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Messages - ratxt1

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Game Reports / Re: Too many good cards.
« on: December 30, 2012, 06:23:18 pm »
Qvist is putting together a new edition of the Best Cards List, btw! You should vote! :)

I would but I havn't played with dark ages yet. Is there way to just vote on non-dark ages cards? Also is there a place to play with dark ages cards?

Game Reports / Re: Too many good cards.
« on: December 29, 2012, 04:39:13 pm »
I knew that witch and mountebank were extremly close, as do I also know that hamlet and goons are pretty damn good as well. If you will note from the link you gave me for goons being better than grand market that the popularity had switched (goons moving above grandmarket), and the date being august 2012. So I guess moral of the story is that stuff has changed in 6 months, and last I was playing the three cards I named were almost universally considered the top of there respective categories (I'd say back than the mountebank is better than witch was more hotly contested than grand market better than goons). Anyway this discussion doesn't really matter much anyway, but thanks for letting me know all that (none of it is really suprising though).

The thing that got cutoff at the bottom was just some stuff on whether it was smart to keep one curse in the deck or if I should have trashed it I don't think it actually really matters much in the end though just minor stuff.

Game Reports / Re: Too many good cards.
« on: December 29, 2012, 01:59:38 pm »
I havn't played for like half a year, and just started back up again this week. At that time I am fairly certain grand market was considered the best 6 cost card(this is before dark ages was released). Maybe some dark ages or hinterlands card passed it up, or I am just totally forrgetting some other card.

There is so much stuff you can do on this board 5/2 split mountebank/chapel, or vault/chapel I am thinking, though mountebank might not even be that strong on this board (I never had more than one curse in my deck). 4/3 is a little harder, obviously want to grab chapel here but the other one I don't know. I think going bishop was a mistake, and I agree with ftl's anaylsis that bishop and city are probably traps (they felt like the were a lot less valuable than any of my other cards). I didn't really pick up on the power of watchtower untill later in the game so if I was to replay defintely would have picked it up much sooner (probably go chapel/watchtower into a fishing village watchtoer engine with some vaults, and than pick up some grandmarkets and more vaults). I think treasure map/chapel is just too slow for this board as you are going to be a few turns behind on your fishing village watchtower engine, and because of vault the fishing village watchtower engine is going to be hitting grand markets at the same time as you anyway, also in the late game four golds arn't going to be that much.

Another intersting question I have

Game Reports / Too many good cards.
« on: December 29, 2012, 01:54:36 am »
Pretty sure I didn't play this optimally (though I do think vault watchtower would be part of best strategy), but damn this is probably the craziest kingdom I have seen just by pure card strength. Almost all of the cards are top 10 at there respective top, as well as having chapel, mountebank, and grand market almost universally considered the best 2,5, and 6, cost cards. Not only that but do we have vault grand markets best enabler, plus watchtower which is a power strategy with vault when it is super easy to make a deck that can draw itself with ease. Thoughts?

if you want to have two stewards eventually in your deck (a lot of decks don't) steward/steward does seem like an opening to consider. if the stewards don't collide the steward is strictly better than silver (for that reshuffle at least). If they do though you lose a silver buy (except for the unlikely hand of 2 stewards and 3 estates). I believe that the loss of a silver is not really overcome by the slightly faster trashing you might get.

Dominion General Discussion / Re: What is your favorite Dominion Downer?
« on: February 15, 2012, 11:42:04 pm »
I went mine/mint which was more of a vote for confusing cards in general (I have not actually mistaken mine for mint yet) one of my favorite (least favorite) misreads of the kingdom which I do a ton is not realizing it is a colony game until turn 6 or 7. This is usually not as bad as most of the others on this list, but I do it so often (like every other colony game it seems) that I have to hate it the most.

Dominion Articles / Re: Not Combos -- Cards that don't work well together
« on: February 13, 2012, 10:42:16 pm »
I think you mean tactician/secret chamber/tactician. Tactician+secret chamber hasn't got problems.

yea, this is what I meant. Didn't know how to really word this, since tactician and secret chamber work fine together, it's just the double tactician/secret chamber doesn't work.

Here is the game that prompted this post.

When I first saw this board i was like, ugh ambassador and a 5/2 split (if I get a 5/2 I almost always try to play a non-ambassador strategy). Let's see they're is tactician and secret chamber, wow that will work great you can set up double tactician really fast and than be getting a province every turn. Why isn't tactician/secret chamber a top opening again? I soon found out on turn 10. I forgot to count the secret chamber.

