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1
Dominion Articles / Storyteller
« on: August 27, 2018, 01:40:11 pm »


Storyteller is a card unlike anything else in Dominion, being the only card to let you effectively spend your economy for massive amounts of non-terminal draw. In doing so, Storyteller both spends whatever virtual economy you’ve built up so far (the card itself providing $1, making it a cantrip when played alone) while letting you play up to 3 of your treasures.  While this effect seems counterproductive at first glance, +1 card is almost always preferable to $1 as long as you still have cards to draw. Provided your drawn card is better than a Copper, turning your economy into cards will almost result in a better turn overall.

Weaknesses and Basic Strategy

Storyteller is a card that, at worst, plays itself as a cantrip, while potentially being one of the strongest sources of non-terminal draw in the game. What weaknesses could the card even have? In a vacuum, not many. Provided you’ve trashed your Coppers and Estates, 3 to 5 Storytellers and an ample supply of Silver or Gold can be the sole source of draw in a thin deck that consistently draws itself. Being able to consistently acquire 10-20+ card hands non-terminally is a major boon, allowing you to spend your terminal actions on attacks or powerful payload cards such as Bridge.

On weaker boards, it’s a perfectly valid strategy to build a ‘Storyteller + Big Money + X’ deck, ‘X’ being a particularly strong terminal and/or a +buy card to take advantage of the massive hands this deck can generate. While most Storyteller-BM-X strategies can easily beat traditional BM, against more traditional forms of draw, Storyteller/BM decks will often fall behind when ran entirely unsupported. There are two main reasons for this: speed and reliability.

Storyteller’s speed weakness is rarer, but simple. Storyteller decks aim to consistently draw most or all of your deck. When Storyteller is both unsupported and up against strong draw alternatives such as Wharf, Storyteller decks can have a hard time keeping up with the latter’s explosive tempo. Other forms of non-terminal draw such as Hunting Party and Alchemist can also threaten Storyteller’s viability on certain boards. Since Storytellers require both the card itself and 2 or 3 treasures to draw effectively, it can sometimes be quicker to simply buy and use other sources of draw over Storyteller (and its fuel) and when aiming to build a deck that draws itself.

However, more important than this is Storyteller’s reliability problem. Storyteller decks are completely dependant upon having a Storyteller in their starting hand; while 4 Silvers and a Storyteller is a fantastic opener, 4 Silvers and a terminal is just a Big Money variant - slow and unimpressive. Even all of the strategies written in this article fall to pieces without access to a Storyteller in your opening hand. This makes Storyteller decks more prone to dud than other conventional draw engines. The best way to combat this is simply to have 1 or 2 more Storytellers than you’d otherwise need to fully draw your deck - having to play 1 or 2 Storytellers as cantrips every turn is well worth having a deck that runs consistently.

Supported Storyteller

Like most cards, Storyteller’s strength in comparison to other draw sources depends upon the rest of the kingdom. While there are many cards that interact with Storyteller directly, letting you further capitalize on the card’s strengths (more on those later), the strongest synergies are those that patch up Storyteller’s weaknesses, its speed and unreliability.

Storyteller with Savers

For a Storyteller deck to avoid dudding, you need an opening hand of money and a Storyteller. Since money is a pretty easy thing to consistently draw, getting a Storyteller into your hand every turn will effectively negate a Storyteller deck’s chance of failure almost completely. Cards that can consistently put Storytellers into your hand every turn such as Haven, Scheme, and Save can let you fully draw with near 100% consistency, provided you still have ample Storytellers in the rest of your deck. In the absence of traditional saving cards, you can use cards such as Courtyard and Count to topdeck a Storyteller once you’re done drawing, or simply use supplemental Duration draw such as Haunted Woods to increase the likelihood of drawing a Storyteller in your opening hand.

Storyteller with Gainers

Why worry about having to buy all of your Storyteller fodder when you can have cards give you boatloads of treasure for free? Silver gainers such as Jack of All Trades, Amulet, and Masterpiece can fill your deck with excessive amounts of Silver incredibly quickly. This usually isn’t a good thing, since Silver is an engine-clogging stop card in every other scenario. Storyteller, however, lets you turn your Silvers into incredibly potent non-terminal draw (Silvers effectively becoming Laboratories when fed to a Storyteller), while still providing fantastic economy from the Silvers you don’t need for draw. Not needing to buy your Storyteller fodder lets you build at an exponentially faster rate, letting you spend your payload on more Storytellers or powerful actions. While rarer, Storyteller becomes even stronger when on the board with gold gainers such as Soothsayer or Bandit. Governor is an especially strong card with Storyteller, since it can both gain gold non-terminally and remodel them into Provinces in the late game. This being said, it’s still important to not over-gain treasures in a Storyteller deck. Thoughtlessly gaining loads of Silver or Gold will still clog your deck, making it hard to actually find your Storytellers to play.

