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Messages - Gazbag

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476
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 11, 2018, 04:38:18 pm »
Personally, I like the new new Hunter. Not only is it different to the cards I named (and Saunavanto, which I forgot), it also looks balanced. And I also like that, unlike a Cultist variant, it doesn't suck if the game card is terminal. I also find the "adds a regular 5$" atgument convincing.

Yeah, I guess the worst case is something like Mint as the Game or just one of the weak things like Mandarin. Have to test at some point, it seems promising though!

477
Variants and Fan Cards / Re: Meld
« on: January 11, 2018, 04:29:58 pm »
I have loads of new Majestic Chimeras, I'll just have to see which one I like best now. Also see whether Raging works well enough.

Do you think it could be worth it to add something onto meld that gives a bonus for trashing other potion cost cards like apprentice does?

I did consider making the expensive Chimera cost 3p, but I thought it might be a little annoying because you'd have to line up 2 Melds. Not as bad as Urchin because Melds trash and you can't open with them, but probably not a particularly enjoyable experience. To be honest the Potion part on Apprentice is a bit of a waste of text, it rarely matters. I guess it explains on the card what happens if you trash a Potion cost card which has some value.

478
Fishing Village is way too high, it should just 1 space above Village really. Ghost Town should perhaps just be 1 space below Village, although it is quite a bit worse so maybe it's okay. But yeah Fishing Village should be like 10 places lower at least.

Hermit seems a bit low too, Hermit is crazy! Although the $3's are stacked so good things are going to end up lower than in other lists.

Masquerade should maybe be 1, I don't really mind Ambassador over it though, they're both insane.

I can see Urchin above Steward but that doesn't matter so much either.

Bonfire and Ferry seem a little low, especially Bonfire.

Doctor should be much higher, it's really good. Like really, really good. I guess it's low because it's pretty high variance and is unpopular because of that.

Enchantress is really high? It's not really that great and a lot of stuff doesn't care/ is made better by the attack.

Black Market is also a bit low, you pretty much always go for it. The ability to buy cards and play them in the same turn makes it one of the best payload cards in the game, ignoring all the crazy things you can pull from the deck.

Wow this post is a mess!

479
Forager/Heirlooms

Definitely neat, and definitely potentially useful. But you possibly want to win the Forager split before trashing your Heirlooms...

I guess this depends on the Heirloom: Goat, Pouch and Pasture are things that you might want to keep for the whole game.
Magic Lamp and Haunted Mirror tend to end up in the trash so they'd make Forager better, Forager is extra good with Haunted Mirror of course, not the best to trigger Lamp though because it eats up 2 hand spaces.

Haunted Mirror and Lucky Coin are probably the most interesting, if Forager is the only +buy you might want to keep these around to use Curses/Silvers to fuel a Forager.

480
Dominion General Discussion / Re: Quick Questions and Answers
« on: January 11, 2018, 12:22:21 pm »
Open Bonfire+whatever else. It's best alongside things like Salvager and Remodel which are good at Estate trashing but not Copper trashing. Jack is another good one, but it doesn't have to be a trasher that you open with.

Trashing 2 cards so early is amazing, you end up with a 9 card deck so your turn 3 buy gets shuffled in on turn 4.

It isn't the best for hitting $5 early though, but how much that matters depends on the board.

481
My top 5 were 1.Peasant, 2.Page, 3.Chapel, 4.Stonemason, 5.Raze.

Stonemason is funny to rank because it sucks at $2 but it's like a top 5 $6+ card. It's also crazy with Gold gaining, that's when it wouldn't suck at $2 but there's still no reason to buy it for $2. I strongly considered putting Stonemason at 1.

Encampment is too high, faffing about with Gold and trying to keep Encampments is often not worth the trouble. $2 for a Lost City is obvs crazy, but by the time this can reliably be a Lost City, unless you have a lot of +buy you're probably going to have to spend more than $2 on them anyway. Forcing Gold/Plunder in your deck is also bad when they aren't good buys either. Plunder is a worse Harem but I guess we'll talk about that in the $5's.

Monastery also seems a bit high, the main problem with it is that it doesn't work great in multiples. You start getting hands like Estate x2, Monastery x2, Copper and you can't just trash 2 cards.

Raze is amazing, it's almost Apprentice when trashing Estates and it's only a $2! That early cycling is so good! And it removes itself later? It's the bomb!

Courtyard and Moat/Hound need to meet in the middle somewhere, former is too high and latter too low.

Save and Borrow should probably be higher, but they're kind of in their own little category and Save is better than Borrow so at least that's right. I guess Alms is also in this category sort of, I'd put Alms above them because it can occasionally be crazy and it's great alongside trashers.

Lurker could be a bit higher I guess, but it's okay where it is probably.

Fool's Gold could probably drop a bit more, I rarely buy it and am often happy when my opponents do. There's just so much better stuff to be doing these days. Should be below stuff like Native Village at least.

The travellers are so clearly better than Chapel. Lots of stuff can compete with Chapel, Donate even eclipses it as the best trasher, but nothing can really compete with the travellers. I give Peasant the edge over Page mainly because of Disciple being broken.

482
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 10, 2018, 06:02:27 pm »
Hunter- It seems sorta hard to build an engine with the lost city part of this card if the Game card isn't a good terminal. Maybe making the game cost 3 or 4 is better, but maybe that would make it too easy to proc? I don't know.

