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Messages - markus

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1
Dominion League / Re: Season 25 - Results
« on: January 14, 2018, 04:45:10 pm »
A: markus 4-2 aku chi

2
Dominion League / Re: Season 25 - Results
« on: January 14, 2018, 03:48:31 am »
A: markus 4-2 Bryan

3

LaLight provides comments for odd ranks and markus for even ranks.


Hmm...

That's how we split the list. Posting it as bottom and top half makes more sense, though. So half of the comments yesterday were mine and half of today's are Lalight's.

4
The Best Cards (Top Half)

LaLight provides comments for odd ranks and markus for even ranks.

#41 ▼5 Transmogrify (Adventures)
Weighted Average:
52.9%
Unweighted Average:
54.4%
Median:
53.1%
Standard Deviation:
21.1%

Transmogrify just like Duplicate has lost some ranks in this year. In my opinion, the problem with these Reserves is to play them in advance to get some bonus much later. But what makes Transmogrify somehow a little worse is that sometimes you donít have anything to trash after starting Estates. And of course being the Reserve and therefore being very slow hurts Transmogrify a lot.
#40 ▲3 Farming Village (Cornucopia)
Weighted Average:
56.6%
Unweighted Average:
56.0%
Median:
59.3%
Standard Deviation:
16.7%

Farming Village has been stable over time in the middle of the ranking. It's a village that sometimes skips cards that you don't want to have - you're sad when it skips your Ghost.
#39  Diplomat (Intrigue)
Weighted Average:
57.1%
Unweighted Average:
55.7%
Median:
51.9%
Standard Deviation:
18.1%

Diplomat is one of those cards which heavily depends on kingdom. Either the whole engine depends on presence of Diplomat or Diplomat wonít be bought for the whole game. But whatever said, Diplomat is much stronger than its predecessor, the Secret Chamber, both in Action and Reaction part.
#38 ▼2 Envoy (Promo)
Weighted Average:
58.7%
Unweighted Average:
54.5%
Median:
55.6%
Standard Deviation:
21.9%

Envoy has lost a bit and has just fallen behind Advisor.
Having to give up the (potentially) best card often does more harm than drawing one additional card compared to Smithy or its variants. It's nice if there's some other draw or sifting that ensures drawing the good cards that your opponent has discarded.
#37  Mill (Intrigue)
Weighted Average:
59.7%
Unweighted Average:
53.3%
Median:
54.3%
Standard Deviation:
22.2%

The next second edition card in the list, Mill. Mill is a Great Hall+, being one of the ways to hit $5 on the second shuffle almost guaranteed. Other than that it has usual perks of being 2-type cards (Ironworks/Ironmonger etc. interactions) and overall is an average card.
#36 ▼4 Ironworks (Intrigue)
Weighted Average:
59.7%
Unweighted Average:
57.1%
Median:
56.9%
Standard Deviation:
16.0%

Ironworks loses a bit this year, bringing it closer to Armory and Engineer.
Use it, if you want to gain many cards costing up to 4, or to potentially pile-out.
#35 ▲8 Advisor (Guilds)
Weighted Average:
59.9%
Unweighted Average:
57.8%
Median:
54.3%
Standard Deviation:
20.4%

After losing 2 ranks in the last year, Advisor gains back even 8! One person even put Advisor onto the first place (letís look at the avatars). Advisor is a good spammable non-terminal drawcard that gets even better in the presence of many good trashers and yeah, we have a lot of those now.
#34  Exorcist (Nocturne)
Weighted Average:
60.5%
Unweighted Average:
58.1%
Median:
56.8%
Standard Deviation:
24.1%

Exorcist is a new card that (still?) has a lot of variance in the ratings. I like it, because trashing Estates for Will-o'-Wisps is very nice early on. Imp is a nice card as well, that can be drawn by Will-o'-Wisps or play them. Finally, Ghost is a strong card but getting them with Exorcist is relatively costly and slow (gold gainers go well with it). It might not always be worth it to build that much.
#33 ▼9 Temple (Empires)
Weighted Average:
60.8%
Unweighted Average:
60.8%
Median:
58.0%
Standard Deviation:
22.7%

