Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - toaster

Filter to certain boards:

Pages: 1 2 [3] 4 5 6
51
Buying Pirate ship was definitely a mistake your your part...especially without multiple buys, it helped her a lot more than it helped you.

As for the set in general, I'm inclined to believe that Courtyard/BM is the winning strategy here in general, but scheme/workshop/mining village might be fast enough to beat it out.

52
It's weird if you look at my great 'effect with' cards, it's really weak cards generally, and 'effect without' are strong cards.

Actually, that's not surprising at all.  It's much more difficult to recognize when bad cards are actually useful or when good cards can be ignored than the reverse, so there's much more room to improve over the popular baseline in those cases.
I think you have this backwards, WW is saying he's got good effects with for bad cards (recognizing when to play bad cards) and vice-versa (when not to play good cards).  I have a feeling this is what you meant and jumbled up.

No, that's exactly what I said.  It's difficult to recognize when bad cards are good and good cards are bad, sp it's not surprising that WW's best "effect with" numbers are for bad cards (and "effect without" are for good cards), because there's a larger margin available to improve over the baseline in those cases.

53
It's weird if you look at my great 'effect with' cards, it's really weak cards generally, and 'effect without' are strong cards.

Actually, that's not surprising at all.  It's much more difficult to recognize when bad cards are actually useful or when good cards can be ignored than the reverse, so there's much more room to improve over the popular baseline in those cases.

Looking at my own stats, I have a win with effect of 3.44(!) with Stash...not sure quite where that's coming from.  My best effect without is Goons at 2.67...I only purchase it in 66% of games.

54
Dominion General Discussion / Re: The least bought card
« on: March 05, 2012, 02:02:58 pm »
Councilroom has a statics page precisely for this sort of thing: http://councilroom.com/popular_buys

The least frequently purchased card is Diadem.  However, that's a special case since it's a prize.  Of the standard kingdom cards, Chancellor is the least purchased (12.9%).  Personally, my least bought is Bureaucrat (1.9%)... though I'm trying to get better about using it on those sets where it's actually warranted.

55
Council Room Feedback / Re: Expansion Data
« on: February 29, 2012, 08:53:23 pm »
Out of curiosity, over what time period are those results calculated?  I know that as with the win rates with/without, this sort of comparison shows Hinterlands as a really bad set for me, but I suspect this is primarily because the quality of my opponents since Hinterlands came out is much higher than it was prior to that (both because I've gotten better and because I went from open matching to +-20 and now to +-15).

Maybe I'm actually really bad at Hinterlands, but I can't really tell without a comparison that only includes games from the last three months or so.

56
Dominion General Discussion / Re: The defining cards of the sets
« on: February 29, 2012, 06:55:55 pm »
Well, my thoughts are:

Base: Smithy/Village.  Two card that are simple and to the point, both of which provide interesting opportunities (and pitfalls) for early Dominion skill development.

Intrigue: Minion and Nobles.  Tough to choose between the two: Nobles encapsulates the dual-type and choices themes, while Minion is emblematic of choices and interaction/attacks.  Minion probably edges out on this one in my book.

Seaside: Wharf.  Seaside really has to be represented by a duration card, and Wharf is one of the illustrations of just how good a simple effect spread out over two turns can be.

Alchemy: Golem.  Perhaps not ultimately the strongest action-enabling card in the set, but it's the clearest and most obvious example of the theme.

Prosperity: Bank, Grand Market, Platinum.  Tough call between these, as I think they all do a good job of capturing the "big spender" feel of Prosperity.  Colony would be a good choice as well.  Goons I think is a rather poor choice: it's certainly one of the most powerful cards in the set and the game as a whole, but I don't think that makes it a good representative of the Prosperity set...it doesn't tend to set up games where wealth is a big focus.

Cornucopia: Menagerie.  I was initially going to go with Tournament, but tend to agree with the point brought up by others that this card best represents the variety theme.

Hinterlands: Inn.  There are lots of good candidates here, but Inn wins out for best representation of the "interesting things on gain" theme, even if I'm not a big fan of the card itself.

57
Dominion General Discussion / Re: The best 2-card combo
« on: February 21, 2012, 06:56:46 pm »
ycz6 beat me to it, but I still nominate Wharf + Fishing Village...draws your whole deck quite quickly with buys...quickly buys out Provinces, or has great options with alternate VP cards.

58
As an additional feature suggestion, I think it'd also be interesting to see achievement leader boards based on percentage of games instead of absolute number of achievements (with a minimum of say, 100 or 200 games played).  It'd be interesting to see you plays lots of actions, who goes for BM, who goes for mega-turns, etc.

59
Game Reports / Re: Scrying Pool vs. Pirate Ship
« on: February 13, 2012, 04:45:52 pm »
I'm a big fan of Scrying pool, but without great trashing options or any +buy, I think a BM-ish deck beats Scrying pool here.

