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Messages - DoomYoshi

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26
Dominion General Discussion / Re: Dominion Daily Devotional
« on: November 30, 2015, 03:43:28 pm »
The idea isn't to take the articles as gospel, but as a jumping off point. Even reading the card and then playing a few games with the card achieves the same effect.

Reading the article and thinking about why it is wrong/outdated is exactly the point!

27
Dominion General Discussion / Dominion Daily Devotional
« on: November 30, 2015, 02:01:48 pm »
I am proposing a reading plan similar to a bible devotional plan. Every day of the year has a card or combo or etc that will help understanding. They for the most part, will be organized thematically (tomorrow's article will ideally be linked with today's article) but jumps will be required. I think that thinking about a card and its unusual uses can help most players, but especially newer players (like myself). I am hoping to finish this by the new year starts, and there will probably be a ton of changes by then. I am really doing this for myself, but figured others might be interested as well. To clarify: the point isn't just to read the wiki page, but to think about and play with the card in question. The wiki can give ideas for setups though.

Dec 4th Update: Right now I'm doing a lot of pen and paper work. I'm going to add the recommended boards in but after all 10 cards have been listed. Sometimes I am cheating and putting it on the 9th so the recommended boards aren't too clustered. Council Room is going to end up being the last card since I somehow forgot to add it when I went through. After the Recommended boards, I will do a few popular deck archetypes and I am hoping this will fill the year. The reason I started with tactician is because it is the only card on the wiki with 100k+ views. Obviously, there is a lot of filler but I think 1 or 2 more expansions can cut a lot of the filler out.

January

February

March

April

May

June

July

August

September

October

28
Dominion Articles / Re: Scout 2
« on: November 30, 2015, 10:17:53 am »
How often would you take a Scout if it came for free on every green card purchase, Duchess style?

This would make a 5/2 split maybe better as you can get an estate to pick up a scout and then a 5 (or another scout if you really want to keep your hands concentrated).

29
Cultist only wants cultist... so I don't see how that elevates goons above GM. KC is way better though in that case.

30
Dominion General Discussion / Re: Scout Synergies
« on: November 29, 2015, 11:28:33 am »
In all seriousness: the redundancy rules from the Dominion card picker probably includes all the synergies:

\Only allow Scout if there is at least one Baron, Crossroads, Explorer, Hunting Party, Farmland, Menagerie, Mystic, Peddler, Tournament, Tunnel, Wishing Well, Action/Victory, or Treasure/Victory card.

31
Dominion General Discussion / Re: Scout Synergies
« on: November 29, 2015, 11:14:23 am »
There should be a tournament level rule: every player must have a scout or all victory cards and tokens are worth 0 at endgame. Also, it should cost 6 to balance all the synergies.

32
The way I was thinking of it was fairly abstractly. If I had a free 6+ card placed in my deck, Grand Market is the one I would least complain about. Wasting a turn buying one is not always great, but a variant where everyone gets a free GM still allows players to play whatever deck you were planning.

33
King's Court would benefit almost every deck; but you can build a deck around Goons.

However, I can't think of a single deck that wouldn't benefit from a GM.

34
What are your reasons to want 1 card from each set? It matters, because the design challenge could be made more interesting with additional limitations. For exampe, I would pick 1 card from each set following that sets theme. This would showcase the different mechanics of each set for new players.

Back in the day, MtG had rules that you had to use at least 1 card (or maybe it was 5) from each of the sets. It's just a neat little thing since the sets are designed to work with themselves. We are testing if we can get them to work well with each other.

35
Dominion General Discussion / Re: Strongest Combo?
« on: November 27, 2015, 10:50:43 pm »
Village, Village, 3 copper is a great hand for buying silver.

36
Dominion General Discussion / Re: Homage to the Best Card
« on: November 27, 2015, 07:46:40 pm »
Wow in that first panel the bottom part of the table makes it look like one of those Japanese sit-on-your-knees dining tables.

It is definitely below Davis' knee level but high at the woman's corner. Maybe it only has 3 legs.

As to the far end of the table theory - both sides of the table now have to switch. All the people on the left should be on the right.

