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Dominion General Discussion / Re: The defining cards of the sets
« on: March 01, 2012, 04:42:36 am »
I was going for a card that completely changes the game (because that's what first comes to my mind), is very strong and posibly kinda defines the set.
Base: Witch - definitely the strongest card of the whole set, total gamechanger. HM: Chapel, but it needs a good board to shine.
Intrique: Minion - selfengine attack with a choice, what's not to love? HM: Torturer, but it sucks without villages.
Seaside: Tactician - duration, strong and speedy, DoubleTactician is often unbeatable. HM: Fishing Village, but like Chapel - it is useless on it's own.
Alchemy: Scrying Pool - actions matters, when there is good trashing and non-terminal actions, it's an unstopable beast (that slows the game like hell). HM: Familiar, but it is not so interesting. Curser in base was "whov", curser in Alchemy is "meh".
Prosperity: King's Court - one of the 2 strongest card in the whole game, no need to explain. HM: Goons and this needs to be explain. I think Goons are stronger and more gamechanging. But when you say "Prosperity", I think of King's Court. I don't know why, I just think that it better describes the nature of this set...
Cornucopia: Hunting Party - first, it looks like a wierd Lab. But it is much much much more...HM: Menagerie, Tournament, but Tournament is not so much gamechanging as HP and Menagerie nicely describes the set, but is not very strong.
Hinterlands: Jack of all Trades - I don't care whether this describes the set at all, this is on of the most suprisingly strong card there has ever been! HM: Ill-Gotten Gains, but it is not good on many boards.
Base: Witch - definitely the strongest card of the whole set, total gamechanger. HM: Chapel, but it needs a good board to shine.
Intrique: Minion - selfengine attack with a choice, what's not to love? HM: Torturer, but it sucks without villages.
Seaside: Tactician - duration, strong and speedy, DoubleTactician is often unbeatable. HM: Fishing Village, but like Chapel - it is useless on it's own.
Alchemy: Scrying Pool - actions matters, when there is good trashing and non-terminal actions, it's an unstopable beast (that slows the game like hell). HM: Familiar, but it is not so interesting. Curser in base was "whov", curser in Alchemy is "meh".
Prosperity: King's Court - one of the 2 strongest card in the whole game, no need to explain. HM: Goons and this needs to be explain. I think Goons are stronger and more gamechanging. But when you say "Prosperity", I think of King's Court. I don't know why, I just think that it better describes the nature of this set...
Cornucopia: Hunting Party - first, it looks like a wierd Lab. But it is much much much more...HM: Menagerie, Tournament, but Tournament is not so much gamechanging as HP and Menagerie nicely describes the set, but is not very strong.
Hinterlands: Jack of all Trades - I don't care whether this describes the set at all, this is on of the most suprisingly strong card there has ever been! HM: Ill-Gotten Gains, but it is not good on many boards.