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Messages - SinisterHologram

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1
Dominion: Nocturne Previews / Re: Don't be fooled, nothing for you here
« on: February 16, 2018, 07:30:24 pm »
Village+Smithy offer complementary effects that are useful independently on many other kingdoms with different villages and terminals, so they have no particular synergy according to my definition.
According to the Oxford dictionnary synergy is "he interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects"

Playing 6 Villages is pointless, playing 6 Smithies is impossible but playing 3 Villages and 3 Smithies leads to an 11 card hand.

If you wanna use some funky subjective definition of a word that is your prerogative. But it makes communication fairly pointless.
Nailed it.

2
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 18, 2017, 11:59:13 am »
Silver/Night Watchman guarantees $5 on turn 3. Potion/Night Watchman guarantees $3P on turn 3.
You just blew my mind. Night Watchman just went up in value for me.

3
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 06:36:57 pm »
Tragic Hero seems even worse than Library for drawing. I had to go back and look at it again to make sure I read it right. A freaking Smithy is almost always going to be better. Why is this $5?
Yeah, it doesn't seem very strong. Although the somewhat complex nature of it makes it hard to evaluate for me. But my assessment based on my general experience of Dominion (without having used this crad) is this. You do get the +buy as SuperHans pointed out. So it has that over Smithy, but that drawback is rough, and I think some people may be underestimating how much that will hurt. It won't be very good in engines because any strategy where you want to be drawing your deck every turn will require more than 8 cards in hand for the most part. I guess one might be okay in that deck if it is drawn at the top of the shuffle. However, the fact that you gain a treasure when you lose it could be good sometimes. For instance, a free Fortune would be amazing. Usually, though, when gold is the best treasure, this only helps a money-ish deck since an engine doesn't want too many treasures in the deck getting in the way of the draw cards.
I really don't see tragic hero being a strong card.

4
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 02:12:46 pm »
Yeah, goat is a neat little card. Obviously not as good as some other trashers, but still pretty good since it's a treasure and you don't even have to buy it.

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Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 11:11:35 am »
Yeah man, I'm super disappointed that none of the cards have animated gif arts.
I mean, it's two thousand and friggin seventeen fer cripes-sakes. You would think they could do that by now.

6
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 10:52:08 am »
I'm very disappointed with the Guardian artwork. I was expecting this:

I was expecting this for haunted mirror:

7
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 10:29:19 am »
Quote
I've always found it strange that there have only been 2 cards that just straight up nullify attacks.

Three. Moat, Lighthouse and Champion.

Two supply cards, though. So Champion has an asterisk. Also literally.
Champion has always bothered me; by the time you get it, the game is usually over and basically decided anyway. It's a deceptively boring card.
But anyway, we're talking about Guardian. Now that I am realizing you can always play it the turn you get it, I see now that it is really strong and definitely different from lighthouse. I would say this makes it for sure better than lighthouse in most cases.
The thing that we also need to take into account when evaluating night cards is that they are NOT action cards. This makes a difference for things like scrying pool and ironmonger, where it matters whether or not "action" is in its type. That part slightly diminishes Guardian, but not by much.

8
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 09:51:38 am »
Guardian's gain to hand clause is pretty big I think. Especially in the early going if you can tell that your opponent is due to draw their mountebank or if you know you're about to face a cultist chain, you can spend a $2 buy as insurance to make sure you're protected for your next turn. Likewise, it's good if you know you're going to want an extra boost in cash for the next turn. It's almost like villa where you probably don't want to buy it until the actual turn you need it. Also, I've always found it strange that there have only been 2 cards that just straight up nullify attacks. I don't think it hurts to have a 3rd one just to increase the odds of one showing up in a random kingdom.
Oh yeah, I forgot that Guardian is gained to hand. That does make it different.

I'm having a hard time conceptualizing the cards in this set for some reason. The night cards are especially hard to evaluate for me since they work only slightly differently from actions.

9
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 09:19:58 am »
Quote
why Guardian? its too similar too Light house. So why?

Because there aren't enough reactions or other protection mechanisms in the previous sets to account for Hexes. It adds some balance. If a set adds attacks, it has to add defenses or the whole game tilts. No directed defense works for Hexes, so a universal attack neutralizer was the only option.

