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« on: February 27, 2013, 05:49:55 pm »
I disagree with some of your picks:
Mysticism is not even close to one of my favorite Age 1 cards. Obviously it has one of the most powerful dogma effects. However, it has bad symbols (towers become obsolete quickly). Also, the timing is bad. At the very beginning, Sailing is clearly better. It becomes better when Age 1 is nearly done and you have 4-5 piles, but by that point I'm looking for even stronger cards such as Math or Paper to tech out of the early age cards that Mysticism draws. I much prefer Sailing (good long-term symbols and conservation of actions) to start, and Metalworking for potentially efficient big scoring.
Age 2, I don't think Currency is that bad, it can be quite useful in late game for a big score. I think Monotheism is far worse, again because of the crappy symbols, and because it requires you to have an empty pile to take full advantage of it. I'd rather have 5 piles.
Age 3 is all about planning around Machinery, but an honorable mention has to go to Paper; splaying, teching, and drawing is good.
For Age 4, even though Gunpowder is the card to plan around, the card I'm happiest to get is Reformation. Splaying two colors right, tucking all the useless crap you've accumulated, and giving you a lead in leaves is really important. I think the worst Age 4 is Invention. Navigation at least has 3 crowns and doesn't have any side effects.
Age 5 best is Pirate Code, that's the card lets someone leverage crown advantage into score.
In almost every 2p game someone has crown advantage, so it's important to get or, if you're behind, to deny to your opponent.