The Gathering trasher from Empires has lost 9 ranks in this years, going to 33rd place. Temple is a nice self-synergetic card (play Teples, buy Temples for VP, trash Temples with Temples) but it is quite slow as a trasher compared to a whole lot of other cards. It has the very same Average, weighted and not.
#32 ▼15 Sea Hag (Seaside)
Weighted Average:
60.9%
Unweighted Average:
62.3%
Median:
63.0%
Standard Deviation:
21.7%

Sea Hag is one of the biggest losers, dropping out of the best third.
Nowadays, there are many decent single-card trashers that can deal with the Hag's curses. And it doesn't provide any benefit other than junking, so its rank below Marauder for the first time seems justified. Still, it's a strong attack with immediate impact and I wouldn't expect her to fall much further.
#31 ▲10 Mining Village (Intrigue)
Weighted Average:
61.0%
Unweighted Average:
56.8%
Median:
61.7%
Standard Deviation:
22.6%

Mining Village continues returning ranks to itself being whole +10 in this year! Villages get better, because there go more terminal cards and self-trashing works nice with Lurker and similar cards.
#30 ▲6 Salvager (Seaside)
Weighted Average:
61.9%
Unweighted Average:
63.4%
Median:
61.7%
Standard Deviation:
20.0%

After some losses in previous years, Salvager rises again in the rankings. Maybe opening it has become less attractive over time, but then there are more gold gainers that make it useful in the end game, as well as being able to mill Provinces.
#29 ▲9 Moneylender (Base)
Weighted Average:
62.0%
Unweighted Average:
62.1%
Median:
63.0%
Standard Deviation:
20.5%

The appearance of Heirlooms havenít ruined Moneylenderís plans to get closer to the first place! +9 ranks and this is only a beginning of his plan. Seriously though, Copper trashing is super good.
#28 ▲1 Sacrifice (Empires)
Weighted Average:
62.2%
Unweighted Average:
63.3%
Median:
64.2%
Standard Deviation:
17.9%

Sacrifice stays where it was in its second year with a relatively low standard deviation. It is a decent trasher that you often want to open with. And sometimes it's going to save your turn when you use it as a Village - or it cleans up your ruins.
#27  Devil's Workshop (Nocturne)
Weighted Average:
62.8%
Unweighted Average:
61.6%
Median:
58.0%
Standard Deviation:
21.7%

Another Nocturne card in the list. Devilís Workshop is quite a universal card: it can give you a Gold, if you have no money, can give you more engine pieces if you have limited gains and can give you Imps just when you need them to have a weak draw in your engine if you donít have any.
#26  Blessed Village (Nocturne)
Weighted Average:
64.5%
Unweighted Average:
60.7%
Median:
64.2%
Standard Deviation:
20.3%

Blessed Village gets its first ranking a bit outside the top quarter. I can see it rising a bit in the future. It's one of the few Villages that can already be beneficial early on.
#25 ▼17 Jack of all Trades (Hinterlands)
Weighted Average:
64.7%
Unweighted Average:
70.9%
Median:
76.3%
Standard Deviation:
20.8%

I donít think I will be wrong if I say this is the biggest loser in the list. Minus 17 ranks compared to the last year! Sorry, Jack, but Big Money gets more and more bad with time. But in no way it is a bad card! Jack still does what he does best: protects from attacks, draws-to-X and gains Silver. It was ranked twice on the first place.
#24 ▼3 Conspirator (Intrigue)
Weighted Average:
64.9%
Unweighted Average:
67.8%
Median:
66.7%
Standard Deviation:
18.2%

Conspirator loses a few ranks this year after gaining last year. It has been pretty stable throughout. It's a very nice card if you're likely to activate it and there are probably more boards nowadays, where you can reasonably do that.
#23 ▼10 Young Witch (Cornucopia)
Weighted Average:
64.9%
Unweighted Average:
63.3%
Median:
69.1%
Standard Deviation:
22.5%

