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Messages - Honkeyfresh

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51
This one is really OP.  But New Donate and Trail is off the chain.  Because under the new donate you trash all the cards at the start of your turn, so load up on trails and buy a bunch of engine parts, then trash all the trails for a pre-turn Lab a piece.  Just bonkers, especially on boards that lack +draw and actions. Then use one of the buys to buy donate at the end of your turn to rinse and repeat.

Wouldn't the draw happen during the middle of Donate, so you'd have an empty deck at that point?

nope.  I thought it would play as you did, but I saw it in practice. After a careful parsing of the instructions, it makes sense. First, put cards in your hand.  Trash them resulting in the trails being played and thus drawing you cards and action, then shuffle "the rest" in your deck which I guess refers to all the cards not already in your hand. Since it never tells you to discard your deck again, and just says Draw 5 cards those go in addition to the ones you already have, and you keep all + actions, and possibly coins/buys, etc depending on the deck.

I think the place this could be cleaned up is just to define "the rest" as all the cards in your deck, not just the ones still in your discard pile.  Or just rephrase "the rest" as all cards, as this combo is way op.

52
This one is really OP.  But New Donate and Trail is off the chain.  Because under the new donate you trash all the cards at the start of your turn, so load up on trails and buy a bunch of engine parts, then trash all the trails for a pre-turn Lab a piece.  Just bonkers, especially on boards that lack +draw and actions. Then use one of the buys to buy donate at the end of your turn to rinse and repeat.  Even better if there are cursers, looters or TFB.  If you could play a Priest as way of the turtle or royal galley or something this could be super bonkers.

53
Usually not a huge horse traders fan unless the deck really calls for it as it's kind of a handsize attack on yourself often. However, I just played in a deck with Way of the Turtle and horse traders just crushes in it, especially if you have any discard for benefits... in my case, it was Tunnel and that combo, it's just sick.  Skip the horse traders play, as often the 3 coins are usually gained by tossing 1 or 2 coins away anyway.  Then next turn you get to discard from a full 5 card hand (or more if you set it up to be bigger w/ your deck) and you can just keep turtling it until you get the right hand to play it... either one where you need the coins/buy/or discard effect to really supercharge a hand.

54
Not sure if defensive combos count here, but Horse traders is a great counter to archer.  The reaction makes you have 4 cards in hand ergo it nullifies the Archer attack.  Also is helpful against the warrior, but really shines vs the annoying AF archer.

Isn't that just the entire point of the Horse Traders reaction? To defend against handsize attacks? Or is there something about Archer I'm missing?

I think he just means Horse Traders is specifically well-suited to combatting Archer

Contrast with Militia, where you still end up discarding a card. Horse Traders returns and draws you a card, so you have the opportunity to discard a bad card and draw a good one, but you might have already had all your good cards in hand and then draw a Copper. Against Archer, Horse Traders negates the attack entirely and draws you a card on your turn, putting you in strictly a better position than you would have been without Archer being played.

That part also holds true for Soldier, Urchin, and Clerk. It is even better with Archer than those, though, as Archer isn't just a discard-one - discard one isn't usually too bad because you can typically discard something of low value (in a game with no trashing, very likely to be a Copper or Estate, but even in a game with strong trashing, there'll be a least-good card that you can choose)

yeah it's not even like discarding a treasure or card over 2 cost.  Selective pruning can really take a mega turn and just ground it to a halt based on taking out one card.

55
Not sure if defensive combos count here, but Horse traders is a great counter to archer.  The reaction makes you have 4 cards in hand ergo it nullifies the Archer attack.  Also is helpful against the warrior, but really shines vs the annoying AF archer.

Isn't that just the entire point of the Horse Traders reaction? To defend against handsize attacks? Or is there something about Archer I'm missing?

I think he just means Horse Traders is specifically well-suited to combatting Archer

Contrast with Militia, where you still end up discarding a card. Horse Traders returns and draws you a card, so you have the opportunity to discard a bad card and draw a good one, but you might have already had all your good cards in hand and then draw a Copper. Against Archer, Horse Traders negates the attack entirely and draws you a card on your turn, putting you in strictly a better position than you would have been without Archer being played.

a much more eloquent explanation.

56
Not sure if defensive combos count here, but Horse traders is a great counter to archer.  The reaction makes you have 4 cards in hand ergo it nullifies the Archer attack.  Also is helpful against the warrior, but really shines vs the annoying AF archer.

Isn't that just the entire point of the Horse Traders reaction? To defend against handsize attacks? Or is there something about Archer I'm missing?
kinda.  Complete attack nullification only applies to handsize attacks that say "players with 5 cards in hand" as some still make you discard to 3 anyway (though you do get the horse trader back) and just pointing out that Archer is one of those cuz it's new.  Same thing would apply to Pillage for example.

