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Messages - aku_chi

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551
Border Village + Butcher

Buy Border Village, Gain Butcher.  Use Butcher to trash Border Village, Gain another Border Village, another 5-cost card, and 2 coin tokens!  Later in the game, use Butcher to turn the Border Villages and 5-cost cards into Provinces and Duchies.

552
I'm willing to say that almost every card I ranked above Border Village on this list I would prefer to have in my deck over village+fiver.
Border Village + Torturer >> Hunting Grounds
Border Village is great with any Smithy+ card, but is especially great with Torturer.  Kind of like Lost Arts, now that I think on it (no, the comparison isn't perfect).

I don't think I'm overestimating the effect in case 1. It's a Village for $1 and no buy. That is ridiculous.

This is, like, exactly the same thing as Port, isn't it? People seem to think Port is better than I do. Hmh.
Similar, but Border Village has three advantages and one disadvantage over Port.
+ Border Village is flexible.  It can gain (almost) any action card in the game or a Duchy.  Port gains Port=Village.
+ Border Village gains on-gain.  Port gains on-buy.  There are a lot of ways to gain that don't include buying - especially at 4-cost.
+ Border Village costs more: works better with trash for benefit.
- Port costs less: easier to get villages in deck early.  3 -> 4  coins is a smaller jump than 5 -> 6 coins

Both are great cards, but I think Border Village is more powerful - independent of cost.

553
Thank you for the responses.  I'd like to articulate my reservation with considering Fairgrounds a high-impact card.  First, I'll divide all possible kingdoms into four groups: A, B, C, and D.

A) Kingdoms with a large variety of interchangeable engine components.  Fairgrounds will figure prominently in deck-building strategy.  In these kingdoms, a 3-pile ending (that doesn't include Fairgrounds) is less likely, and Fairgrounds can be brought to 6 VP without significantly affecting deck quality.
B) Kingdoms with a few key engine components.  The presence of Fairgrounds isn't likely to change anyone's strategy.  All players will pursue those key engine components and a 3-pile ending is likely.  Some players might grab some Fairgrounds for 4 VP, but this is only slightly better than Duchies.
C) Kingdoms where big money and engine strategies are equally viable (absent Fairgrounds).  Fairgrounds will encourage the engine.  In most such kingdoms, it will often be non-optimal to try to get 15+ unique cards, so Fairgrounds will be only slightly better than Duchies.
D) All other kingdoms: slogs, rushes, combos, uncontested big money.  Fairgrounds will be completely ignored.  (If the big money strategy can costlessly contain 10+ unique cards, this is probably a C kingdom.)

Fairgrounds is quite valuable in A kingdoms, somewhat impactful in C kingdoms, very minor in B kingdoms, and irrelevant in D kingdoms.  In my experience, though, B kingdoms are the most common and A kingdoms the least common.  As a result, Fairgrounds has a minor impact on the average kingdom.

Have I framed this reasonably?  Am I mistaken about the prevalence of the kingdom types?  Is there any data on how often high-level games end on three piles (a pretty strong indication of B or D kingdoms, IMO)?

554
Can somebody explain why Fairgrounds is a great card to me?  I must be missing something.  If anything, my tendency is to rank victory cards higher than the average around here (I ranked Tunnel, Gardens, and Duke all significantly higher than average), but Fairgrounds has never stood out to me - especially amid the stiff competition of the 6+ cost cards.

My thoughts on Fairgrounds: with just a little effort, it's worth 4 VP in an engine.  4 VP for 6 coins is pretty good, but nothing special.  With a lot of effort, Fairgrounds can be worth 6 VP.  6 VP for 6 coins is very good, but not quite as good as Duke (which can be 6+ VP for 5 coins with similar effort).  As another pile of substantial VP, Fairgrounds slants the game in favor of engines (like Vineyards, Distant Lands, and (IMO) Gardens).  However, in engine mirrors, 3-pile endings are pretty common (especially in 3+ player games), so Fairgrounds might hardly be purchased.  The best environment for Fairgrounds is a kingdom with a lot of interchangeable engine parts, but such kingdoms aren't common.

What am I missing?

