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1176
To get away from the Farming Village discussion before it even came up:

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.

That said, I tried Trader/Rats once. Once....
Never played it. You probably don't want more than 5 rats or so ever.

1177
Dominion General Discussion / Re: Letting a computer program make cards
« on: November 12, 2015, 07:29:00 pm »
Quote
Mind
$5, Action, Attack

Trash a card from your hand. +1 Card per Copper on your Tavern mat.
Part 5: Prosperity

25. Mind


1178
Dominion General Discussion / Re: Letting a computer program make cards
« on: November 12, 2015, 07:21:38 pm »
Quote
Trigerode
$5, Action, Attack

+1 Card
+1 Action
If thene ane* trashed card.
According to google translate this is "said side" in arabic.
The bots are secretly arabic!

1179
Dominion General Discussion / Re: Letting a computer program make cards
« on: November 12, 2015, 07:09:29 pm »
Quote
Altursitle
$5, Event

Reveal cards from the top of your deck until you reveal a Treasure. Choose one: Put them into your hand.
I like this one: it's basically a scrying pool, but it doesn't stop for green.

Except it's an Event, and therefore almost useless. :))
It's useful with save, bonfire + market square, or just to cycle VP cards

1180
IMO Rats and armory shouldn't be on the 2nd list. Armory is very good gainer and the reason rats is so low is that too many people don't even know how to play it and when. It has many synergies that appear on many boards:
Elite synergies*: Apprentice, upgrade, forge, scrying pool, butcher, watchtower, salvager.
Other synergies*: raze, develop, remake, bishop, death cart, stonemason, vineyard, governor, graverobber, market square, squire, bonfire, farmland, trader, hermit, JOAT(in massive draw engine), expand.
*These lists are not complete

1181
Dominion General Discussion / Re: Letting a computer program make cards
« on: November 12, 2015, 10:59:33 am »
Slaver
$4, Action

+1 Action, +1 Buy
+1 Card
+2 Actions
Each other player gains a copy of his deck.
Fav. card. I hope I never play with this though. Game will end after a few plays of this.

1182
Dominion General Discussion / Re: Recommended boards
« on: November 12, 2015, 07:44:57 am »
And of course, Apprentice / Market Square remains an incredible combo.
Rats makes both strategies better.
Apprentice / Market Square is easier to play correctly too.

1183
Dominion General Discussion / Re: Recommended boards
« on: November 11, 2015, 07:03:43 pm »
Here is another recommended board from alchemy + dark ages
I am changing how this works from an article type thing to discussion.
Infestations

 
It has ruins for cultist
Which strategy is best?

1184
Caravan guard is very good in a SP mirror because you can play them as peddlers on opponents turns and SP loves cantrips and non-terminals
#36 Sage (I have it on #27):
While Sage often doesn't do much in the middle and late game, it can be huge as opener to see your $4 card faster. For me it's a solid card and not as bad as others seem to see it.

#33 Caravan Guard (I have it on #42):
What? While not having much experience with it, I feel this card is very weak. It doesn't do anything this turn and just gives some $1 next turn. Or you have to have it in hand when being attacked, and then you get $1? Does that help? I guess in games with permanent attacks it can be nice to have some Caravan Guards, but I assume I'd prefer something else for $3 most of the time. For example Great Hall, which at least gives 1VP.

#23 Lookout (I have it on #36):
I don't see why Lookout gained some ranks. I feel it is a slow trasher that sometimes doesn't hit at all and becomes weaker and weaker in the course of a game.

#13 Black Market (I have it on #22):
While actually enjoying Black Market games a lot, I think it's skippable quite often. If there's already a viable engine, one doesn't need BM. And if not, BM rarely makes an engine viable.
Sage I hate sage with a passion! Like 90% of the time I wish it was something else or less. It would rather be a silver in slogs and big money. In a engine there is probably something better than it. In a rush it sucks. As an opener you should probably be buying something else instead of wasting your time on a sifting cantrip.

Caravan Guard Is nothing special but at least it is a cantrip that does something.

Lookout Is about as fast as forager with a minor risk mitigated by deck tracking

Black Market is really good even when there is a engine available. It almost always has something worth buying black market for. In engines that are missing strong payload, draw, trashing, or +buy black market is absolutely great.

1185
Puzzles and Challenges / Re: TR on Distant Lands
« on: November 11, 2015, 06:04:16 pm »
Why would I ever want to use Throne Room on a Distant Lands?  Is there some instance where that is the optimal play?

I have two trivial answers that use a TR variant, but I don't have an actually legitimate answer - I look forward to your solutions!
Golem and herald are the easy ones

1186
The best use for talisman is for draining two cards at once from a pile for the price of one. Thief is used to shutting down big money taxman doesn't have a good use besides looking at the opponent's hand and a very mild attack. Spy is there to buy when you want something that doesn't hurt your deck that much.

