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Messages - TheOthin

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101
Rebuild and Mountebank don't actually sound like great Prince targets, as powerful as they are.

102
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 20, 2015, 07:43:26 am »
Mission/Alms might be a thing?

Interesting. On a 4/3, you still pick up a $4 card on your first "turn", but then you can shuffle immediately. And even on a 3/4 or something, if your $3 is something you want to get to faster like Chapel, it could be worthwhile.

The odds of two given Events showing up together are very low, though, despite the strong synergy those two have.

103
Variants and Fan Cards / Re: Ideas Inspired by Adventures
« on: April 19, 2015, 04:55:07 pm »
I don't know how these would balance out, but I do like the sound of them a lot more than the original. Being terminal adds a lot more to the benefit of playing it for free, and while +Card is the only vanilla bonus that would stick around from an opponent's turn, turning to stuff like trashing that decreases handsize instead helps emphasize the Reaction importance even more.

104
To be fair, that also works off trends. People see what characteristics tended to make for better or worse cards in recent sets and have similar expectations for the next set, and probably will be more accurate now due to knowing more but some changes might throw things off.

105
Rules Questions / Re: Travellers from Black Market
« on: April 19, 2015, 12:15:06 pm »
Anyway it wouldn't be like Donald X to make rulings that contradict the Rules as published.

Except when he totally did that for Hermit/Scheme.

How so?

106
Caravan Guard hard counters Bridge Troll.
Hrm...
The Caravan Guard reaction is interesting in that it might not actually defend you against anything.  It just gets you +$1 earlier and makes it less likely for the card to miss the reshuffle.  On its own, I can't think of any attack that it actually defends against.

Well, Bridge Troll.

Sort of?  But you also lose the +$1 you would have had on the next turn.

Horse Traders hard-counters Militia, but only if you want Horse Traders to be one of the five cards you have in hand.

But getting the Reaction doesn't take away from Horse Traders' on-play effect. Being in hand is a part of almost all Reactions.

107
The thing about comparing to Horse Traders is, both against handsize and non-handsize Attacks, the Reaction part of Horse Traders is just so much more significant than the Reaction part of Caravan Guard. When it's an unrelated consolation, it's much better to get +1 Card at the start of your turn while still having Horse Traders on hand to use normally than it is to just get the +1 Coin from the one Caravan Guard play a bit faster, and against handsize Attacks, Horse Traders can outright block them while Caravan Guard just helps address the scenario where you'd discard Caravan Guard itself.

108
Hey, that's a funny contrast. When it's your opponent that's picking what to discard, cantrips in hand become an advantage.

109
Ferry + Trashing attack -- place the -$2 cost token on Province or some other juicy target that is normally too expensive to hit.

Ferry only works on Actions.

Oops.  So scratch Province and only have it on some other juicy target... I guess there are fewer of those, but there are still some!

For Knights, Rogue, and Giant, you'd almost always be targeting a $7 card, since the $8 cards aren't be too great to go after anyway. So King's Court most likely. For Warrior, you'd go after a $5 or $6 card; there are plenty of good targets among those.

This does bring to mind the caveat that if you wanted to Ferry a $3 or $4 card, you'd be protecting your opponents' copies of it.

110
Caravan Guard being weak outside of the presence of attacks isn't a reason for Caravan Guard's Reaction being good; it's a reason for Caravan Guard's concept being bad.

I feel like it'd be more impressive if it was terminal but otherwise stronger, so you're playing it for free rather than wasting the +1 Action. Of course, then it'd take FAQ clarification about what to do if it had a +1 Action token on it since it would no longer make sense to have that on card text but that doesn't seem too awful.

111
Yeah I don't get Caravan Guard conceptually. "If an opponent plays an Attack, this gets to function as an actual Peddler rather than as a delayed one." It comes off as really incoherent.

I guess as a cantrip it's good to see what it'll draw before deciding for discard attacks but still.

Your baseline peddler +1card,+1action,+1$ card is conceptually priced at 4$, and caravan guard only costs three, so it makes sense that a 3$ card would be less powerful. As far as I can see it's just a delayed peddler that missed reshuffles, but becomes a bargain full peddler when attacks start flying. I suppose getting to play it early gives you a bit more information if you get hit by a militia or something before your next turn.
The "$3 weaker Peddler" part makes perfect sense. It's the "weakness goes away in the presence of Attacks" thing I'm hung up on.

Yeah I don't get Caravan Guard conceptually. "If an opponent plays an Attack, this gets to function as an actual Peddler rather than as a delayed one." It comes off as really incoherent.

I guess as a cantrip it's good to see what it'll draw before deciding for discard attacks but still.

That's exactly what I said. :P  I guess nobody read it because it was in a post with a bunch of other comments:
Yeah I was agreeing with you. :p

112
Dominion General Discussion / Re: Interview with Donald X.
« on: April 19, 2015, 12:08:54 am »
Gear can increase your handsize; it just has to be a Moat while doing so.

But yeah Haunted Woods doesn't fit.

