to get one Mercenary, let alone two.

Quote
Maybe I am underestimating how often this comes up, but the heavy Urchin opening only looks good to me if there are no strong $5s/$4s/$3s or you need the trashing really badly and Mercenary is the only way to get it.

I'd certainly skip Urchin if there's Wharf or Rebuild, but if there's a good engine and in the absence of other strong trashing, I'd happily open triple Urchin on a Witch board (I'm unsure about Mountebank, the 2 junk cards may well be too much). You may both be overestimating how often other strong trashing is available (the only cheap trashers that get rid of >1 card/turn are Chapel, Steward and Remake, and the last usually sucks if you're playing with Shelters), and underestimating how insanely strong Mercenary is. It gives you all 3 of Steward's options at once in addition to a Militia attack. Had it been a supply card, it would probably have costed $6.

Edit: My point isn't that Urchin is always a must buy (it certainly isn't) but that if you want to get it at all, you often want at least 2 and usually 3 during your first 4 turns, hence double or triple Urchin openings are not at all bad and should not be uncommon.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 09, 2013, 07:57:43 am
I don't understand it still. The first game you get a free win anyway because your opponent ignores Goons. I think it would be much better to go with the sure trashing of Steward. Especially since you can pick up Pawn with $2. Of course it's a nice Mercenary board because of Fortress, but I don't think that triple Urchin is the best play.

Without Fortress I'd have gone for Steward for sure, but Mercenary-Fortress is huge. Once my deck is trashed down, Mercenary will keep giving me both draw and +$2, whereas Steward does only one of those. I'm not even sure whether Steward would get me to a Goons earlier, especially without adding Silver to my deck, what I really don't want here because of the weak draw. I'm a bit confused about what you mean by "sure trashing". With 3 Urchins and one other cantrip, I'm assured to gain a Mercenary no later than T5 or T6. This is quite a bit slower than Steward of course, but I think the overall advantages make up for it.

Just to make this clear: I'm not saying going for Mercenaries is rarely good, I'm saying that going for Mercenary via triple Urchin is rarely good. You can use Steward here and still pick up a couple of Urchins later on with excess Goons buys if you want a Mercenary, but I'd point out that the main reason Mercenary/Fortress works so well for you here is because your opponent makes no attempt to attack your hand size on a board with Urchin, Ghost Ship and Goons. Mercenary/Fortress is a lot worse starting from 3 card hands.

"Sure trashing" was a bad choice of words by me, it should have been "faster trashing". I don't have the cards so I can't solitaire this to see which opening gets to consistent Goons faster, my gut says Steward, but I could be wrong.

Quote
Quote
The second board is horribly weak so maybe this is the kind of place where you want that many Urchins, it's a lot more convincing than the first game. But you still kind of get a free win because your opponent ignores the attack entirely.

But ignoring the attack can only be a mistake here if you think he should have gotten it himself, in which case he should have opened triple Urchin too. In the absence of other attacks, getting only 2 Urchins is the worst of both worlds: you suffer from the slowdown but still need a decent amount of luck to get one Mercenary, let alone two.

I think you were right about the triple Urchin here! I think this board is a great example of your point. I'm not convinced these boards are at all common.

Quote
Quote
Maybe I am underestimating how often this comes up, but the heavy Urchin opening only looks good to me if there are no strong $5s/$4s/$3s or you need the trashing really badly and Mercenary is the only way to get it.

I'd certainly skip Urchin if there's Wharf or Rebuild, but if there's a good engine and in the absence of other strong trashing, I'd happily open triple Urchin on a Witch board (I'm unsure about Mountebank, the 2 junk cards may well be too much). You may both be overestimating how often other strong trashing is available (the only cheap trashers that get rid of >1 card/turn are Chapel, Steward and Remake, and the last usually sucks if you're playing with Shelters), and underestimating how insanely strong Mercenary is. It gives you all 3 of Steward's options at once in addition to a Militia attack. Had it been a supply card, it would probably have costed $6.

Edit: My point isn't that Urchin is always a must buy (it certainly isn't) but that if you want to get it at all, you often want at least 2 and usually 3 during your first 4 turns, hence double or triple Urchin openings are not at all bad and should not be uncommon.

Your Mercenary/Steward comparison is misleading, since Mercenary requires trashing to receive any benefit at all. Sure, you got the Mercenary to trash, but the junk runs out eventually, and it's a pain to use if you are under any sort of hand size attack.

I think my main point is: on most boards there is another card that can help you pair up Urchin/attack while being more helpful for your deck than a third Urchin.

There's also a real possibility that I'm just trying to avoid multiple copies of a cantrip that requires me to click a billion times just to do nothing with it (while lying to myself that it's better strategy).
Title: Re: WW's Power Rankings
Post by: SCSN on July 09, 2013, 10:22:07 am
Okay, I agree with or at least find plausible most of your specific points, so our only real disagreement is about this:

Quote
I think my main point is: on most boards there is another card that can help you pair up Urchin/attack while being more helpful for your deck than a third Urchin.

This certainly happens alot, and I would indeed usually prefer Militia/Urchin over Urchin/Urchin and almost always YW/U over U/U. However, many times there aren't any other cheap attacks (you can't count on getting a $5 attack when you open Urchin, and you certainly want the Mercenary as soon as possible, as trashing becomes an increasingly worse proposition the longer you postpone it) or you just don't want any of the other cheap attacks that are available.

To give a specific example: this board (http://dom.retrobox.eu/?/20130608/log.505d732a51c359e6597efeb8.1370699254745.txt) contained six attack cards, yet I was still going to open Triple Urchin/Silver had I not gotten this lucky T4.

Quote
There's also a real possibility that I'm just trying to avoid multiple copies of a cantrip that requires me to click a billion times just to do nothing with it (while lying to myself that it's better strategy).

Heh, I think the main reason I vividly remember the game above is because of how extremely annoying it was to confirm after each Minion play that I did not want to trash those remaining Urchins.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 09, 2013, 01:35:40 pm
Keeping Urchins around in a Minion deck has got to be bad - the attack actually helps them, because their next hand can be the best four cards out of five, rather than four random cards.
Title: Re: WW's Power Rankings
Post by: SCSN on July 09, 2013, 01:55:03 pm
Yah getting more Urchins was sloppy lol
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 09, 2013, 03:13:48 pm
Prompting to trash Urchin after every play of an attack definitely deters me from buying lots of Urchins, regardless of whether such an action would be good or bad.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 09, 2013, 06:21:21 pm
I don't think opening triple urchin is almost ever a good idea. I just, I want to be *doing* something. And actually, I rank urchin so low precisely *because* that is how I see it get tried, load up on it early. I've come to think it's a little better if you pick it up in combination with some other things a little later on. But the biggest thing is definitely with other $3-4 attacks which I want anyway.
Title: Re: WW's Power Rankings
Post by: brokoli on July 09, 2013, 06:34:09 pm
I don't really understand your * system. What does it means ?
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 09, 2013, 06:44:02 pm
125.   Merchant Ship
Probably I have too much of a soft spot for this card. $2 now isn't great, really. But an activated conspirator next turn is quite nice. Overall... it's a good card of course, but the problem is that it has a lot of competition at $5.

124.   Envoy
People associate this with the old BM draw strategies, but well, it's just not that good there. Discarding your best card can be really painful. In engines it is potentially really good, but you need at least lots of villages and a little cantrip support. With that, you can churn through your deck better with this than anything else in the cost-range (or most 5s even). Don't do it with shanty town though - the big thing is there's a lot of strategy in having tough decisions on what to discard.

123.   Cutpurse
Early on, it is even a little better than militia. And it stacks, so hey, that is nice. A fine complementary attack, usually one of the last cards you want to play. Later on, discarding copper isn't such a problem, but often enough it's still at least a minor annoyance. Really nice against slogs.

122.   Remodel
This card has gotten the best of me forever, but I think I am finally starting to come around. Basically, the best use is turning estates into useful engine bits. It's really nice with good 2-costers as well. And it gives you some endgame control (nice card into nice card, run out a pile, what have you). Still, it often sits a bit dead through the midgame, and it's often not great in endings.

121.   Horse Traders
The action bit is a lot like woodcutter, really, but it has a bit more downside and a good deal more upside. It's very nice for slogs, and if you are over-drawing your deck, this is like free money. Also a discard outlet if you need one. But the reaction is what makes this a player - probably more than any other, it can turn attacks into *benefits* for you; just a lab against their attack, and even better against discard attacks.

120.   Mystic
This card is a fine card, but it rarely does spectacular things for you. I mean, with a little work, it's an activated conspirator. Okay, so is conspirator. Of course, this card has much less downside, but I think through much of the game, it's a bit harder to put together, too. Well, yeah, I don't know. It's sort of average, but on $5 I often am looking for better.

119.   Treasury
Peddler which returns to you. Solid enough, but usually I want my $5 peddler variants to have better upside. Actually, in a lot of engines, I don't even like having this in my hand so much - and especially not great against discard attacks or with scrying pool. Well, still peddler's not so bad.

118.   Bank
This certainly can do some insane things, but it needs some help. Barely noticeably different from gold in money decks, dreadful in everything else, except engines, where it's nice, but then, it should be for $7.

117.   Possession
Very often, this card is just bad. But sometimes, it's bananas. B-A-N-A-N-A-S. It can lead to some very degenerate games where it's a race to set up multi-possession turns and then tank your deck. Still, there are usually many ways around it, most normally just outrace it. I mean, if they are possessing you anything less than once a turn, you still actually want your deck to be good. But the most important thing is that it just kills mega-turn strategies.

116.   Fortress
Well, probably this has the best upside of your villages, but really close to the worst downside as well. If there's really anything for it, it jumps up past some of the others which are coming. But sometimes, it's just expensive village. Also, you have to recognize that not all trash effects really do anything for it, and often they are terminal, so you have to have village BEFORE terminal T4B on this, which is more of an annoyance than it seems. Well, still can be sick, and at least counters a number of deck-trashing attacks, over-hard.

115.   Salvager
Like remodel in some ways, but not in others. This actually gives +buy, which is somewhat important sometimes. And it can get rid of coppers rather than turning them into other bad cards. But it doesn't give you as much coin value overall. The biggest plus to my mind is that it works much better for BM no-terminal-draw decks, where it can help you close the game out in ways that are generally a bit better than remodel.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 09, 2013, 06:45:17 pm
I don't really understand your * system. What does it means ?
If I am putting it *around* a word (like I did with the word 'around' there), I am doing it to emphasize the word; it's similar to italicization, bolding, or underlining in this way, but I will often do it because it's faster to type out.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 09, 2013, 07:16:13 pm
So, Treasury. I'm starting to realize that the times I want it most is in games with junking Attacks, especially cheap ones. And what do you know? Seaside has two of those.

While my opponent and I are spending our turns junking each other, our decks are often at a standstill; the good cards we buy are offset by the bad cards we're given. But if I have even one Treasury, the cards I buy during this slog period are vastly better than the cards my opponent is buying, and when the dust settles I have a big edge.
Title: Re: WW's Power Rankings
Post by: Powerman on July 09, 2013, 10:55:07 pm
My only real disagreement so far is that Advisor is either slightly or way too high. The card is terrible.
Advisor can be really good; you need a lot of them.

I challenge you (or anyone reading this) to post one log where Advisor was "really good" :)

Here's a game that Advisor was very useful.  http://dom.retrobox.eu/?/20130709/log.514fd1cae4b0b79c883bbbe5.1373424727922.txt (http://dom.retrobox.eu/?/20130709/log.514fd1cae4b0b79c883bbbe5.1373424727922.txt)

Yes he kept discarding my sea hag, but it still gave me GREAT cycling and GOOD economy.
Title: Re: WW's Power Rankings
Post by: ipofanes on July 10, 2013, 03:22:38 am
119.   Treasury
Peddler which returns to you. Solid enough, but usually I want my $5 peddler variants to have better upside. Actually, in a lot of engines, I don't even like having this in my hand so much - and especially not great against discard attacks or with scrying pool. Well, still peddler's not so bad.

Having a guaranteed target for Throne Room/King's Court is a nice bonus (of course, Bad Luck Brian will draw TR/KC dead with Treasury, but that's less likely than having it dead in the first place). Plus, Menagerie activates just so much more often with Treasury.
Title: Re: WW's Power Rankings
Post by: achmed_sender on July 10, 2013, 03:24:10 am
Treasury gives you +1 coin for the whole midgame (apart from few exceptions) and that's only nice if you want to you that extra coin. So it's not great for building an engine with cheap piece, but with expensive ones (e.g. Border Village)
Title: Re: WW's Power Rankings
Post by: fprefect on July 10, 2013, 12:09:38 pm
Does someone have a good minimal working example implying mystic and showing a case where it shines?
Title: Re: WW's Power Rankings
Post by: achmed_sender on July 10, 2013, 12:21:30 pm
Does someone have a good minimal working example implying mystic and showing a case where it shines?

Mystic isn't a card that shine (ok maybe there are ways but I don't know them), but it's a card that is decent in worst-case and guite strong at its best. I mean, without support, if youve enough Mystics in your deck to play 2 per turn, it's a non-terminal +4
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 10, 2013, 12:21:36 pm
Does someone have a good minimal working example implying mystic and showing a case where it shines?

It's great with Scout.

http://dom.retrobox.eu/?/20130709/log.50675f6afca284ca61206e88.1373414826404.txt

Thanks to Scout, nearly all my Mystics activated. I think it was worth it.

In Dark Ages, Mystic combos very well with Vagrant, Ironmonger, and Wandering Minstrel. There are a bunch of other cards that topdeck, but that combo requires a village of some sort.
Title: Re: WW's Power Rankings
Post by: jsh357 on July 10, 2013, 12:22:55 pm
Mystic is better than Silver in straight BM (barring a bad reshuffle trigger)
Title: Re: WW's Power Rankings
Post by: Watno on July 10, 2013, 12:25:27 pm
Ok, I admit this one is more Rats/Remake shining, but there aren't many cards you could use instead of Mystic: http://dom.retrobox.eu/?/20130112/log.50f1c03be4b0c837a674382c.1358042496698.txt
(anyway, did I mention Rats can be fucking awesome?)

This one might fit better: http://dom.retrobox.eu/?/20130113/log.50f1c03be4b0c837a674382c.1358114244218.txt
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 10, 2013, 12:36:01 pm
Does someone have a good minimal working example implying mystic and showing a case where it shines?

It's great with Scout.

http://dom.retrobox.eu/?/20130709/log.50675f6afca284ca61206e88.1373414826404.txt

In Dark Ages, it combos very well with Vagrant, Ironmonger, and Wandering Minstrel. There are a bunch of other cards that topdeck, but that combo requires a village of some sort.

I think also the same analysis as Wishing Well applies that someone once talked about somewhere.  Keeping track of your deck and playing the odds is important.  If you hit $5 early and get it, then you can generally name Copper the first few times (unless you're keeping track and notice that your Estates haven't come up).  If you have a bunch you can name Mystic and use your other Mystics to get the card when you miss (unlike Wishing Well).  If you combine that with those Dark Ages cards (and Scout or other topdeck manipulation cards), you can probably draw with it most of the time.  I think in that game there were 39 Mystic plays and only about 12 missed.  And four of those misses were by the opponent.  LastFootnote's success rate was probably around 75-80%. 
Title: Re: WW's Power Rankings
Post by: gman314 on July 10, 2013, 12:40:40 pm
With Wishing Well and Mystic, there are really two strategies to follow: play the odds, or play for what you want to be there. If you play the odds, you have a good chance of getting something, but it probably isn't that great. The other approach is to go with things like "If I draw a Village, I'll be able to play my Smithy" and so you guess Village even though it's not the most likely card to draw. I will often use one to just wish for my payload card, assuming I haven't seen it this reshuffle, even though I only have one of them. With this later approach you don't have great odds of getting anything, but when you get it it's really good. Which approach is better and when? I really don't know.
Title: Re: WW's Power Rankings
Post by: gman314 on July 10, 2013, 12:48:50 pm
Does someone have a good minimal working example implying mystic and showing a case where it shines?

This game (http://dom.retrobox.eu/?/20130625/log.510c0b6ce4b0278d0ed3773b.1372190718072.txt) has Apothecary, which really helps Mystic shine.

This one (http://dom.retrobox.eu/?/20130623/log.510fc47ce4b0fb53a9f91b01.1372031147610.txt) uses Wandering Minstrel as my sifter, which also really helps Mystic.
Title: Re: WW's Power Rankings
Post by: Watno on July 10, 2013, 12:51:39 pm
With Wishing Well and Mystic, there are really two strategies to follow: play the odds, or play for what you want to be there. If you play the odds, you have a good chance of getting something, but it probably isn't that great. The other approach is to go with things like "If I draw a Village, I'll be able to play my Smithy" and so you guess Village even though it's not the most likely card to draw. I will often use one to just wish for my payload card, assuming I haven't seen it this reshuffle, even though I only have one of them. With this later approach you don't have great odds of getting anything, but when you get it it's really good. Which approach is better and when? I really don't know.
It really depends on how much the cards help you, and how good your estimate of the most probable card is. Also note that sometimes you want to wish wrong to get a card in the next hand rather than the current one.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 10, 2013, 01:59:31 pm
I think in that game there were 39 Mystic plays and only about 12 missed.  And four of those misses were by the opponent.  LastFootnote's success rate was probably around 75-80%.

I believe I played Mystic 31 times and named the correct card 21 of those times. However, 11 of those hits were Scout-assisted. On turn 12 I played Scout and used it to guess correctly 4 times in a row. There are a few instances of 2 or 3 card pulls. Scout's a weak card, but I think Mystic is probably a good enough combo to make Scout viable. Nobles helped, too.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 10, 2013, 04:22:07 pm
I don't see how Bank is so much higher than Expand. The only real problems with Expand are:
1. It costs $7
2. It's not good if you have a small hand size.

Bank has the exact same problems, and in the games where these problems are avoidable, it seems Expand is better much more often.
Title: Re: WW's Power Rankings
Post by: Vermillion on July 10, 2013, 05:30:06 pm
This is a futile endeavor, a parlor game (....based on a parlor game....?)




Title: Re: WW's Power Rankings
Post by: Awaclus on July 10, 2013, 08:02:34 pm
I don't see how Bank is so much higher than Expand. The only real problems with Expand are:
1. It costs $7
2. It's not good if you have a small hand size.

Bank has the exact same problems, and in the games where these problems are avoidable, it seems Expand is better much more often.
But Expand has a lot of potential to be a $7 Confusion in games where it doesn't shine, while Bank is rarely worse than Gold.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 10, 2013, 08:06:11 pm
I don't see how Bank is so much higher than Expand. The only real problems with Expand are:
1. It costs $7
2. It's not good if you have a small hand size.

Bank has the exact same problems, and in the games where these problems are avoidable, it seems Expand is better much more often.

Four reasons, roughly in increasing order of importance:
1. Bank is usually at least gold, and very often a tiny bit better.
2. Bank has way more upside.
3. Bank is a treasure which can't be drawn dead, whereas expand is a terminal action.
4. I have overrated bank here.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 10, 2013, 11:06:27 pm
But Expand has a lot of potential to be a $7 Confusion in games where it doesn't shine, while Bank is rarely worse than Gold.
Yeah, but you know that in advance, so you just buy Gold instead. This point was mentioned at the start of the lists. It's not about how bad a card can be, since you can just not buy it.

2. Bank has way more upside.
Not sure about this. So it can be +$10 or something ridiculous. But you can KC Expand or something, and get something equally, if not more, ridiculous.
Title: Re: WW's Power Rankings
Post by: ednever on July 11, 2013, 12:07:17 am
But Expand has a lot of potential to be a $7 Confusion in games where it doesn't shine, while Bank is rarely worse than Gold.
Yeah, but you know that in advance, so you just buy Gold instead. This point was mentioned at the start of the lists. It's not about how bad a card can be, since you can just not buy it.

2. Bank has way more upside.
Not sure about this. So it can be +$10 or something ridiculous. But you can KC Expand or something, and get something equally, if not more, ridiculous.

I think I like Expand more than WW, but I agree with bank surpassing it. At least in frequency of it dramatically influencing the game.

Expand's most frequent use in my opinion is to turn Estates into power $5 cards, and then convert $5 cards into Provinces in the end game (or sometimes just turn Provibce into Province to end while you are ahead. Yes, Remodel and Salvager can do that at $4, but those cards aren't always in the same kingdom).
Expand can be crazy in a KC engine, but that's about it. And a quarter of the cards in the game get crazy with a KC engine.

Bank's core use is anytime you can draw a big hand, are using treasure for $s and get one or more +buys. Which is maybe a quarter of the engine decks out there. And it gets really ridiculous when you have lots of +buys and you can draw your whole deck of treasure (Wharf and Apothecary engines immediately come to mind, but even the "first game" kingdom does this.)

Not a bad exercise: replace Woodcutter in that kingdom with a card and compare it to a different card to see what impact it would have. You may not even want Expand, but you definitely would use Bank in that Kingdom.

Ed
Title: Re: WW's Power Rankings
Post by: Krarks_pinky on July 15, 2013, 03:24:04 pm
Hoping there's more to this thread... :)
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 15, 2013, 03:37:38 pm
The problem with doing this kind of project is that if you get a little too busy to keep doing it as quickly as planned, people get impatient. Qvist knows all about that :)
Title: Re: WW's Power Rankings
Post by: mail-mi on July 15, 2013, 04:07:36 pm
169.   Counting House
...and lack of +buy to take advantage of the huge effect it can give you.
Try it with Counterfeit. Just play it last so you don't have to trash your coppers.
Title: Re: WW's Power Rankings
Post by: SCSN on July 15, 2013, 04:15:48 pm
Counterfeit's trashing is optional regardless of when you play it.
Title: Re: WW's Power Rankings
Post by: clb on July 15, 2013, 04:17:48 pm
169.   Counting House
...and lack of +buy to take advantage of the huge effect it can give you.
Try it with Counterfeit. Just play it last so you don't have to trash your coppers.

Counterfeit's trashing is optional. It also costs $5; when do you buy it? I do like that it provides a +buy w/o requiring an action.
Title: Re: WW's Power Rankings
Post by: ftl on July 15, 2013, 04:26:48 pm
As do other sources of nonterminal +buy: looking up on the wiki, those would be Hamlet, Market, Market Square, Worker's Village, Candlestick Maker, Counterfeit, Festival, Pawn.

I bet the cheap ones that also give money - so, Pawn, Candlestick Maker - would be the best CH enablers.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 15, 2013, 07:24:50 pm
Hoping there's more to this thread... :)
There is. Had a family wedding over the weekend. Ate most of my last week. Should post next part tonight or tomorrow.
Title: Re: WW's Power Rankings
Post by: microman on July 15, 2013, 07:48:03 pm
As do other sources of nonterminal +buy: looking up on the wiki, those would be Hamlet, Market, Market Square, Worker's Village, Candlestick Maker, Counterfeit, Festival, Pawn.

I bet the cheap ones that also give money - so, Pawn, Candlestick Maker - would be the best CH enablers.
However, Counterfeit can never be drawn dead, unlike any action, terminal or non-terminal.
That is what makes couterfeit SO POWERFUL!
Title: Re: WW's Power Rankings
Post by: ftl on July 15, 2013, 07:50:00 pm
None of those will be drawn dead either if you're not putting any terminal draw in your deck. Which you're probably not, in a counting house deck. I guess pawn can be terminal draw? Still.

I can't tell whether you're being sarcastic or not.
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 15, 2013, 08:23:37 pm
Hoping there's more to this thread... :)
There is. Had a family wedding over the weekend. Ate most of my last week. Should post next part tonight or tomorrow.
There goes my hypothesis of a 114-way tie.
Title: Re: WW's Power Rankings
Post by: Sade on July 15, 2013, 08:28:59 pm
Had a family wedding over the weekend. Ate most of my last week.

Man, that must have been one giant feast.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 15, 2013, 08:38:37 pm
Had a family wedding over the weekend. Ate most of my last week.

Man, that must have been one giant feast.

Could gain a Province playing a Feast that big...
Title: Re: WW's Power Rankings
Post by: Tables on July 15, 2013, 10:12:52 pm
Had a family wedding over the weekend. Ate most of my last week.

Man, that must have been one giant feast.

Could gain a Province playing a Feast that big...
True. I'm going to guess he travelled along sufficient highways, at least.
Title: Re: WW's Power Rankings
Post by: ipofanes on July 16, 2013, 03:58:04 am
169.   Counting House
...and lack of +buy to take advantage of the huge effect it can give you.
Try it with Counterfeit. Just play it last so you don't have to trash your coppers.

Counterfeit's trashing is optional. It also costs $5; when do you buy it? I do like that it provides a +buy w/o requiring an action.

So does Contraband, but I'm willing to concede that you seeing the number of coppers I am picking up gives away a *bit* of advice whch card to block.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 16, 2013, 07:40:16 am
114.   Wishing Well
Though rarely a game-breaker, this card is most often useful. My favorite is to get one early. On turn 4, if you are tracking your deck, it always hits. As it gets toward middle and late game, though, it almost invariably gets to having pretty low chances of success.

113.   Advisor
Obviously this card needs some help. Basically you want some kind of sifter and/or cantrips and/or engines. But in an established engine, it can be virtually a lab. Of course, it can actually be very harmful to your deck as well, particularly if there are one or two key cards you want to play, as this can just make them miss the reshuffle.

112.   University
This card is very slow, and the village effect of necropolis is really quite weak. Very often it's a trap card. But when it is powerful, it can be *extremely* powerful. Few cards just let you gain 5s.

111.   Quarry
Needs +buy to do most anything (oh sure, it can help you get to the more expensive actions, but silver does almost as well for this), but there are numerous situations with +buy where this really helps you get double $5-action, or pick up lots of cheaper actions basically free, and there it is most useful. Also leads to 3-pile ending control in a lot of cases where buys are plentiful.

110.   Village
Yup.

109.   Hunting Grounds
I am not sure whether the on-trash is more of a benefit or a hindrance overall. Anyway, 4 cards is quite nice, but $6 is a bit steep.

108.   Forge
This card is generally pretty bad - by the time you can get it, it's often not too useful anymore. But there are situations where it can be tremendous, as your engine is just coming together, or with some way for a single huge draw turn, or in actually using it for its benefit t the right moment, or when you luckily spike one early on.

107.   Venture
As others have pointed out, this is basically a peddler variant. Well, it tends to run somewhere between silver and gold, though exceeding gold isn't so rare.

106.   Oasis
Another pretty high skill card. It's like a cross between silver and warehouse. If both of those were on the board, you would usually want one or the other more. But not always. And those are both pretty good cards, so the in-between is quite reasonable as well, if never game-breaking.

105.   Council Room
A real star with handsize-decreasers in engines, but not terrible in general. Giving your opponent a free lab is pretty big, but the main effect is essentially a little better than wharf and, alert, that's pretty good.

104.   City
Another card which can be pretty bad, but can also be pretty powerful. The thing is, the one-pile-empty version of these is often better than lab, but not all that much so - you tend to not need so many actions if not for draw cards. Still, it can just make an engine by itself. You just have to make sure the pay-off at the end is good enough and you will have enough time to make things worth it, because cities are a slow plan as well.

Title: Re: WW's Power Rankings
Post by: SirPeebles on July 16, 2013, 09:07:07 am
106.   Oasis
Another pretty high skill card. It's like a cross between silver and warehouse. If both of those were on the board, you would usually want one or the other

What sort of crazy fantasy is this?  Both Warehouse and Silver on the board?
Title: Re: WW's Power Rankings
Post by: achmed_sender on July 16, 2013, 09:38:52 am
107.   Venture
As others have pointed out, this is basically a peddler variant. Well, it tends to run somewhere between silver and gold, though exceeding gold isn't so rare.

I've expected Venture to be at least in the Top 100 cards. It's 99% more valuable than Silver, quite good against Junk (unless Copper) and with solid Treasure-Trashing or in Colony games it's not rare better than Gold. Not talking about Venture chains which can quarantuee a Province by having in hand only one of them. Of course, it costs 5$, so theres a lot of opportunity cost, but compared to the other cards of this section, Venture should be better.



Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 16, 2013, 10:06:37 am
I think the problem with Venture is, if you are able to trash your Coppers away, there's usually something better you could be doing.
Title: Re: WW's Power Rankings
Post by: Young Nick on July 16, 2013, 11:05:40 am
Venture also provides cycling. If you have 2-3 Ventures in your deck, you get more plays out of them than you might expect.

It also combos well with other treasures like Bank and Counterfeit as well as a lot of other things. If you have a thin deck with sifting, you can set yourself up real nice by using Ventures. It is more versatile than most think.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 16, 2013, 11:18:11 am
A thin deck with sifting? I don't know what one of those looks like, if I have a thin deck, what junk am I sifting through? My idea of a thin deck is one with little to no junk, and I can play all of my cards almost every turn; a $5 buy that increases my total economy by $1 doesn't seem like a good improvement to such a deck, and cycling is already superfluous.
Title: Re: WW's Power Rankings
Post by: kn1tt3r on July 16, 2013, 12:54:46 pm
A thin deck with sifting? I don't know what one of those looks like, if I have a thin deck, what junk am I sifting through?
The Victory cards you buy eventually.
Title: Re: WW's Power Rankings
Post by: Young Nick on July 16, 2013, 04:12:14 pm
Or one that isn't as thin as it could be. I'm looking at those games with Lookout, Moneylender, Spice Merchant, etc. as the trasher.

Edit: By "thin as it could be" I mean a deck that has trashed some, but not all of its starting cards.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 16, 2013, 04:20:08 pm
Or one that isn't as thin as it could be. I'm looking at those games with Lookout, Moneylender, Spice Merchant, etc. as the trasher.

Edit: By "thin as it could be" I mean a deck that has trashed some, but not all of its starting cards.

Plus the trasher itself becomes basically a junk card that you want to sift through.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 16, 2013, 04:31:01 pm
If excited to find out what the 'poster child average' card is at 103 :)
Title: Re: WW's Power Rankings
Post by: Kirian on July 17, 2013, 12:53:46 am
113.   Advisor
Obviously this card needs some help. Basically you want some kind of sifter and/or cantrips and/or engines. But in an established engine, it can be virtually a lab. Of course, it can actually be very harmful to your deck as well, particularly if there are one or two key cards you want to play, as this can just make them miss the reshuffle.

Advisor at 113???

(http://i.qkme.me/3v7fie.jpg)
Title: Re: WW's Power Rankings
Post by: microman on July 17, 2013, 05:15:22 am
None of those will be drawn dead either if you're not putting any terminal draw in your deck. Which you're probably not, in a counting house deck. I guess pawn can be terminal draw? Still.

I can't tell whether you're being sarcastic or not.
Well...  I guess I was being serious, but you do make a good point.  I guess I just meant counterfeit has an advantage over other +buy.  In your case with counting house that probably makes sense that you wouldn't need terminal actions anyways.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 19, 2013, 07:12:43 pm
103.   Market
The average card. It's almost always a little plus, as a peddler with a little bonus, but it's only rarely game-breaking, when you need the buy.

102.   Scheme
It's the next best action in your deck, cheaply. However, it doesn't actually double the effect, just make it reliable. And there is potentially opportunity cost. This, plus the fact that you are often getting to 5 pretty regularly by the time you hit it first, stop this from being great. But it's solid.

101.   Gardens
There's rushes built around this card, and it can be used in slogs. But it's not premiere in either of those regards, and in a lot of engines, it is either estate or some 2 VP card. Of course, you can fairly often get it to 4 and sometimes more, too, but it's a bit tricky to do that and pick up lots of these. Still, it can be a huge game-changer in the right circumstances, and it's usually at least a potential factor.

100.   Smithy
Draw three. There are many variants, but this one is nice, because it only costs 4.

99.   Apothecary
This card is interesting in that it's a very fast engine card which nevertheless has poor longevity, quite the opposite of most things. But htere are a number o synergies, or you can just use this as a springboard to other things. Really helped out by +buy.

98.   Herald
You need a high action density and there are some potential dangers, but this can really make engines go off in the right situation, essentially turning into a one-empty-pile city.

97.   Baron
Really good early on, and also nice in engines without estate trashing. Terminal 4 isn't the best thing ever, but it's pretty good, and the +buy is very nice. You can even use it to gain estates sometimes. Not good with shelters or estate-trashing, though, or any deck where you can't pair it with estate very reliably.

96.   Peddler
It's a peddler effect, which is nice, plus it's reasonably often really cheap, plus it has good interactions with Trash For Benefit. Rarely just wins the game on its own though.

95.   Spice Merchant
Copper trashing with cycling, or in a pinch a little cash or +buy. Can also get rid of better treasures, but you rarely want to do this (occasionally you need a silver or two to get going and then want rid of them, or you're just in a desperate spot). Good, but not in high quantities, as it can get to be dead.

94.   Embargo
I'm convinced that this is a really under-utilized card. The problem is that whatever you are blocking them from, you have spent some time getting this, so you have lost some of your potential advantage. Still, curses really hurt.

93.   Jester
A pretty swingy card. Giving curses can be nice. Most generally, I think you'd best prefer stealing good stuff, though. Or copying it. Mainly this is because you are skipping whatever card of theirs you hit, too. So giving them a curse is somewhat mitigated by skipping their estate. And hitting copper, well, it's not nothing, but if that's all you do, it's not such a great pick-up. Usually.

92.   Library
Draw to X extraordinaire. Being able to skip actions, you think that's only for BM, but it helps a lot in engines, as you can filter for what you need - more villages or more draw. Also, with enough villages, you can play village-village-terminal-this, and get lots and lots of value. But of course, this doesn't stack so well, generally. Lots of combos though (squire, hamlet, festival, fishing village, etc.)

91.   Moat
Yeah, I think moat is good, even in 2 player. I mean, it's not really about the reaction. Not totally, anyway. Drawing two cards isn't so bad. You really can make an engine out of villages and these, if you have enough support (generally strong trashing). Okay, so I mean, it's not the best thing ever, but it only costs 2, which is pretty good value. And then that defense. I mean, attacks are just pretty strong in a lot of cases, and being able to stop a good percentage, even if it's a minority, is just nice. It's a nice engine card.
Title: Re: WW's Power Rankings
Post by: ftl on July 19, 2013, 07:40:24 pm
Market definitely fits as the quintessential average card.
Title: Re: WW's Power Rankings
Post by: blueblimp on July 19, 2013, 07:53:00 pm
I think Peddler is underrated here. (Versus, say, Moat.) It's not hard these days to get the action chain and +buys needed to spam Peddlers. Imagine hypothetically if only one player had access to the Peddler pile: that player would have a HUGE advantage on many boards, often pile-driving the Peddlers without much deviation from normal strategy.

I agree that Peddler may often not feel like a super strong card, but that's because both players have access to them.
Title: Re: WW's Power Rankings
Post by: markusin on July 19, 2013, 08:04:53 pm
91.   Moat
Yeah, I think moat is good, even in 2 player. I mean, it's not really about the reaction. Not totally, anyway. Drawing two cards isn't so bad. You really can make an engine out of villages and these, if you have enough support (generally strong trashing). Okay, so I mean, it's not the best thing ever, but it only costs 2, which is pretty good value. And then that defense. I mean, attacks are just pretty strong in a lot of cases, and being able to stop a good percentage, even if it's a minority, is just nice. It's a nice engine card.

I knew you'd declare Moat a good engine card. I've been impressed a few times by Moat-heavy engines. Being able to defend against attacks in the most overt way possible is a neat reward for having faith in the little thing.

Also, Market in the middle: Coincidence?
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 19, 2013, 08:50:33 pm
It's not hard these days to get the action chain and +buys needed to spam Peddlers.
There's an interesting question: how have relative strengths of cards evolved over time?

I don't mean Set X has stronger cards than Set Y, I mean how has Card X gotten stronger/weaker with the addition of Set Y?

Put another way, if this list were to pretend Guilds/Dark Ages didn't exist, then how would the relative order of the earlier cards  have changed?
Title: Re: WW's Power Rankings
Post by: ednever on July 19, 2013, 10:05:29 pm
I think Peddler is underrated here. (Versus, say, Moat.) It's not hard these days to get the action chain and +buys needed to spam Peddlers. Imagine hypothetically if only one player had access to the Peddler pile: that player would have a HUGE advantage on many boards, often pile-driving the Peddlers without much deviation from normal strategy.

I agree that Peddler may often not feel like a super strong card, but that's because both players have access to them.

I agree with this. Almost.
I think Moat is very under rated (about in the right place on this list), but Peddler is a power card in many cases. Like cases when it's cost is zero.

There are only a few cards where I worry about losing the split 4/6:
- Peddler
- Minion
- Fools Gold
- Grand Markets
- sometimes Wharf
- sometimes Lab or Alchemist
- VP cards (Duchies in Duke games, Gardens, sometimes Silk Roads)

There may be others, but that's all I can think of.
I don't think that's a list of the best cards in the game (It doesn't include the cursers or King's Court), but its a pretty good sign.

Ed
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on July 19, 2013, 10:30:47 pm
There are only a few cards where I worry about losing the split 4/6:
- Peddler
- Minion
- Fools Gold
- Grand Markets
- sometimes Wharf
- sometimes Lab or Alchemist
- VP cards (Duchies in Duke games, Gardens, sometimes Silk Roads)
When you lose the Duchy split 4/6, you know your opponent is cheating.
Yes, I know there is multi-player.

Moat is way overrated here.  I understand that it can be a decent terminal drawer in thin engines sometimes.  But you need some pretty serious trashing in order for Moat to be good in that kind of case, and lots of spammable villages.  It doesn't seem like you can use it effectively as the main source of draw very often.  And blocking attacks is not great.  If Moat didn't have the top half of the card (if it were just a dead card that blocks attacks), you would almost never buy it.  If you manage to draw it at the right time against a discarding attack, it saves you a card.  If you manage to draw it at the right time against a junker, then it's a junk card that saved you from taking in a junk card, so you need to have it block at least twice for it to be a worthwhile buy (and even then, it's not necessarily worth it for $2/a buy).  But it's pretty hard to get your Moat to line up with your opponent's attack, so that's not really a huge advantage.

Sure, Moat is probably underrated, but better than Gardens, Smithy, Peddler, a bunch of other cards that I'm too lazy to look up?  I really can't see that being the case.
Title: Re: WW's Power Rankings
Post by: blueblimp on July 19, 2013, 11:45:02 pm
There are only a few cards where I worry about losing the split 4/6:
See, I wouldn't care much about losing the Peddler split 4-6. So what, you have $2 more in your deck. Usually not that big a deal. But Peddler is the second-most spammable card in the game provided you have +buys, so it's not unusual to lose the split, say, 2-8 even if we're both trying to buy them.
Title: Re: WW's Power Rankings
Post by: Young Nick on July 20, 2013, 12:03:13 am
There are only a few cards where I worry about losing the split 4/6:

Don't forget Governor! Even sometimes losing the Village split can be tough if there is only one source of +actions. But that's rarer. Losing Governors is so devastating.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 20, 2013, 12:45:53 am
I honestly had moat near the bottom of the base cards, but ignoring it has really screwed me over in the past, especially with witch in 4 player. The news that I've underrated it honestly doesn't surprise me. The better-than-smithy part, though, is quite a surprise. Funny, it seems like this section is full of cards from base Dominion.
Title: Re: WW's Power Rankings
Post by: SCSN on July 20, 2013, 04:13:30 am
Quote
And blocking attacks is not great.  If Moat didn't have the top half of the card (if it were just a dead card that blocks attacks), you would almost never buy it.  If you manage to draw it at the right time against a discarding attack, it saves you a card.  If you manage to draw it at the right time against a junker, then it's a junk card that saved you from taking in a junk card

I think Moat is a must-buy in Knights and Cultist games even if you never plan to play it for draw.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on July 20, 2013, 12:09:38 pm
There are only a few cards where I worry about losing the split 4/6:
- Peddler
- Minion
- Fools Gold
- Grand Markets
- sometimes Wharf
- sometimes Lab or Alchemist
- VP cards (Duchies in Duke games, Gardens, sometimes Silk Roads)
I actually think it's only VP cards and Highway, maybe Wharf. The other cards are okay to lose the split 6-4. 7-3 is when you really get into problems.
Title: Re: WW's Power Rankings
Post by: brokoli on July 20, 2013, 01:19:26 pm
I also think Moat is too high. I've used moat in engines for the draw often, but that was more because there were strong engine cards in the kingdom and engine was clearly the best path to take.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 20, 2013, 07:04:43 pm
90.   Oracle
This card is, I think, a bit better than Smithy. You get to filter, which is pretty nice, because there's usually something you are looking to find. Sometimes that's more draw, sometimes that's a village, sometimes it's the exact right amount of money. Okay, it also gets significantly fewer cards. But there's the attack, which isn't nothing by any means, though harder to use than your own filtering. And it costs a little less, though that's not super important. Anyway, it's a high-skill card that sims can't get right.

89.   Develop
This is a card that was once largely considered the worst 3-cost. My opinion has changed, at least. It's basically remodel but bigger for a lot of engines - the main use of remodel in engines, to my mind, is to get useful cards out of your estates, then wait around and not do much, maybe have some gold-province tricks, but not too often. This does that almost as well, without the endgame plusses, but with a way useful midgame for a lot of decks. Okay, this is perhaps a bit of an overswing of the pendulum, but it's a solid card, anyway.

88.   Ironworks
This is *the* premium rush card, basically just making all kinds of such strategies viable. But it can also be explorer-like (you get $1 less generally) with for much cheaper and some endgame flexibility, and most importantly, it gains engine components non-terminally for you. As most engines have something they want for 4 or less, this is really nice.

87.   Crossroads
Sometimes this is just a village which doesn't give many (or any cards) but an extra action. Sometimes it's an insanely good terminal drawer. Often it's a village that unreliably gives cards and you can't snack up in large multiples. Still, usually useful, and sometimes very good.

86.   Pillage
The trick with this card is when to get it. But the attack is, I think, the best one in the game (probably why you only get to use it once), and two spoils is not bad - especially if you aren't going to have that much longer of a game.

85.   Native Village
If you pick up sparingly, it can be almost as good card-wise as village. It's basically never worse than half-draw even if you pick up every time there's a card (which you shouldn't). Plus you get to filter, and it's cheap. But the reason it's here is that it has pretty good mega-turn possibilities, and the pseudo-trashing can be nice too.

84.   Lighthouse
This tends to be the most reliable defense against attacks, it's very cheap, it's an action (which is sometimes bad, often good), and virtually as good economically as silver. Just a nice, solid card.

