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Topics - brokoli

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1
Dominion: Renaissance Previews / Your reviews of the previews
« on: September 29, 2018, 05:29:31 am »
So we have finally seen all previews and that was a very exciting week.
In this thread I'm interested to read your opinions about all the previewed cards, and of course, I'll give mine.
This thread is not about discussing power level of the cards (it can be part of the discussion though). It's more about the design.

I think a perfect dominion card (kingdom or card-shaped) has to fulfill three criteria : creativity (new ways to think the game), fun, and depth. Also, simplicity is welcome because a complex card is not necessarily more interesting than a simple card, but adds unnecessary work for memory.

So here are my thoughts :

Moutain village : This makes the player really aware of what is in his discard pile. So you may want to order actions differently to make the best use of the dig-in-discard part. It rewards clever plays. A very interesting village variant ! Excellent.

Priest : With priest you can create degenerated deck that works. A lot of combo potential here : but having to play priest before the trasher is a constraint, so building the perfect priest deck seems not so easy. Excellent.

Seer : Seer also needs a particular deck to work at its best, but it's very versatile and can work even in non-optimized decks. With seer you may focus a little more on the 2-4 range and sometimes you may want to trash coppers before estates. So this is a nice lab variant and we needed more lab variants. Very good.

Scholar : While simple, this is a brillant card design. With experiment, it shows that there is still room for simple cards. Scholar plays differently than the library variants because you have to discard your whole hand first. This is often a benefit but it can hurts when you have other terminals (especially payload) you have to discard. So a deck with Scholar has to be built differently than a classical draw to x : with more action space, or with fewer terminals. So scholar use a known concept (draw to x), but with a different twist. Excellent.

Experiment : This is a very interesting lab variant and the tempo is crucial here. If you get experiments early, you will benefit from its natural deck-cycling and you will get $5+ more easily, but at the cost at losing experiments early. If you get experiments later in the game, losing the experiments hurts less and they are pretty much cheap laboratories. So, the most important about experiment seems to be gaining them at the right moment : very interesting decision. Excellent.

Acting Troupe : I like the villager concept and this is the the most simple way to use villagers. Villagers play differently than usual village, and that's good for the creativity aspect of the game. Very good.

Sculptor : The fact that you get the villager when gaining a treasure and not an action brings a very interesting constraint. This makes sculptor a very tricky gainer. I love the gain-in-hand concept : sculptor pushes it even further than Artisan. Excellent.

Recruiter : I love all tfb, there is no exception. They are all among the deepest cards of the game in my opinion. Recruiter was the obviously missing trash for actions, with villagers it can now exist. Love it. Excellent.

Villain : I love the fact that attacks are getting weaker now, but still strong enough to be useful in the right circumstances. While maybe a little too luck-based, the attack of villain is an interesting variant of the usual hand-reducing attacks. Good.

Ducat : I don't see the point of a candlestick maker treasure, although the discord did a good job at catching their differences. Disappointing.

Silk merchant : I was skeptical at first, but it turns out that the on-gain/on-trash abilities are very useful and leads to very interesting combos and tactical decisions. A very elegant way to use villagers and coffers. Excellent.

Flag bearer : I'm worried that the battle for the flag can turn games into ridiculous slogs, because it seems to me that even if you are getting more flag bearer than your deck can afford, the flag is too powerful to be ignored. The on-trash effect is very useful for that kind of situations. But what if we have no trashers ? Time will say. Anyway flag bearer a nice card that use the artifact mechanic in a very elegant way. Very good.

Swashbuckler : I'm not sure how often treasure chest is really worth it, to me it's not the most important part of the card. The most important seems to gain the coffers, and this is where the card gets interesting... but also a little bit too random for my taste. Good.

Treasurer : It seems to me that with treasurer players have two ways to play : either they fight for the key, or they trash coppers. Gaining from the trash is potentially interesting with tfb. Very versatile. But like flag bearer, the artifact seems strong, maybe too much. Good.

Fair : An interesting thing about projects is that they are limited to once per turn. So a game with fair as the only +buy means maximum 2 buys every turn. I like that kind of game, between no +buy and full +buy. If other +buy in the kingdom, deciding if it is the right move to spend $4 for fair is not so evident. The timing on when to get fair is, in both case, very important. It's a simple project that really adds something to the game. Excellent.