Storyteller with Kingdom Treasures

Storyteller is one of the three cards in the game (along with Black Market and Villa) that can put Treasures in play during your action phase, giving your action cards access to Kingdom Treasures’ special effects. Not only are most Kingdom Treasures simply much stronger cards overall when played as draw rather than as payload, but certain treasures can prove incredibly strong when played during your action phase. Feed Storyteller a Quarry? Your Workshops can now gain Grand Markets. Feed Storyteller a Royal Seal afterwards? Your Workshops can now topdeck Grand Markets!

Bank is an especially notable example of this - any treasures fed to Storyteller count as ‘in play’, and therefore add to Bank’s total value while also helping you fill your hand with even more treasures to boost Bank! While this still takes some build-up without support, Bank-Storyteller can lead to explosive results when paired with +buy cards. Simply feeding 4 Storytellers 3 Treasures each puts all your Banks at $13 and counting, disregarding any treasures still in your hand! Platinum, while lacking any special effects, also deserves a special mention. Though expensive and hard to connect with Storyteller, Storyteller/Platinum provides near-unrivaled drawing power that can easily facilitate game-winning megaturns.

Storyteller with Virtual Coin

Storyteller has mixed results when played with ‘virtual coin’, the economy generated by cards such as Market and Monument. Unlike treasures, you can’t control how much of your virtual coin is spent; you spend it all, then draw accordingly. Non-terminal virtual coin usually works quite well with Storyteller decks, as they can be played similar to treasures and generally benefit from being played as draw. Terminal coin-generating actions don’t work at all; the moment you’re spending actions to draw with Storyteller, you’re missing out on one of the card’s biggest strengths.

 Cantrip money from cards such as Peddler can situationally benefit Storyteller decks, though you lose a noticeable degree of control when utilizing these cards in a Storyteller deck. Did you play 6 Peddlers, then draw a Storyteller? It doesn’t matter how many more cards you need to draw, you’re spending all $6 or not playing the Storyteller at all. This isn’t to say that Storyteller and cantrip money are completely incompatible. Rather, caution is required when playing Storyteller with cantrip money. Think carefully when playing coin-generating actions before your last Storyteller. In some cases, it might be worth not playing your last Storyteller at all if you’d spend more coins than your drawn cards could get back.

Storyteller without Trashing

At first glance, you’d think Storyteller would be a significantly worse card with no trashing - after all, it’s harder to align your Storytellers with your Golds with 7 Coppers and 3 Estates in the way. And while this is true, these 10 junk cards also apply to every other player in the game, no matter what cards they decide to go with. As well as using Silver and Gold to increase handsize, Storyteller’s Copper-to-cantrip effect lets you cycle through your Coppers if need be. While using Storyteller as a glorified Forum isn’t ideal, it makes drawing 4 Coppers and a Storyteller often preferable to drawing 4 Coppers and a Smithy.


Overall, Storyteller is a fascinating and versatile card - its reliance on vanilla Treasures makes it at least a semi-viable option in any kingdom, though depending on its support and competition, Storyteller can be totally dominant, completely outclassed, or anything in between. While Storyteller decks build and play quite differently from anything else in Dominion, the classic rules of building and balancing a coherent deck apply just as strongly. Knowing when to go for Storyteller, along with how to build your deck around Storyteller, can spell the difference between an awkward pseudo-BM deck and a spectacular 20-card megaturn. 

2
Rats is actually a surprisingly brutal card to have miss the shuffle. If you can’t have 2 rats in your deck by the third reshuffle, it massively delays both the time it takes for you to start trashing rats for benefit as well as massively reducing the effiency of turning your junk into more rats. Considering that rats strategies are generally reliant on quickly snowballing past that awkward phase of having a bunch of mostly rats and tfb cards, having your momentum halted for a few turns can be irreparably damaging, especially if there’s a power pile you wanna contest.

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Dominion General Discussion / Re: Interview with Donald X.
« on: June 27, 2018, 01:06:43 pm »
If you were going to have Ruins that directly played cards rather than giving you +Action, you could have had Ruined Throne Room. "You may play an Action card from your hand once."

That's Ruined Village, just worse and more complicated...

I assume that was the joke. Though I could be wrong.

I do like the idea of "you may play an action card from your hand costing 2 or less twice" as a ruin.

