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Messages - JacquesTheBard

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26
Dominion League / Re: Season 20 - Game Reports & Discussion
« on: April 03, 2017, 10:41:35 pm »
Game 4 in B2 vs. Marin:



Looking at the first game makes me wonder about the Forum / Quarry interaction. Tokens are best when you have many copies of an easy-to-integrate card. If you ever get two Quarries in play, piledriving the Forums becomes extremely easy. If you discover the interaction before your opponent, you might get all 10 of them. After that, it should be easy to cycle extremely quickly, get through the peasant line, put down the tokens of your choice, and win. Even if Forum isn't as good on-play as Ironmonger or Butcher, the mere fact that you can get so many of them due to Quarry should make it the best choice on this board. It gets you through the teacher line quickly, it's an excellent token target... What more do you want?

27
Game Reports / Re: Nice to win by more than 4 times as much
« on: March 31, 2017, 02:39:30 am »
Did your opponent ever buy a single witch? No wonder they lost!

It's surprising that you're wondering if Witch was a mistake here vs Charm. Witch is stronger than usual on this board because of the absence of trashing. With no trashing, every curse stays in the deck for the entire game. A slog is virtually guaranteed. Fools Gold is useless if the curses keep them apart from each other. Talisman isn't super hot either because of the need to hit 5. So on this board, where everything revolves around Witch... it looks like you won the curse split 10-0.

I have no idea what your opponent was thinking.

28
Game Reports / Re: More Empires Games
« on: September 22, 2016, 06:48:09 pm »
Am I nuts, or is Synod WAY too strong? Filtering is already pretty strong (just look at Warehouse, Forum, etc) and it's ridiculous combined with a village. Granted, discarding the worst two cards out of three is much different than the worst two cards out of 7, but it still seems like an incredibly helpful effect, especially on a village.

29
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 11:50:35 pm »
Baker effectively gives unbounded coins when you go off.

Edit: it's a drug joke. Dangit.

30
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 04:59:58 pm »
What if the other player has Outpost, and plays a few more council rooms with that extra turn?
We're already having them take three turns with outpost and mission.

Wait... I thought it was impossible to stack those.

31
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 01:50:02 pm »
What if the other player has Outpost, and plays a few more council rooms with that extra turn?

32
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 01:07:15 am »
Simple tweak: replace first 6 Banks with Capital. Great idea using Inheritence on Horse Traders for Crossroads!

33
Puzzles and Challenges / Re: How high can you go
« on: June 23, 2016, 11:26:06 pm »
One final thought: Inheriting Catapult means we can effectively turn the estates we gain at the end into Rocks, and get two Silvers through gaining and trashing.

34
Puzzles and Challenges / Re: How high can you go
« on: June 23, 2016, 11:22:37 pm »
use doctor
I assume you mean the overpay? I still don't see what you can get from that.

There are multiple cards (most of them in Dark Ages) which draw you cards when you trash them. Fortress, rats and cultists lead to unbounded solutions, and are therefore off limits.

But we still have Rocks.

We need a Black market deck consisting entirely of copies of doctor. On each golem play, choose Black market and Storeroom. Purchase doctor in Black Market and overpay with everything you have. Trash Rocks equal to the overpay, gaining silvers in hand equal to the overpay. With Storeroom, replace the Silvers with a single Golem and a disgusting number of Banks. Repeat. This basically converts coin into draw every time without using Storyteller. Under this model, it could be useful to play Fortune sooner rather than later, to get the ball rolling faster.

Putting card, coin and buy tokens on the few cards we have wouldn't cause too big a problem.

And a tiny setup idea: We don't need a seperate terminal attack after the Council Rooms to trigger Horse Traders. Just end with a Soothsayer.

35
Puzzles and Challenges / Re: How high can you go
« on: June 23, 2016, 06:44:42 pm »
Dang. I bet everyone else had already thought of that. Back to the drawing board!

36
Puzzles and Challenges / Re: How high can you go
« on: June 23, 2016, 06:38:40 pm »
I thought of this yesterday evening, but it unfortunately doesn't use golem. That means it can't be Stef's solution. however, it is a major improvement on the Scout-Crossroads draw we were using previously.

Cellar and Counting House. The procedure is straightforward: Discard a hand of X coppers with cellar, and draw a hand of X-1 coppers with cellar. Continue doing this until you reach a hand of Counting house and Cellar. Draw coppers with counting house, repeat. The growth on each cycle of this is approximately (X squared) / 2. The addition of cellar or counting house unfortunately prevents the use of Golem or Scout, and is therefore certainly different from Stef's solution, but nontheless struck me as a better model than the Crossroads one we were using previously.

