Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - traces Around

Filter to certain boards:

Pages: 1 2 [3] 4 5 ... 12
51
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: April 01, 2018, 08:09:17 pm »
And that (along with vsiewnar's videos likely coming at some point) brings about the final. This match is likely to take place next weekend; watch the match calendar for details.

High seedScoreCardLow seedScore
(1) markusin2Pixie(7) tracer3

52
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: April 01, 2018, 06:45:30 pm »
tracer 3 -1 vsiewnar

Game #WinnerShepherd
13177758tracerboth
13178569vsiewnarboth
13178914tracerboth
13179468tracerboth

53
Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: March 29, 2018, 10:22:39 pm »
If we really want to talk about KC decks, well, there's this card called Wharf, so yeah, you can be pretty dang reliable drawing your deck. And that's not going to be 3-Province - more like all of them. This deck is good enough at drawing that you are often better off not trashing Copper anyways even without Coppersmith around.

Even not talking about KC, yeah, we are talking decks that consistently draw deck when saying throw a couple Dungeons at it, even can happen without those Dungeons. Whether or not Coppersmith was the best use of remaining terminal space was a different manner, but if you couldn't trash Copper, it used to be a pretty good deal.

54
Dominion General Discussion / Re: note to self
« on: March 28, 2018, 01:40:14 am »
If you're thinking of playing your Necropolis on T1 "just for fun," first check if there is Arena.

Just don't do it ever except rarely in case of Bonfire. People who play the dead Necropolis are what we call weird.

55
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 27, 2018, 12:28:33 pm »
Semifinal matches. They should be done by Tuesday, April 3.

High seedScoreCardLow seedScore
(1) markusin3Exorcist(4) Gazbag1
(3) vsiewnar1Shepherd(7) tracer3

56
Dominion League / Re: Season 27 - Signups
« on: March 27, 2018, 01:42:53 am »
Returning, last season was 25 in B when I finished second even if it was really first.

tracer
America/Los_Angeles

57
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 22, 2018, 06:15:29 pm »
tracer 3 -2 gloures

Game #WinnerCemetery?Ghost?
12858930glouresneithergloures
12859203glouresneitherneither (early resign)
12859342tracerbothboth
12859675tracerbothboth
12860490tracerneitherboth

58
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 19, 2018, 08:33:16 pm »
First round matches are completed and so we are on to the quarterfinals. The table below which can also be found in the second post in this thread contains the matches for the quarterfinals in the same format as for the first round. These matches should be completed by Tuesday, March 27. Best of luck!
 
High seedScoreCardLow seedScore
(1) markusin3Changeling(9) xyrix2
(2) gloures2Cemetery(7) tracer3
(3) vsiewnar3Leprechaun(11) WQB2
(4) Gazbag3Tracker(5) amoffett110

59
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 14, 2018, 08:35:26 pm »
Rules addendum: when reporting match results, please include the number of games in which the card for that match was gained and by how many players (and if only by one player whether that player won or lost the game).

I have done this in my match report; in the vsiewnar-Puk match Druid was never gained (this isn't true - see video a couple posts down from here).

60
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 14, 2018, 07:43:24 pm »
tracer 3 - 0 Anders

12598758, 12599220, 12599455

Pooka was gained only in the first one by both players.

61
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 12, 2018, 12:06:29 pm »
Do I understand the listed matches right - I play with Awaclus in a Vampire Catch match, right?

Yes this is the correct interpretation.

62
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 11, 2018, 10:37:50 pm »
Below I have listed the matches for the first round along with the card for each of them. I have also linked to send that person a Private Message here, though I suggest using discord for scheduling if possible and remember to announce your matches. This list is repeated in the second post, along with a link to the tournament bracket. You should have these matches completed by Tuesday, March 20.

High seedScoreCardLow seedScore
(1) markusin3Necromancer(16) muenstercheese0
(2) gloures3.5Devil's Workshop(15) xer2.5
(3) vsiewnar3Druid(14) Puk1
(4) Gazbag3Idol(13) Chris is me2
(5) amoffett113Cursed Village(12) Cave-o-sapien2
(6) Awaclus1Vampire(11) WQB3
(7) tracer3Pooka(10) Anders0
(8') GreyEK0Conclave(9) xyrix3

63
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 07, 2018, 07:30:16 pm »
Sign ups are full so I might get to this sooner than the stated date by a day or two - if you want in feel free to attempt convincing somebody to give up their spot, and of course you can still vote for the cards which will be fixed into the games.