555
GM is secretly an $8 pretty much. I'm actually surprised it is still as high as it is
The first Grand Market might be about as difficult to acquire as an 8-cost card, but subsequent ones are not.  Part of what makes Grand Market so impactful is the snowball effect.  Once a player gets one Grand Market (a significant challenge on most boards), it becomes much easier to get more Grand Markets.  And winning the Grand Market split 7/3 or better is very valuable.

I'm convinced that King's Court and Goons deserve their top-2 spots (in one order or the other), but I'm open to the possibility that Lost Arts and/or Pathfinding might be more impactful than Grand Market.  On a board with good terminal draw, Lost Arts is game-warping.  On boards without terminal draw but without action splitters, Lost Arts is very valuable.  On the remaining boards, Lost Arts is merely decent.  Pathfinding is never as game-warping as Lost Arts on terminal draw, but it turns almost every kingdom into a kingdom where it is possible, and sometimes trivial, to draw one's whole deck.  Inheritance is almost on the same level as Pathfinding (I ranked Border Village between them), but the restriction to 4-cost (or less) non-victory action cards makes it a dud on some boards.  Sometimes, there isn't an Inheritance target strong enough to be worth forgoing Estate trashing.  On other boards, it's as game-warping as the other two token events.

556
Dominion General Discussion / Re: Strongest Combo?
« on: November 28, 2015, 08:57:59 pm »
I've got a boring but strong combo:

Rebuild + Ferry

Rebuild is a force in unto itself, but Ferry makes it indisputably dominant.  There is no need to buy anything other than Rebuild (and possibly Estate) with this strategy.  The fastest approach is to not buy any Estates and empty the Province pile ASAP.  This takes about 9-10 turns on average.  Against certain opposition, it probably makes more sense to buy a couple Estates to lock down over half of the VP.  A third card is only slightly useful.  Scouting Party probably provides the most reliability.  The fastest Province rush I can think of takes 7 turns (ending with three Provinces).  This kind of speed requires a lot of good luck:

Code: [Select]
Rebuild + Ferry - 7 turns
1: CCCCE - Buy Ferry (on Rebuild)
2: CCCEE - Buy Rebuild
3: _RCCCE-CCCCE - Trash Estate, Gain Duchy, Buy Rebuild
4: E_RCCC-CCCCED - Trash Duchy, Gain Province, Buy Rebuild
5: R_RCCC-CCCCEEP-R_CCCCEEP - Trash Province x2, Gain Province x2, Buy Rebuild
6: R_RRRC-E-P-CCCCCCE_D-P - Trash Estate, Duchy, Province x2, Gain Duchy, Province x3
7: _RRRRC-P-E-CCCCCCP_D - Trash Estate, Duchy, Province, Gain Duchy, Province x2

557
Wow.  This is an extraordinarily sensible top 11 to my eyes.  The only card I had more than 2 places apart is Hireling down at 12.  I may have slightly underrated Hireling, but I think it definitely belongs below Hunting Grounds and Inheritance.

558
Dominion General Discussion / Re: Strongest Combo?
« on: November 28, 2015, 01:39:20 pm »
I'm intrigued by the Rats, Upgrade, Fortress combo.  I think I have a general understanding of the strategy.  I was able to empty the Rats and Upgrade piles on turn 9 and the Duchies on the following turn.  Can anybody post (or link me to) a faster game log?

I added best-case scenario game logs for the three combos in my previous post.

I played around with the Hermit + Market Square combo.  The best I was able to get was 6 Provinces (and a deck full of Gold) by turn 9 with Hermit + Market Square + Mission.  But that requires unrealistic shuffle luck.  Hermit + Market Square + Expedition is more reliable at getting 5 Provinces (and a deck full of Gold) by turn 10, but that still compares unfavorably towards the three combos in my previous post.  See this post for solitaire game logs.

559
Madman + Expedition
Increase your starting handsize so that your Madman draws more cards.  Plus, because Expedition isn't a card, you can buy it and get a Madman on the same turn.

