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Messages - Commodore Chuckles

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1101
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: March 04, 2018, 11:50:27 am »
The group-think attribute is thing that makes Fool difficult to evaluate (for me anyway.) You don't get it because you actually want it, you get it to prevent your opponent from having a monopoly on Lost in the Woods.

1102
Dominion General Discussion / Re: very short strategy article
« on: March 03, 2018, 03:07:03 pm »
I think looking for another term is kind of missing the point.

Imho, the whole thread is missing the point since page 2.

Well, that depends. Does anyone know what the point of this thread was in the first place?

1103
Dominion General Discussion / Re: very short strategy article
« on: March 01, 2018, 02:19:13 pm »
Honestly, I think the only real use for "strictly better" is when critiquing people's fan cards i.e. "This made-up card is no good because it's strictly better/worse than this other actual card."

1104
Dominion General Discussion / Re: Dominion Drinking Game
« on: March 01, 2018, 12:10:03 am »
Take a shot whenever someone opens with Baker.

1105
Dominion General Discussion / Re: very short strategy article
« on: February 27, 2018, 10:50:09 pm »
Correct, but Donald already mentioned perception. The average person who buys Hinterlands would have seen that card and thought of the top-decking as a bonus, and would have gotten mad that it was better than Woodcutter but cost the same.
For me, the cards which at first glance seem obviously overpowered or obviously underpowered are some of the most thought-provoking and interesting.

While more casual players may not feel the same way, I'd have expected most people who've collected expansions as far as Hinterlands to be in agreement.
Card that looks overpowered or underpowered, not the same as card that looks strictly better/worse than another. Not the same.

I am not aware of a block of Dominion players who hate cards simply for looking strong/weak, though individual cards may have groupthink issues that cause players to hate them. But there is in fact a block of Dominion players that hates hates hates strictly better cards.

When Hinterlands came out, people didn't complain that Haggler was too strong, that Mandarin was too weak. But they screamed about Noble Brigand looking too much like a strictly better Thief (yes despite being able to say, but Thief can steal Platinum etc.).

I wasn't here for that, but considering how awful Thief was it seems odd to me that anyone would complain about a better version of it.

About Mandarin, though, did people complain that Count was a strictly (way, way) better version of it without the on-gain?

1106
Dominion General Discussion / Re: Quick Questions and Answers
« on: February 27, 2018, 10:25:51 pm »
Scheme, yes; Treasury less so.

I mean, you want to use your Conspirators to buy green... right?

True. I forgot that detail about Treasury.

1107
Dominion General Discussion / Re: Quick Questions and Answers
« on: February 27, 2018, 02:24:53 pm »
Scheme and Treasury are also great with Conspirator, since they guarantee you'll have have cantrips in your next hand (absent Minion, of course.)

1108
Dominion General Discussion / Re: very short strategy article
« on: February 27, 2018, 02:04:25 pm »
Treasure Map's another card where you want Nomad Camp's on-gain ability. Although it's not always easy to buy a $4 card on the turn you activate your Treasure Maps.

Treasure Map is another card whose topdecking is a drawback.

In retrospect, it would have been cute (and sometimes stronger) if Treasure Map put the Golds at the bottom of your deck. You found the X! You've still got to dig for that gold.

(unless you are the one with the loaded gun)

And it would have given an actual use for Pearl Diver!

1109
Dominion General Discussion / Re: Synergies within individual sets?
« on: February 26, 2018, 01:06:48 pm »
One of the themes of Hinterlands is discarding/sifting, so Tunnel combos with a ton of other cards from that set.

Fool's Gold also arguably combos with a lot of the discarding/sifting cards, because those let you line them up easier.

Similarly with Dark Ages, Fortress has a ton of combos with cards from its own set because the theme is trashing.

There are also a lot of in-set Rats combos. It can serve as a middleman for cards that can't trash Coppers (Hermit, Death Cart, Graverobber) and as a decent defense against Rogue and the Knights.

1110
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 25, 2018, 10:59:48 pm »
Had a game recently where
a) Druid (with Flame's Gift) was the only trashing and the only +buy.
b) my opponent ignored Druid and won.

