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Messages - benedettosoxfan

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26
Graverobber and rogue should be nowhere near each other as graverobber is much better. Not having a choice in which function to use is so frustrating for rogue. If there's a sea hag or a moneylender in the trash in the mid-late game then you HAVE to gain it. Silvers often find themselves in the trash as well. Having a choice would make it much more reasonable, and even then I still don't think it would be better than graverobber. Unlike rogue, it gives you the choice of what to do, which is really important, and being able to expand your $5 actions into provinces makes it an excellent card to have around in the late game. Long story short, rogue belongs in the bottom tier and graverobber should get a big bump.

27
Whoa whoa whoa hold the phone. I get that it's not exactly new and exciting, but there are absolutely not 24 $4cards better than jack of all trades. This card is like playing the game on easy mode. It minimizes the effect of every attack that I can think of, and allows you to empty provinces really really quick. It's a slightly boring strategy, but do you want to win or not? Getting 2 jacks wins you games. That's it. Get 2 of this card and your chance of winning is pretty darn good. I mean obviously going for a jack strategy won't always be best, especially with some landmarks, but going for a rebuild strategy isn't always best either and that's the reigning champ of $5 cards. Jack is at least a top 10 card. Don't overthink it.

I'm glad to see villa move up. That card is so game breakingly weird (in a good way) and enables you to do stuff that no other card can do. Especially with bridges and draw to x cards this gets beyond silly. I also hope that ironmonger and minstrel maintain their spots at the top. Despite being a little nerfed by night cards they're both soooooo good.

I'm not too surprised to see sea hag fall as much as it has considering it gives the user no real benefit. On that same note, I feel like young witch is just not that good. Like I think it's a bottom half card. The winds gift effect is really iffy on a terminal card and the presence of banes just doesn't make me comfortable going for it most of the time. Just my 2 cents.

28
Alright here's where some real debate starts. I expect that there's way more variation with the $4 cards than the less expensive ones. I definitely agree with the bottom tier. I rated pirate ship as not only the worst $4 card, but as the worst card in all of dominion. I feel that no other card gives you a better chance of losing. It's terminal, helps your opponent, way too slow to make a return on investment, and in the rare case where you're able to build an engine that fires off several of them per turn, there's got to be something better you could be doing. Bureaucrat is the clear runner up, but at least it doesn't help your opponent.

I expect a lot of these cards to go up somewhat in the future. Gardens is the only one that really surprised me with how low it is. There are still several viable garden strategies that are pretty darn effective. It's miles better than feodum and silk road. Necromancer is definitely underrated here. Any card that gives you so many options is a friend of mine. Keep in mind that you actually WANT to trash your good action cards. You can trash that $5 card with zombie apprentice, draw 5 cards, and then immediately play it with another necromancer. The mason option is a little weak, but not nearly as dangerous as it seems because there's no harm in trashing a good action card. Worst case scenario, it's a cantrip spy.

Skulk is fine where it is. The early gold is great, and it's far from a dead card. Any source of buy is always welcome, and if you can ever consistently kings court this thing, you have a very good chance of absolutely ruining your opponent's next turn. 1 hex is usually a minor nuisance, but several of them a time cause some serious problems. Still, this seems like the right spot for it. Definitely not a bad card and it has its uses, but the other cards are just simply better.

I hate to say it, but I think monument might keep on falling. It had its day in the sun, but now there are just way too many ways of getting more vp than your opponent. Between events, landmarks, alt vp, etc., that one vp from a terminal silver is hardly significant. The evolution of dominion has probably been more devastating to monument than any other card I can think of. However its friend bishop should still be in the top half. A bishop golden deck is still very strong and picking one up in the late game can give you good options for ending the game. The benefit to your opponent is pretty significant of course.

Finally, mission is definitely a better half card shaped thing. There's a LOT of things you can do in a turn besides "buy" a "card." Gaining, trashing, events, attacking, cycling through your deck, etc. Chances are there's something on the board to make it worthwhile. This should move way up.