113
Yeah I don't get Caravan Guard conceptually. "If an opponent plays an Attack, this gets to function as an actual Peddler rather than as a delayed one." It comes off as really incoherent.

I guess as a cantrip it's good to see what it'll draw before deciding for discard attacks but still.

114
Dominion General Discussion / Re: Interview with Donald X.
« on: April 19, 2015, 12:00:10 am »
Why does Adventures have many villages and +Action and only one terminal handsize increaser?
Gear, Ranger, Haunted Woods, Warrior?

115
It's worth comparing to cantrips. Village, a cantrip +Action, costs $3, while Lab, a cantrip +Card, costs $5. Peddler variants indicate that a simple cantrip +Coin would be priced somewhere around $4, as better versions get priced at $5 and worse versions get priced at $3, so it's somewhere between the value of cantrip +Action and cantrip +Card in any case. Meanwhile the closest thing to cantrip +Buy is Market Square, which has the same $3 cost as Village but with a Reaction bonus, so that's clearly valued less.

The token cards show a similar heirarchy but with +Coin having the same value as +Action rather than higher. I suspect this relates to the diminishing returns exhibited by +Action and +Buy but not by +Coin and +Card. It's a lot easier to ensure that the extra Action from Lost Arts will get used than from Village.

116
Buying a Lab increases your draw-your-deck ability by one card.

Buying a Duchy or Distant Lands decreases your draw-your-deck ability by one card.

Playing a Distant Lands increases your draw-your-deck ability by one card.

Sounds pretty solid to me. If your engine can afford to buy, draw, and play one every turn, you're getting 4 VP every time without clogging your deck.

117
Dominion: Adventures Previews / Re: Favorite Cards
« on: April 18, 2015, 05:34:17 pm »
Mine, at the moment, is Artificer.

Are you a swindler?
What?

You just turned Mine, a $5 card, into Artificer, another $5 card. Isn't that what a Swindler does?

To be fair, they're practically synonyms anyway.

118
Dominion: Adventures Previews / Re: Favorite Cards
« on: April 18, 2015, 05:23:48 pm »
Gotta go with Teacher. Looks like a lot of work, but some great payoff.

Ratcatcher, Guide, Transmogrify, and Royal Carriage all look really cool for their ability to match up with a suitable hand. Saving them for a long time will kinda squander them but still. Looking at others, Miser, Bridge Troll, and Distant Lands all seem really fun to try.

Looking at the Events, I'm really excited for Travelling Fair and all the pile-modifying ones.

119
Wine Merchant can be a $5 Woodcutter. Woodcutter is weak even at $3, but when it's worthwhile it can stay worthwhile even at high prices. Of course, the more you can play, the more cost-effective it gets.

120
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 18, 2015, 04:17:46 pm »
I mean that you can't have Teacher put a token on a pile that already has a different token.

Teacher is definitely slower to get its benefit; Champion does everything in one play while Teacher can take as many as four to take full effect. So it'll probably better suit longer games, like Prince.

The Reserve status does stop you from getting the benefit the turn you play Teacher.

121
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 18, 2015, 04:04:54 pm »
I was not expecting them to have those kinds of permanent effects, but it's very fitting. And also suits the last guess, except Teacher uses existing tokens and Champion gives a different sort of benefit as a second permanent Duration.

Teacher seems very flexible; its Reserve status seems mostly like a downside but it does mean you get to make a decision based on what will immediately benefit you. Interesting that it can't stack tokens, but the events that place those tokens can.

122
...Oh dear god.

"Player A plays Treasure Hunter! Player A gains two Silvers! Player A buys a Silver!"
"Player B plays Treasure Hunter! Player B gains three Silvers! Player B buys a Silver!"
"Player A plays Throne Room! Player A plays Treasure Hunter! Player A gains four Silvers! Player A plays Treasure Hunter! Player A gains four Silvers!"

123
Pathfiding Pawns can't be Villages; only Lost Arts Pawns (Lost Pawns?) can.

124
Puzzles and Challenges / Re: Empty the Supply in 1 turn
« on: April 18, 2015, 03:10:01 pm »
So now we have the full set of Adventures cards.

If it's possible to mass-distribute Border Villages, this may be possible, but I can't figure out how. My first thought was that Player 1 picks up Borrow --> Stonemason --> Lost City x2, then Player 2 picks up Borrow --> Travelling Fair --> Ferry --> Messenger to hand out $4 Border Villages, but it turns out buying Events before Messenger still stops it from working. Mission can get some extra time if allowed, but while you can gain cards on that turn with stuff like Alms and Ball, you can't actually buy Messenger on that turn. Ambassador is an alternative but it requires a player to actually get both Border Village and Ambassador before the Action phase.

Quarry is an option I guess? But it takes up another Kingdom slot, and someone has to spend a turn on distributing it with Messenger, and then the others have to draw it...

125
Dominion General Discussion / Re: Ranking Events
« on: April 18, 2015, 01:51:09 pm »
There are cards bought for their on-gain or on-buy effects, with their presence in your deck being thought of as a secondary impact, whether positive or negative or trivial. Events could very well be regarded the same way except without going into your deck at all.

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