60
Dominion General Discussion / Re: Island deck ?
« on: February 10, 2012, 01:52:19 pm »
22 turns to get all 8 colonies (and 18 to get 4) is really slow for a Chapel game.  Without something else to accelerate it it's a bust, and with more of an engine it's likely the the Islands aren't worth worrying about.

61
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 06:49:46 pm »
Well, I think the fact that they account for your worst win rate points less to a problem with their design and more to the fact that you have yet to master their use.

I used to absolutely hate Possession for the reasons you mentioned.  Now (although I still hate multi-possession turns purely for downtime issues) I quite enjoy them, because they force me to evaluate the possibilities for counter-play against them (and there are many such options), which in turns informs whether I should be going for them myself.

62
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 08, 2012, 03:11:34 pm »
The one I'm surprised was in the poll at all was Contraband.  It's no all star, but it's often a good buy in Colony games, and any game that has some good middle-cost cards and a shortage of +buy.

63
Dominion General Discussion / Re: THE Dominion Card List(s): $6 cards
« on: February 07, 2012, 11:56:17 am »
He's not saying that Expand is restricted...he's saying that Expand might compare more favorably to remodel if Remodel only worked for price increases of exactly 2.

64
Dominion General Discussion / Re: Re: Greatest Isotropic Moments of 2011
« on: February 06, 2012, 07:35:24 pm »
This just happened, so I'll have to submit it for next year's list, but I was amused by this turn....8 Golds gained off of Tunnel with only 2 Tunnels in my deck:

Code: [Select]
— toaster's turn 16 —
toaster plays a Hamlet.
... drawing 1 card and getting +1 action.
... discarding 1 card and getting +1 action.
toaster plays a King's Court.
... and plays a Council Room.
... ... (toaster reshuffles.)
... ... drawing 4 cards and getting +1 buy.
... ... obviated draws 1 card.
... and plays the Council Room again.
... ... drawing 4 cards and getting +1 buy.
... ... obviated draws 1 card.
... and plays the Council Room a third time.
... ... drawing 4 cards and getting +1 buy.
... ... obviated draws 1 card.
toaster plays a Border Village.
... drawing 1 card and getting +2 actions.
toaster plays a Hamlet.
... drawing 1 card and getting +1 action.
... discarding 1 card and getting +1 action.
... ... revealing a Tunnel and gaining a Gold.
... discarding 1 card and getting +1 buy.
... ... revealing a Tunnel and gaining a Gold.
toaster plays a Hamlet.
... drawing 1 card and getting +1 action.
toaster plays a Council Room.
... (toaster reshuffles.)
... drawing 4 cards and getting +1 buy.
... obviated draws 1 card.
toaster plays a Hamlet.
... drawing 1 card and getting +1 action.
... discarding 1 card and getting +1 action.
... ... revealing a Tunnel and gaining a Gold.
... discarding 1 card and getting +1 buy.
... ... revealing a Tunnel and gaining a Gold.
toaster plays a Border Village.
... drawing 1 card and getting +2 actions.
toaster plays a Margrave.
... (toaster reshuffles.)
... drawing 3 cards and getting +1 buy.
... obviated draws 1 card.
... obviated discards 7 cards.
... ... obviated reveals a Tunnel and gains a Gold.
toaster plays a Hamlet.
... drawing 1 card and getting +1 action.
... discarding 1 card and getting +1 action.
... ... revealing a Tunnel and gaining a Gold.
... discarding 1 card and getting +1 buy.
... ... revealing a Tunnel and gaining a Gold.
toaster plays a Margrave.
... (toaster reshuffles.)
... drawing 3 cards and getting +1 buy.
... obviated draws 1 card.
... obviated discards 1 card.
toaster plays a Hamlet.
... drawing 1 card and getting +1 action.
... discarding 1 card and getting +1 action.
... ... revealing a Tunnel and gaining a Gold.
... discarding 1 card and getting +1 buy.
... ... revealing a Tunnel and gaining a Gold.
toaster plays a Bishop.
... getting +$1 and +1 ▼.
... toaster trashes a Copper.
... obviated trashes nothing.
toaster plays a Bishop.
... getting +$1 and +1 ▼.
... toaster trashes a Silver and gets +1 ▼.
... obviated trashes nothing.
toaster plays 6 Golds and 3 Silvers.
toaster buys a Province.
toaster buys a Province.
toaster buys a Province.
toaster buys a Hamlet.
(toaster reshuffles.)
(toaster draws: 2 Hamlets, a Tunnel, a Margrave, and a Council Room.)

65
Dominion General Discussion / Re: THE Dominion Card List(s): $5 cards
« on: February 04, 2012, 03:43:05 am »
I would suggest Goons is game warping maybe.. 60%?

I think that figure is far too high.  For Goons to be game warping imo, you really need to be able to play at least 3 in a single turn....which I'd guess is a good idea in a decent bit under 50% of Goons boards.