I was thinking about what the best supporting card was for the Hermit + Market Square combo.  I realized that, by buying Expedition on the turn before the megaturn, one only needs to play two Madmen to fully draw a deck of 24 cards (instead of the usual three).  This saves about two turns in the best case scenario.  Best-case solitaire log:

Code: [Select]
1: CCCEE - Buy Hermit
2: CCCCE - Buy Hermit
3: _HCCCE - Trash Estate, Gain Hermit, Buy Market Square
4: HCCCE - Gain Market Square, Buy Market Square
5: EC_HCC - Gain Hermit, Buy Market Square
6: SSHCCCC - Gain Market Square, Buy Expedition, Gain Madman
7: SHE_MCCCE - Gain Market Square, Gain Madman
8: SSSHC - Gain Hermit, Gain Madman
9: SHCCC - Gain Hermit, Buy Expedition, Gain Madman
10: _MMMMHHS - Megaturn with 6x Market Square (45 coins)

Madman + Mission is also worth mentioning.  You can gain a Madman on the turn you buy mission and the mission turn itself.  In practice, it's unlikely to get 4 coins every other turn in a Hermit + Market Square combo.  It is theoretically possible to reach the megaturn on turn 9, though.

Code: [Select]
1: CCCEE - Buy Hermit
2: CCCCE - Buy Hermit
3: _HCCCE - Trash Estate, Gain Hermit, Buy Market Square
4: HCCCE - Gain Market Square, Buy Market Square
5: EC_HCC - Gain Hermit, Buy Market Square
6: SHCCCC - Gain Hermit, Buy Mission, Gain Madman
*: SSHEE_H - Gain Hermit, Gain Madman
7: SSHCCCC - Gain Market Square, Buy Mission, Gain Madman
*: MHCCC - Gain Market Square, Gain Madman
8: _SSHCCCC - Gain Hermit, Buy Mission, Gain Madman
*: SSHEECC - Gain Hermit, Gain Madman
9: MMMSC - Megaturn with 6x Market Square (48 coins)

560
And to the community: if Peddler is so good, than why is Training mediocre? It's a free Peddler per copy of the most common action card in your deck.
On many (most?) boards it's easier to buy Peddlers than it is to buy any other action card; with cards like Worker's Village and Wharf, the opportunity cost of a Peddler is often zero.  Peddler is fantastic with most trash-for-benefit cards.  Peddler is a great target for +something tokens from Adventures.  Peddler works pretty well with Throne Room and variants.  Ultimately, Peddler has a significantly larger impact on the game than Training (or any of the cards in the bottom 11).

I'm baffled that Bank is so low.  Perhaps this is a consequence of my playstyle; I get the impression that I trash Copper less frequently than most.  I find that Bank is a fantastic addition to any deck that lacks strong trashing but has at least decent draw.  As a payload, I think it tends to be superior to Training.  Yes, Bank takes up a spot in one's deck, but it often provides more than Training's 4-6 coins.  Most importantly, multiple Banks can be purchased to amplify the payload.

561
Dominion General Discussion / Re: Strongest Combo?
« on: November 27, 2015, 07:30:32 pm »
The following 3-card combos, if uncontested, can buy all of the Provinces and some Duchies by turn 10 fairly reliably and require no additional support.

Highway, Seaway, Chapel
Counting House, Travelling Fair, Bank
Bridge, Royal Carriage, Ferry

The Bridge combo can buy all the Provinces on turn 8, if you're really lucky.  So can the Counting House combo.  The Counting House combo can also empty the Colony pile with an  additional turn.  The Highway combo might be the most reliable.  Best-case solitaire logs:

Code: [Select]
Highway + Seaway + Chapel - 10 turns
1: CCCEE - Buy Silver
2: CCCCE - Buy Chapel
3: _LCCCE - Trash hand
4: SCCCE - Buy Highway
5: EC_LCE - Trash 2 Estates, 1 Copper
6: HSCCCL - Buy Seaway, Gain Highway
7: _HHSCCCL - Trash Copper, Buy Highway
8: _HHHSCCL - Buy Highway x2
9: _HHHHHSCCL - Trash Silver, Copper x2, Buy Highway x3, Duchy x3
10: _HHHHHHHHDDDL - Buy Province x8, Duchy

Code: [Select]
Counting House + Travelling Fair + Bank - 8 turns
1: CCCCE - Buy Travelling Fair x2, Copper x3 (topdeck)
2: CCCCC - Buy Counting House
3: CEE_CC - Buy Travelling Fair, Copper x2 (topdeck)
4: CCCCC - Buy Travelling Fair x2, Copper x3 (topdeck)
5: CCCCC - Buy Travelling Fair x2, Copper x3 (topdeck)
6: HCCCC - Buy Travelling Fair x2, Bank, Counting House, Copper (topdeck)
7: BHCCE - Buy Travelling Fair x6, Bank x3, Counting House, Copper x3 (two Coppers to discard, the rest topdecked)
8: BBBHC - Buy Travelling Fair x7, Province x8