Silos : I like card that makes copper better (rip coppersmith). With silos, you often still prefer to trash your coppers but at least silos almost garantee a good starting hand. This is not the most interesting project to me but I think we needed more ways to play around coppers. Very good.

Citadel : The thing I like the most about citadel is the once-per-turn village potential. A recent game showed me that it can be a vast trap, but I think in the right situations it can work very nicely. Otherwise, citadel still seems to be an auto-buy almost always, it bothers me a little. Also there is the randomness about having the best card to throne in your hand. Good.

Star chart : This project is not so automatic, a well thinned deck usually doesn't need the power of star chart. I don't find star chart very exciting, but it's well balanced for its price. Good.

Sewers : I have to say sewers is very fun, but also too much an auto-buy with soft trashers like moneylender, spice merchant, etc. I find Plan (the event from adventures) more interesting while probably weaker. But anyway, sewers is fun. Very good.

Innocation : I love this new way to play actions during the buy phase and I did so many awesome things in just few games : With estate in hands I bought free barons, with golds in hand I got Governor for the remodel effect, I princed a candlestick maker... This one of the funniest and most creative cards of the new set. Might be too strong but I don't care. Excellent.

So overall I think this is a very promising expansion. I love the fact that cards are simpler than the cards from Nocturne and Empires. The new mechanics are not mind blowing, but very efficient. Of course after playing more, my opinion will probably change a little. But what I've seen so far woke up my love for Dominion. Thanks a lot to Donald X and playtesters for this awesome week of previews !

2
Dominion General Discussion / Your stories of unexpected comebacks
« on: March 09, 2018, 03:39:08 pm »
Post your stories of unexpected combacks here !
I want to talk about 3 recent games. I can't find the log so I'll explain by memory. In each of those game I felt I had no chance to win :

- Witch game, no trashing. Only village was Native village. There was nothing really exciting on the board. My opponent and I was playing the same strategy, which was basically "witch, native village, and some stuff", and I think part of the stuff was a $5 draw, maybe wild hunt. Anyway our deck weren't great. I think a big money strategy would have worked much better. The biggest difference however in our deck was that my opponent won the curse split 6 to 4 which meant his deck was strictly better than mine.
Then, several turns in a row, I put curses on my native village mat. There were something like 4 curses and few coppers. That was pure luck because there was no way to care about the top of the deck. Suddenly, my deck felt almost thin and I managed to get the last provinces to win by a few points.

- Witch game, no trashing, no villages. That was also a kind of sloggy game, where curses hit hard. There was still black market, so my opponent and I were hoping to get useful cards there. He got Apprentice out of the black market while I was overbuying terminal and was constantly collinding witch and black market. In the beginning I thought playing witch was more important for the curse split. Then I realized my deck was going nowhere and I started to play black market instead, hoping to get a village. Once there was a bazaar, but I didn't have enough money due to my stupid dead terminals.
Then miraculously appeared fishing village. That +2 actions in two consecutive turns came in handy. Playing fishing village only two times in the game allowed me to play consecutively two of my overbought terminals 4 times, to curse him hard and win somehow.

- Knight game, no villages. I was losing the knight battle quite hard, especially because my opponent got dame molly and sir Bailey, which were huge in this no-village game. So he managed to play several knights in a row while I couldn't. He also got Sir Destry.
What my opponent didn't understand however, is that Necromancer is pretty powerful in a knight game. I was rushing necromancers while he was destroying my economy. But at first it didn't work out, he had a huge province lead and my necromancers weren't very useful, I was essentially playing that spy zombie first. I couldn't find his knights and my deck was really weird. Then I had the opportunity to trash necropolis with the apprentice zombie, which gave me the opportunity to get at least one village per turn. With that help I managed to get few of his knights in the trash and my necromancers were going exponentially more powerful.
In the end I completely destroyed his deck, unallowing him to get any more vps.