57
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:09:47 pm »
It seems odd to me when these expansions are also named after cards from other sets. 

That said stoked for this.

If it makes you feel better, this has been happening in other languages for years. "Cornucopia" means "horn of plenty", so in some languages those were the same word. Likewise "Venture" and "Adventures".

Menagerie is the one that comes to mind for me.

58
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:08:05 pm »
I would love to be able to play a card called “Bitter Goldfish”. That would be hilarious.

odds are decent one exists in the GPT-3 thread...

http://forum.dominionstrategy.com/index.php?topic=21183.0

59
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:06:13 pm »
It's a shame that you have to wait until Dominion: Encampment is out of stock until you buy this. Isn't that seriously limiting the market for this? Especially because people who run into financial difficulties are required to return their copies of Encampment. Seems like a rip off to me.

golf clap :P

60
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:05:35 pm »
I'll never say no to more Dominion, and sounds like will be the BIGGEST expansion we've seen so far--40 Kingdom cards! Along with Allies and the 2Es, that's almost 100 brand new Kingdom cards in one year.

I'm guessing Traits will modify piles universally for all players vs. Adventures tokens only modifying the pile for each player. Not sure if they'll be things like Obelisk or Young Witch with Setup instructions where cards from this randomly chosen pile have an additional passive ability for this game, or if they'll turn on and off at different times throughout the game (perhaps through Events or other cards).

We already have Spoils and Horses, so Loot will probably be something different than just another pile of one-shots (and they probably won't be tokens either). My prediction is they'll be unique non-Supply cards like Prizes that can only be gained through other cards. Not sure if they'll be singletons like Prizes or have their own piles like Spirits (perhaps there's different Loot cards that rotate in and out for each game).

With Kingdom cards and randomizers taking up 440-446 cards and Events likely taking up another 14-20, that leaves 30 to 40ish cards for Traits and Loot.

We already have the precedent of Family of Inventors reducing costs for everyone, so an Adventures-style token that's universal wouldn't be unprecedented. It could lead to some interesting strategies if, like Adventures tokens, they can be moved after being placed. I think that would be more strategically interesting than a set-up instruction. Especially if it requires something like an Event to do, where you'd have to spend money (or some other resource, similar to Favors, but presumably not the same as Favors, since if that was the case, the preview would presumably note that Allies return as well as Events)

yeah there are certain decks/cards that could be really interesting if you add +3 buys to a card for eg.

61
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:04:00 pm »
I'm not convinced that Loot is actually its own card type. I could imagine something like Loot is an extra kingdom supply pile that you can only gain from by playing certain cards. That would fit the flavor text.

I would also love it if Loot was a variant on the Black Market deck, but that's less likely.

Like a pile that emulates the actions of the knights, but just the non-trashing actions etc... kind of like a hybrid between spoils and boons.

62
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:01:48 pm »
I'm excited about these Traits! I wonder how they will be different from Adventures tokens? Also, another expansion named after a card from a previous expansion, with lots of existing cards in the flavor text no less.
my guess is that they will modify aspects of cards in the way that family of inventors does, but more like a teacher play where you can probably add Draws/buys/trash/actions/coins/cost reduction etc, based on whether is like Pirate raid for plus action, or merchants plunder for buys etc.

63
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 11:57:47 am »
It seems odd to me when these expansions are also named after cards from other sets. 

That said stoked for this.

64
Not sure if defensive combos count here, but Horse traders is a great counter to archer.  The reaction makes you have 4 cards in hand ergo it nullifies the Archer attack.  Also is helpful against the warrior, but really shines vs the annoying AF archer.

Eta same with Diplomat.

65
Sailor/souk, or church/souk, luckily i had both which was even better!

But sailor helps Souk a lot.  Its a + actions stop card, so you get cards out of your hand which souk likes.  It helps add coins and trash on your next turn, enabling more souk gaining, or trashing with the +2 on duration, or just adding coins to a souk in that hand by lessening hand size.

church is fairly obvious as its a + action card that can pull cards out of your hand to enable your souks, and also trash to lessen the next hand, since odds are you'll have a souk there too. Also helps if you need to collide + action cards and multiple souks.

66
Lord Rattington had a 5/2 on a chapel board. He bought chapel on the 5 instead of the 2.
classic

67
It says when you get this, play this, but since you never gain the second berserker I don't see how colonnade applies since it applies when you get another copy of a card in play, not itself when its only played once.