64
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 04, 2018, 02:37:43 pm »
It appears that I will be able to play.

65
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 02, 2018, 09:24:07 pm »
Bracket here: https://challonge.com/gxhmfafd

First round matches and results:
High seedScoreCardLow seedScore
(1) markusin3Necromancer(16) muenstercheese
(2) gloures3.5Devil's Workshop(15) xer2.5
(3) vsiewnar3Druid(14) Puk1
(4) Gazbag3Idol(13) Chris is me2
(5) amoffett113Cursed Village(12) Cave-o-sapien2
(6) Awaclus1Vampire(11) WQB3
(7) tracer3Pooka(10) Anders0
(8') GreyEK0Conclave(9) xyrix3

Quarterfinals matches and results:
High seedScoreCardLow seedScore
(1) markusin3Changeling(9) xyrix2
(2) gloures2Cemetery(7) tracer3
(3) vsiewnar3Leprechaun(11) WQB2
(4) Gazbag3Tracker(5) amoffett110

Semifinal matches and results:

High seedScoreCardLow seedScore
(1) markusin3Exorcist(4) Gazbag1
(3) vsiewnar1Shepherd(7) tracer3

Final match and result:

High seedScoreCardLow seedScore
(1) markusin2Pixie(7) tracer3

66
Tournaments and Events / Cage Match Tournament 1: Nocturne
« on: March 02, 2018, 09:23:54 pm »
Cage Match Tournament 1: Nocturne

It's that time again: time for a new tournament style, and I've got you covered. This one features a cage match for every match.

This tournament is expected to run from March 13 until April 10, though if you are not intending to win any matches, it will be over sooner for you.

Tournament Structure

There will be 16 participants placed into a single elimination bracket based on Shuffle iT rating mu at the March 13 rating update.

Each match will be expected to be completed in 1 week. This gives the following schedule:
Ro16: March 13 through March 20
Quarterfinals: March 20 through March 27
Semifinals: March 27 through April 3
Finals: April 3 through April 10

Adjustments by a few days may take place to accommodate scheduling difficulties, but I hope that nobody signs up for whom working with this schedule might be a concern.

Match Structure

Each match will be first to 3 game wins wins the match, with ties counting as 0.5 wins for each player. Should players reach 3 wins simultaneously, games should be played until a game is won, and the winner of that game the winner of the match.

There should be alternating starts, with the first player for the first game the lower seeded player (higher number).

For each match, the card assigned for that match should be fixed into all games with the remaining cards fully random. This can be done by going to 'Select Kingdom Cards’ and typing the card name into the text box in the lower left hand corner.

Card Assignment

Each match will be assigned a card based on the results of this poll as of March 12 (which anybody can fill out; please only do so once): https://goo.gl/forms/89FhUCMjKmagslvr2

This poll is now closed. Results can be found here. Ties were broken by my decision. I did not otherwise vote.

The top voted card will be assigned to the final, the second to the 1-seed semifinal matchup, the third to the 2-seed semifinal matchup, the fourth to the 1-seed quarterfinal matchup, the fifth to the 2-seed quarterfinal matchup, etc.

Spectator Friendliness

I intend for this tournament to be as spectator-friendly as possible. This will mean the following 3 rules:

  • ‘Players can see Spectator chat’ must be turned off
  • Spectators must be allowed to see the hands of both players
  • All matches must be announced at least 1 hour in advance on the Dominion discord or on the match calendar at least 12 hours in advance, optionally (and preferably) both. You should include the assigned card in your description.

Signups

I will take the first 16 signups in this thread. I hope to have gotten that many by March 12. A list of those signed up and another link to the cards poll will be in the following post, as well as a bracket and results (when available).

Match Reporting (addition)

Please report the result of your match in this thread. Include both the score of the match and how many games the card for that match was gained in and by how many players (and if only by one player whether the person who gained it won or lost).

And as always and most importantly, have fun!

67
Dominion General Discussion / Re: Quick Questions and Answers
« on: February 20, 2018, 03:25:20 pm »
Why not HG? Because it competes with Gold?

