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Messages - ehunt

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Dominion General Discussion / cauldron is kind of funny
« on: July 25, 2022, 03:37:01 pm »
my early reaction was that it was pretty weak, but have noticed if you pick up a couple in the mid-game, it becomes easy to give out several curses per turn in a way that may overwhelm a deck with only light trashing. Reminiscent of Coven or a certain trick of picking up Young Witch late after both players have skipped it.

Dominion General Discussion / why isn't Weaver a "choose one" card?
« on: July 02, 2022, 02:10:28 pm »
(This matters for the interaction with Elder -- arguably it shouldn't, given the text of elder just says "choose one" after the "e.g.", but in practice you can't Elder a Weaver on shuffleit)

Dominion General Discussion / lurker + knights is confusing huh
« on: June 28, 2022, 08:56:54 pm »
i just got 4 golds from trashing sir vander in the same game

Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 12, 2022, 02:00:31 pm »
Am I right that Collection + Stampede is only a starve-to-death if they split 5-5?

agree, i guess one point for silver is that it's a hair better as an opener if there is a 5 that must be grabbed before the second shuffle.

I'm wondering why Dark Ages needs a second edition. That feels like a solid set with almost no duds. I'm struggling to think of a single card in the set that feels like it needs replacing actually, despite it being a very large set.
I agree that the set is very solid but there are two outliers: Rebuild and Cultist are ridiculously overpowered.

Urchin is also OP - a very stupid and unfun card, if you ask me. And does anyone actually like the Knights?

knights are great!

re: cornucopia i think tournament could use a nerfing

Dominion General Discussion / barbarian continues to savage
« on: May 09, 2022, 07:25:58 pm »
i lost two imps and an overlord to a barbarian, each turning into a taunting curse. that card is pretty strong.

General Discussion / Re: Maths thread.
« on: April 25, 2022, 03:10:58 pm »
I came up with a proof that 5 is a prime number.

5x5 = 25 = 4! +1, so 5 is not divisible by 2, 3, or 4.

Using the same type of process, I have proved that 3 is prime.

3x3 = 9 = 2^3 + 1, so 3 is not divisible by 2.
Now I am left wondering for which primes p the equation

p^k = n x (p-1)! + 1

has an integer solution (k,n).

This is true for all p. More generally, given any coprime integers a and b (in your case p and (p-1)! respectively), there is an integer solution (k, n) to the equation

a^k = nb + 1

The proof is not so long with the language of groups/rings. The co-prime assumption means that a is a unit in the ring Z/bZ. Since this ring is finite, so is its group of units, so a has some finite order k, which exactly means that a^k - 1 is divisible by b.

This can be translated into an elementary proof with a little work if you haven't seen groups/rings before -- let me know!

Dominion General Discussion / rank the split piles from allies!
« on: April 25, 2022, 01:41:13 am »
Alphabetically: Augurs, Clashes, Forts, Odysseys, Townsfolk, Wizards

I'll start!

6. Townsfolk

These are all fine cards that don't hurt most decks, but the only great one in the bunch is Miller. The Elder combo with the other Townsfolk is fine, but it's harder to set up and not notably better than, say, activated Conspirators. You will find yourself playing Town Crier and Blacksmith for +1 Card +1 Action quite a lot even in a deck with Elders, when you don't draw the Elders at the right time. Often not worth the opportunity cost of getting it set up.

5. Wizards

This is the hardest pile to rank, since Student is situationally a fantastic trasher: the right Ally makes the Favor amazing, and it also depends on the kingdom how long you are willing to have low-quality hands and keep trashing coppers. Conjurer is a bit of a disappointment -- leaping back to your next hand is only good if you have the terminal space for it -- and Sorcerer's failure to stack is rough for a curser that's already tricky to obtain in a timely fashion, on a board where there's always good trashing. Lich is also quite situational, but usually on the weak side-- it can be strong with trash-for-benefit, but its on-play "reverse Tactician" cost is enormous, and the lack of +Buy makes the penalty extra terrifying. Even with trash-for-benefit, tossing your Lich often forces you to gain unwanted garbage.

4. Forts

The problem with this pile is that Tent is a rather clunky card -- good at making you rich when you open it, but gets in the way, and if you get to play it twice on the second shuffle, your other opening had better be non-terminal. Meanwhile, as soon as you expose Garrison, your opponent can get one without a Tent in the way.
Garrison is the stand-out, great for setting up mega-turns, although you need extra actions to play Garrison and then gain more than one or two cards. Hill Fort is great when there are 4s you want (e.g. the ones providing those missing actions), and Stronghold is fine, probably a little worse than Nobles.

3. Clashes

There's enough attacks in this pile that Battle Plan is a semi-lab even without others on the board. Since Warlord is coming, it still can be risky to grab more than two. The ability to rotate any pile in the game is funny, but in practice doesn't do so much. Archer is good, but the attack doesn't stack. Warlord is semi-obnoxious but easy to plan around; the +1 Action and +2 Cards next turn makes it worth picking up at its price point regardless. Territory is OK, but you don't usually have to think about it too much. It's roughly a duchy alternative, better if there are alt VP cards, wild if there are castles. The gold gain is nice but usually happens quite late.

