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Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: April 11, 2020, 09:20:38 pm »
Played a Populate + Way of a Horse. It was fun - like buying some Super-Experiment:)
Way of the Turtle with KC transforms your engine into something super-reliable: play and buy everything you need and then lay out your next turn any way you want to.While not always gamebreaking, there are several cards, such as Courtier that can function as superlabs or labs with upside, like Coven. Festival gets to be a better Lost City, Scholar gives you +$7, and Animal Fair can be a Council Room without the penalty.I looked a couple examples and didn't find anything "broken" in the Chameleon. Sure it is a nice Way, but mostly it is like cool to have this, when there is a lack of draw/virtual money with abundance of the other or adds a flexibilty, when you're working with your engine.In many boards, Chameleon is incredibly powerful to the point of being occasionally broken.I think in general, Way of the Mouse sounds like the most Powerful Way. Sure there's plenty of weak and cards, but they're almost all strictly better than several of the other Ways.Way of the Turtle sounds to me as decent contender. It also makes some actions super OP.
Way of the Turtle at least gives you a Bridge combo. Simply buy Bridge(silver if not enough) and play it as turtle till you have enough Turtle'd Bridges too wipe a Province pile. And I thought about a couple other actions, which become great with a "start of turn" play.
Right, while not any more game-breaking than King's Court; it does make a lot of cards suddenly strictly better than various official cards.
And if you combine it with King's Court/Mastermind, it can really get insane - Scholar in particular, if you choose Chameleon for the first two plays and the normal option for the third, you have +$14 and a 7-card hand! If there's any +buy in the kingdom, you're almost guaranteed a double Province, and even triple Province isn't out of the question
And if you want to get absolutely absurd - Fortune with all that. Assuming there's enough +buys available, you could easily get quadruple or more Province!
I looked a couple examples and didn't find anything "broken" in the Chameleon. Sure it is a nice Way, but mostly it is like cool to have this, when there is a lack of draw/virtual money with abundance of the other or adds a flexibilty, when you're working with your engine.In many boards, Chameleon is incredibly powerful to the point of being occasionally broken.I think in general, Way of the Mouse sounds like the most Powerful Way. Sure there's plenty of weak and cards, but they're almost all strictly better than several of the other Ways.Way of the Turtle sounds to me as decent contender. It also makes some actions super OP.
I think in general, Way of the Mouse sounds like the most Powerful Way. Sure there's plenty of weak and cards, but they're almost all strictly better than several of the other Ways.Way of the Turtle sounds to me as decent contender. It also makes some actions super OP.
As for Pixie, that doesn't work because of the lose track/stop moving rule. Pixie expects itself to be in play, so it can't trash itself to get the Boon. You'll just continue to cycle through the stack without actually receiving any of them.Oops, yeah, that does rule Pixie out of being too powerful, simply Pig
Donald_X 25 points · 11 hours ago
Here are the 7 Ways that aren't in the rulebook and haven't been previewed, in text form.
Way of the Camel: Way Exile a Gold from the Supply.
Way of the Frog: Way +1 Action When you discard this from play this turn, put it onto your deck.
Way of the Goat: Way Trash a card from your hand.
Way of the Monkey: Way +1 Buy +$1
Way of the Mule: Way +1 Action +$1
Way of the Otter: Way +2 Cards
Way of the Worm: Way Exile an Estate from the Supply.
I was talking more about a gardens slog. Thats the main synergy of CT with gardens after all. You can keep exiling hoards of useless cards upping your gardens points without junking your deck. Though if you aren't trying 3-pile exiling gold is probably the smartest option.If you're playing a Gardens rush, the point when you're ready to go for Gardens should be like the third shuffle. The "flood" of Silvers at that point is like 2 at best.Feels like Workshop is better, because you can actually gain Gardens with it. Eventually with Camel Train you'll need to figure out how you're going to consistently hit 4 while flooding with Gardens.Well, you aren't forced to keep every card exiled. You can start exiling silvers till a point you ready to go gardens(preferably just before a shuffle), then gain one silver and then your next shuffle is flooded with money to gain gardens, while you can start exiling gold to fight for provinces/duchies on lucky turns. So no - i think it is a good garden enabler.
Beggar has that same advantage, flooding your deck with stuff and also helping you actually get Gardens.
Feels like Workshop is better, because you can actually gain Gardens with it. Eventually with Camel Train you'll need to figure out how you're going to consistently hit 4 while flooding with Gardens.Well, you aren't forced to keep every card exiled. You can start exiling silvers till a point you ready to go gardens(preferably just before a shuffle), then gain one silver and then your next shuffle is flooded with money to gain gardens, while you can start exiling gold to fight for provinces/duchies on lucky turns. So no - i think it is a good garden enabler.
Beggar has that same advantage, flooding your deck with stuff and also helping you actually get Gardens.
Cheif's hut: The way to make use of them is to chain CH on itself: as you replay your CH you can each time choose a different (or the same) action to replay greately increasing your payloads power. You can't however chain it into a draw like King's Court (unless you have a forced play action like vassal), however you will gain a loads and loads of gold on top of your deck this way - which will decrease your action density. These types of cards (from Primordial village and on) are specifically designed to have drawbacks that a player will need to overcome to make full use of the card's power.Oups, you were right. You need to play either payload card (and have actions to do so) or have an action that forces a play from your hand to chain CH.
Oh. My memory messed me up. Sorry, my fault. I'll change that soon.Primordial village: i think you are mistaken. +buy comes after the coins even on woodcutter.
No it does not.
yeah i think it would be; imo bad judgment calls were also made in Harem and Native Village - both perpetuated some pretty crappy stereotypes. but just because there's offputting themes in past/canon expansions, thats no excuse for failing to try to be better in what we make now.No, I meant it in a sense, that on the other hand the card can be liked by people due to its theme, no? Trying to always be non-offensive to everyone is not a very artistically creative option, while on the other hand your comment about Harry Potter satany fans (or smth) sounded really offensive from a certain point of view - like its totally okay to offend these guys.