Another curser losing a lot of ranks, Young Witch. Cheap cards become better, trashing becomes better, sometimes you donít buy YW even when thereís no more cursers on board. So Young Witch gets less and less attention (not counting Lord Rattington of course). It was ranked 1st twice.
#22 ▲2 Marauder (Dark Ages)
Weighted Average:
65.2%
Unweighted Average:
62.2%
Median:
65.4%
Standard Deviation:
22.0%

Marauder gained a couple of ranks after losing the year before, so it seems to have found its place. It is now the highest junker and only Militia is a higher-rated attack. It is definitely a nice card to open.
#21 ▲9 Procession (Dark Ages)
Weighted Average:
65.4%
Unweighted Average:
59.7%
Median:
67.6%
Standard Deviation:
24.1%

Procession is one of the best support cards in the game and one of the worst headaches for the players. It got 9 ranks compared to the last year because of its spectacular work with Durations, Reserves, cards you need for limited time (Pooka, Moneylender). And I wonít lie to say it makes the most interesting boards!
#20 ▲8 Caravan (Seaside)
Weighted Average:
65.4%
Unweighted Average:
64.7%
Median:
67.9%
Standard Deviation:
19.2%

Caravan wins the ranks that it lost the year before. Maybe Nocturne with its duration draw cards has contributed to that. Beginning-of-turn draw can be really nice for consistency, especially if there's also terminal draw on the board that you want to connect with your Villages. The well-known downside is that it misses shuffles and that you only get the benefit two turns after buying at the earliest.
#19 ▼2 Smithy (Base)
Weighted Average:
67.6%
Unweighted Average:
69.1%
Median:
74.1%
Standard Deviation:
18.0%

Smithy is the card that lets you draw 3 cards. You draw cards from the top of your deck, until you drew 3. Then you stop.
Seriously though, Smithy is one of the most important Dominion cards as draw is important, but lately thereís a lot of good draw other than it. So it lost a little, but still has the 19th rank.
#18  Shepherd (Nocturne)
Weighted Average:
67.6%
Unweighted Average:
65.0%
Median:
69.1%
Standard Deviation:
20.7%

Shepherd has made it to the top 20, becoming the highest-ranked Nocturne card.
I think that's well deserved. There are surprisingly many boards that have ways to make colliding Shepherd with victory cards likely (begining of turn draw, setting aside cards, sifting). On other boards you just use it as part of your engine that makes it more reliable while greening. Pasture means that there are more Victory cards around to begin with and Estates are worth more, making it harder to ignore a Shepherd-based engine.
#17 ▲2 Quarry (Prosperity)
Weighted Average:
68.2%
Unweighted Average:
64.8%
Median:
66.7%
Standard Deviation:
18.9%

Quarry gets better as there is more Action cards in the game, so no surprises here. $4-card gainersí rating increases, Quarry rating increases as well. + Quarry has a lot of awesome interactions, Quarry + Villa for one.
#16 ▲8 Fortress (Dark Ages)
Weighted Average:
68.7%
Unweighted Average:
65.0%
Median:
65.4%
Standard Deviation:
16.0%

Fortress gains another 8 ranks and has made it into the top 20% after starting out below average in 2013. This is in line with other Villages gaining ranks.
Often you're happy to get a plain Village for 4. On some boards with trash for benefits cards it becomes a really nice part of your payload. So watch out for those combos.
#15 ▲7 Plaza (Guilds)
Weighted Average:
69.5%
Unweighted Average:
65.8%
Median:
69.1%
Standard Deviation:
18.0%

Another proof of Villages getting better as there are more and more engines. Plaza becomes better if you have a lot of overdraw in your deck, which is now mostly the case. Discard the Treasures, draw them back, get coin tokens!
#14 ▲3 Militia (Base)
Weighted Average:
74.3%
Unweighted Average:
73.8%
Median:
77.8%
Standard Deviation:
12.7%

Militia rises a bit, undoing its loss last year. It is the strongest attack on this list. Well, you get it on most boards and often you already get it on your first shuffle.
#13 ▼5 Magpie (Adventures)
Weighted Average:
75.4%
Unweighted Average:
76.1%
Median:
82.7%
Standard Deviation:
19.9%

