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Messages - eliegel34

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51
GokoDom / Re: GokoDom II: Round 4 Discussion Thread
« on: September 05, 2013, 10:46:52 pm »
eliegel over Mic Qsenoch 3-0

http://dom.retrobox.eu/?/20130905/log.50775a4a0cf28ed55d9d6fd3.1378432861673.txt
http://dom.retrobox.eu/?/20130905/log.50775a4a0cf28ed55d9d6fd3.1378433619092.txt
http://dom.retrobox.eu/?/20130905/log.50775a4a0cf28ed55d9d6fd3.1378434440836.txt

I got a stupid amount of luck in the series, so sorry Mic Q.  I feel like i should be posting these in Dear my opponent I'm sorry thread, not goko dom.  More on that in the discussion thread.

Game 1
This was a surprisingly interesting set for something with IGG. There is fairly strong trashing, among other things.  Mic Q goes for Hermit/Hermit opening while I go Hermit/Swindler.  I wanted to go for IGG with hermits trashing and silver flooding.  I was hoping to get an IGG on the first shuffle, but got the trashing I wanted.  I was afraid that MicQ would just plow through the Curses with double hermit in a JoAT sort of way.  The only upside is that with him eating all the curses, they slow him down a little, and I still have a pretty strong money deck.  MicQ breaks PPR, and I happen to have 8 to win.  This was a very close game and could have gone either way.  I'm not sure which of our strats would win if we played this way 100 times. Sadly, this was our only good game.

Game 2
Strong trashing from Steward, and Tournament makes for a very swingy game.  We both open double steward, but mine split into T3/T4 while MicQ gets both in T4.  I think I have a huge lead from just that alone.  I am able to save up coin tokens for a quick Province and all the prizes with my thinner deck.  I build my deck quite a bit, and we both head for Vineyards.  MicQ just got rotten luck on this.

Game 3
We both open Black Market/Potion to head for Familiar.  This is also a really luck based set.  There are really strong engine components, so whoever got trashing out of the BM first would likely win.  I pull Chapel from the BM on T7 and the game is pretty much over. Normally a T7 chapel is terrible, but in a slog with squire tricks and strong engine components, its crazy good. I slowly clean my deck while MicQ tries to pile Estates.  I'm able to recover my deck before he can end it. 

Overall I'm sad that we didn't get some good games.  MicQ is a really good player, so Its pretty crazy to beat him 3-0.  I feel like I have actually had good luck against MicQ for like a year now.  I remember going about 40/60 (his favor) against him when we first started playing, which is way better than I deserved as I was maybe level 30 and he was nearly 50. 

52
GokoDom / Re: GokoDom II: Round 4 Results *ONLY*
« on: September 05, 2013, 10:30:10 pm »
eliegel over Mic Qsenoch 3-0

http://dom.retrobox.eu/?/20130905/log.50775a4a0cf28ed55d9d6fd3.1378432861673.txt
http://dom.retrobox.eu/?/20130905/log.50775a4a0cf28ed55d9d6fd3.1378433619092.txt
http://dom.retrobox.eu/?/20130905/log.50775a4a0cf28ed55d9d6fd3.1378434440836.txt

I got a stupid amount of luck in the series, so sorry Mic Q.  I feel like i should be posting these in Dear my opponent I'm sorry thread, not goko dom.  More on that in the discussion thread.


53
Game Reports / Lookout/Lookout Opening
« on: August 30, 2013, 02:13:27 pm »
There's been a lot of talk lately about how good Lookout is.  Joking aside, I thought I'd post a game where it is pretty awesome.  This may be the first time I've ever opened double lookout.  It's a Colony game which buys way more time to build a thin deck.  There are no villages, and no hand size increase so I went for a trim deck that could play 1 lighthouse each turn and Mountebank each turn.  You can also do fun tricks with Lookout/Cartographer.

