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Messages - brian.marcy

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Game Reports / Re: Venture vs. Witch always wins?
« on: May 13, 2015, 09:38:32 pm »
You have to compare the watchtower firstly to silver. Every time you have a watchtower in hand that you don't play, the silver could have been played for two coins instead. In a big money style game it can really add up.

Thanks for this reminder; don't look at how things worked out beneficially, look for if they could have been more beneficial.  Yeah, each time I bought and top decked a gold, it could have been a province...

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Game Reports / Re: Venture vs. Witch always wins?
« on: May 13, 2015, 07:46:43 pm »
Wow, thanks for all the replies everyone!

  • Watchtowers effects help you, but not enough to justify being in your deck. Same goes for Cutpurse
  • Bank I'd never buy here. There are so few hands where it's better then gold, and quite some where it's worse
  • Courtyard is a card you both ignored but actually can be pretty sweet.
I got a watchtower thinking he might go witch, too.  It wasn't until his buy turn 5 that would indicate he's skipping it.  I guess I could have opened silver and react to what he gets?  I bought the bank because he was, which, in hind sight, is a silly reason.  I got the cutpurse as a means to get to $5 and keep him from getting $5; is this not reasonable justification?  I used to always skip cutpurse until I saw MQ get it in his vids...  As for courtyard, I always seemed to have more than $2 but, I guess it could have been purchased on a $3 or $4.  I'm sure this deck is another case of small misplays early cause big effects later.

You got too many terminals early, and not enough late. If you add 3 terminals quickly there is a serious risk they collide...
Yes, I agree.  I wasn't worried about the collision since WT has its reaction effect.  I don't think I ever used it for draw.  Did I just get very lucky using its top decking?  It seemed to work out well is this atypical...?

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Game Reports / Venture vs. Witch always wins?
« on: May 13, 2015, 01:52:19 pm »
I was hoping for some insight on how possible it is to stop a venture BM play with curses.  Would 2x witches have changed anything?  I was using watchtower to top deck golds but, I could have been buying more witches to flood the curses...?


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Courtyard, Watchtower, Cutpurse, Ironworks, Smithy, Counting House, Venture, Witch, Bank, Expand
http://www.gokosalvager.com/static/logprettifier.html?/20150513/log.5166594fe4b066caa2e8aa00.1431538427220.txt

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Game Reports / Vineyards are amazing!!
« on: May 13, 2015, 07:48:55 am »
I just wanted to share this win.  The salvager log is:
http://www.gokosalvager.com/static/logprettifier.html?/20150513/log.50b823ede4b015dcbac5eb06.1431516661662.txt


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Vineyard, Smugglers, Caravan, Feast, JackOfAllTrades, Walled Village, Treasury, Witch, Border Village, PeddlerI would appreciate notes on what the "best" strategy might be.

Thanks!!

edit: updated w/ kingdom visualizer info per Awaclus' help, thank you!

5
Game Reports / Re: Like How Did I win this!!!!! :)
« on: May 13, 2015, 12:54:05 am »
I'm a newbie so feel free to bash me.

Did you ever consider the stonemason overpay earlier?

Agree w/ the Turn 4 steward instead of silver.
Turn 5: use steward for +2 coin, buy stonemason, overpay 2P, get 2x scrying pools?
Turn 6:  I'm not very good at tactician but, I would be getting city in case my turn 4 steward collides.
Turn 8: overpay stonemason again to get 2x conspirator or 2x pool?

I think I'd still consider a tactician despite not being good at it.  You could be doing a double tactician using stewards/conspirator for $.  Use altar for gaining then use stonemason to trash into 2 cards and repeat.  Lots of different options leading to a three pile for sure.

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Dominion General Discussion / Ambassador questions
« on: May 12, 2015, 08:47:22 pm »
So, I've been reading some posts on game reports and ended up finding this one:
http://forum.dominionstrategy.com/index.php?topic=156.0

A couple questions came to mind:
1)  In the early game, when should WW decide to go City (or any village w/draw) over Festival, e.g., you need the draw to pull cards together to Amb back?  See turn 11.
2)  I've played some pretty fun Amb games where I end up getting 3x Amb, buy a curse, and flood them w/ curses w/o returning any until they're all gone.  Is this too slow?  What about sending terminals, e.g., Ambassador once you're thin?  When would you proceed like the game posted above, i.e., not focus on major spamming?
3)  Do I need to look at more recent posts to find my answers?  ;)

Thanks.

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Game Reports / Re: Back with a vengeance!
« on: May 12, 2015, 01:51:08 am »
What about going 3x Urchin into 2x Merc to ensure fast trashing.  The curses help keep your mercs going while you amass labs.  When curses are gone and you run out of stuff to trash including one of the mercs, add a margrave and economy?

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Almost all of the time when I buy Saboteur it's because of King's Court.

Almost all of the time when I buy Saboteur and it's not because of King's Court, it's because of Ambassador.

Almost all of the time when I buy Saboteur and it's not because of King's Court or Ambassador it's because my opponent has 50% of the VP and the only way I can win is by Sabotaging his green combined with miracles.

Almost all of the time when I buy Saboteur and it's not because of King's Court of Ambassador or because I'm losing anyways, it's because I'm making a mistake.
Your bottom line made me laugh out loud; thanks!  :)

9
I don't know if you'd call this a "fool's" golden deck...

hoard, 2x bishop, worker's village, 4x peddlers.  Buy and trash province and gold each turn.  More peddlers and workers village will minimize the chance of dead draw (hoard, 2x bishop, province, gold).

I'm a newbie so please don't hate.

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Dominion General Discussion / Re: Vault to early Grand Market???
« on: November 28, 2014, 08:21:44 pm »
Thank you all for your replies.  I also really appreciate the links for additional articles for me to read.

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Dominion General Discussion / Vault to early Grand Market???
« on: November 28, 2014, 04:48:39 am »
On a board w/ vault, grand market, and a starting hand of 5/2, you buy an early vault to discard all the cards you draw gaining 6 coins to buy GM:

So, I just discovered this in a game and wanted to see if it's a known good play or if a person should just play "normal" buying treasures and lesser cards to eventually get GM (assuming that GM is a part of your strategy).

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