Plus, you can't draw a Night card dead, so it could be better when playing money or a slog that relies on a few big terminal draw cards, particularly if they're attacks. I'd think about throwing it in with Margrave or Torturer, especially if the engine was weak.
Right, but I think he's saying that it is functionally identical (almost) to lighthouse and if there is going to be an additional protection card, then he'd like to see one that is a little more unique than something that feels almost the same as lighthouse. I agree with him;I do think Donald could have differentiated it a little bit more beyond the mere fact that it is a night card.

10
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 08:33:41 am »
hahaha, woops, I was confused about the +buy. I kind of like that heirloom better than the card itself.

11
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 07:50:11 am »
Hot take, Tracker is a sleeper card. Like, A tier.

The topdecking ability on a $2 cost terminal Copper (sometimes Silver) is interesting enough, but Wisps from Swamp's Gift and the $4 from Earth's Gift can get topdecked too, as well as the Silver and Gold from Mountain's Gift and Sky's Gift respectively. Many of the other Boons help you buy better cards to topdeck that turn, and you always have Pouch as a source of +Buy to topdeck two cheaper components.
I don't think the fact that you get a boon is quite strong enough to make up for the fact that it's terminal (unless you get the +1 action boon, but of course you can't count on that).

I was about to say, if you think this about Tracker, then Bard must be pathetic in your eyes.

Bard is the new Scout.
HOT TAKE!!!!      HOT TAKE!!!!      HOT TAKE!!!!    HOT TAKE!!!!                                     #RealBad #Navigatorisbetter #NeverBuy #ShouldCost3.          #StillWouldntBuyAt3

Ah.

I haven't played with Bard enough to get a gauge for it, but it's arguable if Navigator is better I think. It really depends on the order of the Boons.

I mean, if you were going to open with Silver anyway, you can maybe look for marginal benefits off Navigator or Bard.
Yeah, I get that. I would just almost always prefer a silver over any of those cards - especially on the opening. The fact that it could be a dead card sometimes makes it pretty horrible. I guess the +buy and topdeck ability make tracker okay, but the fact it's terminal keeps it out of the A tier for me. I would probably only get one or two if it was the only +buy on the board.
However, this is all my opinion without having played with either bard or tracker, of course. So I'm certain my opinion will be somehow different with more experience with these cards

12
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 06:48:47 am »
Bard is the new Scout.
HOT TAKE!!!!      HOT TAKE!!!!      HOT TAKE!!!!    HOT TAKE!!!!                                     #RealBad #Navigatorisbetter #NeverBuy #ShouldCost3.          #StillWouldntBuyAt3

13
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 06:36:34 am »
Hot take, Tracker is a sleeper card. Like, A tier.

The topdecking ability on a $2 cost terminal Copper (sometimes Silver) is interesting enough, but Wisps from Swamp's Gift and the $4 from Earth's Gift can get topdecked too, as well as the Silver and Gold from Mountain's Gift and Sky's Gift respectively. Many of the other Boons help you buy better cards to topdeck that turn, and you always have Pouch as a source of +Buy to topdeck two cheaper components.
I don't think the fact that you get a boon is quite strong enough to make up for the fact that it's terminal (unless you get the +1 action boon, but of course you can't count on that).

14
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 16, 2017, 10:39:05 pm »
I think Conclave seems really weak and not interesting at all, but maybe I'm missing something.

Monastery will obviously be really strong. It only costs 2; It is essentially non-terminal, and it can trash coppers that are IN PLAY. Obviously, this is not quite as good as chapel, but it can really do some work I think,

Yeah... i think for 4, Conclave is ridiculously OP. It basically turns any terminal draw into a mega laboratory with +2 coin and turns every other terminal action into a mega village. I mean you won't get to repeat it with the same actions and maybe have a drawback on durations but that's still a little better than labs.

I don't think it's OP at all. It's just a village variant. It has the added bonus that you get money and the disadvantage that you are limited in how many you can play it and it also does not draw you a card like some villages do. I would not by any means call that OP. It's an appropriately powered village variant.

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Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 02:11:12 pm »
Den of Sin: Quite a bit less exciting than the name suggested. An Expedition on-play, but the actual effect is a lot weaker than its counterparts Wharf and Haunted Woods. I expect you'll only get it if you need the extra +cards for the next turn.