Honestly, that could a be kinda interesting standalone card...a 5 cost King's Court exclusively limited to playing 2 cost cards. Would certainly be a lot less inherently busted than our current KC (as much as I love the card regardless), and it could lead to interesting strategies (ever wanted to desperately fight to win a Pawn split?).

That being said, it does seem a little overly niche in concept. In certain sets the card would basically do nothing, and in a Highway kingdom the card could be absolutely broken with a little bit of setup. Still, I like the concept.

4
To expand on this, you *can* build a Golden Deck without handsize increase, but Golden decks still like draw. IIRC all golden decks require a certain number of stop cards to work (Bishop and Bishop fodder, Islands and VP to store, Goons and an unplayed Watchtower, Ritual fodder and Curses/curse trashers, etc.). Mind you, in most cases you can limit the number of stop cards to 4, but with +draw you can and most likely should run Golden decks with 5+ stop cards.

But if you're adding more and more draw and more and more payload to your "golden deck" every turn, then you're playing a strategy that has everything in common with engines and doesn't have very many things in common with golden decks.

Point taken. The Goons and Ritual examples are a little lackluster, since Goons/Watchtower's strength relies on letting you build your engine indefinitely *while* trashing coppers for VP, and Ritual strats are both niche as hell and generally involve building while Ritual-ing as well (though not always). As for island...well, Island golden decks are usually limited to 4 stop cards anyway. By the time you're working with 3 or 4 islands a turn, you're probably piling them out too quickly for a conventional golden deck.

However, I think my point at least somewhat stands for bishop decks. Say you have a golden deck with 3 bishops, and 3 cards you want to feed the bishops. Even if the only thing you ever buy upon your engine's completion is replacements for those 3 cards you're trashing with bishop, you still have a golden deck that requires at least one source of draw (even though the draw in question is a mere +2 cards, ignoring duds). Mind you, it's still a bit of a nit-picky example (2 bishop decks work perfectly fine in most cases), but I don't think it's always accurate to say that golden decks never draw.

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a Golden Deck is the epitome of an engine that never draws.

Well, not really. One of the key characteristics of engines is that they cycle very fast to use their newly bought cards as soon as possible, which enables them to get a very strong positive feedback loop going. One of the key characteristics of golden decks is that they don't ever see their newly bought cards because they just play the exact same turn over and over again.

To expand on this, you *can* build a Golden Deck without handsize increase, but Golden decks still like draw. IIRC all golden decks require a certain number of stop cards to work (Bishop and Bishop fodder, Islands and VP to store, Goons and an unplayed Watchtower, Ritual fodder and Curses/curse trashers, etc.). Mind you, in most cases you can limit the number of stop cards to 4, but with +draw you can and most likely should run Golden decks with 5+ stop cards.

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If, when mentioning handsize increases, we restrict any and all forms of draw, building an engine becomes difficult, but there are some cases where it’s possible. For starters, you usually need all your estates and coppers trashed - if you can’t draw through them, an engine would be far too unreliable. Provided this, there’s a few cards that can definitely play through your deck with a massive payload to boot, even without any draw.

Economy cantrips are the obvious example - a deck of highways and markets is one of the simplest 8+ province megaturn engines you can set up. Minions are also good at this. While they don’t conventionally increase handsize, you can play them for virtual money, discard 1-0 cards, then end up with a fresh, albeit smaller hand of 4 new cards. There’s also Vassal and Herald - cards that don’t increase handsize on their own, but let you play cards from the top of your deck to get around the limitations of a 5 card hand.

If you’re being lax about the ‘no draw rule’, you can simulate a minion deck with economy building engine pieces and ‘draw to X’ cards. Play 3 squires for actions, nomad camp, jack of all trades, draw back up to 5 cards with $5 and 2 buys. There’s also a few niche cases - rebuild can work with a draw-less engine (if we’re counting rebuild as an engine here), and a whole bunch of groundskeepers along with a couple buys/gainers can let you rapidly gain estates or duchies at the value of provinces or colonies to make up for a more limited payload.

In short, there are definitely options out there. They aren’t guaranteed, and access to draw almost always improves an engine’s potential, but there’s still options.

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Dominion General Discussion / Re: Fix the worst cards
« on: June 12, 2018, 04:52:57 pm »
As long as we're on the subject of Transmute, a change that might be fun would be to let the card trash other Transmutes for a strong benefit - maybe a card of any type costing up to $6? Maybe even $7? As it currently stands, turning Coppers into Transmutes hurts more than it helps, and this would at least let you do something with the card once you've turned your Estates into Golds. Besides, by the time you're trashing a Transmute with another Transmute, you're probably on your 4th or 5th shuffle anyway, so giving it a massive payload doesn't seem particularly broken.

