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51
Dominion General Discussion / Invest
« on: March 17, 2020, 05:21:55 pm »
I just read the Invest event.  That seems insane, especially for its cost, although I suppose there is a self-limiting factor that Action cards that are especially popular you're less likely to want to Invest in.

It might make for a powerful combination with Looters, though.  Invest in a Ruin, and every time someone gains a copy of that Ruin, you get +2 cards.  Cultist + Invested Ruin could cause your deck to really explode, especially in multiplayer where the likelihood of that particular Ruin being gained by one of your opponents is higher

52
Dominion General Discussion / Fisherman
« on: March 17, 2020, 04:37:49 pm »
Fisherman's cost is interesting.  It would combo nicely with cards like Watchtower, or with Way of the Seal in play, and extra buys, since otherwise the cost reduction would only apply to the first Fisherman you bought

53
Once you have the deck set up, you start each turn with Bounty Hunter, Colony, Platinum, Gold, Gold.  You Exile the Colony with your Bounty Hunter, and buy a new Colony with your Treasure.  Bounty Hunter's Exiling makes it really easy to set up once you have the Platinum.  And if you have any good trashing, that can help speed it up too, but even without trashing, a couple of Bounty Hunters can help Exile what you don't need for the Golden Deck, including surplus Bounty Hunters, once you've cleared it out.  Once it's going, you're gaining a Colony every single turn

54
Dominion General Discussion / Chameleon
« on: March 07, 2020, 05:21:39 pm »
There are some pairs of cards that become effectively identical with Chameleon in play, or at most differ only in on-gain/on-trash/on-buy effects.

For example, Villa and Worker's Village now have identical on-play effects (or more precisely, have identical options on-play), with the only difference being Villa's on-gain effect.  And since they have the same cost, Chameleon + Villa is strictly better than Chameleon + Worker's Village

55
Dominion General Discussion / Wayfarer/Livery/Populate
« on: March 07, 2020, 03:44:11 pm »
I just realized something: Wayfarer's variable cost would mean that if you gain it with Populate, and you have a Livery in play, the only way you can get a Horse from the Wayfarer gain is if you choose to gain it first, and if there's any previously-gained cards that turn, the last one was $4 or more.  The reason for this is that the Horse is gained immediately after the card that caused it to be gained.  So, if Wayfarer is not the first card gained from Populate, the last-gained card would be either a Horse from the previous Populate gain, or a card less than $4 gained by Populate.  Either way, the last-gained card is guaranteed to be no more than $3 if Wayfarer is not the first card you gain.  So aside from the obvious case of top-decking, that's another situation where the order would be relevant

56
Dominion General Discussion / Maximum Number of Cards with Populate
« on: March 07, 2020, 03:41:34 am »
What would the maximum number of cards you could gain with a single purchase of Populate be?  Obviously under normal circumstances, that would be 10.  If there's a Looter and Young Witch, you'd add the Ruins pile and a Bane, making it 12.  Plus ten Horses per Livery you have in play (Ruins and the Bane are both too cheap to gain Horses)

But some cards also have additional on-gain triggers.  For example: when you gain Border Village, you also gain another cheaper card, so you could potentially gain two copies of an Action card - one from BV's on-gain and the other from Populate itself.  If what it gains is greater than $3, then you'd also get an 11th Horse

The maximum I can come up with is 61, requiring 2 (or more) Liveries in play and the following kingdom: Border Village, Hunting Grounds, Skulk, Young Witch, Death Cart, Catapult/Rocks (Rocks on top), Knights (Sir Vander on top), Catacombs, Graverobber, Livery, with Watchtower as Bane and the Innovation project having been purchased previously
  • 12 cards from Populate itself
  • All but the bane and the Ruins are $4 or more, so we gain 20 Horses (32 total)
  • Skulk comes with a Gold, which in turn comes with 2 Horses; a total of 3 more cards (35 so far, incl. 22 Horses)
  • Border Village gains you a cheaper card, which we choose to be Catacombs, which we then trash with a Watchtower in hand to gain a Skulk, which comes with a Gold, and all in turn come with 2 Horses each, for a total of 9 extra cards (44 cards; 28 Horses total)
  • Death Cart gains you two more Ruins.  Since Ruins are $0, they don't bring any additional Horses (46 cards)
  • Rocks gains a Silver when gained (47 cards)
    • But wait, it also gains a Silver when trashed, so let's suppose we have a Watchtower in hand and we trash the Rocks we just gained; that gives us a second Silver (48 cards)
  • Port gives us a second Port, which in turn comes with the last 2 Horses (51 cards, all 30 Horses)
  • The top knight is Sir Vander.  We use the Watchtower to immediately trash Sir Vander, gaining us a Gold (52 cards)
  • We trash our Catacombs with the Watchtower.  We gain Skulk.  Which comes with a Gold (54 cards)
  • We trash our Hunting Grounds for 3 Estates (57 cards)
  • We use Innovation on a Graverobber.  Graverobber gains a Border Village out of the trash.  Border Village comes with Catacomb, which we then trash for a Skulk and a Gold, 4 gained cards (61 total, including all 30 Horses)

So, 61 total cards, including all 30 Horses, 5 Golds, 2 Silvers, and 3 Estates.