It doesn't have to be another copy, it just has to be a copy. It's fine if the copy you're gaining and the copy you have in play are both the same copy.
I get it now.  Had to re-read the specific syntax of colonnade a little more but now it totally makes sense.  Thanks for the OG post and for explaining it 7 times, sometimes It takes a while to get through my thick skull....  This combo is actually pretty nasty, especially if you can spring it on someone who doesn't yet have a berserker and can pin them someway (voyage, island folk, seize the day etc).

68
Buying Berserker when you have any Action in play activates Colonnade, since it puts itself into play while Colonnade's trigger window is still open. Then using the Berserker's on-play to gain a copy of the Action you already had in play activates it a second time, which gives you a free +4 VP on top of what would already be probably at least a decent move without the extra VP.

Then, unless someone gains Colonnade points some other way, the points are going to get split unevenly for at least a 4 VP difference.

This is really good to know.  But isn't it s glitch?  Colonnade is supposed to only activate when you gain a card with it in play.  You gain the Berzerker before the berzerker plays, and thus don't have a berserker in play until after the gain? so how does it count itself for colonnade?

It works exactly like it's supposed to.

  • 1. Gaining Berserker opens the "when you gain a Berserker" trigger window
  • 2. Then everything that triggers from "when you gain a Berserker" keeps triggering until the window closes, which it does when there are no more things that trigger from it:
    • 2a. Berserker itself triggers from "when you gain a Berserker" and puts it into play
    • 2b. then we check if there's anything else that can trigger from "when you gain a Berserker" and if there is, it triggers, otherwise the window closes
    • 2c. we see that Colonnade can now trigger from "when you gain a Berserker" because the Berserker is a copy of an Action you have in play
    • 2d. then we check if there's anything else that can trigger from "when you gain a Berserker", but now we've finished resolving everything so the window closes

Everything from 2 on makes sense to me. But I just don't see why 1 is true.  I mean I believe you, but reading word by word it seems that the "when you gain a berzerker trigger window" is considered activated as by the wording of the card the berserker occurs first.
It says when you get this, play this, but since you never gain the second berserker I don't see how colonnade applies since it applies when you get another copy of a card in play, not itself when its only played once.

69
Garisson + populate = bonanza.  Obviously loading your deck with 7 or so action cards and then drawing about half of them the next turn has some advantages...
I had a 9 action board and with a garisson in play and a few good gainers (Governor, hill fort--always w/garisson too, falconer) drew me something like a 14 or 15 card card bonus on the next hand. 19/20 card hands turn out to play pretty well!

70
Buying Berserker when you have any Action in play activates Colonnade, since it puts itself into play while Colonnade's trigger window is still open. Then using the Berserker's on-play to gain a copy of the Action you already had in play activates it a second time, which gives you a free +4 VP on top of what would already be probably at least a decent move without the extra VP.

Then, unless someone gains Colonnade points some other way, the points are going to get split unevenly for at least a 4 VP difference.

This is really good to know.  But isn't it s glitch?  Colonnade is supposed to only activate when you gain a card with it in play.  You gain the Berzerker before the berzerker plays, and thus don't have a berserker in play until after the gain? so how does it count itself for colonnade?

71
Tide pools and Guide/desert nomads. B/c you can choose to resolve the tide pools discard first, u can just use the guide to draw an entirely new hand. It's like putting everything on a credit card, but never having to actually pay it off.

72
Dominion General Discussion / Re: What cards do you ban and why?
« on: August 13, 2022, 07:51:52 am »
Banned: Lurker, Coin of the Realm, Graverobber, Rogue, Royal Carriage, Tomb, Keep.  Room for another landscape - had Basilica for a bit until it got fixed.  I don't like the reliability of Coin/Carriage and the other cards allow the game to move forwards less. Lurker is particularly annoying for also being swingy/powerful.  Could welcome Rogue back in if I needed the slot since it usually doesn't do that much.  Keep is just annoying to track.

Disliked: Possession, Villa, Procession, Cultist, Stonemason, Lost Arts, Pathfinding, Training.  Sad about possession - in some senses it and Mindslaver are my favourite cards in their games, Possession a much improved version - but in practice in modern Dominion there's just too much ability to make a mess with it.  The others are very explosive.  The Adventures tokens again lead to too much consistency and don't feel like they fit in to me.

Is Mindslaver Mastermind?   

73
Monkey and Black cat has a super nasty interaction.  Because you get a card when they draw the curse too, which also enables you to draw more black cats to add to the carnage.

74
Got a colony with 0 coins in play from 7 unique Vp cards.  Had a warlord in play and drew opulent castle , estate, duchy, province, territory, colony and haunted castle.


75
I think we all know by now that Trail interacts with trashing. It, like, says it right on the card itself.

This is off topic.  This thread is to discuss Neat and potentially useful card interactions, not what you think that we all know.

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