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Messages - markusin

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1
General Discussion / Re: Random Stuff Part IV
« on: April 20, 2018, 05:08:31 pm »
My problem with estimating centimeters is that because I'm in the United States, the only time I use centimeters is in science, and in those cases the actual values they quantify don't really matter, and I end up thinking of centimeters as short inches.  However, I've noticed that in my mind I sometimes think of it being about 1.5 centimeters to an inch, not 2.5 centimeters to an inch...

Wait... WAIT. I know the US uses a lot of Imperial units, but do you seriously like not even use cm and m on a daily basis? Like, do schoolkids not have standard 15cm/30cm rulers? Do people not know doorframes are about 2m high? Is it not common knowledge that 1 mile is 1 kilometer, 609 metres, 34 centimetres and 4 milimetres? Okay that last one is maybe not common here either but still, this blows my mind that you guys are using feet and inches for... most things?

I remember those 15/30cm rulers having the other side be in 6/12 inches, and so 30cm is approximately a foot. That's like the main instance of me being able to understand imperial. After that you have one yard equal to three feet, and then the conversions stop being easy.

2
Dominion General Discussion / Re: Would you trash an estate worth 2VP?
« on: April 20, 2018, 03:43:23 pm »
So a long time ago I made a thread about a variant where you could simply choose to add some Provinces to your deck before the start of the game. WW ran some sims and found that each Province you add increases your chances of wining; at least for BM games. Simulators aren't going to help as much with comparing to an engine.

http://forum.dominionstrategy.com/index.php?topic=1384.0

It seems that discussion assumed the extra provinces were taken from the supply. Is that correct? Do these conclusions still hold if you still have 8 Provinces available in the supply regardless of how many Provinces you start with?

3
I like lyles way better because you can just get a gold with cg and 3 coppers then donate trash everything except gold then use gold to get silver and then just go from there.

That's really slow. You want to keep at least 5 Coppers around on your first Donate, and you generally want that Donate to happen on turn 1.


I like to do donate at about turn 5 and trash every copper and every estate. My dad did the strategy that you said and I won badly because he had coppers cluttering up his deck.

It's good to get rid of your Estates as soon as possible because getting rid of an Estate is ridiculously good for your economy. It's not good to get rid of your Coppers as soon as possible because Coppers are also good for your economy, combined with draw. That's why it's better to Donate t1 to trash the Estates, and get rid of the Coppers little by little throughout the game using a different trasher, or buy another Donate later on in the game, or just build enough draw to draw all the Coppers in some rare cases.

Cursed Gold might change the intuition here, but yeah you can Donate Turn 1 and keep 5 Coppers, then buy something costing $5 on turn 3. You should look for a trasher or a second Donate soon after as Awaclus said.

The Cursed Gold + Donate opening I envision would be spending Cursed Gold to Donate Turn 1, but keep the Cursed Gold and some Coppers to buy a remodeler like Upgrade or Remake Turn 2. This lets you turn the Cursed Gold into a $5 cost card, except now you have a Remodeler to go along with it that will let you trash the remaining cards Donate didn't trash.

4
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: April 19, 2018, 09:21:55 pm »
An edited version of this article is now on the Dominion Strategy blog: https://dominionstrategy.com/2018/04/19/duration-draw/

Thank you everyone for your constructive feedback!

5
Game Reports / Re: Dear My Opponent: I am Sorry
« on: April 18, 2018, 09:24:32 am »
[Turn 15]
f plays a Rogue a third time.
n reveals a Copper and a Disciple.
n trashes a Disciple.
n gets 1 VP from Tomb.
n discards a Copper.

[Turn 17]
f plays a Rogue.
f gets +1 Buy (from Teacher)
n shuffles their deck.
n reveals a Peasant and a Teacher.
n trashes a Teacher.
n gets 1 VP from Tomb.
n discards a Peasant.

At least they got the Tomb points.


That reminds me when my mom would not exchange her disciples for teachers. I thought she was crazy. She also lost very badly because of it. It also drove me nuts because I couldn't exchange my fugitives for disciples.

Disciple is pretty often stronger than Teacher and it's not at all unusual in high level games to go for Disciple and not get any Teachers.