It's a next-turn Wharf that doesn't take an action to play.  I think it'll end up a power 5.

Guardian: This I don't get at all. It's a lame reprint of Lighthouse, and that wasn't the most exciting card to begin with. Okay, I guess you can get it just when you're scared of being attacked, but still I think this is my least favorite Nocturne card.
Quote
Night Watchman: Another gain-to-hand effect. I guess the main use is slogs and maybe setting up a megaturn. Otherwise, the effect seems pretty weak (see Navigator).

It's much closer to Cartographer, as you can discard any number.

Both of these felt quite powerful playing with them.
For me, Conclave is the most boring. It's just a weird village that doesn't really do anything exciting.

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Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 16, 2017, 01:35:19 pm »
I think Conclave seems really weak and not interesting at all, but maybe I'm missing something.

Monastery will obviously be really strong. It only costs 2; It is essentially non-terminal, and it can trash coppers that are IN PLAY. Obviously, this is not quite as good as chapel, but it can really do some work I think,

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Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 16, 2017, 01:30:21 pm »
Okay. Now all of the cards are out. What stands out? What seems bad? Any sleepers? Any duds?

You’re just trying to lure us into making statements we will all laugh at in two years.

LOL so true!

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Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 16, 2017, 01:28:25 pm »
Oh, also, Magic Lamp seems like a lot of fun, but I don't know if it's any good.

19
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 16, 2017, 01:27:52 pm »
Did anyone else notice that they changed the wording on Leprechaun? (I think I'm looking at it right) The new wording makes it a little bit more usable. I liked the card a lot initially, but when I tried it online, it seemed really hard to do anything useful with it. What do you all think?

20
Dominion: Nocturne Previews / Re: Don't be fooled, nothing for you here
« on: November 16, 2017, 12:39:35 pm »
This thread is modern art at this point.

Do you consider the thread to exhibit synergy?

No, it must contain Tactician.
S Y N E R G Y -- I S -- THE -- REAL -- FRIGGIN -- DEAL                                                                                              Yeah, baby!!!!!!

21
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 04:54:06 pm »
This topic is already the spawn of off-topic discussion. Bringing it further off-topic risks circling back to discussion of the Nocturne Preview Day 1 cards.

S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi    S - Y - N - E - R - G - Y       You ain't got no alibi   

22
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 04:47:09 pm »
I saw coppersmith brought up multiple times, and that isn't even a card...

It wasn't a card before, but it has become a card once again through the power of guided visualization.

synergy is cool but don't nobody know what it is  synergy is cool but don't nobody know what it is   synergy is cool but don't nobody know what it is  synergy is cool but don't nobody know what it is
 synergy is cool but don't nobody know what it is 

23
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 04:29:48 pm »
The best example of synergy I can think of is King's Court / Tactician. You get to draw up to 10 cards AND you get +1 buy and +1 action. The best way to win with this strategy is to ask your opponent nicely to Chapel away their estates, never buy VP and allow you to 3-pile. I believe there is a video of Mic Qsenoch winning with this strategy.
Adam Horton wrote an article on it too, I think.

24
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 04:19:48 pm »
You have said that it's an additive benefit on its own, which it isn't.
It is an additive benefit within your turn, just like plays that net + or +buys are additive benefits within your turn.
But not on its own. It doesn't do anything on its own.
Just wanted to point out that if one Village has 0 benefit, and ten Villages played together also have 0 benefit, then those benefits do in fact add up.
And they are also multiplicative, so it's a synergy!

Hey guys, Curse and Village are a synergy, because while Curse has negative value, playing Village by itself has zero value, so they multiply to a better value!
Curse only has synergy in that scenario if you draw it in your starting hand and are able to actually play it turn 1. After that you are only continuing the "-1 VP" effect.
Another case of synergy might be if you have 5/2 and you buy a mint turn 1 and a Chapel turn 2. You could then Chapel away your remaining cards and then gain a curse with Alms every turn. It works extra good if your opponent gives you a Hireling with their Ambassador around maybe turn 8 or 9.

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Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 03:19:20 pm »
I can't believe I fell for this. Reading this thread feels the same as being punished.

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