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Dominion Articles / Re: Settlers/Bustling Village
« on: June 12, 2018, 04:32:05 pm »
Odd to call Forum out as a synergy, but not Stables.

I feel that the article could emphasis more on the fact that Settlers/Bustling Village isn't a pile that you go for hard, but rather one where you're usually happy to pick one up if you have nothing better to do. Which is roughly what trivialknot said I guess.

Huh...I can't believe I didn't see that. I've played with Stables and the S/BV pile before, but never played with them together/connected the dots in that regard. Welp, that's definitely something I have to fix.

As for your second point, I definitely agree with you. In games where that pile isn't super necessary, it's definitely a pile where you pick one up when you can. Writing about that just felt...I dunno, redundant? I mean, it's like writing an article for Pawn - people generally know what they're doing with it, and nobody's gonna be surprised to hear you pick those up when you have a spare $2 lying around. I mostly wanted to try and write this article to cover the edge cases in which the pile is actually an important presence, rather than a consolation prize. That being said, you're right that I should at least try to mention that aspect of the pile. I'll add an addendum to my article as soon as I can.

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Dominion Articles / Re: Settlers/Bustling Village
« on: June 12, 2018, 04:03:14 pm »
You should find and replace "Border Village" with "Bustling Village".

I find that in some games with copper trashing, you still use Settlers to pick up copper early on.  And then later you get Bustling Village and you don't mind that you ran out of coppers, because putting Settlers into hand from discard is already good enough.

Ah, heck. Didn’t realize my affinity for Hinterlands ran that deep into my subconscious. Thanks for the heads up!

As for your point about Settlers, I partially agree. You’re right that settlers still has use in the very early game, before you’ve trashed everything. If nothing else, if you hit $2 in your buy phase, Settlers will almost never outright hurt your deck. My main concern is that it’s far from guaranteed for the Settler pile to always ‘become’ Border Bustling Villages. Maybe your opponent(s) never hit 2, or maybe there’s more appealing uses for $2 on the board...heck, maybe they’re running BM+draw engine and legitimately don’t want Settlers. In many cases, you kinda need to invest in Settlers if you want to see Bustling Villages at all.

As for your second point, while drawing your Settlers with Bustling Village is great, it’s super unreliable imo. You’re both banking on drawing your Settlers first, then your Bustling Villages on a later turn, while also banking on not drawing through your deck quickly so that you actually have a Settler-filled discard pile to work with. I find these two combination of factors to be unreliable enough that I rarely get a natural Settler discard pickup more than 3 times a game. Not to mention that you should be aiming to draw your entire deck anyway (thus never having a discard pile), if you’re able to trash all your junk.

That being said, your points are definitely valid. I just personally like using the split pile differently.

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Dominion Articles / Settlers/Bustling Village
« on: June 12, 2018, 03:09:00 pm »
Oh look it's another Empires article by this nerd again

In all seriousness, I've noticed that none of the split piles have gotten any love, so what better place to start than one of the (arguably) most niche ones?



The Settlers/Bustling Village split pile is a strange set of cards. To a new player, they seem strong, albeit a little gimmicky. However, once a player gains experience in how a good dominion engine should be built, it's easy to regard the pile as antithetical to a consistent engine, and therefore not worthwhile. While it's true that the Settlers/Bustling Village pile is highly situational, and quite often a waste of resources to go for, that is not to say that the pile never has its uses. In the presence of the right cards (or more importantly when certain cards are absent), running down the Settlers/Bustling Village pile can be the key to creating a consistent, powerful engine in kingdoms that could otherwise not sustain one.

Weaknesses

To understand the S/BV pile's inherent failings in an engine (and how to work around them), one must simply evaluate the card at face value. First, Settlers: on its own, it's a useless cantrip. With a copper in your discard pile, it becomes a pseudo-vanilla money cantrip - going off of Poacher's value as $4 with a downside, an activated Settlers is, at first glance, a $4.5 card bought at $2. Not bad, right? Then there's Bustling Village: on its own, +1 card,+3 actions, the same effect of playing two vanilla villages consecutively. Useful, but a little weak for a 5 cost. If Bustling Village picks up a Settlers, it becomes +2 cards, +3 actions - an even stronger variant of Lost City, which itself is a major power card for engines. If the subsequent Settlers picks up a Cooper, then you have +2 cards, +3 actions, +$1, which appears utterly absurd for a mere 5 cost card. In a vacuum, these cards seem perfectly strong, albeit unreliable, but simply buying out the pile brainlessly comes with 3 fatal flaws.