Code: [Select]
Bridge + Royal Carriage + Ferry - 8 turns
1: CCCEE - Buy Ferry (on Royal Carriage)
2: CCCCE - Buy Bridge
3: _BCCCE - Buy Royal Carriage x2
4: CCCEE - Buy Royal Carriage
5: C_RCCE - Buy Royal Carriage
6: BCCCE - Buy Royal Carriage x2
7: RREC_R - Buy Nothing
8: _RRRBC - Play Bridge, Call Royal Carriage x6, Buy Province x8

Edit: I messed up the Counting House log the first time in a couple ways.  This time, I found a way to get all eight Provinces in 8 turns: multiple Banks are the key.  I think Counting House + Travelling Fair + Bank is the 3-card combo that is fastest at emptying the Province (or Colony) pile.  It's amusing that it contains such low-ranked cards.

562
A few oddities from my point of view:

Storyteller << Stables
Storyteller is a very good card - as good or better than Stables, IMO.  It's easy to compare Storyteller to Stables (a very good card) and Apprentice (a great card) and note the pros and cons.
Storyteller vs. Stables: In the worst case, Storyteller is a cantrip, Stables is useless.  When playing/discarding a single Copper, Stables is considerably better.  Playing multiple Coppers to Storyteller is arguably worse than discarding a single Copper to Storyteller.  When playing/discarding a single Silver, Storyteller and Stables are almost equally valuable (with Stables, the discarded Silver can be drawn again).  If more than one Silver or a single Gold is played to Storyteller, it is considerably more powerful than Stables.  Storyteller is also much more flexible.
Storyteller vs. Apprentice: Apprentice generates no immediate value from trashing a Copper, Storyteller filters up to three Coppers.  Trashing a Silver to Apprentice provides the same benefit as playing one to Storyteller.  Removing the Silver from your deck is of variable utility.  But Storyteller can play multiple Silvers to achieve fantastic card draw.  Apprentice gets fantastic value from trashing a Gold, but Storyteller keeps the Gold in your deck and can generate even more card draw with multiple Golds and Silvers at the cost of some coin this turn.  Apprentice can, of course, trash non-Treasure cards, and is overall better for it.  But in decks where Apprentice-Gold is a good engine enabler, Storyteller can be as good or better.
Other benefits: Storyteller can also convert coin from actions into draw.  You can turn Peddlers into Labs, Festival into Lost City + buy, and activated Conspirators into super Laboratories.  Occasionally, this can be undesirable, but usually with smart play and deck-tracking you can use your Storytellers to draw exactly as many cards as desired (your whole deck, of course!) without wasting any extra coin.  Storyteller can also enable some shenanigans with kingdom treasures being played during the action phase.  I'm not familiar with all of these cute interactions, but consider gaining with Horn of Plenty and drawing the gained card in the turn, reducing the cost of actions via Quarry to Remodel a Curse into a good action, or top-decking all gained cards with Royal Seal.

Festival << Bandit Camp
On net, Festival provides -1 card, +1 action, +2 coins, and +1 buy.  Bandit Camp provides +1 action immediately, and -1 card, +3 coin at some point later.  +2 coin, +1 buy is about as valuable as +3 coin, and getting the benefit immediately is better than getting the benefit later (or not at all if it is late enough in the game).  Festival synergizes with draw-to-X and is a decent card in alt-VP rushes.  Bandit Camp synergizes with cards that can get unusual benefit from Spoils (Counterfeit and Storyteller, I guess).  Ultimately, I believe these cards are similarly valuable, but Festival gets the edge.  I also think Bazaar is very similar in value to these two cards, but I can understand people valuing +1 card over +1 coin, +1 buy.

563
Can somebody explain Rogue's low ranking to me?  I haven't played with it much, but it seems like a Dame Sylvia / Jester mix.  As a trasher, it's identical to Dame Sylvia, which is a pretty good card.  As a gainer, it seems at least as good as Jester in a 2-player game.  Even better if you have some trash for benefit synergy (Apprentice comes to mind).  Maybe your opponent plays around your Rogue by trashing Silvers.  Is that the reason for Rogue's low evaluation?  Is it the unreliability?

