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Messages - William Howard Taft

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51
Dominion General Discussion / Re: Favorite Thematic Cards (part 2)
« on: April 06, 2018, 04:00:30 pm »
I absolutely love that Wishes are absurdly powerful yet cost $0. It's gloriously heartbreaking to struggle and suffer to get your precious Wish only to have a Swindler trash it for a Curse because it's worth nothing to him.

52
Dominion General Discussion / Re: Dominion Confessions
« on: April 02, 2018, 12:31:16 pm »
Shanty Town is my favorite Village.

53
just had a game with the settlers/bustling village stack and lots of discard.

These cards have always felt so lackluster to me, especially late game when you draw your deck.  But if you have cards that discard (druid with wind's gift in this case), and your opponents are making you discard (legionary), you can majorly mitigate the discard by discarding coppers or settlers as appropriate.  Even LATE into the game, when I had no coppers remaining, and I was fully drawing my deck every turn, I got value out of the combo.

Just played a game where Dungeon made Settlers/Bustling Village similarly beastly. They also enabled Leprechaun for easy Wish-gaining.

54
Dominion General Discussion / Ambassador and When to Buy Curses
« on: March 20, 2018, 03:56:02 pm »
Under what circumstances is it a good idea to buy a Curse for Ambassador?

I've never tried it IRL, mostly because when Ambassador is on the board I'm already too busy fending off/passing out other junk, but it's fun against Lord Rattington. I opened Double Ambassador and quickly found myself with a super thin deck consisting of nothing else besides some Villages and a couple Pawns, so I bought a Curse with the extra Buy and spent a few turns double-cursing him.

It's a fun way to inject cursing into a game that wouldn't otherwise have it, but it seems like it might often be a waste of time against an actual human. Does anyone have any examples of games where it was a good move?

When else is it a good idea to buy a Curse?

New players always laugh when I tell them a Curse costs $0 and they're free to buy them whenever they please, but there are circumstances where it's the best move. I'm sure I'm missing some, but off the top of my head:
  • End with a three pile when you're ahead
  • Fairgrounds
  • Museum if you really need 1 extra VP
  • Watchtower them straight into the trash for Goons or to defang your opponent's curser
  • Force your opponents to gain it with Messenger (probably helps if you have a Watchtower)

Am I missing any? When do you buy Curses?

55
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 15, 2018, 12:50:28 pm »
I meant that Ghost and Prince enable Cobbler with cost reducers other than Bridge Troll and Ferry.

56
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 14, 2018, 08:04:09 pm »
It's kinda sad that it doesn't work with cost reduction (other that Bridge Troll and Ferry).

Prince and Ghost can do it but it’s hard to set up.

57
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 14, 2018, 01:57:19 pm »
It’s great with Shepherd.

58
Dominion General Discussion / Re: Synergies within individual sets?
« on: March 01, 2018, 12:32:54 pm »
* Minion: secret passage, and cards that give +action and benefit while decreasing hand size (eg: courtier, pawn, nobles, shanty town, ironworks, mill, upgrade)

All those cards (except Secret Passage) enable Diplomat too.

59
Dominion Articles / Re: Tracker
« on: February 27, 2018, 01:41:12 pm »
Mountain's Gift is pretty good early game IMO. Topdecking the Silver plus whatever else you buy that turn is an easy way to set yourself up for $5.

60
Wandering Minstrel does not play well with Night cards that aren't Werewolf.

61
Dominion Articles / Re: Shepherd
« on: February 23, 2018, 04:51:39 pm »
Actually I think there’s something to this, believe it or not, as long as you can deal with the Silver in some way.

Maybe if you gain Changelings instead of Silver.

62
Dominion: Nocturne Previews / Re: What are the new mechanics in Nocturne?
« on: February 21, 2018, 01:17:03 pm »
The Night phase happens after the Buy phase, and depending on the setup, you can assemble a nighttime engine that draws your deck, gains cards, attacks opponents, trashes junk, and sets you up for a strong next turn.
Building a nighttime engine is not feasible. I tried to do this on the only possible straight Night board, with 10/13 Night cards in the game. I excluded Devil's Workshop and Exorcist because they can gain Action cards outside of the supply, and Werewolf because it's also an Action card itself. So the kingdom is: Guardian, Monastery, Changeling, Ghost Town, Night Watchman, Cobbler, Crypt, Den of Sin, Vampire, Raider.

There main problem is that there's no +Buy in the nighttime (obviously), so you're stuck with single-Province engines. You do have gainers in Cobbler and Vampire but it's not enough. The draw is a bit on the weak side as well, with only the +2 cards of Den of Sin, and you pretty much need Gold and Silver for payload. In the end I lost 39-24 to Lord Rattington, pretty much disproving the feasibility of a nighttime engine.