Potentially all three Ruins are differently-named, so we have a total of 18 differently-named cards gained.  If we also buy Commerce, we'd get 18 Golds, for a total gain of 79 cards with just two buys - including 23 Golds!  We've probably emptied out the Gold pile at this point

Just for the fun of it, let's suppose we have the Tomb landmark also in play, and we trashed all of the cards, not just the ones specifically mentioned as being trashed.  That gives you 79 VP in one turn!  Or if we stuck with the 2 landscapes per game recommendation, we can leave out Commerce, and thus "only" 61 cards being gained and trashed for VP at a cost of just $10!

EDIT: Wait, just realized Port's extra Port is an on-buy effect, not on-gain, so that's 60 total, not 61, and 78 total with Commerce

57
Dominion General Discussion / Wayfarer/Swindler
« on: March 07, 2020, 01:50:45 am »
Swindler would interact really weirdly with Wayfarer's cost, especially in multiplayer.  Since its cost is defined by the most recently-gained card, you could have a situation where, for example, player A plays Swindler.  Player B trashes a copper and receives a curse.  Player C trashes a Wayfarer.  Since the most recently-gained card is the curse that B received, then C would also receive a curse

The Locusts hex would have a similar interaction, except it would amount to "an Action card costing less than whatever the previous person's gained card cost"

But in some situations, Locusts could actually cause you to get an expensive card.  For example, say that I'd just bought a Province, and then I play Vampire, with Locusts being the hex.  The person to my left trashes Wayfarer.  Now they must get an Action card costing less than $8.  Maybe King's Court is in the kingdom, so they're able to get a King's Court!  But then also, if multiple people's trashed card is a Locust, then each one's card they gain instead will be cheaper than the previous person ... so if the first person got a $7 card, then the next person must get an action card costing no more than $6 and so on

58
Dominion General Discussion / "Action Supply Pile" and Populate
« on: March 06, 2020, 11:11:45 pm »
When Populate references "Action Supply Pile", that wouldn't include Estates, even if you've bought Inheritance, right?  And what about Castles, if Small Castle or Opulent Castle is on top?  That's still not considered an Action Supply Pile, I believe?  On the other hand, Plunder or Rocks, even though they are not Actions themselves, still belong to an Action Supply Pile, so if they were on top of their pile, would Populate still gain them?

59
Dominion General Discussion / Wayfarer + Livery
« on: March 06, 2020, 09:37:38 pm »
If you have a Livery in play with two buys, you can buy two Wayfarers at different prices!  As long as the Wayfarer is at least $4 when you enter your buy phase, buying the first one causes you to gain a Horse, bringing Wayfarer's cost down to $3!

60
Dominion General Discussion / Livery/Labyrinth
« on: March 03, 2020, 09:35:33 pm »
Just played a game with Livery and the Labyrinth landmark.  It was an interesting combination, since Livery gives you Horses with most buys, it made for very quick gaining of victory tokens!

61
Dominion General Discussion / New Intrigue box art!
« on: March 02, 2020, 10:04:27 pm »
I was just in my local game shop today and saw that there's new box art for Intrigue!  I *really* like the new art!


62
Dominion General Discussion / Menagerie Recommended Sets Speculation
« on: March 02, 2020, 08:28:23 pm »
While it's obviously way too early to speculate about which cards will be in the recommended sets for the most part, one obvious possibility that comes to mind is to have Animal Fair in one of the Menagerie/Dark Ages recommended sets, since Necropolis/Animal Fair is an obvious combination

63
Just placed a pre-order with my local game shop, so I'll be able to get it immediately when it's released!

64
Dominion General Discussion / Errata Redux
« on: January 29, 2020, 10:20:12 pm »
So, when new sets are printed with the errata, will there be any way to determine whether a given set has the errata in the store?  Like, will they say Second (Third?) Edition on them, or will the box be the same?

65
Game Reports / Prince of ... Experiments *facepalm*
« on: January 19, 2020, 09:38:28 pm »
Had Prince, thought, "Hey, Prince of Experiments would be nice!  Start each turn with +1 Action +2 Cards!  What can go wrong?"