83.    Nobles
Smithy with 2 VP. And it can be necro, too. Hey, it's for the 2 VP. No, really. Having 6 more of these than your opponent literally matches the points from a 2 province deficit. And smithy is something you are often looking for, plus it's not totally dead to get oodles of them... Okay, it hardly ever just wins the game for you, either though.

82.   Plaza
Again, a little hard to tell how good this is. Tokens are good. And if you have a copper around, it's almost always worth it to turn it into a token. Well, it's a village, that's the big thing. Pretty nice with draw-to-X, it must be said.

81.   Festival
Truly, the lack of a card hurts this pretty badly. Having said that... it's basically always better than silver, woodcutter without terminal issues, and everything an engine needs sans the cards - which are, okay, the most important thing. Well, usually not the card you *want* as your primary village, but you can make it work, and almost always a solid addition to your deck.

80.   Warehouse
The sifter of choice. Drawing first is a big boon. Of course you can't stack these forever, but it has a very nice role in most decks - the only really exceptions are when you have very good trashing (obsoletes this), and terminal-draw BM.

79.    Candlestick Maker
Maybe I'm just overrating the new hotness here. Probably. But pawn and herbalist aren't bad, and this is very often better. Cheap non-terminal buy is nice, tokens are nice, and well, most decks prefer this to silver at some point at least...
Title: Re: WW's Power Rankings
Post by: brokoli on July 20, 2013, 07:17:57 pm
Wow, very surprised by the position of some cards here.

Develop : I had recently many games where I opened develop and won with success. The more I play with it, the more I think it's a very good card and I am agreeably surprised to see it that high.

Oracle : I would put it higher, because I think this is a great opening card that work well for both big money and engines. Very flexible and when played well the attack really hurts.

Pillage : This is the Dark ages card I still don't understand at all, but seems very weak to me. A strategy article would be welcome, because I have no idea how to play it.

Nobles, Warehouse and Native village are way too high in my opinion, especially nobles. I think too often you spend too much time getting nobles when a fast strategy with another draw card (like Hunting grounds) work better.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 20, 2013, 10:55:16 pm
Yay, Develop!
Title: Re: WW's Power Rankings
Post by: Young Nick on July 20, 2013, 11:52:01 pm
Wow, I can't help but think that Lighthouse and Plaza are underrated while Nobles is surely way overrated.
Title: Re: WW's Power Rankings
Post by: brokoli on July 21, 2013, 05:39:12 am
Oh yeah, I would put lighthouse much higher too. It's just the best defense in the game.
Title: Re: WW's Power Rankings
Post by: soulnet on July 21, 2013, 06:56:05 am
I've had several disagreements so far, but I think Candlestick Maker is the only one that deserved a post. Before I go on with this kind-of-rant, let me say that I do not have a lot of experience with Guidls, because I've been on vacation for a good percentage of the time Guilds was out and not playing that often, so I can be way off, but hey, you can discard my words easily anyway.

I think CM is underrated here. Coin tokens are great, and non-terminal coin token is even bigger. I think this for a similar reason that non-terminal VP tokens would be strong. Ok, coin tokens are not AS strong as VP tokens, but I feel that they can be compared with 1/2 VP chip some times (all you need is an engine that produces many buys, and stock up on coin tokens). And this gives non-terminal +Buy too, so its pretty easy to stock up on CM while getting some drawing engine or trashing or sifting going, and then take all the green in just one shuffle, so your engine does not need to be resilient.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 21, 2013, 11:49:34 am
I still believe coin tokens, other than in ridiculously large quantities (i.e., your whole economy isn't just coin tokens...) are better than VP tokens. I mean, you can just play an otherwise-identical strategy, only using coin tokens to improve the VP you are already buying, on the condition that you get more than 1 VP per token; at $7 each token is 3VP, 1.5VP each at $6, 2VP each at $4. In Colony games, each token is 4VP at $10, or 2VP at $9, or 1.333VP at $8 if you don't think you can get a better deal for them later.

In most games, if your plan is to spend 8 coin tokens on each Province, you're doing it wrong. There are Scrying Pool/Candlestick Maker engines, and Merchant Guild megaturns, but otherwise you don't want more coin tokens than you can spend at >=1VP each.
Title: Re: WW's Power Rankings
Post by: Awaclus on July 21, 2013, 12:55:00 pm
I still believe coin tokens, other than in ridiculously large quantities (i.e., your whole economy isn't just coin tokens...) are better than VP tokens. I mean, you can just play an otherwise-identical strategy, only using coin tokens to improve the VP you are already buying, on the condition that you get more than 1 VP per token; at $7 each token is 3VP, 1.5VP each at $6, 2VP each at $4. In Colony games, each token is 4VP at $10, or 2VP at $9, or 1.333VP at $8 if you don't think you can get a better deal for them later.

In most games, if your plan is to spend 8 coin tokens on each Province, you're doing it wrong. There are Scrying Pool/Candlestick Maker engines, and Merchant Guild megaturns, but otherwise you don't want more coin tokens than you can spend at >=1VP each.
This, and they are also so much more flexible.
Title: Re: WW's Power Rankings
Post by: timchen on July 21, 2013, 01:55:20 pm
Sometimes I find the reasons of the list reasonable but other times I find it rather ridiculous. Like, I am convinced by the reason why develop is not bad. Sure I can conceive sometimes it's quite a bit better than remodel. But why is it better than smithy? Evidently BM+develop is not even a thing, and on an engine board say with develop as the only remodel family card and smithy the only terminal draw, I  don't think an engine can work with develop but it might with smithy. So I would definitely rank smithy higher, and all similar powered terminal draw cards.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 21, 2013, 04:50:24 pm
Develop is the only Remodel-variant which can increase deck-size (barring on-trash effects like Feodum or Catacombs), so you can also think of it as a gainer (like Workshop), it can add engine components to your deck, or more fodder for Bishop/Salvager/Apprentice, works well with Vineyards, &c. BM/Workshop (or, you know, BM/Village) may be poor choices, but cards don't have to work in BM to be good.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 21, 2013, 04:58:32 pm
Not quite. Stonemason increases your deck-size as well, and with good flexibility. I'm really curious to see where that falls in the ranking.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 21, 2013, 05:00:05 pm
I don't count Stonemason as a Remodel-variant, though that is subjective. It has more in common with Talisman, in the same way that Mint is primarily a Copper-trasher, rather than a Treasure-gainer.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 21, 2013, 05:13:47 pm
Stonemason's ability to gain 2 cheaper cards is generally less helpful than Develop's gaining ability, though, unless you are gaining 2 Victory cards at once.
Title: Re: WW's Power Rankings
Post by: Awaclus on July 21, 2013, 08:03:57 pm
Stonemason's ability to gain 2 cheaper cards is generally less helpful than Develop's gaining ability, though, unless you are gaining 2 Victory cards at once.
It's also more useful when you're turning Gold into $5 actions, which usually isn't a good idea if you have a Develop, but usually is a good idea if you have a Stonemason. In the case of the most popular $5s (I mean cards that usually run out and the split matters a lot, such as Minion), you'd probably have bought them over Gold anyway, but maybe there's a Gold gainer or you aren't in a hurry to get the available $5s.
Title: Re: WW's Power Rankings
Post by: soulnet on July 22, 2013, 12:23:42 am
It's also more useful when you're turning Gold into $5 actions, which usually isn't a good idea if you have a Develop, but usually is a good idea if you have a Stonemason. In the case of the most popular $5s (I mean cards that usually run out and the split matters a lot, such as Minion), you'd probably have bought them over Gold anyway, but maybe there's a Gold gainer or you aren't in a hurry to get the available $5s.

Governor is the primary candidate for this, because it gives you Gold and you are likely to pay $7 for the Stonemason to get more, so you can likely have them both in a perfectly reasonable deck.
Title: Re: WW's Power Rankings
Post by: nopawnsintended on July 22, 2013, 12:36:52 am
Stonemason's ability to gain 2 cheaper cards is generally less helpful than Develop's gaining ability, though, unless you are gaining 2 Victory cards at once.

Aside from the obvious uses, I have also found it to be useful in 3-piling really quickly.  Both on-gain and on-play effects can empty low-cost piles so rapidly that you can surprise an opponent (or be surprised) by staking a small lead, and closing the game out quickly before they pull something together.

I have found that I like to try to make Stonemason work more often than I should try it.  Hence, I probably play worse with it than other cards.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 22, 2013, 10:37:06 am
Soothsayer and perhaps Market Square are also nice gold gainers for stonemason, although then you'd also need some $5 card to spam.  In addition to Gold, both Border Village and Peddler are nice targets for Stonemason.  Hunting Grounds and Farmland can be nice late game targets.  Of course, this mostly just a list of $6+ cards which are nice TfB targets.
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 22, 2013, 12:03:44 pm
I still believe coin tokens, other than in ridiculously large quantities (i.e., your whole economy isn't just coin tokens...) are better than VP tokens. I mean, you can just play an otherwise-identical strategy, only using coin tokens to improve the VP you are already buying, on the condition that you get more than 1 VP per token; at $7 each token is 3VP, 1.5VP each at $6, 2VP each at $4. In Colony games, each token is 4VP at $10, or 2VP at $9, or 1.333VP at $8 if you don't think you can get a better deal for them later.

In most games, if your plan is to spend 8 coin tokens on each Province, you're doing it wrong. There are Scrying Pool/Candlestick Maker engines, and Merchant Guild megaturns, but otherwise you don't want more coin tokens than you can spend at >=1VP each.

I don't think ridiculously large quantities are the only case when VP tokens are better.  I guess it depends on where the "ridiculous" line is, but even a medium amount can make a big impact.  In 2p, there are 8 Provinces, 8 Duchies.  That's up to 16 purchases, probably fewer if those VP cards are contested (which they can be, even with VP token cards).  That puts a limit on how many coin tokens you can expect to convert.  Say you have 30 tokens -- you're very unlikely to get >= 1VP for each of 30 coin tokens.  Whatever you can get out of them, you still need turns to make those buys.  With 30 VP tokens, you're good to go.

I think it goes like this:

- Early game, coin tokens are always better than VP tokens.  Coins let you buy better things which accelerates your engine (or deck in general).  VP tokens do nothing for you.
- Late game, VP tokens are usually better.  When there are fewer turns to come, there are fewer opportunities for those coin tokens to be useful.  As game approaches end, value of coin tokens approaches zero.
- In small quantities, coin tokens are better.  A few extra VP often won't make a difference, but a few extra coin tokens can get you a key card.
- In greater quantities (note: not necessarily ridiculous quantities), VP tokens are better.  VP tokens are unlimited points while coin tokens are limited by the VP available on the board.  VP tokens make it easier for you to get above the magical number such that opponents cannot ever get enough VP to overcome your lead (unless they get VP tokens themselves).

I think coin tokens and VP tokens have different values and you can't really say one is definitely better than the other overall.  I consider the unlimited potential of VP tokens to be more significant than what coin tokens can do, but that doesn't mean VP tokens are better.

For consideration:

- If Monument gave 1 coin token instead of 1 VP token it would probably be too strong for $4.
- If Baker gave 1 VP token instead of 1 coin token, it would probably be too strong for $5.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 22, 2013, 01:29:22 pm
I still believe coin tokens, other than in ridiculously large quantities (i.e., your whole economy isn't just coin tokens...) are better than VP tokens. I mean, you can just play an otherwise-identical strategy, only using coin tokens to improve the VP you are already buying, on the condition that you get more than 1 VP per token; at $7 each token is 3VP, 1.5VP each at $6, 2VP each at $4. In Colony games, each token is 4VP at $10, or 2VP at $9, or 1.333VP at $8 if you don't think you can get a better deal for them later.

In most games, if your plan is to spend 8 coin tokens on each Province, you're doing it wrong. There are Scrying Pool/Candlestick Maker engines, and Merchant Guild megaturns, but otherwise you don't want more coin tokens than you can spend at >=1VP each.

I'm finding this really confusing to read. 

"I still believe coin tokens, other than in ridiculously large quantities (i.e., your whole economy isn't just coin tokens...) are better than VP tokens."

It feels like there should be a negation in here somewhere.  Coin tokens are better than VP tokens, unless you have ridiculously large quantities of coin tokens?

"$7 each token is 3VP, 1.5VP each at $6, 2VP each at $4. In Colony games, each token is 4VP at $10, or 2VP at $9, or 1.333VP at $8 if you don't think you can get a better deal for them later."

Do you mean if you have $7 in your hand, then a single coin token is worth 3VP since you can buy a Province instead of a Duchy?  But each token is not worth 3 VP, only the single token.  Using 2 tokens does nothing there.  And 2VP each at $4 doesn't make sense.  You either spend 1 token for a Duchy for 3VP (or 2VP net since you could have bought an Estate, so 2VP for that one coin token) or spend 4 tokens for 6 VP (5 VP gain over estate, so 1.25 VP per coin token if you spend 4).  I guess you meant the first since it's a bigger VP for coin token ratio.

Does "each" refer to each time you draw the hand with that $ amount, not each token you spend?  So you're talking about maximizing your VP-for-coin-token return by supplementing your sub-$8 hands with the appropriate amount of coin tokens?

I'm not trying to pick apart your post, I just couldn't quite figure out what you were saying.
Title: Re: WW's Power Rankings
Post by: Obi Wan Bonogi on July 22, 2013, 02:35:07 pm
Most of my thoughts echo stuff others have said:

I feel like I consistently value develop higher than my opponents, but I still think it is valued too high here on WW's list. 

Candlestick Maker has some interesting combos but generally having more than one or two is clunky and they can often be avoided altogether, so I'd say overrated. 

I am surprised Moat is so close to Lighthouse, I think given the need for protection and presented with options of Moat and Lighthouse, Lighthouse would be the proper choice probably ~80% of the time.   Moat is maybe slightly better without the protection aspect, but in that regard they are both garbage and that represents such a miniscule part of their value it shouldn't allow Moat to be so high.
Title: Re: WW's Power Rankings
Post by: Piemaster on July 22, 2013, 02:46:35 pm
A better was to phrase the same concept might be that coin tokens have diminishing returns, whereas VPs do not.  Simultaneously, coins decrease in value as the game progresses whereas VPs do not.  The value of both also depends on the board.  VPs decrease in value when there is a strong source of alt VP on the board.  Coins decrease in value when there is no +Buy on the board.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 22, 2013, 02:57:13 pm
Coins decrease in value when there is no +Buy on the board.

I don't know that that's true. If anything, coin tokens allow you to move money to hands that need it, which seems more useful in a game with no +Buy.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 22, 2013, 03:37:23 pm
I don't think ridiculously large quantities are the only case [...] Say you have 30 tokens -- you're very unlikely to get >= 1VP for each of 30 coin tokens.
30 is a ridiculously large quantity of coin tokens; it is also quite a lot of VP chips too, you would be playing a Golden Deck or multi-Goons to get that many. Taking (and spending) 3-6 coin tokens per shuffle seems appropriate; it's unusual that you would get more than three Monuments, and about par with a midgame Bishop or two, or a few single-Goons turns.

Coin tokens are better than VP tokens, unless you have ridiculously large quantities of coin tokens?
Yes. I apologise for my unnecessarily elaborate phrasing.

Does "each" refer to each time you draw the hand with that $ amount, not each token you spend?  So you're talking about maximizing your VP-for-coin-token return by supplementing your sub-$8 hands with the appropriate amount of coin tokens?
Yes. More precisely, each token spent on supplementing such a hand. By counting the number of times you're expecting to hit $6 or $7 (or $4) per shuffle, you can get a reasonable upper bound for how many coin token producers you should have in your deck. (It's an upper bound because those cards could be other cards which instead produce more money, so that you have fewer sub-$8 hands).
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 22, 2013, 03:48:13 pm
I am surprised Moat is so close to Lighthouse, I think given the need for protection and presented with options of Moat and Lighthouse, Lighthouse would be the proper choice probably ~80% of the time.   Moat is maybe slightly better without the protection aspect, but in that regard they are both garbage and that represents such a miniscule part of their value it shouldn't allow Moat to be so high.
I think the thing is that, at least in WW's eyes (though I'm inclined to agree), +2 Cards is better enough of a bonus. In the absence of other draw, Village/Moat isn't so bad.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 22, 2013, 03:49:53 pm
WW, you need a Candlestick Maker intervention! It's fine, but not nearly as great as you make it out to be, and you buy it too much in your video games, and it doesn't serve you well.

I think Lighthouse is clearly superior to it. The fact that you get a coin to use whenever is of course great, but it takes up a space in your hand to do that and nothing else.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 22, 2013, 03:58:41 pm
WW, you need a Candlestick Maker intervention! It's fine, but not nearly as great as you make it out to be, and you buy it too much in your video games, and it doesn't serve you well.

I think Lighthouse is clearly superior to it. The fact that you get a coin to use whenever is of course great, but it takes up a space in your hand to do that and nothing else.

And the +1 Buy. I agree completely with your points, but often I buy Candlestick Maker primarily for the +1 Buy.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 22, 2013, 04:04:55 pm
I like Candlestick Maker/Trader: mass Candlestick Makers, spend turns collecting tokens while using all the buys on Coppers (which you reveal Trader to). After the Silver flood, your money density is a little below $1.6 but you have the coin tokens to make up for it, and a thick deck which can withstand greening.
Title: Re: WW's Power Rankings
Post by: AJD on July 22, 2013, 04:21:17 pm
Moat is maybe slightly better without the protection aspect, but in that regard they are both garbage

Hmm, really? Without the protection aspect, Lighthouse is an almost-Silver and Moat is a terminal. In most games with no Attacks on, I'd buy Lighthouse without a second thought on a $2 turn, and Moat would be a harder sell.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 22, 2013, 04:22:23 pm
All the following cards all make me sit and think they're really good. Which is pretty amazing, considering it's ~1/3 of all kingdom cards...

78.   Throne Room
Basically is village. Con:very dead by itself, costs 4. Pro: actually doubling the action is just oftentimes better than village.

77.   Worker’s Village
Village with the buy built in. Villages want engines. Engines want buys. Getting them together is a win.

76.   Silk Road
Most of the time it's a duchy or better by the end of the game, reasonably often it's 4, sometimes it's bananas. Of course, sometimes you can mega-turn or have great estate trashing and rush dem provinces, or colonies are around, and this does little.

75.   Hoard
An easy card to get wrong, but it goes great with T4B and sifting, and it's a benefit to most BM decks as well as some engines which rely on treasure for $$.

74.   Conspirator
Needs some work to get working, and you can definitely end up with too many of these as a glut together, but cantrip silver is very powerful when it works.

73.   Baker
Tokens are good?

72.   Rabble
The card which with a village can basically stop decks dead in their tracks after they green almost at all. However, it's pretty weak without multiples, just a smithy when they don't have green/curses, and can be outraced. Okay, still quite nice.

71.   Inn
I'd estimate that the play effect of this card is probably good enough to make it a reasonable 4 - combination village with warehouse. But the on-gain can be quite strong, not only letting you play actions a second (or more) time per shuffle, but making sure you get them all together. Ironically, not very good for engines where you play all your actions every turn already.

70.   Courtyard
One of the best BM cards, it's also pretty good in engines, particularly given its cost

69.   Catacombs
The sifting is a good bit like oracle. But with an extra card, this is pretty good. Has the on-trash to push it a little ahead of, say, Rabble in my eyes.

68.   Vault
Another excellent BM card. Brittle against discard attacks and not so hot in most engines (but potentially a huge coin source in a few).

67.   Bandit Camp
Gold-on-a-stick I call this. Gaining a treasure isn't the greatest thing in an engine (hence why I like bazaar a bit better), but then this does have pretty good use in BM-style decks, too, being gold-on-a-stick.

66.   Highway
Another peddler. This one needs buy or gain to be anything better, but it can be essentially the best cantrip-for-buying-power when that is around and you can line these up with it.

65.   Cartographer
This is a pretty good sifter, and a cantrip to boot. Best in cases where advisor is bad - you want your key cards to be played a lot. Falls off a bit in engines where you just draw everything anyway.

64.   Butcher
Just gaining two tokens is pretty reasonable. The remodel effect is pretty important, though, and being able to keep what you don't use is absolutely massive. One of the best cards at ending the game once you have a lead, but also good on the ramp - solving the what-do-I-do-in-the-midgame problem of remodel by being a better-than-terminal-silver.

63.   Bazaar
I believe that this is the best village for engines which you can buy, at least to have (trusty steed, powered-up cities, madman being potentially better overall). But it does cost 5.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 22, 2013, 04:50:26 pm
Doctor is in your top 10????????????
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 22, 2013, 05:20:07 pm
I don't think ridiculously large quantities are the only case [...] Say you have 30 tokens -- you're very unlikely to get >= 1VP for each of 30 coin tokens.
30 is a ridiculously large quantity of coin tokens; it is also quite a lot of VP chips too, you would be playing a Golden Deck or multi-Goons to get that many. Taking (and spending) 3-6 coin tokens per shuffle seems appropriate; it's unusual that you would get more than three Monuments, and about par with a midgame Bishop or two, or a few single-Goons turns.

Well, I did say that it depends on where you draw the "ridiculous" line.  So approximately how much do you have before it is ridiculous?  30 seems pretty reasonable to me.  Multi-Goons gets way more than 30 VP tokens.  What if it was cut in half?  15 VP tokens still seems significant enough to compare well against the same number of coin tokens (accrued over the course of an entire game, of course).

Regarding how many tokens you get per shuffle, that's not really a fair comparison, unless comparing the strength of the official cards rather than just the tokens.  All of the VP token cards are terminal, most of the coin token cards are not.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 22, 2013, 06:25:48 pm
Doctor is in your top 10????????????
If it's not courtyard, I can't think of what else it would be. I suspect that talking about that part of the list will be very entertaining.

Honestly, I'm surprised that the classic BM enablers like Courtyard and Vault were this far down.

Edit: Wow. Every other card in that post has been seen already. It actually is Doctor.
Title: Re: WW's Power Rankings
Post by: SCSN on July 22, 2013, 06:55:50 pm
Lol, I'm not even sure I'd place Doctor above Lookout; the card really is much worse than it looks.
Title: Re: WW's Power Rankings
Post by: gman314 on July 22, 2013, 07:06:00 pm
Yeah, it looked good in the previews, but I only really buy it if I can get to a point where I can muster at least 7, and really want some trashing.
Title: Re: WW's Power Rankings
Post by: jaybeez on July 22, 2013, 08:18:30 pm
63.   Bazaar
I believe that this is the best village for engines which you can buy, at least to have (trusty steed, powered-up cities, madman being potentially better overall). But it does cost 5.
I am kinda surprised by this.  Don't get me wrong, I think Bazaar is an outstanding card and generally underrated.  But is it really better than Fishing Village or Wandering Minstrel for engines?
Title: Re: WW's Power Rankings
Post by: ycz6 on July 22, 2013, 08:47:51 pm
I think by the weird wording "the best village for engines which you can buy, at least to have" he means independent of cost. Which I think is relatively uncontroversial.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 22, 2013, 08:52:23 pm
I think by the weird wording "the best village for engines which you can buy, at least to have" he means independent of cost. Which I think is relatively uncontroversial.
This is what I mean, yes. Obviously I think WM is a better card - it hasn't shown up yet....


As for top 10 Doctor: You have to remember I made this list very shortly after Guilds came out, and there will be a revision as soon as I get through everything.....
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 22, 2013, 08:56:01 pm
I think by the weird wording "the best village for engines which you can buy, at least to have" he means independent of cost. Which I think is relatively uncontroversial.
This is what I mean, yes. Obviously I think WM is a better card - it hasn't shown up yet....


As for top 10 Doctor: You have to remember I made this list very shortly after Guilds came out, and there will be a revision as soon as I get through everything.....

(http://i.qkme.me/3v9k9d.jpg)
Title: Re: WW's Power Rankings
Post by: markusin on July 22, 2013, 10:14:28 pm
My first guess was Doctor. I'll have to stick with that guess until the end.
I totally called it.
Title: Re: WW's Power Rankings
Post by: thirtyseven on July 22, 2013, 10:38:21 pm
Lighthouse stands out as way too low. Can't wait to see the rest of the list!
Title: Re: WW's Power Rankings
Post by: Piemaster on July 23, 2013, 01:18:42 am
I think by the weird wording "the best village for engines which you can buy, at least to have" he means independent of cost. Which I think is relatively uncontroversial.
This is what I mean, yes. Obviously I think WM is a better card - it hasn't shown up yet....

What about Border Village?  Or do you mean strictly what the village does once it's in your deck?
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 23, 2013, 03:14:42 am
Multi-Goons gets way more than 30 VP tokens.
It can, if your opponent doesn't know what you're doing, or the game is so close that you don't have time to three-pile. Multi-Goons in general gives ridiculously many VP tokens. 15 isn't unreasonable over the whole game, but you shouldn't have 15 coin tokens in your pile at any time. I did in fact give a baseline for how many I think is sensible.

Sometimes multi-Goons is possible; sometimes multi-Merchant Guild is. Sometimes a Golden Deck is fast enough, sometimes Scrying Pool/Candlestick Maker is. Of course there are some games where you can win on VP chips alone, and then there are games where it is sensible to build your entire economy out of coin tokens. But you see Baker and Chapel and think, I'm going to Chapel down and just play a lot of Bakers every turn and buy all the Provinces in one go - but then once you have all those coin tokens you can't buy Provinces because your opponent already has four and you'd end the game with a loss. Normally it's a bad plan, even if it's an exciting one - it's about equivalent to "hey, Bishop is on the board, that means I don't have to buy Victory cards!"

If the phrase "ridiculously many" conjures up for you images of Scrooge McDuck swimming amongst the gold coins in his vault, or you're allergic to hyperbole/flowery language, read "ridiculously many" as "too many", or "more than you should have". It's just a tautology, coin tokens are better than VP chips unless you have more coin tokens than you can sustainably spend at >=1VP per token. But it's not a vacuous truth, as in the next section I demonstrated that the quantities of VP chips produced in a typical game are also sensible quantities of coin tokens in a typical game.

Regarding how many tokens you get per shuffle, that's not really a fair comparison, unless comparing the strength of the official cards rather than just the tokens.  All of the VP token cards are terminal, most of the coin token cards are not.
It's a much better comparison than how many you have at a particular time, or how many you collect throughout the game; it directly tells you how many coin token producers you want in your deck. It is also much easier to estimate how many you would need, because on average, you're going to see each of your cards once per shuffle.

Just because something is non-terminal doesn't mean playing five of them is five times as good as playing one. You can spam Market Squares too, but that doesn't make it a good idea. Yes, it's easier to get coin tokens en masse than VP tokens, because there are non-terminal coin token producers - but that isn't a reason to do it, you have to decide how many coin tokens you will want before more stop being useful to you, and add the appropriate number of coin token producers to your deck, not just blindly buy as many of them as possible.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 23, 2013, 07:22:11 am
I think by the weird wording "the best village for engines which you can buy, at least to have" he means independent of cost. Which I think is relatively uncontroversial.
This is what I mean, yes. Obviously I think WM is a better card - it hasn't shown up yet....

What about Border Village?  Or do you mean strictly what the village does once it's in your deck?
Same with BV.
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 23, 2013, 12:21:01 pm
Multi-Goons gets way more than 30 VP tokens.
It can, if your opponent doesn't know what you're doing, or the game is so close that you don't have time to three-pile. Multi-Goons in general gives ridiculously many VP tokens. 15 isn't unreasonable over the whole game, but you shouldn't have 15 coin tokens in your pile at any time. I did in fact give a baseline for how many I think is sensible.

Sometimes multi-Goons is possible; sometimes multi-Merchant Guild is. Sometimes a Golden Deck is fast enough, sometimes Scrying Pool/Candlestick Maker is. Of course there are some games where you can win on VP chips alone, and then there are games where it is sensible to build your entire economy out of coin tokens. But you see Baker and Chapel and think, I'm going to Chapel down and just play a lot of Bakers every turn and buy all the Provinces in one go - but then once you have all those coin tokens you can't buy Provinces because your opponent already has four and you'd end the game with a loss. Normally it's a bad plan, even if it's an exciting one - it's about equivalent to "hey, Bishop is on the board, that means I don't have to buy Victory cards!"

If the phrase "ridiculously many" conjures up for you images of Scrooge McDuck swimming amongst the gold coins in his vault, or you're allergic to hyperbole/flowery language, read "ridiculously many" as "too many", or "more than you should have". It's just a tautology, coin tokens are better than VP chips unless you have more coin tokens than you can sustainably spend at >=1VP per token. But it's not a vacuous truth, as in the next section I demonstrated that the quantities of VP chips produced in a typical game are also sensible quantities of coin tokens in a typical game.

Regarding how many tokens you get per shuffle, that's not really a fair comparison, unless comparing the strength of the official cards rather than just the tokens.  All of the VP token cards are terminal, most of the coin token cards are not.
It's a much better comparison than how many you have at a particular time, or how many you collect throughout the game; it directly tells you how many coin token producers you want in your deck. It is also much easier to estimate how many you would need, because on average, you're going to see each of your cards once per shuffle.

Just because something is non-terminal doesn't mean playing five of them is five times as good as playing one. You can spam Market Squares too, but that doesn't make it a good idea. Yes, it's easier to get coin tokens en masse than VP tokens, because there are non-terminal coin token producers - but that isn't a reason to do it, you have to decide how many coin tokens you will want before more stop being useful to you, and add the appropriate number of coin token producers to your deck, not just blindly buy as many of them as possible.

I think how many you get over the course of the whole game is a fair comparison.  With VP tokens, they just stick around.  With coin tokens, you spend them as you go -- I'm not making any assumptions about hoarding them!

I'm not convinced that the tokens/shuffle metric is better for the purpose of comparison.  That doesn't tell you how many shuffles you expect to have, so it can't tell you how many VP you would get if those had been VP tokens instead.  It also doesn't account for how soon you can get that going.  For your early shuffles you won't be generating as many tokens, but your later shuffles may also take more turns (or not, depending on the engine).  You say that tokens/shuffle is good because it "directly tells you have many coin token producers you want in your deck".  OK, sure, but that's a point for strategy and not for comparing how good the tokens are.

If the point is to compare VP tokens with coin tokens, you have to consider how many you get over the course of the whole game.  Say you generated 20 coin tokens over the course of the game and spent 15 of them, who knows.  Those extra 5 coin tokens are wasted.  If you had just generated VP tokens intead, those extras count!  But maybe you couldn't have bought a certain key card.

Finally, I was not saying that it's good to play lots of cards just because they are non-terminal.  My point was that, if you consider the official cards, it is actually far easier to generate coin tokens than VP tokens.  Since most of them are non-terminal, you can safely load up on more of the producers and you can play more of them as well.  Since two are cantrips, they also help you shuffle more often.  Generally speaking, you can expect to generate more coin tokens per shuffle and you can expect to shuffle more often.  But that's because (as someone put it above) coin tokens have diminishing returns.  If cards let you produce VP tokens as easily, they would be broken.
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 23, 2013, 12:36:16 pm
If the phrase "ridiculously many" conjures up for you images of Scrooge McDuck swimming amongst the gold coins in his vault, or you're allergic to hyperbole/flowery language, read "ridiculously many" as "too many", or "more than you should have". It's just a tautology, coin tokens are better than VP chips unless you have more coin tokens than you can sustainably spend at >=1VP per token. But it's not a vacuous truth, as in the next section I demonstrated that the quantities of VP chips produced in a typical game are also sensible quantities of coin tokens in a typical game.

I should respond to this specifically.  You can't really suggest that there is a "too many" here.  It's disingenuous to say "coin tokens are definitely better than VP tokens unless you have too many of them", where "too many" is the point at which VP tokens have a greater impact.  Like you said, that's just tautology. 



Hmm, if we do consider tokens/shuffle, consider this:

If you get 3-6 coin tokens per shuffle, how big of an impact is that making in terms of points?  How often does that boost you up from Duchy to Province?   How does that compare to just getting 3-6 VP tokens per shuffle?  Keep in mind that the coin token doesn't matter if you hit $8 without it.

I think that at 3-6 per shuffle, coin tokens and VP tokens are pretty close with coin tokens edging out slightly.  But as you produce more per shuffle, VP tokens are better.  And yeah, you usually wouldn't try to do that with coin tokens because you don't need to, but it is not ridiculous to do that with VP tokens.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 23, 2013, 05:32:26 pm
You can't really suggest that there is a "too many" here.  It's disingenuous to say "coin tokens are definitely better than VP tokens unless you have too many of them", where "too many" is the point at which VP tokens have a greater impact.  Like you said, that's just tautology. 
What do you mean I can't? I did. Obviously there is such a thing as "too many": it's when you have more coin tokens than are worth getting. That's not disingenuous, it's genuine strategy advice: collect coin tokens in quantities at which you can sustainably spend them at >=1VP per token. If you have a bunch left at the end of the game that you didn't spend, then you weren't good enough at predicting the end of the game - you can spend your last few below parity, while still averaging >=1VP per token over the whole game.

I think that at 3-6 per shuffle, coin tokens and VP tokens are pretty close with coin tokens edging out slightly.  But as you produce more per shuffle, VP tokens are better.  And yeah, you usually wouldn't try to do that with coin tokens because you don't need to, but it is not ridiculous to do that with VP tokens.
It's not always ridiculous to do that with VP tokens, but neither for coin tokens, there's an exact correlation between multi-Goons and multi-Merchant Guild, and when either is possible, it's a strong strategy. Goons is better obviously, because Merchant Guild needs to spend those tokens on later turns, but Goons costs more and your opponents will attack you with it. Sometimes you can do Bishop/Market Square, sometimes you can play 7 Candlestick Makers per turn, but most boards don't support strategies like that. Anyway, if you produce the first $2 by other means, even these decks are buying Provinces at parity.

It's hard for me to read these objections as other than "I failed to use coin tokens effectively, and wouldn't it be nice if they were VP chips instead". Yeah, I've made those decks too, and I lost, but I didn't blame the coin tokens.
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 23, 2013, 06:09:43 pm
I think you are misunderstanding me.  I am not talking about strategy for how to use the tokens effectively.  Either coin or VP tokens can be more effective depending on the board.

If you are examining how good coin tokens are compared to VP tokens, then it is wrong to arbitrarily define "too much" in favour of coin tokens.  Look at the flip side -- I can also argue that VP tokens are always better than coin tokens, except when you don't have enough.

When you cannot get an abundance of tokens, coin tokens will usually be more useful.  When you can, VP tokens will often be better.  Do you disagree with this?  This was my point.  Coin tokens are not always better.  Suggesting that VP tokens are only better in "ridiculous" quantities is wrong because you ARE able to achieve those values a fair amount of the time.

Again, the takeaway is that it is not uncommon for VP tokens to be better.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 23, 2013, 06:19:14 pm
You can't really suggest that there is a "too many" here.  It's disingenuous to say "coin tokens are definitely better than VP tokens unless you have too many of them", where "too many" is the point at which VP tokens have a greater impact.  Like you said, that's just tautology. 
What do you mean I can't? I did. Obviously there is such a thing as "too many": it's when you have more coin tokens than are worth getting. That's not disingenuous, it's genuine strategy advice: collect coin tokens in quantities at which you can sustainably spend them at >=1VP per token. If you have a bunch left at the end of the game that you didn't spend, then you weren't good enough at predicting the end of the game - you can spend your last few below parity, while still averaging >=1VP per token over the whole game.

It's genuinely useless strategy advice. Slightly above "try to score more points than your opponent."

Also, just because you have excess coin tokens at the end of the game does not mean your strategy or token use was bad. Dominion is a game of chance (breaking news!), sometimes unlikely things happen that harm your strategy (or help it), that doesn't mean your decisions were bad. Maybe I had crazy good draws and I didn't need that pile of tokens after all. If you're building for a token mega-turn, or even a mere double Province turn, you might get caught with extra tokens, but hey sometimes my opponent beats me to KC-Bridge, does that mean I shouldn't have gone for KC-Bridge?

Quote
I think that at 3-6 per shuffle, coin tokens and VP tokens are pretty close with coin tokens edging out slightly.  But as you produce more per shuffle, VP tokens are better.  And yeah, you usually wouldn't try to do that with coin tokens because you don't need to, but it is not ridiculous to do that with VP tokens.
It's not always ridiculous to do that with VP tokens, but neither for coin tokens, there's an exact correlation between multi-Goons and multi-Merchant Guild, and when either is possible, it's a strong strategy. Goons is better obviously, because Merchant Guild needs to spend those tokens on later turns, but Goons costs more and your opponents will attack you with it. Sometimes you can do Bishop/Market Square, sometimes you can play 7 Candlestick Makers per turn, but most boards don't support strategies like that. Anyway, if you produce the first $2 by other means, even these decks are buying Provinces at parity.

It's hard for me to read these objections as other than "I failed to use coin tokens effectively, and wouldn't it be nice if they were VP chips instead". Yeah, I've made those decks too, and I lost, but I didn't blame the coin tokens.

(http://i.qkme.me/3v9wsj.jpg)
Title: Re: WW's Power Rankings
Post by: Davio on July 24, 2013, 03:51:15 am
I appreciate you taking the time to fill in your rankings, WW, but don't you think a numbered list from 1 - 200+ is a bit silly?
I mean, how do we compare #154 to #166? If I were to do a ranking like this - and I might at some point if I'm really bored - I think I would just create 5 groups maximum and maybe do a top 10 of the first group only.

Top Tier: Cards that absolutely dominate most of the kingdoms they're in (King's Court, Goons, Mountebank, etc...)
Second Tier: Cards that are very useful on a high number of kingdoms (probably some good Villages, trashers, etc)
Third Tier: Cards that you could take or leave most of the time (think Great Hall or something)
Fourth Tier: Cards that are generally bad and need a rare and specific kingdom to shine (Counting House)
Fifth Tier: Scout

Title: Re: WW's Power Rankings
Post by: Robz888 on July 24, 2013, 03:54:37 am
I appreciate you taking the time to fill in your rankings, WW, but don't you think a numbered list from 1 - 200+ is a bit silly?
I mean, how do we compare #154 to #166? If I were to do a ranking like this - and I might at some point if I'm really bored - I think I would just create 5 groups maximum and maybe do a top 10 of the first group only.

Top Tier: Cards that absolutely dominate most of the kingdoms they're in (King's Court, Goons, Mountebank, etc...)
Second Tier: Cards that are very useful on a high number of kingdoms (probably some good Villages, trashers, etc)
Third Tier: Cards that you could take or leave most of the time (think Great Hall or something)
Fourth Tier: Cards that are generally bad and need a rare and specific kingdom to shine (Counting House)
Fifth Tier: Scout

Disagree. Each card is better or worse than every other card! Let's rank them accordingly.
Title: Re: WW's Power Rankings
Post by: Tables on July 24, 2013, 04:27:12 am
I appreciate you taking the time to fill in your rankings, WW, but don't you think a numbered list from 1 - 200+ is a bit silly?
I mean, how do we compare #154 to #166? If I were to do a ranking like this - and I might at some point if I'm really bored - I think I would just create 5 groups maximum and maybe do a top 10 of the first group only.

Top Tier: Cards that absolutely dominate most of the kingdoms they're in (King's Court, Goons, Mountebank, etc...)
Second Tier: Cards that are very useful on a high number of kingdoms (probably some good Villages, trashers, etc)
Third Tier: Cards that you could take or leave most of the time (think Great Hall or something)
Fourth Tier: Cards that are generally bad and need a rare and specific kingdom to shine (Counting House)
Fifth Tier: Scout

Disagree. Each card is better or worse than every other card! Let's rank them accordingly.

Well, better or worse or the same. And it's extremely hard to exactly rate lots of cards which are very close together. And while there might theoretically exist an exact order, in practice it comes down a lot to how one ranks the cards. Which is better: A card that dominates 5% of the time, is a useful buy 10% of the time and is worthless 85% of the time, or a card which is dominates 1% of the time, is a useful buy 39% of the time and is worthless 60% of the time? It's not really possible to say objectively.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 24, 2013, 05:03:51 am
If you are examining how good coin tokens are compared to VP tokens, then it is wrong to arbitrarily define "too much" in favour of coin tokens.
Disingenuous, huh? I said it would be too many coin tokens, when did I refer to 'too many tokens which could either be coin tokens or VP chips'? Obviously it's not wrong to define "too many coin tokens" as being more coin tokens than it is strategically sound to collect. Please, how can you even have too many VP chips. That is some real garbage argumentation there.

When you cannot get an abundance of tokens, coin tokens will usually be more useful.  When you can, VP tokens will often be better.  Do you disagree with this?  This was my point.  Coin tokens are not always better.  Suggesting that VP tokens are only better in "ridiculous" quantities is wrong because you ARE able to achieve those values a fair amount of the time.
Yes, I said that. If you are doing multi-Goons or a Golden Deck then in those quantities you'd rather have VP chips. I said that. But that's a small proportion of games, normally it's not sensible to have more than 6 Monuments in your deck, normally you don't have a free source of fuel for Bishop, so in every other game you're going to get VP chips in quantities at which coin tokens are better. If all you want to do is argue about how many games that is, have that argument with a brick wall, I don't care about it.

It's genuinely useless strategy advice. Slightly above "try to score more points than your opponent."
In the Baker preview thread, the consensus was that you want to spend coin tokens very soon after you get them, so that you have more of the game left during which you can benefit from your improved deck. On the other hand, I'm advocating spending tokens primarily on improving VP purchases in the later game. Even then, it is easier to get coin tokens than VP tokens, so it would make sense if you chose some other cutoff, say, 0.8VP each. So, I'm advocating a particular use for coin tokens, and then a particular parameter for that use, and then saying build a deck that produces that many coin tokens and not more. It's not even definitely good advice - we could argue about that instead of some garbage like how often you can Bishop a Gold every turn - so I struggle to see why you'd compare it to advice like "try to win".
Title: Re: WW's Power Rankings
Post by: RTT on July 24, 2013, 06:52:10 am
Hey WW how about playing a game with your top 10 and your worst 10 and putting them on your Youtube channel? would be interesting to watch

greetings RTT
Title: Re: WW's Power Rankings
Post by: SCSN on July 24, 2013, 07:02:12 am
Your argument just makes zero sense. Stipulating that you only spend coin tokens when you can get >1 VP in return doesn't make them better than VP tokens, it makes them much, much worse due to the opportunity cost of not spending them in other productive ways and in getting them in the first place. In fact, if you're only planning to use them in such a restrictive fashion, it's better not to get them at all.