Puzzles and Challenges / Re: A ____ but not a ____ Riddle
« on: February 12, 2012, 10:21:31 pm »
A Quarry but not a Talisman
A Bazaar but not a Market
A Coppersmith but not a Counting House
A Fool's Gold but not a Gold

Dominion Articles / Re: Not Combos -- Cards that don't work well together
« on: February 12, 2012, 02:56:00 pm »
tactician/secret chamber without support.

You think you'll be able to pull off an awsome double tactician strategy, but than you realize after you leave the card for the tactician the secret chamber only gives you 7 money

Dominion General Discussion / Re: Kingdom design thread
« on: February 12, 2012, 12:27:55 pm »
Pirate Ship, Scheme, Pearl Diver, Pawn, Herbalist, Hoard, University, Alchemist, Scrying Pool, Spy

i'd probably go alchemist/scrying pool/herbalist. Your opponents ships shouldn't be much of a problem since you don't want coppers and will have a high action density.

Dominion Articles / Re: Combo: Double Tactician + Black Market + [Treasure]
« on: February 11, 2012, 09:08:47 pm »
good article nice first post, though theroy already did a blog post on the same combo.

Dominion Isotropic / Re: Most Vetoed Card?
« on: February 09, 2012, 10:06:08 pm »
Ambassador and Tournament, certainly, aren't just "shut off your brain and go through the motions" cards in the same way the other three are

I don't see how chapel and alchemist are shut your brain and go through the motions type cards. Chapel yes is pretty straight forward in how you buy and play it, but most of the time it greatly increases the strategy space because of the amount of decks that now become viable.

Alchemist on the other hand is a a completly absurd veto for the reasons you are giving to veto it. First it is rarely dominant and most of the time a major trap card. Two the only time you want to go for alchemist is with some decent support. And three with that support avalible alchemist games are almost never just "go through the motions" games.

The "shut your brain off and go through the motions" cards are stuff like IGG and JoaT

Dominion General Discussion / Kingdom design thread
« on: February 09, 2012, 09:33:56 pm »
so recently as you all know there have been a few kingdom design contests, all producing quite a few neat and fun kingdoms. In the past of there has been little to no emphasis on pre-made kingdoms, but as I think the kingdom design contests have shown us, well designed kingdom's can be quite fun to play and can greatly emphasize the best parts about dominion.

Since I really enjoyed a lot of the kingdoms that were made, I thought I would start a thread devoted to pre-made kingdoms since I couldn't find anything else of this nature on the forum.

Some ideas for what posts should look like.

-presenting a kingdom you designed with or without coments.

-presenting a design challenge to the community along the lines of: Who can make the best kingdom only using base cards?

-analyzing and critiquing other people's kingdoms.

Have fun my first challenge for the thread is the one I mentioned earlier. Who can design the best kingdom only using base cards?

Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 08:20:46 pm »
explorer is my favorite i have a few fun games with it like this one (especially turn 13).

i think it and contraband are the best card on this list and should probably be taken off. here is an example where contraband is the dominant 5 cost card. my opponent resigns early so they're isn't much gameplay but it illustrates contraband's power effectivly enough.

Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 08, 2012, 02:19:13 am »
I do not belive explorer is that bad a card, sure it isn't that great, and is quite mediocre, and bottom 5 in terms of the 5 cost cards, but i often see Explorer BM being the dominant strategy on poor boards (which happen quite frequently). I kind of equate explorer to beurecrat, doesn't really combo much with anything is pretty weak but on bad boards beurecrat/explorer BM will win, none of these other cards have this trait (though a few have the trait of once in a blue moon they are extremly dominat).

I voted transmute as the worst card since it has neither of these traits and is at best a compliment to some other strategy (like in one of the annotated games whost number i can not remember), and a once in a blue moon compliment to another strategy is just horrible for a card.

Also why isn't chancelor up there? I do not think it is the worst card, but it has quite a legacy of people saying it is horrible, people trying to defend it than realizing it is horrible etc. It is one one of those cards you look at and go. Why would i ever buy this? (since it is infereior to silver most of the time).

Puzzles and Challenges / Re: 3 pile in 7 turns
« on: February 07, 2012, 10:50:50 pm »
good one i will just post the one i was thinking of since i am failing at making a cool puzzle with good restrictions, if you want to try and find this combo without looking at the spolier try a new puzzle with the same restraints except you have to get a 6 pile in 10 turns and you can only buy those 6 cards.

