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101
Game Reports / Re: Dear My Opponent: I am Sorry
« on: August 10, 2016, 08:47:34 am »
This warrants a revival: the most painfully crushing warrior ever.
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470833071980.txt


Ceviri - plays Warrior
Ceviri - shuffles deck
Ceviri - draws Copper, Forager
Saaket - reveals: Warrior
Saaket - trashes Warrior
Saaket - reveals: Treasure Hunter
Saaket - trashes Treasure Hunter

102
D'oh! I only saw my mistake later when I was actually in the process of crawling toward a three-pile and realized I could have done it many turns earlier. Who designs a card that says "when you buy this, +1 buy"? Not only is Empires the "Eat Your Vegetables" expansion, it's the "I thought I knew how to play this game" expansion.
Like I mentioned in another thread, I think Empires is the most reading comprehension-intensive expansions yet. So many small things about cards that are easy to miss.

103
Dominion General Discussion / Re: Let's discuss Guilds Cards: Journeyman
« on: August 09, 2016, 07:26:35 am »
Even if you disregard cost and the name of the card there are only a handful of strictly better cards.

Grand Market better than Market, GM/Market better than Peddler
Festival better than Woodcutter
Stash/Royal Seal better than Silver

I can't remember the thread but those were the ones I remember
Goons over militia is a good one.

104
Let's Discuss ... / Re: empires: forum
« on: August 05, 2016, 07:38:04 am »
I think there's a worthwhile comparison to cartographer here. 5 cost cantrip sifters. Rarely is the benefit compelling enough to be worth spending a whole $5 and a buy, does eliminating the need for the buy change much?

105
Game Reports / Re: Good example of Native Village+Bridge (Combo #27)
« on: August 04, 2016, 10:18:26 am »
I love combos like this and Hermit/Market Square where you build up the entire game for one insane turn, and the opponent never sees it coming.
If you love combos like that, you will absolutely adore Royal Carriage + Masquerade :D It's got a slight eviller flavor to it though.

106
Opponent's relying on ironmongers as villages? CR his entire deck for him so he's stuck villageless!

Who knew even CR's 'drawback' was an attack.

107
Let's Discuss ... / Re: empries: ritual
« on: August 04, 2016, 05:38:45 am »
The first game I played with this event, it was a trolly sloggy cursey 4p game involving swamp hags. I intended to build some golden deckish thing using some alternate means of gaining provinces to bypass the 7+ curses on-buy, but by the time I had it set up I realized that this needed curses to function, and almost all of the pile was out. The deck functioned for all of 1 turn.

As with a lot of other Empires cards, reading comprehension is key.

108
Rules Questions / Re: Swamp Hag + Black Market...gain a curse?
« on: July 28, 2016, 06:25:57 am »
I'm pretty sure this interaction works on MF. Do you have the log from when you encountered it?

109
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 26, 2016, 06:38:46 pm »
the problem here is that it's not hard to screw up the endgame with this pin, so some players just wait it out all the way and hope you hang yourself

agree w/ jeebus, i've done this and it's the least fun i've had playing this game
There's a ton of ways to mess up this pin, in the setup and the endgame. I think it's  easier to screw up than to not if you've never done it before.
On the matter of fun, I don't know, I keep finding myself giggling like a little girl everytime I pull it off. Also, though I haven't had a chance to play it yet, I think a mirror would be pretty interesting to play.

110
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 26, 2016, 01:02:03 am »
https://dominion-game-logs.s3.amazonaws.com/game_logs/20160726/log.0.1469509068339.txt

I'm so proud of this combo that I'm never letting this thread die >:D
Real-game footage of the start of the endgame (nobody wants to sit through this rubbish all the way). Didn't get to hit the exciting last-3 coppers bit, unfortunately.
Risky kick-off turn, highly suggest having  5 RCs over 4 like I had here.

111
I think a hacky workaround would be to make the card an action-reaction-attack, with a negligible on-play (say +1 action or something along those lines), and the reaction part stating (when <x>, you may play this card, and <y>), which solves the allowing others to react issue.

112
Game Reports / The Best Secret Chamber
« on: July 18, 2016, 09:27:55 am »
(Ft. Anna and cultists being lame)
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468847906879.txt




Code: [Select]
Seaway, Secret Chamber, Menagerie, Swindler, Wishing Well, Noble Brigand, Cultist, Knights, Rogue, Royal Carriage, Stash

It's so rare that secret chamber's bottom is impactful that I couldn't help but share when I stumbled upon it.

Naturally I've won the game on the first shuffle, opening 2/5 against 3/4 with Dame Anna as top knight on a cultist board with no trashing, but of course if the opponent could kill her off quickly via more knights or swindler (both of which he went for quickly), victory wasn't so guaranteed. However, I later (didn't open with it immediately, not noticing its strength) realized Secret Chamber utterly cockblocks knights and turns Swindler into pretty much a beneficial card, cycling away estates and later silvers while protecting Anna. If that wasn't enough, the 'sifting' of the reaction critically helped set up menagerie numerous times (it being the only nonterminal)
It's sad that I'm never going to see such a game defining secret Chamber ever again, though.