In particular:

Quote
I mean, you can just play an otherwise-identical strategy, only using coin tokens to improve the VP you are already buying, on the condition that you get more than 1 VP per token

No, you can't just play an "otherwise-identical strategy", because where you spend some economy in setting up coin tokens, your opponent is doing something else (which is almost certainly better), or if you both have coin tokens, him spending them more liberally deviates from "otherwise-identical" and will also lead to better results than just using them for >1 VP/token.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 24, 2013, 07:10:13 am
Of course you can use them for other things too; if it's better to use them for other things, do that, "better" means you're getting more than 1VP of value out of them in the long-run, and it's another reason to prefer them as coin tokens rather than VP chips. More flexibility doesn't make them worse...

I don't know what you mean by the "opportunity cost", here. Obviously producing VP chips are also at the opportunity cost of whatever else you could be doing; spending coin tokens suboptimally is only an opportunity cost compared to using them better, not compared to having VP chips instead. If you can use them better, great, but my proposed strategy makes coin tokens worth, on average over the course of the game, more than VP chips - I didn't say it was the best way to use them, but it's a possible way to use them, in which they are better than VP chips, in the same quantities that you normally have VP chips. If there's a better way to use them then they are that much better than VP chips. What's the problem?
Title: Re: WW's Power Rankings
Post by: SCSN on July 24, 2013, 07:13:03 am
"better" means you're getting more than 1VP of value out of them in the long-run

No, it does not.
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 24, 2013, 07:24:42 am
Then how is it better than getting 1VP out of them? Each of your options improves your score by some amount in the long-run, otherwise there is no such thing as the minimax strategy. If an option is better than getting 1VP out of them, then it must get more than 1VP out of them. An extra Gold which later buys you two Provinces instead of Duchies, overall has improved your score by 6VP; a Duchy now, instead, would improve your score by 3VP. I don't know how else you can say that one choice is better than another - OK, you can talk about which move has a higher probability of winning, but comparing point values of different plays is hardly a controversial way of deciding which option is better, and is much easier to measure.
Title: Re: WW's Power Rankings
Post by: SCSN on July 24, 2013, 07:32:32 am
No. The opportunities to exchange coin tokens for >1VP/token are so rare that getting more tokens than you can exchange this way (and spending those tokens in far more liberal ways) is much better overall, despite them ultimately contributing less than 1VP/token.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 24, 2013, 07:54:22 am
I appreciate you taking the time to fill in your rankings, WW, but don't you think a numbered list from 1 - 200+ is a bit silly?
I mean, how do we compare #154 to #166? If I were to do a ranking like this - and I might at some point if I'm really bored - I think I would just create 5 groups maximum and maybe do a top 10 of the first group only.

Top Tier: Cards that absolutely dominate most of the kingdoms they're in (King's Court, Goons, Mountebank, etc...)
Second Tier: Cards that are very useful on a high number of kingdoms (probably some good Villages, trashers, etc)
Third Tier: Cards that you could take or leave most of the time (think Great Hall or something)
Fourth Tier: Cards that are generally bad and need a rare and specific kingdom to shine (Counting House)
Fifth Tier: Scout


A plausible argument. Please feel free to ignore them.
Title: Re: WW's Power Rankings
Post by: Davio on July 24, 2013, 09:55:06 am
This is probably somewhere in the 16 pages, but how DO you actually compare them?

Do you generate random kingdoms and look at which cards would be decent?
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 24, 2013, 09:57:23 am
I appreciate you taking the time to fill in your rankings, WW, but don't you think a numbered list from 1 - 200+ is a bit silly?
I mean, how do we compare #154 to #166? If I were to do a ranking like this - and I might at some point if I'm really bored - I think I would just create 5 groups maximum and maybe do a top 10 of the first group only.

Top Tier: Cards that absolutely dominate most of the kingdoms they're in (King's Court, Goons, Mountebank, etc...)
Second Tier: Cards that are very useful on a high number of kingdoms (probably some good Villages, trashers, etc)
Third Tier: Cards that you could take or leave most of the time (think Great Hall or something)
Fourth Tier: Cards that are generally bad and need a rare and specific kingdom to shine (Counting House)
Fifth Tier: Scout

I think it might not be silly.  The final list itself may not be particularly useful, but the analysis WW and others are doing when trying to figure out how to make this list involves a good amount of thinking about the game and strategy, I would think.  So probably it's one of those "journey, not destination" things. 

Plus I think people here just like making lists.
Title: Re: WW's Power Rankings
Post by: Schneau on July 24, 2013, 10:00:12 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 24, 2013, 10:03:40 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.

It's going to be hard to put that list on the list.
Title: Re: WW's Power Rankings
Post by: AJD on July 24, 2013, 10:34:07 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.

It's going to be hard to put that list on the list.

Well, that's fine, then; just make it a list of all lists that do not list themselves.
Title: Re: WW's Power Rankings
Post by: Gveoniz on July 24, 2013, 10:43:49 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.

It's going to be hard to put that list on the list.

Well, that's fine, then; just make it a list of all lists that do not list themselves.
We can just make a list of "list of all list"
Title: Re: WW's Power Rankings
Post by: SCSN on July 24, 2013, 10:45:05 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.

It's going to be hard to put that list on the list.

Well, that's fine, then; just make it a list of all lists that do not list themselves.

(http://i.qkme.me/3va533.jpg)
Title: Re: WW's Power Rankings
Post by: Kirian on July 24, 2013, 12:53:12 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.

It's going to be hard to put that list on the list.

Actually, it won't be:

1. This list.
2. ...whatever else.

Bam. Done.
Title: Re: WW's Power Rankings
Post by: Just a Rube on July 24, 2013, 12:54:54 pm
(http://i.qkme.me/3va533.jpg)
Little known fact: Bertrand Russell was actually a dinosaur.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 24, 2013, 01:18:32 pm
This is probably somewhere in the 16 pages, but how DO you actually compare them?

Do you generate random kingdoms and look at which cards would be decent?

http://forum.dominionstrategy.com/index.php?topic=8693.msg263449#msg263449
Title: Re: WW's Power Rankings
Post by: dondon151 on July 24, 2013, 01:29:21 pm
I think you guys are missing the point wrt VP vs. coin tokens. VP tokens provide an alternate route to victory. Coin tokens just help you get Victory cards faster. They're not exactly comparable that way.
Title: Re: WW's Power Rankings
Post by: GendoIkari on July 24, 2013, 01:44:04 pm
I think if I were to rank the cards, it would simply be based on this one question:

We're playing a Dominion variant (one that's been somewhat discussed around here before), in which we "draft" cards that we are going to use.. that is, only the player who drafted that Kingdom card ever gets to buy or gain it. You get to go first... what card do you draft? There's your number 1. Now pretend that your number 1 is already taken... so what card do you draft? There's your number 2. And so on.

And so that this doesn't depend on the Kingdom at all, we're talking about drafting from all the cards, not just for 1 game. Then you play a bunch of games where 5 of the Kingdom cards are randomly picked from your draft, the other 5 are randomly picked from your opponent's draft. Dunno how to handle Young Witch.
Title: Re: WW's Power Rankings
Post by: gman314 on July 24, 2013, 01:46:05 pm
My 2 cents on chips vs. tokens:
Imagine the following (likely boring) card:

Alt-Monument
$? Action
+$2
Take a coin token.

Now, how do we price this card? It's been discussed elsewhere that a terminal Gold would probably cost $5. This is a terminal Gold with a bonus. So, it could probably fit in at $5 or $6.

This is not supposed to be the be-all-end all of this discussion, but I think that this suggests that coin tokens are better than chips.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on July 24, 2013, 01:52:23 pm
Yikes. In a draft, I guess I'd pick chapel first, and if the other guy picked chapel I'd probably go masquerade. Then again, maybe both of us could lose to a Rebuild guy. That's an interesting way to think about things.
Although, I do think it skews things somewhat. A board of guaranteed power cards really benefits King's Court, which more than anything else seems to get stronger the more power cards are present on the board.
So actually, I guess the guy who picked King's Court would be in best shape. Even if his opponent gets some absurdly strong cards, just a couple of the top 20-top 10 in a kingdom with King's Court probably makes all the difference.
Goons is even more frightening than usual. Because only one person can go for it, the other player must find some way to severely impair the opponent via strong attacks or win the game before the Goons guy gets a lead. Once the Goons player is, say, 100 points up, there's nothing the other guy can do to catch up. Maybe Monument or Bishop, but those aren't as fast.
I actually think cursing is less intimidating here. The opponent can strike back with either Masquerade or Ambassador, both of which counter curses quite neatly.
Any other thoughts? Frankly, I suspect that some sort of nightmarish combo would emerge in a format like this.
Title: Re: WW's Power Rankings
Post by: GendoIkari on July 24, 2013, 01:55:50 pm
Yikes. In a draft, I guess I'd pick chapel first, and if the other guy picked chapel I'd probably go masquerade. Then again, maybe both of us could lose to a Rebuild guy. That's an interesting way to think about things.
Although, I do think it skews things somewhat. A board of guaranteed power cards really benefits King's Court, which more than anything else seems to get stronger the more power cards are present on the board.
So actually, I guess the guy who picked King's Court would be in best shape. Even if his opponent gets some absurdly strong cards, just a couple of the top 20-top 10 in a kingdom with King's Court probably makes all the difference.
Goons is even more frightening than usual. Because only one person can go for it, the other player must find some way to severely impair the opponent via strong attacks or win the game before the Goons guy gets a lead. Once the Goons player is, say, 100 points up, there's nothing the other guy can do to catch up. Maybe Monument or Bishop, but those aren't as fast.
I actually think cursing is less intimidating here. The opponent can strike back with either Masquerade or Ambassador, both of which counter curses quite neatly.
Any other thoughts? Frankly, I suspect that some sort of nightmarish combo would emerge in a format like this.

I didn't mean for this to create "power boards".. because you would keep drafting until ALL cards have been drafted. So you wouldn't be picking Kingdoms out of your top 10... you'd be picking Kingdoms out your top 205. (Well 5 of the cards from your top 102, 5 of them from your opponent's top 103).
Title: Re: WW's Power Rankings
Post by: dondon151 on July 24, 2013, 01:57:42 pm
This is not supposed to be the be-all-end all of this discussion, but I think that this suggests that coin tokens are better than chips.

Or imagine Greedy Bishop, which is almost like a worse Salvager. Does this suggest that VP chips are better than coin tokens?

Again, VP chips mainly serve as an alternate way to victory. Monument isn't that strong because it only gives +1 VP per play, but it's a huge threat in an engine that can play up to 3-4 of them every turn. Bishop and Goons are incredibly strong when there are ways to churn out points. You can't really compare VP chips to coin tokens. Yes, coin tokens help you get Victory cards faster, but VP chips help you get VP that isn't in the supply.
Title: Re: WW's Power Rankings
Post by: SCSN on July 24, 2013, 02:02:35 pm
My 2 cents on chips vs. tokens:
Imagine the following (likely boring) card:

Alt-Monument
$? Action
+$2
Take a coin token.

Now, how do we price this card? It's been discussed elsewhere that a terminal Gold would probably cost $5. This is a terminal Gold with a bonus. So, it could probably fit in at $5 or $6.

This is not supposed to be the be-all-end all of this discussion, but I think that this suggests that coin tokens are better than chips.

While I do think that this card is too strong for $4 (yeah, I've come around on that one), I think changing it to "Take a coin token at the end of your turn" makes it decidedly weaker than Monument.

And what makes VP tokens absurdly strong is not that a single token does a ton for you, but, as dondon noted, that they provide an alternative road to victory. The presence of Goons, Bishop and sometimes even Monument can often enable decks that don't need to buy a single green card. This puts tremendous pressure on conventional strategies that now need to aim for 8 Provinces instead of 5. So while I'd generally prefer to have 1-3 coin tokens over having 1-3 VP tokens, the ability to generate VP tokens is far more game-changing than the ability to generate coin tokens, and that is what ultimately makes them stronger.
Title: Re: WW's Power Rankings
Post by: cluckyb on July 24, 2013, 02:25:41 pm
My 2 cents on chips vs. tokens:
Imagine the following (likely boring) card:

Alt-Monument
$? Action
+$2
Take a coin token.

Now, how do we price this card? It's been discussed elsewhere that a terminal Gold would probably cost $5. This is a terminal Gold with a bonus. So, it could probably fit in at $5 or $6.

This is not supposed to be the be-all-end all of this discussion, but I think that this suggests that coin tokens are better than chips.

Alt-CM (+1 Action +1 Buy gain a VP token) be at least a $3 given that it has the +buy, and once you see it twice its better than an estate for your deck.

Alt-Baker (+1 Action +1 Card +1 VP Token), would, by the same reasoning, be at least a $4 given its superiority to GH. But given monument's big weakness is that its hard to spam, I think these both would be worth a lot more.

Alt-Plaza is a bit harder to say -- its not as strong as alt-CM or Alt-Baker but its still better than a village so worth at least $4 to match and again as its non-terminal VP gen I'd say stronger than Plaza.

all that shows is there are cards which are better with +VP and cards which are better with +Coin Tokens
Title: Re: WW's Power Rankings
Post by: AJD on July 24, 2013, 02:46:26 pm
I think if I were to rank the cards, it would simply be based on this one question:

We're playing a Dominion variant (one that's been somewhat discussed around here before), in which we "draft" cards that we are going to use.. that is, only the player who drafted that Kingdom card ever gets to buy or gain it.

Smugglers comes in last in this ranking, I take it?
Title: Re: WW's Power Rankings
Post by: Warfreak2 on July 24, 2013, 03:18:46 pm
Alt-Baker would be game-breakingly powerful, in a very boring way. I've played 4xBishop+4xFortress a few times, when I thought it was the best thing on the board, and I'm glad there aren't many degenerate games like that.

I think it's not surprising that the coin token producers would become much better if they straight-up produced VP chips; many are non-terminal, so they're able to produce coin tokens in quantities far beyond what you can expect to convert to VP. It's OK if it's possible to stockpile a bajillion coin tokens because that's usually a waste of time. By contrast, VP chip producers are all terminal, because you can't have too many VP chips.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on July 24, 2013, 03:22:42 pm
Comparing coin tokens and victory tokens is like comparing +cards with +coin.  Sure, in the most general sense, you can probably say that coin tokens are a little "better" than victory tokens, just like +cards are generally "better" than +coin.  Eventually, you turn your coin tokens into victory points, kind of like how you eventually you turn the cards you draw into coin that you spend.  But your ability to do that (in both comparisons) varies hugely depending on the situation, so it's difficult (if not impossible) to decide how much better one is than the other.  Furthermore, there will be games in which you can't manage to get 1 victory point per coin token, just like how there are games where you can't manage to get 1 coin per card you draw, so just leaving it at "coin tokens are better" is not helpful.  What you need to consider are the cases in which coin tokens are better, and then how does that synergize with the rest of the text on the card?

I believe someone else pointed out earlier in the discussion: Monument with a coin token instead of a victory token would be too strong for $4; but Baker with a victory token instead of a coin token would be too strong for $5.
Title: Re: WW's Power Rankings
Post by: Robz888 on July 24, 2013, 03:31:41 pm
Yeah, I don't really get this whole "let's compare coin tokens and VP tokens" thing. I mean, it's fine to compare them, we can compare any two things (what's better, +1 Card or Harem?), but they aren't really related things.

The coin tokens are of course good, but I think we are falling for how shiny they are. VP token generation is really, really powerful.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 24, 2013, 04:03:14 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.

It's going to be hard to put that list on the list.

Actually, it won't be:

1. This list.
2. ...whatever else.

Bam. Done.

Oh, I was assuming the list including a ranking.  Like #1 on the list was the best list, etc.
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 24, 2013, 04:18:47 pm
But if that's a list of all lists and not a list of all the lists that exist on this board, then then wouldn't that list have more elements than the list of all sublists of that list?
Title: Re: WW's Power Rankings
Post by: GendoIkari on July 24, 2013, 04:49:40 pm
I think if I were to rank the cards, it would simply be based on this one question:

We're playing a Dominion variant (one that's been somewhat discussed around here before), in which we "draft" cards that we are going to use.. that is, only the player who drafted that Kingdom card ever gets to buy or gain it.

Smugglers comes in last in this ranking, I take it?

lol, good point. There would be cases where it would skew traditional ratings. But for the most part, ranking does come down to "I hope my opponent doesn't get this card, because if he ignores it I have a better chance at winning."
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 24, 2013, 05:52:35 pm
Comparing coin tokens and victory tokens is like comparing +cards with +coin.  Sure, in the most general sense, you can probably say that coin tokens are a little "better" than victory tokens, just like +cards are generally "better" than +coin.  Eventually, you turn your coin tokens into victory points, kind of like how you eventually you turn the cards you draw into coin that you spend.  But your ability to do that (in both comparisons) varies hugely depending on the situation, so it's difficult (if not impossible) to decide how much better one is than the other.  Furthermore, there will be games in which you can't manage to get 1 victory point per coin token, just like how there are games where you can't manage to get 1 coin per card you draw, so just leaving it at "coin tokens are better" is not helpful.  What you need to consider are the cases in which coin tokens are better, and then how does that synergize with the rest of the text on the card?

I believe someone else pointed out earlier in the discussion: Monument with a coin token instead of a victory token would be too strong for $4; but Baker with a victory token instead of a coin token would be too strong for $5.

Yup, I made that comparison.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 24, 2013, 06:08:03 pm
Comparing coin tokens and victory tokens is like comparing +cards with +coin.  Sure, in the most general sense, you can probably say that coin tokens are a little "better" than victory tokens, just like +cards are generally "better" than +coin.  Eventually, you turn your coin tokens into victory points, kind of like how you eventually you turn the cards you draw into coin that you spend.  But your ability to do that (in both comparisons) varies hugely depending on the situation, so it's difficult (if not impossible) to decide how much better one is than the other.  Furthermore, there will be games in which you can't manage to get 1 victory point per coin token, just like how there are games where you can't manage to get 1 coin per card you draw, so just leaving it at "coin tokens are better" is not helpful.  What you need to consider are the cases in which coin tokens are better, and then how does that synergize with the rest of the text on the card?

I believe someone else pointed out earlier in the discussion: Monument with a coin token instead of a victory token would be too strong for $4; but Baker with a victory token instead of a coin token would be too strong for $5.

Yup, I made that comparison.

And here's another +1 for that excellent comparison.
Title: Re: WW's Power Rankings
Post by: cactus on July 29, 2013, 05:48:04 am
What is the hold up?

I'm ready for the next instalment already....
Title: Re: WW's Power Rankings
Post by: Kirian on July 29, 2013, 08:23:45 am
What is the hold up?

I'm ready for the next instalment already....

Many people, including presumably WW, have this thing called "life" that sometimes gets in the way of internet forum stuff.  It's all right, I'm sure he'll come back to what's *really* important to all the forum-goers.
Title: Re: WW's Power Rankings
Post by: ashersky on July 29, 2013, 09:23:19 am
What is the hold up?

I'm ready for the next instalment already....

Many people, including presumably WW, have this thing called "life" that sometimes gets in the way of internet forum stuff.  It's all right, I'm sure he'll come back to what's *really* important to all the forum-goers.

Mafia?
Title: Re: WW's Power Rankings
Post by: heron on July 29, 2013, 11:59:35 am
What is the hold up?

I'm ready for the next instalment already....

Many people, including presumably WW, have this thing called "life" that sometimes gets in the way of internet forum stuff.  It's all right, I'm sure he'll come back to what's *really* important to all the forum-goers.

Are you sure about that? As far as I can tell, being alive makes it easier to post things on this forum.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 29, 2013, 08:07:21 pm
62.   Bridge
This can, of course, be bananas. Or it can just be a nice way of getting a couple things a little cheaper. It can't be higher, though, because of how often it's woodcutter.

61.   Apprentice
A solid card in most decks, clearing out estates quite profitably or using up the last bit of fuel to end the game. A get-when-ahead card often, so that holds it back, though it does also combo well with gainers of expensive things (mint, BV, University come to mind).

60.   Caravan
Virtually always a solid card, spectacular pretty rarely, that it misses reshuffles so much stops it from being insane.

59.   Masterpiece
This card is just really strong for basically any kind of BM and most slogs. It's just a better card to get than gold, and great on 7 for BM decks - importantly, it lets you get more terminals.

58.   Duke
This is a card which would be worth so much less in multiplayer. But it's very very often an important card for 2-player (well, more it makes duchy super important, but Duke gets the credit), defeated rarely in the absence of a good mega-turn or sometimes other alt VP.

57.   Militia
Discard attacks really hurt, and basically any kind of deck.

56.   Embassy
A premier BM card. Like vault, it's not the greatest thing in engines, because it has the overall handsize-increasing power of a moat for $5, but it's better for colony games and the overall better in engines (particularly in engine mirrors, the drawback here is not as bad as vault's), so it gets the slight edge in my book.

55.   Menagerie
A premium engine card on a lot of boards - really, you don't need all that much for this to activate enough to be worth it.

54.   Swindler
Such a nasty card, though of course oft-hated for swinginess. Hitting their estates is actually helpful for them. Turning copper into curse is amazing. Can lead to lots of three-pile endings, and it's a pretty hard card to ignore.

53.   Stonemason
This may be the hardest card to rank. The play effect is probably down around Secret Chamber - often slightly useful but not worth a terminal, occasionally quite good. But the overpay is pretty tremendous. You would think it would best for 7 (i.e. overpaying by 5), and it does seem pretty good there, but the real power is... on 4, I think. The big point about this card is that it enables crazy 3-pile endings, almost from out of nowhere sometimes. And both effects work together on that.

52.   Fool’s Gold
Another premier big money card - if you only buy these and provinces, uncontested you will get to 4 provinces in about 14-15 turns (a pretty simple mathematical exercise). Here it lacks a bit of longevity, though on the other hand basically any +buy or gainer, trasher (remember it's a non-mirror) or drawer helps it out, so this is mostly a concern for slogs. Alternatively, I think it's even better for engines a lot of times - 3 of these are very cheap golds, 4 are even better. The problem there is that you are a bit inhibited from hitting 5 early on.

51.   Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.

50.   Altar
Trashing a card with this seems pretty meh to me (especially by the time you can get this), but gaining 5s is quite nice. Even going for lots of duchies late has some definite points.

49.   Scrying Pool
This card just lets you draw your deck so very much. And a nice little attack to boot.


It may be a couple weeks before I get the next part up. So much life happening soon.
Title: Re: WW's Power Rankings
Post by: markusin on July 29, 2013, 08:23:00 pm
53.   Stonemason
This may be the hardest card to rank. The play effect is probably down around Secret Chamber - often slightly useful but not worth a terminal, occasionally quite good. But the overpay is pretty tremendous. You would think it would best for 7 (i.e. overpaying by 5), and it does seem pretty good there, but the real power is... on 4, I think. The big point about this card is that it enables crazy 3-pile endings, almost from out of nowhere sometimes. And both effects work together on that.
On 4? Well, depends on how spammable the 2's you're getting are. But you know, those 5's can also be turned into the 2's you want to run out later. The 5's will probably be doing good work for you before then. You don't get a very large stonemason trashing tree with 2's. On the other hand, buying stonemason for 4 seems quite reasonable compared to buying it for 5 or 6, where the opportunity cost starts getting really large.

I find the on play and the on-buy effect play into each other to some extent. You get an early gold, buy a stonemason with 7 to get two 5's, then use stonemason to turn the gold into two more 5's. It's a card I like seeing way up here.
Title: Re: WW's Power Rankings
Post by: SCSN on July 29, 2013, 08:37:33 pm
59.   Masterpiece
This card is just really strong for basically any kind of BM and most slogs. It's just a better card to get than gold, and great on 7 for BM decks - importantly, it lets you get more terminals.

If you mean that because it increases your decksize, your deck can support more terminals, then that's a bug, not a feature, as you now need more copies of a card to play it with the same frequency as before.
Title: Re: WW's Power Rankings
Post by: eHalcyon on July 29, 2013, 08:37:58 pm
53.   Stonemason
This may be the hardest card to rank. The play effect is probably down around Secret Chamber - often slightly useful but not worth a terminal, occasionally quite good. But the overpay is pretty tremendous. You would think it would best for 7 (i.e. overpaying by 5), and it does seem pretty good there, but the real power is... on 4, I think. The big point about this card is that it enables crazy 3-pile endings, almost from out of nowhere sometimes. And both effects work together on that.
On 4? Well, depends on how spammable the 2's you're getting are. But you know, those 5's can also be turned into the 2's you want to run out later. The 5's will probably be doing good work for you before then. You don't get a very large stonemason trashing tree with 2's. On the other hand, buying stonemason for 4 seems quite reasonable compared to buying it for 5 or 6, where the opportunity cost starts getting really large.

I find the on play and the on-buy effect play into each other to some extent. You get an early gold, buy a stonemason with 7 to get two 5's, then use stonemason to turn the gold into two more 5's. It's a card I like seeing way up here.

Pretty sure WW is talking about buying Stonemason on 4 to get two more Stonemasons.  Draining a pile of 3 cards in one buy is pretty powerful, especially if you actually have a source of +Buy as well.  The Stonemason pile can evaporate pretty quickly.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 29, 2013, 08:49:44 pm
59.   Masterpiece
This card is just really strong for basically any kind of BM and most slogs. It's just a better card to get than gold, and great on 7 for BM decks - importantly, it lets you get more terminals.

If you mean that because it increases your decksize, your deck can support more terminals, then that's a bug, not a feature, as you now need more copies of a card to play it with the same frequency as before.
Well, I shouldn't make it so much sound like a plus, because it's generally about a wash. So long as you are planning this from the start, it's not such a problem to play things with the same frequency as before. It's not really a detriment either. I guess my point is that you should take this into account, and not sit around wondering why you aren't doing well with 1 smithy and 12 silvers.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 29, 2013, 10:29:46 pm
51.   Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.

You are docking this card points because not getting it can mean you're dead?  Or is this just another way of saying that it's a touch too expensive?
Title: Re: WW's Power Rankings
Post by: WanderingWinder on July 29, 2013, 10:31:29 pm
51.   Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.

You are docking this card points because not getting it can mean you're dead?  Or is this just another way of saying that it's a touch too expensive?
You miss and reasonably often and are dead not only to someone who gets it, but also to someone who didn't go for it at all.
Title: Re: WW's Power Rankings
Post by: blueblimp on July 30, 2013, 12:25:56 am
I think Familiar is overrated here. Yeah, if there's no other curser and no trashing, it's generally a must-buy, but if there is another curser, it's a must-skip. Against a good engine with good trashing, it's inessential at best.  It can also be weak in situations where other cursers would be not so hot, such as vs a super-fast rush.

Also, Menagerie feels underrated, but I don't know what I'd put it ahead of apart from Familiar. (Edit: The special aspect of Menagerie is that's it's spammable and self-combos, because 2 Menageries plus 3 uniques gives an activation. That makes it feel more like a $5 than a $3. It's also capable of single-handedly providing the draw for a village-less engine, which is rare among sub-$5 cards.)
Title: Re: WW's Power Rankings
Post by: Powerman on July 30, 2013, 01:59:58 am
I think Familiar is overrated here. Yeah, if there's no other curser and no trashing, it's generally a must-buy, but if there is another curser, it's a must-skip. Against a good engine with good trashing, it's inessential at best.  It can also be weak in situations where other cursers would be not so hot, such as vs a super-fast rush.

Also, Menagerie feels underrated, but I don't know what I'd put it ahead of apart from Familiar. (Edit: The special aspect of Menagerie is that's it's spammable and self-combos, because 2 Menageries plus 3 uniques gives an activation. That makes it feel more like a $5 than a $3. It's also capable of single-handedly providing the draw for a village-less engine, which is rare among sub-$5 cards.)

Definitely agree with Menagerie being underrated.  I have created a list as well, and it is MUCH higher in mine.  At $3, it's just so easy to be picked up, and just adds to almost any deck.  And it doesn't just add a little, with like... anything other than terminal draw BM, it adds quite a bit.  It's no Rebuild, but it's sure good.
Title: Re: WW's Power Rankings
Post by: dondon151 on July 30, 2013, 02:19:54 am
Stonemason's on-play is definitely much better than Secret Chamber's on-play.
Title: Re: WW's Power Rankings
Post by: SirPeebles on July 30, 2013, 12:28:41 pm
51.   Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.

You are docking this card points because not getting it can mean you're dead?  Or is this just another way of saying that it's a touch too expensive?
You miss and reasonably often and are dead not only to someone who gets it, but also to someone who didn't go for it at all.

Yeah, you miss.  Your deck is worse off for not having the card.  Again, doesn't this mean that the card is good?
Title: Re: WW's Power Rankings
Post by: Eevee on July 30, 2013, 12:33:05 pm
51.   Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.

You are docking this card points because not getting it can mean you're dead?  Or is this just another way of saying that it's a touch too expensive?
You miss and reasonably often and are dead not only to someone who gets it, but also to someone who didn't go for it at all.

Yeah, you miss.  Your deck is worse off for not having the card.  Again, doesn't this mean that the card is good?
I think WW means you miss as in you buy the potion, don't get to 3p and go to turn 5 with a deck of silver 7 coppers 3 estates and a potion. You went for the familiar, but missed, and have a slim chance of winning for it.
Title: Re: WW's Power Rankings
Post by: jonts26 on July 30, 2013, 12:36:33 pm
51.   Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.

You are docking this card points because not getting it can mean you're dead?  Or is this just another way of saying that it's a touch too expensive?
You miss and reasonably often and are dead not only to someone who gets it, but also to someone who didn't go for it at all.

Yeah, you miss.  Your deck is worse off for not having the card.  Again, doesn't this mean that the card is good?

It's the idea of opportunity cost. Yeah, a familiar would improve almost any deck substantially if you just put it in when no one is looking. It is that good to have. But it costs so much. And the chance of not being able to buy it turn 3/4 is a part of that cost. Having a dead potion around (assuming no other alchemy cards) is a part of that cost. Not buying a silver or whatever slows down your deck acceleration in the early game, and that's a huge part of its cost. I think the only reason familiar can be as high as it is, is because of how strong the on play effect is. But the opportunity cost keeps it from making it elite.
Title: Re: WW's Power Rankings
Post by: cactus on July 31, 2013, 09:14:52 am
What is the hold up?

I'm ready for the next instalment already....

Many people, including presumably WW, have this thing called "life" that sometimes gets in the way of internet forum stuff.  It's all right, I'm sure he'll come back to what's *really* important to all the forum-goers.

A life outside of these forums....? Riiiiiiiiight.... we'll just keep telling ourselves that shall we...?
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on July 31, 2013, 04:00:53 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.

http://en.wikipedia.org/wiki/List_of_lists_of_lists
Title: Re: WW's Power Rankings
Post by: Witherweaver on July 31, 2013, 05:13:54 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!
Title: Re: WW's Power Rankings
Post by: gman314 on July 31, 2013, 05:31:21 pm
That is the single most awesome wikipedia page ever!
Title: Re: WW's Power Rankings
Post by: Kirian on July 31, 2013, 05:57:32 pm
That is the single most awesome wikipedia page ever!

I see you and raise you this one:

https://en.wikipedia.org/wiki/Wikipedia:Lamest_edit_wars
Title: Re: WW's Power Rankings
Post by: jonts26 on July 31, 2013, 08:27:08 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
Title: Re: WW's Power Rankings
Post by: Awaclus on July 31, 2013, 08:32:53 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?
Title: Re: WW's Power Rankings
Post by: Kirian on July 31, 2013, 08:33:37 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?

Bertrand Russell is spinning in his grave.
Title: Re: WW's Power Rankings
Post by: jonts26 on July 31, 2013, 08:42:00 pm
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?

Oh right I got carried away. Subtract one list from each side. Though technically a list of a list of a list is still a list of a list or even just a list it would be odd to include all higher order lists when a specific order is given.
Title: Re: WW's Power Rankings
Post by: StrongRhino on August 01, 2013, 12:26:50 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?

Oh right I got carried away. Subtract one list from each side. Though technically a list of a list of a list is still a list of a list or even just a list it would be odd to include all higher order lists when a specific order is given.
You're both wrong- it should be a list it lists that lists lists listing all other lists in the list of lists.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 01, 2013, 01:05:46 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?

Oh right I got carried away. Subtract one list from each side. Though technically a list of a list of a list is still a list of a list or even just a list it would be odd to include all higher order lists when a specific order is given.
You're both wrong- it should be a list it lists that lists lists listing all other lists in the list of lists.

Is this a quote of quotes or a quote of a quote of quotes of quotes?
Title: Re: WW's Power Rankings
Post by: Kirian on August 01, 2013, 04:44:25 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?

Oh right I got carried away. Subtract one list from each side. Though technically a list of a list of a list is still a list of a list or even just a list it would be odd to include all higher order lists when a specific order is given.
You're both wrong- it should be a list it lists that lists lists listing all other lists in the list of lists.

Is this a quote of quotes or a quote of a quote of quotes of quotes?

"One plus one... plus two... plus one... the point is, there is one bullet left in this gun, and guess who's going to get it!"
Title: Re: WW's Power Rankings
Post by: Polk5440 on August 01, 2013, 08:09:39 am
^ I was just thinking that myself.  ;D
Title: Re: WW's Power Rankings
Post by: TWoos on August 01, 2013, 08:44:05 am
...

Plus I think people here just like making lists.

We should make a list of all the lists.


http://en.wikipedia.org/wiki/List_of_lists_of_lists

That article doesn't list itself!

Because that article is a list of lists of lists of lists not a list of lists of lists itself.
??? ...but... that article is a list of lists of lists, not a list of lists of lists of lists?

In actual fact, it /does/ list itself.  And it's misnamed.  It is a list of lists of lists and lists.
Title: Re: WW's Power Rankings
Post by: Witherweaver on August 01, 2013, 10:06:25 am
A list of {list of}^n lists is still a list of lists for any natural number n.
Title: Re: WW's Power Rankings
Post by: jonts26 on August 01, 2013, 10:41:39 am
I'd continue arguing about this but I'm feeling rather listless.
Title: Re: WW's Power Rankings
Post by: Awaclus on August 01, 2013, 10:52:18 am
I'd continue arguing about this but I'm feeling rather listless.
It's a shame. I would've wanted to continue listening to you!
Title: Re: WW's Power Rankings
Post by: Tables on August 01, 2013, 11:35:42 am
Does anyone feel like you've derailed the topic slightly?
Title: Re: WW's Power Rankings
Post by: Witherweaver on August 01, 2013, 11:43:53 am
Does anyone feel like you've derailed the topic slightly?

I think a list of derailed topics on this forum would be quite illuminating.
Title: Re: WW's Power Rankings
Post by: gman314 on August 01, 2013, 11:46:18 am
List:

All topics have been derailed.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 01, 2013, 12:08:45 pm
Does anyone feel like you've derailed the topic slightly?

If may not yet be sunk, but it's certainly listing.
Title: Re: WW's Power Rankings
Post by: StrongRhino on August 01, 2013, 06:47:55 pm
Does anyone feel like you've derailed the topic slightly?
No
Title: Re: WW's Power Rankings
Post by: jonts26 on August 01, 2013, 08:52:42 pm
Does anyone feel like you've derailed the topic slightly?
No

Yeah, we're doing ship jokes, not train jokes.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 05, 2013, 09:56:33 pm
48.   Hamlet
Possibly you are surprised this is so low, but if anything I think this might be high. Its a cheaper village that can get plus buy, no? Well, you do often have a card to discard at little penalty, except it's often not NO penalty, and it's a lot worse than village for trying to set up an engine - you have one fewer card every time, and these stack poorly. Also, they can make poor cards come back for the shuffle quite annoyingly. Still, it's a good little card and one which can be very nice when used properly.

47.   Watchtower
This card now has 854 different combos with on-gain, on-trash, and all kinds of other benefits. It's also a pretty nice defense against most of the nastiest attacks in the game, and it can be a pretty nice drawer in many circumstances.

46.   Squire
I have this above hamlet. It's even a tiny bit worse at making a draw engine, I grant you, but silver-flooding makes it good in a whole host of other situations as well, and the buys can be very nice. This thing can really blast piles sometimes. And the trash bonus can occasionally be highly powerful, even if it usually does little to nothing.

45.   Horn of Plenty
This can be a pretty nice payload and win condition and it helps to pick up components along the way. It can also just be a support card, though this is significantly rarer in my experience. But it can cut out basically all alt VP, so that is really strong. The big drawback is that you really need to watch out for piles and be able to go off in time.

44.   Haggler
This card isn't a superstar very often, but it's almost always a really nice, solid addition - pick up some decent to good treasure while ramping for BM (or choke less on greening), or pick up two components at once for an engine. Basically only weak when there's something much better (and it's not too often that you don't make up for the skipped time, if you can afford the extra terminal) or when all the cards you'd ever want cost the same amount (generally 5, but also rare).

43.   Journeyman
Skipping estates is pretty nice. Skipping coppers can be really nice. Just smithy isn't bad, and this filters pretty well for you in the situation.

42.   Ghost Ship
This attack is hammeringly powerful, completely dominant on many boards, and telling you that with any village at all, you are going engine (okay, maybe combo or rush; this nerfs BM HARD). But there are about 72 counters by now, and engines can reasonably often shrug off the attack without THAT much harm.

41.   Tactician
This can do some pretty degenerative things with the right actions, in double tac decks, and it can be a solid card in a lot of single tac decks. But you have to watch out for getting either enough consistency or a big enough mega-turn, and not being able to get similar effects without the significant drawback via conventional drawing.

40.   Minion
So, the thing is, this isn't about a single-card deck. Just minions is not a terribly good thing. But it can be the centerpiece of an engine, draw-to-x, which can synergize with itself for money in a pinch, such that you don't have to worry at all about multiples. Add in that the attack is about as powerful as other discard attacks to three, and you've got yourself a power card - which is nevertheless not some kind of unstoppable force.

39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it, and we didn't think trade route was good. But hitting them hard and early... well, curses are still good, but if you can get a way to deal with them semi-reasonably, this can be just a normal-ish-powered card, or even totally skippable.

38.   Marauder
It's like a worse sea hag that's slower and comes on a gold. I still don't have the greatest feel, but I feel it deserves coming in somewhere in the here range.

37.   Monument
VP chips are good, did you know? So good, that this in BM beats a lot of the baselines you look at, because those chips can save a duchy or two, or help you lose a province split by getting an extra duchy or two - really, it's not that hard to get two more duchies and play this 7+times, lose the province split by two and win. And it's even much better in engines, where you can play it more. Basically an alt VP card, lets you sit around and not green, not green, not green.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 05, 2013, 10:17:27 pm
I think Hamlet and Squire are both a little too high. Squire is just terrible to rely on as your only Village in an engine, the Silver flooding is just okay, and the plus buys are sometimes awesome, sometimes redundant. The Hamlet discard penalty really hurts it from working well with the +2 cards terminal draw. In general, both of these are cards that can enable engines, but also trick people into making strategies where they are just spinning wheels. I would like to see Menagerie and Swindler up in this section, and Courtyard higher than Hamlet/Squire as well (but they are all pretty close in my mind).

I agree with the Sea Hag assessment completely, in order to Curse your opponent you must first Curse yourself, and without TfB that Sea Hag is such dead weight.
Title: Re: WW's Power Rankings
Post by: Destierro on August 05, 2013, 11:34:59 pm
47.   Watchtower
This card now has 854 different combos with on-gain, on-trash, and all kinds of other benefits. It's also a pretty nice defense against most of the nastiest attacks in the game, and it can be a pretty nice drawer in many circumstances.

42.   Ghost Ship
This attack is hammeringly powerful, completely dominant on many boards, and telling you that with any village at all, you are going engine (okay, maybe combo or rush; this nerfs BM HARD). But there are about 72 counters by now, and engines can reasonably often shrug off the attack without THAT much harm.

Are these numbers for emphasis? They seem a bit high.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 05, 2013, 11:35:52 pm
47.   Watchtower
This card now has 854 different combos with on-gain, on-trash, and all kinds of other benefits. It's also a pretty nice defense against most of the nastiest attacks in the game, and it can be a pretty nice drawer in many circumstances.

42.   Ghost Ship
This attack is hammeringly powerful, completely dominant on many boards, and telling you that with any village at all, you are going engine (okay, maybe combo or rush; this nerfs BM HARD). But there are about 72 counters by now, and engines can reasonably often shrug off the attack without THAT much harm.

Are these numbers for emphasis? They seem a bit high.
They are precisely calculated hyperboles.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 05, 2013, 11:55:35 pm
Nah.... I just don't think Marauder is better than Sea Hag, although I agree with you that Sea Hag isn't as powerful as its reputation suggests, and is by now countered by a whole host of things, even just moderate trashing, rather than excellent trashing. But anyway, while I do think they are close, Marauder's attack is really just way worse than Sea Hag's. Ruins suck, but they suck a whole lot less than Curses. And it's not like the Cultist situation, where okay, you are giving out this not-as-bad-Curse, but you are giving it out blitzingly faster because of the multi-Curse thing.

Now, Marauder gets you a 1-shot Gold. And yeah, that's a lot better than Sea Hag's nothing. Does it overcome the Curse advantage? I say no. The kind of games where these two cards are strong are ones where you really want permanent Treasure, because your deck is just shot to hell. Of course Spoils beats nothing, but I don't know that Spoil are so, so great when you have a fat deck and you aren't regenerating quickly. And if it's a set where you can easily recover from junking, okay, you should pass on both these cards anyway.

Add in the fact that Sea Hag puts the Curse right there on top of your deck right away, and the edge case 100% counter to Marauder in the form of Vineyard, and I would give the nod to Sea Hag as being superior. True, they are close.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 05, 2013, 11:57:01 pm
On the other hand, I applaud you for recognizing Squire above Hamlet. I do believe I was the first person to make this claim, a long, long, long time ago! http://forum.dominionstrategy.com/index.php?topic=4500.msg103556#msg103556
Title: Re: WW's Power Rankings
Post by: SCSN on August 06, 2013, 12:31:04 am
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.

Squire obv. has some other uses to compensate, but a hand like double Squire with no drawing terminal is just so dreadful, and it comes up alot. Not to mention that Hamlet has some awesome uses too (with Menagerie it's just bonkers).
Title: Re: WW's Power Rankings
Post by: AJD on August 06, 2013, 02:11:42 am
I haven't played all that many Dark Ages games, but I don't think I've ever won with Marauder against a player who ignored it.
Title: Re: WW's Power Rankings
Post by: Davio on August 06, 2013, 03:42:17 am
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.

