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Messages - PitzerMike

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126
Clever to put the "return to hand when trashed" thing on a village.
It combos well with some of the DA cards but as a village it can still be useful in games without them.

127
Coolio. With rats on the board strategies centered around cards from the remodel family might finally be fast enough to compete. :D

Also I believe I am the first caravan on the forums - at least until I move on.

128
Mining Village got better.  Maybe a lot better if you have Gravedigger in hand, as in many cases there is little downside to trashing the MV for the coin and Gravedigging it back.  I can only wonder what kind of village this set has that would work even better.  We'll know soon.

I don't think it's that big a deal. The two cards combined basically turn the Mining Village into a 2$ Oasis. Sure you can topdeck the MV but how many Graverobbers would you need to do this consistently? You could add Scheme into the mix but even then it's kind of meh.

But it's true that Dark Ages makes self trashers like MV at least slightly better when there's a Gravedigger around. In the absence of Gravedigger though I don't see any change to them.

129
Dominion General Discussion / Re: Will Scout Ever Get Better?
« on: June 04, 2012, 11:43:06 am »
Scout probably needs to have 1 more card extra to 'scout' OR be able to draw out other scouts and make this more stackable.  I think either or would make this more competitive. I also don't get why they didn't allow for it to take curses too.  Any one of these buffs would make it a bad card $4 instead of a horrible card period.

I suggested scout be a 1 VP victory card in addition to its current action in the other thread. This way you could chain them.
But it might be too powerful in an ironworks game?

130
Dominion Articles / Re: Taking risks & driving the P2 seat
« on: May 29, 2012, 10:28:54 am »
Quote
To clarify "line" because it might be confusing in that usage: a Line is the path/build/game of a single player.

Polarized results really should make some sense by now given all the context and examples provided. 


Thanks for the explanation of line. That was not at ALL in my mind when I read your paragraph, any of the several times I read it. Now it makes much more sense.
On the polarized thing... well, maybe you think it should be clear by now, but it's obvious you thought that before (well, either that or you just wanted to say something cryptic and confusing, but I don't peg you for the kind of person to do that). I'm TELLING you it's not clear to me, so please, explain it.

Edited to fix a quote blocking issue.

I'm not a master of the English language but I think what he means with "polarized results" is results that lean themselves to the extreme ends of the spectrum (or poles). For example a card that will produce polarized results is Treasure Map because you'll either get crushed (negative extreme) because you don't manage to get your 2 Treasure Maps together. Or you'll get a comfortable lead if you manage to play both your maps on turn 5 (positive extreme).

On the other hand Silver would be an example of not producing polarized results. I mean with silver you get what you payed for after all.

131
Game Reports / Re: Behold the POWER of Scout!
« on: May 29, 2012, 03:43:30 am »
How would you guys like Scout if itself were a 0 VP or 1 VP victory card in addition to its action?
You could chain them together nicely and on some boards i guess it would be worthwhile to build something around that?

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