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Topics - ycz6

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Hearthstone / Puzzle: Infinite-damage combos
« on: October 12, 2015, 08:46:22 pm »
A series of puzzles.

1) You have a 10-card hand containing any collectible cards you like. The board is empty, as is your opponent's hand and both decks. Deal an arbitrarily large amount of damage to your opponent. (Assume they have as much armor/life as necessary.)

2) Same as (1), but without using Emperor Thaurissan beforehand.

3) Same as (2), but without using Echo of Medivh.

4) Same as (3), but your opponent's face is untargetable, i.e. you may not cast spells at it or attack.

5) Same as (4), but you start with 4 mana and no Innervates.

6) Same as (3), but you can only damage your opponent by attacking their face.

7) Same as (6), but your opponent has 1 health, so you can only attack once.

Eight) Same as (6), but you may only attack with minions with 1 attack. Edit: When the Warsong Commander nerf is released, this will no longer be possible, as far as I know.


9) Each of the above, but your opponent no longer necessarily has an empty hand, and could have any cards. Alternatively, if your solutions already work with this condition, figure out why I put it here.

10) Same as (9), but your starting hand may contain no more than two copies of each card.

11) (Extra hard bonus problem) Same as (4) + (9), but your starting hand may contain no more than one copy of each card.

Solutions here:

Hearthstone / Worst HS Moments 2015
« on: January 03, 2015, 01:23:26 am »
Randomly started spectating a friend's Arena game and got to see one of the worst plays of all time:

Some rando, Priest, vs. our hero, Paladin

Rando is at 1 health and is losing on board with 10 mana.

Rando: Topdecks and plays Deathwing, proccing Dark Cultist for a 12/15 Deathwing on board
Hero: Plays Argent Squire, Unstable Ghoul, makes guy
Rando: Kills Unstable Ghoul, plays Deathlord, heals to 3
Hero: Plays Ancient Mage, makes guy
Rando: Clears board with minions, plays Leper Gnome, heals to 5
Hero: Plays Fen Creeper, makes guy
Rando: Plays Shadow Word: Pain on Fen Creeper, clears board, hits face with Deathwing (Hero now at 11 health), heals to 7
Hero: Plays Fel Reaver, makes guy
Rando: Plays Dancing Swords (hero discards Guardian of Kings, Sludge Belcher, Loot Hoarder to Fel Reaver), attacks Deathlord into Fel Reaver, summoning Lord of the Arena, attacks Deathwing into Lord of the Arena, heals to 9
Hero: Attacks with Fel Reaver and guy for 9 damage and exact lethal.

This is why you don't mess around with RNG-based BM.

What does the metagame look like? I suspect Murlocs and Druid are dominant; it just does too much damage and buffs up too fast, before the opponent has enough mana to clear. But then Turn 1 Innervate + Deathlord seems pretty good, right? What do you think?

No Chapel, either.

1   Library
1   Moneylender
4   Smithy
9   Throne Room
2   Woodcutter
1   Workshop
2   Silver
2   Gold
10   Estate
7   Duchy
3   Province
42   cards in deck
49   victory points

2   Smithy
7   Copper
6   Silver
4   Gold
4   Estate
1   Duchy
5   Province
29   cards in deck
37   victory points

I don't know what to say. I thought I understood base-only. I still think I played correctly. But this game was ridiculous.

General Discussion / Happy Canada Day!
« on: July 01, 2013, 05:05:07 pm »
Canada Day (French: Fête du Canada) is the national day of Canada, a federal statutory holiday celebrating the anniversary of the July 1, 1867, enactment of the British North America Act, 1867 (today called the Constitution Act, 1867), which united three colonies into a single country called Canada within the British Empire.[1][2][3] Originally called Dominion Day (French: Le Jour de la Confédération), the holiday was renamed in 1982, the year the Canada Act was passed. Canada Day observances take place throughout Canada as well as among Canadians internationally.

Dominion Articles / Candlestick Maker/Plaza + Double Tactician
« on: June 29, 2013, 02:49:09 pm »

Coin tokens in general are excellent in Double Tact engines, as they allow you to do stuff on Tact-playing turns that pays off later. CM and Plaza are the best for this. Baker, while very good, competes with other engine components at $5 and is often worse than Plaza in Double Tact; Merchant Guild and Butcher are terminal and also $5.

The best comparisons for CM are probably Lighthouse, Squire, and Pawn, as all can function as cheap non-terminal Coppers. The others are probably better in general, as CM's +Buy is more or less useless in a Double Tact engine, but the flexibility could come in handy. Plaza, in a Double Tact engine, is basically a better, cheaper version of Bazaar, which is amazing. While neither of these two cards is enough to sustain a Double Tactician deck by itself, like Vault or Black Market are, both are excellent components in a more complex engine.