Squire obv. has some other uses to compensate, but a hand like double Squire with no drawing terminal is just so dreadful, and it comes up alot. Not to mention that Hamlet has some awesome uses too (with Menagerie it's just bonkers).
Squire can lead to players "over-Squiring" and in my experience, this rarely is a good thing. Even with Watchtower/Library, it's still kind of meh.
You rarely have too many Hamlets though.

Of course Squire has other things going for it, like the on-trash, but I don't know if that makes it better than Hamlet. I'd rate Hamlet higher, because of its single card draw. Engines are about lining things up and I think I've seen much more non-connecting Squire hands than Hamlet hands. I still think it's too early to say for sure though, at least for me.
Title: Re: WW's Power Rankings
Post by: kn1tt3r on August 06, 2013, 03:54:32 am
48.   Hamlet
Possibly you are surprised this is so low, but if anything I think this might be high. Its a cheaper village that can get plus buy, no? Well, you do often have a card to discard at little penalty, except it's often not NO penalty, and it's a lot worse than village for trying to set up an engine - you have one fewer card every time, and these stack poorly. Also, they can make poor cards come back for the shuffle quite annoyingly. Still, it's a good little card and one which can be very nice when used properly.

46.   Squire
I have this above hamlet. It's even a tiny bit worse at making a draw engine, I grant you, but silver-flooding makes it good in a whole host of other situations as well, and the buys can be very nice. This thing can really blast piles sometimes. And the trash bonus can occasionally be highly powerful, even if it usually does little to nothing.

While I'm still not sure which one of those is ultimately better, I don't see how the one card less (on average) for Hamlet can be an argument for it to be inferior compared to Squire. It's not like Squire has a tendency to increases your handsize...

Anyway, that's probably not how meant it, but basically every disadvantage you mention for Hamlet also applies for Squire.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 06, 2013, 07:42:35 am
48.   Hamlet
Possibly you are surprised this is so low, but if anything I think this might be high. Its a cheaper village that can get plus buy, no? Well, you do often have a card to discard at little penalty, except it's often not NO penalty, and it's a lot worse than village for trying to set up an engine - you have one fewer card every time, and these stack poorly. Also, they can make poor cards come back for the shuffle quite annoyingly. Still, it's a good little card and one which can be very nice when used properly.

46.   Squire
I have this above hamlet. It's even a tiny bit worse at making a draw engine, I grant you, but silver-flooding makes it good in a whole host of other situations as well, and the buys can be very nice. This thing can really blast piles sometimes. And the trash bonus can occasionally be highly powerful, even if it usually does little to nothing.

While I'm still not sure which one of those is ultimately better, I don't see how the one card less (on average) for Hamlet can be an argument for it to be inferior compared to Squire. It's not like Squire has a tendency to increases your handsize...

Anyway, that's probably not how meant it, but basically every disadvantage you mention for Hamlet also applies for Squire.
It's true, they do. But my hamlet post wasn't meant to compare with squire, but rather my impression of people's evaluation of hamlet. And my squire post was the comparison. Basically, they are very close in my estimation, but squire has a couple extra uses that toss it over (the silver gain, the trash-for-attack). It gives +buy more efficiently than hamlet but is even a little worse for making an engine. Basically you just don't want it as your primary village except maybe in draw-to-X, though this is almost as true for hamlet.
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.

Squire obv. has some other uses to compensate, but a hand like double Squire with no drawing terminal is just so dreadful, and it comes up alot. Not to mention that Hamlet has some awesome uses too (with Menagerie it's just bonkers).
I don't penalize cards for being bad if you play them poorly.

And of course hamlet has some awesome uses - so does squire. The point here isn't at all that squire is almost always better than hamlet, it's that I think it's a little better on average - and oftentimes, it'll be worse.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 06, 2013, 03:35:50 pm
IMO Hamlet is actually a LOT better than Squire. I'm not sold on Silver flooding being useful all that often. Being able to discard stuff with Hamlet is probably useful just as often, and being able to draw a card is useful way more often.

The +card is actually a really big deal. Even though they net the same number of cards when used as a village, sifting 1 card can help a lot (much more than +$1). And you're happy to pick up Hamlets with all your spare buys since they can disappear when you don't need them, so going for Hamlet as your main village isn't all that risky. You don't want to have to discard 6 cards or something, but if you only use like 2-4 as villages and then more as adding reliability, you're good. And of course with draw-to-X or menagerie, it's really good, and Squire really isn't.

Basically, you're comparing the extra utility of being useful in mass-Silver strategies vs being better (often MUCH better) in like every kind of engine. I think Hamlet comes out on top on average, no question.

Journeyman I think is also much too high. Immeditaely below it are Haggler and Horn of Plenty, which are real game-changers. Journeyman is just a good Smithy variant. Is it that much better than Rabble and Catacombs, which are a couple dozen spots lower?

And in Sea Hag vs Marauder, I think Sea Hag is a clear winner. Yes you can skip it maybe 25% of the time. But every time you can skip it, you can skip Marauder too. Even though Marauder might be "less bad" in those cases, you don't get either one anyway, so that's not worth anything. You have to look into edge-case-land to find situations where you want Marauder and not Sea Hag, so I don't see any way it can be better than Sea Hag on average. It probably should live somewhere around Militia. It's completely opposite in terms of function (slow, but lasting attack with delayed money vs immediate, but fleeting attack with immediate money), but the average power level is probably close.
Title: Re: WW's Power Rankings
Post by: Powerman on August 06, 2013, 03:53:38 pm
Squire and Hamlet are both overrated in general, but here Squire is a tad moreso.  On average, Hamlet slightly better than Squire.  But really, Hamlet is not so hot, because yeah it doesn't hurt you, using it as a cantrip is just not that good, and if you use a bunch of them as cantrips, then suddenly you don't have the actions you need anyway.  Squire down ~20 spots, Hamlet down ~5 spots.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 06, 2013, 04:31:16 pm
IMO Hamlet is actually a LOT better than Squire. I'm not sold on Silver flooding being useful all that often. Being able to discard stuff with Hamlet is probably useful just as often

Are you seriously claiming that gaining a Silver—something generally considered to be advantageous—is comparable to discarding a card—something generally regarded as a penalty? Imagine if Oasis gained you a Silver instead of discarding a card.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 06, 2013, 04:34:13 pm
Are you seriously claiming that gaining a Silver—something generally considered to be advantageous—is comparable to discarding a card—something generally regarded as a penalty? Imagine if Oasis gained you a Silver instead of discarding a card.

And if Oasis never drew you a card in the first place while gaining that Silver. Actually, if that were true, I would buy Oasis far less often.

Hamlet can also make you discard 2 cards!
Title: Re: WW's Power Rankings
Post by: Robz888 on August 06, 2013, 04:42:53 pm
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.

I just don't follow this logic at all. You would never say Spy is better than Sea Hag because you can buy a lot of Spies without destroying your deck.

Loading up on Hamlets is just, well, overrated I think. Obviously it's a good card, nice source of extra actions and extra buys that doesn't get in your way, bonkers with Library and Jack and Watchtower and Menagerie. But absent those, it's actually pretty hard to keep hitting discard over and over again for like, Smithy draw.

Of course Squire has that problem too, and it doesn't do AS well as Hamlet does with the draw to Xs. But given the availability of other villages, Squire is actually a better source of buy, and virtual coin is really nice, and Silver gaining is just like generally useful in money games and slogs and some rushes. The attack gaining thing is rarely practical, but can actually be extremely powerful in situations where it IS doable. You can like Upgrade/Remake/Remodel Squire into a good $3 card and any attack. It's not something you will do a lot, but it's actually quite useful when it does come up.
Title: Re: WW's Power Rankings
Post by: blueblimp on August 06, 2013, 04:43:06 pm
And if Oasis never drew you a card in the first place while gaining that Silver. Actually, if that were true, I would buy Oasis far less often.
This hypothetical variant of Oasis sounds pretty strong in BM:

Silverasis
Action -- $3
+1 action
+$1
Gain a Silver.

For BM without terminal draw, because it's non-terminal, you could spam as many of these as you liked with very little penalty. Unlike Squire, when two of them collide, you get 2 Silvers instead of just 1. So it's better at silver flooding than Squire.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 06, 2013, 04:44:05 pm
IMO Hamlet is actually a LOT better than Squire. I'm not sold on Silver flooding being useful all that often. Being able to discard stuff with Hamlet is probably useful just as often

Are you seriously claiming that gaining a Silver—something generally considered to be advantageous—is comparable to discarding a card—something generally regarded as a penalty? Imagine if Oasis gained you a Silver instead of discarding a card.

Yes. But you have to take things in context. Clearly you wouldn't buy a card that just said "discard a card", but you wouldn't often buy one that just said "gain a Silver" either. If you did, then people would buy Workshops to gain Silver much more often.

My claim is that situations in which I want to buy Squire because of the Silver gain are not more common than situations where I the discard of Hamlet is actually a benefit rather than a penalty.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 06, 2013, 04:45:19 pm
Except an engine would beat BM like, 85% of the time at least. Normal Oasis is a solid-to-great $3 in engines; Silver Oasis is a card that you might not even want (and you don't want more than one generally).

I just don't follow this logic at all. You would never say Spy is better than Sea Hag because you can buy a lot of Spies without destroying your deck.

I'm sure that Sea Hag makes for a fine village.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 06, 2013, 04:47:24 pm
IMO Hamlet is actually a LOT better than Squire. I'm not sold on Silver flooding being useful all that often. Being able to discard stuff with Hamlet is probably useful just as often

Are you seriously claiming that gaining a Silver—something generally considered to be advantageous—is comparable to discarding a card—something generally regarded as a penalty? Imagine if Oasis gained you a Silver instead of discarding a card.

Yes. But you have to take things in context. Clearly you wouldn't buy a card that just said "discard a card", but you wouldn't often buy one that just said "gain a Silver" either. If you did, then people would buy Workshops to gain Silver much more often.

My claim is that situations in which I want to buy Squire because of the Silver gain are not more common than situations where I the discard of Hamlet is actually a benefit rather than a penalty.

I understand that. I still disagree with your claim. The discard is really only a bonus with draw-to-X or Menagerie. The Silver gaining is useful with most alt-VP and in other types of slogs. Those seem much more common to me.
Title: Re: WW's Power Rankings
Post by: blueblimp on August 06, 2013, 04:48:32 pm
Except an engine would beat BM like, 85% of the time at least. Normal Oasis is a solid-to-great $3 in engines; Silver Oasis is a card that you might not even want (and you don't want more than one generally).
That's fair. BM is a lot weaker on Goko than it was on isotropic.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on August 06, 2013, 04:50:25 pm
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.
I just don't follow this logic at all. You would never say Spy is better than Sea Hag because you can buy a lot of Spies without destroying your deck.
Squire and Hamlet both want to connect with something.  Both of them are such that you would like to have a lot of them, so you can make sure they connect with your terminals (if they're the only village on the board).  The problem that SCSN is pointing out is that with Squire, you can't do that without hurting your deck.

Spy and Sea Hag aren't trying to connect with anything, so you don't necessarily want lots of either of them anyway.
Title: Re: WW's Power Rankings
Post by: eHalcyon on August 06, 2013, 04:55:18 pm
In case people overlooked it, WW never said that Squire is better for engines than Hamlet.  He said it was a little worse, actually.  I think that's accurate.  Yeah the Hamlet draw can make a difference.  The Silver gain on Squire can be useful too, even in engines.  And don't forget that Squire also give +$1.  I think in most engines that do well with Hamlet, using Squire instead won't cripple it.  Most engines that work with Squire will improve with Hamlet, but not all that drastically.
Title: Re: WW's Power Rankings
Post by: blueblimp on August 06, 2013, 04:56:09 pm
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.
I just don't follow this logic at all. You would never say Spy is better than Sea Hag because you can buy a lot of Spies without destroying your deck.
Squire and Hamlet both want to connect with something.  Both of them are such that you would like to have a lot of them, so you can make sure they connect with your terminals (if they're the only village on the board).  The problem that SCSN is pointing out is that with Squire, you can't do that without hurting your deck.

Spy and Sea Hag aren't trying to connect with anything, so you don't necessarily want lots of either of them anyway.
Agreed. Nitpick though: in games where Spy is good, you do often want to connect them with some other card (Mystic, Jester, Swindler, etc.). In fact it seems pretty rare to me that Spy would be good yet you wouldn't want a ton of them.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 06, 2013, 05:00:10 pm
IMO Hamlet is actually a LOT better than Squire. I'm not sold on Silver flooding being useful all that often. Being able to discard stuff with Hamlet is probably useful just as often

Are you seriously claiming that gaining a Silver—something generally considered to be advantageous—is comparable to discarding a card—something generally regarded as a penalty? Imagine if Oasis gained you a Silver instead of discarding a card.

Yes. But you have to take things in context. Clearly you wouldn't buy a card that just said "discard a card", but you wouldn't often buy one that just said "gain a Silver" either. If you did, then people would buy Workshops to gain Silver much more often.

My claim is that situations in which I want to buy Squire because of the Silver gain are not more common than situations where I the discard of Hamlet is actually a benefit rather than a penalty.

I understand that. I still disagree with your claim. The discard is really only a bonus with draw-to-X or Menagerie. The Silver gaining is useful with most alt-VP and in other types of slogs. Those seem much more common to me.

And they seem less common to me, particularly if you consider the fact that you need to gain the Squire in the first place. Engines with draw-to-X or menagerie or Tunnel can afford to add in Hamlets no problem, but decks that want Silver require you to sacrifice some tempo to get the Squire. It's probably worth it with Gardens, since the +2 buys is good too, or with Feodum since the Silvers are worth points too, but I don't see it being that useful in too many other situations.

In case people overlooked it, WW never said that Squire is better for engines than Hamlet.  He said it was a little worse, actually.  I think that's accurate.  Yeah the Hamlet draw can make a difference.  The Silver gain on Squire can be useful too, even in engines.  And don't forget that Squire also give +$1.  I think in most engines that do well with Hamlet, using Squire instead won't cripple it.  Most engines that work with Squire will improve with Hamlet, but not all that drastically.
I think many of us are arguing that it's more than just a little worse. Sifting 1 card can often be a lot better than +$1, and whole thing about being a cantrip makes it actually good to flood your deck with Hamlets. Hamlet can be a village in an untrashed or lightly trashed engine. Squire flat-out can't unless you have some other source of sifting. This is not a small difference.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on August 06, 2013, 05:01:34 pm
Squire is much worse than Hamlet because you can't buy alot of them without destroying your deck. As such Hamlet is often fine as the only village in an engine, whereas Squire rarely is.
I just don't follow this logic at all. You would never say Spy is better than Sea Hag because you can buy a lot of Spies without destroying your deck.
Squire and Hamlet both want to connect with something.  Both of them are such that you would like to have a lot of them, so you can make sure they connect with your terminals (if they're the only village on the board).  The problem that SCSN is pointing out is that with Squire, you can't do that without hurting your deck.

Spy and Sea Hag aren't trying to connect with anything, so you don't necessarily want lots of either of them anyway.
Agreed. Nitpick though: in games where Spy is good, you do often want to connect them with some other card (Mystic, Jester, Swindler, etc.). In fact it seems pretty rare to me that Spy would be good yet you wouldn't want a ton of them.
That's true; I guess the bigger point is just that Spy and Sea Hag aren't comparable at all.  Squire and Hamlet are clearly similar cards (both potentially providing +actions or +buy).  Obviously, SCSN was not saying that every spammable card is better than every non-spammable card; just that, in the context of a certain kind of card, being spammable is an advantage.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 06, 2013, 05:03:14 pm
Others have pointed this out, but I'd like to repeat it anyway. Squire is a dead card in your hand for draw and that is a HUGE deal in building a consistent engine. Hamlet does not suffer from this problem quite as severely, and substituting Squires for Hamlets in an engine is likely to make the engine much worse. This doesn't mean Hamlet >> Squire, but it certainly makes Hamlet > Squire in my mind. And the spamability of Hamlet is pretty important as well, you generally want your cheap components to be pretty spammable. Squire kind of sucks when spammed.

This is probably redundant with the other posts that just went up.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 06, 2013, 05:31:17 pm
For use as a main village: Hamlet is significantly better than squire, as the siftability is a pretty big thing. I mean, you get to see one extra card when looking for your draw card, that's fairly significant (up to 25% better here). On the other hand, there are a few things which squire has in its favor to close the gap back here: The extra buys can be quite nice, particularly when we're talking endgame control. Squire is an easier card to find a time to pick up, a significantly better opener than hamlet. It can be trashed for an attack - while this doesn't come up as a huge plus often, it's a little one often enough, and a big one occasionally. All this adds up to the difference between the two cards for engines being slight (in favor of hamlet) even though hamlet is much better as a primary village. In either case, you aren't going to use these as primary villages all that often.

But then squire has the extra plusses - you can get attacks with it sometimes (even when not in engines - indeed it's a little bigger deal when not in engines). And you can get silvers with it. This actually makes squire a reasonable BM card (Ironworks/BM beats BM, squire is just better for BM; also, you can use the actions with some extra terminals sometimes, which lets you profitably get a few extra terminals while still going BM, not that Squire for BM comes up often at all). And it's a pretty good slog card. Well, how often do these things come up? Not THAT often, but I think often enough to pump it *slightly* over hamlet.
Title: Re: WW's Power Rankings
Post by: Awaclus on August 06, 2013, 05:41:17 pm
Except an engine would beat BM like, 85% of the time at least. Normal Oasis is a solid-to-great $3 in engines; Silver Oasis is a card that you might not even want (and you don't want more than one generally).
That's fair. BM is a lot weaker on Goko than it was on isotropic.
Goko's interface makes Hamlet weaker than it was on Isotropic, too.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 06, 2013, 08:05:28 pm
In either case, you aren't going to use these as primary villages all that often.

This is almost certainly not true.
Title: Re: WW's Power Rankings
Post by: Powerman on August 06, 2013, 10:09:43 pm
In either case, you aren't going to use these as primary villages all that often.

This is almost certainly not true.

But it possibly is.
Title: Re: WW's Power Rankings
Post by: SCSN on August 07, 2013, 07:01:19 am
It isn't. I use Hamlet as my primary village all the time.
Title: Re: WW's Power Rankings
Post by: Tables on August 07, 2013, 12:31:02 pm
Hamlet as your primary village has it's ups and downs compared to other villages. Being so cheap and also providing +buy makes picking up lots of them far more easy than most other villages. But it also makes your engine harder to run (generally, obviously does depend on the board) since you need to keep discarding to power it. I think that generally balances out in favour of it being pretty good, since you can use those bigger hands to get expensive parts and the cheaper ones for more villages.

Squire I have less experience with, but it does seem moderately ineffective. Running an engine with Squire does make it somewhat shaky, thanks to the lack of draw, and especially if it's both the +buy and +actions, it's gonna be a very temperamental engine depending on getting enough Squires and at the right time.
Title: Re: WW's Power Rankings
Post by: sudgy on August 07, 2013, 12:34:32 pm
I've never really thought of Squire as an engine card.  I'll use it in a deck with a fair amount of terminals that's not an engine, I'll use it for silver flooding, I'll use it in Gardens rushes (and holy cow they are amazing at that).
Title: Re: WW's Power Rankings
Post by: Awaclus on August 07, 2013, 06:15:07 pm
Squire isn't great for engines, but if the board is an obvious engine board with Squire as the only village, it is good enough.
Title: Re: WW's Power Rankings
Post by: Piemaster on August 08, 2013, 01:38:22 am
I my experience, both of these cards are filler that don't do a great deal most of the time, and can sub in for a village at a stretch, which isn't great but for $2 is just fine.  The difference is that there are far more boards that turn Hamlet into something so much more than there are with Squire.
Title: Re: WW's Power Rankings
Post by: ednever on August 08, 2013, 03:55:11 pm
Recently played this:

Hamlet/Tactician/Hunting Grounds Engine
http://dom.retrobox.eu/?/20130808/log.516d0e09e4b082c74d7aacc1.1375991390461.txt

It was rough for +actions and the Hamlet was competing with Lighthouse atthe $2 price point. But it worked...

Ed
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 08, 2013, 05:09:32 pm
Certainly you *can* use Hamlet (or even squire) be the primary village in an engine, it's just significantly worse than village and thus needs more help (the exception being draw-to-X engines).
Title: Re: WW's Power Rankings
Post by: timchen on August 09, 2013, 04:41:35 am
Nobody thinks that monument above seahag is... absurd?
Title: Re: WW's Power Rankings
Post by: ipofanes on August 09, 2013, 04:48:13 am
A difference of two ranks sounds like "roughly equal" to me, for all intents and purposes.

I would open Sea Hag over Monument on most boards but later in the game I'd definitely rather get Monument.
Title: Re: WW's Power Rankings
Post by: Awaclus on August 09, 2013, 05:32:05 am
A difference of two ranks sounds like "roughly equal" to me, for all intents and purposes.

I would open Sea Hag over Monument on most boards but later in the game I'd definitely rather get Monument.
But that's mostly because you've already got a Sea Hag.
Title: Re: WW's Power Rankings
Post by: () | (_) ^/ on August 09, 2013, 11:15:11 am
Nobody thinks that monument above seahag is... absurd?
A difference of two ranks sounds like "roughly equal" to me, for all intents and purposes. ...

Obviously depends on the board, but I do see these two as roughly equal in the general case.  Sea Hag doing nothing for your economy is nothing to slouch at.

To answer your question: I see what you're getting at (cursing attacks being as strong as they are), but I don't think that ranking them this way is absurd.

So to answer your question in a word: no.
Title: Re: WW's Power Rankings
Post by: () | (_) ^/ on August 09, 2013, 11:47:17 am
This is how I compare the two (for 2-player Dominion):

PER PLAY:
Template is {Category of comparison: SEA HAG vs. MONUMENT}

Net VPs: +1 vs. +1
Net effect on deck: +1 vs. 0
Net economy: 0 vs. +$2

Basically, Sea Hag is buying a 0VP curse so that you can hurt your opponent's deck by 1vp and an extra card every cycle.  If you have the actions to play either of these cards, then Monument is a Silver that doles out non-deck-harming Estates.  The longer the game goes, the faster Sea Hag approaches uselessness.  The longer the game goes, the more helpful Monument becomes.

None of this is saying that Sea Hag is bad.  I'm just saying that the cards have essentially different functions but in the general case, I can see why WW ranks them roughly equally.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 09, 2013, 11:53:48 am
We all know that that comparison doesn't mean anything, anyway.
Title: Re: WW's Power Rankings
Post by: Kirian on August 09, 2013, 12:03:40 pm
[Sudden clarity Clarence]

Monument is a curser that never runs out, but doesn't clog opponents' decks.
Title: Re: WW's Power Rankings
Post by: () | (_) ^/ on August 09, 2013, 12:03:55 pm
We all know that that comparison doesn't mean anything, anyway.

Not sure I'm totally understanding you -- are you saying that my post was meaningless?
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 09, 2013, 12:04:29 pm
[Sudden clarity Clarence]

Monument is a curser that never runs out, but doesn't clog opponents' decks.

A curser that doesn't clog opponents' decks ain't no curser at all.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 09, 2013, 12:05:56 pm
Short answer: yes.
Title: Re: WW's Power Rankings
Post by: mail-mi on August 09, 2013, 12:07:23 pm
[Sudden clarity Clarence]

Monument is a curser that never runs out, but doesn't clog opponents' decks.
MIFY

(http://i.qkme.me/3vg7mo.jpg)
Title: Re: WW's Power Rankings
Post by: () | (_) ^/ on August 09, 2013, 12:11:33 pm
We all know that that comparison doesn't mean anything, anyway.

Not sure I'm totally understanding you -- are you saying that my post was meaningless?

Short answer: yes.

Gosh, dondon -- by that logic, I'd also then say that "we all know" that you're an awesome guy.  lol
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 09, 2013, 12:35:08 pm
I like to think of Monument as a $4 terminal action that gives $2 and +1 VP token. It really helps me wrap my head around what the card does.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 09, 2013, 01:13:34 pm
I like to think of Monument as a $4 terminal action that gives $2 and +1 VP token. It really helps me wrap my head around what the card does.

I like to think of every card relative to Monument.

Gosh, dondon -- by that logic, I'd also then say that "we all know" that you're an awesome guy.  lol

But I am an awesome guy.
Title: Re: WW's Power Rankings
Post by: SCSN on August 09, 2013, 01:23:10 pm
(http://i.qkme.me/3vg8jl.jpg)
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 09, 2013, 02:48:51 pm
Nobody thinks that monument above seahag is... absurd?

I don't think it's absurd, but I do think it's wrong. Both are important cards because they can have a major effect on game pace. Sea Hag can do so by slowing down the game with junking, and Monument can extend it by offering an unlimited supply of points. The question is which of these effects is more valuable.

The problem with Sea Hag is that good trashing makes it pointless, since you give up a lot of tempo to get it by sacrificing a lot of early economy. The problem with Monument is that to actually get a lot of points out of it, you need a lot of spare terminal actions and a way of drawing all the villages and Monuments. Otherwise it's just a decently good terminal, giving you some score.

If you ignore Sea Hag without a good counter, you'll die, as your deck turns to junk. If you ignore Monument, you mgiht be okay a fair amount of the time, since if they can build something to reliably play Monuments, you can probably also build something to reliably buy Provinces.

I think overall Monument is useful less often, and less critical when it is useful, so all signs point to it being worse than Sea Hag overall. But I know WW absolutely loves Monument, so there's that... I guess when it's good, it's the centerpiece of your deck. Sea Hag is "just" an early-game thing (though I think early game is the most important part).
Title: Re: WW's Power Rankings
Post by: zporiri on August 09, 2013, 03:59:29 pm
i don't think the best way to decide which card is better is to decide which one you would rather have when they're both on the board. that's only a small percentage of games, and one card could counter well against the other, but not be as good (militia vs library). IMO, the best card is one that you ignore the least/buy most often, and i definitely buy sea hag a higher percentage of the time than monument. (but i also don't play dominion perfectly, so take that with a grain of salt  :P )
Title: Re: WW's Power Rankings
Post by: ednever on August 09, 2013, 09:38:08 pm
I think the proper comparison is to Warehouse.

Warehouse is like Monument only it gives +1 action, lets you draw and discard 3 cards, but doesn't give you a VP or any $s. The only big difference is that it costs $1 less.

Ed
Title: Re: WW's Power Rankings
Post by: Titandrake on August 09, 2013, 10:27:26 pm
Nobody thinks that monument above seahag is... absurd?

I don't think it's absurd, but I do think it's wrong. Both are important cards because they can have a major effect on game pace. Sea Hag can do so by slowing down the game with junking, and Monument can extend it by offering an unlimited supply of points. The question is which of these effects is more valuable.

The problem with Sea Hag is that good trashing makes it pointless, since you give up a lot of tempo to get it by sacrificing a lot of early economy. The problem with Monument is that to actually get a lot of points out of it, you need a lot of spare terminal actions and a way of drawing all the villages and Monuments. Otherwise it's just a decently good terminal, giving you some score.

If you ignore Sea Hag without a good counter, you'll die, as your deck turns to junk. If you ignore Monument, you mgiht be okay a fair amount of the time, since if they can build something to reliably play Monuments, you can probably also build something to reliably buy Provinces.

I think overall Monument is useful less often, and less critical when it is useful, so all signs point to it being worse than Sea Hag overall. But I know WW absolutely loves Monument, so there's that... I guess when it's good, it's the centerpiece of your deck. Sea Hag is "just" an early-game thing (though I think early game is the most important part).

I thought the point of Monument is that on a lot of boards, you can build something that occasionally plays Monuments, and reliably buys Provinces, and that forces your opponent to either join in Monumenting or buy an extra Duchy, and because Monument is average money-wise you don't slow down too much, or at all, by picking up Monument, and certainly not enough to make getting an extra Duchy doable.
Title: Re: WW's Power Rankings
Post by: () | (_) ^/ on August 09, 2013, 11:10:22 pm
...

But I am an awesome guy.

3/10
made me lol
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 10, 2013, 09:35:41 am
Sea Hag: Usually a bit more powerful than Monument
Monument: Occasionally lots better than Sea Hag
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 10, 2013, 10:47:41 am
36.   Ironmonger
A solid card all around - passing victory makes this better than lab, sometimes it's village, and peddler for 4 (which can skip coppers) is also very nice. It suffers from the unreliable problem and from the this-basically-never-wins-the-game-for-you-by-itself problem, but it's such good utility.

35.   Laboratory
A very nice card for lots of engines, never fails... well, it would be higher (because it's always good), but it rarely just wins for you.

34.   Soothsayer
A curse-giver which gains gold. This card gives great longevity, but... well, gaining gold is a 5ish value, giving a curse is a 4ish value, labbing opponent a 5 value to them... it's good, but mostly, when you look at specifics, this is a bit weak against many engines, as the extra card helps them go off, and with halfway reasonable trashing they can keep up.

33.   Wandering Minstrel
Arguably the best primary village for an engine - you just make sure you get your chain off with really high probability. Very nice.

32.   Remake
A pretty strong trasher, of course, but it costs 4, and the upgrade effect is not always the best, particularly because you MUST do it twice. Alright, still a great way to get going.

31.   Young Witch
If you have to play BM-X with nothing else, this is the best card which exists. This is of course an artifact of opponent not buying bane, which is a huge thing. But being able to force them to buy a bane isn't nothing, and there's just generally great utility.

30.   Hermit
The best junk-cleaner, a card which is really nice any time you want to get reasonably high amounts of cards 3 or less - including silver for BM - oh, and it can become madman.

29.   Tournament
A card which certainly would be lower if more players would be considered. But basically, it's a peddler for 4, and that's really good. You also have better chances of connecting with your own province than theirs in any kind of engine, and well, prizes can be good, too. I think they (prizes) are rather overrated, but I wouldn't say no to them.

28.   Fairgrounds
"A second stack of provinces"
Can be even more with a lot of DA stuff. Or just a solid 4 in a lot of cases, that's not nothing.

27.   Knights
So often, it just becomes a race as to who wins this split, as they chew through everything. Sort of need an engine, though, and there are some counters. And you have to watch out for 3 pile endings.
Title: Re: WW's Power Rankings
Post by: markusin on August 10, 2013, 12:03:50 pm
Of course the knights are killer when you get most of them in an engine. Against a player trying to rush for provinces, you can just trash all their good treasure and maybe any Duchies they have too. Then you can pick up the remaining victory cards pretty leisurely. The best defense (other than getting knights of your own or good reactions) seem to be decks that use a lot of 2$- and 7$+ cards.

The thing I find with Knights is, you want to be in a position where you can get lots of them, without actually getting them. Most of the time, I'd rather strengthen my deck than get Knights. Once my deck picks up, it's not that hard to get Knights of my own as a response to my opponent getting them. What follows is a knight war that usually still leaves me ahead when it's over.

I just find they are such a win-when-you-are-ahead kind of card. trying to get a bunch of them in the hopes of catching up doesn't seem to work out so well. So to me, they seem a bit overrated here.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 10, 2013, 12:30:09 pm
Knights and Soothsayer are overrated here. Knights in particular. Its not uncommon for the top knight to be useless for a particular kingdom, and then the opportunity cost of not getting another $5 and potentially revealing a very useful Knight for your opponent makes the pile a bit of a trap. You need to be playing these consistently for the attack to really hurt your opponent. Sometimes very good, usually not terrible. But not #27 strong. Certainly weaker than any of the $4 junkers, as well as most of the other cards in this section.

If Soothsayer had been released in one of the earlier expansions it would have been a lot stronger than it is today, but now it's the weakest curser in the game. It's strong without trashing on the board, but with trashing and engine components, drawing your opponent a card is TERRIBLE, and gaining Golds isn't great. A bunch of Gold is not as useful as one might think it is. You need something to do with that all that Gold, so you want TfB or an engine that can draw a lot of your deck with buys. But playing a Soothsayer doesn't help your engine much, and helps your opponent's quite a lot. The benefit to your opponent is immediate, the harm to your opponent is delayed, and the benefit to you is delayed. It slows you down and speeds them up. I am repeating myself a lot. Probably the best use for Soothsayer is to first build your engine, then add Soothsayer to pump up your economy in the middle of the game, but I don't have a lot of experience using this kind of strategy.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 10, 2013, 01:23:12 pm
Sea Hag: Usually a bit more powerful than Monument

Quite the understatement.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 10, 2013, 02:04:27 pm
In either case, you aren't going to use these as primary villages all that often.

This is almost certainly not true.
Sea Hag: Usually a bit more powerful than Monument

Quite the understatement.

No, you're wrong.

Gee, this is an effective way to argue.

Edit: To be fair, I'm basically as guilty of this. So I will try to give some reasonings here.
Primary village: You are just giving yourself straight up fewer cards. So it's like making a village-moat engine. This is certainly possible, of course, but it's got to have some strong support.

Sea Hag vs monument: it's the junk card which runs out vs the money and the points that don't. Okay, well, the clog over the course of a game is going to be worth enough to be worth it for... the first copy, and by a certain amount, BUT there's sort of an inflection point - very short term, Monument is better, because it gives you money, shortish to medium-term, sea hag is better, because that clog comes through; long term, the monument comes back, because the chips don't run out. Also, Hag is a junk card for itself. So, I mean, Sea Hag is clearly better than Monument for the first copy in the absence of trashing, but I don't think it's even completely crushingly-dominant here, and almost any trashing or engine helps bring this back toward monument. Also, 'a bit' is purposefully somewhat vague.
Title: Re: WW's Power Rankings
Post by: Schneau on August 10, 2013, 02:45:54 pm
It seems strange to me that Ironmonger is 60 places higher than Peddler. They both seem to fill the same roll -- utility card that is usually helpful but inconsistent (Ironmonger on play, Peddler in cost). Sure, Ironmonger can do nice things discarding Victories and Coppers, but Peddler can be easier to mass with an engine that has +Buy, and can do neat things with TFB. I don't know if you're overrating Ironmonger or underrating Peddler, but my guess is both.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 10, 2013, 02:58:51 pm
Edit: To be fair, I'm basically as guilty of this. So I will try to give some reasonings here.
Primary village: You are just giving yourself straight up fewer cards. So it's like making a village-moat engine. This is certainly possible, of course, but it's got to have some strong support.

A Hamlet - terminal +3 cards engine is not at all like a Village - Moat engine. You net the same number of cards, but the quality is different, and the engine is much less likely to fail because Hamlet - terminal +3 cards sees more cards than Village - Moat. It's not as good as Village - terminal +3 cards, but this is offset by the fact that Hamlet costs $1 to $2 fewer than the majority of villages.

Sea Hag vs monument: it's the junk card which runs out vs the money and the points that don't. Okay, well, the clog over the course of a game is going to be worth enough to be worth it for... the first copy, and by a certain amount, BUT there's sort of an inflection point - very short term, Monument is better, because it gives you money, shortish to medium-term, sea hag is better, because that clog comes through; long term, the monument comes back, because the chips don't run out. Also, Hag is a junk card for itself. So, I mean, Sea Hag is clearly better than Monument for the first copy in the absence of trashing, but I don't think it's even completely crushingly-dominant here, and almost any trashing or engine helps bring this back toward monument. Also, 'a bit' is purposefully somewhat vague.

Sea Hag is bad because it's not beneficial to get a second copy? I don't get it. Sea Hag warps the game. If there's no trashing, if you don't get a Sea Hag, you're basically giving up the game. If there is trashing, you still very often need a Sea Hag, because if your opponent goes Sea Hag + trashing and you go no Sea Hag + trashing, you're still going to lose the game (depending on the trasher).

Monument is hardly ignorable, but that's because its opportunity cost is so innocuous. It's a terminal $4, and a whole bunch of terminal $4s give +$2 as a vanilla bonus. It's not super spammable like Caravan or Ironmonger, but everyone picks it up because well why not. But Caravan and Ironmonger don't get brownie points for being spammable.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 10, 2013, 03:09:35 pm
I think we don't really understand Soothsayer well yet. I think of it more as a Gold-gainer than a true Curser in the sense that if you don't really value gaining Gold (vs getting 5s), then it's not worth it. If $5 is the key price point, I'm okay taking a Curse and give you a Gold to get a 2 card advantage this turn, especially if you had to spend $5 last shuffle to just get that effect.

Soothsayer has the same problem as Sea Hag, but probably worse, since it's more expensive. It costs you a lot of tempo since it doesn't produce any money AND it gives your opponent a free card. Sure it's good if they can't get rid of the Curse, but with basically any trashing, the attack is a wash at best, so buying Soothsayer comes down to how much Gold-gaining is worth it compared to what the other 5s do. And often that's not that great.

I also think Lab and particularly Ironmonger are too high for their vanilla-ness. Ironmonger is particularly not high impact. And while Lab is usually good, it's not as important as quite a few of the cards below it. The same argument you make about Monument > Sea Hag can similarly be made about most of the next 10 below Lab > Lab.
Title: Re: WW's Power Rankings
Post by: blueblimp on August 10, 2013, 03:24:46 pm
I don't understand Ironmonger well yet. In an engine, it's pretty awful actually: because you're trashing your Estates (if possible) and loading up on actions, it becomes a $4 Village-that-is-sometimes-randomly-a-sifting-Peddler-instead, which makes it a poor choice for primary village. (Compare to Walled Village.) So while I wouldn't say no to having a bunch of them since it's a do-no-harm cantrip at worst, there will usually be something at <=$4 that I'd prefer.

Another way to look at it: if you have no green in deck, having X Ironmongers is pretty similar to having Y Villages and Z Peddlers, where Y+Z = X, except you can't control the balance of Y and Z. So in an engine kingdom with Village and Peddler available, it's hard to imagine when you would buy Ironmongers before those piles run out.

On the other hand, the hit-a-victory-card condition is obviously super good. So maybe Ironmonger is more of a nice bonus for BM than it is a mass-in-engine card.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 10, 2013, 03:35:50 pm
Personally, I'm surprised by the position of Hermit. Madman is one of the best megaturn-enablers in the game, comparable to King's Court. I also appreciate the way it counters junkers. However, the 3-cost flooding is questionable in engines. Silver works, of course, but engine pieces costing 3 or less are actually quite rare. Someone compared it to Jack once: trashing estates, silver flooding and draw makes a solid BM deck. The trouble with this is that taking your draw all at once with the madman leads to a very inconsistent deck.

Overall, Hermit is at its strongest in scenarios where the Madmen can be used effectively. As a trasher, it's certainly better than something like trade route, or even lookout. But better than Remake? Doubtful. I understand putting Madman in the top 50, but above Remake is just too implausible for me.

Nice to see the Knights get some respect, though.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 10, 2013, 04:00:35 pm
Monument is hardly ignorable, but that's because its opportunity cost is so innocuous. It's a terminal $4, and a whole bunch of terminal $4s give +$2 as a vanilla bonus. It's not super spammable like Caravan or Ironmonger, but everyone picks it up because well why not. But Caravan and Ironmonger don't get brownie points for being spammable.

Having a low opportunity cost is a really good indication of card strength. If there's rarely a reason not to pick up the card then it's probably a very good card. And I think Caravan/Ironmonger should get brownie points for being spammable.

I also think Lab and particularly Ironmonger are too high for their vanilla-ness. Ironmonger is particularly not high impact. And while Lab is usually good, it's not as important as quite a few of the cards below it. The same argument you make about Monument > Sea Hag can similarly be made about most of the next 10 below Lab > Lab.

The vanilla cards get the shaft in these rankings usually because it's hard to see their impact on the game. One reason is that they get bought by both players in a large percentage of games so its hard to say "I won/lost because I ignored/bought Ironmonger". And I think that the attack cards or payloads that the vanilla cards enable just make a bigger psychological impact, not necessarily a bigger impact on game outcomes. My initial thoughts are to agree with HME, but maybe WW has it right.

Ironmonger deserves credit for being an extremely flexible opening card, you haven't locked your deck into any course and it gives you a nice level of freedom to adapt your play to your draws. This is a pretty big feature (Masquerade for #1). And the sifting effect is very strong for early game acceleration, and even if you are building an engine for picking out the terminals you want to draw into your hand.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 10, 2013, 06:51:44 pm
Having a low opportunity cost is a really good indication of card strength. If there's rarely a reason not to pick up the card then it's probably a very good card. And I think Caravan/Ironmonger should get brownie points for being spammable.

But at the same time, the effect of each single Caravan or Ironmonger pales in comparison to the effect of the first Sea Hag, Young Witch, Marauder, etc. I don't like to go into this sort of analysis because we're going to end up making arbitrary values for how much utility certain aspects of a card have. I would just rather compare cards by asking how much of an effect a certain card's presence in the kingdom has on a given game (by forcing the players to adapt to that card). A certain card being effective only when spammed is a feature of the card, not a nice little bonus.
Title: Re: WW's Power Rankings
Post by: Polk5440 on August 10, 2013, 07:58:15 pm
I am not surprised WW has Monument so high. I remember quite a lot of recorded games WW played that hinged on buying Monument mid to late; of course WW often did that while his opponent didn't. After seeing so many of those outcomes, I have revised my opinion of the card up and think having Monument about on par with Sea Hag is probably right.

They are really different cards to play though --Sea Hag great early, Monument is often key late. Both at $4, though. Very interesting to compare them.
Title: Re: WW's Power Rankings
Post by: Awaclus on August 11, 2013, 09:11:43 am
In my experience, which mostly comes from Base+Guilds games since I don't have any other expansions on goko so it's possibly not true when other expansions are mixed in, Soothsayer is basically a must buy no matter what when Baker is on the board, and depending on your strategy, it might be better than Witch when gained on t3/t4 but usually isn't, and after that, it's often ignorable even when it's the only curser. Getting a 5/2 on a Soothsayer/Chapel board without Baker is NUTS.
Title: Re: WW's Power Rankings
Post by: timchen on August 11, 2013, 02:33:16 pm
I would rank Ironmonger higher than lab.

Unless you have some discard-for-benefit or some card that directly interacts with copper, Ironmonger is a lab when revealing copper, and is better than lab when revealing a victory card. True in a slim engine deck it then may become a village, but village with some weak filtering at 4 is not that bad either.