Not so much about competing with Gold as not helping to get to Gold because it is so expensive, which makes it slower than, say, Smithy.

Most of the listed draw cards are really bad money enablers because the engines that often come when they are present are usually better than the money. The only terminal draw cards that are particularly better for money are Embassy and Vault, and even with those the money can often struggle.

68
Dominion Articles / Re: Masquerade - Market Square is Not a Combo
« on: February 16, 2018, 02:03:45 pm »
I would advise against trying to optimize these bots against each other and instead try to focus on a bigger picture - if the takeaway from this article is that when you play Masq money and there is Market Square present you should buy a few, well, that might not be very valuable. Worry less about length and more about making a point.

In this case, some additional simulations that may be of interest for making that point:

- Make the bots not buy anything green except for Provinces. One of the fun simulation facts is that if you take BMU and replace one of its opening Silvers with a hypothetical action card giving 2 coins and 1 buy that will win 6% more games against BMU than BMU does against it. This happens primarily because the one with +buy can buy Duchy/Estate and Estate/Estate late, so maybe you want to make sure that Masq/MS will still beat Masq if it doesn't have this +buy advantage.

- Run these bots (slightly optimized) against some junking money, like Witch or Cultist. One of the nicer things about Masq money is that it is fairly resistant to junking attacks - if I start trying to mess around with MS does this still hold?

- Try some other single-trasher money with MS against single-trasher money (again slightly optimized), like Junk Dealer (which beats BMU on average) or Lookout (which does not). Does the result with Masq still hold for these trashers? Is the change for Lookout enough to make it competitive with BMU? Now you have an article more generally about sticking Market Squares into your money strategies which is applicable on more boards.

69
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 01, 2018, 07:15:17 pm »
My ranking of expansions (which should be yours too, because otherwise you have no reason to care):

1. Nocturne
2. Base
3. Adventures
4. Hinterlands
5. Empires
6. Seaside
7. Dark Ages
8. Guilds
9. Prosperity
10. Intrigue
11. Cornucopia
12. Alchemy
13. Promos

70
Dominion General Discussion / Re: autoplay gotchas
« on: January 25, 2018, 12:28:27 am »
It was Lamp and don't worry I already had that game wrapped up, although I would have been fine with an undo.

Please keep as much reaction autoplay on as possible, if not for you for your opponent who no longer needs to wait multiple times during their turn.

71
Dominion League / Re: Season 25 - Results
« on: January 20, 2018, 02:57:18 pm »
Will not be returning for next season.

I might change my mind if a miracle occurs and a 3.25 average puts me in A.

72
In direct response to the points made about Inheritance, it is worth noting that as well as reducing a cost, it also opens up 8 more of whatever card you inherit, which is a really big deal on hotly contested piles like villages in many games. Also, ability to trash Estates doesn't mean that you are required to do so, and if you can reach $7 within 3 shuffles without doing so, you are generally better off than if you were using a single card trasher.

Anyways, Part 2 is now posted here.

73
#13 Artisan (Base) Weighted Average: 63.53% / Unweighted Average: 60.37% (14) / Median: 65.63% / Standard Deviation: 17.66%

Bryan: Artisan is an interesting gainer. It is new this year in an update to the base dominion set. Instead of gaining to the discard, it gains to your hand, at the cost of topdecking a card. In engine, this often means you can use the exact card you need immediately. In slower decks bound on terminals, this often means you can use the card you want next turn. This is quite a strong gainer, but in my opinion the upside of artisan is worse than the upside on altar.
tracer: Compared to Altar, I would say this is more different than worse (part of that is because Artisan is actually a gainer). Artisan itself is a welcome change from any of the removed cards just for being useful and goes well beyond that.
#14 ▲2 Altar (Dark Ages) Weighted Average: 59.74% ▲7.72pp / Unweighted Average: 60.98% (13) / Median: 62.50% ▲10.89pp / Standard Deviation: 16.46%

tracer: Altar’s rise is appropriate: it trashes bad cards and gains good ones; what more could a person want? Clearly a good card, its position this low on the 6 cost list shows just how strong many of the others are, even if I think it should be a bit higher.
Bryan: Altar is my favorite of the $6 workshops!
#15 ▼1 Hunting Grounds (Dark Ages) Weighted Average: 54.66% ▼1.62pp / Unweighted Average: 56.01% (15) / Median: 56.25% ▼1.81pp / Standard Deviation: 16.14%