Lighthouse, Develop, Loan, Lookout, Nomad Camp, Cartographer, Jester, Journeyman, Mountebank, Forge

http://dom.retrobox.eu/?/20130830/log.51102b6ee4b06719e45eef9d.1377886000022.txt

54
Game Reports / Re: Amb/Amb vs Amb/Steward
« on: August 28, 2013, 10:26:18 pm »
I see a couple paths this game can take:
  • Go for big money and ignore trashing
  • Opens Silver/Potion and sprint for Familiar, picking up trashing (Amb) afterwords
  • Heavy trashing (opening Amb/Amb or Amb/Steward) and transition into Familiar
  • Heavy trashing and transition into Minion/MG/Village

I think we can all agree 1 is bad, and will get crushed by any of the others.  I think Familiar and Ambasadoring Potion is probably the best way to crush BM, but it doesn't really matter.  I think that 2 will lose to 3 and 4 as it gets swamped by an early Ambassador.  The trashing tends to spiral pretty quickly, being able to thin your deck early allows you to play the trashers more often. 

I think that 4 would beat 3, once you open trashing, you will already have control over your deck so the first few Familiars shouldn't hurt that much.  Going for Familiar delays Minion, and slows down your cycling.  The earlier Minions should allow that player to keep their deck trim since they are cycling much faster.  Once the curse war settles, the Minions are going to be key in building the engine. Winning the Minion split should help you to deal with any extra junk you have in the mid game, and help you transition into late game Merchant Guild tactics. Familiar seems like to big of a detour for a small benefit, when you can already attack pretty hard with Ambassador.  If you really have control and want to junk them, you can always buy a Curse with one of MGs extra buys and start giving them to your opponent. 


55
Game Reports / Re: Amb/Amb vs Amb/Steward
« on: August 28, 2013, 07:58:19 pm »
I like Ambassador/Steward as an opening, since it helps you get up to 5$ hands faster once your deck is thinned, and allows you to use 2 cards once your deck is developed. I think T3 you want Village instead of Silver since Silver slows your cycling and you already have some money from Steward.  It also helps if you collide your two terminals.  T4 you get both your Amb and Steward in the same hand, which is not ideal, but you play Steward to trash 2 cards, you could have done the same thing and given your opponent a copper if you had played Ambassador instead. 

On turn 6 I would play steward to trash 2 cards and buy Silver or Village, which ever isn't in your deck.  With such strong engine components you want to trash down fast.  Additionally I don't think you would ever need gold in this set.  You can get plenty of money from Minion/Merchant Guild.  I think Ambassador can be nearly as good of an attack as Familiar, so I'm not sure you need a Potion on T8, but it does allow you to Ambassador Potion later which is always fun!

Overall, in this set, I want to trash down as quickly as possible, prioritizing returning 2 cards for at least the first 6 rounds. From there I want to build a deck of as many Minions as I can get for cycling and money, and finally round it out with Merchant Guild and Villages.  I would think you could nearly get a mega turn here with merchant guild.  I think with a tighter deck it should set up faster.

57
Lookout also isn't vulnerable to Possession, so yep its better  ;).

58
Innovation Game Reports / huh, Software is kinda dangerous
« on: August 22, 2013, 01:00:59 am »
This was a game between me and huh.  I dogma Software which melds Globalization and dogmas Robotics which melds AI for the auto loss :(.  I think this happens fairly often, but its pretty frustrating when you are in a strong position.

http://innovation.isotropic.org/gamelog/201308/21/game-20130821-215013-07169367.html

59
Dominion Articles / Re: Combo: Fool's Gold / Storeroom
« on: August 21, 2013, 04:28:05 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 think Storeroom Apothecary would be competitive on this board.  Storeroom helps you find your Potion early on.  Later in the game it allows you to clear any green off the top of your deck (as typically happens with Apothecary), and should allow you to green pretty resiliently.  That said, letting someone get 10 FG with storeroom is probably a loosing proposition.   