Soothsayer has to be weaker than sea hag. I feel it is weaker even without drawing a card for your opponent.
Title: Re: WW's Power Rankings
Post by: sudgy on August 11, 2013, 03:06:42 pm
I've grown to like Ironmonger quite a bit.  I've used it as Villages without any Villages (not in engines, but in other action-heavy decks that rely on terminal actions), and it's a nice card in other situations too.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 11, 2013, 04:06:29 pm
I would rank Ironmonger higher than lab.

Unless you have some discard-for-benefit or some card that directly interacts with copper, Ironmonger is a lab when revealing copper, and is better than lab when revealing a victory card. True in a slim engine deck it then may become a village, but village with some weak filtering at 4 is not that bad either.

So Ironmonger is as good as Lab in decks where Lab is meh (when you still have a bunch of Copper), but worse in decks where Lab is good (when you'd be drawing action cards).
Title: Re: WW's Power Rankings
Post by: achmed_sender on August 11, 2013, 04:08:19 pm
I like to compare Ironmonger with Herald.

Both are potentially villages and you need to have high action density to pull it off, but if you do, Herald is (lot) better. When not, Ironmonger is usually better. Then Ironmonger shines with dual types and is better after greening.
Title: Re: WW's Power Rankings
Post by: timchen on August 11, 2013, 06:05:39 pm
I would rank Ironmonger higher than lab.

Unless you have some discard-for-benefit or some card that directly interacts with copper, Ironmonger is a lab when revealing copper, and is better than lab when revealing a victory card. True in a slim engine deck it then may become a village, but village with some weak filtering at 4 is not that bad either.

So Ironmonger is as good as Lab in decks where Lab is meh (when you still have a bunch of Copper), but worse in decks where Lab is good (when you'd be drawing action cards).

But Ironmonger is a lot cheaper. Also I think if the action density is really really high lab is also not that good... your 5's probably will be spent mostly elsewhere.

 
Title: Re: WW's Power Rankings
Post by: blueblimp on August 11, 2013, 06:10:07 pm
I would rank Ironmonger higher than lab.

Unless you have some discard-for-benefit or some card that directly interacts with copper, Ironmonger is a lab when revealing copper, and is better than lab when revealing a victory card. True in a slim engine deck it then may become a village, but village with some weak filtering at 4 is not that bad either.

So Ironmonger is as good as Lab in decks where Lab is meh (when you still have a bunch of Copper), but worse in decks where Lab is good (when you'd be drawing action cards).

But Ironmonger is a lot cheaper. Also I think if the action density is really really high lab is also not that good... your 5's probably will be spent mostly elsewhere.
That seems like an overgeneralization, because often the action density may come partly from non-drawing actions (perhaps terminal too), in which case Lab will be critical. Goons-plus-villages is the most extreme example that comes to mind. Even if the actions are all cantrips, handsize increasing is still really important to avoid choking hard on green.
Title: Re: WW's Power Rankings
Post by: Beyond Awesome on August 12, 2013, 04:01:47 pm
Personally, I have found Ironmonger to be a power $4. You just need to keep track of your deck. If I need Villages, spam actions and Ironmongers. If not, buy two or three and it becomes a Lap for $4, sometimes even a double Lab. Ironically, in games where my opponent got 5/2 on a Cultist board and opened Cultist, I would open Ironmonger/Silver and end up winning those games. Well, I recall winning two such games.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 13, 2013, 06:05:10 pm
26.   Border Village
It's just village! But you can get your 5 with it, hey, that's pretty nice - you often would just be buying the 5-cost anyway, they are very often better than what you can do for 6. And village really isn't bad, especially by the point you can get to 6. And it has really nice interaction with cost-caring trash-for-benefit.

25.   Grand Market
These things can snowball out of hand, but it's a pretty significant overrate here - it's to get (even in engines, it's a bit slow, particularly as it 'just' gives you a bunch of free money and buys without elongating the game), and often you can just do at least almost-as-good things anyway.

24.   Ill-Gotten Gains
So the IGG 'rush' is good, we all know. And a lot of times it just stomps. But by itself, that would only make this a good card. The real issue is that it's not much worse than silver for BMish decks, so you can get some provinces with it in the meantime.

23.   Governor
This is a notoriously difficult card to play. The card draw is way the best thing on it, but with the worst penalty, you have to be careful. It does degenerate things, which makes it high, but the ability of the opponent to do likewise limits this guy. The traditional gain-golds-with-it, trash-them-later is reasonable but not great, but just throw this into an engine and it's a non-terminal utility card. Important that drawing 5+ times with it is not a huge deal if they haven't set up multi-gain ability - you are 'only' guaranteeing them a province.

22.   Stables
It's a net lab, except you also get to trade your worst treasure (usually copper) for a random card. And it cycles faster. This makes it net better, except it might totally fail. Basically the answer is that you can't spam as many of these as you would labs, but generally this is still a little better.

21.   Fishing Village
Squire for actions now is actually not that good. Bazaar next turn is amazingly strong. Ok, it misses a lot of shuffles, but... such a good card to have, and verrry cheap. This would have been higher earlier, but there have been many other good villages recently, which somewhat hurts the relative value of this guy.

20.   Vineyard
The best alternate VP card. Okay, probably colony? But this is just super strong on any board with a remotely spammable action, bonkers on boards with gainers (particularly non-terminal ones). Fairgrounds is another set of provinces? This is most often even more - okay, you can only get so many at once, but it's worth it.

19.   Torturer
A super stackable attack. Sometimes you can just eat the curse, and in hand of course helps. Sometimes there's no village. Sometimes there's strong trashing. And sometimes there's another curser. In these situations it's a little bit better (occasionally slightly worse for certain reactions/draw-to-x) than smithy for 5, which is nothing special but not terrible. And in almost all other situations, it's ridiculously dominating. You do have to watch out for 3 pile endings sometimes, which people don't always get, but it doesn't come up all that often anyway.

18.   Counterfeit
This card is good in virtually any deck you want to play. It's very good in most of them. Engines are probably the obvious bit. But even in big money, it's generally quite a bit better than gold (at least the first one, often two copies are). Go ahead and trash that silver or gold - the game isn't lasting long enough to feel the pain of it much.

17.   Upgrade
The card is basically an anti-Sea Hag, if you think about it for a second. Okay, not really, it's basically upgrade. But where hag adds a card, this takes one away. But it's also a cantrip. And it can turn cards into better ones later on - being spammable is huge for it, and there's at least gold to turn into after the clear-out. Really good in engines, not that bad in BM (except terminal draw). This qualifies as strong trashing.

16.   Margrave
Militia attacks are really good, you know? So are smithies. And this gives +buy, which puts it over the top. It doesn't stack well, really at all, but most often, you can get 1-2 of these and then something else, and it's quite good. And even a stack of these isn't so bad - they get 3 good cards, but unless they have margraves themselves, you probably don't care *that* much.
Title: Re: WW's Power Rankings
Post by: Beyond Awesome on August 13, 2013, 10:25:45 pm
I'm surprised you have BV over Wandering Minstrel. I do like the gain effect, but the sifting of Minstrel is so powerful and it is only $4.
Title: Re: WW's Power Rankings
Post by: awildnoobappeared on August 14, 2013, 07:20:38 am
We haven't seen Junk Dealer yet, I had a feeling that it would be above Upgrade (which is of course great in its own right) as it's much much better for clearing out Coppers and that, and probably Estates too unless there's some really great $3 card out there.
Title: Re: WW's Power Rankings
Post by: ednever on August 14, 2013, 09:27:38 am
I would definitely have Lab >> Stables.

Yes Stables trades a copper for a random card most of the time. But the times it's drawn without treasure or with a silver (or a platinum!) is often enough that I would take Lab if they were both available almost every time (ok. Maybe one stables the. The rest Labs).

It can also cause done bad re-shuffles if you aren't careful - a discard full of copper...

Ed
Title: Re: WW's Power Rankings
Post by: DG on August 14, 2013, 01:17:08 pm
Quote
We haven't seen Junk Dealer yet, I had a feeling that it would be above Upgrade (which is of course great in its own right) as it's much much better for clearing out Coppers and that, and probably Estates too unless there's some really great $3 card out there.

Trashing coppers with a junk dealer, and upgrade, can be a waste of time. Upgrade is really a card gainer and when harnessed well that card gaining is much more powerful than +1 coin.
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 14, 2013, 01:42:28 pm
31.   Young Witch
If you have to play BM-X with nothing else, this is the best card which exists. This is of course an artifact of opponent not buying bane, which is a huge thing. But being able to force them to buy a bane isn't nothing, and there's just generally great utility.


BM-YW doesn't win against BM-Jack does it?
Title: Re: WW's Power Rankings
Post by: heron on August 14, 2013, 01:53:45 pm
In Geronimoo's simulator, unoptimized YW beats Jack.
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 14, 2013, 01:58:06 pm
In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
Title: Re: WW's Power Rankings
Post by: jaybeez on August 14, 2013, 02:08:18 pm
But the times [Stables is] drawn without treasure or with a silver (or a platinum!) is often enough that I would take Lab if they were both available almost every time
In my experience this is actually pretty uncommon, unless you've trashed maybe three or more of your starting Coppers.  So I think in general Lab is only better than Stables when you have strong trashing.

EDIT:
In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
YW does do something for you, it filters/cycles.  And you can always open with it.  I don't know if Jack beats Witch off the top of my head, but if that's true it's probably because YW gets to Cursing that much faster.
Title: Re: WW's Power Rankings
Post by: ednever on August 14, 2013, 02:14:55 pm
But the times [Stables is] drawn without treasure or with a silver (or a platinum!) is often enough that I would take Lab if they were both available almost every time
In my experience this is actually pretty uncommon, unless you've trashed a few of your starting Coppers.  So I think in general Lab is only better than Stables when you have strong trashing.

EDIT:
In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
YW does do something for you, it filters/cycles.  And you can open with it.  I don't know if Jack beats Witch off the top of my head, but if that's true it's probably because YW gets to Cursing that much faster.

I guess it depends on your definition of "strong" trashing.
If you kill 3/7 of your coppers and you've added 10 cards you are down to 4/17 coppers. Which means you will usually have a copper in your opening hand, but its definitely not a guarantee.

One more thought: throw in a discarded and Stables gets worse. Now you are trading your 3rd best card in your hand for a random card.

Ed
Title: Re: WW's Power Rankings
Post by: gman314 on August 14, 2013, 02:23:31 pm
I played a game on iso once, where Trading post gave me a really dense treasure-based deck, so I was totally cool discarding Silver with Stables, knowing that I had a good chance of getting even better cards.
Title: Re: WW's Power Rankings
Post by: jaybeez on August 14, 2013, 02:29:15 pm
That's a good point.  If your engine is strong enough, it doesn't matter that you're discarding a good Treasure to your Stables, as what you want to do is draw Actions and keep your engine going.
Title: Re: WW's Power Rankings
Post by: achmed_sender on August 14, 2013, 02:30:19 pm
In Geronimoo's simulator, unoptimized YW beats Jack.

Not if a card like Oasis, Fishing Village, Forager, Hamlet or Warehouse is the bane, they are all pretty well with jack and some nice against curses
Title: Re: WW's Power Rankings
Post by: gman314 on August 14, 2013, 03:03:02 pm
In Geronimoo's simulator, unoptimized YW beats Jack.

Not if a card like Oasis, Fishing Village, Forager, Hamlet or Warehouse is the bane, they are all pretty well with jack and some nice against curses

Yeah, but the simulation which is being discussed is based on just Jack. The Jack player ignores the bane, I believe.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 14, 2013, 03:44:54 pm
I've been screwed over too many times by drawing a hand of Stables with no Treasure to discard. Lab is a card that I would far prefer in tight engines, but I find that Stables is extremely effective in a money deck that has trashed Estates (to the point where +buy is highly desirable because you'll draw >$8 very often).
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 14, 2013, 04:39:51 pm
Junk Dealer vs Upgrade I think Upgrade is better since you can get multiple Upgrades to quickly churn away your starting cards, then turn the excess ones into Gold or start "upgrading" your actual card. With Junk Dealer, you have to be wary of getting a second or third one since they can quickly turn into bad cards.

Stables vs Lab, well even though they net the same number of cards, they work well in completely different scenarios. Stables is good in untrashed decks where the sifting is big. Lab is better when you've trashed since you don't have Coppers to discard. I think Stables comes out better overall because there's a lot of stuff that's good in trashed decks, while there is not much as good as Stables in untrashed ones.

In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
Witch costs $5.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 14, 2013, 04:44:15 pm
Stables is better than Lab. Usually, Stables is more than a little better (though not miles better), though occasionally it's worse, and you have to play it much more smartly, so you don't get dreaded no-Treasure hands. But the fact that it's a higher skill card shouldn't count against it.

Speaking of high skill cards, Governor should be higher than Stables at least. You just can't pass the card up, hardly ever, and then you want lots of them, and they combo with all sorts of things, and lead to super fast blitz games, and you just get left in the dust without them. Admittedly, I haven't played with Governor with a while, but I don't think DA and Guilds really sapped its powers.
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 14, 2013, 04:45:05 pm
Junk Dealer vs Upgrade I think Upgrade is better since you can get multiple Upgrades to quickly churn away your starting cards, then turn the excess ones into Gold or start "upgrading" your actual card. With Junk Dealer, you have to be wary of getting a second or third one since they can quickly turn into bad cards.

Stables vs Lab, well even though they net the same number of cards, they work well in completely different scenarios. Stables is good in untrashed decks where the sifting is big. Lab is better when you've trashed since you don't have Coppers to discard. I think Stables comes out better overall because there's a lot of stuff that's good in trashed decks, while there is not much as good as Stables in untrashed ones.

In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
Witch costs $5.

What if Witch player starts on 5/2. Does it then beat double jack?
Title: Re: WW's Power Rankings
Post by: GeoLib on August 14, 2013, 04:53:26 pm
Junk Dealer vs Upgrade I think Upgrade is better since you can get multiple Upgrades to quickly churn away your starting cards, then turn the excess ones into Gold or start "upgrading" your actual card. With Junk Dealer, you have to be wary of getting a second or third one since they can quickly turn into bad cards.

Stables vs Lab, well even though they net the same number of cards, they work well in completely different scenarios. Stables is good in untrashed decks where the sifting is big. Lab is better when you've trashed since you don't have Coppers to discard. I think Stables comes out better overall because there's a lot of stuff that's good in trashed decks, while there is not much as good as Stables in untrashed ones.

In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
Witch costs $5.

What if Witch player starts on 5/2. Does it then beat double jack?

According to Geronimoo's simulator, witch beats double jack with a random start (60% to 37%). YW wins as well, though with a smaller margin (52% to 44%).
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 14, 2013, 04:57:02 pm
Junk Dealer vs Upgrade I think Upgrade is better since you can get multiple Upgrades to quickly churn away your starting cards, then turn the excess ones into Gold or start "upgrading" your actual card. With Junk Dealer, you have to be wary of getting a second or third one since they can quickly turn into bad cards.

Stables vs Lab, well even though they net the same number of cards, they work well in completely different scenarios. Stables is good in untrashed decks where the sifting is big. Lab is better when you've trashed since you don't have Coppers to discard. I think Stables comes out better overall because there's a lot of stuff that's good in trashed decks, while there is not much as good as Stables in untrashed ones.

In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
Witch costs $5.

What if Witch player starts on 5/2. Does it then beat double jack?

According to Geronimoo's simulator, witch beats double jack with a random start (60% to 37%). YW wins as well, though with a smaller margin (52% to 44%).

Thanks. Guess I was just misremembering some of the discussion about Jack vs Cursors before...
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 14, 2013, 05:04:25 pm
This whole "does double Jack beat X" in simulation is of academic interest at best. The problem with all of these things is that there are too few variables being considered. Jack looks good against a lot of $5 cards because the simulated strategy opens Silver/Silver for those. So you're not really comparing Jack to the other card so much as you're observing how much better a Jack/Silver opening is better than Silver/Silver. It's just so much better than even if you just play BM after that, you're going to come out ahead of BM+X for a lot of X (though of course Jack/Silver into BM+X is usually better than either). The opening is really important, and single-card simulations tend to completely ignore this. And simulations with Young Witch are even more useless because of how much it depends on the bane. Young Witch BM beats Jack BM, but Jack+bane opening into X beats Young Witch+Silver opening into X for most X (where here now X is a strategy, not a card).
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 14, 2013, 05:39:57 pm
Concerning the value of Junk Dealer or Upgrade, a curious IRL game recently made me realize something painful about tier list reliance.

It was a Dark Ages/Base board, with Urchin, Junk Dealer, Altar, Cultist, Scavenger, and a few other reliable engine supporters (mostly spammable 5 costs). Naturally, with Cultist on the board, it was crucial to look for trashing.

My brothers, both fans of Mercenary, opened double Urchin, while I attempted to play for Altar and Junk Dealer. In terms of overall, typical power level, this might have been the right call considering what Junk Dealer is capable of. However, the essential strength of Junk Dealer-and Upgrade as well-is that they trash as cantrips, leaving your hand still with a position of relative strength, and making it possible to trash in the middle of your turn while still playing through the turn successfully.

Long story short, the continuous discard attacks from the Mercenary slowed my trashing to a crawl. As the ruins piled up, I became further and further buried. Nonterminal trashing is wonderful, but you always have to consider handsize attacks when present, even ones with rarer access, like mercenary.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 14, 2013, 05:50:38 pm
I think I would stand by Junk Dealer as superior to Upgrade. Upgrade is so, so, so useful... but just flat-out killing off Estates is often better than turning them into other stuff. Of course, sometimes Upgrading the into Silvers or Villages is better, which makes them really hard to say which one is better... but I say Junk Dealer.
Title: Re: WW's Power Rankings
Post by: liopoil on August 14, 2013, 05:54:38 pm
junk dealer is way way better at copper trashing than upgrade. that's why I think it's better.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 14, 2013, 06:04:57 pm
I think Junk Dealer is nearly always better in games with Shelters, which Junk Dealer helps to bring about.
Title: Re: WW's Power Rankings
Post by: jaybeez on August 14, 2013, 06:09:02 pm
I think Junk Dealer is nearly always better in games with Shelters, which Junk Dealer helps to bring about.
Well, pretty much all TfB cards are worse in Shelter games, because your deck begins with $3 of total coin-value, instead of $6 total.
Title: Re: WW's Power Rankings
Post by: markusin on August 14, 2013, 06:25:18 pm
We know that Junk Dealer is better than Upgrade at trashing coppers. It can be better at trashing estates. But don't forget, it's also better at trashing curses and ruins. Also, the price points don't always work out for Upgrade. But then Upgrades into Gold is a strategy in itself. Junk Dealer doesn't have one of those, but I think it's still better overall.

Also yeah, discard attacks really hurt both of them.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 14, 2013, 06:29:08 pm
We know that Junk Dealer is better than Upgrade at trashing coppers.

I want to upgrade all of my Coppers into Poor Houses.
Title: Re: WW's Power Rankings
Post by: markusin on August 14, 2013, 07:18:24 pm
We know that Junk Dealer is better than Upgrade at trashing coppers.

I want to upgrade all of my Coppers into Poor Houses.
Whoops, forgot about that edge case.
Title: Re: WW's Power Rankings
Post by: eliegel34 on August 14, 2013, 08:06:40 pm
I want to upgrade all of my Coppers into Poor Houses.

I sure lost pretty hard the one time I did that by accident
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 14, 2013, 10:08:18 pm
That YW is the best single card for BM 1 card is really academic, of course.

It's a bit interesting that it wins every single matchup, though. (Actually, does it beat masquerade?)

My reasoning on Junk Dealer vs Upgrade is coming in the bit on Junk Dealer.
Title: Re: WW's Power Rankings
Post by: heron on August 14, 2013, 10:15:44 pm
Masquerade seems to have an edge; however, neither strategy is at all optimized.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 14, 2013, 10:29:08 pm
15.   Junk Dealer
This is better than upgrade basically because it helps you maintain 5 much better early on whilst trashing, and I think this is generally of higher importance than the later benefit of upgrade gaining for you later. It's reasonably close, but cantrip trash a card and still being able to hit the amount you want is pretty bananas.

14.   Hunting Party
This card gives such a strong fast baseline with HP-X. But you know, that's not the best all *that* often. On the other hand, it's just a great engine card anyway, with many different cards, even if the incremental benefit isn't as high. You know lab is good? This is usually better even for your engines. Yeah...

13.   Jack of All Trades
Just powers through so much stuff. It's really hard to stop this guy. One of the very best BM enablers, plays well with others, and not too bad in a decent number of engines, too.

12.   Cultist
It's like a cross between lab and witch. The on-trash benefit, I don't know, I am probably underrating. Ruins are quite a bit worse to give out than curses, which is why in general this just loses out to:

11.   Witch
The draw isn't nothing here, and the unconditional curse-giving is something you see on very very few other cards (sea hag, familiar). This is a card that I feel is far more ignorable than I used to, because strong trashing engines get around it - which knocks it down from 'almost never' to 'extremely rarely'.

10.   Chapel
The supposed most powerful card for its cost which will ever be printed. Really good as it just trashes you everything really fast, plays clean up really well against junking attacks after that happens, yeah. So very fast.

9.   Doctor
Biggest. Overrate. Ever. The idea was that it's a chapel which, though slightly slower, let's you get stuff when playing it, too. Well, that's true - if it works.

8.   Goons
An almost-every-time card. Actually, though, if you can't chain these and have some other discard attack (margrave, anyone?), it can be gotten around. And if you can't just play gobs of these on a turn (and you need a strong engine with lots of villages for that - so while this is a great finisher, that other stuff ends up being more important a lot of times), it is only really really good.

7.   King’s Court
Does ridiculous stuff with most other actions - or really just most other cards. Basically if you can start off with KC-KC-Something-that-draws, you are in good shape for your turn.

6.   Steward
It trashes you, and then it's useful, really useful actually, on the back end. It's even pretty good for BM. Coins are the least important option, but they still help a lot - particularly in engines where some stewards get used to draw the deck and others provide payload.

5.   Wharf
The best draw card. Moat now, Smithy later. Or, Council Room on average. But collides a lot less in multiples and doesn't have the labbing-opponents drawback. Basically you play BM-this like an engine and win against most anything not using Wharf. Or you play engine-with-wharf and REALLY win against anything not using this. Or you play it in slogs... you know, it's just extremely rare to find a board where getting wharf isn't a good idea, and it's not rare to find one where "won wharf split" doesn't give you great chances of winning the game.

4.   Masquerade
It draws and trashes, so good. And the passing edges up with some stuff - discard attacks, we look to you.

3.   Mountebank
Smash in with two junk cards against their engine, this is seriously annoying to deal with. Sure, it has some counters (counting house, trader), but on the other hand, it is incredible raw power. And it doesn't stack *that* well, but the first copy is so good, it don't matter.

2.   Rebuild
This just puts a clock on the game and eats through the comeback potential. Basically, you are virtually forced to outrace this if you want to win, and it's pretty darn fast and very hard to slow down.

1.   Ambassador
You may have noticed a theme amongst many of the other top cards - they trash or junk. This is just crucial, particularly in the engine world we now live in. And this does both, in a very will-imposing way.





Expect my updated list with comments on what I feel are the most significant differences soon (but not tonight probably).











Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 14, 2013, 11:03:30 pm
A fantastic conclusion! Yes, Doctor is overrated. Interesting that Witch and Cultist didn't make top 10. I completely agree, though, about Wharf's placement. It's easily the best purely economic card in the game: Ambassador and Mountebank are attacks, Rebuild doesn't build up your economy but rather rushes towards victory, and I'd even consider Masquerade an attack.

I didn't expect the extraordinary placement of Goons, but I honestly can't dispute it. If you can play multiples, it obsoletes Provinces. Very few cards can render Provinces irrelevant. And as for Ambassador, it's weird. I definitely appreciate its worth as a trasher-junker combo, but you seem to suggest it's mostly an engine card, and engine games, though common, certainly aren't universal. Aren't King's Court and Goons slightly lowered by the fact that they're relatively engine reliant? So why not Ambassador?

And as for Mountebank, my first IRL Prosperity game with my brother ended when he realized that the best King's Court-able source of virtual money was Mountebank. At the end of the game, I had the entire copper pile in my deck.

Thanks, WW!
Title: Re: WW's Power Rankings
Post by: sudgy on August 14, 2013, 11:03:44 pm
Heh, you say all the top cards trash or junk when Rebuild does neither...
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 14, 2013, 11:06:07 pm
Heh, you say all the top cards trash or junk when Rebuild does neither...
I say many of them do.
Wharf, KC, and Goons don't either.

Edit: And I didn't mean it this way, but in some technical sense, Rebuild does indeed trash...
Title: Re: WW's Power Rankings
Post by: Robz888 on August 14, 2013, 11:34:43 pm
A great list, and I on the whole I agree with it almost entirely, though I would quibble with a few placements throughout, and here at the end.

I would still give the whole shebang to Rebuild, and then Masq. Rebuild can be ignored almost never. Ambassador is far more ignorable than Rebuild. And then, as far as how good they are, okay, when it's Ambassador, sure, that's often crushingly powerful when it's good. But... Rebuild is no less crushingly powerful. You almost always have to get it, and it's almost always the whole point of the deck. I think Ambassador you get less, and I think it's certainly no stronger when it is good than Rebuild is, almost always.

With Masq, it's similar, although here it's easier to argue that even though you want it more often than Amb, it's not as powerful when you do want it, compared to when you do want Amb. But, I think you glossed over the attack function of Masq a bit. It's not just the discard thing--the sheer act of passing can actually mess up your opponent decently often. And it's not blockable! Add in the fact that Shelters are weaken (while not crippling) Amb, and I would have to give it to Masq.

[I may have a chronic inability to rate Masq fairly though, since I played a lot of 3 and 4 player with friends IRL, and Intrigue is the first set I owned, meaning lots of multiplayer Masq, and Masq is really, really essential in 3 and 4 player, unless you want all 9 or 12 Estates for some reason. And Amb is sort of obsolete there.]
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 15, 2013, 12:55:31 am
Rob, I wonder how the lists would change if multiplayer were taken into account. I suspect Masquerade and ambassador would change the most.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 15, 2013, 01:48:03 am
Rob, I wonder how the lists would change if multiplayer were taken into account. I suspect Masquerade and ambassador would change the most.

Yeah, there would be a few changes, probably most cards wouldn't change very much. Jester gets way better is the one off the top of my head. Some of the bad attacks get at least a little better, the trashing attacks mostly.
Title: Re: WW's Power Rankings
Post by: Piemaster on August 15, 2013, 03:33:40 am
[I may have a chronic inability to rate Masq fairly though, since I played a lot of 3 and 4 player with friends IRL, and Intrigue is the first set I owned, meaning lots of multiplayer Masq, and Masq is really, really essential in 3 and 4 player, unless you want all 9 or 12 Estates for some reason.

That really isn't true at all.  Masq isn't a junking card, it's a trashing card.  If you're not playing with it and your opponents are, then for every trash card you gain you get to give one away as well.  In fact it's highly likely you would end up with less than your starting 3 Estates because the other players would all be trashing them and would eventually start passing you Copper instead.

Not saying Masq isn't great, of course, but you seem to have a very strange idea as to why.
Title: Re: WW's Power Rankings
Post by: ipofanes on August 15, 2013, 03:48:13 am
[I may have a chronic inability to rate Masq fairly though, since I played a lot of 3 and 4 player with friends IRL, and Intrigue is the first set I owned, meaning lots of multiplayer Masq, and Masq is really, really essential in 3 and 4 player, unless you want all 9 or 12 Estates for some reason.

That really isn't true at all.  Masq isn't a junking card, it's a trashing card.  If you're not playing with it and your opponents are, then for every trash card you gain you get to give one away as well.  In fact it's highly likely you would end up with less than your starting 3 Estates because the other players would all be trashing them and would eventually start passing you Copper instead.

Not saying Masq isn't great, of course, but you seem to have a very strange idea as to why.

Given only one player starts buying Masquerade in a multiplayer setting, I would guess that the player right to her would have most of the junk for the longest time, as pleft player gets handed cards from a deck being cleaned. Thus, player right to Masquerade player would have most incentive to follow suit.

Not that this is much relevant as you'd be buying Masquerade anyway.

Title: Re: WW's Power Rankings
Post by: Robz888 on August 15, 2013, 03:50:50 am
[I may have a chronic inability to rate Masq fairly though, since I played a lot of 3 and 4 player with friends IRL, and Intrigue is the first set I owned, meaning lots of multiplayer Masq, and Masq is really, really essential in 3 and 4 player, unless you want all 9 or 12 Estates for some reason.

That really isn't true at all.  Masq isn't a junking card, it's a trashing card.  If you're not playing with it and your opponents are, then for every trash card you gain you get to give one away as well.  In fact it's highly likely you would end up with less than your starting 3 Estates because the other players would all be trashing them and would eventually start passing you Copper instead.

Not saying Masq isn't great, of course, but you seem to have a very strange idea as to why.

The reason is, they are always initiating a chain of passing stuff to you, and you aren't. So while a lot of the junk does get trashed, whatever doesn't get trashed pools in your deck. I have watched this happen multiple times.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 15, 2013, 03:51:45 am
Eventually, yeah, it will all be gone. But in the meantime, they are cleaning out their deck much faster than you, and you have to try to deck build a deck with that and you have much less control over the passing than they do.
Title: Re: WW's Power Rankings
Post by: Piemaster on August 15, 2013, 03:57:01 am
The reason is, they are always initiating a chain of passing stuff to you, and you aren't. So while a lot of the junk does get trashed, whatever doesn't get trashed pools in your deck. I have watched this happen multiple times.

It just doesn't work like that (well, unless you're talking about extreme edge cases involving discard attacks and/or pins of course).  They play Masquerade, you pass an Estate, get passed another Estate.  Then you pass that Estate and get passed a Copper.  Then you pass that Copper and get another Estate and so on, and so on.  The amount of junk in your deck never actually increases.  All that happens is that your opponents' decks all get thinner and meaner and yours doesn't.  So yes, you do end up with 'all the junk' but all the junk is no more junk than you started with.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 15, 2013, 04:27:00 am
They can rely on their own Masqs to pass and trash junk. You can only rely on their Masqs to pass junk. It doesn't end well.
Title: Re: WW's Power Rankings
Post by: Piemaster on August 15, 2013, 04:32:40 am
They can rely on their own Masqs to pass and trash junk. You can only rely on their Masqs to pass junk. It doesn't end well.

Oh yes, I totally agree with that 100%.  Sorry, I only just realised that you ninja'd me with your previous post, if I had read that first I would have responded differently.  In a 4 player game (or 3 or 2 player as a matter of face) if your opponents are playing Masq and you aren't then it's quite likely you will lose.  But this isn't because it junks your deck, but because it is a great card that in 90+% of boards you ignore to your severe detriment.
Title: Re: WW's Power Rankings
Post by: Beyond Awesome on August 15, 2013, 05:49:39 am
I just can't agree with Ambassador being 1. Ever since DA, it has become more and more ignorable. On boards with Rebuild, opening Ambassador is just helping the opponent. Shelters are out, Amb. is much weaker. You're facing against Ruins, you just can't return them as easily as curses. Masquerade on the other hand, still maintains the same power level, maybe even goes up due to all the engine stuff going on these days.

But, I would put Rebuild at 1. You can almost never ignore it, and the card is just crazy powerful. At one point, Ambassador was crazy powerful and still is on a lot of boards, but I am finding myself purchasing it less and less.
Title: Re: WW's Power Rankings
Post by: Awaclus on August 15, 2013, 06:48:24 am
I still think that Cultist is at least better than Witch, if not better than Mountebank, because ignoring it or going for it too late means getting your deck full of junk so fast. Mountebank is aggressive early on, but it obviously becomes much slower when the discard a curse option is used, and Witch isn't particularly fast at all.
Title: Re: WW's Power Rankings
Post by: SCSN on August 15, 2013, 07:05:12 am
You, like most players, criminally underestimate Cultist. Not just based on this list, but also based on a recent game we played where you opted to ignore it in favor of Familiar, a choice which I think reduces your win % to less than 20 right there.

12.   Cultist
It's like a cross between lab and witch. The on-trash benefit, I don't know, I am probably underrating. Ruins are quite a bit worse to give out than curses, which is why in general this just loses out to:

11.   Witch

While I agree that Curses are quite a bit worse than Ruins*, two Ruins are much worse than a single Curse**, and Cultist, due to its chainability, junks more than twice as fast as Witch. No curser is even remotely competetive in a direct match-up: the player ignoring Cultist generally has all the Ruins in his deck somewhere between T9 and T12, and after that it's a momentous achievement to even find your curser amidst all the junk.

In non-direct match-ups, Cultist is also far more disruptive than any curser out there due to its sheer speed and, to a lesser extend, the variable names of the junk cards it deals.

And then there's its on-trash effect, which obviously isn't its greatest selling point but it's nonetheless a nice extra bonus that allows for some neat combos in the post-Ruin landscape, like Apprentice (+8 Cards), Upgrade (+3 Cards, gain a Gold) and Graverobber (+3 Cards, gain a Province).

Overall, I think this makes Cultist the second strongest $5, with the power-gap between Cultist and Mountebank being larger than that between Mountebank and Witch.

*except with Shanty Town, Hunting Party, Ambassador, Doctor and Journeyman
**except with Vineyards and maaaybe Scrying Pool and Menagerie
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 15, 2013, 07:45:58 am
You, like most players, criminally underestimate Cultist. Not just based on this list, but also based on a recent game we played where you opted to ignore it in favor of Familiar, a choice which I think reduces your win % to less than 20 right there.

You mean that game where you got cultist on a 5/2 and I went for familiar on a 4/3?
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 15, 2013, 08:27:11 am
I really think Masquerade deserves the top spot. It accelerates deck quality like no other. It is good in BM, and great in engines. It has notable interactions with the two most important types of attacks (as a soft counter to junkers, and a synergy with discard attacks). Opening Masquerade does not constrain your deck very much, it just opens up a lot of options for you. Flexibility is important (it's why we see Steward so high). The main exception is a sloggy deck, but those decks usually need a bit of a power vacuum to be great, and Masquerade on the board means a vacuum isn't as likely.
Title: Re: WW's Power Rankings
Post by: Schneau on August 15, 2013, 08:42:50 am
I find the distribution of card costs in the top 15 to be interesting:

$2 - 1
$3 - 4
$4 - 1
$5 - 7
$6+ - 2

The $5 and $6+ are to be expected. But, it seems that there aren't many power $4 cards, with JoaT at #13 and the next being Tournament at #29. This is especially interesting since the opportunity cost between $3 and $4 cards isn't very large, meaning many of the top $3 cards could have cost $4 without changing their power significantly.
Title: Re: WW's Power Rankings
Post by: SCSN on August 15, 2013, 09:36:22 am
You, like most players, criminally underestimate Cultist. Not just based on this list, but also based on a recent game we played where you opted to ignore it in favor of Familiar, a choice which I think reduces your win % to less than 20 right there.

You mean that game where you got cultist on a 5/2 and I went for familiar on a 4/3?

Yes, that one. Being a bit behind in the mirror (having a Cultist in stead of two Silvers is great, but hardly game-deciding: more likely than not I can't get a 2nd Cultist during the next shuffle, which puts you just 1 Ruin behind at the start of the 3rd shuffle, while either having 3 Silvers vs. my 2, or 2 Cultists vs. my 1) is no reason to pursue an inferior strategy.

And I'm not sure why you think my well-reasoned post deserved such a snarky/sarcastic response. I thought you liked people citing evidence for their claims and supplying the logic behind their beliefs.
Title: Re: WW's Power Rankings
Post by: Powerman on August 15, 2013, 10:36:20 am
The interaction I am currently most interested by is Ill-Gotten Gains VS Cultist.  Cultist might be faster on average, but the problem is IGG curses fast enough that it normally eliminates most of the labbing of the Cultists, and then 3 piles are out (IGG, Curse, Ruins).  I've only played 3 games with these 2 cards, but they have all hinged more on the IGG than on Cultist.  I thiiiink the best strategy is (absent other important cards) buy 1 Cultist (to make sure you don't lose ruins 10-0), then IGG Rush.  But, I don't know.

Thoughts on IGG vs Cultist head-to-head?
Title: Re: WW's Power Rankings
Post by: markusin on August 15, 2013, 10:37:09 am
It's tough to call what #1 will be here. I'm guessing either Rebuild or Ambassador will be #1. It takes a disproportionate amount of effort to beat the Rebuild rush, and Ambassador is good for so many decks, though it takes a hit when shelters are in the game.

Goons needs extra actions to really be worth it, although it's still a very strong card when played every turn. KC needs other actions, but can usually do something neat. Can't say for sure if Mountebank and Witch will make the top 10.

Rebuild and Ambassador ended up being the top 2 cards. Oracle power.
Title: Re: WW's Power Rankings
Post by: markusin on August 15, 2013, 10:58:10 am
So anyway, this was a great endeavor and a fun ride while it lasted. Thanks WW.

Now about Masquerade, I'm thinking it should either be #1, or behind Rebuild. It's just that Ambassador really does get weaker in shelter games. For Masquerade, I think it's worth noting that the pass-a-card think can be good for you whenever your opponent goes for a really thin deck, not just when you play a discard attack before. I only remember winning one game where I didn't get Masquerade but my opponent did, but that was a game where there was no real engine potential and my opponent didn't open with it (we both got 5/2). Then again, that's the only game I remember where I even ignored Masquerade. I think, when going for Masquerade, it's key to open with it.

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 15, 2013, 10:58:59 am
It's tough to call what #1 will be here. I'm guessing either Rebuild or Ambassador will be #1. It takes a disproportionate amount of effort to beat the Rebuild rush, and Ambassador is good for so many decks, though it takes a hit when shelters are in the game.

Goons needs extra actions to really be worth it, although it's still a very strong card when played every turn. KC needs other actions, but can usually do something neat. Can't say for sure if Mountebank and Witch will make the top 10.

Rebuild and Ambassador ended up being the top 2 cards. Oracle power.

No, Oracle was #90.
Title: Re: WW's Power Rankings
Post by: Obi Wan Bonogi on August 15, 2013, 11:13:20 am
Wow, Ambassador at number one!  Brings back memories of a classic WW snarky comment to me when I said Ambassador was the best card, back when I joined the board in spring of 2012.  I thought his reply meant that he disagreed with my assessment that Ambassador was the most powerful card, but I guess he was just using the opportunity to be surly about the stats I brought up. 

For its cost it is by far the most powerful card in dominion.  You could make a case for it costing 5 buy I think 4 would be reasonable.  You can almost never win if you fall behind in the ambassador fight.  For this reason two ambassadors is essential and the amb/amb open is so strong.  It should be the supreme priority on almost all boards it appears.  Figuring out when you amb two coppers isntead of a single estate to catch up with an amb of two estates later is very substantial when it works. 

Ambassador is my highest %+ card at 98.5 and my winrate when ambassador is available is higher than any other card with 1.48 ± 0.09 over 400 games. 
You play way too many colony games.

I thought the statistics were relevant and interesting, to see my highest gained card was also my highest winning rate card in a thread about that card, regardless of how many Colony games I played.   I remember that after this thread I looked around CouncilRoom and saw that WW had one of the lowest gain%s of any of the top players for Ambassador.  So for that reason I am surprised to see Ambassador capture the top spot.


Title: Re: WW's Power Rankings
Post by: Stealth Tomato on August 15, 2013, 11:19:02 am
Yeah, the one problem I have with this is Witch over Cultist. Cultist is simply overpowering and incredibly fast. Dealing with one Curse per turn is doable... 2-3 Ruins per turn will just wreck you before you can even begin to deal with them. And then you get an on-trash bonus if there's trash-for-benefit in the kingdom. The chaining also makes them much less dead when the Ruins are out.

SheCantSayNo mentioned that two Ruins are worse than a Curse... I think that's a criminal understatement. I'd say it's closer to 3:2 or 4:3. Stack up a bunch of Ruins and you will lose, and Cultist makes it very, very easy to stack up a bunch of Ruins.

tl;dr non-terminal junkers are ungodly sort of powerful, to the point where this is the first one that's been printed without Potion in the cost.
Title: Re: WW's Power Rankings
Post by: Powerman on August 15, 2013, 11:24:30 am
I simply cannot see Steward at #6.  Ahead of Goons, Witch, King's Court, and Cultist.
Title: Re: WW's Power Rankings
Post by: sudgy on August 15, 2013, 01:49:31 pm
A few things I probably would change, are:

1. Not have Steward so high.  It's good but I don't think it's that good.
2. Have Cultist above Witch.  I've been on the giving and receiving end of Cultist chains and Witches, and the Cultist chains are a lot worse.
3. Have Rebuild at the top.  That card is ridiculous.  Every time I've gone for it and my opponent hasn't, I've won.
Title: Re: WW's Power Rankings
Post by: jsh357 on August 15, 2013, 02:06:40 pm
My personal top 11 was:

Tier 1
Rebuild - It's broken and I have no idea how this got through playtesting.  Maybe the biggest oversight in Dominion's design.
Chapel - I'm still a believer, I guess.

Tier 2
Ambassador
Masquerade
Mountebank
Wharf
Witch

Tier 3
Goons
Governor
Hunting Party
King's Court

I still think Cultist is overrated (not by WW but by people saying it's better than Witch/MBank).  I don't agree with Steward being in the top 10, but it's definitely better than it's often given credit.  Doctor's the most overrated card on WW's list but he admits that so we're cool.  And just to counter any arguments in advance so I don't have to reply to them: No, you're wrong.  No, you are.  Wanna fight me on it?  Ouch, quit it, man! 

Thanks for compiling the list, WW.  It's great to see someone finish an epic project.
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on August 15, 2013, 02:13:42 pm
I simply cannot see Steward at #6.  Ahead of Goons, Witch, King's Court, and Cultist.

I love Steward at 6. Love love love it. Steward/Steward is one of only a few viable two-copy openings, and possibly the only one that could be considered strong. (The other four cards I might open two copies of are Ambassador, Forager, occasionally Fishing Village, and rarely Fool's Gold. Silver doesn't count.) (Ambassador edited in after the fact, thanks markusin)

WW is criminally underrating Cultist so I'll leave that out. Notice how every other card you list is $5+, as are 6 of the Top 8? KC is ignorable without +Buy. Goons is just Militia+ on boards without engine possibilities. Witch is ignorable on strong engine boards. Steward shines in nearly every single situation. Occasionally you'll take Chapel over it for trashing; rarely you'll skip it for strong BM such as Embassy on weak boards; but it is very, very difficult to find a board where you don't want an early Steward.