Bryan: This card is fairly simple. For terminal draw, hunting grounds is a bit overpriced and can take too long to set up. The cute trash text on it is very rarely relevant. Watch out for HG+lurker boards, though. This card is overrated for me.
tracer: While drawing cards is always nice, $6 is a lot and +4 cards usually makes it so that you end up overdrawing by 5-10 cards just to stay consistent. While certainly an occasionally necessary card, it is uncommon that one would not rather be doing something else to draw.
#16 ▼1 Peddler (Prosperity) Weighted Average: 47.38% ▼5.12pp / Unweighted Average: 43.06% (21) / Median: 43.75% ▼11.11pp / Standard Deviation: 20.61%

tracer: One of the stranger cards for this list just because it doesn’t really belong, Peddler had both a first place and a last place vote. Most often bought in large quantity when costing $0, shoving handfuls into one’s deck is usually effective, and so a rating close to the middle seems fine.
Bryan: Additionally, it often gives engine something beneficial to buy on turns where it doesn't find any payload. It has many opportunities to shine, but sometimes is left untouched.
#17 =0 Hireling (Adventures) Weighted Average: 46.84% ▼3.93pp / Unweighted Average: 49.49% (16) / Median: 46.88% ▼4.73pp / Standard Deviation: 15.20%

Bryan: The community opinion did not change at all on this card. It opens up the opportunity of powerful consistency of being able to have a 6 card hand for the rest of the game.
tracer: I think Hireling ended up underrated, if only slightly. The main thing constraining Hireling is time: if the game is going to be long, Hireling is going to be one of the best cards on the board.
#18 ▲2 Nobles (Intrigue) Weighted Average: 46.32% ▼0.22pp / Unweighted Average: 44.93% (18`) / Median: 43.75% ▲1.81pp / Standard Deviation: 17.53%

tracer: While being able to be either a village or draw, Nobles is expensive for either and poor at the former. However, as village or draw, it is often essential and with only 8 in the pile, this split can create a significant deck lead along with the points lead, which may contribute to its higher ranking.
Bryan: The versatility of nobles combined with offering a few points often mean that players can pick up nobles for a slight point lead before committing to greening.
#19 ▲2 Training (Adventures) Weighted Average: 43.85% ▼0.22pp / Unweighted Average: 44.35% (19) / Median: 43.75% ▲1.81pp / Standard Deviation: 17.53%

Bryan: Training is by far the weakest of the action token events. It can sometimes be used in cantrip spam decks as a payload, or bought as payload better than gold in engines sometimes.
tracer: Training seems fine where it is. It is regularly better than the first Gold buy but is rarely the focus of a strategy.
#20 ▲4 Forge (Prosperity) Weighted Average: 43.04% ▲10.72pp / Unweighted Average: 47.83% (17) / Median: 43.75% ▲11.49pp / Standard Deviation: 23.76%

tracer: The other big riser of this list (with Pathfinding), Forge is a very effective trasher, though is prohibitively expensive and so is often only used as a last resort. For this reason, the rise seems unjustified since one would most often rather use something else for the same purpose.
Bryan: Forge’s rise seems appropriate. Players have been a bit better at managing to activate it as a mid-game trasher.
#21 ▼2 Royal Blacksmith (Empires) Weighted Average: 42.84% ▼3.86pp / Unweighted Average: 43.36% (20) / Median: 41.94% ▼4.73pp / Standard Deviation: 14.93%

Bryan: The same logic applies here as on hunting grounds. This card is a bit awkwardly priced. The debt cost is good for picking up early, but RB does not truly shine unless most coppers have been trashed out of your deck.
tracer: To follow my own same logic on Hunting Grounds, anything over +3 cards for terminal draw is a bit awkward, and this discards Copper for even more awkwardness. If you need draw though, it draws.
#22 ▼4 Fairgrounds (Cornucopia) Weighted Average: 37.62% ▼11.31pp / Unweighted Average: 35.76% (23) / Median: 37.5% ▼4.44pp / Standard Deviation: 16.29%

tracer: Falling more than any card except for Grand Market, Fairgrounds may be suffering from the abundance of points that came with Empires, though it can still directly substitute for Province in many decks.
Bryan: The community’s declining rating of fairgrounds makes sense. All too often, decks rely on only a few cards to win, or are extremely efficient. So in many games, fairgrounds isn’t cost efficient.
#23 ▼1 Castles (Empires) Weighted Average: 33.68% ▼6.70pp / Unweighted Average: 33.41% (24) / Median: 28.13% ▼13.81pp / Standard Deviation: 24.23%