29
At first glance, this list seems about right to me. The only real disagreement I have for the whole 0-2 list is still poor house. The main takeaway from the top cards here is the huge priority we're putting on early trashing. I know it sounds obvious and we all know how important trashing is, especially when it's non-terminal, but wow raze at 6? Monastery at 4? Ratcatcher at 13? My first impression is that there must be something aside from the travelers that's better, but as I look at the other cards in the top 20 or so, I guess that maybe there really isn't. The forum has spoken and a cheap trasher is more important than a cheap village (squire, hamlet, etc.).

I was quite interested to see where lurker would end up. I think 11 sounds about right, but I could understand vaulting it into the top 10 with all the neat and unique tricks it can do with things like cultist, fortress, squire, etc. Gaining potion cards, high priced actions, and draining piles make it a very curious card with unique potential. I bet it gets bumped to the top 10 eventually.

30
Ah I've been so excited to make a contribution to these lists. A big thank you to Qvist and everyone responsible in the compilation and delivery of these rankings! Some initial opinions of mine to kick off the banter:

Poor house is waaaaaaaaay better than that. Shouldn't be anywhere near the bottom 10 in my opinion. In engine decks where you can trash all your starting copper, which are not uncommon, poor house provides excellent payload. Sure it's terminal, but $4 from a card that's borderline free? I've had many many games where poorhouse was the main attraction of my strategy. The only ranking I truly don't understand in this first batch.

I think tracker is sneaky good. The top decking ability is the best part about it. The comparisons to royal seal are obvious, but the fact that you activate this ability during your action phase opens up a new world of possibilities. Any gainer becomes much more attractive, and the boon itself (especially the Earths gift or the gold gainer) can really come in handy.

I also personally feel that vagrant is better than patrician, but that's just me.

Scouting Party is also really really useful and possibly underrated.

31
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 09:33:30 am »
Guardian's gain to hand clause is pretty big I think. Especially in the early going if you can tell that your opponent is due to draw their mountebank or if you know you're about to face a cultist chain, you can spend a $2 buy as insurance to make sure you're protected for your next turn. Likewise, it's good if you know you're going to want an extra boost in cash for the next turn. It's almost like villa where you probably don't want to buy it until the actual turn you need it. Also, I've always found it strange that there have only been 2 cards that just straight up nullify attacks. I don't think it hurts to have a 3rd one just to increase the odds of one showing up in a random kingdom.

32
Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 02:27:52 pm »
It's hard to judge how good a card like sacred grove can be, so I just quickly whipped up a little list of all the different possibilities it gives you.

+1 buy +$3
Each player may discard a treasure to gain a card costing up to $4

+1 Action +1 Buy +$4
(Keep this until Clean-up.)

+1 buy +$3
Each player may trash a card from their hand

+$4 +2 buys
(Keep this until Clean-up.)

+1 buy +$3
Each player may look through their discard pile and put a card on top of their deck.

+1 buy + $3 Gain a Silver. Each other player may gain a silver

+1 buy +$3
Each player gets +1 Card at the end of this turn.
(Keep this until Clean-up.)

+1 buy +$3
Each player may discard 3 cards to gain a Gold.

+1 buy +$3
Each Player: Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.

+1 buy +$3
Each player may gain a Will-o'-Wisp from its pile.

+1buy +$3, +2 Cards. Discard 2 cards.
Each player may draw 2 cards and then discard 2 cards

Only 3 of the boons give you $1, so there's a good chance that you'll be helping your opponent by playing sacred grove. As for your bonuses, they seem decent at first glance, especially the more vanilla ones like +1 action, +1 buy, +$4. Of course these boons are like a box of chocolates and you never quite know what you're gonna get!

33
Lookout in the top tier is certainly controversial, but I understand the logic if you really REALLY value early trashing/sifting, but the one I don't understand is Explorer in a tier over Cutpurse and Merchant Ship. They're all iffy terminal payload, but cutpurse is cheaper with a useful early game attack, and merchant ship is obviously a duration, but explorer sticks you with a silver that you may or may not want, or possibly a gold that you may or may not want. What's the reasoning behind that distinction?