1) To maximize the potential of the pile, you need to keep Coppers in your deck. One of the first major lessons of building a good engine to remove your Coppers and Estates as quickly as you can, without irreparably harming your economy. However, once you remove your Coppers, you also remove Settlers' only potential benefit to your deck, rendering it a useless cantrip. While useless cantrips can still have benefits in edge cases (City Quarter fuel, Enchantress fodder, Vassal/Herald targets, etc.), spending money and buys on a card that will almost never help you is a severe opportunity cost, and usually a waste of time.

2) The S/BV pile only reaches its full potential off a filled discard pile. This means that when playing with a thin or empty discard pile, your deck will be noticeably weakened, and more than likely play far less effectively than any other engine. Sure, when you draw all your Bustling villages with a discard pile full of Settlers, your engine will work fantastically, but that's hardly something you can rely on happening consistently, and maximizing consistency is one of the most important parts to engine building. Your Bustling Village engine will work really well sometimes, but you're far better off to have an engine that works all the time.

3) An optimal engine will draw most or all of your deck. Therefore, an optimal engine will be played with an empty discard pile 80-100% of the time. Therefore, if your engine is working as it should be, you will almost never be able to reap the benefits of the S/BV pile. And if your discard pile is usually full...well, you either built your engine wrong, or are you're in a slog-type junker game in which building a coherent engine was near impossible anyway.


So, knowing these 3 weaknesses, why would this be a pile you'd ever want to go for?

There are two possible answers to this question, so let's start with the simpler one.


I really need the +3 actions!

On boards with incredibly strong terminals and no other villages, it can sometimes seem tempting to drain the Settler pile just to get those all-important +3 actions, discard pile benefits be damned. While this is certainly a viable reason to drain the pile, be very careful when going for this. In order to get to the Bustling Village pile, you first need to spend $10 and 5 buys on cards that, for the most part, will rarely help your deck. While you spend your buys and economy on the Settler pile, your opponent can happily spend the time simply building up their own economy in anticipation. If you're not prepared, your opponent can simply buy out the Bustling Villages with his superior deck once you've revealed them, giving them free reign of the terminals and leaving you with an incredibly lackluster deck. Because of this, never go for the S/BV pile without the ability to gain settlers both quickly and with minimal expense to your deck quality. Multiple buys are the easiest solution to this, though Talisman and Ironworks can both act as stackable gainers that don't rely on multiple actions to work. Even then, make sure to intersperse your Settler purchases with economy building - once the Settlers are all gone, you need to hit $5 as consistently as possible (maybe even $10 with two buys). There's only 5 Bustling Villages, after all - getting at least 2 or 3 of them should be your highest priority.



I can't trash my coppers...

While rare, there are occasionally sets with an S/BV pile and no trashing, and it's these situations in which the S/BV pile truly shines. This may seem confusing at first - even with Coppers in your deck, the second and third flaws with the S/BV pile should be as prevalent as ever, right? There's no way you can't base your deck around an unreliable money cantrip! Well, while basing a strategy around Settlers' "economy" is a fruitless activity, it's important to remember that an activated Settlers is not just +$1, but rather...a handsize expander!

...A handsize expander for junk cards that won't run an engine, you mean. Who cares if you put a bunch of coppers in your hand?

Sifters care. In fact, with good sifters, problems 2 and 3 of the S/BV pile are eliminated. Who cares if your discard pile is empty when you can just put Coppers in there yourself?

So you discard your Coppers, then pick them back up again? How is this useful, exactly?

Well, to elaborate, let me give you an example.

Say you draw a hand of X, Copper, Settlers, Settlers, Warehouse (X being a useful action/treasure card you want to keep in your hand)

You play Warehouse, drawing a Copper, and Estate, and another Warehouse. You discard both Coppers and the Estate.

Your hand is now X, Settlers, Settlers, Warehouse. After playing both Settlers, you draw X, Bustling Village, and take the Coppers out of your discard pile.

Your hand is now X, X, Bustling Village, Copper, Copper, Warehouse. You play Warehouse again, drawing Settlers, X, and X.

You discard the Settlers and both Coppers, leaving you with X, X, X, X, Bustling Village. Bustling Village picks your Settler back up, which in turn returns your Copper.

Assuming both your Bustling Village and Settler hit cards you want, your new hand is X, X, X, X, X, X, Copper.

Despite having a deck filled with junk, you now have a hand of 6 powerful cards, along with 3 actions to play them!