60
Dominion Articles / Re: Combo: Fool's Gold / Storeroom
« on: August 20, 2013, 02:20:56 am »
How about Goons Fool's Gold (on a non engine baker board)?

62
Game Reports / Re: Strange Kingdom. Two games
« on: August 15, 2013, 06:16:53 pm »
Yea, Urchins probably would a good addition to a BM Masq deck.  Usually discarding to 4 doesn't hurt at all, but when it does, Urchin is great.  I think it might be strongest with Torturer, but its useful against things like Forager, and Crossroads.

63
It says this isn't working anymore.  Is there any way to find a game I played last night against dudeHere?

64
Game Reports / Re: Strange Kingdom. Two games
« on: August 15, 2013, 05:25:44 am »
Masq is a great counter to amb since you want a tight engine deck with amb. The passing is like an attack at that point, and the card draw gets you to 5 faster than amb.

I would try and go masq w shanty town for extra cycling. It seems like Mystic would be weaker in a colony game since you really want gold and platinum.

I think it's bad here but the game just made me think of masq Feodum as an open. I'm not sure it's ever real good but if they collide, it would probably be pretty fast for provinces.

65
Innovation Game Reports / Fermenting/Refermation
« on: August 15, 2013, 04:16:51 am »
People talk about Fermenting/Reformation quite a bit. It is a a strong combo but there is a lot you can do to defend against it.  I think my opponent did a great job of defending against F&R. Below is a list of some of the stronger counters to F&R, but there are a lot of things that will sometimes work.  I've even stolen Fermenting with City States since they had castles splayed and it was their only top castle card. 

I forgot to post the log for this, and can't find it now.  If anyone knows how to find it, that would be great it was between me and dudeHere around 2:30 am MDT 8/15.

Counters to F&R
  • Fast Scoring (Clothing, Currency, Perspective, Coal, Machine Tools)
  • Sharing Dogmas (Sailing, Experimentation, Railroad, Corporations)
  • Board Screwing (Engineering, Gunpowder, Fission, Globalization, Bioengineering)
  • Hand Size Attacks (Classification, Explosives, Composites)

66
Game Reports / Fortress/City/Butcher
« on: August 15, 2013, 12:09:52 am »
This set was a really cool combo of trash for benefit plus some pretty strong engine cards.  We both opened double Silver, and the got Butcher with the first 2 5s and TR/City/Fortress after that.  I threw in a haggler, and he didn't, but I don't think it was very important either way. I think this engine is a little slow to build, but has huge power.  In the mirror though i is guaranteed to 3 pile.  This game was pretty much a mirror.  I got slightly better shuffle luck at the end, and was able to pull it out. 

Squire, Fortress, Pirate Ship, Throne Room, Treasure Map, Butcher, City, Haggler, Market

http://dom.retrobox.eu/?/20130814/log.50775a4a0cf28ed55d9d6fd3.1376537746803.txt

67
General Discussion / Re: Juggling
« on: August 14, 2013, 09:19:49 pm »
I've been juggling for about 7 years now, and can juggle up to 6 balls (say 75 catches record) and 5 clubs (maybe 30 catches).  I've qualified 7 balls twice (14 catches)  I travel to 2-3 juggling festivals every year (typically in Madison and Minneapolis).  My favorite part of juggling is club passing, which is what I spend most of my juggling time doing these days. 

68
Dominion General Discussion / Re: WW's Power Rankings
« on: August 14, 2013, 08:06:40 pm »
I want to upgrade all of my Coppers into Poor Houses.

I sure lost pretty hard the one time I did that by accident

69
Goko Dominion Online / Re: Automatch Extension
« on: August 10, 2013, 07:21:34 pm »
Can you add a beep, or some sound like the extension does when you find an automatch?  I'm usually in another browser, while i'm waiting to find someone, so having that would be nice.  Also, this is awesome :).