1187
Had the same bottom 11, except Miser switched with Bureaucrat.  I probably overrated Bureaucrat, but it has its uses in the right situations.  And I'm sure Miser is coming up in the next section.

Taxman should be ahead of Talisman, but we're looking at some pretty fringe-use cards here and splitting hairs.
Taxman is generally better than talisman but when either of them are good talisman is a rockstar and taxman is meh.

1188
Dominion General Discussion / Re: CARD OF THE WEEK #2: Talisman
« on: November 11, 2015, 01:33:18 pm »
Talisman sucks and people saying it isn't weak are crazy.

I would like to resurrect this sentiment for everyone voting Talisman above Taxman.

Talisman is decent in Feodum games.  Otherwise you'd rather have a Duplicate.  And Taxman is a weaker Attack, but it's still an Attack, and is usually a must-buy.
That's what advisor said about spy

1189
Talisman should be higher: it gives you all the pile control.

1190
Dominion Articles / Re: Scout 2
« on: November 10, 2015, 08:32:35 pm »
I once played a game with scout, city, rats, butcher, herald. It was really fun ending with a city mega turn where I lost. The scouts were decent.

1191
Out of curiosity, what would people rank Chapel if it cost $3 instead of $2?

that's a nice question. it's below ambassador/masquerade for sure. those are my top two and i'd put chapel at 3.
I would put at top card

While Steward can only trash up to 2 instead of up to 4, doesn't its versatility make it better than Chapel in many cases? I rank Steward at #3 after Masq and Amb, and so I'd have trouble ranking Chapel above #4.
4 is greater than 2 by 2 shuffles (about 2-4 turns). So unless the versatility can make up for those less productive shuffles chapel > steward

1192
Out of curiosity, what would people rank Chapel if it cost $3 instead of $2?

that's a nice question. it's below ambassador/masquerade for sure. those are my top two and i'd put chapel at 3.
I would put at top card

1193
Why is amulet above bonfire? Their main purpose is to trash cards but bonfire is super-duper fast wich is better than being able to trash estates.

1194
Bonfire is a complete speed thrasher. It is kind of like mine, except it trashes two cards instead of about 5. You can also get rid of early game utilities.

Not sure if intentional...
It was

1195
Bonfire: Limited copper-trashing with no benefit.  You want to use this early in the game, otherwise you're likely to have treasures you don't want to trash and/or more than 3 coins.  But you really need more cards early in the game to improve the quality of your deck.  I'm not impressed.  Maybe Bonfire is more valuable when paired with a decent Estate trasher that also gains non-treasures (Remodel, Transmogrify, Develop)?  I guess you can trash Ruins, too.  Meh.
Bonfire is a complete speed thrasher. It is kind of like mine, except it trashes two cards instead of about 5. You can also get rid of early game utilities.

1197
I put peasant above page. Teacher and champion are both crazy, but teacher adds more to your deck since you get access to four tokens. It also tends to be easier to get. Disciple and soldier are also really great cards. (Soldier depends on the board) I think page is slightly less good since it has to add treasure to your deck while upgrading and also runs the risk of failing due to warrior clashing.

Both are very close, mind. It doesn't bug me one is ranked over the other.
Champion is harder to get but at least isn't a reserve card like teacher. The thing going for champion is it affects all cards, some events take away the purpose of teacher and it isn't a reserve. The thing going for teacher is that it can place 4 different tokens on piles(that have to be different) and it is easier to get.

1198
Dominion General Discussion / Recommended boards
« on: November 06, 2015, 08:52:20 am »
I will comment on on one of the recommended boards (from the rule book) from Prosperity and Adventures. Feel free to discuss how you would do things differently. Later you can discuss different recommended boards.
Last Will and Monument

 
There are two decent strategies on this board: vault/rabble;treasure trove;monument;Big money and a counting house engine. In the big money strategy you probably want to open monument+silver on a 4/3 and treasure trove/coin of the realm on a 5/2 split. This is a very simple but fast big money strategy. This probably should be your buy priority outside greening:
For Stagger rabbles or vaults and treasure troves starting with treasure troves.
For get one to two monuments proceed to get
For get silver
For get COTR

The payload of the engine is to play a messenger and the a counting house. To do this you need a whole bunch of dungeons, 1-2 treasure troves, a messenger, 1-2 counting houses(with two you play one mid turn), and two staggered COTRs.
You probably want to inherit dungeons so your deck can explode.
On a turn you should play a bunch of dungeons and then play messenger, calling COTR , then playing counting house drawing all your coppers, play your treasure troves. A deck with two counting houses should play the second one in the middle of the turn.
Edit: oops forgot about inheritance

1199
Alms + artificer = discard hand for card on deck and cost.

1200
If you have any terminal's you always want one or two coins of the realm on your mat. You also want a guide or two on your mat because it could save a dead turn. When dealing with travelers cycling is very important. Dungeon is generally better than warehouse.

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