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1
Variants and Fan Cards / Re: Dominion:Cities
« on: April 18, 2018, 05:40:13 pm »
Matchmaking matches you with people of roughly the same skill level, so someone playing online does not mean they will necessarily play good opponents. There are lots of people who understand nothing about Dominion strategy and if you are someone who understands even basic Eurogame strategy, you will never be close to being matched against them.

It is obvious looking at Chase's post history that when his profile says he is 13 years old that this is accurate. I fully believe Chase has games against his parents where he gets to build up to buy his ludicrously expensive custom cards and still wins.

Chase, I enjoyed reading your cards, another great set along the levels of Dominion: Gunpowder.

I don't think I was around for the (in)famous Gunpowder expansion.  Where do I find that thread? I'd very much like to read it.

It's easy enough to search within the Variants thread on "Gunpowder". Based on a discussion from a while back; it's really best to not go around linking to that thread.

I mean, the posters in gunpowder were less mocking and less toxic to a legitimate troll than the above posters (who hopefully are capable of realizing who they are) are being to a 13 year old, so I think perhaps that ship has sailed.

2
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 03, 2018, 05:58:04 pm »
I remember thinking this card was going to be a powerhouse for some reason. It seems really complex but really it's a pretty vanilla card that goes:

$2
(conditionally)+2 actions

Of course if the condition isn't met, it's a terminal silver. When the condition is met, you're looking at festival without the buy or a more restricted squire that gives you one more dollar. Really nothing to write home about, but it's a solid village in a kingdom that's loaded with different terminal draw cards in my opinion. I would compare it to festival more than any other card.

This is a great example of why context-invariant comparisons aren't great.

When you need +actions, more often than not (but not always!) it's that festival/squire comparison.

When you don't need +actions, and once in awhile when you do need +actions, yes it is a terminal silver. But the negative connotation of "terminal" in the terminal silver here isn't applicable nearly as frequently as it is for a normal terminal silver.

3
Dominion General Discussion / Re: note to self
« on: March 28, 2018, 02:17:55 pm »
Don't get all that excited top-decking a Platinum....

You could have stopped right here, since topdecking a stop card is almost never a good idea.

This is perhaps the most egregious use of "almost never" yet.

4
Philosopher's Stone is best in large decks that don't draw themselves.  I feel like this change makes it good in the opposite situations, and that changes the core concept of the card.

The problem is that you almost never want a large deck that doesn't draw itself, and when you are forced into it, buying a potion, hitting 3P, and then getting the stone actually into a hand is a pretty large task.

5
Solo Challenges / Re: Buy a Colony on Turn 2
« on: March 15, 2018, 10:06:13 pm »
Ah -- the 2 event limit has been pretty much fully solved then, just not in it's own thread.

I think Villa is the most explosive, but Fortress is also a pretty key component there. Not sure if it's actually interesting to solve puzzles once you take out legal in game components though.

6
Getting the Curse on the first shuffle is super bad.

To illustrate the point, if you play Cursed Gold to reach for Ill-Gotten Gains, you junk both players with a Curse and you also get a glorified Copper, which is basically just worse than not doing anything at all. Or if you play CG to reach for Lab, that's also worse than not doing anything at all because if you play the Lab and draw a Curse, that's the same as not having either card, but if you have the Curse in hand and Lab misses the shuffle, that's worse. Granted, IGG and Lab aren't exactly power cards to open with anyway, but sometimes you're pretty happy to open them on a regular 5/2 when there's nothing more important on the board.

So, if skipping your turn is better than reaching for Lab or IGG, buying something useful for $3 is probably better than reaching for any $5.

What about reaching for a power $6?  Artisan with spammable $5s on the board, Border Village for a $5, Hireling or Altar?

Hireling is actually a really inefficient card that you should avoid in most games regardless of Cursed Gold, and Border Village doesn't make much of a difference until later. For Altar and Artisan, it's not so obvious. Powerful (and spammable) $5s is one factor that makes them more attractive, nonterminal cycling/trashing or Gear for $3 is another.

Hireling would be one of the strongest cursed gold openings.
Probably not that strong, especially in the absence of trashing. Assuming that you haven't got an engine going, then once per shuffle the Hireling's extra card draw is exactly cancelled out by the junk card in your deck (and if you never play the Cursed Gold again, you technically have two junk cards in your deck, so you can raise that to twice per shuffle).

The cursed gold is in your deck regardless.