Especially if they are preventing you from getting Disciples of your own as you describe.

6
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: April 09, 2018, 11:19:33 pm »
So yeah, what this article definitely needs is a "reality check" section that goes over the broader implications of what I make out as a narrow situation in the article. I still have to think about it more though.

7
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: April 09, 2018, 01:34:58 pm »
I read this article a while back, and my main response was, "What's so special about 100% reliability?"  I mean, reliability is great and all, and having more duration draw and fewer stop cards will certainly get you reliability.  But the difference between 70% and 90% reliability is more important than the difference between 90% and 100%.  If kicking off wins you games, then an increase of 20% will win you twice as many games as an increase in 10%.

The situation where stop card capacity seems most important is when your draw is based mostly on cantrips.  Say I have 10 peddlers and 4 stop cards, my reliability is 100%.  But if I add a single stop card, suddenly my reliability is 33%.

Yeah in practice what you care about is raw reliability increases. However, the math gets complicated when you want to compute exactly how much your chance of kicking off increases or decreases based on your actions.

I wanted to focus on the most basic case of reliability drops, which would be when your chance of a "dud", or failure to draw deck, first goes above 0%. From there, you can go further and figure out more reliability comparisons, but that's a huge topic.

I also wanted to call attention to cases where you have nothing to fear by adding more stop cards because your chance of dudding after adding them is still 0%. This is especially interesting in Wharf games where this means you can go straight for Provinces or more treasure instead of losing time to increase your draw. Basically, I wanted to raise awareness about "overbuilding" when it is not necessary in addition to being mindful about underbuilding.

I should maybe talk about these overall implications and ideas in my conclusion.

8
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: April 09, 2018, 11:00:33 am »
SCC is one less than your starting hand, so as to guarantee that you draw your deck, not that you draw all your stop cards. Is that the confusion?
Okay, so the idea is that I can add any number of cantrips and be guaranteed to play them all. Okay, that makes sense. But it would be good to clarify this in the article.

Yeah I think this is a case of things making more sense in my head.

Yes, you can play 7 stop cards and one Haunted Woods if you start the turn with Haunted Woods in play (and 8 cards in hand), but you won't be able to play all your Markets or other cantrips or whatever if you start your turn with 7 stop cards in hand. If you have only cantrips and stop cards, you also won't be able to play all your cantrips if your number of stop cards exactly equals your starting handsize and you don't have one of them on the bottom of the deck. You'd miss out on playing all the cantrips below your stop card that exceeds the stop card capacity (5th stop card in a starting hand of 5).

I acknowledge that what I'm talking about in this article is a confusing concept and that I didn't add as much clarification as I could have in order to keep the article length down. I'll work on editing the article for further clarifications in the near future.

9
Scheduling / Re: Season 27 - C2
« on: April 09, 2018, 08:43:33 am »
So generally I should be free to play matches on weekdays after 24:00 UTC (20:00 EDT) and I am flexible on weekends.

10
Other Games / Re: Celeste
« on: April 08, 2018, 05:10:07 pm »
Out of curiosity, are you guys playing this with keyboard or gamepad/controller?

11
Other Games / Re: Anybody played Heart of Crown?
« on: April 08, 2018, 01:42:31 pm »
Man, how is there more than one moe anime girl deckbuilder displayed prominently in the local board game store?

12
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: April 07, 2018, 06:15:43 pm »
markusin 2 - 3 tracer (Cage Match 1 R4-Finals: Nocturne - Pixie)

Game 1: #13372568
markusin wins
Both players got Pixie

Game 2: #13373144
markusin wins
Both players got Pixie

Game 3: #13373726
tracer wins
Both players got Pixie

Game 4: #13374482
tracer wins
Both players got Pixie

Game 5: #13375154
tracer wins
Both players got Pixie


Congratulations tracer for the big win. and thank you for organizing this!

13
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 05, 2018, 06:27:51 pm »
Well, it's true that Conclave plays very differently from Festival. A hand of three Festivals and a Silver still buys a Province. A hand of 3 Conclaves and Silver buys, uh, another Conclave?

