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Dominion General Discussion / Re: Ill-Gotten Gains - bad for the game?
« on: January 04, 2012, 12:33:53 pm »- What action cards do you want and how many of them (e.g. 1 Margrave before going for IGGs, numberous Monuments for $4, maybe trashers etc.)?
I've been looking through my most successful IGG games. Many of them have an action or two. Most are obvious. Smithy, Steward, Watchtower. Border Village because, hey, why not? Nomad Camp seems particularly useful if you open 4/3 because there's some chance you can hit $5 on the second hand. Monument seems good. Bishop seems counterproductive.
I'm trying to think of $5 cards that would be worthwhile. I don't think there's a $5 card worth getting before IGG. The first IGGs hurt the most, then it's diminishing returns. Apprentice would eventually be useful, especially with +buy somewhere in the deck. Mine is also nice, transforming Silver and IGG into in-hand IGG. Eventually it'd convert IGG into Gold. If you drew 5 coppers after turn 7-ish, Mint could be worthwhile.
- When do you take the copper in cases you don't actually need it for your buy? Ideally you keep track of your deck composition and calculate the buying power - if it's >1.0, don't take the copper, if its <1.0, get it. However, this is a bit flawed since your buying power in the "Duchy phase" decreases faster than you can increase it during the "IGG phase" - so there's still no definite answer. Most times it's probably better to just take it (assuming almost pure IGG rushs), but as I seed in the beginning, I'm not sure.
Taking the Copper when you don't need to spend it is almost always bad in my mind. The only exception I can think of is if you're trying to 3 pile with Gardens. If your buying power is < 1.0, (a) you've probably already lost, and (b) it'd be better to buy Silver on your inevitable $4 hands to catch up. Silver will increase your buying power over 1.0, Copper will only make it asymptotically approach 1.0.