7
If you draw an action dead, but drew a bunch of cards, trashed a copper, and set yourself up for a reshuffle at the end of the turn anyways -- IE played pooka on turn 3 -- drawing the action dead really isn't that awful then.

It's pretty kingdom dependent frankly on whether the first shuffle pooka is worth it. Certainly if you have no method of trashing the curse I would say it's almost always not.

8
There's a 5$ thats very frequently worth grabbing the curse for on Cursed Gold boards in every game.

9
Solo Challenges / Re: Buy a Colony on Turn 2
« on: March 13, 2018, 12:49:53 pm »
Double Colony turn 2:
[/spoiler]

Pretty sure that's going to beat mine no matter the optimization!

After using Alms-Villa, mine was:


Turn 1: CCCC-Cursed Gold: Buy Traveling fair, Buy a Mandarin, top decking the coins then it. Alms for a death cart and top deck it

Turn 2: Death Cart, Mandarin, Cursed Gold, Copper, Copper. Alms -> Villa and play Villa, Death Cart and Mandarin  (9$)
 Play the Cursed Gold and the remaining copper, and use a baker token (+5$ for 14$)


10
Solo Challenges / Re: Buy a Colony on Turn 2
« on: March 12, 2018, 05:58:50 pm »
I did forget about Alms->Villa though. I can actually get up to at least 14$ of raw spend T2 then.

11
Solo Challenges / Buy a Colony on Turn 2
« on: March 12, 2018, 05:09:06 pm »
Looked briefly and didn't see this in a post -- sorry if I missed it.

Using at most 2 Events/Landmarks, buy a colony on Turn 2 in a solo game.

12
Dominion Articles / Re: Masquerade - Market Square is Not a Combo
« on: March 09, 2018, 01:12:54 pm »
One of the largest causes of the shift away from BM-style decks in my opinion is how frequently alt-VP sources show up in games. I feel like when we run simulations based off of the 8 - Province/Duchy/Estate paradigm we're promoting a somewhat outdated POV of the effectiveness of many strategies that aren't good at rushes but ramp up much harder and only need ~8-12 extra VP in the system to outpace the BM strategies.

13
Variants and Fan Cards / Re: Dominion:Cities
« on: March 09, 2018, 01:05:05 pm »
It's not because they are all jerks, it's because they are interested in honest analysis,

Your post was great overall but sadly I think this is a generous interpretation of what F.DS's interests are, especially in this subforum

14
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 06:27:56 pm »
If we keep doing it long enough, we eventually get to a place where all cards are exactly equally strong. Which then largely turns the game into almost pure luck; because it doesn't matter which strategy or cards you go for.

This isn't what would happen at all. Maybe Mine and Torturer become roughly equal strength in a power ranking list but with Fishing Village in the kingdom Torturer is still clearly the better strategy to go for. Card synergies still exist even among a roughly similarly powered card set.


15
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 12:56:15 pm »
I picked up a fortune teller in a recent Page game hoping to make their traveller miss... forgot Necromancer (and therefore Zombie Mason) was in the game. Oops.

On a more relevant note, I think Harvest, Harem, Navigator, Philosopher's Stone, Transmute and maybe Duchess need sprucing up the most. Transmute/Philo Stone are nigh-unplayable and the rest are just incredibly bland "upgrades" from a silver.

Philosopher's Stone: think if Philo Stone counted hand + deck + discard it might be playable? Even if you are able to get a huge hand it's not like you couldn't have just gotten golds or other payload anyways most of the time, so I definitely don't think it would be game breaking

Transmute: "Gain a Transmute" -> "Gain an action costing up to X" (not sure if 4 or 5). Has the problem then of being somewhat similar to university. Nominally "gain a card up to 3P" might be cool but sucks when you aren't playing with relevant Alchemy cards

Harvest: I think it'd be better as a +cards card personally. Usually if you're manipulating the top of your deck you still want to draw those cards, not discard. And discarding the top 4-5 is just very swingy if you have a few key cards.

Can't think of a good wording but

"Look at the top 4 cards of your deck, discard any duplicates in those four and draw the rest"

 would be an interesting 4$.


