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Messages - manthos88

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1
Game Reports / Re: Ever seen 12 point Feodums?
« on: March 31, 2014, 08:20:26 pm »
If there was trashing, yes. The Scrying Pool engine would be very strong against the Feodum player, because it would probably play 3-4 Thieves per turn. But, like this... i don't think it is. Expand can trash, but it won't do much. It also looks too slow to be set up. Seems to me that, by the time this engine will start kicking, the Feodum player will already be raking the Silvers and will have bought at least half of the Feoda.

Masterpiece-Feodum definitely looks like the best choice on this board. Watchtower also synegizes very well with Masterpiece: Just buy a Masterpiece with a Watchtower in hand and you will realise the awesomeness :D (Watchtower-trash the Masterpiece, Watchtower- top-deck the Silvers gained, buy good stuff next turn -probably another Masterpiece in this case).

2
Game Reports / Hermit + Goons megaturn. It is possible (?).
« on: March 31, 2014, 07:59:32 pm »
http://www.andrewiannaccone.com/static/logprettifier.html?20140331/log.51354761e4b07f4f5210780c.1396309366601.txt


Has anyone tried this before?

I 've always had in mind that such a megaturn could somehow be possible, but never actually thought it could be pulled off, primarily because the Goons' discard attack would prevent that. But on this board, the only Village was Madman, so the attack wouldn't happen very often.

Now, in this case, my opponent tried to mirror "whatever weird thing" i was doing on the early turns (with the difference that i had an actual plan). When he realised what i was trying to do, he tried to 3-pile before i could pull off my megaturn, but, fortunately enough, i succeeded just in time. Now, i'm not really sure how this would 've gone against a big money+goons strategy (where i would probably get attacked more often and also a Province-pile ending would probably be more threatening).

3
How can we vote for the Kingdom submissions?? Is there are a thread somewhere for that? Or has the time for this not come yet??

4
Game Reports / Re: A funny incident in a Possession game
« on: March 17, 2014, 05:52:57 am »
So, is it really that big mistake to hold on to my Apprentices? So, what's my goal here? To get as much as i can through my Possession while making my Deck crap?

5
Game Reports / Re: A funny incident in a Possession game
« on: March 15, 2014, 10:43:39 am »
Why not just trash the Apprentice with the Hermit? You keep the VP and he can't use it for lots of draw on a Possessed turn.


Hmm... I didn't really think of that. But, i guess i wanted the Apprentice for myself too. I guess i wanted something i could rely on when playing with MY deck. Maybe that was a mistake? I don't know...

6
Game Reports / A funny incident in a Possession game
« on: March 14, 2014, 09:42:59 pm »
So, i played this Possession game: http://dom.retrobox.eu/?/20140314/log.516d4577e4b082c74d7b716e.1394844983866.txt


Nothing very interesting about it, but there was a funny incident:

On turn 17, my opponent accidentally trashed a Province with his Hermit. I felt this was very unfortunate for him, so i thought i should make this even. On my next turn, i trashed a Province with my Hermit too, on purpose (just, so that it was as if he had never done that mistake).

The funny thing is that i started to do better after that. Makes me think that the absence of a Province in my deck made it less likely for my opponent to get a good benefit via my Apprentices. And i start to wonder: Is there a chance this could have been a right play??? I mean, definitely trashing a Province with Hermit is a suicide, but maybe i could 've Apprenticed it at some point? I'm not sure about that though... Just a thought.

7
Dominion General Discussion / Re: newbie question on mandarin
« on: March 04, 2014, 07:09:25 pm »
We used to have a fun mandarin/mandarin/mandarin /apprentice opening. Is that still done these days ?

Wow! I had never thought of that actually! Sounds like fun! But u probably dont want to get more than 2 Mandarins, perhaps?

8
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 04, 2014, 01:07:07 pm »
Hey... nice new cards you got there! I haven't been here for some time now. I like Guide. I remember you once talked about a card with a mechanism that will play itself again. Seems you made it happen. Nice!

I also like Recruiter! It's good you added another card that can gain Conscripts. But, i fear, as you do as well, it might be too strong. On first glimpse, it looks it is. I mean, if i have 3-4 of these in my hand, i can militia you and also give you 2-3 Curses if you get that Witch to lay a Curse on me... :D

9
I may be wrong about this, but in my mind, a Silk Road enabler is anything that can get you a lot of Duchies and some Estates (if there are not other Kingdom-Victory cards). And this is why i went for this strategy.

10
You think? Well, my problem is that i don't really know how the various strategies play out in theory. I only find out in practice. Maybe you are right about this, but at least i had a plan B: Silk Roads.

