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Dominion Isotropic / Re: Most Vetoed Card?
« on: February 09, 2012, 05:28:12 pm »
I'm surprised this hasn't been discussed here, but my first target for veto is actually Secret Chamber if there are attacks on the board.
The problem with CR stats is that there are biases against cards that are used poorly by beginners - such as Coppersmith.Had to go back and reread your posts from that thread, and if you did say I'm probably right, I'm still not seeing it. In any case, it was only a joke, sorry if I offended.
Hm, it appears the closest I got was:But Goons is really incredibly strong too, you make a good case for it deserving the #1 spot, and I'd be very disappointed if it wasn't at least #2. They're both certainly miles better than Grand Market.
The more I think about it, the more I'm convinced that you were right, I was wrong, and Goons>KC, though I do still think it's pretty close. I tend to find CR stats pretty convincing in these sorts of discussions, though not necessarily the be-all and end-all.
Depends on what terminals are available. If there aren't any useful terminals, Festival = Woodcutter.Situation: Open FestivalWhat you think you've done: Made a good post on this thread.
What you think you've done: Opened with a powerful $5 card
What you've actually done: Opened with Woodcutter
What you've actually done: Ignored the longer-term benefits of a Festival opening.
Situation: Open Tunnel/SilverI've seen people open Tunnel/Potion to try to get a Golem/Tunnel deck going. It didn't work so well.
What you think you've done: Bought the Tunnel early so you can combine it with a later Embassy
What you've actually done: Decreased your chance to actually buy that Embassy during the next shuffle.
Generally: Get the discarder first, then the Tunnel.
Phil Stone and Herbalist are hilarious together. I think it's even a viable strategy if you have to open $5/$2 without decent $5s. The likely optimal play for this combo is very interesting:Try telling it to buy two Apothecaries first, and then prioritize Phil stone after that. That combo is just begging for it.
-open Potion/Herbalist (and you'll only want one Potion)
-buy Phil Stones over Gold
-buy as many Herbalists as you want (over Silvers!)
-buy Coppers with your leftover buy (!)
-buy Duchies extremely early
this should beat a player going Smithy/- on a $5/$2 opening!! Here's a bot:Code: [Select]<player name="Philosopher's Stone/Herbalist"
author="Geronimoo"
description="Get a bunch of Stones and Herbalists and they'll do beautiful things together. ">
<type name="Fun"/>
<type name="BigMoney"/>
<type name="Combo"/>
<type name="Bot"/>
<type name="TwoPlayer"/>
<type name="Province"/>
<type name="UserCreated"/>
<buy name="Province"/>
<buy name="Duchy">
<condition>
<left type="countCardsInSupply" attribute="Province"/>
<operator type="smallerOrEqualThan" />
<right type="constant" attribute="6.0"/>
</condition>
</buy>
<buy name="Estate">
<condition>
<left type="countCardsInSupply" attribute="Province"/>
<operator type="smallerOrEqualThan" />
<right type="constant" attribute="3.0"/>
</condition>
</buy>
<buy name="Philosopher$s_Stone"/>
<buy name="Gold"/>
<buy name="Potion">
<condition>
<left type="countCardsInDeck" attribute="Potion"/>
<operator type="smallerThan" />
<right type="constant" attribute="1.0"/>
</condition>
</buy>
<buy name="Herbalist"/>
<buy name="Silver"/>
<buy name="Copper"/>
</player>
The Herbalist will always put Gold back over Phil Stone so in your current version of the simulator this bot will not beat Smithy (there will be a fix in the next release of the simulator).
I'm not completely convinced that you did anything wrong, at least early on. It feels like OBB might have had better shuffle luck than you did.Of course, one problem with viewing IGG as overwhelmingly dominant is that is can cause you to put on blinders and fail to recognize when it's a bad option:
http://councilroom.com/game?game_id=game-20120125-000429-2133d9d9.html
Yeah, there are definitely situations where IGG is a bad option in a way that other curse-givers aren't. I'm particularly ashamed of this one:
http://councilroom.com/game?game_id=game-20111116-180516-5779b4ec.html
Don't let the close score fool you, this was an utter bloodbath.
41. Its magical power is not much different to Farming Village's, which barely made it into the top half of the $4 cards... Then when we compare the non-magic parts of the card's, we're comparing Copper vs. Village. A free card vs. a $3-cost.Wrong. It's Peddler vs Village. You're double-counting the drawing power of farming village, while counting the draw power of venture only once.
Let's have a look at the "money density" talked about by WW in his article. If you add a venture to your deck you are adding one coin to the total value. You will (typically) be adding no more cards to the bottom line since the venture will draw a replacement for itself into play. So far this is no different to adding a bazaar or market. You will also however skip all the non-treasure cards before the next treasure card and this is where the additional value comes.That's a great way of thinking about it, but let's be clear that the "additional value" is huge. Most importantly, it allows you to green earlier than you otherwise would in Big Money, because you know that the "dead card" losses will be much lower.
If you are playing BM against heavy cursing, maybe. But Venture can also skip right over your key action cards, which FV doesn't do. The real value in Venture comes from chaining them, which generally requires decent trashing (of coppers at least), minimal silver purchases and multiple ventures.Venture cycles you around faster, with some randomness. It can also skip a bunch of dead cards and lead you to your key action faster.
I think protracted ambassador wars will produce the slowest optimal game.A key is no trashing, so that the same bad cards get sent back and forth over and over.
A superficial analysis - if I don't buy Provinces I lose 18 points (22) but gain 14 (36) from Duchy/Duke/Duke and the game is not over, my enemies probably split them.
Wow, checking my list, I've seen how much I learn between when I sent my list and now. Now, I totally disagree about my 4$ card list.The fact that coppers can't be transformed into another card is a feature, not a bug.
I mainly underrated :
- Remake : The biggest mistake for me. My point of view about remake was a "worse remodel", since you should have 2 cards to trash, and coppers can't be transformed into another card. Now, I really understood this card and I buy it very often.