3
Game Reports / Tricky engine board : how would you play it ?
« on: September 07, 2017, 08:22:18 am »
Just had this interesting game :

Apothecary, Tunnel, Familiar, Masquerade, Mill, Ranger, Artificer, Haggler, Royal Carriage, Expand

Event : Travelling fair
Landmark : Aqueduct

How would you play it ?
I won with a lot of apothecaries and a few royal carriage using one tunnel I activated a few times with mill / artificer to gain gold. But I'm not very satisfied by my play : I think there is potential for a more efficient engine, using ranger for more draw, and maybe even masquerade ?

4
Game Reports / Lurker + Fortress ends the game in 9 turns
« on: January 25, 2017, 10:01:23 am »
In a game on Shuffle it :
Plan, Witch, Fortress, Lurker.
I put plan on Lurker, then rush on lurkers, and gain a lot of fortress

Here is my last turn.
Code: [Select]
.
A
plays a Fortress
.
A
draws a Lurker
.
A
plays a Witch
.
A
draws a Curse
and a Lurker
.
M
gains a Curse
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
draws a Secret Passage
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
shuffles their deck.
A
draws a Fortress
.
A
plays a Secret Passage
.
A
draws a Copper
and a Fortress
.
A
topdecks a Copper
.
A
plays a Fortress
.
A
draws a Curse
.
A
plays a Fortress
.
A
draws a Lurker
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
draws a Lurker
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
draws a Copper
.
A
plays a Messenger
.
A
moves their deck to the discard.
A
plays a Silver
and 2 Coppers
.
A
buys a Lurker
.
A
trashes a Curse
.
A
gains a Lurker
.
A
buys a Lurker
.
A
trashes a Curse
.
A
gains a Lurker
.
A
shuffles their deck.
A
draws a Copper
, a Silver
, a Witch
and 2 Fortresses
.

To sum up : Fortresses and curses are gone. 2 lurkers are remaining, I buy both trashing two curses at the same time because of plan. That curse-trashing give me a win by one point above my opponent. (-1VP / -2VP)

I think my opponent didn't see the trick and that if he did, the game would be even crazier.

5
Game Reports / Interesting rebuild game
« on: June 09, 2016, 09:35:47 am »
https://dominion-game-logs.s3.amazonaws.com/game_logs/20160609/log.0.1465478963700.txt



Code: [Select]
Guide, Workshop, Rats, Silk Road, Butcher, Graverobber, Rebuild, Rogue, Storyteller, Nobles
In this game I play straight Rebuild.
My opponent plays an interesting strategy I wouldn't have expected. With rogues, he take back the duchies I trashed from Rebuild, rush nobles and buy (probably too late) silk roads. I manage to end the game quickly but my opponent could have won if the game lasted a few turns more.
Do you think his strategy is viable ?

6
Help! / Brokoli's "How would you play this game" topic
« on: May 13, 2015, 08:00:32 am »
In this thread I'll post games in which the best approach is hard to find for me, so I would like your opinions.
The first one is my last game played today :



Code: [Select]
Crossroads, Develop, Advisor, Bishop, Coppersmith, Taxman, Baker, Count, Graverobber, Stables
So here I took a long time thinking and finally thought the key card here would be Graverobber. I tried a deck involving Count, Baker, Graverobber, Advisor, Develop, Crossroads and Bishop, I won but my strategy was pretty obviously slow.
Then I thought that Baker, Develop and Bishop were completely useless and a deck using only Crossroads, Count, Graverobber and Advisor would be faster.
My idea was :
Open Count / Silver
Trash trash trash
Get Graverobber ASAP, one crossroad, a couple of advisors.
Start getting provinces by Graverobbing Count and take more $5 fuel for Graverobber at the same time.

I tried this strategy in two other games against bots :
Game 1 - I lost, Villager built a faster Stables deck (14 turns) but it was close.
Game 2 - I won turn 18 (without a stupid mistake, I could have won turn 17)

How would you play this game ?

7
One of my first impressions reading the adventure cards was that many of them combos with bridge :

Coin of the realm : For the megaturn, play bridge, call CoTR, Play bridge… it seems even better than the Native village + Bridge combo, because you can have a bunch of CoTR on your tavern mat very quickly.
Royal carriage : For the megaturn too, you need only one bridge and call all your royall carriages at the same time. Or even better : Princess.
Champion or Teacher can make all the bridges non-terminal, or add a + buy on highway.
And similarly for events, I would put the +action token from Lost arts on bridge with pleasure (or +buy on highway).