Were there any villages?

1111
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 25, 2018, 01:28:48 pm »
Harvest's big problem is that it's terminal payload that you don't want to draw at the very end. You can discard some junk and Harvest that, but that option isn't always available. When it works, though, it can be pretty good payload, particularly with cards like Herald that love actions but hate treasures. It's also something decent to buy if it's a slog board with not much else going on; that's definitely not high praise but it's more than I can say for something like Cache, which you usually don't want even if there's nothing else going on.

Overall, I don't think Harvest is the very worst $5 card, but it's definitely down there.

1112
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 05:18:53 pm »
Edgecase Village
Action - $3
+1 Card
+2 Actions
When you gain this, gain a card strictly worse than it.

1113
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 22, 2018, 01:28:14 pm »
There are some cards more useless than Transmute (hello Bureaucrat) but Transmute is still the worst card because of the price.

1114
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 21, 2018, 10:03:37 pm »
...
...
La calls a Guide.

I'm not sure this belongs in this thread. This might deserve its own thread.

I'm glad you posted the whole log; based on the screenshot on Discord I was trying to figure out where your other 2 cards went.

There's the Best Dominion Moments thread. It can go there.

1115
Dominion General Discussion / Re: very short strategy article
« on: February 21, 2018, 10:00:33 pm »
All the hexes are pretty good. It's annoying how you can't predict them, but still, you should probably be finding ways to give them.

1116
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 21, 2018, 09:58:46 pm »
Base: Moat

I think in 1st edition the Throne/Feast combo was the most commonly asked-about thing.

Come to think of it, Throne Room is probably the most confusing Base Card in general. You need to explain that Throning a cantrip gives you +2 actions, what happens when you Throne Room a Throne Room, etc.

1117
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 21, 2018, 02:03:26 pm »
Here's what I think are the #1 most unique/stand-out cards from each set, from the perspective of the present rather than the time they came out:

Base: Chapel
The most important card of the set, and for a long time considered the best card in the whole game. It also remains the only card that does nothing besides trash.

Intrigue: Masquerade
A card that can screw with games like few others can. The passing mechanic also remains unique and is one of the few ways to get a card without officially "gaining" it, which matters for Watchtower etc. Oh, and it's also the only card that lets you get weird things like two Hovels.

Seaside: Native Village
This one was a bit tough, but I decided on Native Village because it's one of the only two cards in the game (I think?) that can remove ANY card from your deck and ALSO return it to your deck (The other being Prince.)

Alchemy: Possession
Hardly needs explaining. A card so game-breaking it actually broke the game and had to get errata-ed. It's also the only card in the game that (arguably) breaks a fundamental rule for Dominion card design in that it can act as an attack that only affects one opponent.

Prosperity: Peddler
It's the only card where the cost is always a mystery until your buy phase.

Tournament: Young Witch
It adds another Kingdom card to the game, which is very different.

Hinterlands: Ill-Gotten Gains
It's an attack that's not an Attack. Haunted Castle is the only other card like that.

Dark Ages: Poor House
The cost obviously stands out, but it's also the only card that can take away $ from the person who played it.

Guilds: Stonemason
It's the only trasher that's not bought primarily for the trashing. It's also the only Remodeler that can't actually gain a more expensive card than the one trashed.

Adventures: Coin of the Realm
It's the only Village-Treasure. That's pretty special.

Empires: Villa
Another one that hardly needs explaining. The return-to-your-action-phase thing is one of the weirdest mechanics in the game.

Nocturne: Vampire
The Vampire-Bat cycle is similar to the Travellers, but there's really nothing exactly like it.

Promos: Stash
The only card with a different back, and the only card that specifically cares when you shuffle. Black Market is also really wacky, so it's a close call between those two.

1118
I'd say this is a reasonably strong engine set, actually. While there are no cards that say "+2 actions" a Throned Sentry or Market is effectively a Village.