I think this being on the weaker or more situational side of things isn't too bad because it's always going to add another $5 action to the table. The upside of a Lost City is really good too so I'm fairly certain it'll be powerful a reasonable amount of the time. I hope trying to balance these with the Game card leads to interesting deck building decisions.

483
Variants and Fan Cards / Re: Meld
« on: January 10, 2018, 05:47:44 pm »
They seem interesting!
Nimble seems perfect, and I wouldn't add +Buy for the reasons you stated.
Majestic seems very weak. Considering that it's in a trio of can-be-necropolis and terminal draw, using it as draw seems awkward, and as a support card I can see it being enraging when it makes your good-but-unique cards miss the shuffle (eg. potion or meld, as you said).
Raging Chimera could maybe be more straightforward by simply setting an amount of allowed Treasures (or Actions)?
Something like: "every other player reveals their hand. If they revealed three or more Treasures, they discard down to 3 cards in hand. Otherwise, they gain a Curse."
Then you can make it stack really weird by adding: "...and draw a card."

Maybe the better limit is 2 treasures, but that wouldn't curse very often...

Anyway, my only other criticism is that it's 3 draw cards. Maybe the Majestic spot can be filled by some sort of funky non-attack payload card?

Yeah I'm happy with Nimble - I also really like the word nimble.

Majestic Chimera certainly needs an update, yes.

I'm sure Raging could be worded better, thanks for the suggestion, I'll have to type it out on the card and see how it looks.

I think the Chimeras want to do similar things so they don't just build a deck on their own. They're already doing a wider range of things than the Spirits, which are just 2 Lab variants and a throney-golem-duration thing. I do think that's okay because of the restrictive Potion cost though.

Meld- Looks like a pretty fun card to play with. Maybe giving Meld the coin cost of 2 with a potion would support buying multiple copies of melds more, but I understand why you didn't since drawing potion, copper, x3 estate, would be triggering but that would be rare, also the potion cost alone makes it easier to buy with +buys. I also would had like if one of the Chimeras interacted with potions in some way, but maybe that's fine since you want to trash potions with meld.

Nimble Chimera- A way more flexible pawn without the +buy, seems fine. My only possible concern it looks so consistent and flexible that it might be gained over the 4 costed Chimera pretty often.

Majestic Chimera- Not sure how good this card would be. Like you said it looks weak since you're putting Potion, Meld, and different Chimeras into your deck while trashing.

Raging Chimera- Doesn't really seem like the reason to buy a meld, which is a tad disappointing to me since it's the biggest Chimera. Sure Raging Chimera is sorta strong and it looks fairly easy to get when you buy a Meld but it just seems to be a run of the mill Smithy attack to me. Which is fine. It's probably it's just me expecting a extremely unique effect like Teacher or Champion, since Meld reminds me of a Traveler line.

Nimble- is super flexible you're right, but it's still only going to be a Necropolis or +2 cards or whatever so it isn't very strong. Lack of +Buy also gives it less utility than Pawn in some ways.

Majestic- this is the dud of the bunch, the problem you pointed out with taking Nimble over this is a problem with this, not Nimble. Although it is a big problem.

Raging- remember that if you collide your Potion with Meld and an Estate you can get this with your first Meld play, so it isn't really restricted to late stages of the game like Champ or Teacher. Torturer and Margrave are both insane cards, but maybe their existence makes this seem too unexciting? Even though it is also crazy strong- and always comes with a village in Nimble Chimera!

Yes, I forgot to mention that I like Meld as well. It reminds me of Exorcist, a card I am quite fond of. Meld requires Potion to buy, but it trashes two cards.

Oh yeah Meld is a total Exorcist rip-off for sure. Perhaps I'll try to think of some other things that gain Chimeras as a mini-expansion type thing.

So the takeaway is that the idea is well received and resonant with people, but Majestic Chimera sucks.

To fix Majestic Chimera it could draw revealed potions Apothecary style or yeah being able to discard what you want and put the rest back like Cartographer is a decent option too. Although that will make it a lot wordier which isn't ideal. Maybe you could name a card type and it draws those? That might be a bit crazy, always showing up along with a good trasher in Meld and village+attack in the other Chimeras? Maybe it could give +1 card and then reveal the next 2 and put them on top so it's easier to trigger multiples? That might be my favourite change, although that makes it quite a lot stronger. Or maybe I'll think of something new.

Anyway thanks for all the comments everyone!

484
Dominion League / Re: Season 25 - Results
« on: January 10, 2018, 04:19:53 pm »
B1: Gazbag 4-2 E.Honda

485
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 10, 2018, 01:24:03 pm »
No, Cultist isn't balanced. I just meant to imply that terminal draw is a good thing to put conditional Action card playing on. But we already have two cards that do this, so maybe it's not as great.

I see your point with Cobbler and the Night cards. It's not even like I dislike the coin token mechanic, the ice tokens are just more interesting and unique.

The quote block was getting a bit big, so I cut it out.

Yes I see what you're saying about Cultist now, I misread that at first. I guess Saunavanto is also doing a similar thing, so maybe it's just an idea that leads to busted things. Although I think getting rid of the trashing ability of Sauna would make it less ridiculous - Saunavanto is just doing too much at once and the split pile mechanic kind of just compounds that. I also think Cultist without the attack could be a reasonable $4 maybe.