564
Had anyone ever bought Harvest?

I think I didn't, at least in the last couple of years.
I bought a Harvest recently in a Scrying Pool game.  Harvest and Squire were the only sources of virtual coin (I bought a bunch of Squires, too).  My purchase might have been optimal, but it was still really sad.  I ranked Harvest last and Counting House 4th to last.

For people saying 5-cost silver+ cards are all bad: Relic is quite solid.  Most engines want one and strategies that don't draw one's deck want multiple.

I had Mandarin a little higher with the expectation that it would be a good buy on 2/5 or 5/2 openings.  Am I mistaken?  Is having a Mandarin (in addition to another 5-cost card) worth delaying your first reshuffle by a turn?  Even if they're both terminal, Mandarin can top-deck the other action if they collide.  Mandarin + Mint (+ 2-cost card) sounds like a pretty awesome opening!

565
Variants and Fan Cards / Tribute (Alternate Version)
« on: November 18, 2015, 08:30:21 pm »
In my experience, Tribute is a pretty frustrating card to use.  If you're hoping to get +action, do you play it before your other actions?  Here is my simple attempt to fix my biggest frustration with Tribute while keeping its flavor and general power level (I think my variant is a little more powerful - which Tribute deserves).



So, what do you guys think?  Would this card be more playable than the Tribute that was printed?  Is it stronger or weaker?  Is it too strong or too weak?

566
And on the other end, strange as it sounds, I think the best village by FAR is Port. Wandering Minstrel is incredible, but it still can't touch Port.Imagine a card that costs 4 and reads "+1 Card, +3 Actions." That fictional card may sound obscenely strong compared to other villages; enough to render them obsolete. Port is even better than that, because having the extra actions distributed moderately across your deck lines them up better with any terminal draw you have. Although the perks are nice, we get villages first and foremost for actions. Port has the other villages solidly beaten on that front. Any issue it has as a major cog of your engine is that the pile empties so quickly, which is arguably in favor of Port, not against it.
I think I would rank Worker's Village over the fictional "+1 Card, +3 Actions" village; getting +buy while you add support for more terminals is really useful.  It's a close call, though.  Port is both better and worse than this fictional village.  It's better because of the +action being more distributed throughout your deck and in conjunction with trash-for-benefit.  But Port is worse because it's just a vanilla village for 4 if you gain it without buying it.  In my limited experience with this card, this is a significant downside.  There are a lot of good gainers out there, so that it's rare to have a kingdom without one.  With Port, you really want to commit it to your buy, which leaves you with less flexibility.  On net, I think Port is very similar in value to the fictional "+1 Card, +3 Actions" village, and, therefore Worker's Village.  Wandering Minstrel is even better than these great villages; the sifting and deck arranging is really powerful.

I agree with a lot of your other points.  Quarry deserves to be higher.  Mission deserves to be higher (though perhaps not that high).  Ironworks and Armory should be higher.  I'm not sold on Duplicate being better than Ironworks, let alone top-3 material, but I do need to play with it more before I'm really confident about it.

567
Dominion General Discussion / Re: 5 cost treasures
« on: November 16, 2015, 09:01:58 pm »
I think +buy is low on this list of things engines need.
if there are no plus buys a village smithy engine will need 5 turns to draw the whole deck 2 villages and 3 smithys with a perfect shuffle and you will need another coin to get to 8 plus more villages if you want to draw your deck with three provinces and a silver you need 5 smithys and 4 villages and 1 turn on a silver that's turn 10 when you buy provinces thru turn 14 with perfect reshuffle I am not such a nerd that I know the odds of getting that perfect shuffle but I would think it would be low so if u miss 1 that's 15 turns slower than bm smithy which defeats the purpose of an engine which is to win you the game
Engines are rarely faster to four provinces than unopposed BM.  Engines are generally better because they can reliably attack BM and have more endgame control.  Now, +buy can help get an engine up and running faster, and it aids with endgame control.  However, gainers can be used in place of +buy (or in addition to it).  If there is no way to gain more than one card per turn (very rare), I would not like the prospects for an engine (but it could still be viable with alt VP or strong enough attacks).