Magpie went down 5 places since the last year and this is quite expected. As it is good to have a lot of them mostly, thereís a lot of times youíre just thinking ďso? I have a lot of cantrips, thank you very muchĒ. Still when Magpie shines, it shines a lot.
#12 ▼6 Herald (Guilds)
Weighted Average:
76.7%
Unweighted Average:
76.7%
Median:
79.0%
Standard Deviation:
15.3%

Herald's continuous rise has ended and it has dropped out of the top 10.
It is a prime target for all workshop variants as having many Heralds in a deck with a high action density is really nice. It is weaker with Night cards and with cards that care more about the order of play (e.g. Leprechaun and Legionary). It's sometimes a bit awkward with mandatory trashers.
#11 ▲7 Worker's Village (Prosperity)
Weighted Average:
78.0%
Unweighted Average:
74.5%
Median:
80.3%
Standard Deviation:
17.0%

Another Village going up 7 places. This time with +Buy! This card is a lot of engine pieces in one, so expectedly it is in top.
#10 ▲3 Port (Adventures)
Weighted Average:
79.3%
Unweighted Average:
76.7%
Median:
84.0%
Standard Deviation:
17.8%

Also Port gains a few ranks bringing it just into the top 10. It's two Villages almost for the price of 1 without any extra buy. If you don't care much about the extra benefits that the other Villages on this list provide, it's the best way to increase your terminal space. And you can afford to buy a couple more than usual for consistency reasons.
#9 ▲1 Throne Room (Base)
Weighted Average:
81.2%
Unweighted Average:
78.8%
Median:
86.4%
Standard Deviation:
19.4%

Throne Room keeps its place in Top 10, even received one place higher, especially now, when it is not mandatory.  It got 1st place twice.
#8 ▲7 Spice Merchant (Hinterlands)
Weighted Average:
85.5%
Unweighted Average:
81.0%
Median:
88.2%
Standard Deviation:
18.1%

Spice Merchant gains impressive 7 ranks and is the second highest trasher on this list.
On the one hand, that is remarkable as it can only take care of your treasures. On the other hand, it does so in a very nice way. Often you play it as a non-terminal trasher that also cycles your deck. Then, it is not great for hitting $5 early. If that is important, it can sometimes be useful to play it for 2 coins (still not a good way to generally ensure hitting $5). And sometimes the +buy that comes with that option is what you're really looking for (and you need to find ways to not run out of fuel).
#7 ▲4 Villa (Empires)
Weighted Average:
86.9%
Unweighted Average:
80.5%
Median:
87.7%
Standard Deviation:
19.1%

Villa is in the Top 10 with +4 spots! It was ranked 4 times below average and 3 times on the first place. Outstanding card with outstanding ability.
#6 ▲3 Bridge (Intrigue)
Weighted Average:
87.4%
Unweighted Average:
84.4%
Median:
90.1%
Standard Deviation:
18.0%

Bridge rises another 3 ranks this year.
There's not much room anymore, but I think it could be even higher. Many boards allow for an engine using Bridge and then it is really dominating. You want to be the first one that pulls off the mega-turn. I think that people sometimes get it too early - you often don't need to open with it. Mid-game you often want to buy more than you can play just to deny your opponent. If you win the split 7-3, you'll have good chances to eventually win the game.
#5 =0 Ironmonger (Dark Ages)
Weighted Average:
87.6%
Unweighted Average:
82.6%
Median:
88.9%
Standard Deviation:
18.2%

Ironmonger stayed where it was with two votes below average and one first place vote. With a little nerf being Night Cards Ironmonger is still very spammable and essential in practically every game it appears.
#4  Sauna (Promo)
Weighted Average:
89.3%
Unweighted Average:
87.3%
Median:
91.4%
Standard Deviation:
12.9%