Anyway here's a new new Hunter:


I think maybe making it cost $5 like the game is actually good, because with it being a $3 I feel like the deck would kind of build itself if the game was something worth doing, if that makes sense. So this is Fugitive or a Lost City if you have the game, seems reasonable to me? Fugitive is obvs weak for $5, but not useless and the ceiling of Lost City is totally insane or anything and having to line up and balance $5's 1:1 isn't trivial.

486
Mint+Bandit Fort

Mint on the last turn to trash all those treasures. Useful in an engine that used Gold as payload.

487
Dominion General Discussion / Re: The Fool is a pity
« on: January 10, 2018, 12:36:22 pm »
I think I'm totally okay with Fool now. The speed of play isn't an issue online at all and after a few games with Boons it isn't too bad IRL either. I also don't mind the swing factor of it too much anymore either, which I think is what most "hardcore" or "competitive" players dislike about it. It's such a weak card in general that buying one when your opponent doesn't follow and winning because of it feels good and games where both players go for it were probably just going to be down to shuffles anyway so I can get over that too. I also enjoy Lucky Coin a lot, it's kind of like Cursed Gold except it's actually an interesting decision on whether you want to play Lucky Coin. Lucky Coin money decks can be fearsome!

I think Pixie and Blessed Village will end up being the most hated Fates cards, by "hardcore" players at least. Pixie is incredibly swingy, an early Flame or Earth can be game winning. Blessed Village just forces people to buy it because it's a village and then one player might just get a sizeable advantage over the other based how the Boons go.

488
Variants and Fan Cards / Meld
« on: January 10, 2018, 12:14:04 pm »

Meld is a mini Forge thing, but instead of gaining real cards, you get chimeras! Because of course Melding together an Estate and a Copper would result in a 2 headed lion-snake thing. The Chimeras cost 2,4 and 6, meaning Meld can be used trash 2 Coppers and gain nothing and giving the chimeras price points that interact nicely with Estate and Potion trashing. The art is good, but it isn't exactly what I had in mind, ah well.


This is the cheapest and weakest Chimera, it is Refugees, which I shamelessly stole it from Co0kieL0rd's Roots and Renewal (with permission) it just seemed like the perfect fit for the small Chimera, getting across the idea of it being an amalgamation of cards. I am thinking that this could also have +1 Buy as an option, that make's it strictly better than Pawn, but that is allowed on a non-supply pile. I would worry then though that the Meld+Chimera piles would have everything an engine needs (trashing, +actions, +cards, +buy and an attack) and be too much in one.


The middle Chimera, I wanted to try and capture the "amalgamation" feeling by giving the chimeras variable effects and using different things for each one. Nimble Chimera is a fancy Pawn thing, this one is a fat Wishing Well. It is probably the one that I'm least happy with, it might actually be weak on average given that your deck is going to have a Potion and Meld and these differently named Chimeras. I do want it to be a non-terminal cantrippy type thing but maybe I'll think of something different. I guess these chimeras are an opportunity to do cards that interact with Potion, I'll have to see if I can think of anything compelling.


Grrrr this ones cranky! I knew I wanted this one to be a Smithy with something else and an attack seemed like a decent thing to do, especially when I found the art. I think in a game with Meld a handsize attack is worse than a junking attack? Also handsize attacks tend to cripple money-based things so there is a bit of logic behind the trigger. I like the idea that this guy is out of control so it's still doing a variable effect but this time you have no control over it. I feel like it's different enough from Torturer, but maybe that comparison makes it less exciting?

Thanks go to Co0kieL0rd for letting me steal his card and giving me some wording/idiot fixes.

489
I think I know what it is.  The list should only go up to 44, not 45.  So all the numbers are 1 too high.

No there are 45. 39 from last year -Secret Chamber, +the 6 Nocturne cards +Lurker. Maybe you forgot Lurker?

Anyway maybe I'll give a few opinions on the list, I tries to keep the writeup objective.

Faithful should be above Moat, it's reaction is good more often than Moats and even in decks where Moats reaction is consistent enough to matter there might not be any attacks on the board anyway. Faithful Hound and Moat are both too low anyway, they should be above the do-nothings like Vagrant and Settlers. Courtyard should also be ranked net to these 2, it's pretty much the same thing but slightly better when the reactions don't matter.

I think the situational things like Poor House and Beggar should be above the do-nothings too. Also I have Embargo below Duchess, one-shot Duchess is worse than not one-shot Duchess. Also you can get Duchess for free sometimes which isn't nothing, it isn't a great difference though. Quest is also too high, I find it rarely useful.

Guardian should be ranked next to Lighthouse, they're basically the same card. Lighthouse is better when you draw your deck and can alternate 2 and Guardian is better if you can't because then playing it immediately is important there. But they're so similar if you would buy one on a given board you would buy the other, if that makes sense.


490
Also by my reckoning, Advance is only down by 3.

Yes you are correct, it being on the cutoff for Chris is me's list must have confused me. I'll fix that. If anyone else finds mistakes please let me know.