Bryan: Castles can sometimes be useful as an alternate source of VP, or be used when stalling out the game. In general, they are weaker than buying provinces, so they tend to be bought by the player who has developed a stronger deck more slowly. Many of the early castles are early game noob traps. Overall, castles are fairly weak, and are slowly trending downwards.
tracer: A point pool for the desperate, Castles usually only end up being good because your opponent went after them and revealed some of the nicer ones for you. Getting the whole pile is nice but unrealistic.
#24 ▼1 Prince (Promo) Weighted Average: 33.15% ▲0.60pp / Unweighted Average: 37.56% (22) / Median: 31.25% ▼2.08pp / Standard Deviation: 22.10%

tracer: With a high cost and a need to line it up with a card, Prince buys are often only good once one has a consistent engine, and at that point the effect is no longer needed. This card could certainly be lower, and to me the loss of ranking is nice to see.
Bryan: Prince is very hard to set up. It takes hitting $8, redrawinging it while connecting with the right target, and then using up most of a turn to use. I expect this card to continue to drop.
#25 ▲2 Expand (Prosperity) Weighted Average: 27.96% ▲1.49pp / Unweighted Average: 30.19% (26) / Median: 25.00% ▲2.42pp / Standard Deviation: 19.30%

Bryan: Expand is often known as big-remake (or bad remake). I personally think the remake effect is fairly strong, and would rate expand slightly higher than forge, but still fairly low.
tracer: Expand is better than any fair ranking of it would lead one to believe as it gives a fair amount of control, particularly over the Province pile. However, like many of the cards lower on this list, it has a high price for what it does, even if what it does is great.
#26 ▼1 Bank (Prosperity) Weighted Average: 27.43% ▼1.16pp / Unweighted Average: 31.76% (25) / Median: 25.00% ▼0.81pp / Standard Deviation: 21.39%

tracer: Bank is a great addition to any engine with multiple buys which has treasure as a large part of its payload, which is somewhat common. While I think it should be higher for this reason, it is held back by not influencing boards like some of the higher cards, instead being a very powerful but situational addition.
Bryan: Bank can be an efficient payload for engine, and be a nice treasure to gain off cards like tragic hero. But in many situations it is not a huge replacement over the default gold, or better specialized cards.
#27 ▼1 Hoard (Prosperity) Weighted Average: 20.59% ▼6.07pp / Unweighted Average: 20.95% (28`) / Median: 18.75% ▼7.06pp / Standard Deviation: 12.45%

Bryan: Hoard is very useful in keeping big money or slog decks with payload density to keep buying big green. It is useful when combined with remodel effects to change the gold you gain into provinces or other strong cards. It can be useful to include in engine to remove the need to pay for additional payload. Overall these uses make me think that hoard is somewhat underrated.
tracer: The main problem with Hoard is that it is almost exclusively a card for an endgame mostly involving greening in which Gold is good, which at three conditions is a pretty specific situation.
#28 ▲2 Conquest (Empires) Weighted Average: 20.16% ▼1.37pp / Unweighted Average: 17.93% (30) / Median: 15.63% ▼3.72pp / Standard Deviation: 13.36%

tracer: Amazing in money strategies and very strong as a point source for large engines, Conquest seems like one of the larger misranks for this year. Conquest allows for huge amounts of building in a way that few other cards or events do, and Silvers with points is exactly what money wants.
Bryan: I agree with tracer. Conquest is great in many situations and the community has still underrated it this year, although opinion is changing in the right direction.
#29 ▼1 Wedding (Empires) Weighted Average: 17.52% ▼7.79pp / Unweighted Average: 18.73% (29) / Median: 15.63% ▼10.18pp / Standard Deviation: 13.41%