Sauna is the best new card of this list.
Together with Avanto it provides everything you need to get to 5 Provinces fairly quickly using a money-based strategy. It is relatively easy to execute and sets a high bar for competing engines - Rebuild has been considered a very strong card for a similar reason. But sometimes there is something better around and you can try an alternative strategy (if there's some faster/more reliable way of trashing). In particular, it is cumbersome for a Sauna-Avanto player to get 5 Saunas before uncovering Avantos. You might be able to do something better in the meantime and then win the Avanto split. Relying on Sauna-Avanto also doesn't allow you to build too big or add too many victory cards as you'll have troubles connecting your Saunas and Avantos.
#3 =0 Wandering Minstrel (Dark Ages)
Weighted Average:
89.7%
Unweighted Average:
83.4%
Median:
93.8%
Standard Deviation:
24.0%

5 votes below average, 4 votes for the first place, itís Wandering Minstrel! Deviation of the card is quite high and itís understandable. Whatever said Minstrel is a high-skill card, especially with the introducing of Night Cards. But good village is still a good village and Minstrel is the best Village for $4.
#2 =0 Tournament (Cornucopia)
Weighted Average:
91.7%
Unweighted Average:
87.9%
Median:
96.3%
Standard Deviation:
19.2%

Tournament keeps its #2 rank and has been consistently close to the top.
I'm not sure whether it deserves to be that high, in particular I disagree with the big difference relative to Poacher at #51. Of course, you almost always get it and try to get some of the 3 preferred Prizes and some Duchies maybe. That comes at the expense of building inefficiently. Also, a blocked Tournament is much worse than a Poacher that becomes an Oasis.
#1 =0 Remake (Cornucopia)
Weighted Average:
94.2%
Unweighted Average:
92.1%
Median:
97.5%
Standard Deviation:
11.9%

Remake remains #1 in the ranking being voted 1st 10 times. What is here to say, trashing is awesome, fast trashing is more awesome, Remake is the awesomest!

5
Yes, Ritual is just too expensive. The combination of costing 4, a buy, needing Curses in supply, and gaining that Curse means that you usually only go for it when you're desperate and need to catch up.

6
I think that Pirate Ship is not worth discussing, but the game theoretical argument doesn't work for 4p, if you believe that on some boards 2 players with Pirate Ships win against the 2 without.
Let's just say, I remember a game in which I tried to play with Fishing Village and Cutpurse as P4 against 3 Pirate Ship players, who also bought Coppers as they ran out of Treasures - didn't go that well for me.  :o

7
Chapel continues to hold its vice grip on the top of this list, somehow even slightly increasing its average

That's a natural thing when cards get added: 2nd place isn't that much worse relative to first place anymore. The average can increase towards 1 even if relatively more people vote it 2nd than last year. Therefore, the simple average comparison is not useful in my opinion - similar to why we compare ranks only between the cards that have been around both years.

8
With too few sign-ups for an Austrian team, I'll play for my counry of residence, Germany instead.

9
Dominion General Discussion / Re: Homage to the Best Card
« on: December 23, 2017, 03:11:17 am »
Yeah, I tried to reproduce the Duplicate bug, but I can't figure out what happened.  I swear it happened and I have no idea how or why.

The reason is that it's already been fixed.

10
Scheduling / Re: Season 25 - A
« on: December 10, 2017, 04:25:35 pm »
I could play on the European evenings during the week in the next two weeks. Then probably Christmas break and I'm available for the last 3 weeks of the season again.

11
Dominion League / Re: Season 25 - Results
« on: December 09, 2017, 06:30:15 pm »
A: markus 3-3 Mic Qsenoch

12
Dominion Online at Shuffle iT / Re: Does a resign count as a win/loss
« on: December 09, 2017, 01:25:34 pm »
The description for multiplayer is not entirely correct. In a 3 player game, the 2 remaining players are approximately treated as if they had both won.

What matters for your rating is the difference between wins and expected wins. Let's assume that all players are equal, such that expected win is 50% for each comparisons between 2 players. Then, each player has 2*0.5=1 expected wins in the 2 comparisons with the other players. The outcome for the rating system is:
1st player: 2-1=1
2nd player 1-1=0
3rd player: 0-1=-1
So the difference between all places is equally large.