568
I had Bridge at #6. True, it's not that good in non-engine games, but a surprising amount of non-engine games become engine games just because Bridge is in them. It takes some effort to make it work sometimes, but Bridge makes it worth every bit of that effort. Most payload options actually require pretty good engine components in the kingdom, Bridge works with weaker components too (although it obviously benefits from strong components too).
This seems backwards to me.  Bridge makes a good engine better and turns a great engine into a phenomenal engine.  But it's mediocre during the engine-building phase.  Most often, it's equivalent to either a Woodcutter or a Woodcutter with +1 coin.  Bridge can't make a borderline kingdom an engine kingdom unless the missing piece is +buy, in which case there are dozens of cards that work as well as Bridge in the early and mid game.

On the topic of Goons and Bridge as payload, I just played such a game yesterday!  I'm pretty sure a mixed approach was the correct approach.  On my last turn, I used 10 buys to grab 2 Provinces and empty three piles for 42 victory points.  I think I ended with ~80 VP total, more than a Bridge-only payload could acquire and faster than a Goons-only payload could obtain.  Incidentally, there were no villages or throne room variants - only Champion.  I now have a greater respect for Page.  Maybe it is the second best 2- cost card.

569
Port is amazing! Two villages for the cost of one is really really good.
True, but you only get the benefit on buy.  Port anti-synergizes with gainers.  I think Port is where it belongs: right next to Worker's Village.

570
I'm also in the Marauder > Sea Hag camp.  Marauder > Militia, too, I think.

I'm most surprised that Bridge is in the top 11.  Certainly, it is one of the best cards on the board in some kingdoms (generally in the presence of King's Court or Royal Carriage), but those boards are pretty rare.  Usually, it's really hard to combine more than two Bridges together.  It's never a bad card, but on most boards it's merely good.

I'm also surprised that Bishop isn't in the top 10.  I can't even remember a board where Bishop wasn't a part of the optimal engine payload.  Plus, it's an ambiguously good Estate trasher (ambiguous because it helps your opponents trash, of course).

571
Remodel bonus: gaining 2-cost engine pieces while trashing Curses, Ruins, or Copper.
Note that this is an argument in favor of Salvager and against Remodel on any board where there aren't 2-costs that you want as many of as possible.
There is some truth to this, but it is unfair to say "as many of as possible"; trashing 0-cost cards is rarely a tertiary priority when I buy Remodel; I don't expect to do so often.  On the flip side: very rarely do I want to use Salvager to trash a single Copper from my hand.  And I'm not going to feel great about using Salvager to trash a Curse, but it could happen.

572
Wow.  I have some substantial deviations from this list, now.

Quarry: I have this in my top 10.  Without +buy, Quarry is a Gold for most of the game.  Opening with a Gold is pretty good, it turns out.  But Quarry really shines when paired with a cheap source of +buy.  With two Quarries in play, you can use (almost) all of your buys on 5-cost actions.  Combine Quarry with Haggler, Talisman, or Border Village purchases for insane results.  Sure, Quarry is a bad card once you want to start greening.  But it's a great target for most Estate trashers (Remodel, Salvager, Bishop, Transmogrify, Remake, etc...).  Convert that Quarry into a Duchy, Gold, or engine piece, depending on your need.

Remodel > Salvager: I see these cards as serving similar purposes: Estate trashing, removing undesired cards, and generating victory points.
Estate Trashing: Remodel is better when there are multiple good engine pieces that cost 3 or 4 coins.  Salvager is better when it's important to reach 5 coins.
Removing Undesired Cards (fast trashers, junkers after junk is gone, gained Silvers, Rats, etc...): In the mid-game, with Remodel one is likely to be able to get two 5-6 cost cards after trashing one of these undesired cards.  The advantage of Salvager is flexibility.  If you want a power 7-cost card, you can get that.  If you get an unusually strong or weak hand, you can adapt to that and make the best of your coins with an additional buy.  Remodel bonus: gaining 2-cost engine pieces while trashing Curses, Ruins, or Copper.
Generating Victory Points: Remodeling Gold into Province is well known and powerful.  If you expect to have Golds or 6-cost cards, Remodel is great for grabbing extra Provinces in the endgame.  Salvager cannot generate as many victory points as Remodel in the best case scenario, but it can help generate 8-coin hands by trashing another action card (whereas with Remodel, you may have to settle for two Duchies or worse).
Which is better depends on the board and one's strategy, but I tend to prefer Remodel.

