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« on: April 28, 2022, 01:23:11 pm »
6. Forts. I've bought Tent just for the heck of it a few times and I feel like it's not too bad really. If you don't have other uses for that terminal space early on, it's like a couple silvers for cheap, only later on it won't clog your deck as much as 2 silvers would. Among the other cards, Garrison I feel is the standout, but it does not feel like having the only Tent particularly helps you get more Garrisons than your opponent. I mean, they don't really synergize, they compete for terminal space.
5. Townsfolk. There's a decent Townsfolk deck you can build with Elder+Blacksmith. But since it wants two particular cards to collide, and since there are only 4 copies of each of those available, you can't really build a large deck this way. Maybe Miller helps you build bigger? I haven't tried it.
4. Augurs. Herb Gatherer is at worst a woodcutter, but usually better if you can get a gold or some other treasure. I didn't realize until I started playing with it that it synergizes with Sybil, because it discards whatever card you bottom-deck. I just wish the deck flipping were optional, because it introduces so much shuffle luck. Controlling the rotation of this pile is pretty nice because you control access to the important Sybil/Sorceress synergy.
3. Wizards. Gosh, Student slows the game down so much. You can topdeck every turn, or even multiple times in one turn, but it reduces your handsize so much. And you actually want to do this in many cases, because either trashing or favors are often very important. I really underrated Conjurer at first, but now I realize that when you're using Student to trash, having a workshop every turn is so valuable.
2. Clashes. I actually haven't been that impressed by Warlord, but maybe that's because we overcorrect for it? I feel like Archer is the stronger attack. Archer and Warlord seem to be complementary attacks, with Warlord hurting big engines, and Archer hurting weak engines and money decks. Battle Plan feels so important because you get control over which attack is available.
1. Odysseys. I wouldn't have thought Voyage was so good, but important synergies seem to show up fairly often, and we usually run them out. Sunken Treasure is of course one of those synergies. My opponent often seems to maneuver to get the only Sunken Treasures and it seems pretty strong. He's also rotated toward Distant Shore and then gained all the Distant Shores in one turn. I basically want every card in this pile.
The above are power rankings, but in terms of favorites, I would say: 6. Odysseys, 5. Townsfolk, 4. Augurs, 3. Wizards, 2. Forts, 1. Clashes. We're not fond of extra turn mechanics, you see. I like them all though.