Bryan: Wedding is actually a reasonable way to get gold. For total 1 Debt more than a gold, you get the convenience of spreading out the price of the gold and 1 VP. The problem is that gold is not purchased early that often. Overall wedding is a bit weak, and only really useful to rush gold early.
tracer: A solid alternative to multiple Silvers early and almost always preferable to buying Gold, but both of those desires are somewhat rare.
#30 Raider (Nocturne) Weighted Average: 16.74% / Unweighted Average: 21.58% (27) / Median: 15.63% / Standard Deviation: 15.90%

tracer: The only Nocturne card on this list comes in near the bottom and it really could have been lower. The attack does very little against engines and while somewhat strong against money, its high price for something that might be worse than Gold in many cases makes it one of the weakest cards we have. I would not be surprised to see it fall even from here in next year’s rankings.
Bryan: Another thing to mention is that it isn’t even the greatest payload in engine, because you can only use it every other turn if you’re drawing your deck. This card deserves this low rating.
#31 ▲1 Farmland (Hinterlands) Weighted Average: 13.95% ▲0.36pp / Unweighted Average: 15.85% (31) / Median: 9.38% ▲2.93pp / Standard Deviation: 17.96%

Bryan: Farmland can be occasionally be used with a gold gainer like hoard for some success. Overall, the points it gives and the smoothing of hitting $6 instead of $8 are rarely worth it.
tracer: Farmland has a variety of situations in which to use it, but even in those situations it is unimpressive.
#32 ▲1 Harem (Intrigue) Weighted Average: 6.38% ▼2.61 / Unweighted Average: 6.98% (32) / Median: 3.23% ▼4.18pp / Standard Deviation: 6.12%

tracer: Another card that suffers from its high price and questionable quality, Harem has a few cute interactions going for it and not much else other than being preferable to Gold quickly in most money strategies. Of course, that’s more than can be said for the last card on this list...
Bryan: This card has been completely outclassed by conquest. It is hard to find a use for harem, but it occasionally gets bought late in the game for points when players miss $8.
#33 ▼3 Annex (Empires) Weighted Average: 1.69% ▼22.07 / Unweighted Average: 3.85% (33) / Median: 0.00% ▼19.35pp / Standard Deviation: 10.38%

Bryan: This is a card? Seriously, though, the only time I personally have used this event is on the last turn of the game for overkill wins. Paying $8 for a duchy is far more overpriced than the shuffle consistency ability attached to it.
tracer: Actually it’s an event.

74
Background context

Since we only had 33 cards to rank between the two of us, we decided to do things a bit differently. For each card or event, one of us has written a longer piece about what we think of it and then the other has added on their own opinion and additional thoughts. In general, the tops of the lists are more interesting so we have written more for highly ranked cards and will present them first. First, here are our thoughts on how to go about these rankings, which will give way to a visualization of the votes followed by the top 12 community rated $6+ cards.

Bryan: I am considering the cards in terms of how often they have dominant impact on choosing strategy in. $6+ cards fill an interesting role in dominion. At this price point, cards mostly offer very powerful effects that require building towards. In this list I try to touch upon a variety of community opinion justification and our own opinions.

tracer: I look at cards from two angles: power and flexibility. Power is about what the card does to your deck, while flexibility is more of a measure of how well it fits into a variety of different decks; for example a card like Counting House, while somewhat high in power due to its ability to draw a large number of cards, has close to no flexibility since this draw is very difficult to set up. Some combination of these two angles creates my opinions.

There were 39 votes total with as few as 37 votes for some cards.
33 cards means each rank corresponds to 3.125%.
We have added the unweighted rank in parentheses next to the unweighted average in addition to the normal line.

Visualization of the votes

Before getting into the rankings themselves, here is a plot showing the distributions of votes for each card in the list. The x-axis here is the community rank of a card and the y-axis is percentile. Each larger faint black dot represents one vote - so for example one can see that the 33rd ranked card had one vote around 60%. Darker dots indicate more votes of that percentile - a fully black dot indicates 10 or more votes of that percentile.
The smaller red dot is the weighted average for that card.