Well, that's true, but it's more just that costing $4 instead of $5 isn't just a difference in cost, it's a difference in effect as well. Festival gives you +$2 to your payload, Conclave gives you +$2 to your economy which is way different (and better). And then they suddenly don't have anything in common anymore, other than broad categorizations like anti-terminal.

Yeah, it's much more that it's a card with an effect you want for $4 anyway (the +$2) with a nice utility effect attached, but which gets more clunky in larger numbers.

14
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 05, 2018, 05:35:50 pm »
That doesn't make the comparison unuseful. Indeed, it throws into stark relief that Conclave's $4 price point is one of its strongest aspects?

You don't learn that from the comparison, you already know that and then you just interpret the comparison in that light. There are very few things about knowing how to play Festival games that you can apply in Conclave games the more relevant comparisons are other Silver skippers such as Wishing Well, and Imp as I already mentioned.

Well, it's true that Conclave plays very differently from Festival. A hand of three Festivals and a Silver still buys a Province. A hand of 3 Conclaves and Silver buys, uh, another Conclave?

15
Dominion League / Re: Season 27 - Signups
« on: April 04, 2018, 04:35:38 pm »
I'm signing up this season, technically as a returning player.

ShuffleIT username: markusin
Timezone: Canada/Eastern
Last season: 10

16
Dominion Articles / Re: Cultist article on main blog (and comments)
« on: April 03, 2018, 10:28:20 am »
Maybe someone can educate me on this.
I have played plenty of games with both of those cards. I've beaten Cultist without buying it, and been beaten using Cultist by players who ignored it (rarely, but it's happened).

I have NEVER seen Rebuild lose to something other than Rebuild.

The issue I've had with Cultist when it has been beatable was that the deck it builds doesn't do all that much once the ruins are out. You probably need a few more silvers/golds to play big money with any effectiveness, and if your opponent was cleaning up the ruins and building something better, aren't you a little behind by that point (it also has the lulzy edge case counters of Vineyard, Gardens, Obelisk on the Ruins pile but I'm not even talking about those).

What am I doing wrong with Cultist that I don't see it as being as effective as you guys do?
I think the issue is more that you overvalue Rebuild than that you undervalue Cultist.

Yeah in particular it surprises me that you've never seen Rebuild get beat by something that isn't Rebuild, unless the games you played where Rebuild was weak had Rebuild skipped by all players every time due to it being recognized as weak.

I've lost to Goons decks going for Rebuild at least, and there was a recent game with Dan Brooks vs. Markus (World Cup final game) where Markus went Rebuild against Port/Wharf stuff from Dan and got crushed (though with a hefty dose of bad luck to go along with it).

17
Dominion Articles / Re: Bard is not weak
« on: April 03, 2018, 10:04:12 am »
Bard can do things that a good card would do, but when is buying it instead of silver actually a good idea? When any given one of those things is worth your action due to excess actions in pool or non-competition from any other terminal action you'd rather play.

It doesn't have to be any given one, it has to be most of them. And most of them are worth your action when you're buying a terminal to boost your early game economy. You don't plan your strategy around the 1 in 12 chance of revealing Moon's Gift because 11 out of 12 times it doesn't happen.

I think the impact of Bard is largest in the early game. Awaclus points this out, but it really needs to be emphasized. Dominion is a game where snowballing early is possible, and Bard is often more effective than the other cards at its price point at accomplishing this. Hitting $6 with Bard, gaining a Wisp, getting two engine components with Earth's gift on gain-limited boards, or helping you find your turn 3 buy sooner with Sun's Gift or Moon's Gift all works towards this. Even the Gold gain is situationally powerful.

Later in the game, the terminal space taken up by Bard is significant, and you are a lot less happy to play Bard over other terminals that help keep your deck running.

There is also issue that not every game is a race to hit $5. In such games Bard might be too much of an opportunity cost, and the comparison to Fortune Teller and Navigator is much more apt.

18
Dominion Articles / Re: Bard is not weak
« on: April 02, 2018, 04:44:56 pm »
Precisely. Whenever you decide to get Bard, the rationale is always "eh, sure, why not?" The things it does (trashing, +Buy) can be important, but only if you can do them a lot and reliably. Bard does neither, so it will never be a crucial card. That alone is enough to make it very weak.