I still think Cultist is overrated (not by WW but by people saying it's better than Witch/MBank).

I will cut you.
Title: Re: WW's Power Rankings
Post by: eHalcyon on August 15, 2013, 03:07:58 pm
Swindler/Swindler opening is decent fairly often.
Title: Re: WW's Power Rankings
Post by: markusin on August 15, 2013, 03:15:20 pm
Swindler/Swindler opening is decent fairly often.
Indeed, but I think it's strength depends largely on what your opponent does and what cards can be turned into what. I've also been burned really badly by Ambassador/Ambassador openings.

I'm really happy to see Steward so high. Once you've used it to help set up an engine, the +2 cards option is not nothing. And there's even the +2 coins option once you've drawn your deck. Those extra options make me prefer it over Chapel when I'm going for a BM-ish deck.
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on August 15, 2013, 04:19:55 pm
Swindler/Swindler opening is decent fairly often.
Indeed, but I think it's strength depends largely on what your opponent does and what cards can be turned into what. I've also been burned really badly by Ambassador/Ambassador openings.

I'm really happy to see Steward so high. Once you've used it to help set up an engine, the +2 cards option is not nothing. And there's even the +2 coins option once you've drawn your deck. Those extra options make me prefer it over Chapel when I'm going for a BM-ish deck.

Forgot Ambassador, thanks. I don't like Swindler-Swindler. It's not worth all the collisions (esp. with $5 Actions), and the only village that solves that well enough for me not to care is Fishing Village... in which case I'll almost certainly open FV-Swindler.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 15, 2013, 05:27:43 pm
Tier 1
Chapel - I'm still a believer, I guess.


Amen.
Long Live Chapel!
Title: Re: WW's Power Rankings
Post by: Fabian on August 15, 2013, 05:50:03 pm
I mean, I like Chapel as much as (nearly, apparently) anyone, but it belongs in the same tier as Ambassador/Masquerade/Mountebank/etc, which is probably tier 1, at best.
Title: Re: WW's Power Rankings
Post by: TheKiest on August 15, 2013, 06:20:21 pm
I think what people are overlooking in this Cultist > Witch discussion is that Curses subtract points.
This does seem like a "duh" thing to point out, but I'll get to it.
Looking at the 1v1 situation still:
However while 2/3 ruins per curse might be better for junking a deck, the Cultist player has to make up the lost points somewhere.
Eventually the witch player (W player from now on) will get the random 10 ruins, but at that point the C player is essentially player a lab deck with curses in it.

I find the problem with BM cultist is when do you buy the gold and when do you buy more cultist? W Player only needs a few witches (maybe 2 tops?) for BM so that opens more opportunities gold for the witch to pick up as well as use the decent ruins when you don't draw witch. If you aren't buying cultist, then they aren't doing the faster junking than witch is. So when does the cultist have the chance to make up for the curses lost (besides maybe getting that 5th province)?

As for how the cards stand alone, I need to point out that while ruins usually aren't good. 2 of them decently helps BM (survivor and r.market) and one of them is neutral (abandon mine).
The a.mine could also take in the fact that its about a copper as far as BM with ruins in your deck is concerned.

Those 3 ruins I think compensates the fact that you even have the other two type of ruins, again in BM or slogs (r.library might help in some slogs).
Where as again curses have absolutely no advantage to your deck: only negatives (save fairground, gardens, and rare ambassador engines.... but that's pretty rare to have that one curse be the reason you win and not something else.)

Long story short: I say witch over cultist because curses are extremely bad. I'd keep them side by side in the rankings.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 15, 2013, 06:42:18 pm
I agree with Witch being narrowly--narrowly, mind you--better than Cultist. Yeah, those Ruins are bad, and they come flying in so fast. It's not pretty.

But, in addition to the negative points from Curses being significantly worse, there are just a bunch of cards that handle Ruins better than Curses. Vineyards actually wants Ruins. They are Death Cart fuel. Library can set them aside. Procession can kill them off. Scrying Pool can draw them all up. There may be other examples I'm not thinking of...

Which leads me to believe that, despite the snowball effect being so much worse, and the nice (although not super useful, usually) on-trash effect, Witch still edges out Cultist.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 15, 2013, 07:14:29 pm
You, like most players, criminally underestimate Cultist. Not just based on this list, but also based on a recent game we played where you opted to ignore it in favor of Familiar, a choice which I think reduces your win % to less than 20 right there.

You mean that game where you got cultist on a 5/2 and I went for familiar on a 4/3?

Yes, that one. Being a bit behind in the mirror (having a Cultist in stead of two Silvers is great, but hardly game-deciding: more likely than not I can't get a 2nd Cultist during the next shuffle, which puts you just 1 Ruin behind at the start of the 3rd shuffle, while either having 3 Silvers vs. my 2, or 2 Cultists vs. my 1) is no reason to pursue an inferior strategy.

And I'm not sure why you think my well-reasoned post deserved such a snarky/sarcastic response. I thought you liked people citing evidence for their claims and supplying the logic behind their beliefs.
So, I wasn't intending to be snarky (and it certainly isn't sarcastic) - I genuinely wanted to know if that was the game you were referring to. And had not much time to get actual explanation down before heading to work. So I apologize for any snark in the above post.
I do like evidence for claims, somewhat, though it isn't the hugest thing in every case, and I'm not sure whether you are saying I'm not giving evidence here or whether you were saying that you were giving evidence. In which case, I guess it's evidence, but it's very weak evidence - 1 game shows very little, and moreover how I evaluate one card based on one particular game vs where I actually rank it on a list (which is, if you notice, way ahead of familiar...).

Anyway, that game, you get cultist/-, get the cultist on 3, and I am unable to play familiar until turn 7, after my 2nd reshuffle and after you'd played 3 cultists. Note that I couldn't have played cultist any earlier than I did familiar here. Now, I grant you, people too often go for a different strategy just because they don't want to be behind on strategy X. But I think it's quite clear that, in that game, I had no chance of winning basically no matter what I did. Indeed, I would have been in much worse shape with a cultist plan, I think - not that cultist isn't the generally superior card.

Also, I guess I should get thrown in jail as I am 'criminally' underrating Cultist so much by putting it at #12. I guess you guys have it in the top 2 or something? Okay, let's just go with witch, which has been the focus here, and which I only have one spot ahead of it, in actuality - which means you guys must think that Cultist is very clearly better than witch.

So, there's chainability+on-trash against curses-ruins dichotomy. Alright. So, curses are just significantly worse than ruins. Apart from the several counters to ruins (there are a few weak things for curses - farming village and the ilk through something like golem) which can be really slam dunk in some cases, there's that you can actually use the ruins. I mean, they're bad, for sure, but getting a card or coin is actually getting you a reasonable fraction of your card back when you are getting junked. Oh, and the 10 VP from curses, which is the biggest thing. This is almost just a 2 province swing *by itself*. Of course, chainability is very nice, when you can get it. Problem is, it's not all that reliable generally, unless you have trashing. Indeed, as trashing gets better, cultist gets advantage over witch. But on the other hand, this is limited, because if you have really strong trashing, you often don't want either one so much - particularly as you have to go deep into cultist to get that extra benefit, and there's other stuff to do on 5 here. T4B likes cultist more for the on-trash, that's a point worth making. And the big majority of other junking attacks make Cultist significantly worse, as you just aren't going to chain them. So there's a pretty big swath of cards that make witch clearly better than cultist and the best option on the board, there's a large set of sets of cards that make cultist better than witch, too, but a significant chunk of them make a third card preferable to either.

Thus, I overall think witch is *slightly* better.
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on August 15, 2013, 07:19:54 pm
I agree with Witch being narrowly--narrowly, mind you--better than Cultist. Yeah, those Ruins are bad, and they come flying in so fast. It's not pretty.

But, in addition to the negative points from Curses being significantly worse, there are just a bunch of cards that handle Ruins better than Curses. Vineyards actually wants Ruins. They are Death Cart fuel. Library can set them aside. Procession can kill them off. Scrying Pool can draw them all up. There may be other examples I'm not thinking of...

Which leads me to believe that, despite the snowball effect being so much worse, and the nice (although not super useful, usually) on-trash effect, Witch still edges out Cultist.

HP hates Ruins. So does Doctor. Procession is a non-factor. Death Cart doesn't particularly WANT them, but it does nerf Cultist a bit, the same way any other Curser nerfs Witch. Vineyards, Scrying Pool, and Library, yes.

Even setting aside the situations where you can trash them (where Cultist is VASTLY superior), I'd almost rather try to win by 10 against Witch than by 0 against Cultist.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on August 15, 2013, 09:55:15 pm
I would also like to throw out Menagerie, Harvest, Horn of Plenty (maybe?), and Fairgrounds as cards that prefer Ruins.  Farming Village, Mystic, Wishing Well, Journeyman, and Jester suffer from Ruins (Jester prefers that the opponent has Curses than that he has Ruins).

I really doubt that the difference between Curses and Ruins in this regard is big enough that the specific card interactions are worth considering in this kind of discussion.
Title: Re: WW's Power Rankings
Post by: dondon151 on August 15, 2013, 10:13:38 pm
Ruins also destroy Wandering Minstrel.
Title: Re: WW's Power Rankings
Post by: Beyond Awesome on August 15, 2013, 10:24:32 pm

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.

The simulator was just Witch BM vs. Cultist BM. Obviously, if any engine is possible, Cultist will just wipe that potential away if your opponent goes for Witch instead.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 15, 2013, 10:32:39 pm

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.

The simulator was just Witch BM vs. Cultist BM. Obviously, if any engine is possible, Cultist will just wipe that potential away if your opponent goes for Witch instead.
This is really not terribly true. I mean, yes, you can engineer a board where you want to go cultist over witch and they're on the same board, you can engineer lots. But as a fraction of boards with both on them, they are few. Why? Well, because with both, Mr. Cultist is getting junked, which means he has pretty bad chances of connecting to chain very often, so it's largely just curses vs ruins, big advantage witch, and the important point is that two piles are running very fast, and it's thus not hard to hit the third one. Of course, maybe you are saying the trashing is so good, you can just deal and chain anyway. Okay, fine, but now, there will usually be something better to do than either one - if the trashing is THAT good, the junking has pretty low relevance. Okay, yes, these are some of the boards cultist has advantage, it's true, but I don't think these are so common as ones where witch gets the upper hand.
Title: Re: WW's Power Rankings
Post by: mail-mi on August 15, 2013, 11:04:18 pm
Or, you buy at least one witch, some villages, and a bunch of cultists.
Title: Re: WW's Power Rankings
Post by: eHalcyon on August 16, 2013, 12:07:28 am
Or, you buy at least one witch, some villages, and a bunch of cultists.

This still isn't an argument that Cultist is better though.  And what if there are no villages?
Title: Re: WW's Power Rankings
Post by: mail-mi on August 16, 2013, 12:12:52 am
Or, you buy at least one witch, some villages, and a bunch of cultists.

This still isn't an argument that Cultist is better though.  And what if there are no villages?
It was meant to be sarcastic.
Title: Re: WW's Power Rankings
Post by: ravi on August 16, 2013, 08:21:13 am
Your link to part XV is down to 27 and then XVI is the top 15.  You are missing a link to 26-16. 

Further, could you make the list itself a linked one where each one links to the post where it is described?

Thanks for an awesome list, it was really fun to read.
Title: Re: WW's Power Rankings
Post by: Eevee on August 16, 2013, 08:43:15 am
I liked following this thread a lot, both to read WW's list and comments but also to follow the discussion that followed. Thanks for taking the time WW!
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on August 16, 2013, 10:46:33 am

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.

The simulator was just Witch BM vs. Cultist BM. Obviously, if any engine is possible, Cultist will just wipe that potential away if your opponent goes for Witch instead.
This is really not terribly true. I mean, yes, you can engineer a board where you want to go cultist over witch and they're on the same board, you can engineer lots. But as a fraction of boards with both on them, they are few. Why? Well, because with both, Mr. Cultist is getting junked, which means he has pretty bad chances of connecting to chain very often, so it's largely just curses vs ruins, big advantage witch, and the important point is that two piles are running very fast, and it's thus not hard to hit the third one. Of course, maybe you are saying the trashing is so good, you can just deal and chain anyway. Okay, fine, but now, there will usually be something better to do than either one - if the trashing is THAT good, the junking has pretty low relevance. Okay, yes, these are some of the boards cultist has advantage, it's true, but I don't think these are so common as ones where witch gets the upper hand.

Assuming it's been tuned to the proper number of Cultists/Witches (where the Cultist deck will buy more Cultists), that's a fair argument. You've now shown that Witch is better than Cultist on boards where there are competing junkers. Is that relevant?

I suppose the question is, is this ranking a question of "On a board with A and B, would you rather have A or B [relative to their price points]?", or "In the grand scheme of Dominion, which card are you more likely to want [relative to its price point], A or B?" I think we're looking for the latter here, in which case your example of Cultist vs. Witch is of only minor relevance.
Title: Re: WW's Power Rankings
Post by: michaeljb on August 16, 2013, 10:53:07 am
grand scheme

+1 Card, +1 Action

At the start of Clean-up this turn, you may choose two Action cards you have in play. If you discard it from play this turn, put it on your deck.
Title: Re: WW's Power Rankings
Post by: Witherweaver on August 16, 2013, 10:55:12 am
grand scheme

+1 Card, +1 Action

At the start of Clean-up this turn, you may choose two Action cards you have in play. If you discard it from play this turn, put it on your deck.

You may not buy this if you have any Actions in play.
Title: Re: WW's Power Rankings
Post by: Stealth Tomato on August 16, 2013, 11:00:02 am
grand scheme

+1 Card, +1 Action

At the start of Clean-up this turn, you may choose two Action cards you have in play. If you discard it from play this turn, put it on your deck.

You may not buy this if you have any Actions in play.

http://forum.dominionstrategy.com/index.php?topic=114.0
Title: Re: WW's Power Rankings
Post by: Powerman on August 16, 2013, 11:01:10 am

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.

The simulator was just Witch BM vs. Cultist BM. Obviously, if any engine is possible, Cultist will just wipe that potential away if your opponent goes for Witch instead.
This is really not terribly true. I mean, yes, you can engineer a board where you want to go cultist over witch and they're on the same board, you can engineer lots. But as a fraction of boards with both on them, they are few. Why? Well, because with both, Mr. Cultist is getting junked, which means he has pretty bad chances of connecting to chain very often, so it's largely just curses vs ruins, big advantage witch, and the important point is that two piles are running very fast, and it's thus not hard to hit the third one. Of course, maybe you are saying the trashing is so good, you can just deal and chain anyway. Okay, fine, but now, there will usually be something better to do than either one - if the trashing is THAT good, the junking has pretty low relevance. Okay, yes, these are some of the boards cultist has advantage, it's true, but I don't think these are so common as ones where witch gets the upper hand.

Assuming it's been tuned to the proper number of Cultists/Witches (where the Cultist deck will buy more Cultists), that's a fair argument. You've now shown that Witch is better than Cultist on boards where there are competing junkers. Is that relevant?

I suppose the question is, is this ranking a question of "On a board with A and B, would you rather have A or B [relative to their price points]?", or "In the grand scheme of Dominion, which card are you more likely to want [relative to its price point], A or B?" I think we're looking for the latter here, in which case your example of Cultist vs. Witch is of only minor relevance.

I think it is.  In comparing Cultist vs. Witch (both junkers) you have to look at a few things, and one of them is "if one player goes for cultists and one player goes for witch, who is better off?" and I think the answer here is the player who goes for witch.

But that's not the only question.  You also have to ask on a board with just one of them (and no big trashing), what happens to the person who doesn't go for the junker.  Well, both of them will put 10 junk cards into the opponents deck.  Cultist will do this somewhere between slightly and significantly faster, depending on your shuffle luck and ability to hit $5 to buy more Cultists.  Witch will leave the opponent 10 points behind.  I think this is pretty much a push, maybe you say Cultist here.  I think for the chaining to be important you need to get >4, and by then the junk is pretty much gone anyway, so then you are left playing BM-Lab (well worse since you CANT add anything or it becomes worse), and BM-Lab isn't great.  So, they're very close here.

Next, we ask on a board with just one of them (with trashing), what happens to the person who doesn't go for the junker.  Well, both of them will put 10 junk cards into the opponents deck, and most, if not all of these will be trashed.  So, the question is, will Cultists speed edge be enough to overwhelm the trashing, while Witch would not?  Well... it comes down to shuffle luck, really.  If you get 2 Cultists turn 3/4, and their chapel falls to T5, then there might be a big difference.  But, chances are the junker will want to open with the trashing also (maybe not true, but I have to imagine this is stronger).  So they open say Steward-Silver, looking to go into Cultist, while they opponent opens say Steward-Steward, hoping to build some weakish engine.  I really have to imagine that going into Cultist here is weaker than skipping it, at least early.  And in terms of a late game junker, you would MUCH rather add a Witch, since it will at least help with points too.  So, I think a push again.

tl;dr They're close, but I think Witch slightly edges Cultist.
Title: Re: WW's Power Rankings
Post by: markusin on August 16, 2013, 02:33:25 pm
Yeah in Cultist vs. Witch I'd probably go for Witch, since the Cultist chaining is kinda weak in a deck full or curses. I just find cultist to be more annoying. In a game with just Cultist as a junker and no good trashing, the player with a 5/2 opening gets a big advantage over the player with a 4/3 opening. The 4/3 opening player can only get Cultist before the second reshuffle, while the 5/2 player likely gets a second cultist before then, and then a third Cultist after that. To whole thing likely ends in a 7/3 ruins split. Not necessarily insurmountable, but very difficult to deal with if you used up your critical early $5 hands on Cultists.

I guess there are a few more soft counters for ruins that there are curses. Vineyard was mentioned, but there's also gardens.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on August 16, 2013, 02:42:01 pm
I'm fine with either ordering of Witch/Cultist, but what I don't get is how they're so far below Mountebank. There aren't *that* many cases where you can ignore Cultist but not Mountebank...
Title: Re: WW's Power Rankings
Post by: Destierro on August 16, 2013, 03:27:52 pm
I'm fine with either ordering of Witch/Cultist, but what I don't get is how they're so far below Mountebank. There aren't *that* many cases where you can ignore Cultist but not Mountebank...
To be honest though, there aren't many cases where you can ignore any of the top ten cards in the first place.
Title: Re: WW's Power Rankings
Post by: Destierro on August 16, 2013, 03:37:51 pm
Also, in games with both cultist and witch, it is a huge mistake to ignore either. http://dom.retrobox.eu/?/20130803/log.505d732a51c359e6597efeb8.1375590968315.txt

My opponent didn't play their best, but it still shows the power of both even when the only village costs 5. In this game I went witch first because maradaur was on the board, but I think cultist is better slightly with no other looters.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 16, 2013, 04:56:59 pm

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.

The simulator was just Witch BM vs. Cultist BM. Obviously, if any engine is possible, Cultist will just wipe that potential away if your opponent goes for Witch instead.
This is really not terribly true. I mean, yes, you can engineer a board where you want to go cultist over witch and they're on the same board, you can engineer lots. But as a fraction of boards with both on them, they are few. Why? Well, because with both, Mr. Cultist is getting junked, which means he has pretty bad chances of connecting to chain very often, so it's largely just curses vs ruins, big advantage witch, and the important point is that two piles are running very fast, and it's thus not hard to hit the third one. Of course, maybe you are saying the trashing is so good, you can just deal and chain anyway. Okay, fine, but now, there will usually be something better to do than either one - if the trashing is THAT good, the junking has pretty low relevance. Okay, yes, these are some of the boards cultist has advantage, it's true, but I don't think these are so common as ones where witch gets the upper hand.

Assuming it's been tuned to the proper number of Cultists/Witches (where the Cultist deck will buy more Cultists), that's a fair argument. You've now shown that Witch is better than Cultist on boards where there are competing junkers. Is that relevant?

I suppose the question is, is this ranking a question of "On a board with A and B, would you rather have A or B [relative to their price points]?", or "In the grand scheme of Dominion, which card are you more likely to want [relative to its price point], A or B?" I think we're looking for the latter here, in which case your example of Cultist vs. Witch is of only minor relevance.
So, I'm not actually looking at the case where both are on the board, which happens like 4.5% or so of the time that at least one of them is. I am looking at the case where one of them is on the board. So, most games you won't have either one available, but these games don't affect their relative rankings. Then there's a whole bunch of games where one or the other is available - in this case, the comparison to make is "How often do I win buying card X where I would have lost buying card Y" and vice versa, keeping in mind that the not-bought card doesn't translate to nothing, but rather to the next best thing on the board. Then there's the cases where both are there, and you want one over the other.

In the case where there's one or the other, the vast majority of the time, you go for that one and win against someone who doesn't. So there isn't much separation to start with. But I think where that separation exists, it is (slightly) in favor of witch, per my above arguments.

Incidentally, 'where there are competing junkers' is not at all a miniscule proportion of boards, particularly in comparison to "where one of these cards wins and the other one doesn't"
Title: Re: WW's Power Rankings
Post by: ehunt on August 16, 2013, 06:26:40 pm
I liked following this thread a lot, both to read WW's list and comments but also to follow the discussion that followed. Thanks for taking the time WW!

eevee is being agreeable. vote: eevee
Title: Re: WW's Power Rankings
Post by: Mole5000 on August 19, 2013, 05:06:25 am
So who wants to play a series of games with the top 10 cards then?

Or even one here we go through the sets of ten in order.

I predict a lot of really, really bad kingdoms.
Title: Re: WW's Power Rankings
Post by: sudgy on August 19, 2013, 12:50:17 pm
So who wants to play a series of games with the top 10 cards then?

Or even one here we go through the sets of ten in order.

I predict a lot of really, really bad kingdoms.

...There are no Villages...  That would be an interesting game.  Which power cards to go for...
Title: Re: WW's Power Rankings
Post by: Powerman on August 19, 2013, 12:52:00 pm
So who wants to play a series of games with the top 10 cards then?

Or even one here we go through the sets of ten in order.

I predict a lot of really, really bad kingdoms.

...There are no Villages...  That would be an interesting game.  Which power cards to go for...

There's King's Court.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 19, 2013, 01:57:34 pm
Final board is clear. It's got King's Court, Goons, and Masquerade.

q.e.d.

Play Doctor-BM!  :P
Title: Re: WW's Power Rankings
Post by: sudgy on August 19, 2013, 01:58:43 pm
Final board is clear. It's got King's Court, Goons, and Masquerade.

q.e.d.

:O
Title: Re: WW's Power Rankings
Post by: achmed_sender on August 19, 2013, 03:11:53 pm
Final board is clear. It's got King's Court, Goons, and Masquerade.

q.e.d.

:O

Maybe Rebuild(+Goons?) is able to end the game before the pin sets off?
(Not that likely with some nice trashers around here, or am I wrong?
Title: Re: WW's Power Rankings
Post by: sudgy on August 19, 2013, 03:39:10 pm
Final board is clear. It's got King's Court, Goons, and Masquerade.

q.e.d.

:O

Maybe Rebuild(+Goons?) is able to end the game before the pin sets off?
(Not that likely with some nice trashers around here, or am I wrong?

Well, I've figured out that you can setup the pin in a solitaire game about the same time it takes BM to get four provinces.  I don't know if Rebuild could be that fast.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 19, 2013, 03:47:01 pm
Well, I've figured out that you can setup the pin in a solitaire game about the same time it takes BM to get four provinces.  I don't know if Rebuild could be that fast.

Rebuild laughs at you.
Title: Re: WW's Power Rankings
Post by: liopoil on August 19, 2013, 04:02:01 pm
I doubt rebuild can get 8 provinces before KC-goons-masq goes off, especially since there are tons of trashers in that kingdom.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 19, 2013, 04:06:39 pm
I doubt rebuild can get 8 provinces before KC-goons-masq goes off, especially since there are tons of trashers in that kingdom.

I'm not sure. You might be right. But Rebuild is really good at eating through the Provinces. You don't need 8 Provinces here, you just need to Province into Province a bunch of times.

Which, maybe you can't do. Rebuild doesn't have like great support here.
Title: Re: WW's Power Rankings
Post by: liopoil on August 19, 2013, 04:15:59 pm
maybe. there isn't much in terms of economy here... I mean, they do need to get 2 KC and 1 goons, which is pretty expensive.
Title: Re: WW's Power Rankings
Post by: SCSN on August 19, 2013, 05:27:10 pm
If your Province and Rebuilds never collide, you need 9 Rebuild plays to end the game (1x Estate -> Duchy, 1x Duchy -> Province, 7x Province -> Province). If you keep buying Rebuilds with your 5s, you should be able to end it in about 15-16 turns I think.
Title: Re: WW's Power Rankings
Post by: sudgy on August 19, 2013, 06:28:26 pm
And, I forgot, with Chapel, it gets set up even sooner...  I would want to figure out which is better, but that would be kind of hard...  Anybody want to play an several unranked games with them?   ;)
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 19, 2013, 07:16:19 pm
I know how intensive Rebuild can be, but this is a little much. A high-trashing board with access to the King's Court Goons Masquerade pin should not be viable. Consider that all points generated by rebuild will be in the form of formal victory cards. In other words, they can all be easily trashed. Consider merely the aftereffects of a Goons attack on a Rebuild player when it comes to hitting $5. The Rebuild player won't get more than 3 Rebuilds at best before going into a slump under goons pressure. This is certainly enough to perform decently, but remember that the goons engine will be gaining VP tokens during the building phase.

If the kingdom were only Rebuild, Chapel, King's Court, Goons, and Masquerade, setting up the pin could prove tricky. But as is, there's an economy card in the top 10: Wharf. Wharf makes the difference, I think. It gets your draw going to help the King's Courts connect key action cards, and boosts your economy to hit the crucial numbers. With a few wharves in the deck, it gets consistency in the midgame that will likely help the pin take off.

Ironically, KC-d Wharves might bypass the pin by allowing the pinned player to draw back up and counter with a pin of his or her own. However, a Rebuild player likely won't use wharf. The extra draw makes Rebuild less likely to connect, and the opportunity cost of a $5 matters tremendously to a Rebuild player. Is the Rebuild rush strong?

Of course.  :D

Is pure Rebuild stronger than KC-KC-Goons-Masquerade with Wharf, Steward, and Chapel support?

What do you think?  ::)
Title: Re: WW's Power Rankings
Post by: dondon151 on August 20, 2013, 01:39:59 am
KC-Goons-Masq sets up pretty quickly.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 20, 2013, 05:52:43 pm
Your link to part XV is down to 27 and then XVI is the top 15.  You are missing a link to 26-16. 
This should be fixed now, thanks.

Quote
Further, could you make the list itself a linked one where each one links to the post where it is described?
I am not sure what you mean here - best guess is you mean to make every card in the list link to the post with descriptions like all of them before it, and I suppose it is possible to do that, but I'm not really planning on taking that much time - sorry.

Quote
Thanks for an awesome list, it was really fun to read.
You are welcome - thanks for reading!
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 20, 2013, 05:55:14 pm
If your Province and Rebuilds never collide, you need 9 Rebuild plays to end the game (1x Estate -> Duchy, 1x Duchy -> Province, 7x Province -> Province). If you keep buying Rebuilds with your 5s, you should be able to end it in about 15-16 turns I think.
There's a couple problems with this. First, I think this would just be too slow...?
Second, are you taking into account that you will be hit reasonably often with goons attacks and lots of masq pulls?
Third and by far the most important, they aren't absolutely forced and locked to go for the pin, the pin, and only the pin. If you play like this, all they need is KC-goons-any way at all to make $2 to buy a province and a few copper and have more points than you do in a conventional sense. Which means you basically need to rebuild other stuff up. Which means you will be slower in ending the game.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 20, 2013, 06:03:16 pm
So, I have posted my current, updated rankings  in the OP (it is very hard to get all 205 in perfect order, there's probably a little bit of flopping around still to do). Notable changes:
Doctor is way down. The problem here is, it just doesn't work all that often, and you end up with like 4-6 cards trashed and very slow (and terminal) to get at the last few.
Forager is way up. Yeah, it's good - junk dealer is so high, and this is still, I think worse, even with the cost difference, because a card is so valuable. But it can't be much worse.
Masquerade now takes the top spot. So, it's less totally dominant than some of the other top cards (i.e. the strategy without it can beat the one with it maybe 25% of the time, whereas with other high cards it is closer to 2%), but it has a few big things going in its favor: it is basically always a good card for your deck (very few bad cases), and it counters or combos with essentially every other powerful card - counter to junkers, naturally, other strong trashers (they lack things to pass), and goes well with discard attacks. And of course goes big with KC and makes pins and such.
Rebuild has gone down, albeit a little bit. There is a way to beat it, and that's play reasonably good BM.
There's *several* other little changes, but none that I can think to comment on at the moment.
Title: Re: WW's Power Rankings
Post by: Robz888 on August 20, 2013, 06:17:32 pm
Love the new list. I think you overrate Steward, but... I mean, I think you overrate it by a place or two, not in a huge way or anything.

On the other side of things, nice to see Harvest take its rightful place alongside Scout and Adventurer.
Title: Re: WW's Power Rankings
Post by: Powerman on August 20, 2013, 06:35:24 pm
Masquerade, Ambassador, Steward - 1,2,3... HUH?
Title: Re: WW's Power Rankings
Post by: SCSN on August 20, 2013, 06:49:31 pm
If your Province and Rebuilds never collide, you need 9 Rebuild plays to end the game (1x Estate -> Duchy, 1x Duchy -> Province, 7x Province -> Province). If you keep buying Rebuilds with your 5s, you should be able to end it in about 15-16 turns I think.
There's a couple problems with this. First, I think this would just be too slow...?
Second, are you taking into account that you will be hit reasonably often with goons attacks and lots of masq pulls?
Third and by far the most important, they aren't absolutely forced and locked to go for the pin, the pin, and only the pin. If you play like this, all they need is KC-goons-any way at all to make $2 to buy a province and a few copper and have more points than you do in a conventional sense. Which means you basically need to rebuild other stuff up. Which means you will be slower in ending the game.

Oh I certainly agree with all that and I don't think Rebuild is competitive on a board of the old top-10 (I do think it's dominant on the new top-10 board, though :D), I was just providing some baseline information.

I do have a question about the pin: does it actually beat a simple KC-KC-Wharf strategy? If you can reliably KC a Wharf or two per turn you can still do plenty of stuff if the worst 3 of 5 cards are trashed each turn (just buy some Coppers to not run out of bad cards to pass). So can you set up the pin quick enough to prevent a KC-Wharf counter?

My experience with pins is limited to one KC-KC-Margrave-Masq thing that took me 21 turns to set up b.c. of Cultist junking and Masq being the only trasher. With Chapel help it will certainly be faster, but you can have KC-Wharf going in 9-10 turns. Will it be that fast?
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on August 21, 2013, 12:48:09 am
I may be odd in this, but I actually agree more with the old top 10 than with the new top 10, doctor excepted. I concur that Masquerade is above Ambassador, and spot #4 seems good for Rebuild, but while trashing and junking are both excellent, it's not the whole game. And as far as buildup and payload cards go, KC and Wharf are my all-time faves. Much to WW's credit, though, he kept Goons in there. I wonder: does Goons act as a Rebuild counter? I would imagine that once the VP tokens push you past the VP count of the Rebuild player, the Rebuild player is left with very few solid options.

Something I notice about the grand list is that Moneylender has advanced, and that Bridge seems to have dropped. Why has bridge changed significantly? It has always been a solid engine payload. Is that no longer the case?
Title: Re: WW's Power Rankings
Post by: Kirian on August 21, 2013, 01:27:40 am
Man, you've got like three separate $3 trashers in your top three slots on that list.  Don't you know Lookout beats them all??!!
Title: Re: WW's Power Rankings
Post by: Watno on August 21, 2013, 02:05:43 pm
Rats is still way underrated imo (you actually dropped it even farther down???), and Mystic as well.
Title: Re: WW's Power Rankings
Post by: Wrclass on August 21, 2013, 02:19:13 pm
I personally think that WW's current list is the most accurate list of dominion cards out there. Rats needs to be so far down because it a nine-card kingdom with no TFBs
Title: Re: WW's Power Rankings
Post by: Watno on August 21, 2013, 02:27:14 pm
Well, since it's the only list I'm aware of, that's not that much of an achievement. But I mostly agree with the list.

I disagree about Rats needing to be so far down because it's often dead. There are many kingdoms where Horn of Plenty, Tactician, or Scrying Pool are dead cards. Still, they are around position 50.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 21, 2013, 02:30:20 pm
Rats needs to be so far down because it a nine-card kingdom with no TFBs

This isn't quite true. Rats creates its own benefit when trashed. I wouldn't call Lookout, Forager, or Junk Dealer trash-for-benefit cards, but they still combo with Rats.
Title: Re: WW's Power Rankings
Post by: Watno on August 21, 2013, 02:53:05 pm
Do you have logs of any such combo working out, LastFootnote?
I have never tried that and can't really imagine it working well, but I'll happily be proven otherwise.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on August 21, 2013, 02:59:35 pm
Rats needs to be so far down because it a nine-card kingdom with no TFBs
I've been wondering recently if Rats can be a viable mid/late game pick-up in slogs with no other trashers (also no Vineyard/Scrying Pool; obviously Rats has potential in those cases).  If you have a big enough deck and you time your Rats purchase well, you won't have more than five or six Rats by the end of the game.  If you always have a junk card in hand (which is the case in many slogs), then Rats is just a cantrip that clears it out of the way, which is good, and then it gives you another card that does that, which is good.  As long as you make sure that only a low percentage of your deck is Rats, they should be good.  At worst, if you turn a Curse into a Rats and then never play that gained Rats, it just gave you a victory point.  But in many slogs you'll want to play the Rats you are gaining.  The only thing I can see really going against it is maybe if it's in competition with victory cards that you would rather be picking up by that point in the game.

The general consensus seems to be that Rats is necessarily a dead card when it doesn't come up with one of its "combo cards", but I'm becoming skeptical of that.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 21, 2013, 03:03:12 pm
Do you have logs of any such combo working out, LastFootnote?
I have never tried that and can't really imagine it working well, but I'll happily be proven otherwise.

I don't have any logs handy. I use Rats with Forager and Junk Dealer very frequently and I win most of those games. But I win most games I play in general and my opponents aren't ever top-tier (I don't play Pro games), so I don't think it would prove anything.

The reason it works is because the +1 Card you get from trashing Rats is worth more in conjunction with the +1 Action you get from these non-terminal trashers. That tends to make up for the fact that you're not benefiting from Rats's $4 cost.

Try it out yourself in a few games.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 21, 2013, 03:19:15 pm
Do you have logs of any such combo working out, LastFootnote?
I have never tried that and can't really imagine it working well, but I'll happily be proven otherwise.

I don't have any logs handy. I use Rats with Forager and Junk Dealer very frequently and I win most of those games. But I win most games I play in general and my opponents aren't ever top-tier (I don't play Pro games), so I don't think it would prove anything.

The reason it works is because the +1 Card you get from trashing Rats is worth more in conjunction with the +1 Action you get from these non-terminal trashers. That tends to make up for the fact that you're not benefiting from Rats's $4 cost.

Try it out yourself in a few games.

I would say Junk Dealer and Forager are clearly Trash for Benefit cards though, even if the trashing aspect is stronger. I don't really buy Lookout/Rats.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 21, 2013, 03:29:18 pm
I would say Junk Dealer and Forager are clearly Trash for Benefit cards though, even if the trashing aspect is stronger.

Uh, usually when we say "trash-for-benefit", we're referring to trashers that give some benefit commensurate with the cost of the trashed card(s). Examples include Salvager, Remodel, and Apprentice. Chapel is not a trash-for-benefit card, even though the trashing benefits your deck. Junk Dealer and Forager fall into the same category of deck thinner; they don't care what's being trashed. They are not trash-for-benefit cards.

I don't really buy Lookout/Rats.

That's fair.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on August 21, 2013, 03:36:12 pm
I would say Junk Dealer and Forager are clearly Trash for Benefit cards though, even if the trashing aspect is stronger.

Uh, usually when we say "trash-for-benefit", we're referring to trashers that give some benefit commensurate with the cost of the trashed card(s). Examples include Salvager, Remodel, and Apprentice. Chapel is not a trash-for-benefit card, even though the trashing benefits your deck. Junk Dealer and Forager fall into the same category of deck thinner; they don't care what's being trashed. They are not trash-for-benefit cards.

Surely Altar is a Trash for Benefit card? I can't imagine why the term "Trash for Benefit" doesn't include Forager, Trade Route, Junk Dealer and Altar.  I always thought people said "scaling TfB" whenever they talked about the cards that cared specifically about cost (Apprentice, Salvager). Although I suppose the Remodel variants care a lot about cost but don't "scale" necessarily. In the end I guess it's just down to community usage. I didn't get a sense that the cards I mentioned wouldn't be TfB, but I could be wrong.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 21, 2013, 03:38:42 pm
I would say Junk Dealer and Forager are clearly Trash for Benefit cards though, even if the trashing aspect is stronger.

Uh, usually when we say "trash-for-benefit", we're referring to trashers that give some benefit commensurate with the cost of the trashed card(s). Examples include Salvager, Remodel, and Apprentice. Chapel is not a trash-for-benefit card, even though the trashing benefits your deck. Junk Dealer and Forager fall into the same category of deck thinner; they don't care what's being trashed. They are not trash-for-benefit cards.

Surely Altar is a Trash for Benefit card? I can't imagine why the term "Trash for Benefit" doesn't include Forager, Trade Route, Junk Dealer and Altar.  I always thought people said "scaling TfB" whenever they talked about the cards that cared specifically about cost (Apprentice, Salvager). Although I suppose the Remodel variants care a lot about cost but don't "scale" necessarily. In the end I guess it's just down to community usage. I didn't get a sense that the cards I mentioned wouldn't be TfB, but I could be wrong.

I wouldn't say Altar is a trash-for-benefit card. For one thing, you can gain a card with it even if you don't trash one!

The only card that doesn't clearly fall inside or outside the trash-for-benefit category is Transmute. It cares about card data, just not cost.

EDIT: Also, I have never once heard the term "Scaling Trash For Benefit". By your definition, which trashers aren't TfB cards?
Title: Re: WW's Power Rankings
Post by: gman314 on August 21, 2013, 03:41:48 pm
I would call Death Cart a TfB - trashing a card gives you the benefit of keeping your Death Cart.

I would also consider Altar a TfB, as Bishop is also a TfB with the edge case of getting points without trashing anything.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 21, 2013, 03:44:20 pm
I would call Death Cart a TfB - trashing a card gives you the benefit of keeping your Death Cart.

I would call Death Cart a conditional one-shot.

I would also consider Altar a TfB, as Bishop is also a TfB with the edge case of getting points without trashing anything.

That's some strange logic. Bishop is TfB because it gives more VP Chips when you trash a more expensive card. The fact that it also gives +$1 and +1 VP Chip is irrelevant. Altar's benefit does not vary depending on the card you trash, or even if you don't trash a card at all.
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 21, 2013, 03:47:57 pm
I would say Junk Dealer and Forager are clearly Trash for Benefit cards though, even if the trashing aspect is stronger.

Uh, usually when we say "trash-for-benefit", we're referring to trashers that give some benefit commensurate with the cost of the trashed card(s). Examples include Salvager, Remodel, and Apprentice. Chapel is not a trash-for-benefit card, even though the trashing benefits your deck. Junk Dealer and Forager fall into the same category of deck thinner; they don't care what's being trashed. They are not trash-for-benefit cards.

Surely Altar is a Trash for Benefit card? I can't imagine why the term "Trash for Benefit" doesn't include Forager, Trade Route, Junk Dealer and Altar.  I always thought people said "scaling TfB" whenever they talked about the cards that cared specifically about cost (Apprentice, Salvager). Although I suppose the Remodel variants care a lot about cost but don't "scale" necessarily. In the end I guess it's just down to community usage. I didn't get a sense that the cards I mentioned wouldn't be TfB, but I could be wrong.

Oh man it's the "City Level" discussion all over again! I thought people generally meant cards that care about the cost when they talk about TFB. Because they say things like how good Peddler is for TFB, for example. And Border Village, and Rats, and IGG, etc... that is, cards that cost more than their in-deck worth, because you get more out of them with TFB.
Title: Re: WW's Power Rankings
Post by: GendoIkari on August 21, 2013, 03:48:55 pm

EDIT: Also, I have never once heard the term "Scaling Trash For Benefit". By your definition, which trashers aren't TfB cards?

Chapel is TFB, you get the benefit of a thinner deck.
Title: Re: WW's Power Rankings
Post by: ftl on August 21, 2013, 03:50:44 pm

EDIT: Also, I have never once heard the term "Scaling Trash For Benefit". By your definition, which trashers aren't TfB cards?

I've heard 'scaling trash for benefit' around here.

Chapel, Steward, etc. would be 'trashers' that aren't TfB.

I guess one way to think about it - 

scaling TfB - gives a benefit proportional to the cost of the card. (Bishop, Remodel variants maybe,  Salvager, etc. )
non-scaling TfB - gives a benefit, you might want to play it even when you don't have any bad cards left (Forager, Junk dealer, etc.)
non-TFB trashers - don't give any benefit for playing them (besides trashing something, obviously), so you'll probably have no reason to play them after your dead cards are all trashed. (Chapel, Steward, etc.)

That said, some people just use "TfB" to mean what others specify as "scaling TfB", so you usually have to pick up what is meant from context.

Back to Rats -

It's great with scaling trash-for-benefit. To the point where it can be a strategy in and of itself  - Bishop/Rats, Upgrade/Rats are things you might be able to build a deck around.

It's okay with non-scaling TfB. If you're going to be playing a bunch of foragers or junk dealers, it might make sense to pick up a Rats to make those foragers or junk dealers a bit better, but you can't really make a whole strategy out of it usually.

Trashers like Chapel and Steward don't really have any interaction with rats, it basically always won't be worth the time to pick up a rats if you're going to just chapel it away, you might as well just chapel your dead cards directly.
Title: Re: WW's Power Rankings
Post by: Awaclus on August 21, 2013, 03:53:58 pm
I don't know why the term TFB even exists in the first place, but I've been told that Moneylender is the most important TFB card in the base set.
Title: Re: WW's Power Rankings
Post by: jsh357 on August 21, 2013, 04:05:07 pm
I don't know why the term TFB even exists in the first place, but I've been told that Moneylender is the most important TFB card in the base set.

