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Messages - Commodore Chuckles

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If you get bitten by Vampire, you die get sent to the Shadow Realm!

Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 18, 2018, 01:27:51 pm »
What do we mean by Monolithic?

Regardless of power level, I think the big difference between Goons and Rebuild is interactivity with the rest of the kingdom and variability of builds.

Rebuild is powerful in the same way in every kingdom in which it appears and those games feel pretty much the same, whereas Goons, while centralizing, is an expensive, terminal stop card, meaning you need to support your deck in every way imaginable to maximize it, making the way it centralizes the board different every game.

Right. In my mind, "monolithic" is not the same as "must-buy." "Must-buy" is not necessarily bad design, as the decision of how to use it can still be interesting. But "monolithic" generally is bad design, as the decisions of whether to buy and how to use it are both uninteresting.

$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
You may gain a curse. If you do, trash up to two more cards from your hand.

I can tell you right now that a cantrip trasher is way too good for $3. This would probably be balanced at $5.

Wealthy Uncle
$3 - Action
If more the half of the Provinces remain in the supply pile, gain a Duchy.
If half or fewer of the Provinces remain in the supply pile, gain an action card costing up to $5.

This also seems way too good for $3. It's hard to think of a reason not to open with it. Gaining a Duchy might hurt, but if half the Provinces are already gone, it will likely help just as much. If you really don't want the Duchy you can just not play it, which is a small price to pay for all of 5s you got earlier on.

Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 17, 2018, 11:50:23 pm »
On a somewhat related note, I think Shepherd is the best card for teaching players to be careful about triggering shuffles. I played a Shepherd game with my brother today and he found out how easy it was to get a hand of 5 dead green cards.

Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 17, 2018, 11:39:04 pm »
I'm no expert, but I will stand by Goons as probably the worst card in Dominion in terms of "promotes monolithic play".

Not Rebuild? Rebuild seems to me like far and away the worst promoter of monolithic play. With Goons you have to buy stuff to draw and give you +actions, and then a bunch of cheap stuff for the VP. With Rebuild you mostly just get Rebuilds, Silvers and Duchies. Rebuild stands out for how powerful it is combined with how few other cards it actually interacts with.

Dominion General Discussion / Re: Reactions
« on: July 17, 2018, 12:00:13 am »
1 and 3:
Watchtower - Just a great card in general.
Caravan Guard - Weak, but the way it works is really cool. Also, awesome color scheme.

2: Hmmmm, I can't think of any I outright dislike. I suppose my least favorites would be:
Beggar - Because it's pretty useless, both the Reaction and the rest of it.
Diplomat - I mostly like this card, but the Reaction part is starting to annoy me because of how long it takes opponents to decide stuff.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 16, 2018, 11:39:46 pm »
C plays a Swindler.
d trashes a Herald.
C plays a Swindler.
d trashes a Herald.
C plays a Swindler.
d trashes a Herald.

I don't know if spike is the right word here.

How would you define "spike?"

Death Cart + City Quarter
Death Cart can help you spike an early City Quarter, and the Ruins will help it draw.

I had the CG/C/MLamp/2E + 4C/E opening split and opened Mnt/Slv.

I'm confused about how you did this without trashing the Lamp to the Mint. Was this a Baker board? CG+C only gives $4 on its own.

Variants and Fan Cards / Re: Really bad card ideas
« on: July 11, 2018, 09:11:31 am »
It also combos pretty well with Mystic.

That distinction, by the way, is a factoid that has been relevant to my life exactly one time.

You all totally missed this one, guys. A "factoid" is not a little fact, it's something that seems like a fact but isn't.

I donít really fully decide it by Turn 1, usually. I have a general sense of the best way or ways for a board to go and then I adjust it based on what I roll for early buys.

This is why I hate hate hate hate hate when people decide to think about strategy before hitting Start Game.

30 seconds to maybe 2 minutes in the longest cases.

Agreed. There are a lot of cards (particularly cheap trashers) that are good to open with 95% of the time regardless of what your overall strategy ends up being. Usually you just need to glance over the board to see if there's some reason you wouldn't want these cards.