In a regular scenario, playing two Warehouses would have left you with a hand of 3 strong actions at best. In this regard, Settlers offsets the main drawback of sifters - their handsize decreasing effect - by letting you recycle your junk to be re-sifted for as long as you have Settlers and Bustling Villages out of play! Even sifters that don't decrease handsize benefit massively from this, as your sifters can still recycle your Coppers, and thus will increase your handsize dramatically even before using +Card terminals. The strongest example of this by far is Stables. Repeatedly discarding and picking up Coppers will allow you to repeatedly trigger Stables' +3 cards/+1 action effect without consequence, allowing you to consistently draw your whole deck, while also picking up multiple Stables with no potential penalty to your economy.

While this strategy is always possible with the S/BV pile and a sifter, don't try this strategy if there is actual trashing in the kingdom. While re-sifting Coppers can allow an engine to run very effectively, it's infinitely easier and more cost-efficient just to buy one or two trashers, then remove your Coppers and Estates from your deck entirely. And if there's no trashing or sifting...well, consult problems 2 and 3, and don't invest heavily in Settlers.

What about boards with trashing and villages?

Well, the S/BV pile will hardly be a power card in these sets, but it will almost never be a pile to stay away from. As a cantrip, Settlers can't necessarily hurt your deck, so if you hit $2 and don't have anything better to grab, there's no shame in picking one up. If nothing else, a Settlers and a little bit of luck can definitely be a nice boost in the early game, letting you pick up Coppers from the discard pile as a temporary economy boost or just for more efficient trashing. In 3 or 4 player games, sometimes the Settlers pile will simply run down passively, if every player picks up 1 or 2 copies on a dud turn. In this case, it's best to treat Bustling village as a somewhat value-for-money village purchase, and a nice pickup if your deck is heavy on terminals. And occasionally, such as in the situations mentioned earlier in the article, having a couple cheap cantrips can definitely help with an engine's coherency Unless you're talking about Rats, Dominion is rarely an all-or-nothing game - if you think a Settlers or Bustling Village will be handy and have the buy/economy to spare, you might as well grab a couple.

Conclusion

Overall, the S/BV pile is an outlier for understanding Dominion boards. Unlike most situational power cards, which require specific combinations of cards to be worthwhile, the S/BV pile (quite thematically) thrives off of Kingdoms in which basic engine pieces - villages and trashers - aren't there. Because of this, understanding both when and how to drain the S/BV pile, and when to ignore it entirely, will make and break the games in which this pile is present.

Synergies

  • No trashing
  • Strong sifters
  • Stables
  • Strong Terminals
  • +buys
  • Fast gainers

Antisynergies
  • No +buy
  • Strong trashing
  • Strong and/or cheap villages
  • Strong non-terminal draw

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Dominion Articles / Re: Ghost Town
« on: June 10, 2018, 01:29:20 am »
Great article! Only nit-pick I have is that you should maybe include something about using Ghost Towns reactively based on what you have in your deck. If you know you're gonna draw 2 or 3 important terminals next turn and are out of villages for the shuffle, spending 3 on a ghost town that you might not necessarily 'need' can make a huge difference for patching up what would otherwise be a dud turn.

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Dominion General Discussion / Re: The bad luck thread
« on: June 10, 2018, 12:38:58 am »
Posted this on Semi-Interesting Dominion Moments before I knew this thread existed. That being said, the post(s) belong here far more than they do on the other thread, so I'll repost em for the sake of things.


I was playing a game with Lurker and Cursed Village. I had one cursed village and two lurkers in my deck, and after drawing both lurkers at once (and with no other actions in the trash) I decided to gain another cursed village. After gaining it, I recieved Locusts, revealing the top card of my deck to be my other cursed village. After trashing it and reluctantly swapping it out for a 4 cost, my opponent drew his Lurker on the following turn, and immediately gained the cursed village I had just been forced to trash.

Literally the very next time I used a set with Cursed Village, I bought my first Cursed Village on an empty draw pile, triggered Locusts, causing my deck to shuffle, and the top card of my deck to be trashed post-shuffle was the Cursed Village I had literally just bought. As insult to injury, the next cheapest action card in that particular set was a 2.

...I'm pretty sure that the game is trying to tell me to stop buying Cursed Villages at this point.

stupid amazing village watchtowers

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Dominion General Discussion / Re: Only attack once with Legionary
« on: June 10, 2018, 12:01:06 am »
Who buys more than one Legionary

In decks with Legionary and no good draw, it's sometimes worth running 2 or 3 legionaries to maximize the amount of turns you can keep your opponent discarding. The virtual coin can also be useful in double Tactican or Herald engines.