That would be Remodel
Title: Re: WW's Power Rankings
Post by: eHalcyon on August 21, 2013, 04:06:15 pm
I'm with the group that thought TfB was always specific to the "scaling" cards, including the Remodel family.
Title: Re: WW's Power Rankings
Post by: gman314 on August 21, 2013, 04:32:38 pm
Oh man it's the "City Level" discussion all over again!

I'm pretty sure that one was actually more heated. It generated its own 6 pages of discussion and a poll which ended 69 - 63 in favour of 1/2/3
Title: Re: WW's Power Rankings
Post by: markusin on August 21, 2013, 04:38:17 pm
Doctor went from being the surprise newcomer on the #9 spot to dropping below Lookout. IMO, that's where it belongs.
Title: Re: WW's Power Rankings
Post by: blueblimp on August 21, 2013, 05:26:06 pm
Rats needs to be so far down because it a nine-card kingdom with no TFBs

This isn't quite true. Rats creates its own benefit when trashed. I wouldn't call Lookout, Forager, or Junk Dealer trash-for-benefit cards, but they still combo with Rats.
The +1 card when trashing a Rats is just compensation for the -1 card from trashing when you gained it (unless it's a Rats that you bought). To be fair, that +1 card may be more useful than the -1 card, because your deck should be stronger at that point. I'd still need some convincing that there's a worthwhile combo there, because buying the first Rats takes a valuable early $4 buy, and if the Rats start eating Coppers then they're less useful than the cards they're replacing.
Title: Re: WW's Power Rankings
Post by: Schneau on August 23, 2013, 11:56:35 am
Using one of the programs in my Dominion Card Sorter (http://forum.dominionstrategy.com/index.php?topic=9221.msg284347#msg284347), I sorted the expansions based on the average WW Power Ranking of the cards in each expansion. This gives some idea of how "Powerful" the expansions are, with lower numbers being better:

Code: [Select]
Cornucopia  75.3
Hinterlands 88.8
Dark Ages   99.2
Guilds      99.2
Prosperity  103.1
Intrigue    104.0
Seaside     107.5
Alchemy     117.7
Base        121.1
Promo       131.2
Title: Re: WW's Power Rankings
Post by: Zappie on August 23, 2013, 01:09:20 pm
Best top 5 - Using WW ranking I calculated the average position of the best 5 cards of a expansion. Useful if you want to find out and maybe buy a expansion that just contains the cards that have the most influence on the game.

Base            33     
Intrigue        15
Seaside         21
Alchemy        59
Prosperity     16
Cornucopia    26
Hinterlands    37
Dark Ages     12
Guilds           53

This list is sorted from old to new, so you can see that cards did not simply became stronger over time, the same can be concluded when looking at the average position of all the cards in a set, altough base and alchemy score both score quite weak - that might be a reason why people also don't tend to like them.
Title: Re: WW's Power Rankings
Post by: LastFootnote on August 23, 2013, 01:28:03 pm
Best top 5 - Using WW ranking I calculated the average position of the best 5 cards of a expansion. Useful if you want to find out and maybe buy a expansion that just contains the cards that have the most influence on the game.

Base            33     
Intrigue        15
Seaside         21
Alchemy        59
Prosperity     16
Cornucopia    26
Hinterlands    37
Dark Ages     12
Guilds           53

This list is sorted from old to new, so you can see that cards did not simply became stronger over time, the same can be concluded when looking at the average position of all the cards in a set, altough base and alchemy score both score quite weak - that might be a reason why people also don't tend to like them.

Alchemy cards would score higher in these rankings if it was the norm to play with more than one of them at a time. With just one, that Potion is always going to be a lower value proposition, and by extension the cards you buy with it.
Title: Re: WW's Power Rankings
Post by: Tables on August 23, 2013, 01:48:41 pm
Best top 5 - Using WW ranking I calculated the average position of the best 5 cards of a expansion. Useful if you want to find out and maybe buy a expansion that just contains the cards that have the most influence on the game.

Base            33     
Intrigue        15
Seaside         21
Alchemy        59
Prosperity     16
Cornucopia    26
Hinterlands    37
Dark Ages     12
Guilds           53

This list is sorted from old to new, so you can see that cards did not simply became stronger over time, the same can be concluded when looking at the average position of all the cards in a set, altough base and alchemy score both score quite weak - that might be a reason why people also don't tend to like them.

Best top 5 is a bit silly, since it's obviously likely to favour bigger expansions over smaller ones, because well what do you expect to be better, the best 5 out of a choice of 35, or the best 5 out of a choice of 12? Comparing the average of the best 20% would probably be a more sensible comparison - that'd be the top 3 out of Cornucopia/Guilds/Alchemy, top 7 for Dark Ages and top 5 for the rest.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on August 23, 2013, 04:54:51 pm
Best top 5 - Using WW ranking I calculated the average position of the best 5 cards of a expansion. Useful if you want to find out and maybe buy a expansion that just contains the cards that have the most influence on the game.

Base            33     
Intrigue        15
Seaside         21
Alchemy        59
Prosperity     16
Cornucopia    26
Hinterlands    37
Dark Ages     12
Guilds           53

This list is sorted from old to new, so you can see that cards did not simply became stronger over time, the same can be concluded when looking at the average position of all the cards in a set, altough base and alchemy score both score quite weak - that might be a reason why people also don't tend to like them.

Best top 5 is a bit silly, since it's obviously likely to favour bigger expansions over smaller ones, because well what do you expect to be better, the best 5 out of a choice of 35, or the best 5 out of a choice of 12? Comparing the average of the best 20% would probably be a more sensible comparison - that'd be the top 3 out of Cornucopia/Guilds/Alchemy, top 7 for Dark Ages and top 5 for the rest.
I was going to say something along these lines. Then I noticed that Cornucopia *still* beat out Base  :o
Title: Re: WW's Power Rankings
Post by: Tables on August 23, 2013, 06:22:26 pm
Best top 5 - Using WW ranking I calculated the average position of the best 5 cards of a expansion. Useful if you want to find out and maybe buy a expansion that just contains the cards that have the most influence on the game.

Base            33     
Intrigue        15
Seaside         21
Alchemy        59
Prosperity     16
Cornucopia    26
Hinterlands    37
Dark Ages     12
Guilds           53

This list is sorted from old to new, so you can see that cards did not simply became stronger over time, the same can be concluded when looking at the average position of all the cards in a set, altough base and alchemy score both score quite weak - that might be a reason why people also don't tend to like them.

Best top 5 is a bit silly, since it's obviously likely to favour bigger expansions over smaller ones, because well what do you expect to be better, the best 5 out of a choice of 35, or the best 5 out of a choice of 12? Comparing the average of the best 20% would probably be a more sensible comparison - that'd be the top 3 out of Cornucopia/Guilds/Alchemy, top 7 for Dark Ages and top 5 for the rest.
I was going to say something along these lines. Then I noticed that Cornucopia *still* beat out Base  :o

Cornucopia's themes are variety, harvest and power creep.
Title: Re: WW's Power Rankings
Post by: Tables on August 23, 2013, 07:31:26 pm
Also, for what it's worth, if you do average the top 20% this is what you get:

Intrigue: 15.4
Dark Ages: 15.6
Cornucopia: 20
Seaside: 21.2
Hinterlands: 22.6
Prosperity: 23
Base: 36.8
Alchemy: 40
Guilds: 42

Kind of surprised to see Guilds and Alchemy still so low, and Intrigue so high. Intrigue isn't really an expansion I think of when I think of powerful cards. I think some of the Intrigue cards are overrated, mind (like, Steward, is a good card, but I wouldn't say it's top-10 good, much less top-3), but that's just my opinion and WW's played the game a lot more than I have.

In fact since I've made the list, let's also do the bottom 20%. I guess you could call this a vague measure of which expansions have the fewest weak cards... ish?

Base: 198
Intrigue: 192.6
Alchemy: 192
Seaside: 191.8
Prosperity: 178.8
Dark Ages: 173.1
Hinterlands: 169.8
Cornucopia: 164.7
Guilds: 161.7

So while Guilds has the fewest power cards, it also has the fewest weak cards - even it's weak cards are pretty competitive. This could be ascribed at least partially to Guilds newness, mind - it's hard to put cards into the outlier areas until you're pretty experienced. Base, Intrigue, Seaside and Alchemy all have a decent number of low ranked cards, and so have notably lower positions than other expansions.

And since I still have the data, how about a simple measure: the mean position of cards.

Cornucopia: 75.31
Hinterlands: 88.81
Dark Ages: 99.20
Guilds: 99.23
Prosperity: 103.08
Intrigue: 103.96
Seaside: 107.46
Alchemy: 117.67
Base: 121.08

Surprised to see Hinterlands so high up, and Seaside so low. I guess because while Hinterlands doesn't have many power cards, it doesn't have all that many duds, either - it's lowest card is Nomad Camp, a full 28 positions above the lowest position. Seaside on the other hand has lots of meh cards.

And since I still have the data, how about some bar charts?

I removed promos, then counted (well, my spreadsheet counted) the number of cards in each quarter of the list - so top 50, then 51-100, then 101-150, then 151-200. This chart shows the distribution across expansions. The first chart is unweighted, so Dark Ages is massive on each section (but more massive in Q1 and Q3), while the second weights expansions inversely with size, so that each expansion is in total taking up the same area (hence also each bar having a different height, since e.g. one Alchemy card counts almost three times as much as a Dark Ages card)

(http://i42.tinypic.com/16c6xxw.png)

Well that was fun!
Title: Re: WW's Power Rankings
Post by: sudgy on August 23, 2013, 07:58:57 pm
Seeing this list (and all the people disagreeing with parts) makes me wonder what it would be like if we did a Qvist-type ranking this way.  I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...
Title: Re: WW's Power Rankings
Post by: jonts26 on August 23, 2013, 08:23:04 pm
The middle-of-the-road-ishness of guilds may be because it's so new still. There's a tendency to play it safe with unfamiliar cards so I expect some of them will drift more towards the higher or lower end as time goes on.
Title: Re: WW's Power Rankings
Post by: ednever on August 23, 2013, 08:42:32 pm
The middle-of-the-road-ishness of guilds may be because it's so new still. There's a tendency to play it safe with unfamiliar cards so I expect some of them will drift more towards the higher or lower end as time goes on.

Or it could be that Donald has got better at creating cards so that there are less really weak or really overpowering ones?

Ed
(The again it wasn't that long ago we got Rebuild...)
Title: Re: WW's Power Rankings
Post by: sudgy on August 23, 2013, 08:47:42 pm
Seeing this list (and all the people disagreeing with parts) makes me wonder what it would be like if we did a Qvist-type ranking this way.  I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...

And by Qvist-type, I mean everybody sends in their list and then they all get sorted.
Title: Re: WW's Power Rankings
Post by: jonts26 on August 23, 2013, 09:12:24 pm
Seeing this list (and all the people disagreeing with parts) makes me wonder what it would be like if we did a Qvist-type ranking this way.  I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...

And by Qvist-type, I mean everybody sends in their list and then they all get sorted.

It would probably be easier to have a site where you just compare two cards at a time (and then another 2 and another 2, etc.). With a large enough sample size, you'd get meaningful results. Making an entire 200+ card list can be daunting.
Title: Re: WW's Power Rankings
Post by: Young Nick on August 23, 2013, 11:22:25 pm
Seeing this list (and all the people disagreeing with parts) makes me wonder what it would be like if we did a Qvist-type ranking this way.  I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...

And by Qvist-type, I mean everybody sends in their list and then they all get sorted.

It would probably be easier to have a site where you just compare two cards at a time (and then another 2 and another 2, etc.). With a large enough sample size, you'd get meaningful results. Making an entire 200+ card list can be daunting.

Wait I feel this would be so easy to set up and would be an awesome little game to have on this site. Have AI use it as something to do while waiting for automatch using the Salvager and BOOM results are in.
Title: Re: WW's Power Rankings
Post by: Just a Rube on August 24, 2013, 09:46:40 am
The middle-of-the-road-ishness of guilds may be because it's so new still. There's a tendency to play it safe with unfamiliar cards so I expect some of them will drift more towards the higher or lower end as time goes on.

Or it could be that Donald has got better at creating cards so that there are less really weak or really overpowering ones?

Ed
(The again it wasn't that long ago we got Rebuild...)
Of course, technically Dark Ages was designed after Guilds, and Rebuild in particular was one of the last cards added in all Dominion...
Title: Re: WW's Power Rankings
Post by: blueblimp on August 24, 2013, 01:33:42 pm
Seeing this list (and all the people disagreeing with parts) makes me wonder what it would be like if we did a Qvist-type ranking this way.  I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...

And by Qvist-type, I mean everybody sends in their list and then they all get sorted.

It would probably be easier to have a site where you just compare two cards at a time (and then another 2 and another 2, etc.). With a large enough sample size, you'd get meaningful results. Making an entire 200+ card list can be daunting.
The last time this came up, somebody mentioned a choosing scheme along the lines of: you're presented with 4 (or 5?) cards and asked to pick the strongest and weakest of that group. It had a name but I can't remember what it was called.

But yeah a site where people could construct their rankings using something like this would be pretty cool.
Title: Re: WW's Power Rankings
Post by: Slyfox on August 24, 2013, 01:42:14 pm
I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...

As non-statistical alternative, how about running it more like an election using "instant-runoff voting".  The basic idea is that every voter makes a ranked list.  To select the highest ranked card, the algorithm looks at everyone's highest ranked card, if there is no majority, then it eliminates the card with the least first-place votes from all the lists.  Repeat until some card has a majority vote.  That is the top ranked card.  Next, remove that card from all the lists, and start at the beginning (with the origin lists minus the already-ranked cards).

This method is one way to combine many ranked lists without using averaging or statistics.  It needs to be automated, of course, but there are some programs that implement it.  Heck, I'd be willing to write up a script to do the processing if I was given all the input files in a consistent format. 

In fact, it might be fun to apply this to the Qvist's raw input data and see if the above instant-runoff voting results in a ranking with any interesting differences from what the statistical approach generated.

(Of course, this doesn't solve the problem of the overwhelming task to try to create a full rank of all the cards.)
Title: Re: WW's Power Rankings
Post by: Schneau on August 24, 2013, 02:02:05 pm
Seeing this list (and all the people disagreeing with parts) makes me wonder what it would be like if we did a Qvist-type ranking this way.  I would volunteer to run it, but I don't know much about statistics so I would only be able to order them all and that would be it...

And by Qvist-type, I mean everybody sends in their list and then they all get sorted.

It would probably be easier to have a site where you just compare two cards at a time (and then another 2 and another 2, etc.). With a large enough sample size, you'd get meaningful results. Making an entire 200+ card list can be daunting.
The last time this came up, somebody mentioned a choosing scheme along the lines of: you're presented with 4 (or 5?) cards and asked to pick the strongest and weakest of that group. It had a name but I can't remember what it was called.

I believe you are describing MaxDiff (http://en.wikipedia.org/wiki/MaxDiff). I looked into using this for my card sorting algorithm (http://forum.dominionstrategy.com/index.php?topic=9221.0), but it doesn't seem like it's usually used to make completely sorted lists, but just to provide preferences among items.

(Of course, this doesn't solve the problem of the overwhelming task to try to create a full rank of all the cards.)

If you have just one person sorting the cards, the easiest way is something like my Dominion Card Sorter (http://forum.dominionstrategy.com/index.php?topic=9221.0). It would be great if this were implemented in a website, which would make it much more accessible to non-programmers.

If you want to sort cards based on comparisons given by many people, you'd have to do something more complicated, since preferences may not form a total ordering -- you might find that on average, people say that card A > card B > card C > card A, which is bad news when you're trying to sort A, B, and C!
Title: Re: WW's Power Rankings
Post by: sudgy on August 25, 2013, 02:34:04 am
I know extremely simple statistics, so I could still order a list from a bunch of others.  It's just all those random numbers in Qvists rankings that I don't know.
Title: Re: WW's Power Rankings
Post by: ednever on August 25, 2013, 12:53:11 pm
I looked around on the Internet for something like this and couldn't find it:

A tool where you upload words or images.
Then it feeds it back to you two at a time, and you choose which if the two are "better"
If you do it enough times it should be able to create a ranking for you.
(And humans are much better at this than creating a really long ranking in one step)

Anyone know if this exists somewhere?

Ed
Title: Re: WW's Power Rankings
Post by: Gveoniz on August 25, 2013, 12:54:32 pm
This?  The Dominion Card Sorter
http://forum.dominionstrategy.com/index.php?topic=9221.0
Title: Re: WW's Power Rankings
Post by: Kirian on August 25, 2013, 03:32:54 pm
This?  The Dominion Card Sorter
http://forum.dominionstrategy.com/index.php?topic=9221.0

I don't think it counts if you have to be running python from the command line.
Title: Re: WW's Power Rankings
Post by: sudgy on August 25, 2013, 03:34:05 pm
This?  The Dominion Card Sorter
http://forum.dominionstrategy.com/index.php?topic=9221.0

I don't think it counts if you have to be running python from the command line.

And, it doesn't seem to be a bunch of people doing it.  It would be easy if there was just some website where you could sort the cards, and everybody's ranks count.
Title: Re: WW's Power Rankings
Post by: Tables on August 26, 2013, 11:40:37 am
Something I recently considered that could be done next time a community card ratings comes around - either in addition, or instead of it - is having a ratings list made by a group of the top Dominion players on the site only, making a single collaborative list. This would likely be done in a separate private subforum. The biggest advantage is that those involved could work together, suggesting things that might be missed by a single person, and keep each other in check from over or underrating particular cards. Compared to just doing it in public, the advantage is that small numbers keep it easy to track what's going on, and means making decisions is considerably easier.

I dunno if it's really a great idea, but I think it could work, and produce something similar to WW's list, but with more ideas and knowledge being put in by the other top minds on the forum. People like theory, Qvist (if he returns), WW, Stef and quite a few others.
Title: Re: WW's Power Rankings
Post by: michaeljb on August 26, 2013, 02:12:43 pm
"The f.ds Brain Trust's Power Rankings"
Title: Re: WW's Power Rankings
Post by: Simon (DK) on August 26, 2013, 04:58:31 pm
Something I recently considered that could be done next time a community card ratings comes around - either in addition, or instead of it - is having a ratings list made by a group of the top Dominion players on the site only, making a single collaborative list. This would likely be done in a separate private subforum. The biggest advantage is that those involved could work together, suggesting things that might be missed by a single person, and keep each other in check from over or underrating particular cards. Compared to just doing it in public, the advantage is that small numbers keep it easy to track what's going on, and means making decisions is considerably easier.

I dunno if it's really a great idea, but I think it could work, and produce something similar to WW's list, but with more ideas and knowledge being put in by the other top minds on the forum. People like theory, Qvist (if he returns), WW, Stef and quite a few others.

I like the idea, and people could learn a LOT from the discussions. Not just the final result.
I don't know how private subforums work, but it should be a way, so only the invited good players can write, but everyone could watch.
I would personally love following the discussions more than seeing the final result.
Title: Re: WW's Power Rankings
Post by: theory on August 26, 2013, 05:26:16 pm
FYI, this is something that the Smash community does with the Smash Back Room (http://super-smash-bros.wikia.com/wiki/Smash_Back_Room). 
Title: Re: WW's Power Rankings
Post by: Tables on August 26, 2013, 06:46:27 pm
FYI, this is something that the Smash community does with the Smash Back Room (http://super-smash-bros.wikia.com/wiki/Smash_Back_Room). 

...Did I not mention that in my post? I was SURE I mentioned it. Must have edited it out while I was rephrasing part of it ¬_¬. But yeah that was partially the inspiration. The big difference is that SBRers are mostly a mix of experts at different things - there's some TOs, various people who main a large variety of characters. Here, players don't have a really big 'focus' on any particular area of the game. You do everything well or lose to people who do.
Title: Re: WW's Power Rankings
Post by: Beyond Awesome on August 26, 2013, 08:07:29 pm
What I would like to see is everyone submit the one card they consider the most powerful and then to make a list of whatever the top 10 results came in to be and then vote on those to see what we consider the best card.
Title: Re: WW's Power Rankings
Post by: GeoLib on August 27, 2013, 01:11:41 am
What I would like to see is everyone submit the one card they consider the most powerful and then to make a list of whatever the top 10 results came in to be and then vote on those to see what we consider the best card.

I think one of the problems with a list like that (and I think someone's pointed this out about Qvist's rankings before) is that they're sort of self-referential, especially for less experienced players. I certainly have a general idea of card strength, but if I were to select the most powerful one I'm going to be strongly influenced by the fact that WW, and several other people who are much better than I, say Masquerade is the best, for example. I'm not sure that Masquerade is the best, but I'm familiar enough with its power that I would believe it is, and I defer to their greater experience. The advantage to a "masters only" card ranking is that I think this would be less of a problem as they may be more comfortable and justified in contradicting each other, given that they have similarly large experience and skill on which to base their ideas.
Title: Re: WW's Power Rankings
Post by: ehunt on September 05, 2013, 02:39:02 pm
Hey WW --  thank you so much for this list -- I find myself using this page a lot, especially to get my bearings on the "new" cards. Would you mind doing the following? Edit the original post so that where there is a hyperlink to your review part I, II, III, etc., it says which numbers of cards are in which (so like, Part V - #56-84 or something-- that isn't correct, I just made it up). The reason I ask is that sometimes I care about a card like, say, Pillage, in the middle of the list, and I don't know which link to click.
Title: Re: WW's Power Rankings
Post by: terminalCopper on September 18, 2013, 06:56:59 am
Here are just my 2 cents:

Quote from: WanderingWinder
39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it
This strikes me like saying moat neutralizes witch.

Quote from: WanderingWinder
34.   Soothsayer
A curse-giver which gains gold. This card gives great longevity, but... well, gaining gold is a 5ish value, giving a curse is a 4ish value, labbing opponent a 5 value to them...
For them it's a lab, for me it's a 5ish plus familiar.

Aside from these nuggets of criticism: I really, really enjoyed reading your list, thanks!
I do also agree in many ways, where you are opposing mainstream opinions:
- Counterfeit, Junk Dealer and Upgrade in Top20? Yeah!
- Haven in the bottom thirty? Great! It is often just a cantrip which turns a card into a duration card, which is a big detriment.
- Scheme does so, too - good idea to put it in the second half.
- Rats merit this low position: they are useless without TfB, and even with it, they are often just a trap, as matching with TfB does not happen automatically.

Title: Re: WW's Power Rankings
Post by: Davio on September 18, 2013, 08:17:06 am
Quote from: WanderingWinder
39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it

Well, trash one card at a time doesn't completely neutralize it of course.
The player with Sea Hag uses one card slot to dish out the Curses, while the player with the one-card-trasher needs 2 card slots (one for the Curse and one for the trasher) to deal with the Curses. Lookout is a bit different of course, since it uses one card slot to trash something and is pretty good defense against Sea Hag, but a $0 Trade Route, maybe not so much.

What's worse is that a hand of Trade Route-Curse-3 Coppers would yield $5 if the Trade Route was a Silver, which might be important.

So either use a decent trasher (Steward with its trash-2 would probably suffice) or skip the trasher altogether, I think Trade Route and Remodel don't cut it to battle Sea Hag.
Title: Re: WW's Power Rankings
Post by: terminalCopper on September 18, 2013, 11:24:54 am
Quote from: WanderingWinder
39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it

Well, trash one card at a time doesn't completely neutralize it of course.
The player with Sea Hag uses one card slot to dish out the Curses, while the player with the one-card-trasher needs 2 card slots (one for the Curse and one for the trasher) to deal with the Curses. Lookout is a bit different of course, since it uses one card slot to trash something and is pretty good defense against Sea Hag, but a $0 Trade Route, maybe not so much.

What's worse is that a hand of Trade Route-Curse-3 Coppers would yield $5 if the Trade Route was a Silver, which might be important.

So either use a decent trasher (Steward with its trash-2 would probably suffice) or skip the trasher altogether, I think Trade Route and Remodel don't cut it to battle Sea Hag.

I agree.

Except that, with Steward and Sea Hag on board, I will presumably get both.
The trashers which make me skip the hag are masq and ambassador, maybe hermit and Jack. These all are rightfully Top20-cards in WW's list.


Title: Re: WW's Power Rankings
Post by: Witherweaver on September 19, 2013, 11:24:08 am
Quote from: WanderingWinder
39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it

Well, trash one card at a time doesn't completely neutralize it of course.
The player with Sea Hag uses one card slot to dish out the Curses, while the player with the one-card-trasher needs 2 card slots (one for the Curse and one for the trasher) to deal with the Curses. Lookout is a bit different of course, since it uses one card slot to trash something and is pretty good defense against Sea Hag, but a $0 Trade Route, maybe not so much.

What's worse is that a hand of Trade Route-Curse-3 Coppers would yield $5 if the Trade Route was a Silver, which might be important.

So either use a decent trasher (Steward with its trash-2 would probably suffice) or skip the trasher altogether, I think Trade Route and Remodel don't cut it to battle Sea Hag.

I agree.

Except that, with Steward and Sea Hag on board, I will presumably get both.
The trashers which make me skip the hag are masq and ambassador, maybe hermit and Jack. These all are rightfully Top20-cards in WW's list.

How well does Hermit work as pure Curse defense?  I once tried it against Witch (actually, double Witch) and got completely smoked.  I wasn't able to line up Hermits (I got more than one) with the Curses very well, and the drawing power of Witch let my opponent grab money and then Provinces pretty easily.  Though this doesn't compare to Sea Hag that well, since the Witch player gets a benefit and the Sea Hag player does not.

But in general I find that using a pure trasher to defend against Curses still slows you down if you're not Cursing yourself.  You have to line up your Curses and trashers, and even if you do you're probably economically behind.  It seems like you have to use some kind of attack to slow your opponent down as well.

Masquerade and Ambassador seem to be the best defense, so they're effectively acting as a trasher and an attacker.
Title: Re: WW's Power Rankings
Post by: AJD on September 19, 2013, 11:34:01 am
How well does Hermit work as pure Curse defense?  I once tried it against Witch (actually, double Witch) and got completely smoked.  I wasn't able to line up Hermits (I got more than one) with the Curses very well

I thought the whole point of using Hermit for trashing was that you don't have to line it up with your Curses—Hermit can trash from the discard pile.
Title: Re: WW's Power Rankings
Post by: Awaclus on September 19, 2013, 11:36:03 am
How well does Hermit work as pure Curse defense?  I once tried it against Witch (actually, double Witch) and got completely smoked.  I wasn't able to line up Hermits (I got more than one) with the Curses very well, and the drawing power of Witch let my opponent grab money and then Provinces pretty easily.  Though this doesn't compare to Sea Hag that well, since the Witch player gets a benefit and the Sea Hag player does not.
I think Hermit should work pretty well against Witch and other "normal" cursing (except Mountebank), but it doesn't work that well against Sea Hag since the curse goes on the top of your deck and that means you will always get that curse in hand at least once before getting rid of it.
Title: Re: WW's Power Rankings
Post by: Witherweaver on September 19, 2013, 11:39:23 am
How well does Hermit work as pure Curse defense?  I once tried it against Witch (actually, double Witch) and got completely smoked.  I wasn't able to line up Hermits (I got more than one) with the Curses very well

I thought the whole point of using Hermit for trashing was that you don't have to line it up with your Curses—Hermit can trash from the discard pile.

Well yes, but you can still get unlucky and not have them in your discard pile.  Maybe this game was extremely unlucky, I don't know, but I got way bogged down by Curses and couldn't trash them effectively.   Or by the time I did get my deck clean, I was already way behind.
Title: Re: WW's Power Rankings
Post by: HiveMindEmulator on September 20, 2013, 05:48:33 am
Quote from: WanderingWinder
39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it

Well, trash one card at a time doesn't completely neutralize it of course.
The player with Sea Hag uses one card slot to dish out the Curses, while the player with the one-card-trasher needs 2 card slots (one for the Curse and one for the trasher) to deal with the Curses. Lookout is a bit different of course, since it uses one card slot to trash something and is pretty good defense against Sea Hag, but a $0 Trade Route, maybe not so much.

What's worse is that a hand of Trade Route-Curse-3 Coppers would yield $5 if the Trade Route was a Silver, which might be important.

So either use a decent trasher (Steward with its trash-2 would probably suffice) or skip the trasher altogether, I think Trade Route and Remodel don't cut it to battle Sea Hag.

I'm pretty sure he's not talking about just buying Trade Route and Remodel instead of Sea Hag... Clearly if your opponent is giving you Curses and you're just trashing them, you're not getting ahead. The point relates to your broader strategy. For instance, if there is Lookout or Upgrade or something, I know that I can skip Sea Hag in favor of Silver (or terminal Silver) to hit the 5s faster and get ahead on engine-building while the trashing can nearly cancel out the Sea Hag early on. Then, when I'm ahead in cycling ability due to the faster engine build, the trasher actually starts acting faster than the Sea Hag. If there's no engine to build, then the trashing isn't going to cut it, and you have to buy the Hag. But since Sea Hag BM is so slow, the standard for a "good enough" engine are pretty low.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on September 20, 2013, 07:36:12 am
Quote from: WanderingWinder
39.   Sea Hag
Pretty low, you think. Well, it's one of the more ignorable cursers, I find. It does nothing for you. And trash one cad at a time would neutralize it

Well, trash one card at a time doesn't completely neutralize it of course.
The player with Sea Hag uses one card slot to dish out the Curses, while the player with the one-card-trasher needs 2 card slots (one for the Curse and one for the trasher) to deal with the Curses. Lookout is a bit different of course, since it uses one card slot to trash something and is pretty good defense against Sea Hag, but a $0 Trade Route, maybe not so much.

What's worse is that a hand of Trade Route-Curse-3 Coppers would yield $5 if the Trade Route was a Silver, which might be important.

So either use a decent trasher (Steward with its trash-2 would probably suffice) or skip the trasher altogether, I think Trade Route and Remodel don't cut it to battle Sea Hag.

I'm pretty sure he's not talking about just buying Trade Route and Remodel instead of Sea Hag... Clearly if your opponent is giving you Curses and you're just trashing them, you're not getting ahead. The point relates to your broader strategy. For instance, if there is Lookout or Upgrade or something, I know that I can skip Sea Hag in favor of Silver (or terminal Silver) to hit the 5s faster and get ahead on engine-building while the trashing can nearly cancel out the Sea Hag early on. Then, when I'm ahead in cycling ability due to the faster engine build, the trasher actually starts acting faster than the Sea Hag. If there's no engine to build, then the trashing isn't going to cut it, and you have to buy the Hag. But since Sea Hag BM is so slow, the standard for a "good enough" engine are pretty low.
Basically I am thinking upgrade/junk dealer/forager. But hermit/masquerade certainly fit, as do (often) ambassador, steward, chapel..... But it's important on these to not get swamped and try to be playing catchup, especially if they have a way to end the game.
Certainly something like trade route is not a very good remedy, because it has very little advantage over sea hag (both being terminal), and you have to get it to connect with he curse, whereas hag just always 'works', until curses run out.
Title: Re: WW's Power Rankings
Post by: Awaclus on September 20, 2013, 09:04:38 am
Basically I am thinking upgrade/junk dealer/forager. But hermit/masquerade certainly fit, as do (often) ambassador, steward, chapel..... But it's important on these to not get swamped and try to be playing catchup, especially if they have a way to end the game.
Certainly something like trade route is not a very good remedy, because it has very little advantage over sea hag (both being terminal), and you have to get it to connect with he curse, whereas hag just always 'works', until curses run out.
And Sea Hag gets you the curse faster than Trade Route gets rid of it, trashers that draw first/trash from your deck get rid of the curse as fast as Sea Hag gives it.
Title: Re: WW's Power Rankings
Post by: Qvist on October 17, 2013, 02:50:56 pm
Alright, that was quite a long and interesting read. I originally wanted to comment on everything that I noticed, but that took way too long, so I decided not to do that. But these things I really wanted to say:

- Thanks WW for the effort you've put in those lists. It was very interesting, educating and entertaining. I disagree on many ranks, but especially that made it interesting as you're able to question yourself if a card is still that bad or good respectively.
- I already had planned a few things for future community rankings as you suggested that - under normal circumstances - would have been ready already. These incorporate a lot of things already suggested here, so I just want to let you know that I read them all.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on February 20, 2014, 06:36:22 am
New list posted in the OP (I had been thinking about it, then when Qvist posts his, I went ahead and did it - on his site, as you can tell from the Xs. Thanks, Qvist!)

The biggest things I want to mention are that my estimation of trashing, generally, has been going up and up and up, and junking going down - it's ignorable reasonably often! Cultist gets a bump though - it's extraordinarily powerful.

I may have some more thoughts on specific cards later (after I wake up more), but I haven't gotten them off the top of my head at the moment.
Title: Re: WW's Power Rankings
Post by: JacquesTheBard on February 20, 2014, 04:54:21 pm
This 3rd version of the list puts Wharf lower than I would have, but otherwise... wow. Villages moved up, trashers moved way up, Cultist at 3 and... is that Quarry in front of Sea Hag? I am absolutely giddy about that. Go Quarry! One of the most consistently underrated cards, imo.

I feel much more confident about my own list for 2014 now. Here's hoping for more exciting discussion in the future!

P.S. Rebuild at 16. That's quite a surprise. But not as much as Vault and Tactician in the bottom 100.
Title: Re: WW's Power Rankings
Post by: soulnet on February 20, 2014, 07:47:21 pm
I am extremely curious about the new position of JoaT! The top I mostly agree in general (disregarding small changes), although Fool's Gold and Chapel seem too high, so reading something about their positions would be interesting as well.
Title: Re: WW's Power Rankings
Post by: michaeljb on February 20, 2014, 08:50:20 pm
If you'd like to get rid of the X's and have the alignment the same as the previous lists, here you go (courtesy of emacs):

Code: [Select]
1. Masquerade
2. Ambassador
3. Cultist
4. Chapel
5. Mountebank
6. Junk Dealer
7. Goons
8. King's Court
9. Upgrade
10. Jack of all Trades
11. Wharf
12. Steward
13. Counterfeit
14. Remake
15. Hermit
16. Rebuild
17. Margrave
18. Hunting Party
19. Tournament
20. Ironmonger
21. Forager
22. Governor
23. Fishing Village
24. Witch
25. Bazaar
26. Butcher
27. Horn of Plenty
28. Wandering Minstrel
29. Vineyard
30. Border Village
31. Stables
32. Peddler
33. Squire
34. Fool's Gold
35. Scrying Pool
36. Swindler
37. Monument
38. Menagerie
39. Knights
40. Minion
41. Torturer
42. Young Witch
43. Hamlet
44. Native Village
45. Grand Market
46. Fairgrounds
47. Marauder
48. Highway
49. Courtyard
50. Herald
51. Catacombs
52. Altar
53. Warehouse
54. Quarry
55. Council Room
56. Baker
57. Throne Room
58. Familiar
59. Soothsayer
60. Pillage
61. Plaza
62. Militia
63. Sea Hag
64. Ill-Gotten Gains
65. Stonemason
66. Smithy
67. Envoy
68. Haggler
69. Crossroads
70. Apothecary
71. Hunting Grounds
72. Smugglers
73. Candlestick Maker
74. Vagrant
75. Bandit Camp
76. Bridge
77. Watchtower
78. Moat
79. Apprentice
80. Conspirator
81. Bishop
82. Village
83. Urchin
84. Laboratory
85. Silk Road
86. Worker's Village
87. Gardens
88. Ironworks
89. Caravan
90. Journeyman
91. Spice Merchant
92. Black Market
93. Oracle
94. Fortress
95. Rabble
96. Duke
97. Cartographer
98. Horse Traders
99. Count
100. Scavenger
101. Possession
102. Ghost Ship
103. Forge
104. City
105. Festival
106. Market
107. Mining Village
108. Farming Village
109. Walled Village
110. Tunnel
111. Lighthouse
112. Inn
113. Tactician
114. Venture
115. Nobles
116. Cutpurse
117. Treasury
118. Hoard
119. Jester
120. Storeroom
121. Salvager
122. Masterpiece
123. Loan
124. Oasis
125. Baron
126. Embassy
127. Market Square
128. Procession
129. Workshop
130. Pawn
131. Cellar
132. Library
133. Fortune Teller
134. Vault
135. Farmland
136. Shanty Town
137. Band of Misfits
138. Poor House
139. Beggar
140. Wishing Well
141. Moneylender
142. Duchess
143. Doctor
144. Embargo
145. Develop
146. Merchant Guild
147. Mint
148. Herbalist
149. Woodcutter
150. Alchemist
151. Lookout
152. Merchant Ship
153. Noble Brigand
154. Harem
155. Scheme
156. Pearl Diver
157. Rats
158. Golem
159. Death Cart
160. Explorer
161. Saboteur
162. Graverobber
163. Mystic
164. Mandarin
165. Contraband
166. Secret Chamber
167. Chancellor
168. Island
169. Rogue
170. Remodel
171. Talisman
172. Advisor
173. Bank
174. Coppersmith
175. Spy
176. Counting House
177. Tribute
178. Taxman
179. Nomad Camp
180. Haven
181. Cache
182. Sage
183. Expand
184. Armory
185. Feodum
186. Trading Post
187. University
188. Outpost
189. Trader
190. Trade Route
191. Feast
192. Great Hall
193. Philosopher's Stone
194. Royal Seal
195. Treasure Map
196. Bureaucrat
197. Stash
198. Navigator
199. Thief
200. Mine
201. Harvest
202. Pirate Ship
203. Transmute
204. Adventurer
205. Scout
Title: Re: WW's Power Rankings
Post by: markusin on February 20, 2014, 09:39:22 pm
I'm really surprised by Tactician's placement, but otherwise thing third list makes a lot of sense.
Title: Re: WW's Power Rankings
Post by: Robz888 on February 21, 2014, 01:40:17 am
Love the new list. Thank you for putting Pirate Ship lower than Thief. You are a heroic truth teller.

One thing I found curious: Jack, better than Hermit? I really think Hermit's better than Jack. Hermit's trashing is better (same as Jack plus Discard deck). It's gaining is better (same as Jack plus more options because you can take Silver but could take an up to $3 action). Jack does the filtering and draw to X thing, but usually that's just drawing 1 card. Hermit, instead, turns into Madman, and is cheaper. I think the advantage is clearly Hermit, given all that.

And I think you're underestimating Rebuild a bit now.

Nice to see Ironmonger get some recognition. I love when I play with both Ironmonger and Caravan, and I see people go like exclusively for Caravans. They don't understand.

Cultist, yeah. Ironically enough, my original prediction when it was first revealed in the previews was that it would be stronger than Witch and Mountebank. Then I walked that prediction back because I was laughed at. Well, nobody is laughing now!
Title: Re: WW's Power Rankings
Post by: brokoli on February 21, 2014, 05:12:23 am
I'm convinced that Feodum should be way higher than #185. Alt vp cards always need more time to be understood, and I think Feodum is particularly different from the others…

Otherwise I like the list. It's interesting. I don't necessarly agree but at least I can see the arguments. Excepting some cards : Margrave surprises me. So high, really ? Rebuild at #16 is also very surprising. Monument and lighthouse are very low, I think.
Title: Re: WW's Power Rankings
Post by: Davio on February 21, 2014, 06:16:51 am
I'm fine with Feodum being low.

Feodum is more often a consolation prize (falling $1 short of Duchy) than an actual goal.
An alt-VP card which focuses on treasure is counterproductive, because:
- Gaining treasure often conflicts with building an engine
- When you're gaining treasure you can often afford Provinces anyway

You need 21(!) Silvers for 7pt Feoda, to surpass the points you can get from Provinces.
But let's say you have 15 Silvers for 5pt Feoda, it's not that hard to buy Provinces if you have 15 Silvers in your deck and they're still worth more.

It would have been more fun if Feodum had cared about Coppers instead, since you usually want to get rid of Coppers and they're easy to get. That way, it could have provided more of an actual strategy in more cases than it does now where you want Trader and/or Masterpiece.
Title: Re: WW's Power Rankings
Post by: RTT on February 21, 2014, 06:25:36 am
I'm fine with Feodum being low.

Feodum is more often a consolation prize (falling $1 short of Duchy) than an actual goal.
An alt-VP card which focuses on treasure is counterproductive, because:
- Gaining treasure often conflicts with building an engine
- When you're gaining treasure you can often afford Provinces anyway

You need 21(!) Silvers for 7pt Feoda, to surpass the points you can get from Provinces.
But let's say you have 15 Silvers for 5pt Feoda, it's not that hard to buy Provinces if you have 15 Silvers in your deck and they're still worth more.

It would have been more fun if Feodum had cared about Coppers instead, since you usually want to get rid of Coppers and they're easy to get. That way, it could have provided more of an actual strategy in more cases than it does now where you want Trader and/or Masterpiece.

feodum with copper counting would play a lot like Gardens and Donald mentions that somewhere i believe.

I think the strenght of building a feodum deck is that you can sneak 1-2 provinces at least and so denying them to your oponent. that is something you cant usually do with other Alt  vps costing 4 . (Gardens and Silk Road)
Title: Re: WW's Power Rankings
Post by: terminalCopper on February 21, 2014, 07:06:40 am
It seems to me like you are putting the focus rather on "how often"  the card is advantageous than on "how big" the advantage is.

Imho, the strength of a card is defined by the percentage of games I will lose if I never buy it.

According to this, let me pick three ratings which make me believe that you have another understanding of what "strength" means. Your List No.3 ranks

Quarry above Sea Hag,
Cartographer above Ghost Ship,
Junk Dealer above Goons.

You might be right that there are more games where Quarry, Cartographer and Junk Dealer are worth to be bought. But if you're concerned about how devastating the advantage can be, let me state it like this:

 If I had to choose between

"never buying Quarry, Junk Dealer and Cartographer" or
"never buying Goons, Sea Hag and Ghost Ships",

I wouldn't hesitate for a second. Would you?

PS: Didn't mention Rebuild yet. Ranking it No. 16 looks waaay underrated to me.

PPS: Despite these things, I come to agree more and more with your updates. My personal Top 5 correspond to 80% with yours.














Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on February 21, 2014, 10:23:49 am
It seems to me like you are putting the focus rather on "how often"  the card is advantageous than on "how big" the advantage is.

Imho, the strength of a card is defined by the percentage of games I will lose if I never buy it.