37
Game Reports / Re: Loving Prince
« on: April 22, 2016, 10:19:09 pm »
rip

Wait. Did I miss something? Did somebody die?

38
I've got it narrowed down to Jester, Rogue, Giant, or Soothsayer. But I may be forgetting a few.
Are there any $5 attacks as powerful as those?

39
Variants and Fan Cards / Re: Traveller line: nuns and heretics
« on: December 17, 2015, 02:36:15 am »
Confession already has a weaker version in the main game of Dominion. It's Fugitive. And it's stage three in the peasant line.

Confession needs to be a good bit weaker. Perhaps discard two cards instead of one? You can still package it with victory cards.

40
SCSN, are you sure Pathfinding is only 8th?

And to the community: if Peddler is so good, than why is Training mediocre? It's a free Peddler per copy of the most common action card in your deck.

41
The fact that Relic and Stash cost the same is utterly absurd. Silver with a bonus can't be $4, and Relic is solidly a $5, but it still bugs me.

And I might as well add some further notes:

  • The longer you plan to build (which is quite a bit on good engine boards) the better Treasury is. It's an extra $ on every single turn, which does way more to hit your price points than just another silver would.
  • Outpost needs some sort of reliability aid such as Guide or Durations to really shine, but on these boards, it is basically the definition of a must-buy.
  • Although $5 cards are generally WAY better than $4 cards, there will always be kingdoms where you sometimes buy a $4 card in place of a $5. And in 98% of these kingdoms, Band of Misfits is worth buying. That's quite a lot of boards.
  • Treasure Trove is obscenely good in BM decks. That's not saying much given the major engine dominance in our metagame, but it does a LOT to help that strategy.

42
Dominion General Discussion / Re: Recommended boards
« on: November 20, 2015, 03:35:56 pm »
Pretty much everything is a good Pathfinding target, but the one time I played Queen of Tan, Pathfinding Candlestick Makers won me the game.

43
So, my input:

  • Counting House's rating is a crime, especially after Stef's beautifully designed kingdom and the hilarious Traveling Fair combo.
  • The bottom tier of $5 cards is flooded with Silver-With-Bonus cards. Among these, by a sizeable margin, Stash has the weakest bonus. Royal Seal isn't on the same level: topdecking the cards you gain is a very helpful thing.
  • Wine Merchant in bulk is outstanding. I understand the bias against stopcards, but if you get your $ from a terminal action, this is easily one of the better ones to get it from. And it synergizes VERY well with TR variants.
  • Trade is frustrating. Hitting $5 is challenging enough, and having trashable cards to spare on top of that is a tall order. IRL, however, it is very difficult to state just how radically this card can boost your economy. Estate to Silver adds $4 to your deck while keeping the card count completely identical. It's like getting 4 Peddlers at once. It absolutely does NOT belong this far down on the list.
  • Explorer is fine. Why do people even complain about explorer. Gaining Silver to your hand is a decent effect. Gaining Gold to your hand is just stupid. It adds a LOT of value VERY quickly.
  • I've been able to make some great decks with Rogue, but it needs to be treated as a gainer first and an attack second. In Dark Ages games especially, good cards WILL end up in the trash, and while Graverobber only topdecks the retrieved cards, Rogue gives $2 on top, which is not negligible. The combos involved are just too incredible. Do NOT ignore Rogue on a board with Knights. An asymmetrical Knight battle can be exacerbated to unbelievable levels when even trashed Knights go back into the Rogue player's deck. So yeah, I've had good times with Rogue.


44
Looking at my rankings, I find myself thinking "what was I thinking?" more often than not. In particular, I put Mining Village, Bishop, and Envoy at 50-48. I have no idea why I did this. Maybe it was a typo or a misclick, given my lack of familiarity with this system. I think that, in the end, I probably should have had Smithy, Militia, and Throne Room higher than I did. But here are the differences I WILL defend:

Mission at 12. Attacks, trashing, and gaining are all very straightforward and useful things you can do on your turn which require no buy of any kind. If you are trying to win an Ambassador war, or are trying to use Travelers, or rip through your enemy with Knights, or are buying mostly Events anyway, or have Horn of Plenty... any one of these things can make Mission a monster. It is "niche" in the same way that Procession is "niche." When it's good, it's insane, and you should always look for ways to exploit it when it's there. When you take the time to look, it's more common than you might think.