491
Variants and Fan Cards / Re: Asper's Cards
« on: January 09, 2018, 12:01:33 pm »
So I was thinking about Convert a bit today, I think it maybe compares too well to Salvager with it being non-terminal? The effect of trashing a card and then spending money to upgrade it is very similar to getting +$ equal to it's cost and +1 buy. Maybe making the gain mandatory so it's worse at Copper trashing would make it enough worse? You can still spend $1 and fail to gain something costing exactly $1.

492
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 08, 2018, 08:14:12 pm »
Isn't the new Hunter just a more complicated, worse Plaza?

Yes as I already pointed out:

it's actually just really similar to Plaza.

Do you like the core idea of a village that can only play another card? The other stuff is kinda placeholder at the moment.

Sorry for missing out on that. I wouldn't have assumed you'd go for it if you had been aware of the similarity, as it is a lot worse at a price point which is only marginally cheaper (and Donald X often stated he'd like several of the 4$ Villages to cost 3$ if it wasn't about "strictly better stuff") as well as being too complicated.

No worries man, I usually just let it slide when people repeat something I said because it usually means they agree with me. I was in a pretty sour mood when I made that post so I hope it didn't seem rude or anything.

I did write a long ranting post about your opinion on Coin tokens but it was a bit much, so I'll just say I think Cargo Ship, Seer, Barbarian and to some extent Cabin all do new/interesting enough things with Coin tokens to justify their presence in this expansion and then if they're in the expansion anyway they can be used for balance reasons or just to spice up a few cards. Sort of like how Cobbler doesn't justify the Nights, but in the context of a set already using Nights it's a totally reasonable card.

Also I think you're implying that Cultist is balanced? Errrr...

I think what to do with Hunter is to make it a $2 bad village or to make it a $4 thing that is sometimes village or sometimes non-terminal. Having it cost $3 makes it tricky to balance relative to village/other $4 vilages.

Also the first ever play of Spyglass resulted in a Gold gain, ha! And people told me it was weak!

493
You should reserve one or more posts after the first post in card list threads so that when you post the remaining cards, they appear sequentially. Then you can update the thread title (by editing the first post) to say something like "The Dominion Card Lists 2017 Edition: $0-$2 cards, all".

Chris is me is doing the other half. I assumed they'd make a new topic.

494
The Best - Cards (Bottom half)

#45 =0 Duchess (Hinterlands) Weighted Average: 5% ▲0.1pp / Unweighted Average: 6.03% / Median: 2.27% ▼0.33pp / Standard Deviation: 12.42%


Another year and yet again Duchess is at the bottom of the list. What is there to say at this point? Occasionally you’ll pick one up on a 5/2 and in sloggy games they’re nice to get for free with Duchies, but even in these cases it’s marginal at best.
#44 ▼2 Beggar (Dark Ages) Weighted Average: 9.33% ▼9.17pp / Unweighted Average: 9.55% / Median: 6.82% ▼6.38pp / Standard Deviation: 8.87%

Beggar is down a couple of places from last year and has the second lowest deviation.
Gaining 3 Coppers to hand is a very situational ability, all that junking will severely harm the average deck. Beggar is useful sometimes though, Copper isn’t a bad card in your deck when you’re aiming to hit $4 or $5 consistently for alt-vp cards – Gardens is the best example of this because of how much Beggar bloats your deck but it’s also fine for Dukes and Silk Roads. Another notable alt-vp combo is Beggar/Triumph, a play of Beggar gives a 4 victory token Triumph. Beggar can also have use in an engine gaining Copper to use as fodder for certain trash for benefit cards such as Altar, or to trash to Mercenary or Bats. The final use for Beggar is to gain one very late in the game with the goal of playing it once as terminal +$3 and to end the game before those Coppers have chance to enter your draw pile, this is a very situation thing that is only viable when the stars align though.
#43 ▼2 Embargo (Seaside) Weighted Average: 12.3% ▼6.9pp / Unweighted Average: 13.65% / Median: 9.09% ▼6.71pp / Standard Deviation: 11.87%

Embargo lost 6.9 percentage points and is down 2 places. It would be 1 place higher in unweighted rankings.
Embargo is very similar to Duchess as a terminal Silver with a marginal extra ability, Embargo is a one-shot though so it can be used as an early economy boost that doesn’t get in the way later. The best case for Embargo is probably opening it on a 5/2 and getting the token on the key $5 card before your opponent can buy one, but that only really happens if you’re 1st player and draw Embargo turn 3. Another thing that can be fairly effective is piling some Embargo tokens on Duchies when you have a points lead to make it more difficult for your opponent to catch up, although this can backfire if your opponent’s deck is stronger and can overtake you on Provinces so you have to be careful. It can also be interesting in games with Potion cards, but I’ve found that the strong Potion cards are good enough to still be worth going for.
#42 ▲2 Pearl Diver (Seaside) Weighted Average: 13.04% ▼0.06pp / Unweighted Average: 12.95% / Median: 9.09% ▼0.31pp  / Standard Deviation: 12.42%

Pearl Diver has gained 2 places.
Pearl Diver is the 2nd Seaside card in the bottom 5 and marks a change from weak or situational terminals to inoffensive but low impact cantrips. That is to say, Pearl Diver won’t make your deck worse, but it won’t make it much better either. Occasionally there will be a synergy with Pearl Diver that makes it useful such as Peddler or Adventures tokens, but sometimes there’ll be something that makes Pearl Divers worse, such as Militia type attacks or dead terminal draw.
#41 ▲2 Herbalist (Alchemy) Weighted Average: 14.03% ▼2.27pp / Unweighted Average: 17.64% / Median: 13.64% ▼2.16pp / Standard Deviation: 14.92%