According to this, let me pick three ratings which make me believe that you have another understanding of what "strength" means. Your List No.3 ranks

Quarry above Sea Hag,
Cartographer above Ghost Ship,
Junk Dealer above Goons.

You might be right that there are more games where Quarry, Cartographer and Junk Dealer are worth to be bought. But if you're concerned about how devastating the advantage can be, let me state it like this:

 If I had to choose between

"never buying Quarry, Junk Dealer and Cartographer" or
"never buying Goons, Sea Hag and Ghost Ships",

I wouldn't hesitate for a second. Would you?

PS: Didn't mention Rebuild yet. Ranking it No. 16 looks waaay underrated to me.

PPS: Despite these things, I come to agree more and more with your updates. My personal Top 5 correspond to 80% with yours.

As timchen always (correctly) reminds us, discussions of card strength are a somewhat futile attempt to compress a multidimensional idea into a single number. Everyone weights the different aspects of card strength ("how often", "how impactful", "does it require precautionary play", etc.) differently. It's never been clear to me that there is a "best" way to weight the different aspects. WW is surely considering "how impactful", though maybe not enough to your taste.

But I'm not sure your specific examples really make your point. It's not clear to me which of:

"never buying Quarry, Junk Dealer and Cartographer" or
"never buying Goons, Sea Hag and Ghost Ships",

will lead to a lower winning percentage overall. Certainly Junk Dealer is a huge card on many boards (it is BIG). Another thing which muddles the rankings is the psychological impact of the attack cards, attack cards hurt your deck and your soul. You certainly don't feel this with Quarry or Cartographer, but it doesn't mean they aren't big cards for some strategies (well I'm not really sold on Cartographer, but whatever).
Title: Re: WW's Power Rankings
Post by: terminalCopper on February 21, 2014, 01:45:52 pm
discussions of card strength are a somewhat futile attempt to compress a multidimensional idea into a single number.
It is obviously true, that "strength" can be understood in many different ways. But that doesn't make it futile to provide a definition, quite the contrary: The less a common sense exists, the more it is necessary to clarify what exactly one is talking about to prevent misunderstandings.
That does, of course, not at all mean that I declare my personal definition of strength to be the one and only objective version. What it is supposed to do, is to set up an objective departing point for interesting discussions about the same thing. And so:




But I'm not sure your specific examples really make your point. It's not clear to me which of:

"never buying Quarry, Junk Dealer and Cartographer" or
"never buying Goons, Sea Hag and Ghost Ships",

will lead to a lower winning percentage overall.
That somewhat suprises me. It is mathematically correct that I am not sure about this, but in some degree, I am really convinced. Let me pick the comparison of the highest rated cards:

Certainly Junk Dealer is a huge card on many boards (it is BIG).
This far, you have my full agreement. I even wrote my very first article about Junk Dealer, as I felt it was crucially underrated on Qvist's Ranking. But really ...
bigger than GOONS ?!?
I can remember way more games where Goons was the one-and-only dominant card. And this not primarily because my attack hurt my soul but rather because of the insane amount of VP's one can achieve with multiple goons.


Title: Re: WW's Power Rankings
Post by: brokoli on February 22, 2014, 07:17:05 am
The thing with feodum is that everybody think of it as a alt-vp rush card. Like gardens or silk road, but I'm sure feodum plays a lot differently ! Yep, masterpiece + feodum is a kind of rush (but in fact it's more like an overpowered alt vp strategy that score so much that 3 pile ending doesn't matter that much), but for me feodum is rather a useful card for hybrid province strategies and silver gainer.

I may be wrong about some points, but at least I'm sure that feodum is still a card that is until now not enough analyzed.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on February 22, 2014, 09:23:06 am
Okay, re-refined the list (Jack was definitely too high, being the biggest instigator). Now some responses:
I am extremely curious about the new position of JoaT! The top I mostly agree in general (disregarding small changes), although Fool's Gold and Chapel seem too high, so reading something about their positions would be interesting as well.
Chapel is amazingly good. Fool's Gold is also really good either for Big Money, or for engines (where it is pretty nice as a payload - you get them all together, so it's a good source of non-terminal, non-draw-dead-able economy after you've gotten your engine up).

I'm convinced that Feodum should be way higher than #185. Alt vp cards always need more time to be understood, and I think Feodum is particularly different from the others…

Otherwise I like the list. It's interesting. I don't necessarly agree but at least I can see the arguments. Excepting some cards : Margrave surprises me. So high, really ? Rebuild at #16 is also very surprising. Monument and lighthouse are very low, I think.
Margrave is just very good - particularly the first one - combining a discard attack, a smithy, and a buy is super nice for your engine, also not horrible for BM.
Rebuild being low some people will talk about - it is VERY good. But it's really not unbeatable - if you get a strong engine OR good BM, you can definitely overtake it. And it doesn't work very well with basically anything. Also not the greatest with shelters, colony, vineyard, VP chips.

Feodum: Well this is some discussion. There are pretty good combos with Trader and Masterpiece, but these aren't even unbeatable (good engine can be fast enough for sure), and otherwise, if you're playing a normal BM, they're often worth 1. You can often get them to 2, but it's quite hard to get them higher, even with a lot of the silver-gainers like Bureaucrat, and besides Jack, you probably don't really want to be playing those anyway. So I don't think that Feoda for points is really a strategy that does much for you very often at all, which would mean you usually need a significant value from the trashing bit. But the problem here is, even if you can put this together with a trasher, there aren't all that many times you really want 3 silvers all that much. And it does power up other feoda, but then there are fewer of them to be powered up... it's really hard to get it to make a big impact. Sure, it's not just a super-terrible card by any means, but there just really aren't all that many cards fitting that description.

It seems to me like you are putting the focus rather on "how often"  the card is advantageous than on "how big" the advantage is.
I'm doing both.

Quote
Imho, the strength of a card is defined by the percentage of games I will lose if I never buy it.
This is close to right, and both things above are important.

Quote
According to this, let me pick three ratings which make me believe that you have another understanding of what "strength" means. Your List No.3 ranks

Quarry above Sea Hag,
Cartographer above Ghost Ship,
Junk Dealer above Goons.
Yeah. Actually probably Sea Hag is good more often than quarry, but there are times where quarry is SUCH a big game... Sea Hag can be too, but there's so many ways to deal with it, it can really often be pretty dead (most any good trashing makes it worthless, or nearly so).
Cartographer, apart from combos, is a nice bit of grease, and can let you cycle to an important card or few early on (trasher or junker typically). Ghost Ship is quite nice at stopping Big Money, but... that's about it. There's lots of counters, but even apart from that, engines are typically already good, and this doesn't hurt them that much, while... only giving you 2 cards from a 5-cost, which isn't really as good as I'm looking for.
Junk Dealer over Goons is definitely the closest of these to me. Sure, Goons is REALLY good, but Junk Dealer is REALLY good too - basically I have it a spot higher because getting your engine running (or clearing out junk) is SO important. And Goons is the point machine Par Excellence, but it is a terminal that doesn't draw, and it's terminal, which limits it if you are limited on villages. The bigger issue, though, is that there are other finishers which work really well, too, and you can typically get something good even without goons - usually not AS good, but if you get your engine going a lot better, you can win anyway. But of course it's very very very close.

discussions of card strength are a somewhat futile attempt to compress a multidimensional idea into a single number.
It is obviously true, that "strength" can be understood in many different ways. But that doesn't make it futile to provide a definition, quite the contrary: The less a common sense exists, the more it is necessary to clarify what exactly one is talking about to prevent misunderstandings.
That does, of course, not at all mean that I declare my personal definition of strength to be the one and only objective version. What it is supposed to do, is to set up an objective departing point for interesting discussions about the same thing. And so:




But I'm not sure your specific examples really make your point. It's not clear to me which of:

"never buying Quarry, Junk Dealer and Cartographer" or
"never buying Goons, Sea Hag and Ghost Ships",

will lead to a lower winning percentage overall.
That somewhat suprises me. It is mathematically correct that I am not sure about this, but in some degree, I am really convinced. Let me pick the comparison of the highest rated cards:

Certainly Junk Dealer is a huge card on many boards (it is BIG).
This far, you have my full agreement. I even wrote my very first article about Junk Dealer, as I felt it was crucially underrated on Qvist's Ranking. But really ...
bigger than GOONS ?!?
I can remember way more games where Goons was the one-and-only dominant card. And this not primarily because my attack hurt my soul but rather because of the insane amount of VP's one can achieve with multiple goons.



And this point: The insane amount of VPs - this is another thing that I think people can overrate. Sure, I might be able to score 300 points off of Goons, but this doesn't almost ever mean you really won crushingly. Well, typically it does, but not because you were able to play so many goons, more that your engine was miles ahead of whatever they can do. If I'm far ahead, in a goons game, it's basically because my engine is going better than yours. Goons gives you a payload, but that the payload can go huge just really doesn't matter THAT much terribly often - it's mostly that it gives you a lot of time against someone who is not building, who is going for green/BM and can't pressure piles on you. Well of course it's quite good anyway, but the insane amount of points is not what is winning you the game, it's the engine-building.
Title: Re: WW's Power Rankings
Post by: ehunt on February 22, 2014, 09:55:32 am
Doctor took a huge dive. What changed?
Title: Re: WW's Power Rankings
Post by: WanderingWinder on February 22, 2014, 10:07:06 am
Doctor took a huge dive. What changed?
It's pretty unreliable, and it doesn't do much for you when you draw it with the engine already running - part of why trashing > junking is because you can clean up and stay clean, but this doesn't help you stay clean. It eventually becomes quite dead.
It's possible I am underrating here, particularly because I am not giving the overpay much credit, but it's not consistent enough for me.
Title: Re: WW's Power Rankings
Post by: Alexmf on February 22, 2014, 01:22:48 pm
Witch #23...wow. I feel it is much stronger than that. Even with decent trashing, it slows down your opponent while providing not too little of a benefit to yourself.

More generally, I'm also in fact not quite sure whether your statement "The biggest things I want to mention are that my estimation of trashing, generally, has been going up and up and up, and junking going down - it's ignorable reasonably often!" is even logically reasonable. That certainly sounds provocative, but really, isn't junking pretty much contrary to trashing in the very simple sense that if I give you a junk card and you trash it, everything is as it was before - so how can the value of trashing be rising while your estimation of junking drops? Yeah, there are other aspects to consider (like for example what happens when there is only trashing and no junking in the game), but I still see that as a conflict I'd appreciate you to elaborate on.
Title: Re: WW's Power Rankings
Post by: jonts26 on February 22, 2014, 01:30:47 pm
Witch #23...wow. I feel it is much stronger than that. Even with decent trashing, it slows down your opponent while providing not too little of a benefit to yourself.

More generally, I'm also in fact not quite sure whether your statement "The biggest things I want to mention are that my estimation of trashing, generally, has been going up and up and up, and junking going down - it's ignorable reasonably often!" is even logically reasonable. That certainly sounds provocative, but really, isn't junking pretty much contrary to trashing in the very simple sense that if I give you a junk card and you trash it, everything is as it was before - so how can the value of trashing be rising while your estimation of junking drops? Yeah, there are other aspects to consider (like for example what happens when there is only trashing and no junking in the game), but I still see that as a conflict I'd appreciate you to elaborate on.

I'm sure WW has his own thoughts on this, but I would say trashing is important for more than just countering junking attacks, since you start the game with 10 often junk cards. If there is an engine to be played, trashing is almost ALWAYS very good to have, and sometimes trashing is necessary to make that engine viable. And in an engine where you have decent trashing anyway, you can often just shrug off junking attacks. Of course, this is an oversimplification and depends on how good the engine/trashing/junking all are, but I think it illustrates the point.
Title: Re: WW's Power Rankings
Post by: Awaclus on February 22, 2014, 01:32:38 pm
Plus Masquerade costs $3, while Witch costs $5.
Title: Re: WW's Power Rankings
Post by: scott_pilgrim on February 22, 2014, 01:43:41 pm
Rebuild being low some people will talk about - it is VERY good. But it's really not unbeatable - if you get a strong engine OR good BM, you can definitely overtake it.

I wonder to what extent this is actually true, and to what extent it's just that people have forgotten how to play Rebuild in the non-mirror.  I feel like I've seen a lot of players who continue to play the "grab as many Duchies as quickly as possible, then Rebuild into Provinces" plan even when their opponent is not going for Rebuild, and that's just terrible.  The whole point of Rebuild is that it quickly cuts down the total number of VP on the board and gives you a lead, so that it becomes impossible for the opponent to catch up.  If you go with the "normal" engine plan of delaying greening so that you can grab multiple green cards per turn later, there's a good chance there won't be enough green cards left for you to grab.  So I think there's a rock-paper-scissors thing going on: Rebuild beats (most) engines, engines beat good big money, good big money beats Rebuild.  Of course some great engines and possibly some power-combo decks will still beat everything, but I think a board where an engine is the optimal plan rather than Rebuild is rare.

Also, I've been wondering if Rebuild could actually be a good addition to some decks that aren't centered on it.  I actually don't think I've ever tried it, because it sounds bad (and I can imagine that it is bad in engines), but maybe the kind of strong BM deck that normally beats Rebuild would be better off picking up a Rebuild of its own?  Non-terminal +2 or 3 VP with some end-game control is not bad in a BM deck.

More generally, I'm also in fact not quite sure whether your statement "The biggest things I want to mention are that my estimation of trashing, generally, has been going up and up and up, and junking going down - it's ignorable reasonably often!" is even logically reasonable. That certainly sounds provocative, but really, isn't junking pretty much contrary to trashing in the very simple sense that if I give you a junk card and you trash it, everything is as it was before - so how can the value of trashing be rising while your estimation of junking drops? Yeah, there are other aspects to consider (like for example what happens when there is only trashing and no junking in the game), but I still see that as a conflict I'd appreciate you to elaborate on.

That's really not accurate though, since most of the trashers that are making it to the top of his list are those which trash more than one card at a time (while most junkers, Mountebank being a notable exception, only hand out one junk card at a time).  So you're not just making up for the junk they gave you, you're making up for it and still improving your deck.  Of course there's also the problem that most heavy trashers (Doctor being an exception) trash from your hand, so you have to consider whether that slows you down more than junking cards to be worthwhile.  Which is why I don't think it works to compare them the way you do; there's too many things to consider when making a general statement like "trashing is better than junking", I think you can really only determine that by experience.
Title: Re: WW's Power Rankings
Post by: WanderingWinder on February 22, 2014, 01:47:06 pm
Witch #23...wow. I feel it is much stronger than that. Even with decent trashing, it slows down your opponent while providing not too little of a benefit to yourself.

More generally, I'm also in fact not quite sure whether your statement "The biggest things I want to mention are that my estimation of trashing, generally, has been going up and up and up, and junking going down - it's ignorable reasonably often!" is even logically reasonable. That certainly sounds provocative, but really, isn't junking pretty much contrary to trashing in the very simple sense that if I give you a junk card and you trash it, everything is as it was before - so how can the value of trashing be rising while your estimation of junking drops? Yeah, there are other aspects to consider (like for example what happens when there is only trashing and no junking in the game), but I still see that as a conflict I'd appreciate you to elaborate on.

I'm sure WW has his own thoughts on this, but I would say trashing is important for more than just countering junking attacks, since you start the game with 10 often junk cards. If there is an engine to be played, trashing is almost ALWAYS very good to have, and sometimes trashing is necessary to make that engine viable. And in an engine where you have decent trashing anyway, you can often just shrug off junking attacks. Of course, this is an oversimplification and depends on how good the engine/trashing/junking all are, but I think it illustrates the point.

You covered the main points.

Junking is of course still quite powerful in general. But let's look at it this way: Trash a card vs throw a junk card. Each make one card difference to the deck, which you might say works out to about a wash (it actually isn't quite the same - trashing is very slightly better GENERALLY, but then you have to match with a totally junk card to trash, which flips it a little bit the other way - but it's fairly close). Of course, curses also have -1 VP. Ok fine. But now you add in that there are a limited number of curses, so that turns off eventually. That's big. That's really big, actually. Finally, you actually have to look at the cards themselves. For example, look at Junk Dealer vs Witch. If Junk vs trash is close to a wash, then you have Peddler vs Draw 2. Peddler is a lot better than draw 2 in general. And in general this follows through - cursing attacks have weaker bonuses in general than the comparative junking attacks. There are exceptions, of course, but this is generally true. Lastly, yes, you have to have things to trash, but A) this usually isn't a problem; b)it's usually not TOO big a problem to not play your trashers; c) it's not too difficult to come up with more trashable cards (any spare buys and coppers).
Title: Re: WW's Power Rankings
Post by: Holger on February 22, 2014, 02:37:40 pm
Rebuild being low some people will talk about - it is VERY good. But it's really not unbeatable - if you get a strong engine OR good BM, you can definitely overtake it.

I wonder to what extent this is actually true, and to what extent it's just that people have forgotten how to play Rebuild in the non-mirror.  I feel like I've seen a lot of players who continue to play the "grab as many Duchies as quickly as possible, then Rebuild into Provinces" plan even when their opponent is not going for Rebuild, and that's just terrible.  The whole point of Rebuild is that it quickly cuts down the total number of VP on the board and gives you a lead, so that it becomes impossible for the opponent to catch up.  If you go with the "normal" engine plan of delaying greening so that you can grab multiple green cards per turn later, there's a good chance there won't be enough green cards left for you to grab.  So I think there's a rock-paper-scissors thing going on: Rebuild beats (most) engines, engines beat good big money, good big money beats Rebuild.  Of course some great engines and possibly some power-combo decks will still beat everything, but I think a board where an engine is the optimal plan rather than Rebuild is rare.

Also, I've been wondering if Rebuild could actually be a good addition to some decks that aren't centered on it.  I actually don't think I've ever tried it, because it sounds bad (and I can imagine that it is bad in engines), but maybe the kind of strong BM deck that normally beats Rebuild would be better off picking up a Rebuild of its own?  Non-terminal +2 or 3 VP with some end-game control is not bad in a BM deck.

I actually doubt that "good" BM can beat Rebuild reasonably often, at least when playing without Colonies and Shelters - AFAIK the only halfway common BM-X strategy that beats pure Rebuild-BM (and is not beaten by Rebuild-X-BM) is Bank-Wharf, unless you count the combos Beggar-Gardens and Feodum-Masterpiece as BM.
(I don't know if there's simulation data on whether Cultist-BM beats Rebuild-BM, but I doubt it.)

Rebuild is a good addition e.g. to Witch-BM, which beats Rebuild-BM, but is beaten by "Witch-into-Rebuild"-BM. (However, this strategy is arguably still "centered" on Rebuild, since you buy more Rebuilds than Witches.)
Title: Re: WW's Power Rankings
Post by: GendoIkari on February 23, 2014, 11:57:14 pm
Is there a board that has Masquerade on it where you wouldn't open Masquerade?
Title: Re: WW's Power Rankings
Post by: Eevee on February 24, 2014, 12:45:28 am
Is there a board that has Masquerade on it where you wouldn't open Masquerade?
Rushes and combos such as ironworks-silk road, native village-bridge, herbalist-philosopher's stone and hermit-market square come to mind as obvious examples.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on February 24, 2014, 11:16:49 am
Is there a board that has Masquerade on it where you wouldn't open Masquerade?
Rushes and combos such as ironworks-silk road, native village-bridge, herbalist-philosopher's stone and hermit-market square come to mind as obvious examples.

I'd open Masquerade on a NV/Bridge board. It seems pretty unlikely that Herbalist/Pstone is strong on a board with Masquerade, I'm not even sure it beats Masq BM. It can probably speed up the Ironworks rushes as well, letting you pile out faster in a nonmirror. And it might help you win the Gardens/Silk Road split if it's a mirror.
Title: Re: WW's Power Rankings
Post by: Awaclus on February 24, 2014, 11:37:04 am
With Workshop rush, you don't want the Masquerade though. But then, on the other hand, a Workshop rush might have a hard time being fast enough against a Masquerade deck.
Title: Re: WW's Power Rankings
Post by: Holger on February 24, 2014, 12:35:36 pm
Is there a board that has Masquerade on it where you wouldn't open Masquerade?
E.g. a board where Rebuild is dominant (i.e. no strong engine potential) ;). And any 5-2 start with a very strong $5 card, of course.
I think I'd also prefer Chapel and Ambassador over Masquerade on most boards...
Title: Re: WW's Power Rankings
Post by: LastFootnote on February 24, 2014, 12:47:22 pm
I think I'd also prefer Chapel and Ambassador over Masquerade on most boards...

Do you mean you'd rather that one of those cards be in the Supply instead of Masquerade, or that you'd rather buy one of them than Masquerade if both are out? 'Cause I gotta tell you, if you play a Chapel deck against Masquerade, you should be prepared to pass a lot of nice cards to your opponent.
Title: Re: WW's Power Rankings
Post by: AdamH on February 24, 2014, 03:11:02 pm
Is there a board that has Masquerade on it where you wouldn't open Masquerade?

Yes (http://www.youtube.com/watch?v=cuK15wXV6vo)

...now several people who are better at Dominion than I am will tell me that I played that incorrectly.
Title: Re: WW's Power Rankings
Post by: SirPeebles on February 24, 2014, 04:21:29 pm
Is there a board that has Masquerade on it where you wouldn't open Masquerade?

When Masquerade is on the board, I always pass.
Title: Re: WW's Power Rankings
Post by: Holger on February 24, 2014, 04:47:58 pm
I think I'd also prefer Chapel and Ambassador over Masquerade on most boards...

Do you mean you'd rather that one of those cards be in the Supply instead of Masquerade, or that you'd rather buy one of them than Masquerade if both are out? 'Cause I gotta tell you, if you play a Chapel deck against Masquerade, you should be prepared to pass a lot of nice cards to your opponent.

I meant the second, but I suppose you're right that it's not such a good idea. I forgot that the card-passing does matter sometimes...
Title: Re: WW's Power Rankings
Post by: silverspawn on February 24, 2014, 07:01:15 pm
if there's beggar and gardens and nothing equally strong, there's no poing going masquerade at all. it draws 2 cards - so what, beggar gets you 3 coppers in hand. it can trash a copper - but you don't want to trash coppers. it can trash estates - that might be good very early, but it's not worth much. it passes a card - no big deal, your opponent is very likely to have a bad card in his hand

beggar/beggar will be much better.

i'm pretty sure that for every card there exists a board on which you wouldn't buy that card, including treasure and victory cards
Title: Re: WW's Power Rankings
Post by: Awaclus on February 24, 2014, 07:18:13 pm
i'm pretty sure that for every card there exists a board on which you wouldn't buy that card, including treasure and victory cards
That's every board, if you're trying to play on Goko right now!
Title: Re: WW's Power Rankings
Post by: WanderingWinder on February 25, 2014, 04:55:23 pm
Rebuild being low some people will talk about - it is VERY good. But it's really not unbeatable - if you get a strong engine OR good BM, you can definitely overtake it.

I wonder to what extent this is actually true, and to what extent it's just that people have forgotten how to play Rebuild in the non-mirror.  I feel like I've seen a lot of players who continue to play the "grab as many Duchies as quickly as possible, then Rebuild into Provinces" plan even when their opponent is not going for Rebuild, and that's just terrible.  The whole point of Rebuild is that it quickly cuts down the total number of VP on the board and gives you a lead, so that it becomes impossible for the opponent to catch up.  If you go with the "normal" engine plan of delaying greening so that you can grab multiple green cards per turn later, there's a good chance there won't be enough green cards left for you to grab.  So I think there's a rock-paper-scissors thing going on: Rebuild beats (most) engines, engines beat good big money, good big money beats Rebuild.  Of course some great engines and possibly some power-combo decks will still beat everything, but I think a board where an engine is the optimal plan rather than Rebuild is rare.

Also, I've been wondering if Rebuild could actually be a good addition to some decks that aren't centered on it.  I actually don't think I've ever tried it, because it sounds bad (and I can imagine that it is bad in engines), but maybe the kind of strong BM deck that normally beats Rebuild would be better off picking up a Rebuild of its own?  Non-terminal +2 or 3 VP with some end-game control is not bad in a BM deck.

I actually doubt that "good" BM can beat Rebuild reasonably often, at least when playing without Colonies and Shelters - AFAIK the only halfway common BM-X strategy that beats pure Rebuild-BM (and is not beaten by Rebuild-X-BM) is Bank-Wharf, unless you count the combos Beggar-Gardens and Feodum-Masterpiece as BM.
(I don't know if there's simulation data on whether Cultist-BM beats Rebuild-BM, but I doubt it.)

Rebuild is a good addition e.g. to Witch-BM, which beats Rebuild-BM, but is beaten by "Witch-into-Rebuild"-BM. (However, this strategy is arguably still "centered" on Rebuild, since you buy more Rebuilds than Witches.)
Rebuild+X+BM being better than X+BM doesn't count, in my mind, as a win for Rebuild, per se. I'm looking at the "either-or" question (plus some allowances for three-piling). So if Rebuild+Witch>Rebuild>Witch, this shows Rebuild on top, but if Smithy+Rebuild>Smithy>Rebuild, that's a win for smithy (not that I'm actually claiming that that one is true - but I don't think it's as lopsided as you might think).

I'm also not sure how you're coming up with what "beats" what here - I am going off experience-driven-intuitions. I assume that Cultist-BM should win against rebuild, Wharf-FG certainly ought to, and even something as simple as Courtyard/Vault/Embassy/Jack are competitive, to the extent that they don't need much help to overcome (and whilst things can help rebuild, they tend to help these things more). FG with basically any +buy/gain card (eh, maybe not altar) probably gets there. Venture, Masterpiece, and especially Counterfeit are really going to help a lot of these strategies. And yes, you are often going to take Rebuilds as well, but you'll play it significantly differently than a straight Rebuild-BM.

It's also worth noting that you're only playing without colonies and without shelters in about 2/3 of your Rebuild games, assuming the full-random propotional-distribution of rules that I stipulate in the OP.





As for the Cartographer, Quarry, vs mediocre cursing discussion, I recently played this game I find pretty instructive:
http://dom.retrobox.eu/?/20140220/log.514b5511e4b0b79c883b5e3b.1392934573756.txt
Title: Re: WW's Power Rankings
Post by: Polk5440 on February 25, 2014, 06:19:29 pm
Rebuild+X+BM being better than X+BM doesn't count, in my mind, as a win for Rebuild, per se. I'm looking at the "either-or" question (plus some allowances for three-piling). So if Rebuild+Witch>Rebuild>Witch, this shows Rebuild on top, but if Smithy+Rebuild>Smithy>Rebuild, that's a win for smithy (not that I'm actually claiming that that one is true - but I don't think it's as lopsided as you might think).

I'm also not sure how you're coming up with what "beats" what here - I am going off experience-driven-intuitions. I assume that Cultist-BM should win against rebuild, Wharf-FG certainly ought to, and even something as simple as Courtyard/Vault/Embassy/Jack are competitive, to the extent that they don't need much help to overcome (and whilst things can help rebuild, they tend to help these things more). FG with basically any +buy/gain card (eh, maybe not altar) probably gets there. Venture, Masterpiece, and especially Counterfeit are really going to help a lot of these strategies. And yes, you are often going to take Rebuilds as well, but you'll play it significantly differently than a straight Rebuild-BM.

It's also worth noting that you're only playing without colonies and without shelters in about 2/3 of your Rebuild games, assuming the full-random propotional-distribution of rules that I stipulate in the OP.

So, based on this Dominate Sim (http://www.andrewiannaccone.com/static/dominiate/play.html#Rebuild/DoubleWitch), DoubleWitch > Rebuild (about 60-40). So I would think Cultist > Rebuild, too.
Title: Re: WW's Power Rankings
Post by: Holger on February 26, 2014, 11:18:58 am
Rebuild being low some people will talk about - it is VERY good. But it's really not unbeatable - if you get a strong engine OR good BM, you can definitely overtake it.

I wonder to what extent this is actually true, and to what extent it's just that people have forgotten how to play Rebuild in the non-mirror.  I feel like I've seen a lot of players who continue to play the "grab as many Duchies as quickly as possible, then Rebuild into Provinces" plan even when their opponent is not going for Rebuild, and that's just terrible.  The whole point of Rebuild is that it quickly cuts down the total number of VP on the board and gives you a lead, so that it becomes impossible for the opponent to catch up.  If you go with the "normal" engine plan of delaying greening so that you can grab multiple green cards per turn later, there's a good chance there won't be enough green cards left for you to grab.  So I think there's a rock-paper-scissors thing going on: Rebuild beats (most) engines, engines beat good big money, good big money beats Rebuild.  Of course some great engines and possibly some power-combo decks will still beat everything, but I think a board where an engine is the optimal plan rather than Rebuild is rare.

Also, I've been wondering if Rebuild could actually be a good addition to some decks that aren't centered on it.  I actually don't think I've ever tried it, because it sounds bad (and I can imagine that it is bad in engines), but maybe the kind of strong BM deck that normally beats Rebuild would be better off picking up a Rebuild of its own?  Non-terminal +2 or 3 VP with some end-game control is not bad in a BM deck.

I actually doubt that "good" BM can beat Rebuild reasonably often, at least when playing without Colonies and Shelters - AFAIK the only halfway common BM-X strategy that beats pure Rebuild-BM (and is not beaten by Rebuild-X-BM) is Bank-Wharf, unless you count the combos Beggar-Gardens and Feodum-Masterpiece as BM.
(I don't know if there's simulation data on whether Cultist-BM beats Rebuild-BM, but I doubt it.)

Rebuild is a good addition e.g. to Witch-BM, which beats Rebuild-BM, but is beaten by "Witch-into-Rebuild"-BM. (However, this strategy is arguably still "centered" on Rebuild, since you buy more Rebuilds than Witches.)
Rebuild+X+BM being better than X+BM doesn't count, in my mind, as a win for Rebuild, per se. I'm looking at the "either-or" question (plus some allowances for three-piling). So if Rebuild+Witch>Rebuild>Witch, this shows Rebuild on top, but if Smithy+Rebuild>Smithy>Rebuild, that's a win for smithy (not that I'm actually claiming that that one is true - but I don't think it's as lopsided as you might think).
I would call this a "win" for both cards in both cases - i.e. I wouldn't put one card above the other if both are an integral part of the optimal strategy. (FWIW, Rebuild wins against Smithy in 75% of Province-Estate games, according to Dominiate.)

I'm also not sure how you're coming up with what "beats" what here - I am going off experience-driven-intuitions. I assume that Cultist-BM should win against rebuild, Wharf-FG certainly ought to, and even something as simple as Courtyard/Vault/Embassy/Jack are competitive, to the extent that they don't need much help to overcome (and whilst things can help rebuild, they tend to help these things more). FG with basically any +buy/gain card (eh, maybe not altar) probably gets there. Venture, Masterpiece, and especially Counterfeit are really going to help a lot of these strategies. And yes, you are often going to take Rebuilds as well, but you'll play it significantly differently than a straight Rebuild-BM.

It's also worth noting that you're only playing without colonies and without shelters in about 2/3 of your Rebuild games, assuming the full-random propotional-distribution of rules that I stipulate in the OP.

My comment was based on my own (limited) experience and the simulation results from Dominiate (http://gokologs.drunkensailor.org/static/dominiate/play.html). It hasn't implemented Cultist or Fool's Gold, unfortunately, but my experience implies at best a tie between Cultist and Rebuild. Wharf-Fool's Gold might indeed win against Rebuild, I haven't played such a board yet. But Rebuild beats e.g. Courtyard-BM or DoubleJack in two out of three games on Province-Estate boards according to Dominiate, I wouldn't call that competitive for the latter. And unlike all the other cards you mention (except Fool's Gold), Rebuild is nonterminal, so almost every cheap terminal action (that doesn't draw cards) helps Rebuild, but not the other cards (unless you go for an engine). Even Chancellor is a good support card for Rebuild-BM...

Of course Shelters and Colonies weaken Rebuild; but I think Rebuild is still dominant in most Shelter games. I have no experience on Rebuild+Colony, so I can't comment there.
Title: Re: WW's Power Rankings
Post by: Holger on February 26, 2014, 11:27:45 am
So, based on this Dominate Sim (http://www.andrewiannaccone.com/static/dominiate/play.html#Rebuild/DoubleWitch), DoubleWitch > Rebuild (about 60-40). So I would think Cultist > Rebuild, too.

I don't think this follows. AFAIK, DoubleWitch beats Cultist as well. And the -10VP due to Curses are huge in low-scoring Rebuild games. With no other terminals, Rebuild can also play a Shelter every turn, so e.g. Ruined Mine is almost as good as Copper.
But it would be interesting to have simulation results on this question...
Title: Re: WW's Power Rankings
Post by: SCSN on February 26, 2014, 02:45:28 pm
I don't recall the exact numbers because it's months ago that I did the simulations, but Rebuild beats Cultist-BM and in general Shelters have a slight but practically negligible impact on Rebuild's viability: the effect is so small that you're unlikely to ever encounter a kingdom in which it matters, and if you do, you won't be able to notice it (unless perhaps the opposing strategy is known to be close in the first place and itself benefits significantly from the presence of Shelters).

Contrary to common belief, Rebuild is still very strong (but indeed a bit weaker) in Colony games: you can end the game on Provinces just the same, so a competing engine doesn't just need to be powerful, it also needs to be fast. The only thing about Colonies is that the Rebuild player won't be able to get half of the VP as easily, so that an engine that can grab enough Colonies before the Rebuild player can end it is now competitive, but, say, a Goon's engine that's slightly too slow in a Province game will be too slow to the exact same extent if Colonies are on board.

And Rebuild-Jack > Rebuild > Jack is certainly a win for Rebuild; that Rebuild-Jack beats Rebuild has nothing to do with the power of Jack over Rebuild, but rather with the power of Jack over Silver.

As for Rebuild vs. Witch: yes, Witch-BM beats pure Rebuild (though not by 60-40), but in practice you'll be playing pure Rebuild only rarely, as there's usually a card that supplants it, and adding either a Jack, Horse Traders, Monument, Tournament, Rogue or Graverobber to a Rebuild strategy beats Witch for sure, and probably also Swindler, Scavenger, Scheme, Warehouse, Baron, Navigator and maybe even Chancellor and Oasis. Because these cards don't help the Witch player to the same extent, Witch can still be safely ignored on many/most Rebuild boards (unless Witch into Rebuild beats those strategies, which is something I haven't checked but is certainly possible).
Title: Re: WW's Power Rankings
Post by: Polk5440 on February 26, 2014, 06:44:31 pm
As for Rebuild vs. Witch: yes, Witch-BM beats pure Rebuild (though not by 60-40)

In the sim I linked to it was about 60-40. That is what I was referring to.
Title: Re: WW's Power Rankings
Post by: SCSN on February 26, 2014, 06:50:28 pm
That has to be a sample-size issue.
Title: Re: WW's Power Rankings
Post by: flies on March 01, 2014, 09:56:15 pm
That has to be a sample-size issue.
(http://www.agencynewbusiness.com/wp-content/uploads/2013/05/Oh_No_You_Didn__t-300x277.jpg)
Title: Re: WW's Power Rankings
Post by: funkdoc on July 06, 2015, 02:33:05 am
apologies if posting in a thread this old isn't kosher around here, but i was wondering some things!

so this thread has been an awesome resource for me as i've been learning the game, but there are some rankings here (from the 3rd list) that puzzle me.  off the top of my head:

- monument THAT high???  that has not exactly been a power card in the games i've played so far, though admittedly this isn't the greatest sample size.  it just seems like all too often you don't have a lot of terminal space for your engine and this doesn't offer enough for a non-drawing one, or it's stuck in a platinum/colony game.

- vagrant as high as it is also surprises me.  i get how often it can be a $2 lab in the endgame, but so often it seems worse than pearl diver before that phase.

- another huge "why so high?" for me is squire.  i read the big argument in this thread over that one, and at this stage as a player i don't get any argument for having it above hamlet at all.

- one last high ranking i don't get for now is baker.  from what i can tell, this seems to be a not unpopular opinion - mic qsenoch sure likes to rag on that card during his streams!  "peddler with money smoothing/storing and without the crazy trash-for-benefit potential" seems more on par with market, as far as $5s go.

- finally, one card lower than i expected was haggler.  i understand the issues if you just want lots of $3 & $4 engine pieces with no standout $5s or acceptable $2s, but so often it gets you sweet deals at any price point you want to hit.  just don't see how this would be barely in the top half of cards.
Title: Re: WW's Power Rankings
Post by: LastFootnote on July 06, 2015, 02:39:11 am
- monument THAT high???  that has not exactly been a power card in the games i've played so far, though admittedly this isn't the greatest sample size.  it just seems like all too often you don't have a lot of terminal space for your engine and this doesn't offer enough for a non-drawing one, or it's stuck in a platinum/colony game.

Think of Monument as "+$2; gain a Great Hall". For $4.
Title: Re: WW's Power Rankings
Post by: SCSN on July 06, 2015, 04:06:42 am
apologies if posting in a thread this old isn't kosher around here, but i was wondering some things!

No worries. I know some fora have retarded policies about not bumping >1yo threads but that's completely nonsensical. Great books retain their value for literally millenia, yet wanting to continue a cool thread that is just a few years old is somehow the end of the world lol.

Quote
so this thread has been an awesome resource for me as i've been learning the game, but there are some rankings here (from the 3rd list) that puzzle me.  off the top of my head:

[...]

I agree with all your points, except that you seem to be slightly underrating Monument, though not to the extend that this list overrates it. Hamlet > Squire, Market > Baker and Haggler way too low are especially clear to me.

There's a ton of other stuff I disagree with, but I feel especially sad about Urchin sitting there at 82, below powerhouses like Moat, Vagrant, Crossroads, Pillage and Native Village.
Title: Re: WW's Power Rankings
Post by: pubby on July 06, 2015, 04:12:59 am
All of those cards are extremely splashable and can fit into most deck types. If you check individual player stats (http://www.2pih.com/cardAnalyzer.php), you'll notice that the gain % of these cards is quite high among the top players. They're not on the list because there's one or two super powerful combos with them, but rather because they offer a consistent level of goodness in every kingdom they're in.

Monument: Good in money, great in engine. Decent in slogs.
Squire: Unlike Hamlet, Squire is actually good in money and slog games.
Baker: Dominates Market in money games.

Quote
Think of Monument as "+$2; gain a Great Hall". For $4.
It's like a workshop that gains estates to your island mat while putting silver into your hand but you have to return the silver to the supply when playing it.
Title: Re: WW's Power Rankings
Post by: SCSN on July 06, 2015, 04:27:57 am
Quote
Think of Monument as "+$2; gain a Great Hall". For $4.
It's like a workshop that gains estates to your island mat while putting silver into your hand but you have to return the silver to the supply when playing it.

From this very same thread, as relevant as it was 2 years ago:

I like to think of Monument as a $4 terminal action that gives $2 and +1 VP token. It really helps me wrap my head around what the card does.
Title: Re: WW's Power Rankings
Post by: Awaclus on July 06, 2015, 05:40:01 am
- monument THAT high???  that has not exactly been a power card in the games i've played so far, though admittedly this isn't the greatest sample size.  it just seems like all too often you don't have a lot of terminal space for your engine and this doesn't offer enough for a non-drawing one, or it's stuck in a platinum/colony game.

- vagrant as high as it is also surprises me.  i get how often it can be a $2 lab in the endgame, but so often it seems worse than pearl diver before that phase.

- another huge "why so high?" for me is squire.  i read the big argument in this thread over that one, and at this stage as a player i don't get any argument for having it above hamlet at all.

- one last high ranking i don't get for now is baker.  from what i can tell, this seems to be a not unpopular opinion - mic qsenoch sure likes to rag on that card during his streams!  "peddler with money smoothing/storing and without the crazy trash-for-benefit potential" seems more on par with market, as far as $5s go.

It's worth noting that these rankings are pretty old, and many of those cards were pretty new at the time. And overrating Monument used to be a pretty common thing a while ago, for some reason (I overrated it too) — it is amazing when you actually buy it, but you don't really do that very often in the end.
Title: Re: WW's Power Rankings
Post by: werothegreat on July 06, 2015, 09:59:48 am
Opening Monument is great when there's a good non-terminal (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
Title: Re: WW's Power Rankings
Post by: funkdoc on July 07, 2015, 08:58:31 pm
wow, thanks for the thoughtful replies everyone! 

HOW THE HECK DID I FORGET URCHIN???  think it was late at night when i made that post but still.  i think i've had maybe 1 or 2 games so far where you could safely ignore that card.  definitely makes an impact much more often than, say, forge or altar...and it's not like those are chopped liver obv.  urchin *has* to be top 50 at least.  BTW, is it just me or are $3 cards the most OP group relative to their cost?

pillage & native village were also ones i wanted to ask about.  i just figured i was really bad with native village and i almost certainly am, but it's just never screamed "top 50" to me.  there are a good number of topdeck-sorting cards, yes, but you don't always want those (helloooooooo, spy!).  and without that, i'm always scared to buy them at all.  storing away the one mountebank in your deck: not good times.

pillage...i dunno, it just seems like the attack is most likely to mean something at the beginning or end of the game.  getting pillage as your first $5 just feels like you're giving up way too much most of the time, and at the end with a deck full of green...takes a while to get the pillage in your hand, and you have a good chance of wasting it on a junk hand.  taking away the gold your opponent needed for the last province is sweet, but i'd rather just pick up a duchy at that point.

thank you again!
Title: Re: WW's Power Rankings
Post by: bedlam on July 09, 2015, 10:57:22 am

I'd open Masquerade on a NV/Bridge board. It seems pretty unlikely that Herbalist/Pstone is strong on a board with Masquerade, I'm not even sure it beats Masq BM. It can probably speed up the Ironworks rushes as well, letting you pile out faster in a nonmirror. And it might help you win the Gardens/Silk Road split if it's a mirror.

200 years from now, when the interwebs are being excavated and the dust is swept off of this sentence, the archaeologists will find it untranslatable.
Title: Re: WW's Power Rankings
Post by: Mic Qsenoch on July 09, 2015, 11:01:17 am

I'd open Masquerade on a NV/Bridge board. It seems pretty unlikely that Herbalist/Pstone is strong on a board with Masquerade, I'm not even sure it beats Masq BM. It can probably speed up the Ironworks rushes as well, letting you pile out faster in a nonmirror. And it might help you win the Gardens/Silk Road split if it's a mirror.

200 years from now, when the interwebs are being excavated and the dust is swept off of this sentence, the archaeologists will find it untranslatable.

Not if my brain in a vat is there to explain it to them!