Quarry at 8. Before Adventures, this was my favorite card in Dominion. It's a Gold for the cards that engine builders most want to buy, and even more astonishing when multiple buys are involved. Cost Reduction isn't just for a last-turn megaturn: it helps the midgame just as much. Thankfully, I'm not alone on this one.

I had Magpie at #1. Like Ironmonger and Tournament, it is something of a Peddler +. It loses the ability to act as a Peddler under certain circumstances, like when the wrong card is revealed or your opponent has a Province, but it has side-perks to balance it out. And although Ironmonger and Tournament have VERY nice side-perks, Magpie is arguably better than either.

On to Villages. I actually consider Mining Village worse than Walled Village, because I use the bonus from it so rarely. And on the other end, strange as it sounds, I think the best village by FAR is Port. Wandering Minstrel is incredible, but it still can't touch Port.Imagine a card that costs 4 and reads "+1 Card, +3 Actions." That fictional card may sound obscenely strong compared to other villages; enough to render them obsolete. Port is even better than that, because having the extra actions distributed moderately across your deck lines them up better with any terminal draw you have. Although the perks are nice, we get villages first and foremost for actions. Port has the other villages solidly beaten on that front. Any issue it has as a major cog of your engine is that the pile empties so quickly, which is arguably in favor of Port, not against it.

Finally, we all severely underestimated gainers. Like, terribly underestimated them. Gain-and-play shenanigans are just too good to pass up, and they make heavy trashing a little safer because you no longer need as much cash around to build back up. I regard Workshop as a middle-of the road 3 cost. But the 4 cost trashers are something else. I have Armory at 30. If you track your deck, it can give you exactly what your next hand will need exactly when you need it. I have Ironworks at 14. That single extra action does incredible things to gain-and-play tricks. And the final gainer barely plays like a normal "gainer" at all. It doesn't allow you to trash away all of your economy safely like the others, and it doesn't facilitate gain-and-play. Still, I feel little guilt over having Duplicate - yes, Duplicate - at number 3. In a fully functioning engine, Duplicate is almost impossible to describe. Getting an extra copy or four of the best card you buy that turn feels less like playing with a normal gainer and more like playing with a Haggler or a Horn of Plenty. Unlike those cards, however, you can always open with Duplicate. Being able to save it on the Tavern mat until you get the juiciest prize possible is just icing on the cake. I'm calling it here: Duplicate is the most egregiously underrated card in the rankings this year.

45
Dominion General Discussion / Re: Favorite Treasure?
« on: November 12, 2015, 02:35:55 pm »
Quarry is not only my facorite treasure, but one of my three favorite cards. I am an absolute cost-reduction junkie, and given how perfectly quarry slips itself into an engine... goosebumps.

46
I think we're seriously underestimating expedition. In the opening, the larger handsize makes you more likely to see your opening cards before turn 5. In the midgame, when your engine is sputtering and needs a small boost to take off, it blows silver out of the water. The extra two cards on your next turn are comparable to a wharf, and although Expedition will be your draw engine only under the rarest of circumstances, a well-timed expedition buy has done incredible things for me in real-life adventures games. I don't remember my own ranking, but it's entirely possible I have it in the top 10. Only Ferry is a stronger event at that price.

47
Dominion General Discussion / Re: Recommended boards
« on: November 11, 2015, 10:51:43 pm »
And of course, Apprentice / Market Square remains an incredible combo.

48
Puzzles and Challenges / Re: TR on Distant Lands
« on: November 11, 2015, 10:49:09 pm »
Distant Lands has some sort of token on it. + Card, + Action, + $ or + Buy would all do it.

49
I couldn't open the logs for this. Is that because Goko is ending? Will that affect Salvager?

50
Dominion General Discussion / Re: Post Your BORING Kingdom to Play
« on: October 10, 2015, 12:43:19 pm »
Here's mine:
  • Transmute
  • Embargo
  • Pearl Diver
  • Workshop
  • Scout
  • Silk Road
  • Taxman
  • Saboteur
  • Farmlands
  • Forge

Farmlands turns copper into estate, gaining two victory cards at once. Workshop gains Silk Road in bulk. So, a little synergy.

Kingdom:
Coin of the Realm
Village
Scheme
Throne Room
Quarry
Walled Village
Fortress
Port
Band of Misfits
Border Village

Events:
Lost Arts
Inheritance

Inheritance can turn estates into Great Halls, essentially. That could be worth something.
I thought it was actually interesting until I realized that that was "Band of Misfits" and not "Bandit Camp."

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