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Messages - Vampyroteuthis Infernalis

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Game Reports / Most gold gained from Sir Vander?
« on: October 19, 2013, 07:50:29 pm »
I got five in this game.

http://dom.retrobox.eu/?/20131019/log.516d091ae4b082c74d7a96dd.1382226151815.txt#Game Over

This should maybe go in the "Dear Opponent, I'm Sorry..." thread.

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Dominion Articles / Re: Combo: Fool's Gold / Storeroom
« on: August 21, 2013, 03:44:08 pm »
Just had a Storeroom / FG game with ambassador on the board.

Vampyroteuthis vs Bama:
http://dom.retrobox.eu/?/20130821/log.50b8f6aee4b015dcbac5eee2.1377113759826.txt#Game Over

I won out against the ambassador deck in the end, but it was pretty close. If there had been a village on the board and more than one ambassador a turn was feasible, it would be a different story I think. But with one ambassador max per turn, storeroom/FG is still fast enough to be competitive.

Maybe a storeroom/ambassador opening would have been best.

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Hmm - oh yeah it is huh.  :)

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When my opponent's deck is clearly working faster and there's embargo on the board, I'm always tempted to embargo province as a sort of "take that!" move, but you know, how often does that really work out?

http://dom.retrobox.eu/?/20130820/log.516d091ae4b082c74d7a96dd.1377043768558.txt#Game Over

In this game, tournament was on the board and my opponent was going BM tournament and got an early gold. There was +Buy from Council Room but no village or trashing. I was in trying out weird things mode, so I came up with this plan: slow down the game by embargoing province a bunch, get lots of duchies with feast and stonemason to survive probably losing the province split, build up coins with bakers and then use them to pick up provinces after the curses run out.

I didn't really expect it to work. Turn 15 I was losing the province split 3:1, but had managed to give out four curses and triple embargo the province pile. So it was duchy buying time. I was able to get two duchies from a stonemason gold trash (lucky), two from feast, one from tournament (also lucky), and one from a regular buy. My opponent started competing for duchies (so I embargoed them too), then finally took the bait and bought a triple embargoed province. At that point, only one curse was left and I was sitting on a pile of coins, so I was able to pick up two of the remaining provinces in the endgame and win by two points.

Wasn't the most airtight strategy, but it's definitely a game I'll remember.

Who else has managed to make embargoing provinces work (when you're not already winning the split)? I guess having alt victory cards around would be a more logical reason to do it.

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Dominion Articles / Re: Combo: Fool's Gold / Storeroom
« on: August 21, 2013, 12:38:39 am »
Quote
when you are still buying up FG, you will usually want to maximize your cycling.

Quote
I expect that it isn't worth getting a second Storeroom until the FGs are depleted.

Agreed on both points.

Storeroom is definitely near the top as far as early game cycling is concerned (behind Scavenger and Chancellor).  However, if you're trying to get to key action cards with it, you're constrained by the risk of dead draw. FG is nice because it lets you take advantage of Storeroom's cycling without any risk.

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Game Reports / Re: Dear My Opponent: I am Sorry
« on: August 20, 2013, 08:22:07 pm »
Dear Greens,

I'm sorry for the time I tried to build a KC Masquerade pin for the first time on a board where it didn't actually work, and I slowed you down enough to make buying all eight provinces take a really long time.

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Dominion Articles / Combo: Fool's Gold / Storeroom
« on: August 14, 2013, 01:04:40 pm »
Just came across this combo in a game. It's pretty straightforward, but I couldn't find any posts about it already, so I figured it'd be worth mentioning.

As noted in A_S00's Fool's Gold article (http://forum.dominionstrategy.com/index.php?topic=2143.0), FG likes +Buy, +Cards, and trashing.

However, since any buy spent picking up FG enablers is a buy not spent picking up another FG, good Fool's Gold enablers tend to be package deals that do more than one of those things. Also, the fewer non-FG cards in your deck, the greater the chance of your FGs meeting up.

Many of the enablers listed in A_S00's article meet that criteria:

Council Room, Margrave: +Cards, +Buy
Salvager: +Buy, trashing
Masquerade: +Cards, trashing
Spice Merchant: +Cards or +Buy, trashing

Storeroom is another card that helps out FG decks in multiple ways and can be picked up with minimal opportunity cost. It gives both +Buy and +Cards. In the absence of discard attacks, you're guaranteed to be able to pick up two FGs each time you play it. Once you have FGs it helps you sift through your deck to find them, and being able to discard green for money reduces your slowdown once you start greening.

A couple of games that feature this combo:

Evee vs Smoke_Screen:
http://forum.dominionstrategy.com/index.php?topic=9005.msg273551#msg273551

Vampyroteuthis vs 2yin:
http://dom.retrobox.eu/?/20130814/log.516d091ae4b082c74d7a96dd.1376495038639.txt#Game Over

Some questions:
(1) How does storeroom stack up against the other FG enablers?
(2) Is it worth the opportunity cost to pick up a second storeroom?
(3) What other Dark Ages and Guilds cards should be added to the list of FG enablers?

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GokoDom / Re: GokoDom II: Suntastic Summerish Season Signups Sthread
« on: July 22, 2013, 01:36:35 pm »
In.

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Played a game last night with shelters, ruins, and knights and fairly easily got my fairgrounds up to colony level (26 different cards).

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I'm excited for processions of rats.

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Rats = Tribbles. Now we really need an official Star Trek themed version.
Catan did it.

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Thoughts about Hermit/Madman:

(1) Will be stronger on boards with junkers, on colony boards (for getting to a quick platinum maybe), on boards with good cards costing 3 or less (not getting a card above 3 on your turn = less painful).

(2) Good opener because of the estate trashing. Predicted pet peeve, though: drawing Hermit turn 3 with no estates.

(3) It puts you on a more reliable track for an early super turn than going for Tactician. With Tactician, you have to depend on hitting 5 money. If you're lucky, you get a five on turn 3 or 4, then sacrifice a turn playing Tactician when it comes back around, then get the super turn. Open with Hermit, get Madman for sure before the second reshuffle, play Madman. So speed-wise, they're about the same, but Hermit is more reliable. Also, gaining a 3 cost card on turn 3 or 4 seems less painful than giving up turn 5 or 6 completely with Tactician.

(4) Unlike Tactician, though, Hermit/Madman doesn't come with +Buy. BYOB.

(5) Choosing whether to delay playing Madman (keep wanting to say Mad Men) should be an interesting tactical problem.
   

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