14
Dominion General Discussion / Re: Interview with Donald X.
« on: June 08, 2018, 03:53:36 pm »
First time posting to this thread (and no idea if I'm doing this right), but here goes.

How many expansions do you think you'll be making after Nocturne? Is there a set number of expansions you think Dominion can have before every aspect of the game's been fully explored and developed, or is it more a matter of continuing to make sets for as long as you have the ideas for them?

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Dominion Articles / Re: Wiki pages that need Strategy Articles!
« on: June 03, 2018, 05:49:40 pm »
Myself and one other person wrote articles on Archive (can’t remember who the other author was, but I believe their article is on page 2 or 3). Mind you, both articles are relatively new and could probably use some tidying before being added to the wiki, but they do technically exist.

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Swindler + Border Village

Had a game where I bought Swindler without thinking of this interaction, and ended up hitting my opponent's Border Village 4 times. Since Border Village's effect is on-gain, rather than on-buy, swindling one means you either have to swap out your opponent's village for a 6 cost, or let your opponent pick up a 5 cost of their choice if you give their village back. Ended up doing the latter in fear of 'expanding' his villages into golds/fairgrounds, and ended up losing off of the duchies he picked up through his swindled villages.

...Not my proudest moment, must say.

17
Dominion General Discussion / Re: Question- which one tilts you?
« on: May 28, 2018, 05:33:11 pm »
Show of hands here-- which one is more frustrating,
You getting a bad draw or your opponent getting a good one?

Just curious how people feel about this (and we're not talking about how they're the same thing).

Definitely the former. Getting to see your opponent's engine run at its most optimal is actually kinda fun. If nothing else, you get to see their ideal implementation of whatever strategy they're running and try and beat it with your own. Having a hilariously bad set of draws wreck your game before you even get to try running whatever strategy you're going with, on the other hand, is just deeply unsatisfying to me.

(That being said, if an engine is getting consecutive bad draws, it's probably that the engine itself is built wrong)

18
So, I just had a (full random*) Kingdom with the following: Save, Courtyard, Haven, Native Village, and a $2 fan card that lets you save Action cards for later.  There were also 5 non-hybrid Victory cards (as well as Triumph and Basilica).

*-With all sets and some fan cards, but 12 Kingdom cards (and 2 Events and up to 2 Landmarks) and a special rule for Potion-cost cards (if there are fewer than 3 Potion-cost cards, roll them over to the next Kingdom and replace them).

7/10, no Archive and Crypt

19
Dominion General Discussion / Re: Dominion Confessions
« on: May 13, 2018, 01:15:59 pm »
Whenever there's a junker on the board, I will over-buy it to excess and build a deck around playing them as quickly as possible. Less because I think cursing itself is good, but more because I hate dealing with deck junking. After all, you don't have to worry about curses if you opponent has all 10 of them.

(Oh, and if there is rats + any trash-for-benefit on the board, I will buy rats. There is no exceptions to this rule. Anybody who forgoes rats in a set where rats can be used will be silently but sternly disapproved of. Cowards.)

Isn't that just what you do? I think of giving an opponent a junk card as the same as trashing one of their Labs, so Witch is sort of like Sir Destry but it always hits a Lab.

Most of the time, yeah. But I can think of several games I’ve lost where I’ve went all out for cursing on boards with amazing trash/defense, and end up essentially junking my deck with suboptimal cards whilst my opponent remains somewhat unaffected.

Really, I’ve only very recently learned that when there’s something like Chapel or the Sauna split pile in the game, immediately buying 3 cursers is just...not a good idea?

20
Dominion General Discussion / Re: Dominion Confessions
« on: May 13, 2018, 02:56:36 am »
Whenever there's a junker on the board, I will over-buy it to excess and build a deck around playing them as quickly as possible. Less because I think cursing itself is good, but more because I hate dealing with deck junking. After all, you don't have to worry about curses if you opponent has all 10 of them.

(Oh, and if there is rats + any trash-for-benefit on the board, I will buy rats. There is no exceptions to this rule. Anybody who forgoes rats in a set where rats can be used will be silently but sternly disapproved of. Cowards.)

21
Dominion Articles / Re: Archive
« on: May 06, 2018, 02:08:40 pm »
I feel like this article ignores the main use of Archive: as pseudotrashing.

Would you mind elaborating on this? I mentioned how archive can be used to temporarily remove both dud cards and green cards from your deck by setting them aside for a few turns, as well as speeding up deck cycling with its temporary thinning effect. That being said, I’m not trying to call you out, I’m genuinely curious as to what I glossed over, and how it differs from the above.

