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51
Buying a Jeweled Egg with a Watchtower in hand basically amounts to buying a Loot for $2 - and being able to immediately topdeck said Loot

52
Rules Questions / Re: Do Taskmaster and Reckless do the same thing?
« on: December 22, 2022, 01:35:41 am »
Really what I'm asking is, is "repeat this ability" the same thing as "follow this card's instructions"? For the purposes of Ways, Enchantress, etc.

Especially, if you play Taskmaster with Way of the Chameleon. When you "repeat these instructions", are you locked into getting +1 card instead of +?

This is still a valid question that I'm not sure about, but for Way of the Chameleon specifically, I think the "this turn" on Chameleon should still limit it to the turn you play Taskmaster and no future turns where the Taskmaster stays out in play. I know there are some bugs online right now, but at least right now, the online implementation does agree with that--when playing Taskmaster with Way of the Chameleon, you do get the +1 card now but get + on each subsequent turn.

Yeah, it's much like any other Duration card. If Chameleon didn't have the "this turn" clause, though, I think you would be get +1 Card each turn that it stays in play

53
Potentially a bug, but: Reckless Kiln on Dominion.Games will regain itself.

By the card text I don't think it should - you're not playing it twice, just following its instructions twice, but that's how it's currently working.

Yeah, sounds like a bug to me. Definitely shouldn't work that way. Sounds like the system's treating Reckless as if it were a Throne Room

54
Just realized that since Flagship doesn't say anything about "on your turn", it can trigger on Reactions that play themselves, such as Caravan Guard or Black Cat

55
The +1 {bonus} tokens from Adventures can be disappointing on Taskmaster, as they don't do anything when Taskmaster's start-of-turn ability triggers.  "Repeat this ability" is not the same as "Play this again."

That's basically the same concept as all the other Duration cards. Stick an Adventure token on Hireling and you're not getting that bonus every turn

56
Reckless Crew
This thing does NOT have to return to the supply. Like at all.

Nearby Peddler
Dear programmers of Dominion Online, please prevent this one from popping up. (I've not encountered this one, but I dread the day I will)

First Mate + Nonterminal trasher
Trash stuff, then draw back to make up for the reduced handsize. First Maid can be quite nuts for sure.

There's no rule that wold prevent Peddler from getting Nearby, so it feels like it would be arbitrary to block that combo ... on the other hand, yeah, with four or more Action cards in play, that's an instant emptying of the pile. In principle you could do the same with Nearby Wayfarer as long as you have at least one other source of +buy - buy a single Copper, then empty out the Wayfarer pile. Of course, that would only be sensible if you have a deck that can support that many terminals (or the +Action adventure token on the Wayfarer pile), or are wanting to empty out a third pile at the end of the game

57
Shaman weakens most trashing attacks, but Corsair actually becomes stronger with Shaman in the game - you can get the cards Corsair trashes

58
Rules Questions / Re: Reckless
« on: December 20, 2022, 02:48:37 am »
Shouldn't the first revealing of Moat be valid for the second following of Soothsayers instructions?
Moat tells you to be unaffected by the played Attack card, and Reckless tells you to follow the instructions of played Reckless cards twice. To me that seems like the card does the thing twice. For the Moat to only affect the first round of instructions you have to say that "this" (the first run-through) "is what Soothsayer does, and this" (the second run-through) " is what Reckless does." But Reckless just tells you to follow the instructions twice. If it had said "After you play a Reckless card, follow its instructions again" then the second play would have been solely because of Reckless. The current wording seems functionally equivalent to if the card text had been printed twice on Soothsayer, in which case the Moat  would count for both run-throughs.

Yes, Moat would block both. The question was if you drew a Moat on the first attack, would you be able to block the second attack? And the answer is no. But, yes, if you revealed a Moat on the initial play of Soothsayer, it would block both

59
Fated is great with cards that you want to play multiple copies of. I had a game with Fated on the Idol pile - the Curse pile ran out pretty fast in that game!

60
Rules Questions / Old Counterfeit + Endless Chalice
« on: December 20, 2022, 02:06:23 am »
I know there's new errata preventing Counterfeit from being played with Durations, but if you're playing with the pre-errata Counterfeit, and you play it with Endless Chalice, what exactly happens? Is it like the old version of Precession playing Hireling, where it gets discarded, but the Duration effect persists, so that you still get a total of +$2 +2 buys every turn for the rest of the game?

61
Remake + Jeweled Egg → Remake Jeweled Eggs to get Loot and some $3 card, and then later remake the Loot into Provinces

62
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 19, 2022, 02:05:26 pm »
Shaman is an interesting card. At first I thought it made trashing useless, but then I realized your opponent will be gaining before you do. Who knows, maybe I'll end up hating it after a few games though.

It can have some interesting interactions. For example, if there's only one Curse in the Trash, you're gonna be reluctant to trash a Copper. After all, you'd much rather force your opponent to take the Curse then to let them take the Copper and leave you with the Curse

63
King's Cache + Tools is ridiculous, since you can obviously use the Tools on the King's Cache itself, meaning that whichever player is able to hit $7 first can easily end up getting most of the King's Caches

64
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 06:52:05 pm »
Cage is not even indirectly giving you money, is it?