And now, without further boring text,

The Best + Cards

#1 ▲1 Donate (Empires) Weighted Average: 98.13% ▲6.20pp / Unweighted Average: 95.99% (1) / Median: 100.00% ▲3.23pp / Standard Deviation: 8.04%

Bryan: What’s surprising here is that anyone didn’t have it at number 1. In its debut year, 2016, the community started it at #2. This event dominates the strategy of every kingdom it is in, and when used correctly enables swift building. Additional help for this event is that it can be bought at any time, since its price entirely debt.
tracer: The perfect control that Donate gives one over their deck is unmatched, and it shines on nearly every board it appears, warping games into something different from anything else in Dominion. A clear number 1.
#2 ▼1 King’s Court (Prosperity) Weighted Average: 93.81% ▼1.29pp / Unweighted Average: 90.50% (2) / Median: 96.77% =0.00pp / Standard Deviation: 15.00%

tracer: While still the most explosive card in Dominion, it has rightfully dropped behind Donate as it suffers on some boards while Donate does not. On the other hand, King’s Court will create decks where no other card could, and can make even the worst actions useful, while with the best actions, the card allows decks to reach heights no other card does.
Bryan:Chaining kings courts!
#3 =0 Goons (Prosperity) Weighted Average: 88.83% ▼0.64pp / Unweighted Average: 87.56% (3) / Median: 90.63% ▼2.92pp / Standard Deviation: 13.28%

Bryan: Unchanged from last year, Goons comes in very high on the list. This spot is justified by the fact that Goons does so many things. It can be used as engine payload with +2 coins +buy. It provides engine with another source of alt-vp, often allowing huge point gains in multi-goon mega-turns. It has a powerful attack that can oppress any hand-size dependent deck. Together, these make the card dominant in most kingdoms and strategies.
tracer: Indeed this diversity of Goons makes it dominant in nearly every kingdom it appears in, even more so than King’s Court, which can be questionable in kingdoms with large amounts of junking while Goons is still quite relevant. For this reason I would have liked to see Goons one spot higher.
#4 ▲4 Pathfinding (Adventures) Weighted Average: 82.01% ▲8.05pp / Unweighted Average: 76.86% (5) / Median: 84.38% ▲12.95pp / Standard Deviation: 16.47%

tracer: One of the big risers in the 6+ cost list this year, Pathfinding, like King’s Court, can create engines on boards where there otherwise would be none, though perhaps the more common use is adding consistency and terminal space in an otherwise functioning engine. Having said that, I think that this event is somewhat overrated: it requires a fairly specific set of circumstances to be essential and its high price point makes its other use difficult to fit in a build.
Bryan: I also think pathfinding is somewhat overrated. At $8, it can be hard to place the token on a cantrip in time to capitalize on the price point. Lost Arts is more relevant more often.
#5 ▼1 Fortune (Empires) Weighted Average: 79.14% ▲1.73pp / Unweighted Average: 77.93% (4) / Median: 81.25% ▼2.62pp / Standard Deviation: 17.83%

Bryan: Fortune offers an insane effect at an insane price, hidden under the split pile of gladiator. Doubling the total payload of a completed engine while adding an extra buy can have a huge impact on the game. For me, however, this card is grossly overrated for a few reasons. It is rarely worth emptying the gladiator pile to reveal fortune to both players, so fortune is not used in a large portion of games where the pile appears in the kingdom. Additionally, $8+8 debt is an insane cost, and if not constricted on buys, it can often be better to invest in two provinces or building in some other way even when fortune is revealed.
tracer: On this one I stray from my co-poster a bit; the cost here is usually easily recouped with the help of Fortune the following turn, while it is the power of Fortune that drives people to buy Gladiator since getting Fortune first or at all if not mirrored can win games.
#6 ▲3 Lost Arts (Adventures) Weighted Average: 78.18% ▲7.37pp / Unweighted Average: 74.05% (6) / Median: 78.13% ▲1.94pp / Standard Deviation: 18.34%

tracer: Rising with the similar Pathfinding, Lost Arts can also make engines happen and add consistency. Unlike Pathfinding with cantrips and villages, Lost Arts’ price is easy to reach with the terminal draw cards it often is used on and is a good early buy which helps accelerate a deck. Lost Arts can also allow payload expansion by placing it on a payload card with non-terminal draw, which along with the former point is why I would rate it above Pathfinding.
Bryan: Build your own village! As a village fan, I’m happy with the placement of this event.
#7 ▼2 City Quarter (Empires) Weighted Average: 75.67% ▼0.94pp / Unweighted Average: 72.87% (7) / Median: 78.13% ▲0.71pp / Standard Deviation: 15.50%