Fortress > Plaza: Both are villages; let's examine the additional benefit.  Many boards contain a decent trash-for-benefit card that you want to use for Estate trashing (like the above-mentioned cards).  There is a period of time between Estate trashing and victory card gaining where these cards are looking for something worthwhile to do.  Enter Fortress: the village that always provides a good target for trash-for-benefit.  A really good target.  There are other trash-for-benefit cards that work well with Fortress (Procession, Apprentice, Stonemason).  Fortress is a good counter to trashing attacks.  Fortress is also good to have with cards where trashing might be undesirable (Mercenary, Trade Route, Rats).  Fortress can also be unusually put in hand mid-turn by cards like Watchtower (with gainer), Hermit, Doctor, and Lookout.  Plaza, on the other hand, almost always provides a small benefit (coin smoothing) - the exception is in the presence of fast trashers.  This is a decent benefit, but nothing special.  Plaza is only great in conjunction with draw-to-X cards (and Menagerie).  Unfortunately, there are only four such cards - compared to dozens of cards that work well with Fortress.

Advisor > Caravan: Both provide a nonterminal two cards.  Advisor provides the worst 2/3 cards immediately.  Caravan provides two average-quality cards - one this turn and one the next.  Advisor provides a little faster cycling, at the downside of being unable to play one's key card(s) as often.  But Caravan itself misses more shuffles than Advisor.  The deciding factor for me, though, is that Advisor gets better as one approaches being able to draw one's whole deck; Caravan gets worse.  If I'm playing with Advisor or Caravan, I generally expect to reach that point - and sooner rather than later.

573
The thing about Ranger that gets me is that it seems worse to have two Ranger than to have two Smithy on average. I mean if you can ensure the token is flipped favorably at end of turn the initial +5 boost is huge, but in the long run you're getting +2.5 cards per Ranger.
Playing two Rangers also provides +2 Buy, which is very helpful in an engine.  And while I agree that Ranger isn't as valuable as Smithy, I believe Ranger is ranked too low.

I'm very surprised Mining Village isn't better than Farming Village, and also that Silk Road fell below Gardens.
I think Gardens is quite a bit better than Silk Road.  It's a rare game where Gardens aren't worth at least 3 VP as long as somebody buys them.  It takes quite a lot for Silk Road to be worth 3 VP (especially when initial Estates are trashed).  And it's easy to transition to Gardens lategame without much thought (they're basically 4-cost Duchies).  Silk Road demands more investment.

Remaining reactions:
Miser is way too high.  Not all deck thinners are good (see Trade Route).  Miser is, IMO, worse.
Pilgrimage is far too low.  It's a fantastic gainer.  For two 4-coin installments, you can gain a King's Court, Grand Market, and Bank!  Okay, that's not the average case, but Pilgrimage is often awesome.

574
How often do you use Trader successfully? I don't remember using it very often, and if I did I wasn't really happy with it. I put it in 10th last position, right before Rats which again, seems a lot more useful on average than Trader does.
I think Trader is a bottom-tier Estate trasher for engines (like Trade Route).  Storyteller works well with a bunch of Silvers, so that's a synergy.  Apprentice + Trader seems decent.  Use Trader to trash Estates.  Use apprentice to trash Trader (when finished) and Silvers.

Trader is really solid in slogs and big money.  Trash Estates for two Silvers apiece, trash colliding Traders for four Silvers.  Trash Silver for three Silvers.  Even if you don't use the reaction much, Trader puts enough Silver in your deck to dwarf what junkers can hand out (including the hard-to-counter Ill-Gotten Gains).  And there's a clear Feodum synergy.  On some boards (mostly those with strong junking and weak trashing), I expect Trader to be a good card.  I think it's about in the correct spot.

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Dominion General Discussion / Re: Favorite Treasure?
« on: November 11, 2015, 10:49:40 pm »
Or you can get it on turn 2.

Turn 1: Play 2 Coppers, buy Borrow, buy Ferry on Stonemason.
Turn 2: Play 4 Coppers, spend your Coin token from Baker, buy Borrow, buy Stonemason, overpaying by $6.

Voila, two Grand Markets on turn 2!
Turn 3: 3 Estates, 1 Copper.   :(

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