34
Variants and Fan Cards / Re: Really bad card ideas
« on: November 08, 2017, 10:44:51 pm »
For some reason I feel like it would be fun to think up cards based on Rudolph the Red Nosed Reindeer. They don't have to be any good; but just the fact that I could play Dominion: Rudolph Edition would warm my heart this holiday season. With that in mind:

Yukon Cornelius
Action - $4
Reveal cards from your deck until you reveal a silver or a gold, putting it into your hand. You may trash one of the other revealed cards and discard the rest.
If you didn't reveal a gold or a silver, gain a silver to your hand.

Island of Misfit Toys
Action - $5
Play this twice as if it were an action costing up to $4, and then put it on your island mat, returning it to your deck at the end of the game.

35
Dominion: Nocturne Previews / Re: Bonus Preview #3: Fool
« on: October 25, 2017, 10:23:01 am »
Wow. There is so much going on with this game already. Like there is sooooooo much going on. And we still have 2 new concepts to go over this week. Is it possible that there's "too" much going on with Nocturne? It seems like this easily could have been two entire expansions instead of one. I'm not complaining and it's gonna be crazy figuring out how to properly conquer these new concepts, but the amount of brand new complex mechanics is huge. Considering it's the 11th expansion and most of us have the whole dominion thing down by now, I greatly accept this new challenges. But yeah a new player probably won't be messing around with nocturne for a long time.

Heirlooms are awesome. Probably the thing I'm most excited for and game warping in the best way possible.

36
Dominion: Nocturne Previews / Re: Bonus Preview #2: Faithful Hound
« on: October 25, 2017, 12:01:01 am »
Just played my first game with the pup (that's what I'm calling it anyway) and artificer happened to be in the kingdom and oh my goodness I just found one of the most fun synergies I think I've ever found. I lost but it was hilarious. Piledrive faithful hounds, get an artificer chain going, discard 5 pups for artificer, discard 5 more pups for whatever you want, start next turn with 15 cards in hand, have a ball. Of course, if you find a turn where you can't play artificer, your pups get loose and then you've got 10 of them running amok in your deck. There's got to be some crazy golden deck potential here though. It just happened to be my first ever game with faithful hound.

37
Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 10:29:07 am »
The first thing that would come to mind when hearing "cursed village" is probably something like
+1 card
+2 actions
Each other player gains a curse

Something like that would probably have to cost at least $6 I would imagine. Unless the "cursed" part is detrimental to the user and it's something like
+1 card
+2 actions
Discard a card

Which would have to cost no more than $2

So my first speculation is cursed village will either cost $6 or $2. Yay speculating!

38
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 20, 2017, 09:01:47 am »
I got "ghost town."

39
Dominion General Discussion / Re: The bad luck thread
« on: October 03, 2017, 11:18:12 am »
The other day I was playing a game and opened sauna/silver and ended up with 2 saunas and 3 avantos. I believe goons was a big part of it, but long story short I went the whole game only trashing one estate and one copper. It was absolutely amazing. I wasn't even mad because while I certainly didn't play perfectly, and probably got a terminal or two to clog myself up, I don't think I could ever get that unlucky again if I tried. I had to blindly play an avanto several times hoping to hit a sauna and it never happened. The only time in the entire game that I was actually able to chain my saunas and avantos together, the last 2 cards in my deck that I couldn't get to were my 2 silvers. I hate to resign games ever, but it got so out of hand so fast.

40
Dominion League / Re: Season 23 - Results
« on: September 10, 2017, 10:11:18 pm »
D4

Benedettosoxfan: 6

Kamikazepig: 0

I think I'll sit out next season.

41
I'm glad to see sentry get some discussion. Since it's too new to be on any of the previously established lists of card rankings, I don't quite know if it's as good as I think it is. I could be way off, but I think it's better than junk dealer, which is a consensus top 10 $5 card. It's probably one of the most consistently useful cards in the game regardless of what stage you're in. While of course it's elite in the first couple turns, it's still a very useful card later on where junk dealer or upgrade might be liabilities. I'm really curious to see where it ranks in the next installment of $5 cards. I would probably rank it in the 8-10 range. Am I falling into a noob trap and way overrating it, or is it actually as good as I think it is?

