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Dominion General Discussion / Re: THE Dominion Card List(s): $4 cards Part 2/3 posted
« on: December 12, 2011, 12:54:29 pm »
Hmm. I'm just going to do the best from cost 2-5 from each of the sets I own.
Base:
$2 - Chapel - obviously.
$3 - Village - more useful than the other three, which can be more powerful, but only in specific situations (Workshop with Gardens, Woodcutter when there are no other +Buys, etc)
$4 - Moneylender/Throne Room - Smithy close second - there's quite a lot of $4 from this set, but Moneylender is able to boost you up from the Copper doldrums so efficiently. Given that it becomes almost useless in late game (unless you have a Remodel or Remodel variant), I tie this with Throne Room, which is amazing in late game, though rather useless early game. Anyone who buys a Throne Room first is an idiot. The reason why Smithy is not at the top in my opinion is the lack of +Action. Smithy either needs to be couple with Big Money or lots of +2 Actions cards to be useful, though it becomes very useful in those situations.
$5 - Laboratory - Witch/Mine in second - I don't think I need to justify Laboratory. Witch and Mine are both cards you have to get early, the Mine because you want to start ramping up money as early and often as possible, and the Witch because you want to screw your opponents deck before they can screw yours, and before the Curses run out. But both are extremely powerful cards, though neither can quite top Laboratory.
Intrigue:
$2 - Meh? These are really all well-priced - they're shitty cards. They do something decently, but you'd rather have something more expensive. Please feel free to disagree.
$3 - Steward/Masquerade - Steward is delightfully versatile, able to function as a Chapel early game, or as a drawer/coin-provider in mid- or late game (provided you have +Actions). And Masquerade can fuel a host of nasty tactics when played correctly.
$4 - Bridge - I don't think I need to say anything for this.
$5 - This one's a toughie. While I recognize Minion is probably most powerful, I really, really like Trading Post. It sort of neatly combines what I like about Chapel and Mine, though you may want to couple it with a Mine or Remodel for late game.
$6 - Harem - duh.
Alchemy:
Here's where it gets interesting. I'm not sure how you want to handle Potion cards. Herbalist and Apprentice are both great cards for their price. Herbalist combined with Alchemist is a rather obvious combination, but it has its uses elsewhere. But the Potion cards are all just so powerful, and there's only one or two at each of their "prices," so there's no real point in discussing this? They're all good cards (except maybe Transmute), just hard to get to.
Prosperity:
$3 - Watchtower - I've never liked Trade Route - it's too slow, and it mandates that you trash. And I'm still not quite sold on Loan - there are other, more effective ways of doing what it does.
$4 - Bishop - if you've ever played with Bishop on isotropic, and you let your opponent get most of them, you know why I'm saying this.
$5 - Mountebank/Vault - Rabble in second - Getting Mountebanks early can screw your opponents deck massively. And if you get a 5/2 split, buying Vault ensures you will have a Grand Market between your first and second shuffle. Vault's +2 Cards solves pretty much everything that sucked about Secret Chamber's action. Rabble is more subtle. +3 Cards is always great, but being able to make sure your opponent never gets to play his Grand Market or King's Court is very, very satisfying. City, you say? Sure, but you need to buy, let's see, ALL OF THEM for them to be useful.
$6 - Grand Market. Sure, Goons means you don't need to buy Provinces or Colonies, but Grand Market means you can buy more than one every turn.
$7 - King's Court - need I say more?
Stop looking at me like that, Peddler! You're the only one of your cost!
I recently got Seaside, but I don't think I've played it enough to judge the cards effectively.
Base:
$2 - Chapel - obviously.
$3 - Village - more useful than the other three, which can be more powerful, but only in specific situations (Workshop with Gardens, Woodcutter when there are no other +Buys, etc)
$4 - Moneylender/Throne Room - Smithy close second - there's quite a lot of $4 from this set, but Moneylender is able to boost you up from the Copper doldrums so efficiently. Given that it becomes almost useless in late game (unless you have a Remodel or Remodel variant), I tie this with Throne Room, which is amazing in late game, though rather useless early game. Anyone who buys a Throne Room first is an idiot. The reason why Smithy is not at the top in my opinion is the lack of +Action. Smithy either needs to be couple with Big Money or lots of +2 Actions cards to be useful, though it becomes very useful in those situations.
$5 - Laboratory - Witch/Mine in second - I don't think I need to justify Laboratory. Witch and Mine are both cards you have to get early, the Mine because you want to start ramping up money as early and often as possible, and the Witch because you want to screw your opponents deck before they can screw yours, and before the Curses run out. But both are extremely powerful cards, though neither can quite top Laboratory.
Intrigue:
$2 - Meh? These are really all well-priced - they're shitty cards. They do something decently, but you'd rather have something more expensive. Please feel free to disagree.
$3 - Steward/Masquerade - Steward is delightfully versatile, able to function as a Chapel early game, or as a drawer/coin-provider in mid- or late game (provided you have +Actions). And Masquerade can fuel a host of nasty tactics when played correctly.
$4 - Bridge - I don't think I need to say anything for this.
$5 - This one's a toughie. While I recognize Minion is probably most powerful, I really, really like Trading Post. It sort of neatly combines what I like about Chapel and Mine, though you may want to couple it with a Mine or Remodel for late game.
$6 - Harem - duh.
Alchemy:
Here's where it gets interesting. I'm not sure how you want to handle Potion cards. Herbalist and Apprentice are both great cards for their price. Herbalist combined with Alchemist is a rather obvious combination, but it has its uses elsewhere. But the Potion cards are all just so powerful, and there's only one or two at each of their "prices," so there's no real point in discussing this? They're all good cards (except maybe Transmute), just hard to get to.
Prosperity:
$3 - Watchtower - I've never liked Trade Route - it's too slow, and it mandates that you trash. And I'm still not quite sold on Loan - there are other, more effective ways of doing what it does.
$4 - Bishop - if you've ever played with Bishop on isotropic, and you let your opponent get most of them, you know why I'm saying this.
$5 - Mountebank/Vault - Rabble in second - Getting Mountebanks early can screw your opponents deck massively. And if you get a 5/2 split, buying Vault ensures you will have a Grand Market between your first and second shuffle. Vault's +2 Cards solves pretty much everything that sucked about Secret Chamber's action. Rabble is more subtle. +3 Cards is always great, but being able to make sure your opponent never gets to play his Grand Market or King's Court is very, very satisfying. City, you say? Sure, but you need to buy, let's see, ALL OF THEM for them to be useful.
$6 - Grand Market. Sure, Goons means you don't need to buy Provinces or Colonies, but Grand Market means you can buy more than one every turn.
$7 - King's Court - need I say more?
Stop looking at me like that, Peddler! You're the only one of your cost!
I recently got Seaside, but I don't think I've played it enough to judge the cards effectively.