When a player resigns, there is no comparison between the remaining players, so the expected win is 1*0.5:
non-resigning players: 1.5-0.5=1 (same as winning above)
The resigining player has 2 comparisons, i.e. expected wins is 1:
resigning player: -1-1=-2 (same as losing 2 three-player games)

13
Rules Questions / Re: Crumbling/Haunted Castle and Aqueduct
« on: December 07, 2017, 11:57:25 am »
It indeed works for Humble Castle but not for Crumbling Castle. Probably because Humble Castle has both types, whereas for Crumbling Castle the client forgets that you're still gaining a victory card by the time you gain the Silver.

14
Dominion General Discussion / Re: Empires cards I still don't get
« on: December 05, 2017, 10:57:52 am »
The presence of Triumph has a significant impact on the way you build your deck / when you start greening. You'll have a hard time to get away with gaining 1 Province per turn, especially if you start too early, because you'll need 6-7 Provinces to beat an opponent who builds a lot and takes Triumph points.

15
Rules Questions / Re: Trashing several cards with Monastery
« on: December 04, 2017, 02:15:26 am »
For the online implementation, I would just go with single trashing as with Remake, showing the remaining maximum number of cards to be trashed.

16
Rules Questions / Re: Trashing several cards with Monastery
« on: December 03, 2017, 04:08:32 am »
Should the log also show all discarded cards of my opponent then? I thought that it was fine to discard down to 3 and only show one card (new top of discard pile) to my opponent, if I don't want to trigger reactions.

17
Dominion League / Re: Season 24 - Results
« on: November 25, 2017, 04:33:48 pm »
A: markus 5-1 ehunt

I'll be back for next season!

18
Dominion Online at Shuffle iT / Re: Undo Trolling
« on: November 24, 2017, 03:37:34 am »
Frequently undoing multiple no-info steps could be feasible, if
1) the client doesn't show my opponent what I'm doing until it is locked in
2) there is a reasonable timer

I would mostly be annoyed about my opponent undoing several steps, because I wouldn't know when to focus on what they're doing. Or thinking that they bought some card but then they actually didn't because of undo.

For example, the Through the Ages app allows you to try your turn and undo in between without showing that to your opponent. In theory, it would be possible to think and calculate everything through in your mind before clicking it. But it's definitely more convenient and ultimately faster if you can trial & error a bit.

19
Tournaments and Events / Re: Dominion World Cup 2018 Sign-Ups
« on: November 22, 2017, 06:26:59 am »
/in

markus
Austria

20
Imp is definitely not a "splitter". In the bad case Imp is terminal, in the good case it gives +1 Action.

But Conclave is a village, even though by itself it only allows playing 2 Bridges.

21
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 17, 2017, 02:51:46 am »
In!

22
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 13, 2017, 03:05:29 am »
Donald just asked me to temporarily ban possession until we get the banned cards feature up.
I agreed to do that and will release it in a day or two.

I guess that settles this threads question.

Just curious, will this feature be part of your previously announced Thursday update, since you haven't implemented it yet?

The Possession ban is already implemented.
http://forum.shuffleit.nl/index.php?topic=604.msg10646#msg10646

23
Dominion League / Re: Season 24 - Results
« on: November 06, 2017, 04:25:55 pm »
A: markus 5-1 vsiewnar

24
My misgivings about the amount of luck represented by Boons is somewhat amplified by Hexes. On what percentage of boards is the person who wins the one who Hexes everyone with Locusts?
Because it is strong or because it is weak?

25
Envious makes your Silvers and Golds suck for one turn (well one Buy phase, because you can play Treasures ahead of your Buy phase with e.g. Storyteller, and not necessarily just one, because you can get another Buy phase with e.g. Villa - this game is full of edge cases).

I can accept that Envious doesn't trigger until your Buy phase, but once it triggers, isn't it persistent for "this turn", and your turn doesn't end just because you go to an Action phase?  Does Envious really lose track of what turn it is if you jump to another Action phase?  Or is there a time machine where you go back to the time in the turn to when you hadn't triggered Envious yet?  And Envious keeps track of all of this Dr. Who stuff but I still can't Summon a Nomad Camp?

With Villa there can be 2 Buy phases in which you're Envious and not just the usual 1.

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