42
I spent a long time building this engine once where merchant guild was the only source of buy, and just as I was putting it all together and played by merchant guild, I realized that it was merchant ship. You would think I would have noticed that merchant guild is not orange.

43
Dominion League / Re: Season 23 - Results
« on: September 05, 2017, 10:10:02 pm »
D4
Benedettosoxfan-4    Chaos-2

44
Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 03, 2017, 01:00:00 pm »
As I'm new to the dominion community, this is the first "new" expansion that I've been able to properly anticipate and I couldn't be more excited! I'm intrigued by the idea of starting coppers being replaced kind of like shelters replacing estates. That along with the gloomy hex atmosphere makes me wonder if this is a sort of sequel to dark ages in the way that Adventures was to Seaside and Empires is to Prosperity.
As for the hexes and boons, I'm very curious as to what that entails. It's got to be some sort of "bad thing" you can do to your opponent. I wonder if they are more similar to attacks or if they are actual junk cards like curses or ruins. I would love if they played off the concept of enchantress where you briefly change the way certain cards work for your opponent. Example, "Name an action card. On your opponents next turn, that card provides 1 card 1 action instead of the regular effect" or something along those lines.
But most importantly I'm excited for what certainly seems like new mechanics and figuring out what the best new strategies are and looking back and laughing at how wrong I was when Nocturne was first coming out.

45
Dominion League / Re: Season 22 - Results
« on: July 11, 2017, 09:54:04 am »
Seeing as I am middle of the pack in D2 and didn't get throttled like I feared, I'll be back for next year.
you mean...   season?
Whoops my bad yes I mean season.

46
Dominion League / Re: Season 22 - Results
« on: July 10, 2017, 01:48:22 pm »
Seeing as I am middle of the pack in D2 and didn't get throttled like I feared, I'll be back for next year.

47
Dominion League / Re: Season 22 - Results
« on: July 06, 2017, 11:05:13 pm »
D2
Benedettosoxfan 5 - 1 Silllle

48
Dominion General Discussion / Re: Dominion song parodies
« on: June 28, 2017, 03:31:44 pm »
Challenge accepted. The thing about Bob Dylan is his style kind of wanders so much that you don't have to really adhere to a super strict syllable count and you can kind of tweak the delivery to make it flow however you want to fit the meter so it's not quite as hard as it seems at first.
Having said that, here's Tangled Up In Blue: A comedy of errors starring your favorite reaction cards.

This is fantastic. I'm speechless.
Thank you! I'm happy to entertain and song parodies have always been a hobby of mine. The sky's the limit as far as implementing dominion concepts into classic songs goes.

49
Dominion General Discussion / Re: Dominion song parodies
« on: June 28, 2017, 12:13:51 pm »
Makes me want to do a long Bob Dylan song, but I've got to find the right one.
Hmmm. "Tangled Up in Blue", about buying too many Reaction cards with nothing to react to? "The Times They Are A'Changin'" about Second Edition cards? "Hurricane" about I'm not sure what, but I'd really love to hear it?

Ha! I had the same thought re: Tangled up in Blue, but the song is so damn sprawling it was too intimidating.

Visions of Dame Anna?

Challenge accepted. The thing about Bob Dylan is his style kind of wanders so much that you don't have to really adhere to a super strict syllable count and you can kind of tweak the delivery to make it flow however you want to fit the meter so it's not quite as hard as it seems at first.
Having said that, here's Tangled Up In Blue: A comedy of errors starring your favorite reaction cards.