Bryan: City Quarter provides an engine and village in one card. While it costs a lot, 8 debt can be paid over a few turns, meaning it is reliable to count on CQ to be the entire enabler for a deck with a few turns investment. To me, this card’s slight decrease in rating is not justified, and it should have maintained the rank of last year.
tracer: It is surprising as well as disappointing to see this card fall, as it can make decks work and even excel with very little support. It is the only 8 debt card that consistently seems worth its price.
#8 ▼1 Inheritance (Adventures) Weighted Average: 73.43% ▼1.42pp / Unweighted Average: 72.65% (8`) / Median: 78.13% ▼2.52pp / Standard Deviation: 19.31%

tracer: One of the more quirky things in Dominion, Inheritance is also one of the best. In addition to creating a pile of decent actions that give 1 point and only cost 2, it also transforms a number of dead cards in deck into something desirable. Even with Estate trashing it is usually worth going for and has a few targets that create something incredible for that low of a cost.
Bryan: Inheritance enables completely unique strategies. It often changes kingdoms into a race for $7.
#9 ▲2 Border Village (Hinterlands) Weighted Average: 70.80% ▲3.04pp / Unweighted Average: 65.87% (12) / Median: 65.63% ▼2.11pp / Standard Deviation: 18.75%

Bryan: Border village itself is just an expensive village, but it allows many neat gaining tricks, can be remodeled into provinces, and can help build up consistent engines quickly by allowing the gain of terminal draw and villages at the same time. As an engine and village fan, I support the slight this rank climb from last year.
tracer: It is nice to see Border Village finally rising since it allows in $6 and 1 buy what would typically take $8 or $9 and 2 buys. This added speed makes for a card that rarely goes untouched.
#10 ▲2 Overlord (Empires) Weighted Average: 69.67% ▲4.03pp / Unweighted Average: 69.70% (11) / Median: 71.88% ▲0.91pp / Standard Deviation: 13.50%

tracer: Perhaps the most versatile card in Dominion, Overlord’s ability to act as any 5-cost can make it an essential opening buy and also have it maintain efficacy late into the game. However, its high cost can lure one into a cycle of only buying Overlords while never being able to actually reach $5, and the best 5-costs will often run out, limiting Overlord’s potential. I am wary of its rise.
Bryan: Overlord shines most when it can replace early trashers and then transition seamlessly into being all parts of the engine. When this versatility is allowed to shine, overlord is amazing.
#11 ▼5 Grand Market (Prosperity) Weighted Average: 68.18% ▼8.17pp / Unweighted Average: 71.62% (9) / Median: 71.88% ▼5.54pp / Standard Deviation: 12.81%

Bryan: Grand market is another very powerful card, offering huge non-terminal payload and a +buy source. In games where grand market is good, it often snowballs itself, as using grand market is one of the better ways to buy grand markets. It comes with a hefty buy restriction, however, and often can be ignored due to the challenge of getting started on this strategy. The large drop represents a shift away from this simple grand market deck and towards more complex strategies. I agree with this shift.
tracer: With Grand Market versus Border Village being one of the main talking points last year, it seems fitting that with Border Village’s rise comes Grand Market’s fall. Grand Market is a great card, but unlike the cards above it (and some still below it), it is nothing special.
#12 ▼2 Dominate (Empires) Weighted Average: 66.39% ▼2.41pp / Unweighted Average: 69.99% (10) / Median: 74.07% ▲3.10pp / Standard Deviation: 19.21%

tracer: The appropriately named Dominate does just that as one of the top sources of points in Dominion. Like the other top point sources of Goons and Groundskeeper, one always needs to keep Dominate in mind as a potential goal while building as a single Dominate buy can crush dreams of a pile-out as well as overcome a two Province advantage. Due to these possible swings in game state, I think Dominate ended up underrated
Bryan: This event might be underrated in that it almost always changes the strategies of the board to be focused on being able to generate $14. Two dominates can catch up to 5 provinces, so it is very hard to ignore this event.

75
Dominion League / Re: Season 25 - Results
« on: January 17, 2018, 09:58:19 pm »
B1:

tracer 4 - 2 ehunt

Pages: 1 2 [3] 4 5 ... 12

Page created in 0.11 seconds with 18 queries.