Herbalist is 1 place higher in the unweighted ranking and is 2 places higher than last year.
Herbalist is an awkward card, it has some effects which give it nifty utility but don’t gel together particularly well. Decks that are interested in topdecking treasure are usually playing just 1 terminal action per turn and Herbalist doesn’t really pull its weight there being a terminal Copper with +1 Buy. Engine decks will resort to Herbablist as a bottom of the barrel +1 Buy card, but then engine decks aren’t interested in topdecking treasures so there’s a bit of a clash there. The exceptions to this are topdecking Potion to keep an Alchemist stack going and topdecking Crowns in an engine.
#40 Tax ▼1 (Empires) Weighted Average: 14.89% ▼10.71pp / Unweighted Average: 13.76%  / Median: 6.82% ▼11.58pp / Standard Deviation: 14.11%

Tax lost 10.71 percentage points and dropped 1 place. It is also the worst Event on this list.
Tax just isn’t a great rate, you’re effectively spending $2 and 1 buy to give your opponent the option of taking 2 Debt. In games where you get some spare buys and have $2 left over you buy it, but then your opponent is likely to have a spare $2 so this rarely does much. The setup part is most impactful thing really.
#39 ▲1 Quest (Adventures) Weighted Average: 16.24% ▼9.61pp / Unweighted Average: 18.13% / Median: 11.36% ▼12.34pp / Standard Deviation: 14.82%

Quest basically just provides some alternate prices to buy Gold, this makes it fairly situational as Gold has to be something that you want to add to your deck and the conditions on Quest have to be achievable. This is more just a situational thing to do when the opportunity presents itself rather then something to base your strategy around. Opening with 2 terminal attacks can be made more enticing by the presence of Quest however, as you can discard one for a Gold if they collide. It is not advised to buy Curses just with the hopes of triggering Quests. Discarding 6 cards can be something to play towards to get an early Gold, but after the first couple of shuffles a 6 card hand should be able to afford to just buy a Gold. Tunnel is interesting with Quest as you can choose to discard, even with fewer than 6 cards in hand. This can be used to easily discard Tunnels so can be good occasionally.
#38 ▼2 Poor House (Dark Ages) Weighted Average: 24.06% ▲8.14pp / Unweighted Average: 28.36% / Median: 18.18% ▼8.12pp / Standard Deviation: 21.69%

Poor House is the lowest rated $1 on the list. It has dropped 2 places since last year.
Poorhouse is another situational terminal. It basically guarantees that you hit at least $4, which isn’t particularly useful given that Silver is always available and performs a similar function. The case where Poor House shines is in treasureless decks where it is terminal +$4 which can be nice payload, especially considering Poor House’s very cheap price point. Beware Remake and Upgrade on a Poor House board.
#37 =0 Faithful Hound (Nocturne) Weighted Average: 27.74%  / Unweighted Average: 28.5% / Median: 25%  / Standard Deviation: 13.26%

Faithful Hound is the first Nocturne card on the list.
I’m sure the first comparison most people made when they first saw Faithful Hound was to Moat, given that they share the same cost, type and on-play effect. In fact the only differences are the name and the reaction effect. Faithful Hound is about as weak as terminal draw gets, giving a net +1 card. It is still viable draw for an engine sometimes, especially when it’s easy to pick up cheap components quickly and there is a surplus of + actions. Be careful trying to build an engine with Faithful Hound as the draw with villages like Festival or Squire that reduce handsize, Faithful Hound will only bring you back up to 5 cards in hand so there will be no net handsize increase. The most interesting part of Faithful Hound seems to be the reaction, which can be very nice in combination with certain discard for benefit cards. The strongest of these is perhaps Artificer, as Artificers can be used to easily gain Faithful Hounds and then the Hounds will start to effectively give you “free” cards in hand to discard to Artificers. Dungeon is another nice one as the Hounds will be in hand at the start of your turn, ready to discard to a duration Dungeon.
#36 ▲1 Moat (Base) Weighted Average: 30.92% ▲4.92pp / Unweighted Average: 29.13% / Median: 22.73% ▼3.57pp / Standard Deviation: 17.87%

Moat has gained one rank since last year.
I already talked about Moat’s on-play effect for Faithful Hound, so I won’t repeat myself. In a 2 player game buying Moat solely in an attempt to block attacks is rarely worth doing, you won’t always draw a Moat in your starting hand and if you don’t want the terminal +2 cards then adding one to your deck is almost like attacking yourself. In cases where you’re choosing between Moat and another terminal +2 cards as your draw, such as Oracle, the reaction on Moat can certainly be enough to make Moat the better option if there are attacks that are worth blocking present. Save  and Scheme are the two cards that let you pick up a single Moat and block attacks easily – this can be enough to make you skip attacks entirely.
#35 ▲1 Vagrant (Dark Ages) Weighted Average: 31.23% ▲0.03pp / Unweighted Average: 30.03% / Median: 25% ▼3.1pp / Standard Deviation: 17.63%