Variants and Fan Cards / Re: Mashups
« on: July 06, 2018, 08:54:41 am »
Witch Doctor
Action - Attack - $6
Name a card. Each other player reveals the top 3 cards of their deck, trashes all copies of the named card and gains Curses in their stead, and puts the gained Curses and remaining cards on top of their deck in any order.

Inheritance Tax
Event - $3
Set aside a card from the supply costing up to $4 with your Inheritance Tax token on it. Your Estates gain the Action type and the ability to put 2 Debt on the pile the card is from when played.

Variants and Fan Cards / Re: Ruined cards
« on: July 05, 2018, 11:49:57 am »
Incompetent Minion: You may discard your hand and draw 4 cards.

Birthday Clown: Each other player discards the top card of their deck. Each player, including you, gains a copy of every discarded card.

Blind Lookout: Look at the top 3 cards of your deck. Discard one of them and put the rest back on top in any order.

Stolen Cache: When you gain this, gain 2 Coppers.

Stolen Stash: When you shuffle, put this anywhere in your deck.

Impeached Governor: Choose one, that each player including you gets: +1 Card, gain a Copper, or trash a card from your hand and gain one costing no more than it.

I just played a game where my opponent KCed a Skulk... And all 3 of the Hexes helped me. Bad Omens discarded a deck with no Coppers, Locusts hit a Fortress, and War hit a Lookout that was no longer needed.

Necromancer + Conspirator
Playing a single Necromancer is enough to activate your conspirators because you can then play Zombie Spy, thus already playing two non-terminal cards.

Just played this really awesome randomly-generated one. So much awesome stuff going on here.

That makes it worse in many senses than a delayed copper
Given that Guardian is an on-play delayed Copper with a cherry on top when you gain it, this statement is false.

Sorry, but no. A delayed copper is Caravan Guard. It literally gives you a copper next turn at no cost to this turn.

It's pretty obvious that that is not what delayed Copper means in this context. Copper comes at a cost. If Caravan Guard is a delayed Copper, then that would mean that Peddler is a regular Copper.

So you believe that Caravan is not a delayed Lab?

Caravan and Caravan Guard are both cantrips on the turn you play them. Guardian is not. It doesn't draw, so it takes up space in your hand. So yes, playing it does have a cost this turn.

Mint + Grand Market
Buy Mint, trash all Coppers you have in play, buy Grand Market.

C plays an Idol.
C takes The Sea's Gift.
C receives The Sea's Gift
C draws an Idol.
C discards The Sea's Gift.
C plays an Idol.
B gains a Curse.

Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2018, 08:00:34 pm »
Action - Paradox - $3
Trash a card you have in play that cannot trash itself.

It could always be "+buy if none of the above", so it would work for Curses, Night cards and Hovel.
It would be a bit sad to lose the nifty benefit of multi-type cards.

I quite like this idea. It "feels" so right I almost don't care how it plays. (-8

I think with this wording could be interpreted as "+buy if the card has a type that is not Action, Treasure or Victory," so Multi-types would still give multiple benefits. This would also mean that other types like Attack and Duration would also give +buy.

Do you mean 'Ironworks and Ironmonger'?
Are there any others?
Irontribute (first edition of Irontrigue)

Sacrironfice from Empirons also possibly counts.

Had a neat way of getting +buy in a cultist stack game. Used cemetery to trash haunted mirror for a ghost. Then picked up a bridge troll. I'd ghost a cultist so that next turn I'd draw my deck with an action left to play bridge troll. The following turn I'd draw my deck with cultists and pick up colony + cultist to ghost the cultist and repeat.

This doesn't belong in the "potentially useful" thread because it needed several different cards and only worked against Lord Rattington, who chose not to buy cultists. I still thought it was neat though.

Especially since Ruins in your own deck would wreck the Ghost...

Variants and Fan Cards / Re: Ruined cards
« on: June 29, 2018, 09:55:29 pm »
Yes, the idea was that the pile doesn't exist. So this card is the same as a Farmers' Market from the Black Market, i.e. a Ruined Market.

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