No, the rationale is always "I need to ramp up to price point X by next shuffle". Which Bard does, so it's a crucial card whenever that's crucial.

So Bard is a silver. Great, we're on the same page.
Well by your reasoning Swindler is also just a Silver because man is it unreliable.

Swingler does the same thing the vast majority of times you see it-- gives you the opportunity to make your opponent's deck worse. How well it does that is super unreliable, but it does a thing, and you buy it to do that thing.

I do see what you're getting at though. As far as it being a terminal gold, I disagree and think a terminal gold would be much more powerful.

It has a 2/12 chance to be a terminal gold, but if it did that every time, that would mean you could say, "I could use terminal $3, I'll buy this."
You can't do that with Bard.

It's a terminal Gold more often than that because of the +1 Card boon and the draw 2 discard 2 boon that can draw Copper even on the second shuffle. When it isn't a terminal Gold, it's doing other useful things for you, as outlined in the OP.

A terminal Gold would still be good for other things, though.

19
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: April 01, 2018, 10:12:20 am »
I think people are correct that the key is to realize that the trashing effect is not supposed to always be a drawback. Still, I think this card is weak, especially when it is so similar to Margrave.

Yeah, it's no Margrave, but I mean come on, Margrave is crazy.

This is the big takeaway for me: Margrave is nuts.

I personally think that the situations where Tragic Hero is good come up often enough that I consider it to be one of the stronger Nocturne cards. It's certainly become one of my favourites.

20
You can see markusin's perspective on that game in his video here.

Kingdom:

Code: [Select]
Coin of the Realm, Courtyard, Caravan, Exorcist, Rats, Counterfeit, Embassy, Harvest, Fairgrounds, King's Court

21
#13104554

Here's a game from my Exorcist cagematch with markusin where Harvest was important. It was the only $ giving action for King's Court and Embassy could be used to seed the discard.

In that game, it was even possible to discard three uniques for Embassy and topdeck a 4th unique with Courtyard. I actually managed to pull this off in that game.

22
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 30, 2018, 10:44:45 am »
markusin 3-1 Gazbag in the Exorcist Cage Match

Game 1: #13103850
Gazbag wins
Both players get Exorcist

Game 2: #13104302
markusin wins
No players got Exorcist

Game 3: #13104554
markusin wins
Both players got Exorcist
Bonus: Harvest being a key card

Game 4: #13105621
markusin wins
Both players got Exorcist

23
Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: March 29, 2018, 10:16:40 pm »
Sure. And they'll beat BM. But do you think they qualify as engines, or just BM+2*Dungeon+whatever?

Talk of reliably drawing your entire deck, let alone then playing King's Court + Coppersmith for a three-Province turn seems fanciful.

To be fair, you're probably fine if you pull a triple Province turn even just once if you're otherwise stuck playing Big Money.

Coppersmith is cool. Heck, it was my avatar on this forum for a long time. It lets you roll the dice and hope to hit $6 on turns 3-5 when drawing it with 3 Coppers. It also gives a lot of money if you did get fortunate enough to draw big. It's just, there is always high risk when you want to do anything big with Coppersmith. It's also lost a lot of its luster with the addition of say Wine Merchant or heck Miser.

24
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 29, 2018, 01:19:14 pm »
The +3 cards and +1 buy you get off Tragic Hero helps you get what you need in hand to accomodate the treasure gain you get when trashing Tragic Hero e.g. strong trashers lining up with the junk it needs to trash. Tragic Hero can basically be used as a delayed Gold for $5 with a one-shot effect that is better than just playing the Gold right away.

25
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: March 29, 2018, 12:14:21 pm »
"A "stop card" is any card that doesn't draw a card from your deck and doesn't reduce your handsize when played, and includes Throne Room variants."

Is this a typo? I think you mean "increase", otherwise e.g. treasures would not be considered stop cards.

Ah, I meant to say "and does decrease handsize when played". I was thinking of cards like Oasis or but wanted to exclude cards like Wish. I'll reword this section.

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