I don't have much else to say, honestly, because this is mostly a theorycrafting post; I noticed the synergy with Candlestick Maker in a game on Goko against -dg-. That game also featured Vault and me accidentally trashing a Tactician to his Bishop, so it's not the best example game. Have any of you guys noticed any other interactions with double Tactician and Guilds? We all know about the Herald thing by now, but I'm sure there's more to explore.

Innovation Game Reports / Fast tech vs Compass saves the day
« on: May 03, 2013, 12:46:34 am »
A game I played against Kirian.

Crown Crown Leaf
I demand you transfer a top non-green card with a Leaf to my board, then transfer a non-green top card without a Leaf to your board.

Game highlights:
  • Kirian techs like mad with blue cards, going Writing > Math > Printing Press (Reformation) > Atomic Theory > Evolution to meld Satellites (Age 9) on turn 12. However...
  • My Compass does some serious work this game. It steals Lighting on turn 11 while I'm still in Age 3, and one dogma jumps me from 7 to 28 points. It also steals Fermenting on turn 10.
  • It then it steals Reformation on turn 14, AND I use it to block his Mobility (which was about to blow me back down to Age 3) with a forced transfer of Engineering. I use the Reformation to achieve Monument the next turn.
  • He Computerses into The Internet on his own turn 15, which nets him 3 special achievements in one turn. I remark "you sure are playing with fire there."
  • This turns out to be prophetic. The next turn he Roboticses into Bioengineering, ending the game in a win for me, one turn before he could've drawn out for the win.

Innovation Game Reports / So that's what Suburbia is for
« on: April 23, 2013, 08:08:20 pm »

Innovation Game Reports / Game report: Age 5 by turn 3
« on: April 01, 2013, 02:30:00 am »
I think this is the best possible tech path?

Starting meld: Writing
1: Dogma Writing, draw Math
2: Draw 2, dogma Math -> Paper
3: Dogma Paper, dogma Math -> 5

Then he did the standard Math draw/dogma trick without melding a blue five times to meld The Internet on turn 8.

I actually sort of had a chance; I got a Metalworking Monument early, achieved 1+2, then did Calendar -> Canal Building to barely stay ahead in score, then stole a 10 from his hand with Construction. Unfortunately it was Globalization, which didn't help, and he just scored a bunch of 10s with Internet and ended the game.

Still pretty new to the game, so excuse my newbie mistakes.

Going into turn 19, I'm basically getting rolled. My opponent has 40 points to my 16, is winning in every icon except factories, and is spamming Democracy + Achieve at an alarming pace. Then:

Turn 19: I draw and meld Industrialization.
Turn 20: I dogma Industrialization twice. This splays right like 10 cards, gets me Monument and Empire, and all of a sudden I am leading in a bunch of icons. He shares Atomic Theory with me, which melds me Services.
Turn 21: I dogma Services, which steals 32 points (!!!) from him. I draw and tuck 8 cards with Industrialization. He makes a last-ditch Atomic Theory gamble and fails.
Turn 22: I dogma Industrialization to run out the 10s and win on score.

In theory he could have seen this coming, because he actually returned Industrialization on turn 18 right before I drew it. Also not transferring Industrialization to his board from my Turn 21 Services was a humongous mistake; I should've done those dogmas in the other order.

But, like, seriously, this game is crazy.

Game Reports / :(
« on: March 05, 2013, 01:44:38 pm »
Iso just crashed right before what would've been the final turn of a game with this orgasmically combo-licious kingdom:

Chapel (bane)


Silk Road
Young Witch


Border Village

My 4x Ironworks > Province on turn 10 is lost in the tubes forever...  :'(

Game Reports / My first Expand megaturn
« on: February 27, 2013, 02:44:41 pm »

cards in supply: Colony, Expand, Farmland, Menagerie♦, Mining Village, Mint, Nomad Camp, Platinum, Rabble, Throne Room, Trading Post, Worker's Village, and Young Witch

I use some dubious Farmland/Expand shenanigans (see Turn 17) to set up for my final turn, where I use Villages with Expand to activate a bunch of Menageries, gaining 4 Colonies and 2 Provinces along the way. It was pretty fun.

Game Reports / Complicated Goons game with Curses flying around
« on: February 20, 2013, 01:47:56 pm »

cards in supply: Ambassador♦, Cache, Develop, Embargo, Familiar, Feast, Goons, Nobles, Potion, Spice Merchant, Tunnel, and Young Witch

Some weird stuff happened in this game.

Ambassador as Bane means, whoops, no YW/Tunnel opening here. Familiar is a no-go too. But my opponent opens Spice Merchant/Develop (???).