And the events that work with cost-reducers in general :
Alms : Play 4 cost reducers, do not play treasures, gain province.
Artificer : You need to discard fewer cards to gain province or expensive actions.
Borrow and Travelling fair works nicely with highway.

8
Game Reports / Impressive scout rush
« on: April 01, 2015, 07:26:30 pm »
I am Scout joke's first fan, but here really I was very surprised by this game. In only 12 turns, my opponent won with… scout as the only action card in his deck ! He oppened Scout/Scout (baker on the board), used scout first for the draw and cycling effect, then he bought some more scout and duchies, so he could draw them with scout. Gold for $6. After that, he started provincing each turn, using scout very tactically with a careful decktracking.
What even more surprised me is that he won against my very powerful rebuild strategy.
I think we really need to revalue our opinion on scout after this game…

http://www.gokosalvager.com/static/logprettifier.html?20150329/log.516cceeae4b082c74d79f558.1427642773998.txt

9
Help! / To Rebuild or not to rebuild…
« on: March 16, 2015, 07:29:16 am »


Code: [Select]
Courtyard, Great Hall, Lookout, Workshop, Cutpurse, Farming Village, Tournament, Rebuild, Fairgrounds, Bank
So, thanks to goko freezing, I couldn't play the game completely. I was going for a rebuild strategy anyway, with cutpurse/silver as opening.
But looking at the board now, I am very tempted by a kind of engine : the reasons are fairgrounds and tournament. Tournament is always good, and fairgrounds here seems particularly viable with workshop and the prizes. Rebuild could play for the "engine", for something like Great Hall => Fairgrounds. I don't know if this really works but it looks at least really interesting. With followers around, you can slow down a rebuild opponent a little bit, and princess for the +buy can help to get the variety for fairgrounds.

So, any hope that the fairgrounds strat could work ?

10
Dominion General Discussion / Engines in base games
« on: June 28, 2014, 02:21:32 pm »
Is it possible to play engines in these boards ? How would you play the engine ?

A) Cellar, Village, Throne room, Spy, Remodel, Gardens, Council room, Library, Market, Adventurer
B) Chapel, Cellar, Woodcutter, Village, Spy, Smithy, Bureaucrat, Mine, Laboratory, Adventurer

Overall, I feel like engines in base games are surprisingly difficult to play, because there are lots of weak engines cards. I tried these games against bot without real success at building a good engine. Playing these games I noticed that the expansions made me learn things about engines that I had to unlearn with base game. The most important differences in base game are the lack of powerful $5 engine cards (the best is really Festival) and the lack of money in the form of action cards.

11
Help! / Cultist in a huge monstrous engine
« on: June 25, 2014, 05:58:04 pm »


Code: [Select]
Fortune Teller, Baron, Bridge, Bazaar, Cultist, Haggler, Hunting Party, Mandarin, Fairgrounds, King's CourtMy thoughts on this board were, in order :
- OMFG CULTIST !
- OMFG KC-BRIDGE !
- OMFG FAIRGROUNDS WITH RUINS !
- OMFG NO TRASHING !
- But how will I play this huge board ?

Finally, I did that : http://www.gokosalvager.com/static/logprettifier.html?/20140625/log.516d8322e4b082c74d7c334e.1403732441619.txt
Well, a megaturn with all fairgrounds and 3 provinces is not bad at all*… I'm especially proud of that King's court on Ruined market… but I'm pretty sure overall I misplayed this board a lot.

I realized that I absolutely don't know how to play cultist in this complex engine. Bazaar is expensive and compete with cultist at the price of $5. As junking is usually important, I decided to focus on cultist first then get the bazaar… but it was pretty slow before I could get enough bazaars (still I was fairly lucky to connect my KC with bridge at turn $15). Especially with no sources of trashing.
So my first question is : how do you manage to balance your purchases at early game, when cultist is key but want to make the transition to a big drawing engine ?