KC the Develop and trash the harem gaining any 5 cost card putting it on the deck and a KC putting it on top of the deck.
with the duchy gain a harem and gardens and with the gardens gain a duchy and develop. your next hand will be the exact same as the one you started with.

Situation: after a long governer +card chain you play a militia.
what you think you've done: discarded them down to a worse hand than they started
what you've actually done: tutored the 3 best cards of their deck.

of course a militia is still a great complemint to a governer deck. It doesn't mean you can just play goverener for cards without thinking though. Minion on the other hand...

Puzzles and Challenges / Re: 3 pile in 7 turns
« on: February 06, 2012, 08:46:36 pm »
yea didn't really have tiem to think of other solutions was more of trying to craft a problem to a cute trick will come up with better constraints.

edit: i thing these two constraints make it harder. you can't use cost reducers (like bridge) and you can't buy cards only gain them.

edit 2: and if that is too easy add in the restraint that you can only have terminal cards (KC and TR count as terminals)

Puzzles and Challenges / Re: Equilibrium
« on: February 06, 2012, 07:49:16 pm »
wait how does this one work, is the idea that the player with two governers would win if the other player tries to buy a 6 card with KC-Duchess?
the G stands for gold not governer they would buy the last province.

Puzzles and Challenges / 3 pile in 7 turns
« on: February 06, 2012, 07:29:00 pm »
so here is the challenge your starting deck is 5 differently named cards and you are to 3 pile the game in 7 turns. do not assume perfect shuffle luck.

edit: added 3 more restraints since it porved to be too easy. You now can't use cost reducers, buy cards, nor have any non terminals (KC and TR don't count as non-terminals).

on a related note to the one about the trust steed/lab/shanty town comparison.

situation: bought a lab in a kingdom with only non-terminals.
what you think you've done: bought a power 5 cost card
what you've actually done bought a shanty town

situation: Open Treasure map/Scheme
what you think you've done: opened with a strong combo making it more likely for your treasure maps to colide.
what you've actually done: trashed your treasure map.

How many people did'nt do this the first time they saw sceme and treaure map on the same board?

2011 / Re: Winner of the Kingdom Design Challenge
« on: February 05, 2012, 09:10:19 pm »
Here's an example game:

I am the person geronimoo crushed in that game. Very cool that you inserted such a powerful (and hard to see) counter to classic ambassador play. I got my ass handed to me in that game, but it was quite fun to play (though to be fair I did win the game before this one where he tried to forgo ambassador entirely)

Variants and Fan Cards / Re: Fan Expansion - Dominion: Conflict
« on: February 02, 2012, 12:30:37 am »
arms dealer has a problem as worded now. if they're are no cards in you're draw deck you can simply keep playing it and discarding it for +1 card +1 buy to generate as many buys as you want. this also allows you to buy out all the curses and coppers on one turn having you're oppoenent gain them which is pretty much gameover

Variants and Fan Cards / Re: Fan Expansion: Proletariat v2.3a
« on: January 29, 2012, 11:54:46 pm »
Mulching Machine - Action-Reaction - $4*
+1 card
Choose one: +1 action, or trash a card from your hand and gain a fruit token.
When you gain a card, you may discard this card. If you do, trash the gained card and gain a fruit token.
When you buy this card, you may pay an additional $3. If you do, trash any number of cards from your hand. Gain fruit tokens equal to the number of cards trashed.
This seems like it punishes cursing so much that no one goes into curse strategies.  3 Curse discouragements in one card seems a bit much.

how is discouraging cursing a bad thing? they're are next to no cards that discourage cursing and none that do it really effectivly (except for maybe ambassador with decent support). also this card doesn't really discourage cursing that much, it has a weak watchtower effect (watchtower is only semi-effective anyways) it has a trashing effect when played which isn't really a discourager since it's so little trashing and trashing isn't that effective anyway. And it has a trash on buy which is actually quite good agianst cursing but it's only on buy and you can't trash money with it (Well you could but since the cards have to be in your hand you are giving up on a province). in general this card seems like a slightly better version of watchtower (which is fine since it costs one more), it has more utility in general and some nice trashing for fruit tokens (which is a really cool mechanic), but isn't as good in a lot of the areas watchtower shines.

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