(After all, I’ve read your articles so I know you know what you’re talking about)
I did not carefully read the whole thing, but you have a couple of paragraphs dedicated to different uses for Archive and none of those discusses this.

In 'Archives as late-game sifting', I mentioned how Archives can be used to temporary take green cards out of your deck as a sort of short-lived Island effect, and in 'Archives as deck cycling', I brought up how you can use Archive's deck thinning effect to get more frequent plays out of self-improving cards like Miser and the Traveler lines. Admittedly, both sections are rather brief, disproportionately so in comparison to the earlier sections. Would you suggest I develop them further, or is using Archives for pseudo-trash something completely different to both of those topics?
I guess the thing that bugs me is that if you use Archive as pseudotrashing, you might want a bunch of them if you have lots of junk. Both sections you mention, however, have quite a low number of recommended Archives.

Also, think about it, I don't really like "Archive as sifting". Sifting, for me, is replacing cards in your hand by other cards. That is just not what Archive does. And the "late-game" implies that you would only want to do this then, which I don't think is correct.

Good point. I'll admit that my overly low numbers come from personal bias (first Archive game I ever played I over-bought them and ended up with a 3 card deck >_>), and that as long as you're keeping track of your Archive count in regards to your deck size, you can definitely buy a hell of a lot more of them than I stated. And your point about sifting is fair as well; I always thought of sifting as just getting through your green cards, though as you mentioned sifting implies some sort of replacement, which Archive doesn't technically do.

I'm busy as hell rn, but I'll be sure to re-write the 'Archive as sifting' section later tonight. Thanks for the pointers.

22
Dominion Articles / Re: Archive
« on: May 06, 2018, 01:05:31 pm »
I feel like this article ignores the main use of Archive: as pseudotrashing.

Would you mind elaborating on this? I mentioned how archive can be used to temporarily remove both dud cards and green cards from your deck by setting them aside for a few turns, as well as speeding up deck cycling with its temporary thinning effect. That being said, I’m not trying to call you out, I’m genuinely curious as to what I glossed over, and how it differs from the above.

(After all, I’ve read your articles so I know you know what you’re talking about)
I did not carefully read the whole thing, but you have a couple of paragraphs dedicated to different uses for Archive and none of those discusses this.

In 'Archives as late-game sifting', I mentioned how Archives can be used to temporary take green cards out of your deck as a sort of short-lived Island effect, and in 'Archives as deck cycling', I brought up how you can use Archive's deck thinning effect to get more frequent plays out of self-improving cards like Miser and the Traveler lines. Admittedly, both sections are rather brief, disproportionately so in comparison to the earlier sections. Would you suggest I develop them further, or is using Archives for pseudo-trash something completely different to both of those topics?

23
Dominion Articles / Re: Archive
« on: May 05, 2018, 11:02:03 am »
I feel like this article ignores the main use of Archive: as pseudotrashing.

Would you mind elaborating on this? I mentioned how archive can be used to temporarily remove both dud cards and green cards from your deck by setting them aside for a few turns, as well as speeding up deck cycling with its temporary thinning effect. That being said, I’m not trying to call you out, I’m genuinely curious as to what I glossed over, and how it differs from the above.

(After all, I’ve read your articles so I know you know what you’re talking about)

24
Dominion Articles / Re: Archive
« on: May 04, 2018, 01:32:39 pm »
We had an article on Archive not too long ago:

http://forum.dominionstrategy.com/index.php?topic=18223.msg746966#msg746966

Ah, hell, didn’t see that. I was originally using the stickied post/the dominion wiki as a reference to check if one of these existed, though in retrospect I really shoulda noticed that said sticky was a little out of date...ah well, if nothing else I enjoyed writing it, even if it’s redundant.

25
Dominion Articles / Re: Archive
« on: May 04, 2018, 01:14:32 pm »
In a small deck that draws itself, each play of Archive removes itself and two cards out of the top three for the turn. So in total, that is more like three cards removed from your deck, including one Archive, but Archive just replaces itself on play so it's not a big loss to your deck's payload or anything. So really, each Archive effectively removes two valuable cards from a thin deck on play that you only get back after two turns, rather than four as claimed in the article.

I like that you discuss late-game sifting. Setting aside a Province is sometimes useful with Gear to reduce chances of having a dud turn, and the same is true for Archive.

Right, I completely spaced on the fact that one of the “archived” cards isn’t set aside at all. Thanks for the correction, I’ll update the article as soon as I can.

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