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« on: August 17, 2012, 04:49:54 pm »
My terrible predictions!
---Six Dollars---
Altar -- Probably very powerful in any kingdom where you would want multiple $5 over a gold. Or a cursing or ruins kingdom (Curse -> Duchy is pretty good for the end game). The only annoying thing is the terminal action -- copper to silver isn't bad if I run out of cantrips, but my preference would be to make the coppers into good cantrips.
Hunting Grounds -- That's a lot of cards. If a Big Money deck is sufficiently Big Money, +4 cards should average out to way more than $3 so it's a good buy. Probably the toughest question is if it should be purchased before or after the first gold.
--Five dollars---
Band of Misfits -- I can see it being useful if there's a strong starting $4 or cheaper that gets weaker as the game goes on. Sea Hag, Chapel, Remake, etc. It would need a second useful thing to turn into. And it would also need weak competition at $5 -- there are a lot of cards I'd prefer having over this.
Bandit Camp -- I think this is good if your deck needs a village. I don't think just using it just to gain Spoils is worthwhile.
Catacombs -- I have no idea. I think it's a lot like Harvest or Rabble. Perfectly reasonable for the cost, but rarely a card that causes me to look at the board and think "This is going to be awesome".
Count -- I think it's good? With so many choices it's possible that strong players will be able to use it very effectively.
Counterfeit -- Seems like the best $5 Silver. I'm never going to out of my way to get it, but if a deck needs +buy (Goons!) or minor trashing it's useful.
Cultist -- Really good. It might be the best $5 ever -- I'd hate to be at the receiving end of my opponent chaining even two of these together. And it works insanely well with trashers after the ruins pile runs out.
Graverobber -- It depends heavily on the other trashers in a deck, unless it can be slipped into a fast enough engine. Trying to line up Graverobber and other actions in the same hand is a bit too luck-dependent for me, and a $5 should do more than nothing if it doesn't meet the requirements in the early game.
Junk Dealer -- It seems good. Probably most comparable to Upgrade, which I usually use to get rid of Coppers or Curses. And this is slightly better in that instance.
Mystic -- Seems pretty good. If the deck is light on trashing, it will be a gold more often than not. It also does all the tricks you wished Wishing Well could do.
Pillage -- I have no idea. It really depends on how good Spoils are.
Rebuild -- Good in a deck that isn't going to trash the Estates and doesn't have other alternate victory points. Also lets someone green earlier because Duchy purchases aren't as bad.
Rogue -- I have no idea.
Knights -- I have no idea.
---Four Dollars---
Armory -- If I was purchasing a Workshop for the purposes of spamming something besides alternate Victory Points, it's worth it. I think it would not work for a Gardens/Silk Roads/etc strategy.
Death Cart -- Who is buying corpses for that much? It feels like a pseudo-Feast, and its value will probably depend on how easily it is to get +buys or other actions to trash. Or a sufficiently small deck. Also reasonably strong in the end-game struggle. I'd probably grab it over a Duchy when the Province pile is at 4 or 5.
Feodum -- I have no idea. Feels bad in a deck that can't spam silver. Might be insane in a deck that can spam silver.
Fortress -- It's a village. Very strong against trashing attacks. Should be good with any trash for benefit cards. I can see purchasing it for any of the three options.
Ironmonger -- I would actually take a cantrip that gave me those options randomly. So it's pretty good. And with Ironworks, Dominion has taught me that Iron is a magical metal that assumes properties of nearby things.
Marauder -- One of the best $4 actions. I'd put it just below Jack of All Trades and Sea Hag, and that's close.
Procession -- It's the Throne Room/Upgrade combo that I never wanted. Probably the biggest weakness is that it needs good enough actions that I would want to trash them at each level.
Rats -- Someone will break a game with these, but it probably won't be me since I'm never going to touch them.
Scavenger -- It's the Chancellor I never knew I wanted, but am now happy that it exists. Really strong with any deck that needs a specific card to start its combo -- like a Scrying Pool or a Village.
Wandering Minstrel -- It's a good village for decks that like villages.
---Three dollars---
Forager -- I think it's comparable to Trade Route both in function and how it will be used.
Hermit -- Sure why not, seems good. Great Silver flooder and Madmen are pretty awesome.
Market Square -- I will probably buy this if a kingdom has any form of trashing in it. Except for Rats.
Sage -- Really good until a deck starts greening. Probably useful in the same way Scheme is useful, where a powerful attack is the most important consideration when purchasing it.
Storeroom -- Seems ideal for late-game when a deck struggles to put together hands due to greening. Otherwise... meh.
Urchin -- I suspect I'll open Urchin/Urchin pretty much every time it's on the board unless there's an Ambassador or good $4. Gets really fun if there's any village available.
---Two Dollars---
Beggar -- I think it's good, for a $2. Pretty much depends on the deck -- I won't buy it if it doesn't combo or defend, but if it combos or defends it's great!
Squire -- This is good. I'm half-expecting that the majority of my purchases of it will be for the +2 Actions. Everything beyond a $2 +2 Actions/+$1 is great.
Vagrant -- Sure, a Pearl Diver. It's not great and I'll never want to purchase it, but if it's there for $2 I'll take it when I have $2 to spend.
---One Dollar---
Poor House -- Beggars hate the Poor House. It needs to combo, but if it does it's good.