Also, interestingly this game shares the cute Knights/Rogue interaction from my other thread here.

113
Game Reports / Re: Knights/Rogue/City
« on: July 16, 2016, 07:38:58 am »
I would open talisman/bonfire. Here pawns would provide economy and activate cities.
I think that's what my opponent wanted to do, but I disagree, everything you want is 5 or more,  talisman and pawns would slow you from getting to that point.

114
Game Reports / Knights/Rogue/City
« on: July 15, 2016, 11:43:05 am »

115
Rules Questions / Can a Princed Crown Throne a Treasure?
« on: July 11, 2016, 06:31:31 pm »
Or must 'the start of your turn' necessarily be an acion phase?

116
Help! / Re: Seprix's Game Report Centre
« on: July 10, 2016, 06:41:41 pm »
That was one good doctor.

117
Yes. This is not a consequence of Gold being bad, but a consequence of pricing.

Uh, pricing is a pretty huge part of judging the badness of a card, isn't it? (Adventurer says hi)

118
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 06, 2016, 06:41:12 pm »
...

Ouch, you did that to Emeric? I think he doesn't resign on principle.
I wonder what would've happened if there wasn't an easy way to guarantee a win, with the NV there

119
Dominion General Discussion / Re: Interview with Donald X.
« on: July 06, 2016, 08:44:37 am »
Was there ever an attack that gave out debt? It seems like a pretty basic idea so I assumed you tried it. I suppose it either ends up boring or dominant like most obvious ideas.

Oh wait -  it would be too similar to Bridge Troll?
If you destroyed all their treasure with Theif or something they couldn't do anything if they had debt.
If you destroyed all their treasures and couldn't do anything with debt they wouldn't be able to do anything without debt anyways. Most of the time.

120
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 06, 2016, 05:42:42 am »
Wow, ran into this again:

https://dominion-game-logs.s3.amazonaws.com/game_logs/20160706/log.0.1467797948787.txt

This time my opponent didn't immediately resign upon the pin, and I had a ton of trouble setting it up thanks to Haunted Woods. Even after snagging a turn with no HW in play, and trashing all his masquerades which protects my pin, I still had the issue of finding a way to end the game on a win. After a few turns of not doing anything, I noticed Native Village and thought to store up coppers on the mat to spike a province or something after nearly emptying copper/curse. However, getting coppers on the mat proved to be more trouble than I had expected, and he had a bit of freedom around the pin, and I was worried that he'd be able to get masquerade himself. Luckily, I managed to mat an estate and started working on crunching the curses when he resigned.

121
Game Reports / King's Court, Poor House, Trade Route
« on: July 06, 2016, 02:14:03 am »
https://dominion-game-logs.s3.amazonaws.com/game_logs/20160706/log.0.1467783622469.txt
(Edit: No clue how prettifier works any more, here's the raw one)

Thought this was a pretty interesting kingdom. The KC/PH backbone is pretty obvious but tactically it was interesting as to how to pick up the critical +buy / work in outpost. I was trying to think of how to make my engine last two turns of greening but it seemed one was enough. Didn't even need my outpost turn in the end.

122


Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.

Lost City is great because it gives you draw and a village in one purchase. Great opportunity cost.

Distant Lands just keeps getting better the more I play with it.

Haunted Woods as an attack is great late game. The draw bonus is great. It's a bit wonky when it is the only draw, but hey. It's overall not bad.

Relic is fantastic in certain cases. If you can pin your opponent every turn with Militia and Relic, congrats, you probably won the game.

Swamp Hag is not very good. The opportunity cost is high and it's just so often worth it to buy something anyways. If Swamp Hags can be stacked, nice. But it's an awful Duration with the likes of what you get next turn. Not high on this one.

Artificer? You're going to say it's better than Treasure Trove? Nope. No way. Its effect is rarely used well. It can be a nice $2-$3 gainer, but most times that only applies to Hamlet/Fool's Gold. I have used Artificer to topdeck an Urchin and get my Merc quick though.

Treasure Trove is currently overrated, but it's not by too much.
Artificer is olny great with cost reducers and draw to x.
Menagerie is great with it.
Don't forget pool.

123
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 03, 2016, 01:51:11 am »
So I just got rekt in a game (forgot to get the log) where my opponent used masquerade and royal carriage to trash all my cards. Basically they got to a point where their deck was just 4 royal carriages and a masquerade so I couldn't do anything.

Has anyone else ran into this pin? How did it go?
Hey, I was that opponent! Wasn't exactly a perfect pin since you forced me to pass a RC with masq, I think you might have been okay if you managed to get a few more masq plays off. Didn't particularly think about storing up extra RCs, that could've helped.

124
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 10:32:54 pm »
eHalcyon, with Teacher + any cantrip, you can get unbounded gains. Just put your +buy token on the cantrip.
I suppose you could dump all the cantrips into the BM.

125
If the 1 buy 2 coins would've otherwise gone unspent ($7, 2 buys where you really want a 5, for example) it's not too bad.

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