Duchess: It's actual on play effect could relate back to Duchy. This is probably horridly imbalanced one way or the other but: keep the on-gain and make the primary effect "+1$. +1$ coin for each [Duchy token] you own" Setup: Place 8 [Duchy tokens]on the Duchy pile. When you gain a duchy, take a [Duchy Token]




16
Dominion General Discussion / Re: very short strategy article
« on: February 24, 2018, 02:00:23 pm »
It's a lot of work to come up with another term? Rather than co-opt a term but have it mean something different? I am not seeing it.

Can we release a new edition of Dominion where the words draw, trash, hand, etc.. are restored to their primary dictionary definitions and we replace them with our own terms? Even if you didn't create those secondary uses, somewhere along the line some jerk decided that we can draw cards instead of just paintings (or weapons..) and completely ruined that term by co-opting it. We shouldn't be supporting them.

Also I tried to discard my hand and it REALLY HURT. Do not recommend.

17
Dominion Articles / Re: Archive: Learning to Work with What Youíve Got
« on: January 31, 2018, 11:22:49 pm »
Archive is not a whole lot better than Pearl Diver with Plan on it

this disease won't stop until the entirety of F.DS is consumed, will it?

18
Dominion Articles / Re: Archive: Learning to Work with What Youíve Got
« on: January 30, 2018, 06:03:56 pm »
A single Archive, on average, draws 2/3 extra cards per turn, and sifts/pseudotrashes 1 card per turn.  I tend to think Archive is competitive with mid-tier thinners, say Plan.

I disagree with the general advice of stashing Archive.  If you want smoother turns (and you don't always), another way to achieve that is by buying more Archives.

Good article! Concise and actually focuses on specific low-level concepts. Should probably mention somewhere that you all else being equal, you want to skew the more powerful cards towards being picked earlier as then they will be in more shuffles/rotations of your deck. It's implicitly said when you talk about Archive's pseudo-trashing ability, but it's relevant enough to state explicitly as well IMO.
If you know you won't get any value out of the card from Archive this turn, then by default you should pick the 2nd best card.  Next turn, both the 1st and 2nd best cards will be available in your deck, and the best card is guaranteed to be in hand.

That's why I said all else being equal.

19
Dominion Articles / Re: Archive: Learning to Work with What Youíve Got
« on: January 30, 2018, 02:22:53 pm »
Good article! Concise and actually focuses on specific low-level concepts. Should probably mention somewhere that you all else being equal, you want to skew the more powerful cards towards being picked earlier as then they will be in more shuffles/rotations of your deck. It's implicitly said when you talk about Archive's pseudo-trashing ability, but it's relevant enough to state explicitly as well IMO.

20
I knew I missed some to remove...

21
O's super secret all encompassing power rankings and strategy guide, posted by tiers. IMO much more useful advice than card rankings and only 75% as likely to cause unhelpful bickering and semantic comparisons that have no strategic value

Donate:

Buy this.

Transmute:

Don't buy this.