Vagrant has gained one rank since last year and is the 3rd Dark Ages card on this list.
Vagrant is very similar to Pearl Diver, but the effect of potentially drawing junk cards is much better than Pearl Diver’s deck reordering. Vagrant shouldn’t really be seen as a draw card, it just helps your deck stay consistent when under attack from Cursers or Looters and once you start buying victories. Vagrant becomes more interesting with Action-Victory and Treasure-Victory type cards, although you still have to have them be the 2nd card down on your deck to allow Vagrant to draw them so I wouldn’t rely on that. The most useful of these is probably Mill, if you draw your deck you can discard two victories to Mill and then draw them back with Vagrant.
#34 =0 Druid (Nocturne) Weighted Average: 31.57% / Unweighted Average: 32.9% / Median: 29.55% / Standard Deviation: 14.75%

Druid is the second Nocturne card on the list.
Druid is a hard one to rank as its power and abilities vary wildly from game to game, depending on what Boons are set aside. Druid always gives +1 Buy, meaning it will have a similar level of utility as Herbalist at the very least. There are a few Boons which stand out as key Boons to look out for for Druid: Fields Gift, I’d say this is the most generically strong Boon Druid can get making it very close to Candlestick Maker. Flame’s Gift, trashing is one of the strongest effects in Dominion, although Druid with Flame’s Gift is very weak as far as trashing goes – on a similar level to Trade Route, which is often described as one of the weakest trashers in the game. Swamp’s Gift, amassing Will-O’-Wisps with Druid can add a reasonable amount of draw to a deck. Earth’s Gift, gaining is very strong if the right components are available.
#33 ▼1 Cellar (Base) Weighted Average: 33.13% ▼4.27pp / Unweighted Average: 38.51% / Median: 36.36% ▲2.16pp / Standard Deviation: 21.41%

Cellar lost one rank from last year.
Cellar is a decent little sifter, it can be nice to pick one up early for the cycling when sifting past Estates can somewhat make up for the reduced handsize. The reduced handsize is the main problem of Cellar and means you don’t want to get too many of them, I usually would pick one up with a spare buy but after the first I might just take nothing instead until later in the game. Cellar appreciates draw much more than other similar cards like Warehouse because you have to discard before you draw with Cellar.
#32 ▲1 Haven (Seaside) Weighted Average: 34.48% ▼2.42pp / Unweighted Average: 36.44% / Median: 34.09% ▼2.71pp / Standard Deviation: 17.53%

Haven has gained 1 rank this year.
Havens can smooth out your early draws and help you use your money efficiently and hit key price points, in a similar way to Coin tokens. Remember to watch out for shuffles in Haven games as setting aside an Estate that will miss the shuffle is quite nice. You can even use a pair of Havens in a deck drawing engine to keep a Province set aside, effectively trashing it from your deck without losing the points. Not really a card you build around but it is useful to pick some up and they rarely hurt your deck.
#31 ▼3 Pawn (Intrigue) Weighted Average: 35.62% ▼8.18pp / Unweighted Average: 36.95% / Median: 34.09% ▼10.61pp / Standard Deviation: 17.62%

Pawn is 3 ranks lower this year. Pawn is a useful little card, you can always choose +1 Card +1 Action, it never hurts to have too much. +1 Card + $1 can be okay early in the game when you have a low action density or if you have spare + Actions, although the most important thing about Pawn is that it provides a source of non-terminal +buy. It isn’t a power card, but it has plenty of flexibility and utility and never really gets in the way.
#30 ▼2 Settlers (Empires) Weighted Average: 38.26% ▼1.74pp/ Unweighted Average: 38.68% / Median: 34.09% ▼2.71pp / Standard Deviation: 19.63%

Settlers is down 2 places from last year.
Another one of the cantrips that you pick up with spare buy, if you pick up a Copper with this then it’s similar to a Peddler, which is certainly great for a $2, it is however fairly unreliable as you need Coppers in your discard pile to make it work and it’s to keep in mind that unlike Peddlers, Settlers don’t actually add any +$ to your deck. Settlers can be good alongside cards like Cellar and Warehouse, you discard Coppers with those and then pick them back up with Settlers. It is important to note that there are only 5 Settlers and the bottom 5 cards of its pile are Bustling Village, some games this won’t matter but sometimes you might want to try and empty the Settlers quickly and use Bustling Village. This can be risky as if you’ve put resources into picking up the Settlers your opponent’s deck might be in a better position to buy and use the Bustling Villages, so be careful.
#29 =0 Tracker (Nocturne) Weighted Average: 39.84% / Unweighted Average: 40.68% / Median: 38.64% / Standard Deviation: 21.46%

The 3rd Nocturne card on the list. Tracker uses Boons in a more conventional way than Druid, taking a random Boon from the Boon deck. Because of this, unlike Druid you shouldn’t buy Tracker in the hopes of using any particular Boon, instead you should buy it if you think the topdecking ability will be useful and you can handle the terminal action in your deck. Tracker can be a nice deck accelerator, topdecking freshly gained cards so you don’t have to wait for them to be shuffled to see them. It’s shortcomings are that it is a terminal Copper, which is weak and that the Boons are unreliable. Also remember that Pouch comes with Tracker, so you can potentially open with 2 $2 costs on your $4 opening hand or even a $2 and a $3 on a 5/2 opening.
#28 =0 Patrician (Empires) Weighted Average: 40.71%▲0.81pp / Unweighted Average: 40.89% / Median: 34.09% ▼5.41pp / Standard Deviation: 19.43%