66
Dominion General Discussion / Re: THE Dominion Card List(s): $5 cards
« on: February 02, 2012, 04:46:46 pm »
Regarding KC vs Goons, I'd definitely place myself in the KC camp (edit - oops, typed that backwards at first).  The thing that turns Goons from being very good to being a major game changer is it's ability to stack for tons of victory point token.  Although a combined Militia/Woodcutter/Monument is a good card, when it's used for that effect it's not as much of a game changer.  I feel that although King's Court may be a good purchase a little less often, it's more likely to be a complete game changer with mega turns than is Goons.

Of course, an interesting caveat for me is that Goons is one of my best "effect without" cards...I purchase it about 70% of the time, and my with/without win rates are tied at 1.33.  My effect without though is a whopping 2.55.

67
Dominion General Discussion / Re: THE Dominion Card List(s): $5 cards
« on: February 02, 2012, 04:32:43 pm »
Yes, if you're talking about BM+Mountebank vs. BM+Witch (as simulators will back up)....but then, copper isn't nearly as damaging to a BM deck as it is to an action deck. 

I'd certainly agree with Mountebank > Witch in general myself.

68
Another way to phrase it; say you were playing something along the lines of each player has their own personal Kingdom they buy cards from; a Kingdom that's composed of 10 random cards from the set that they brought with them. Which set to you bring to the match?

Sorry to nitpick, but it's worth noting that this in some ways is a quite different question...asking which set has the most powerful self-synergy, rather than which set has cards of the highest individual, abstract strength.

69
Actually, once the Dominion card rank lists are fully out, we could probably throw together a formula to do this sort of analysis in a rough way.  Alchemy would be a bit of an outlier though, as most of its cards all fall in the same list....and Prosperity has a similar issue with the high value cards.  Still, it'd be interesting to see if those lists suggest anything about the relative power level of various sets.

70
Venture is a card I'm glad to see didn't make it into the top third, even if my placement was about the same: I do think it's overrated, and if I was making this list again would probably have ranked it even lower.  The problem is that Venture really only shines in well-trimmed Big Money decks, but why are you trashing aggressively if you're not going to chain actions to begin with?  I have the same problem with Venture that toaster had with Inn, and since I prefer Action decks to begin with, you can guess which of those two cards I dislike.  I actually buy Venture pretty rarely, and do better without it.

Personally, I had Venture a fair bit lower the the group consensus, but I will come to its defense here.  A major difference between Inn for action decks and Venture for BM decks is that action heavy decks should have a lot of built in cycling already...whether in the form of cantrips of draw engines...in it's action Inn isn't bringing anything to the table that doesn't exist already.  BM decks, on the other hand, have little to no inherent cycling ability, which makes that benefit invaluable...a $5+ treasure that also cycles through your dead cards is a godsend for a BM deck.  Although my opponent played poorly here (you could sub in Chapel without changing much though), this is a great example of a deck enabled by Venture:

http://councilroom.com/game?game_id=game-20120130-222142-ed05dc86.html

In this sort of game, Venture isn't simply adding a little grease to a deck that would work anyway...an unassisted, thinned BM deck in a Colony game simply isn't a good idea in general, but Venture turns it into a very strong a robust deck.

71
Dominion Isotropic / Re: Funny Things on Isotropic
« on: January 30, 2012, 12:43:06 am »
I've now played a couple match-ups of Adama vs. toaster.  Unfortanately, things haven't gone especially well for humanity.   :P

72
Dominion General Discussion / Re: Open with Rabble on 5/2?
« on: January 27, 2012, 01:50:01 am »
Although that does seem odd at first, on further reflection is makes sense...deck cycling is especially important in the early game, and Rabble provide your opponent with cycling for free.

73

Inn is useful in a much wider variety of situations than you imagine- basically any deck that can find a use for Village OR Warehouse is a plausible candidate to be helped by Inn, and it is in fact able to do "amazing things".  Check out Turns 17 and 20 here: http://councilroom.com/game?game_id=game-20111227-234108-ab14a34b.html

I'm quite familiar with the uses of Inn, including the specific game you're citing, which you've mentioned elsewhere.  I maintain that decks which are ready to take advantage of Inn are decks that will also be doing great without Inn...as with most cards, there are a couple of combos that are especially powerful, but on the whole I feel that it's seldom a game-changer, and quite frequently it's a trap and a wasted buy.  None of the $5 are never useful, but Inn is situational enough to end up in the lower third of my rankings, and I'll happily stand by that statement.

Of course, we all have different strengths.  My win rate with Duke is just as high as yours with Inn.

74
Dominion General Discussion / Re: Ill-Gotten Gains - bad for the game?
« on: January 26, 2012, 02:47:58 pm »
Of course, one problem with viewing IGG as overwhelmingly dominant is that is can cause you to put on blinders and fail to recognize when it's a bad option:

http://councilroom.com/game?game_id=game-20120125-000429-2133d9d9.html

75
Dominion Articles / Re: Combo : Border village + City + Trash for benefit
« on: January 25, 2012, 06:37:43 pm »
It's probably not practical, but this discussion really makes me want to try Talisman + Quarry + BV.

Pages: 1 2 [3] 4 5 6

Page created in 0.128 seconds with 18 queries.