I Embargo Nobles early with the intention of buying them, since I had a smaller deck and more Ambassadors at the time. This doesn't really work out, as I have major problems getting to $6 after hitting a certain amount of Curses and have to buy Silvers.

I end up buying nothing with $4 and 2 Goons in play several times, which sort of sucks. Dunno what I should've done though.

Nobody bought a Tunnel until turn 22, then my opponent piledrove them.

At the end my opponent Embargos Curses and buys them out (with $6) for the three-pile.


cards in supply: Cellar, Conspirator, Duke, Governor, Haggler, Minion, Oracle, Pirate Ship, Stables, and Tunnel

No fast trashing, no +Buy, no +2 Actions, but still lots of possibilities. The key ones I think are
  • Minion/Conspirator with Cellar
  • Tunnel with Minion, Cellar, maybe Oracle, probably a Governor too
  • Stables/Conspirator with Cellar
  • Standard Governor with Haggler, Cellar support
  • Some sort of Governor(cards)/Conspirator engine which uses a single Minion as a discard attack
Various hybrids are probably possible too.

In the game I played, I went for the first strategy, and my opponent went for the second. I won that one, but what I'm wondering is: Could a Governor strategy use the Silver-passing as a pseudo-attack to mess up the Minion/Conspirator chain?

cards in supply: Alchemist, Ambassador, Chancellor, Duke, Fortune Teller, Ghost Ship, Haven♦, Highway, Ironworks, Potion, Stash, and Young Witch

An odd game. We both opened IW/Amb and got a second Amb on the first shuffle. I spammed IW/Highway, she went for Alchemists. My superior gaining ability let me control the endgame, and I ended up 3-piling on actions to win with 4 Duchies and 0 Dukes.

As usual, not losing the Ambassador war was crucial, and we came out about even on that front. I think Alchemist was definitely a mistake for her. A mirror IW/Highway/Duchy match would have been crazy. What's weird is that Dukes will probably never come into play, because the game will 3-pile by the time anyone gets more than 3 Duchies. And I don't think a Province-based strategy is viable.

Game Reports / 6 Potion-costs in a pure random game
« on: January 31, 2013, 03:44:12 pm »

cards in supply: Alchemist, Familiar, Fishing Village, Great Hall, Possession, Potion, Scrying Pool, Thief, Transmute, Treasury, and University

We both got Familiars. He went hard for Scrying Pools, I just got one Treasury and then pounded the money and then won. Possession unsurprisingly didn't do that much, which was sad because I wanted to mess up his Treasuries and Alchemists.

Game Reports / Nine lead changes in one turn...
« on: January 20, 2013, 11:32:53 pm »
...if we count going from a lead to a tie, or vice versa, as a change.

Here's a graph of points over time during Turn 17, the final turn:

— pleopod's turn 17 —
pleopod plays 4 Coppers and 2 Silvers.
pleopod buys a Province.
(pleopod reshuffles.)
(pleopod draws: a Governor, 2 Silvers, an Apprentice, and a Mountebank.)

   — ycz6's turn 17 —
   ycz6 plays an Apprentice.
   ... trashing a Province.
   ... drawing 8 cards and getting +1 action.
   ycz6 plays a Governor.
   ... getting +1 action.
   ... ycz6 trashes a Gold.
   ... ycz6 gains a Province.
   ... pleopod trashes a Mountebank.
   ... pleopod gains a Nobles.
   ycz6 plays a Governor.
   ... getting +1 action.
   ... ycz6 trashes a Curse.
   ... ycz6 gains an Estate.
   ... pleopod trashes an Apprentice.
   ... pleopod gains a Nobles.
   ycz6 plays a Governor.
   ... getting +1 action.
   ... (ycz6 reshuffles.)
   ... drawing 3 cards.
   ... pleopod draws 1 card.
   ycz6 plays a Governor.
   ... getting +1 action.
   ... ycz6 trashes a Curse.
   ... ycz6 gains an Estate.
   ... pleopod trashes a Governor.
   ... pleopod gains a Nobles.
   ycz6 plays 5 Coppers and 2 Golds.
   ycz6 buys a Duchy.
   (ycz6 draws: 2 Governors, a Pearl Diver, and 2 Estates.)

All Provinces are gone.
ycz6 wins!