Patrician is on the same rank as last year. It is one place higher in the unweighted ranking.
Patrician is like a Vagrant that draws good cards instead of bad cards. $5 costs are generally the most important cards in any given game of Dominion so it is not uncommon for your deck to be full of $5’s, in which case Patricians are great to pick up with spare buys and you’ll even go out of your way to win the Patrician split sometimes. Patrician even draws Duchies and Provinces late in the game and so helps out like Vagrant there too. Like Settlers Patrician is the top card of a split pile and having a few Patricians in your deck will make reaching 5 actions in play for Emporium much easier.
#27 ▲2 Scouting Party (Adventures) Weighted Average: 44.95% ▲4.95pp / Unweighted Average: 40.85% / Median: 39.47% ▼0.03pp / Standard Deviation: 18.47%

Scouting Party is 2 ranks higher than last year. Although it is 1 rank lower in the unweighted ranking. Scouting Party is a really nice deck accelerator and sifter. In the early game the cycling is substantial and it can skip past Estates and Coppers and late game it can sift past Provinces and help line up cards for consistency. It doesn’t even cost a buy and so is easier to pick up than cards like Pearl Diver. Not something to build a strategy around (with the exception of perhaps Tunnel) but a very nice thing to get when you have the chance.
#26 =0 Native Village (Seaside) Weighted Average: 46.76% ▲1.06pp / Unweighted Average: 47.89% / Median: 47.73% ▼2.27pp / Standard Deviation: 19.94%

Native Village is on the same rank as last time. It is 1 rank higher in the unweighted list.
Native Village is a complicated card. As a village in a deck drawing engine it isn’t the best as it draws fewer cards than a standard village. Although setting aside cards and calling them in for a bigger turn can be useful to hit high price points when building the engine. One important thing to point out is that the more Native Villages you use to pick up cards from the mat, the less draw your Native Villages are providing. To highlight this, if you have 4 Native Villages and use 3 to set aside and 1 to pick up then you have effectives drawn 3 cards, but if you were to alternate setting aside and picking up you would only draw 2 cards. Native Village can be used as a pseudo-trasher  with certain cards such as Apothecary which tends to leave victories on top of your deck or with discard for benefit like Vault once you’re drawing your deck.
#25 =0 Guardian (Nocturne) Weighted Average: 46.99% / Unweighted Average: 46.49% / Median: 45.45% / Standard Deviation: 22.12%

Another new card, it is 1 rank lower in the unweighted list; where Faithful Hound is the new Moat, Guardian is the new Lighthouse. Guardian is even more similar to Lighthouse really, it basically exchanges + $1 when you play it for being gained to hand and being unable to be drawn dead. A much more reliable way of blocking attacks than Moat, Guardian’s strength comes from being immediately playable when you gain it, this makes Guardian shine in less reliable decks where you can keep buying Guardians to keep up your defence, compared to Lighthouse which is better when you can reliably play 1 per turn. Another trick to Guardian is that buying it on the first turn gives you + $1 on turn 2, which can let you open with a $5 cost on a 3/4 opening.
#24 =0 Pixie (Nocturne) Weighted Average: 47.15% / Unweighted Average: 48.85% / Median: 47.73% / Standard Deviation: 19.52%

The 2nd highest ranked Nocturne card and still in the bottom half. Pixie is another card that you can pick up with a spare buy and it’ll do something good for you, although exactly what it’ll do you’ll have to see. From what I’ve seen of people playing Pixie I’d advise people to cash them in more often than they do, I have routinely seen people have 2-3 Pixies in there deck at the end of the game which have done basically nothing. One other thing to note is that so long as there are Pixies left in the pile there isn’t much reason to not take the Forest’s Gift as it gives +$2 +2 Buys so you can always just buy back the Pixie with that. Pixie comes with the Goat Heirloom, which doesn’t really have much of an effect on how to evaluate Pixie itself.
#23 ▼3 Advance (Empires) Weighted Average: 48.32% ▼8.48pp / Unweighted Average: 49.72% / Median: 50% ▼2.6pp / Standard Deviation: 22.47%

Advance is a big loser being 3 ranks lower than last year. 
The most common use for Advance is upgrading a trasher once your deck is trashed down and you no longer have use for it. In a game with a lot of +buy you can potentially buy a bunch of cheap actions and then use Advance to turn them all into more useful cards, although you might need a lot of draw as well to pull this off and just buying the useful cards directly might just be better. Fortress is probably the best thing to do with Advance, basically just turning all of your buys into Actions costing up to $6. Also watch out for Shelters games, Advancing that Necropolis on turn 1 or 2 is often amazing.

Thanks to Qvist for making this possible and sorry for all the mistakes I probably made.

495
Dominion General Discussion / Re: The more I read the worse I get?
« on: January 07, 2018, 06:36:56 pm »
I would laugh if Loan became a bannable topic.

Okay keep that kind of talk here folk:
http://forum.dominionstrategy.com/index.php?topic=18138.new#new

496
Let's Discuss ... / Let's Discuss Prosperity Cards: Loan
« on: January 07, 2018, 06:35:47 pm »


1. How does this compare to Junk Dealer?
2. How bad is skipping actions with this?
3. How many Loans is too many?

497
Exorcist+Den of Sin

You can buy a Den of Sin, put it into your hand and then trash it straight away with Exorcist for a Ghost. Was quite useful once I was done trashing down and everything.