Early one game I played a witch
He revealed me a moat
Left me looking like a fool
Left him happy to gloat
They said those attacking fives
Would sure make things insane
They never did tell me that little guy
Was a universal bane
I was hoping for some silver and gold
As two cards came my way
But I got colliding terminals
I could not even play
What I just drew
Tangled up in blue

He had 5 cards ready to go
I thought that needed to change
Played my militia but then lo
He started to do something strange
Picked up a pair to give him more
And then discarded down
That diplomat had something in store
Acts like a shanty town
He had actions, buys and draw
And somehow drew his deck
My attack be came a flaw
I knew I’d soon be wrecked
GG to you
Tangled up in blue

I saw a beggar gardens board
I thought it might be slick
To try a little variation of
A well known base set trick
So I stacked my deck as well I could
To get it all nice and fat
But I never did noticed what I should,
There were colonies and plats
And all the while my gardens grew
As they were easy to feed
I gained a lot of coppers
But I never gained the lead
Should’ve thought this through
Tangled up in blue

He opened up a lucky 5/2
And went with fool’s gold, mint
At first impression I hadn’t a clue
But I started to take the hint
And later on as his deck got thin
I kinda got the gist of his game
He was surely bound to win
If I didn’t start to do the same
I gathered all my hard earned cash
Fools gold covered the cost
Bought my mint but then the gold got trashed
This game was all but lost
I’m just screwed
Tangled up in blue

I was looking at junk dealer
And market squares in my hand
Looking for a game sealer,
A megaturn was planned
I got me a copper good to trash
And discarded all the squares
I couldn’t resist the flood of gold
My economy was unfair
Well later on after several draws
I found myself in a bind
I got myself to 20 yes
But I only had one buy
Now this is true
Tangled up in blue

We were playing an ugly board
A long and nasty slog
Neither of us had hardly scored
It wasn’t a pretty log
Horse traders was my best bet
To boost me up and get to five
The game was not decided yet
My hope was still alive
Next turn when the horses came out
They came with no support
There was no benefit of the doubt
Even when I’m going for some sort
Of duchy/duke
Tangled up in blue

So now I’m gonna get him good
Gonna hit him with mountebank
A copper and a curse there should
Make sure his ship has sank
Some might call it lucky
Some may call it cheap
Me I call it getting even
Trying to avoid the sweep
I handed him the pair of junk
And then he smiled at me
His watchtower meant my plan stunk
And he even gained 2 VP
From Tomb
Tangled up in bluuuuuuue

50
Dominion General Discussion / Re: Dominion song parodies
« on: June 26, 2017, 11:29:40 am »
I hate to be that guy who bumps an old thread and I know someone's already done a Piano Man parody, but this came to me in a dream last night and I couldn't not share it. It's a little ode to guilds:

It’s 9 turns into a dominion game
The rest of my deck shuffled in
There’s a journeyman looking back at me
And I know that he’ll help me to win

He says son came you name me a victory?
I’m not really sure where it’s at
But I know that you’d hate to draw that useless estate
So I’ll skip it and that’ll be that

La la la, di da da
La la, di da da da dum

Name us a card you’re the journeyman
Name us a card tonight
Well we’re trying to set up menagerie,
And you’ll make our hand look alright

Now butcher from guilds is a friend of mine
He gains me more cards for free
And he’s great in a slog and a good engine cog
If you try it I’m sure you’ll agree

The advisor he reveals a trilogy
My opponent, he hatches a plan
Now I’m sure that I should have played cartographer
Cause I’ve picked up 2 green cards in hand

La la la, di da da
La la, di da da da dum

Now doctor’s an early game trasher
Who’s better when you overpay
And he’s talking with baker and candlestick maker
Who generate tokens for days

And the herald is setting up action chains
As the merchant guild gives me more buys
Yes they’re building a deck based on synergy
It’s the greatest plan ever devised.

Name us a card you’re the journeyman
Name us a card tonight
Well we’re trying to set up menagerie,
And you’ll make our hand look alright

It’s a pretty good hand for a megaturn
And the stonemason gives me a smile
Cause it’s gold that he sees, which can trash to duchies
And can soon end the game on 3 piles

And the masterpiece gains me a silver flood
As the soothsayer deals out a curse
And I want to play taxman but I’m all out of actions
Guess I should have played my plaza first

Name us a card you’re the journeyman
Name us a card tonight
Well we’re trying to set up menagerie,
And you’ll make our hand look alright

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