Vassal is normally hard to make work, but here it's pretty good, because of Sentry and all the other +actions, and the excellent trashing. It will trip on the Curses, but if you Chapel down fast enough it's pretty easy to get rid of the Curses as they come and keep your junk level low. In fact, considering that this set has weak draw, it's probably best to not buy too many treasures (if any) and instead focus on Vassals, Markets, Sentries and Throne Rooms. Poacher is bad here because the Curse pile will empty fast, but you don't need it because of Market.

1119
Dominion General Discussion / Re: Quick Questions and Answers
« on: February 20, 2018, 02:26:29 pm »
Next Question:

What is the absolute minimum you require to try and put together an engine?

On Burning Skulls "how to base dominion" youtube series, he succeeded in making an engine every time, even when the components were weak.
Is there some threshold where you think "this isn't worth it"?  Like, do you look at a board with a village and a +2 cards component and think "that's enough"?  If the village doesn't even give you a card, and the best you can do is maintain a hand of 5 cards, is it worth the attempt?  Had a game with festival/steward and wasn't able to make my deck do much. 

Bonus: On the occasions you decline the engine, what's the next best thing to look for?

Depends on the payload. You don't play a Hamlet/Oracle engine for Gold payload, but you might for Highway payload.

Hamlet/Oracle isn't even an engine. The only thing it does is sift.
Festival/Steward at least gives you $. But it's basically a clunky Grand Market for $8, which is a pretty bad deal.

I'd say that in general BM is the main thing competing with an engine. So if there's a terrible engine, but a strong BM enabler (Wharf, Embassy, Margrave, Council Room, Hunting Grounds, maybe Catacombs and Pooka) you should probably go for that instead.

1120
Dominion General Discussion / Re: Top 20 kingdom cards
« on: February 19, 2018, 09:56:29 pm »
Poor house and leprechaun suck. For your worst 20, you literally named all of my favorite cards.

Do you mean they're weak? Sometimes weak/niche cards are the most interesting.

Also, since my worst 20 isn't a mirror image of your top 20, I didn't "literally" name all of your favorite cards.

1121
Dominion General Discussion / Re: Top 20 kingdom cards
« on: February 19, 2018, 04:18:12 pm »
What the heck. These are my top 20 until I think of other cards I really like that I forgot:

1. Tactician
2. Black Market
3. Goons
4. Menagerie
5. Conspirator
6. Watchtower
7. Exorcist
8. Peasant
9. Procession
10. Shepherd
11. Merchant Guild
12. Leprechaun
13. City
14. Miser
15. Patrician/Emporium
16. Fortress
17. Poor House
18. Catapult/Rocks
19. Apprentice
20. Ironmonger

It's easier for me to think of cards I really hate. My bottom 10 would be:

20. Ill-Gotten Gains
19. Skulk
18. Margrave
17. Sea Hag
16. Ghost Ship
15. Scrying Pool
14. Militia
13. Advisor
12. Wishing Well
11. Governor
10. Fool
9. Page
8. Smugglers
7. Masquerade
6. Cultist
5. Knights
4. Familiar
3. Possession
2. Urchin
1. Rebuild

1122
Dominion General Discussion / Re: Themed Kingdoms
« on: February 18, 2018, 09:14:07 pm »
The One Ring
Treasure - Heirloom - $2
Worth $1
When you play this, each other player closes their eyes, and then you may gain a card costing up to $4.
When you trash this, each other player trashes all of the Bridge Trolls in their deck, and Tower's effect no longer applies.

1123
Dominion General Discussion / Re: Themed Kingdoms
« on: February 17, 2018, 09:10:33 am »
Where's Golem?

1124
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 15, 2018, 09:49:10 pm »
So, it turns out when you gain a Watchtower to your hand with Wish, the Watchtower reacts to itself and you can trash it, top deck it or keep it in your hand. I assume this also happens with Cobbler.

1125
Dominion General Discussion / Re: If you could only have 1 opening
« on: February 14, 2018, 06:10:21 pm »
Avanto (super great opening buy btw)

This actually is a super great opening, because it means you somehow gained all 5 Saunas first.

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