498
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 07, 2018, 05:10:55 pm »
Isn't the new Hunter just a more complicated, worse Plaza?

Yes as I already pointed out:

it's actually just really similar to Plaza.

Do you like the core idea of a village that can only play another card? The other stuff is kinda placeholder at the moment.

499
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: January 07, 2018, 11:45:51 am »
That's good, you should fix Mermaid next.

What do you think needs fixing on it?

Aside from Haven, Archive and Crypt the discarding durations thing doesn't work - you still get the next turn effect even if they're discarded from play. So you'd have to add wording to say that this cancels the duration effect or something. The problem is though, you already need a magnifying glass to read Mermaid, the text is tiny!

Mermaid is also super broken! Even as just +2 cards +2 actions -1vp isn't as bad of a drawback as Lost City's +1 card, it's pretty negligible actually. The trashing option is Masquerade + a junking attack, which is also incredibly powerful, even at $5. Unlike Ambassador you're also trashing 1 card and giving out 1, so no progress is ever made and you just pass cards back and forth until the piles run out. The duration cancelling, assume it's worded to work will never actually be chosen, because you won't touch durations in a game with this.

500
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 07, 2018, 11:20:43 am »
Tundra - This attack seems to kingdom biased. Why have this card to only counter gainers: black market, workshop, gold gainers, while helping some: rats, death cart, and letting remodel trash coppers into silver. And in kingdoms without action gainers it's just a delayed wood cutter. Maybe I am too hard on this card, I don't know.

Yeah it is Kingdom dependant but honestly I think that's not a bad thing, so many attacks in Dominion (mainly ones from earlier expansions) are super powerful, so I think there is plenty of room for more situational attack cards. The main issue I have with it is that it just might not be fun, gaining cards is fun and not always available/viable so hosing that might just not be great for funness.

Taiga - Seems okayish maybe even a bit strong. I see most of this card's power of this card coming from the extra +1 coin, The buy just seems to be there to make it a grand market clone (I prefer more consistent sources of + buys) but the +buy doesn't seem bad. The Silver gain is cute but it seems to lower weight of the choice for setting aside the taiga since it "replaces the limboed Taiga" while increases the max coin your deck can produce when you get your taiga back. But I am not sure how bad 6 ice tokens are since I never played with them. Hard card to judge.

The buy is mainly there because I don't really have any +buy cards I'm overly happy with yet, so time to start sticking +buy on things at every opportunity! Also it could lead to situations where you get a cheeky pileout from a surprise +buy, which is always fun/makes you feel smart. I also suspect that winning in this way will become known as the TAIGA UPPERCUT!!! 6 Ice tokens is a long time, especially if you reach the point of drawing deck - that's like 6 whole shuffles! It's less of a concern on slower sloggier decks, but $5 Peddlers are generally terrible in those decks so that's nice. The Silver adds a stop card to engine so you can't abuse these too much and it's decent in other decks too. My guess on the powerlevel is that it's on the stronger side of a weakish subset of cards, I'll go with better than Baker and Market but worse than Bazaar.

Reindeer - This card seems to have a huge luck factor if you plan to use +1 action and gain a reindeer effect. Just looking at the top card to trigger it's effect doesn't seem that controllable at all. However like you said +2 cards and a coin token does seem very strong for 3. Here is a reworked effect of this I just thought of randomly...
Name - Reindeer
Cost - ?
Type - Action
Effect- +1 Card Reveal your hand if you reveal two or more action cards +2 Actions. Otherwise, +1 Card and Gain a Reindeer.

I probably shouldn't have posted Reindeer, it was just a jokey thing but hey maybe something comes of it. This Reindeer probably plays like a broken Vassel thing or something.

Aaand instead of finishing off my Qvist list part which I'll be posting tomorrow - the bottom half of the $2's, stay tuned. I've been making a couple more rough cards that I should probably think about more before posting.

Refuge:

I like journey token cards and Idol is kinda like them, so why not try something else using new Idol technology? It's a Hamlet for actions and then a Bazaar! First draft this only gave the extra action on the first play, so the second play was just a Peddler but that sounded very weak to me so now you always get the village. On odd plays the effect is weak for $3 but the net effect on the second is like playing 2 Villages and an Oasis which is a bit above curve, so this is balanced? A bit bland maybe?

Hunter version 2


Ideally the Game card would have been the Quarry card, as in a hunter's quarry. Unfortunately Quarry is also a stone digging hole so that's already a card... best to avoid confusion there, differentiating Actions and Action cards can already be confusing. The main idea is that it's a Village for a certain card, it's the reverse of Young Witch because Young Witch is weaker with a strong Bane but Hunter is stronger with a strong Game (imagine a game where this is the Bane!). I think this wants to be cheaper than $5 so it doesn't compete with the Game but I'm honestly not enthused with the on-play currently, it's actually just really similar to Plaza. Maybe the discard could be mandatory and then you get something for discarding a victory, like +1 buy or something?

I don't think this expansion needs Refuge and Hunter btw, 1 discardy villagy $3 is plenty so it's a case of seeing which people prefer/what plays nicely. Or maybe they meld into 1 card or I find something better, who knows.


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