11
Game Reports / An interesting use for Philosopher's Stone (In my opinion)
« on: February 28, 2014, 02:23:04 pm »
So, i play this game:


Duchess, Moat, Native Village, Loan, Philosopher's Stone, Scavenger, Silk Road, Treasure Map, Mint, Pillage, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion


I look at the board. There is Silk Road. I like alt-VP cards and tend to want to go for them whenever i can. I see no engine potential here, so maybe i can get there somehow. Then, there is also Philosopher's Stone. I also tend to want to play with cards like Phil. Stone (that don't appear very often and even if they do, there is usually a more viable strategy to go with). So, i try to figure out: Can Phil Stone work here? No, +buy, no gainers, but there's Duchess. Then i think: "Hmm... i could bloat-up my Deck through Duchy-Duchess. And the Silk Road can be supported by the Duchies i want to buy in the first place! That could work."

So, i set out to bloat-up my Deck through Duchy-Duchess, thinking like this: "I don't know if i'll be able to grab enough Provinces via Phil. Stone, but even if i don't, i will get enough VPs from Duchies and then Silk Roads will be viable."

I think my opponent misplayed a lot in this game; he tried to go for some engine-hybrid thing that proved to be fail on this board. No card could support this at all and it was clear win for me in the end:


http://dom.retrobox.eu/?/20140226/log.50d50910e4b0e06e52ee3be2.1393457192923.txt



But i have a few questions:


1) If i was playing with a higher-skilled player that would go for a decent big-money strategy, with Treasure Maps/Pillages + Scavenger for example, would my strategy still be viable? I think that Pillaging a lot would kill my Phil-Stone strategy, or at least slow me down enough.


2) I think, on turn 11, i should 've bought a second Scavenger over 4th Phil.Stone. Because Scavenger was really bolstering this strategy a lot. But i was afraid of terminal collision, so i didn't. Although i'm pretty sure i should.

As an aside, during this game, i actually found out that Scavenger is REALLY good with Phil. Stone: It helps find the Phil. Stone more often and it ensures it gets its maximum value (by top-decking it on discarded Deck). Both of these effects are of great importance in P.Stone decks.


3) I opened Potion. For Phil. Stone. This is usually not correct. But the way i wanted to play this, i think it was correct. I wanted to grab some P.Stones at first and then power them up through Duchy-Duchess. Early on, they were worth $1-2, but that was enough to get me to Duchy.


4) Would this strategy still be viable if Silk Road was not on the board? I mean, i hit the Duchies hard. That's serious VP amassing. And i do that while still being able to grab Provinces.

I did go for this strategy under the safety belt of Silk Road existance, but the way it played out makes me think that maybe i didn't even need Silk Roads at all. Or maybe, it's just because my opponent played this badly.



12
Goko Dominion Online / Re: Goko bug, or what?
« on: February 28, 2014, 12:57:48 pm »
LOL.

13
Goko Dominion Online / Goko bug, or what?
« on: February 28, 2014, 12:53:59 pm »
Is Goko up yet? Because it seems to be so, but i can't log in and i also can't enter any modes (Multiplayer, Play Bots, etc.), not even as guest. Or is it something else that is going on?

14
Dominion General Discussion / Re: newbie question on mandarin
« on: February 19, 2014, 06:14:40 am »
I would definitely open 5/5/2 in an IGG game...

15
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 18, 2014, 09:40:29 pm »
Quote
I remember reading that Scout/Nobles beats Big-Money-Ultimate, but loses to pure Nobles. Is that right?


Why would someone go for Scout/Nobles? This doesn't make sense. Simulators don't really help here. I'm talking about picking up Scout as a filterer in an engine.


Quote
Well anyway, it seems like it's better to have an extra copy of the hybrid VP card you want Scout to pick up than to have the Scout. Even Silver helps you do that, but not before it helps you throughout the entire game in a way Scout can only dream of doing.


This is not true on a trimmed Deck. I don't know what you guys say, but i definetely feel good when Scout picks up 2-3 Victory cards for me. And Silver is, of course, better than Scout early game. But late game it's different.

16
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 18, 2014, 09:25:40 pm »

In conclusion, I won't say it's the best $4 card, but it is a pretty powerful one. Join the fight to make Scout NOT The Worst Card Ever!


What *is* the worst card in your opinion? There has to be one. Scout rarely shines.  In your example I'd most likely rather have had a silver at any point before that turn.


Why does there have to be a *worst card*??? Scout is useful in more instances than most of you guys think of. I 've seen a lot of players ignore Scout just because it's "bad". On an engine board with no other filterer than Scout, why would i not want to buy one?

Because there are two cards that you can always buy instead, and would usually prefer:

1) Silver
2) Nothing

I would. Why would i want to buy a card that can't draw more cards if i don't need it? Silver clogs me up. Scout has good chances to help me.