Advance, Adventurer, Advisor, Alchemist, Alms, Altar, Ambassador, Amulet, Annex, Apothecary, Apprentice, Aqueduct, Archive, Arena, Armory, Artificer, Bag of Gold, Baker, Ball, Band of Misfits, Bandit Camp, Bandit Fort, Bank, Banquet, Bard, Baron, Basilica, Baths, Battlefield, Bazaar, Beggar, Bishop, Black Market, Blessed Village, Bonfire, Border Village, Borrow, Bridge, Bridge Troll, Bureaucrat, Bustling Village, Butcher, Cache, Candlestick Maker, Capital, Caravan, Caravan Guard, Cartographer, Castles, Catacombs, Catapult, Catapult/Rocks, Cellar, Cemetery, Champion, Chancellor, Changeling, Chapel, Chariot Race, Charm, City, City Quarter, Cobbler, Coin of the Realm, Colonnade, Colony, Conclave, Conquest, Conspirator, Contraband, Copper, Coppersmith, Council Room, Count, Counterfeit, Counting House, Courtyard, Crossroads, Crown, Crumbling Castle, Crypt, Cultist, Cursed Village, Cutpurse, Dame Anna, Dame Josephine, Dame Molly, Dame Natalie, Dame Sylvia, Death Cart, Defiled Shrine, Delve, Den of Sin, Develop, Devil's Workshop, Diadem, Disciple, Distant Lands, Doctor, Dominate, Druid, Duchess, Duchy, Duke, Dungeon, Duplicate, Embargo, Embassy, Emporium, Encampment, Encampment/Plunder, Enchantress, Engineer, Envoy, Estate, Exorcist, Expand, Expedition, Explorer, Fairgrounds, Familiar, Farmers' Market, Farming Village, Farmland, Faithful Hound, Feast, Feodum, Ferry, Festival, Fishing Village, Followers, Fool, Fool's Gold, Forager, Forge, Fortress, Fortune, Fortune Teller, Forum, Fountain, Fugitive, Gardens, Gear, Ghost Ship, Ghost Town, Giant, Gladiator, Gladiator/Fortune, Gold, Golem, Goons, Governor, Grand Castle, Grand Market, Graverobber, Great Hall, Groundskeeper, Guardian, Guide, Haggler, Hamlet, Harem, Harvest, Haunted Castle, Haunted Woods, Haven, Herald, Herbalist, Hermit, Hero, Highway, Hireling, Hoard, Horn of Plenty, Horse Traders, Humble Castle, Hunting Grounds, Hunting Party, Idol, Ill-Gotten Gains, Inheritance, Inn, Ironmonger, Ironworks, Island, Jack of all Trades, Jester, Journeyman, Junk Dealer, Keep, King's Castle, King's Court, Knights, Laboratory, Labyrinth, Legionary, Leprechaun, Library, Lighthouse, Loan, Lookout, Lost Arts, Lost City, Madman, Magpie, Mandarin, Marauder, Margrave, Market, Market Square, Masquerade, Masterpiece, Menagerie, Mercenary, Merchant Guild, Merchant Ship, Messenger, Militia, Mine, Mining Village, Minion, Mint, Miser, Mission, Moat, Monastery, Moneylender, Monument, Mountain Pass, Mountebank, Museum, Mystic, Native Village, Navigator, Necromancer, Night Watchman, Noble Brigand, Nobles, Nomad Camp, Oasis, Obelisk, Opulent Castle, Oracle, Orchard, Outpost, Overlord, Page, Palace, Pathfinding, Patrician, Patrician/Emporium, Pawn, Pearl Diver, Peasant, Peddler, Philosopher's Stone, Pilgrimage, Pillage, Pirate Ship, Pixie, Plan, Platinum, Plaza, Plunder, Pooka, Poor House, Port, Possession, Potion, Prince, Princess, Procession, Province, Quarry, Quest, Rabble, Raid, Raider, Ranger, Ratcatcher, Rats, Raze, Rebuild, Relic, Remake, Remodel, Ritual, Rocks, Rogue, Royal Blacksmith, Royal Carriage, Royal Seal, Saboteur, Sacred Grove, Sacrifice, Sage, Salt the Earth, Salvager, Save, Scavenger, Scheme, Scout, Scouting Party, Scrying Pool, Sea Hag, Seaway, Secret Cave, Secret Chamber, Settlers, Settlers/Bustling Village, Shanty Town, Shepard, Silk Road, Silver, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, Skulk, Small Castle, Smithy, Smugglers, Soldier, Soothsayer, Spice Merchant, Spoils, Sprawling Castle, Spy, Squire, Stables, Stash, Steward, Stonemason, Storeroom, Storyteller, Summon,  Swamp Hag, Swindler, Tactician, Talisman, Tax, Taxman, Teacher, Temple, Thief, Throne Room, Tomb, Tormentor, Torturer, Tournament, Tower, Tracker, Trade, Trade Route, Trader, Trading Post, Tragic Hero, Training, Transmogrify, Travelling Fair, Treasure Hunter, Treasure Map, Treasure Trove, Treasury, Tribute, Triumph, Triumphal Arch, Trusty Steed, Tunnel, University, Upgrade, Urchin, Vagrant, Vampire, Vault, Venture, Villa, Village, Vineyard, Wall, Walled Village, Wandering Minstrel, Warehouse, Warrior, Watchtower, Wedding, Werewolf, Wharf, Wild Hunt, Windfall, Wine Merchant, Wishing Well, Witch, Wolf Den, Woodcutter, Worker's Village, Workshop, Young Witch:

Depends on the kingdom.

22
Dominion General Discussion / Re: The Dominion Cards 2017 Edition: Hexes
« on: January 23, 2018, 09:21:58 pm »
You can buy a Ruins, you can't buy a Hex.  I guess.

You can, but they come with an annoying 5-cost card tacked on.


This will be my pedantic non-joke of January

23
...Library, Cursed Village, Jack, Watchtower...