2. Odysseys

My favorite of these piles. Old Map is a good opener as you'll usually have an Estate to discard, but is much worse than a lab by the mid-game. Voyage turns are stackable, but it's hard to do much; better if there's trashing or cursing or other needs. Sunken Treasure is a standout. Distant Shore is better than Nobles, but not by a lot, and you do need to plan around those extra estates.

1. Augurs

Herb Gatherer is a good opener and becomes fabulous as soon as you have a Gold. The Chancellor effect is weak by itself but quite strong when you are rushing to cycle the augurs.
Acolyte is the weakest card in the pile, although you're happy when you draw her with an estate, and she literally turns herself into a better augur for you (something transmute has never done).
Sibyl is perhaps the strongest lab variant in the game, and the combo with Sorceress is straightforward. Even if you have to flat guess on Sorceress, with decent deck-tracking you're right roughly half the time

Dominion General Discussion / wall is usually fun
« on: April 13, 2022, 05:46:20 pm »
wall is frustrating when it causes certain alt-vp strategies to be unplayable, but other than that, it's a nice little constraint to play around. Buy trashers! They're also good for other reasons.

Dominion General Discussion / Re: Is Rebuild ever fun?
« on: April 12, 2022, 08:19:23 pm »
No; it earned its place on the banlist next to Wall and Annex as decidedly unfun cards.

I like Wall, I'm surprised how often I see it on ban lists.

Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: April 06, 2022, 07:20:54 pm »
my first impression is that swap is a super controversial card

Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: April 03, 2022, 10:08:58 am »
Regrets I already have:

Herb Gatherer is stronger than it seemed a week ago, which makes the Augurs pile worth breaking into.
Barbarian is more than Swindler+. You probably lose if your opponent is playing one every turn and you aren't.+

Royal Galley -- yeah, the naysayers are right.

Dominion General Discussion / Island Folk
« on: March 30, 2022, 02:09:17 pm »
Just played an interesting board -- the particular card setup is once-in-a-lifetime but the motif seems quite likely to repeat with Island Folk, so asking the question in some detail.

Card Shaped Objects
Island Folk
Moat, Ratcatcher, Fishing Village, Underling, Engineer, Conclave, Bridge Troll, Library

I'm sorry that I only remember these 8 kingdom cards; let's pretend we have Cache and Harvest rounding it out.

What do you open here and why?

My own thinking: The goal is to play a whole bunch of Bridge Trolls before the opponnet does. Fishing Villages and Conclaves are key to this, and extra turns from Underling also, so prob. want an Engineer. Now do we want the (very slow) trashing of Ratcatcher on the first shuffle, or to be the one getting extra turns first? I went with trashing, not sure if this was right.

General Discussion / Re: Dominion Cards that put songs in your mind
« on: March 29, 2022, 05:03:52 pm »
Hunter -- "hoooowww scandinavian of me"


Lord Rattington trashed a Province. They didn't win.

i empathize because i also destroy the things i love to spite my enemies

Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: March 22, 2022, 01:43:50 am »
I gave two cards a 10
It's already clear that i undervalued Specialist .
The funniest card to rank was Gang of Pickpockets, which I gave a 0/10.

Dominion General Discussion / merchant camp
« on: March 21, 2022, 12:36:25 pm »
attn: between the name and the art you would think there was +buy but there isn't

Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: March 21, 2022, 11:19:47 am »
Was fun to fill this out. Big spoiler that I suspect will be consensus. I was struck by the lack of power cards in the expansion. There's a lot of cards that are quite situational, although the built-in combos mean that you will wind up going for them more if you play with more cards from this expansion.

Split 5/2 on a board with Doctor, Importer, and City-State. Trashed all estates and a copper on turn one.

Dominion Online at Shuffle iT / features
« on: February 04, 2022, 12:28:35 pm »
Does anyone know if Shuffle It will be implementing the new expansion? What about Stash?

only one 4-cost on the board
t plays a Swindler.
t gets +$2.
e trashes a Silk Merchant.
e gets +1 Villager.
e gets +1 Coffers.
e gains a Silk Merchant.
e gets +1 Villager.
e gets +1 Coffers.

Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: December 03, 2021, 02:09:05 pm »
Turn 1 - ehunt
e plays a Necropolis using Way of the Otter.
e draws 2 Coppers.
e plays 6 Coppers. (+$6)
e buys and gains a Gold.
e shuffles their deck.
e draws 2 Coppers, a Hovel, a Necropolis and an Overgrown Estate.

tbh gold wasn't a great open on this board but had to do it for the novelty of it. There was also Mint, so i could've started turn two with exactly mint, copper, and the three shelters, but novelty only gets you so far.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: November 24, 2021, 08:08:14 pm »
no memory of this, but found this draft text document while cleaning up my desktop. anyway, sorry, opponent, that you had that bad hand and that i appeared very rude in the chat due to an error!!

my dominion adversary typed "my hand sux" and he indeed had a truly awful hand (four coppers and a horn of plenty)
so i typed "brutal" but forgot to hit enter
then i facecrushed him and at the end he typed gg and i typed gg and mashed enter
such that he saw brutalgg after the face crush

while we're discussing 2010, does anyone remember that guy that would post every game he lost due to bad luck in the game reports section, but only because he was searching for validation that it was just bad luck, and he would argue a lot if you argued contrariwise? because we are all that guy, we just hide it in different ways.

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