1:46 IronDuke409: gg
 1:46 IronDuke409: u have lost
 1:46 ycz6: D:
 1:46 IronDuke409: i am the nephew of the 4th best mathematician
 1:46 IronDuke409: in the world
 1:46 IronDuke409: ......
 1:47 IronDuke409: just saying
 1:47 ycz6: o
 1:47 IronDuke409: ?
 1:47 IronDuke409: or what
 1:48 ycz6: I didn't know there were rankings
 1:48 IronDuke409: officially
 1:48 IronDuke409: there are not
 1:48 IronDuke409: but everyone know
 1:48 IronDuke409: s
 1:48 ycz6: oh, I see
 1:49 ycz6: sorry, I'm not really up on competitive mathematics
 1:49 IronDuke409: hahahahaha
 1:49 IronDuke409: u say u are not
 1:49 IronDuke409: but such a lie
 1:49 ycz6: really
 1:49 ycz6: why do you say that
 1:50 IronDuke409: because i may have had a frosty beverage or 2
 1:50 ycz6: nice
 1:50 IronDuke409: well
 1:50 IronDuke409: i guess
 1:50 IronDuke409: but the turhth
 1:51 IronDuke409: is still what it is
 1:51 ycz6: no, I understand
 1:51 IronDuke409: ??
 1:51 IronDuke409: what do u mean
 1:51 IronDuke409: my uncle is still the fourth best
 1:51 ycz6: yeah, exactly
 1:52 IronDuke409: ty sir
 1:58 IronDuke409: and so it is *
 1:58 IronDuke409: my arogant defeat
 1:58 ycz6: happens to all of us
 1:59 ycz6: lol **
 1:59 IronDuke409: yes it does
 1:59 IronDuke409: gg sir
 1:59 IronDuke409: u win
 1:59 ycz6: gg to you too
 1:59 IronDuke409 has returned to the lobby.

*: said after I bought a Province to go up by 9 with two Provinces left
**: said after he bought two Provinces to empty the pile for the win

Game Reports / First beats the Colony Golden Deck with... Hoard?
« on: January 18, 2013, 08:48:29 pm »

The final decks will tell you everything you need to know:

#1 First: 62 points (5 Colonies and 2 Provinces); 16 turns
       opening: Remake / Chapel
       [21 cards] 2 Hoards, 1 Envoy, 3 Silvers, 8 Golds, 2 Provinces, 5 Colonies

#2 ycz6: 51 points (35 ▼, a Colony, and a Province); 16 turns
      opening: Remake / Chapel
      [5 cards] 1 Bishop, 1 Silver, 1 Platinum, 1 Province, 1 Colony

Game Reports / worst veto luck / just spam Highways
« on: January 18, 2013, 05:22:14 pm »

$5 cost cards before veto: Bazaar, Embassy, Highway, Ill-Gotten Gains, Mint
$5 cost cards after: Bazaar, Embassy, Highway, Mint
$2 cost cards before veto: Fool's Gold
$2 cost cards after: none

(ycz6's first hand: 5 Coppers.)
(King's Skort's first hand: 4 Coppers and an Estate.)


As for the actual game, I go for a Highway/Expand engine powered by Village/Embassy with Warehouse, which, because my opponent doesn't fight for the Highways, works! Sort of. I actually eventually run out of Coppers to Expand into Colonies.

Game Reports / Skipping Chapel for Coppersmith
« on: January 07, 2013, 07:23:52 pm »

Amazing Coppersmith support (Stables, Worker's Village, Margrave, Salvager). I get 7 Provinces by turn 14, despite an atrocious misclick on Turn 5, where I Salvage a Copper instead of a Estate to miss out on a $4 buy. My opponent's Margraves help as much as they hurt, as they allow me to collide Stables with Coppers on the crucial turns 12 and 13.

Game Reports / Smuggler explosion
« on: January 05, 2013, 03:53:39 pm »

Key cards: Smugglers, Chapel, Throne Room, Caravan

At the end of turn 6, I have a 3-card deck. Five turns later I have 7 Golds and 3 Throne Rooms.

Anyway, I was thinking, if both players went for this kind of strategy, would it be possible to end up in a stalemate, where neither player wants to buy any cards for fear of the other player TR-Smuggling them? It seems like it could happen.

Game Reports / Margraves -> I facepalmed
« on: January 04, 2013, 12:25:14 am »

TreueEckhardt's Turn 14

First Margrave: My hand is Apprentice, Province, 3 Hunting Parties. I draw University. I think Hm, well, we're in the lategame and I don't need these Universities anymore, so I'll keep HP/Apprentice/University so I can trash the Uni for 4 cards.

Second Margrave: I draw a Margrave. I think Well, okay, good thing I kept the Uni. I'll discard the Apprentice now so I can go Uni -> Margrave -> HP.

Third Margrave: I draw a Peddler. Whoops, I guess I should've kept that Apprentice. Oh well, I'll just chuck this.

Fourth Margrave: I draw an Apprentice.

Game Reports / Noble Brigand sniping
« on: January 02, 2013, 02:34:39 pm »

In a Tournament game, I steal his first three non-Copper treasures before he can play them. It's basically over after that, even with Bank around.

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