The other difficulty in this board, I think, is Hunting party. This card is weaker with ruins… but it's still an important way to increase handsize, and it really helped me at the end of the game. The tactical plays of Hunting party are particularly hard. For example, at turn 19 I decided to play HP first and as a result all my other cultists were discarded.
How would you play Hunting party ?
And finally : without the presence of Fairgrounds, do you thing the KC-Bridge megaturn could compete against some kind of Cultist-Big money ?


Interesting board anyway.

*Well, I still played that stupidly… I should have bought a duchy to maximize my victory points (14 different cards in the deck)

12
Game Reports / Apothecary, Bank, Sage, Fun
« on: May 19, 2014, 03:54:10 pm »


Code: [Select]
Beggar, Apothecary, Hermit, Sage, Herald, Wandering Minstrel, Council Room, Explorer, Outpost, Bankhttp://www.gokosalvager.com/static/logprettifier.html?/20140519/log.51354134e4b07cef8209f582.1400528793274.txt

So obviously, Apothecary + Bank is very strong by its own, but I really like Sage here. It doesn't dig for apothecary, but it's a very good cycler and discarder after Apothecary. Turn 3, 4 and 5 I buy three apothecaries because of Sage + Potion.

I think my play was pretty much right. I did consider to buy that wandering minstrel and beggar earlier, but I wanted to focus on bank and apothecaries, and didn't want my sage to dig for Minstrel. I'm not sure hermit would help here, Apothecary draw a lot anyway. Maybe it's possible build a megaturn madman deck with the help of Beggar and a few council rooms ?

13
Game Reports / The most uninteresting board I ever played
« on: April 03, 2014, 07:23:46 pm »


Code: [Select]
Native Village, Fishing Village, Advisor, Caravan, Feast, Quarry, Sea Hag, Walled Village, Cache, Ill-Gotten Gains
Seriously  ;D It was basically played as autopilot. The only time where I had a decision to make, it was when curse pile was empty and I had $5 : Cache, Duchy or Silver ?
I choosed Cache.

14
Game Reports / These games where each card has its use
« on: April 03, 2014, 07:08:56 pm »
http://gokologs.drunkensailor.org/static/logprettifier.html?20140403/log.517265f6e4b054fd071e3c90.1396565667270.txt



Code: [Select]
Oasis, Bishop, Bridge, Plaza, Rats, Haggler, Jester, Outpost, Tribute, Nobles
Pretty fun board !
And man, I really like Haggler. At the last turn of the game, I was thinking how I could end the game on a win : I needed 17 points at least and at the same time, empty the bishop pile…
In my thinking, Haggler could only gain me one more card per turn, until I realized that Haggler gain a card for each buy…

15
Help! / Apprentice + market square… any mistakes ?
« on: March 29, 2014, 08:03:09 am »


Code: [Select]
Market Square, Shanty Town, Trade Route, Alchemist, Pirate Ship, Quarry, Taxman, Trader, Apprentice, Bazaar
http://www.gokosalvager.com/static/logprettifier.html?/20140329/log.50e04bebe4b0710f28f0138e.1396094231460.txt

Three questions :

1) Taxman or not taxman ? It seems like it wasn't a bad choice
2) Did I lose because of first player advantage or is there a big mistake I made ?
3) What about trader ? Does it worth it ? I think it doesn't, because market square already did cool job at gaining gold for apprentice's fuel.

16
Dominion General Discussion / Procession logs
« on: February 11, 2014, 06:26:43 am »
I realize that despite the great article of DG, I often end up not buying procession and don't find any use for it.
My request is : do you have logs where Procession was really useful (aside the obvious combo Procession Fortress) ? How has it helped ? i'm especially looking at high-ranked players :D

17
Help! / Colony game : IW/Gardens/DC vs. KC/Lab/Sab/Salvager/DC
« on: February 08, 2014, 07:49:22 am »


Code: [Select]
Market Square, Death Cart, Gardens, Ironworks, Salvager, Explorer, Laboratory, Saboteur, Expand, King's Courthttp://dom.retrobox.eu/?/20140208/log.51102b6ee4b06719e45eef9d.1391860845112.txt

Very interesting game against Yed. It seems that the rush win, but as I said at the end of the game, I'm still not convinced.

