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1326
Dominion Articles / Deck Control
« on: June 14, 2011, 11:29:45 am »
Deck Control

One very important aspect of dominion is deck control.  This involves knowing what cards you have in your deck, how many of them are left in your deck and where they located in your deck.  I know exactly what some people are going to be saying right now, so I’ll adress it immediately.  The deck is shuffled, how do I know where they are.  I’ll answer by stating the contrapositive.  You know where cards are located in your deck by knowing where they aren’t  (i.e. your discard pile).  So following this logic, as you get closer and closer to the reshuffle, you gain more and more control over your deck.  That is, assuming you have been keeping track of your deck.  This leads to my first big bullet point regarding deck control.

Know What Cards are Left in Your Deck

It is important that you always know what cards are in your deck at all times.  One thing that helps me keep track of my deck is by playing meticulously.  When  I play my cards, I make sure that I recognize which cards have been added to the discard pile and which are left in my deck.  If you can’t keep track of them all, then start by taking baby steps.  Have you seen your 5-cost action yet?  Out of your 3 golds, how many have you played?  Keeping track of your big-ticket cards is the first step to controlling your deck. 

Knowing your draw deck composition is important when playing cards that draw other cards.  If there are 5 cards left in your draw pile and you haven’t seen your montebank yet, please don’t play your smithy.  There are two things that are fundamentally wrong by playing that smithy.  First, you could draw your montebank this turn and be unable to play it due having no actions remaining.  The second fundamental flaw leads me to my second big (and very much related) bullet point.

Know When You Reshuffle

The reshuffle is a fundamental (albeit rather annoying when playing with the physical cards) aspect of dominion.  This aspect is displayed most prominantly through the chanceller by giving the option for triggering a reshuffle immediately.  This card provides one of the easiest ways to control your deck and it is important to use it correctly.  To use it correctly you must…. Know What Cards are Left in Your Deck (I told you these two points were related).  This allows you to have the best possible deck control.

There is one other way to trigger a reshuffle and this is what I will focus on.  You trigger a reshuffle by emptying your draw pile.  Manipulating when you reshuffle can be a game changing event if used correctly.  Consider the following two hypothetical hands in which 2 cards are left in the draw pile.

Hand 1 – Smithy, 3X Estate, Copper
Hand 2 – Smithy, 2X Gold, 2X Silver

I know this is a little exagerated, but it’s to prove a point.  In hand 1, you most certainly don’t want those estates and coppers back in your draw deck so you play the smithy to trigger the reshuffle before those cards are returned to the discard pile.  In hand 2, you want those cards back in your deck, so you don’t play the smithy. 

Let’s look back at the smithy/montebank example.  Let’s assume that you don’t draw your montebank with the smithy.  At the end of your clean up phase, you will draw the montebank, your montebank will miss the reshuffle because you need to reshuffle in order to draw the final 3 cards of your hand.

In either situation described above, you will play your montebank only once as opposed to twice if you chose not to play smithy.  With a card as powerful as montebank, playing it one more time could determine the outcome of the game.  In this case, you must think “one turn” ahead of the reshuffle in order to manipulate it to your advantage.  But to think “one turn” ahead, you must Know What Cards are Left in Your Deck in order to take advantage of this.

Sample Game

Consider the following isotropic example on a game I recently played.

http://councilroom.com/game?game_id=game-20110608-161945-80a3dff8.html#shark_bait-show-turn-3

On my 3rd turn, I opt not to play my warehouse because my deck would reshuffle before I could purchase my familiar.  Additionally, my potion is also in my draw deck again, which gives me another chance to purchase a familiar.

Conclusions

I hope this helped you think about dominion in a new way and I hope that the connection between knowing what cards are left in your deck and reshuffling was made clear.  Here are a few final bullet points to highlight the key points.

•Always keep track of the cards left in both draw and discard pile
•Any card that has a card drawing aspect can be used to manipulate a reshuffle.
       oThese include cards that don’t necessarily put them in your hand (Navigator, Scout, etc.)
•When possible, manipulate the reshuffle to play your “good” cards as much as possible and your “bad” cards as little as possible

1327
Dominion General Discussion / Re: Beginner Game Flow + Strategy
« on: June 14, 2011, 10:31:39 am »
My word of advice would be to just have fun with whatever the circumstances give.  I have a friend who absolutely LOATHES attack cards of any type.  So much to the point where he refuses to buy them in games because he sees it as lowering his dignity.  And then at the end of the game when he loses (because certain attack cards will make you lose if you don't buy them, any cursing attack will usually fall under that category) he says, "well, at least I didn't have to sink down to your level". 

So when you have games where both of you are up to your noses in curses and cut throat attacks are flying left and right, just have fun with it because that's part of the joy of playing dominion.

1328
Everyone has had games where they look at a set of 10 kingdom cards and decide that they want to do something rather unconventional right from the beginning.  It's another matter to see a strategy like this turn out exactly as you envisioned it. 

In a recent game, I started out ironworks / chapel in a colony game much to the surprise of my opponent.  I used the ironworks to gain a conspirator and a haven and worked toward getting a kings court.  Kings court / conspirator / ironworks was able to fuel my engine, while using salvager to deplete the colony's before my opponent could do anything.

http://councilroom.com/game?game_id=game-20110604-162340-9d4e5552.html

1329
Dominion General Discussion / Re: Best/Worst Openings discussion
« on: June 13, 2011, 10:58:14 am »
I for one, am a fan of the ambassador / silver opening.  By opening with ambassador / ambassador, you risk the having the actions conflict.  Additionally, you severely limit your ability to get to 5 gold in turns 3 or 4.  By getting that one silver, you have a good chance of being able to purchase a powerful 5-cost action.  In almost all cases, I agree that you should pick up another ambassador to keep up with the passing of estates and coppers.  The following game I recently played illustrates the benefits of ambassador / silver while showing potential pitfall of the double ambassador opening.  My opening allows me to get an early tactician followed by kings court.  The game was practically over after my first tactician hand and my opponent resigned soon after.  Here's the the log if you're interested.

http://councilroom.com/game?game_id=game-20110412-173225-6dd7b6d9.html

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