... There's no "leaving it in place" on Prince, so Prince only got to play it once, and then was out of play the rest of the game *facepalm*

66
Rules Questions / Innovation + Duplicate
« on: January 18, 2020, 11:15:54 pm »
I was playing Dominion online and I had the Innovation project.  I bought Duplicate, and played it immediately to put it on the Reserve mat.  Then the server gave me the option of using the Duplicate to Duplicate itself

Is that supposed to happen that way?  It doesn't seem like it should be possible to use a Duplicate to Duplicate itself, since that Duplicate was not on the Reserve mat at the time I gained it

67
Dominion General Discussion / Future Expansion Idea
« on: January 07, 2020, 02:25:45 pm »
A Star Trek:DS9-themed expansion, focusing on the main enemy in the later seasons.

That's right, Dominion: Dominion

68
Rules Questions / Tragic Hero and Split Piles
« on: January 01, 2020, 10:59:42 pm »
Am I correct in understanding that, when a Tragic Hero is trashed, it cannot gain a treasure that is not on the top of its pile?  That is, it cannot gain, for example, a Fortune if Gladiator is covering it up?

69
Dominion General Discussion / Action-Treasure-Victory?
« on: December 28, 2019, 03:53:05 pm »
I wonder if there'll ever be a card that's all three major types, Action, Treasure, and Victory.  Admittedly, there's not a whole lot you can do with Action-Treasure, but there are still some good possibilities outside of the already-existing Crown (a combination Counterfeit-Procession for example, or a King's Court version of Crown ["King's Crown"?], or a Venture-type card that can also work in your Action phase to dig for and play an Action card to name just a few), and one of them could get Victory points tacked on.  It would be a cool combination, I think

70
Dominion FAQ / Enchantress
« on: December 09, 2019, 12:03:30 am »
The text on Enchantress begins "Until your next turn, the first time each other player plays an Action card on their turn ..." - is there a particular reason for the "on their turn" wording?  It seems redundant to me, because when could you possibly play a card not on your turn?  The only time you could do something not on your turn would be a reaction, but unless I'm mistaken, a reaction isn't considered "playing an action", is it?  So, am I missing something that makes that phrasing relevant?

71
Dominion General Discussion / Errata'd expansions
« on: November 22, 2019, 07:06:58 pm »
Is there any word yet on when new editions are going to be released for the expansions containing errata'd cards?  At present, I only own the Intrigue and Seaside expansions, and would like to hold off on buying expansions affected by the new errata until they're actually updated with the errata

72
Variants and Fan Cards / Zombie Villager
« on: November 15, 2019, 03:00:29 pm »
Zombie Villager
Cost: 3
Type: Action - Zombie
+1 Card
+2 Actions
------
When you gain this card, trash it

Just a fun little idea I had.  It's kind of the opposite of fortress - instead of a card that can never go in the trash, it's a card that can never be taken out of the trash.  Like other zombies, it starts out in the trash, and is only used if the Necromancer is in the game.  But, if you try to gain it from the trash, such as with Lurker, it just goes right back into the trash.  It allows you to use Necromancer as a village, hence the name, and also ensures that the trash will always have at least one card that Necromancer can use.  Lurkers can steal the other zombies, but not this one.  It unfortunately nerfs Rogue, since you can never use the attack part of its abilities, and if this is the only card in the 3-6 price range in the trash, it'll automatically try to gain it, to no avail (but, just as Fortress is still technically trashed, this is still technically gained - so, for example, cards like Devil's Workshop or Monastery that care about how many cards you gained will still count this as a gained card)

73
Let's Discuss ... / Noble Brigand and Trash
« on: November 14, 2019, 03:07:02 am »
Why is the Noble Brigand's ability phrased in a way that indicates the treasures visit the trash?  Why, for example, is it not simply "take a Silver or Gold" or something to that effect?

74
Variants and Fan Cards / The Missing Nocturne Curser
« on: November 07, 2019, 01:58:18 am »
Quote
Night Witch
Type: Night - Attack - Duration
Cost: $5

Each other player with at least four cards in their hand discards one. Each other player gains a curse to their hand

At the beginning of your next turn, you may trash one card from your hand for every card you gained on this turn

This combines a discard attack with a cursing attack.  Like Sea Hag, there's no immediate advantage to the person who played it, but it does have a benefit on your next turn, essentially a delayed Monastery.  You gain a curse whether or not you discarded, but you can't end up discarding below three cards

75
Rules Questions / Lurker/Changeling clarification
« on: October 28, 2019, 03:39:36 pm »
I want to make sure I understand correctly how Changeling interacts with cards such as Lurker that can take cards from the trash

If I get a card from the trash and choose to replace it with Changeling, what happens to that card?  I'm thinking the card will be returned to the Supply.  Am I correct there, or does it return to where it came from, namely, the trash?

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