The shadow work in panel 1 is killing me, as is the reflectivity in panel 2. Googling reflective blue table doesn't turn up anything so I really can't parse it into reality. I guess nobody fed the blue table yet but they tried walking it so it lost its leg.

37
Dominion General Discussion / Re: Homage to the Best Card
« on: November 27, 2015, 05:03:47 pm »
I found this anomaly in a comic today, and it immediately reminded me of Council Room. It seems that council rooms are the precursors to board rooms, and the depiction on Council Room is accurate, as all council and board rooms are dadaist shrines.



The shadow person is facing the direction of the red arrow in panel 2, so he is either moonwalking through the room (and somehow doesn't crash into the gay black guy who is switching spots) or all sense of perspective, direction, location and shadows don't exist in art about board rooms. Maybe this is a moral to artists to spend more times in council or board meetings and not so much time with that creativity stuff.

38
Ok, after much playtesting and tweaking:

Base: Moat
Intrigue: Nobles
Seaside: Caravan
Alchemy: Scrying Pool
Prosperity: Peddler
Cornucopia: Hamlet
Hinterlands: Trader
Dark Ages: Knights
Guilds: Soothsayer
Promo: Black Market

It's almost totally different. Originally, there wasn't really much that could challenge the primacy of a Soothsayer/Nobles combo. With a couple sooths in play, you never have to spend your 6s on gold, so you can buy nobles with no real fear. Possession ended up not doing much and Black Market is kind of a swing factor. There is no reason to not buy black market IMO.

Now there is tons of stuff that can challenge the soothsayer. First off will be the race to caravan. Knights are a much better attack than Pillage. Trader fights the curses. Due to weak trashing, hamlet should always be a good village.

How about the new revision? I will get around to playing some of these other ones soon. I think I'm done with this avenue. Once you've played variations on a kingdom a few times, it's not very fun anymore I think.

39
I'll try a few of these I guess. Here's a neat one with Vault / Tunnel / Money competing against a Library / Fishing Village / BM engine.

(By the way, can you really not play Coin tokens on the Black Market? Lame.)


You can spend treasure in the action phase if you play a black market. I agree that Envoy is a much more boring choice. I've never played with it though, so it's tough to decide if it is better or worse than Library. Initially, it looks like it makes Library redundant, if you can Remake your deck fast enough.



I'd open Salvager/Silver, get a Soothsayer, probably some Moats (depending on my opponent) and play Big Money. I don't have faith in Black Market here -- the village, draw, and trashing are very slow and Soothsayer is really good against the deck.

(popcorn.gif)

The trashing is definitely a weakness. I was tempted to use chapel which ends up helping against all 3 attacks, but I was worried that would dominate the kingdom. I guess one solution would be to add native village instead of salvager and to make possession into apprentice.

If you pick Young Witch as your Cornucopia card, you can get in an Adventures card as well.

Yea, if Adventures ever gets added to online. You can set the 12 cards and set the randomizer to only draw from Adventures. I'm worried this will probably make your black market nothing but Adventures too though.

Welcome to the forum DoomYoshi.

I used this card picker so I was able to have adventures.
Butcher+rats= :)

Thanks for the welcome and the link. That deck looks like too many cantrips for my taste but I like how Rats aren't allowed in the Menagerie. It's one of the only times (other than Gardens+junker) that woodcutter looks like it might be useful, as one of 3 terminals on the board.

40
Dominion General Discussion / Design a Kingdom with 1 card from each set.
« on: November 26, 2015, 02:44:46 am »
I'm doing this in Dominion Online, so it doesn't include Adventures. It's designed around no shelters and no colonies/platinum.

Base: Moat
Intrigue: Nobles
Seaside: Salvager
Alchemy: Possession
Prosperity: Peddler
Cornucopia: Fortune Teller
Hinterlands: Crossroads
Dark Ages: Pillage
Guilds: Soothsayer
Promo: Black Market

I think it will work with any number of players. I like the different avenues this can take. Crossroads/Nobles is obviously the start of an engine, and Peddler/Salvager can help. The attacks can slow down engines, but for multiplayer you have moats to stay sane. Finally, possession and black market are there for people falling behind who need to try something dramatic to change their fortune. Also, Big Money is still an option, but the cards to get there are more expensive. A 5/2 split is pretty strong with pillage. What do you think?

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