Yed's argument was that the rush doesn't care about points, so my saboteur doesn't hurt that much. But still, don't you think that I can catch up in points before the 3 pile ending ? With KC + Death cart and 1 salvager, I can Double-Colony quite easily. Additionally, I think I have made some mistakes : going too early for King's Court instead of focusing on lab and saboteur, for example…

So, do you think that the engine can win here ?

18
Innovation General Discussion / No more articles on the blog ?
« on: January 08, 2014, 07:49:02 am »
Why ?  :'(

19
Help! / How did I... win here ?
« on: November 21, 2013, 06:46:26 am »
http://dom.retrobox.eu/?/20131121/log.505ed92251c333114368f729.1385034079690.txt

Even with Rebuild, I was convinced that my opponent choosed a much better strategy than my straight (badly played) Rebuild. Menagerie, Alchemist, Worker's village, Fairground and Altar... I'm sure this is enough for an engine...

20
Game Reports / A Province vs. Duke - Silk Road game
« on: November 20, 2013, 05:38:36 pm »


Code: [Select]
Bureaucrat, Cutpurse, Monument, Noble Brigand, Silk Road, Bazaar, Count, Duke, Junk Dealer, Soothsayerhttp://dom.retrobox.eu/?/20131120/log.51376a99e4b006f8dc8cca4c.1384985915376.txt

I haven't played dominion for a while now… this is my first game after a month, and not an easy one.

I decided to open Cutpurse - I hesitated a lot and I'm still not sure.
Why ? Because I thought it would be an alt-vp mirror match. And Cutpuse against duke is very strong from my experience. But both bureaucrat and monument were very tempting too : b-crat because it shines in alt vp, monument because it's monument… I even thought about noble brigand, not bad with alt vp either.
How would you open ?

And, more generally : what would be your strategy here ? I think it's not easy at all, because monument and junk dealer makes the province road stronger, but there is no +buy… and on the other side, Silk Road and Duke together are very strong too. And finally, I don't really now about Soothsayer. I know that cursing games makes the alt-vp road better, but Soothsayer is a very different curser, because of the gold and the +card for the opponent…

21
Dominion General Discussion / What do you think about the house rule...
« on: November 14, 2013, 03:08:56 pm »
... that give to each player the same number of turns ?

22
Variants and Fan Cards / archaeologist - new way to deal with ruins
« on: October 20, 2013, 10:58:33 am »
Archaelogist
Action - Looter - $3
You may trash a card from your hand. Gain a ruin in your hand.
Shuffle the ruin stack. Put a card costing up to $4 on it.
That card costs $0 until the end of the game.
Next time a player would gain a ruin, he gains the card above the ruin stack.

Thoughts ?

23
Help! / Kind of slog
« on: September 30, 2013, 04:40:52 pm »



http://dom.retrobox.eu/?/20130930/log.51102b6ee4b06719e45eef9d.1380539784884.txt

So, I'm not accustomed to play that kind of game and I'm wasn't really sure what to do here.
I'm especially surprised that my opponent took his Contraband before Mountebank...
What was my mistakes ? How otherwise would you play this game ?

24
Game Reports / Knights against Feodum
« on: September 22, 2013, 08:52:31 am »



I am very interested to know more about the Knight/Feodum interaction.
I'm not sure how I played. I thought Knights would be a really good counter to feodum, so I decided to go for it, but paradoxically, Feodum is also a good counter to knights if you want to contest provinces, because when trashed it gives three silvers. So I thought, I can buy some feodum just to defend knights, and to trash them with remake (I decided to take the remake over the trader, because I want knights), then race for knights and provinces.

The first half of the game, I thought I would lose but at the end, I surprinsingly took the lead.

What would be your strategy here ?

25
Game Reports / Scrying pool, Forager and Rats
« on: September 22, 2013, 08:44:31 am »



A great kingdom.
There are the three strongest attacks in the game, but all can be well defended. With scrying pool, you can draw your deck every turn and with two lighthouses you can be protected every turn. With Forager and Rats, you can trash your junk. And you can go for megaturn or three pile ending with bridge and goons.

http://dom.retrobox.eu/?/20130922/log.50d200a9e4b020b2e89e909c.1379852910314.txt

I think my deck was a little bit faster than his, because I bought rats, which works well with scrying pool.

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