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Dominion General Discussion / Re: Neat and potentially useful card interactions
« on: April 20, 2015, 10:47:15 am »
Rebuild and Mountebank don't actually sound like great Prince targets, as powerful as they are.
Mission/Alms might be a thing?
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.
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.
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!
The "$3 weaker Peddler" part makes perfect sense. It's the "weakness goes away in the presence of Attacks" thing I'm hung up on.Yeah I don't get Caravan Guard conceptually. "If an opponent plays an Attack, this gets to function as an actual Peddler rather than as a delayed one." It comes off as really incoherent.
I guess as a cantrip it's good to see what it'll draw before deciding for discard attacks but still.
Your baseline peddler +1card,+1action,+1$ 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.
Yeah I was agreeing with you. :pYeah 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. I guess nobody read it because it was in a post with a bunch of other comments:
Why does Adventures have many villages and +Action and only one terminal handsize increaser?Gear, Ranger, Haunted Woods, Warrior?
What?Mine, at the moment, is Artificer.
Are you a swindler?
You just turned Mine, a $5 card, into Artificer, another $5 card. Isn't that what a Swindler does?