70
I think I would want a Count with my first 5 here.  With so many strong engine parts, you really just need some trashing to help line them up, and count can do that pretty effectively.  I would be cursing my luck after opening Bridge/Silver and and not getting a 5$ hand T3 or T4.  I know it happens like 1/7 games or so, but it doesn't make it suck any less. 

Its always hard to take a tie, but I probably would have taken it there.

71
Other Games / Re: Agricola for the iPad
« on: August 06, 2013, 01:01:42 pm »
I just found this yesterday, and it does look awesome.  I kinda wish they kept the format of the game board, but once you get used to where things are, its a little bit nicer for 3+ player games.

72
Innovation Rules Questions / Re: John von Neumann and Empiricism
« on: August 03, 2013, 03:30:55 am »
Haha, I had exactly this happen today. It's pretty cool to see the answer up here already!

73
Game Reports / Fun Comback
« on: August 03, 2013, 02:40:34 am »
I went for a Baron double Tactician deck, vs. my opponent who went for an engine with a ton of Laboratories for draw, and a Baron for +Buy.  I get a great start with a Tactician/Lab T3 and T4, by opponents engine sets up a little faster than mine.  He builds up to 1 Province and Laboratory turns.  I screw up my double Tact by Forging all my hand so I can't trigger my other Tactician on T11 and lose a turn.  I also Forge 2 Estates that I need for my double Baron. 

At the start of my T13, I haven't bought any provinces, and my opponent already has 3.  I try to just buy provinces hoping that he will stall, but I'm just to far behind to win doing that.  A double Tactician with Cellar, can hold a lot more green than his deck can (cellar just loves big hand size).  I decide to give up on provinces and drag out the game as long as possible while buying any gardens as I can.  In the end my deck stays strong just a little bit longer and I'm able to win by 1 point.  I think reacting to  your opponents deck composition, is really important but is rarely talked about.   

http://dom.retrobox.eu/?/20130802/log.513845c2e4b02905fc72a26f.1375510110320.txt

74
Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 31, 2013, 04:14:25 am »
Dear sherouse,
Your Rats/Transmute/Duke plan was magnificent.  Once I figured out what you were up to, I was sweating bullets and about to resign.  Then I stole your plan and pulled off an epic comeback I didn't deserve in the least.  Bravo to you.

http://dom.retrobox.eu/?/20130730/log.505c6645a2e6c78ad2ed5ad3.1375247149317.txt

What a turn 12 you have!  You sure you didn't want to play Rats :).

jsh357   draws Rats, Rats, Rats
jsh357   shuffles deck
jsh357   draws Rats, Rats

75
Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 31, 2013, 12:42:45 am »
Dear, A Drowned Kernel

I'm sorry that I hit a perfect turn 4.  I collide my Warehouse, JoAT and Necropolis.  This allows me to cycle my whole deck, trash my OE, play the JoAT that i bought on T3, and left me with 6$ in my hand for Gold.  After that my luck continued buy Provinces on turns 6, 7, 8 and 10.  You can't really beat that, but you did come close.   

http://dom.retrobox.eu/?/20130730/log.51102f16e4b0fb53a9f92227.1375244767284.txt

eliegel   plays Warehouse
eliegel   draws Hovel, Copper
eliegel   shuffles deck
eliegel   draws Copper
eliegel   discards Hovel
eliegel   discards Copper
eliegel   discards Copper
eliegel   plays Necropolis
eliegel   plays JackOfAllTrades
eliegel   gains Silver
eliegel   discards Copper
eliegel   trashes Overgrown Estate
eliegel   draws JackOfAllTrades
eliegel   plays JackOfAllTrades
eliegel   gains Silver
eliegel   shuffles deck
eliegel   places Silver on top of deck
eliegel   plays 4 Copper, 1 Silver
eliegel   buys Gold
eliegel   gains Gold

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