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Messages - William Howard Taft

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1
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 18, 2018, 06:57:23 pm »
If there's no other trashing and Throne Room is on the board I might pick one up. Turning two Coppers into two Silvers is nice, or turning one Copper into a Gold.

Turning Silvers into Idols is pretty nifty too. Or at least it was in the Recommended Kingdom I played it in when I first picked up Nocturne.

2
monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing

Monastery is so good. Recently played a game with Monastery, Cache, and Council Room. So much money so fast, and Monastery's ability to let you spend the Coppers before trashing them is ridiculous.

3
It's nice having victory cards for Oasis to discard but not when you also need them for Shepherd.

4
Envoy + Cemetary: get a big hand with Envoy, then trash stuff. It helps that your opponent will want to let you keep the bad cards when you play Envoy, which you then trash.

Just played a similar game with Advisor + Count. Played multiple Advisors, opponent discarded all my power cards leaving me with a handful of junk to trash.

5
Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

6
or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?

I meant that because Night cards can't be drawn dead, it's often better than opening Gear + terminal action. With Gear + terminal action you have to set the terminal aside and play it next turn. With Exorcist, it's likely to line up with Estate right away and if it doesn't you can just set your Estates aside for the next turn.

Of course you'll still probably set the Exorcist aside if Gear draws it with 5 Coppers, but buying a $5 and guaranteeing a Wisp on your next turn is better than buying Silver, trashing the Copper with Exorcist for no benefit, and having to wait to draw it again. Copper is pretty useful in the early game, especially if you've quickly turned all 3 Estates into Wisps.

7
Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.

8
Dominion Articles / Re: Settlers/Bustling Village
« on: June 13, 2018, 10:35:58 pm »
It's a good way to make sure your Moneylender connects with a Copper. Same goes for Junk Dealer, Spice Merchant, Bats, and anything where you need something crappy in your hand to trash.

9
Turns out Tracker is a wonderful target for Prince. An extra $1, a Boon at the start of each turn, and top-decking ability for the rest of the game is all very handy.

10
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.

In a Pasture / Shepherd game, green cards arenít junk.

That said, itís just weird to compare it to a Province - itís obviously a far different outcome.

Aside from a few outlier situations I'm not going to trash HG until end of game unless I'm forced to. Still, it's pretty rad to get 12 VP by remodeling one $6 card. It's not an official double Province but 12 points is 12 points.

11
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

12
My opponents hate playing with Rats but I love them to the point of irrationality. I usually waste extra buys on Copper to keep them from eating my deck but on a board where my opponents went for a moneyish strategy I double-embargoed the Province pile right away. It slowed them down and provided free rat food on a board without extra buys.

13
That actually is a really good way, because jester is the most powerful gainer in the game.

Changeling can gain Potion cards too, along with Victory/Action and Victory/Treasure cards. It's also cheaper and way better at copying the card you want.

14
Dominion General Discussion / Re: Being sneaky
« on: April 15, 2018, 01:36:29 am »
There's also the fact that sometimes people make mistakes. If you're trying to play super quickly to conceal which cards you're buying, there's a chance you could accidentally miscount or misread something and get away with it.

15
Dominion General Discussion / Re: Being sneaky
« on: April 14, 2018, 11:41:32 am »
I have the exact opposite problem with my girlfriend. She gets annoyed that I announce whatever cards I'm buying/playing, but it's to make sure everyone in the game has the same information about what's happening.

16
Squire and Donate are a lot of fun together, especially when Relic or Idol are on the board. Spend your first two or three turns buying Squire, then Donate for instant economy.

17
Dominion General Discussion / Re: Post Your Fun Kingdoms to Play Vol.2
« on: April 10, 2018, 09:25:34 pm »
I edited the OP to allow for comments, if placed in spoiler tags.

Definitely going to try this one...

Dungeon looks SWEET with cursed village.  And there are some super situational cards that you don't want in your deck (ranger/leprechaun) that you can get access to with BoM!  I've also remarked before about the fun of settlers and discard.

Oh good! This was actually a randomized set but I just love it for so many reasons.

I definitely took an early Hex with BoM as Leprechaun so my Exorcist could get me a Ghost. Ghost is so good with BoM here, especially because the Ranger pile is never going to run out so you can always start your turn by flipping the journey token twice for +5 Cards and a Buy.

Also Wishes are stupidly easy to get. Between Dungeon, Settlers, BoM, and Necropolis it's real easy to get 7 cards in play and keep your combo going, which helps for the Museum gaining.

18
Dominion General Discussion / Re: Post Your Fun Kingdoms to Play Vol.2
« on: April 10, 2018, 05:11:52 pm »
This was the most fun kingdom I've played in weeks.


19
Dominion General Discussion / Re: Favorite Thematic Cards (part 2)
« on: April 06, 2018, 04:00:30 pm »
I absolutely love that Wishes are absurdly powerful yet cost $0. It's gloriously heartbreaking to struggle and suffer to get your precious Wish only to have a Swindler trash it for a Curse because it's worth nothing to him.

20
Dominion General Discussion / Re: Dominion Confessions
« on: April 02, 2018, 12:31:16 pm »
Shanty Town is my favorite Village.

21
just had a game with the settlers/bustling village stack and lots of discard.

These cards have always felt so lackluster to me, especially late game when you draw your deck.  But if you have cards that discard (druid with wind's gift in this case), and your opponents are making you discard (legionary), you can majorly mitigate the discard by discarding coppers or settlers as appropriate.  Even LATE into the game, when I had no coppers remaining, and I was fully drawing my deck every turn, I got value out of the combo.

Just played a game where Dungeon made Settlers/Bustling Village similarly beastly. They also enabled Leprechaun for easy Wish-gaining.

22
Dominion General Discussion / Ambassador and When to Buy Curses
« on: March 20, 2018, 03:56:02 pm »
Under what circumstances is it a good idea to buy a Curse for Ambassador?

I've never tried it IRL, mostly because when Ambassador is on the board I'm already too busy fending off/passing out other junk, but it's fun against Lord Rattington. I opened Double Ambassador and quickly found myself with a super thin deck consisting of nothing else besides some Villages and a couple Pawns, so I bought a Curse with the extra Buy and spent a few turns double-cursing him.

It's a fun way to inject cursing into a game that wouldn't otherwise have it, but it seems like it might often be a waste of time against an actual human. Does anyone have any examples of games where it was a good move?

When else is it a good idea to buy a Curse?

New players always laugh when I tell them a Curse costs $0 and they're free to buy them whenever they please, but there are circumstances where it's the best move. I'm sure I'm missing some, but off the top of my head:
  • End with a three pile when you're ahead
  • Fairgrounds
  • Museum if you really need 1 extra VP
  • Watchtower them straight into the trash for Goons or to defang your opponent's curser
  • Force your opponents to gain it with Messenger (probably helps if you have a Watchtower)

Am I missing any? When do you buy Curses?

23
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 15, 2018, 12:50:28 pm »
I meant that Ghost and Prince enable Cobbler with cost reducers other than Bridge Troll and Ferry.

24
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 14, 2018, 08:04:09 pm »
It's kinda sad that it doesn't work with cost reduction (other that Bridge Troll and Ferry).

Prince and Ghost can do it but itís hard to set up.

25
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 14, 2018, 01:57:19 pm »
Itís great with Shepherd.

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