...There's also magic lamp, conspirator, shanty town, horn of plenty, diplomat, enemy Haunted Woods etc... it's not remotely close to 4 cards or only basic draw-to-X cards in the slightest.

And because of those interactions, a card that does nothing but decrease your handsize on play is as high as the second best Ruin? Am I reading this right?

Ruined Library combos with every village in the game (a lot more "combos"), Magic Lamp, Horn of Plenty,etc. Does Ruined Village do all of that?

Or maybe all of this is silly, Ruined Village is objectively the worst Ruin no matter how you look at it, and the list is wrong because Ruined Library is second worst behind Ruined Village.

I think it matters whether we are talking about Cultist, Marauder, or Death Cart. I can't imagine wanting half of the mentioned synergy cards in games with heavy Ruins junking where you are struggling to get control of your deck. However, seeing the Ruined Village synergies line up sounds more reasonable when it comes from Death Cart.

I think actually Marauder is the bigger culprit, it's a reasonably frequent decision when theirs some form of trashing/incentive on the board to ignore marauder. Death Cart has the most synergies but more often the right decision is to just not buy death cart.

Really though the difference between the bottom 4 ruins is marginal in almost all games... the discussion here is more of semantic interest than real gameplay. Ruined Market can be crucial because of +buy, all the other four are almost always bad and the difference between them causes a difference in outcomes in a game only a tiny percentage of the time.

Which is why I find it funny when people drop the "it's objectively correct" as if that's a useful method of discussion when we're comparing 0.01 and 0.011 values to the deck.

24
I didn't vote in these rankings but I think I would have been one of the madmen who voted ruined village somewhere other than last -- even as high as second.

~80% of games RV is the worst. But for probably 75% of those 80%, the impact of the other ruins not named ruined market amounts to something like "I played survivors once and discarded an estate".

In 20% of games RV thru one way or another becomes a cantrip. That's a hell of a lot better than any of the others (except ruined market, again) realistic optimal scenarios.

A surprising amount of ruins games don't become money slogs in my experience, too, which ups the odds of those scenarios slightly.

You must be confusing Ruined Village with Ruined Library.

draw to x and variants exist far more than champion or other arbitrarily free amounts of actions.

Is this true? There are like... maybe five draw-to-x cards, right? Library, Watchtower, Jack, Cursed Village, arguably Minion. There are a lot more ways to get a lot of +actions than that, I think.

yes, but in a small percentage of the game with +actions are you so overflowed with +actions that you're freely using ruined library, whereas ruined village works with draw to x a larger percentage of the time.

Also I'd add shanty town, conspirator, magic lamp, horn of plenty... as relevant to this discussion

this is like the opposite of what happens, thereís like four draw to x cards total. I see two Villages way more than I see Watchtower, Library, Cursed Village, or Jack.. ruined library is wayyyyy better. Ruined Village is definitely the worst. itís not even close dude.

And if you consistently see two villages and not another terminal to use it with, in a game where you're already very junked, you're probably overstacking on villages. Whereas pretty much ruined village + draw to x results in the extra card.

There's also magic lamp, conspirator, shanty town, horn of plenty, diplomat, enemy Haunted Woods etc... it's not remotely close to 4 cards or only basic draw-to-X cards in the slightest. Plenty of cards like having an extra card name played or action played. I don't know why you would regurgitate the number four after I already listed half of these in the previous post either.

25
I didn't vote in these rankings but I think I would have been one of the madmen who voted ruined village somewhere other than last -- even as high as second.

~80% of games RV is the worst. But for probably 75% of those 80%, the impact of the other ruins not named ruined market amounts to something like "I played survivors once and discarded an estate".

In 20% of games RV thru one way or another becomes a cantrip. That's a hell of a lot better than any of the others (except ruined market, again) realistic optimal scenarios.

A surprising amount of ruins games don't become money slogs in my experience, too, which ups the odds of those scenarios slightly.

You must be confusing Ruined Village with Ruined Library.

draw to x and variants exist far more than champion or other arbitrarily free amounts of actions.

Is this true? There are like... maybe five draw-to-x cards, right? Library, Watchtower, Jack, Cursed Village, arguably Minion. There are a lot more ways to get a lot of +actions than that, I think.

yes, but in a small percentage of the game with +actions are you so overflowed with +actions that you're freely using ruined library, whereas ruined village works with draw to x a larger percentage of the time.

Also I'd add shanty town, conspirator, magic lamp, horn of plenty... as relevant to this discussion

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