Den of Sin + Vampire is like a mini-engine unto itself and Changeling gains cards too. Den of Sin only draws 2 cards, but the fact that they can't be drawn dead and are gained to your hand makes them easy to stack, especially when you're playing Vampire every other turn. I played a setup with those three cards and Platinum/Colony and didn't need much additional support.

63
Dominion Articles / Re: Leprechaun
« on: February 16, 2018, 11:20:36 am »
A nice thing to look out for are Throne Room variants - while you can't normally play multiple Leprechauns in a turn for multiple Wishes, Throne Room can!  Though not Royal Carriage.  And maybe stay away from Prince.  And Golem and Ghost.

Procession is nice. Get your 2 Golds and 2 Wishes and banish that trickster punk from your deck for the rest of the game.

64
Dominion: Nocturne Previews / Re: What are the new mechanics in Nocturne?
« on: February 14, 2018, 04:10:42 pm »
I've grown to really love the Night mechanics. They're basically action cards that are played like treasures, meaning you can play as many as you want per turn and they can't be drawn dead. The Night phase happens after the Buy phase, and depending on the setup, you can assemble a nighttime engine that draws your deck, gains cards, attacks opponents, trashes junk, and sets you up for a strong next turn.

At first I thought the new phase was too much, but that's just because it was so new to me and everyone I was playing with. Now that I've gotten used to it, it feels elegant and natural.

65
Dominion General Discussion / Re: Themed Kingdoms
« on: February 13, 2018, 03:22:45 pm »
Broke AF

Middle Class

Love the theme, but gardens and farmland should probably be reversed.

That could be fun. It would make Broke AF even sloggier because it’s something lousy to swindle Gold into.

Broke AF should have Borrow in it too.

66
Dominion General Discussion / Re: Themed Kingdoms
« on: February 13, 2018, 12:52:26 pm »
Broke AF (Use Shelters)



Middle Class



Rich Bitche$ (Use Platinum/Colony)



67
Dominion Articles / Re: Monastery
« on: February 12, 2018, 12:24:39 pm »
Opening Monastery + a different trasher can be really useful. Jack of All Trades + Monastery can trash 3 cards right out the gate.

68
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.

69
Rules Questions / Re: Enchantress on a Ghosted Enchantress
« on: February 08, 2018, 07:27:47 pm »
The part below the line isn't the "instructions" referred to by Enchantress. There's no more in-depth answer.

I meant more why the part below the line doesn't count as instructions. Don't get me wrong, I enjoy that I get VP for Groundskeeper despite the attack, but I don't exactly understand why. I'm guessing it's the same reason that Throne Rooms don't affect anything below the line?

70
Rules Questions / Re: Enchantress on a Ghosted Enchantress
« on: February 08, 2018, 05:58:56 pm »
The first time it's played, you get +1 Card +1 Action and nothing else (there's no dividing line).

Since you answered, any chance can you provide a brief explanation as to why Enchantress doesn't affect anything below the dividing line? I know that's what it says in the instructions, but the person in my game group always demands to know why something is the way it is and when we say "that's just how it is in the rules" she still wants to understand why.

71
Rules Questions / Re: Enchantress on a Ghosted Enchantress
« on: February 08, 2018, 12:58:42 am »
The first time it's played, you get +1 Card +1 Action and nothing else (there's no dividing line). The second time, you get the attack and set yourself up for +2 Cards next turn. So B. And Ghost still stays out until Enchantress is discarded from play.

That's what I thought. Thanks for clarifying!

72
Rules Questions / Enchantress on a Ghosted Enchantress
« on: February 06, 2018, 11:52:36 pm »
My game group is about to murder each other so can anyone clarify for me, what happens when Ghost plays an Enchantress and your opponent has an Enchantress in play?

a: +1 Card +1 Action, Enchantress attack, then +4 cards on my next turn?
b: +1 Card +1 Action, Enchantress attack, then +2 cards on my next turn?
c: Something else?

Thanks!

73
Dominion General Discussion / Re: Post Your Fun Kingdoms to Play Vol.2
« on: January 27, 2018, 11:41:22 pm »
Nocturne, Prosperity, Dark Ages


74
Dominion General Discussion / Re: Nocturne: Yay or nay?
« on: January 27, 2018, 02:35:16 pm »
The thing I don't like about Fool is that it's so weak nobody ever buys it.

I love when my opponent ignores Fool entirely and there's also some sort of trash for benefit available so I can quickly get Lost in the Woods and then remove Fool from my deck.

75
Dominion General Discussion / Re: How thematic are card names?
« on: January 24, 2018, 03:44:02 pm »
**:
Contraband

Big disagree on this one. Contraband is totally thematic.

Contraband: n. goods or merchandise whose importation, exportation, or possession is forbidden

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