17
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 18, 2014, 09:23:14 pm »
Scout/Crossroads is a famous nombo. Scout is just as likely to pull green cars out of a future Crossroads hands than it is to pair green cards with Crossroads, and basically any point at which you could have bought Scout, you would actually just be better off buying another Crossroads.


That is not always true. I mean, you won't just buy Scouts and Crossroads. This is something that probably won't work. But on a trimmed deck, Scout can easily net 2-3 Victory cards for your more-than-1 Crossroads to feed on.

18
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 18, 2014, 09:18:02 pm »

In conclusion, I won't say it's the best $4 card, but it is a pretty powerful one. Join the fight to make Scout NOT The Worst Card Ever!


What *is* the worst card in your opinion? There has to be one. Scout rarely shines.  In your example I'd most likely rather have had a silver at any point before that turn.


Why does there have to be a *worst card*??? Scout is useful in more instances than most of you guys think of. I 've seen a lot of players ignore Scout just because it's "bad". On an engine board with no other filterer than Scout, why would i not want to buy one?

19
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 18, 2014, 09:08:52 pm »
Quote
No, really, I'm serious. Scout is a pretty good card.


I agree with you man. A lot of people here underestimate the fact that Scout actually "scouts" your next few cards, which can be very helpful sometimes. It's not very strong $4, but it's decent.

Now, if this is supposed to be an article about Scout, you should probably mention some more interactions that Scout has with other cards. For example, Scout is pretty good with double-type Victory cards, especially Nobles in engines, it definitely pairs nicely with Mystic and Wishing Well, or even Journeyman and maybe other cards that "name" before they draw, and it works well with cards that want big hand-size, like Vault. It also makes great synergy with Crossroads. And there are definitely more examples you can give.

20
I think i submitted my Kingdom twice by mistake. If so, please make it count as 1 submission. It was all done by mistake. My apologies.

21
Variants and Fan Cards / Re: How similar is too similar?
« on: January 31, 2014, 05:39:12 pm »
Quote
The only real cards that I thought were too similar to real cards were fixed versions of other cards (Thief/NB, Chancellor/Scavenger, WW/Mystic), which if anything makes me annoyed the original went to print over good out takes.

Why do you people keep saying these cards are "fixes"?? They certainly aren't!!

Thief can trash any treasure, while Noble Brigand can only trash Silvers and Golds.

Wishing Well is a potential Lab, while Mystic is a potential Conspirator.

And even though Scavenger is better than Chancellor about 90% of the times, it may force you to put a bad card on top of Deck if you don't want to discard your Deck.

22
Dominion General Discussion / Re: 206th card
« on: January 29, 2014, 07:35:07 am »
Seeing the various posts makes me think that Donald could perhaps publish that Hybrid Victory Card he was talking about in the Guilds' Secret History:

Quote
For a bit I kind of wanted a new action-victory card, and tried +1 Action, reveal a card from your hand for the corresponding Ironworks bonus, 2 VP, for $4. It was fine but I mostly just liked that it was an action-victory card.

But i'm thinking that the concept is quite simple to make for a promo card, so i don't think we will ever see this (at least not as a promo).


I'd LOVE to see the Balcony, though...

23
Variants and Fan Cards / Re: Really bad card ideas
« on: January 28, 2014, 09:07:29 pm »
Really Confused Attack Card


+1 Action

Make a Run on your opponent's HQ (Hand), R'n'D (Deck), or Archives (Discard Pile). If successful, you may trash the Card you access. If it's a Victory card, you may steal it.


(Reference to Android Netrunner)




Really Confused Reaction Card

+1 Action

Put this card face-down in your play area. When another player plays an attack card, you may flip it face-up. If you do, each other player trashes all Monster cards he has in play.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: January 28, 2014, 06:22:46 pm »
Too Much Worded Card That Does Practically Nothing

Cost: $0

Look at the top card of your deck. Put it in your hand. Look at the top card of your discard pile. You may count the cards left in your deck. Look at the top card of your opponent's discard pile. You may count the number of cards your opponent has in his hand. You may look at the trash pile (if there are any cards in there). Look at the board. You may stare at a card in the Supply or not in the Supply. You may count the cards left on any or all of the Piles on the board. Look at your opponent. If he is not frustrated yet, congratulate him. Look at your hand. You may play another Action card from your hand.

---
You cannot buy this if you don't have any buys left.



(In other words: +1 Card, +1 Action  ;D ;D ;D)

25
Variants and Fan Cards / Re: Wording help for a workshop variant
« on: January 28, 2014, 05:57:43 pm »
Quote
"Name a card". So it's "Name a card that is not a Victory card. Discard the top card of your deck. If the named card costs up to $1 more than the discarded card, gain a copy of it."

That's better wording i think.

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