If you set aside Treasure cards with Cage, it would give them back to you when you gain a Victory card (or rather, on the turn after you gain the Victory card). It does seem like a very niche card though, hard to see what the most effective use would be

65
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 06:50:19 pm »
It's always nice to have more Villa variants.

Yeah, Launch looks great! I love that it doesn't run out late-game like the other Villa-effects do. Once per turn seems like a reasonable limitation to compensate.

It will work really nicely with Landing Party - basically spend $3 to put your Landing Party/Parties back onto your deck - potentially letting you play the same Landing Party twice in a single turn!

...I don't follow?
Oh, wait, yeah, I made a mistake there. You couldn't play Landing Party twice in the same turn that way, it would only allow you to topdeck a previous turn's Landing Party

66
Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: December 18, 2022, 06:46:02 pm »
Had a game with Tireless Landing Party

67
Abundance plays really poorly with Night gainers like Vampire

68
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 03:50:59 pm »
I'm surprised Quartermaster doesn't have a non-Victory clause. You could easily accumulate cheap alt-Victory cards - and with Canal or Bridge Troll (or something like a Royal Galley + Highway) you can even accumulate Duchies on it

69
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 03:45:10 pm »
Wow, Frigate seems really mean! But I thought that about Warlord and it turned out not to be so bad, so I guess we'll see.

It's always nice to have more Villa variants.

Yeah, Frigate seems like it'll be really brutal. And it'll be interesting with certain Reactions like Caravan Guard or Black Cat

70
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 03:43:53 pm »
It's always nice to have more Villa variants.

Yeah, Launch looks great! I love that it doesn't run out late-game like the other Villa-effects do. Once per turn seems like a reasonable limitation to compensate.

It will work really nicely with Landing Party - basically spend $3 to put your Landing Party/Parties back onto your deck - potentially letting you play the same Landing Party twice in a single turn!

71
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 03:42:25 pm »
Grotto will be really useful when you start Greening, and also early in the game before you've gotten rid of your junk. So it's effectively a kind of Duration draw that depends on how much junk you have

Search could be interesting in games with Experiment, since it could activate multiple times from the same pile. But also, it's interesting that everyone with one or more in-play Searches will benefit simultaneously from the emptying!

Crucible seems very similar to Salvager, but being a Treasure, it seems like most games it'll be stronger than Salvager, even with the lack of +buy (unless there's no other +buy in the kingdom). The only other downside that I see relative to Salvager is that, being a Treasure, it cannot, in most kingdoms, be played before any cost-reduction, unlike Salvager

Crew seems like it will be extremely powerful, provided you have enough +Actions

I can't decide whether Figurine looks like it'll be strong or weak. I guess it depends a lot on the type of kingdom. In Treasureless engines, it'll be pretty useless, but with Big Money it would probably be a good card

I don't understand why a Throned Quartermaster only has one set of cards. Why doesn't it work like a Throned Archive, which keeps two sets of cards?

Reckless is an interesting one. Depending on the card that gets it, it could either be very good or very bad. Reckless King's Court would probably be overall a major nerf, but a Reckless Experiment would be absurdly powerful - a net +2 Actions +4 Cards, and no drawback since it would've gone back to its pile anyways! Scheme would allow you to bypass that return-to-Supply part, right?

72
Hasty Tormenter is interesting. If you have no Duration cards in play, it's almost like getting an on-gain Imp (just delayed one turn from the usual on-gain effects). If there are Duration cards in play, it's like an on-gain Hexing

73
Lich and Journey

Think you can play a Lich without consequences by getting an extra turn? Well if it's Journey, you still don't discard cards from play during Clean-up, so your next turn is going to be a Journey turn. And it's likely to be quite a weak turn with Lich drawing you so many cards.

I think you'd discard during your opponent's Clean-Up phase. That's what it says in the wiki anyways "If you play Lich and buy Journey on the same turn, your cards remain in play, the Journey turn gets skipped, and you'll discard everything from play during the next Clean-up (yours or another player's)." So, I think that when your next regular turn comes around, you'll have already discarded all your cards (barring your opponent skipping a turn from their own Lich)

74
I didn't find this, but I had a game where my opponent used it: Taskmaster + Swap, as long as there's at least one other $5 action card available - you can simply Swap out one $5 for another, and since Swap uses "gain" rather than "Exchange", that keeps Taskmaster in play.

75
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 10:44:34 pm »
Patience cards are almost like quasi-Duration-Night cards, in that the net effect is similar to playing a Night card whose effect is on the next turn. E.g., a Cantrip set aside by Night is similar to playing Ghost Town. Of course, for cards that care about what's in play, there's an important difference between a Patience card being set aside and a Night card being played, but in a lot of games the net effect of using the Patience trait is similar to playing a Night card

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