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Messages - Beyond Awesome

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2776
Game Reports / Re: Countering the rebuild
« on: July 14, 2013, 05:14:05 pm »
Also, Minion can help Rebuild because a smaller hand size means you are more likely to not have a green card in your hand which means you are more likely to hit the card you want to hit. For instance, you have a Duchy in your hand and want to turn it into a Province.

2777
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: July 14, 2013, 02:03:57 am »
A pet trick I would like to do is build  Black Market/Poor House deck. Sadly, you can't use Black Market on Goko. I also want to try Scavenger/Stash.

2778
Goko Dominion Online / Re: So how do I get into the 4000+ range?
« on: July 14, 2013, 01:54:28 am »
Maybe buy the expansions. The bots are not good with some strategies, although some strategies they can dominate quite well.

2779
Fishing Village

2780
Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 11, 2013, 04:29:02 pm »
Sorry your luck with Potions was AWFUL!

http://dom.retrobox.eu/?/20130710/log.516cd730e4b082c74d7a37f1.1373489577747.txt

Dominion All Sets Included: turn 4
Dominion All Sets Included   draws Potion, Copper
Dominion All Sets Included   shuffles deck
Dominion All Sets Included   draws Estate, Estate, Potion

Dominion All Sets Included: turn 7
Dominion All Sets Included   draws Estate, Copper, Potion, Estate, Potion

It's kind of his fault for buying an extra potion, especially with Stonemason on the board, allowing you to gain two Universities at once. Maybe, that is why he went for the extra potion, but a mistake nonetheless.

2781
Game Reports / Re: Conspirator Beats Ruins
« on: July 11, 2013, 04:23:24 pm »
The thing is Marauder is slower than Witch, and Ruins offer some benefit when Curses don't. If Marauder and Witch are both on the board, you should always prioritize Witch, unless there is some real weird-edge case scenario.

2782
Game Reports / Re: Rebuild: Shitties game ever
« on: July 11, 2013, 04:14:49 pm »
I feel Rebuild is the only card that Donald really messed up.

I agree. He did say it was the last card created for DA. I don't think enough testing was done, or at least not enough testing with 3 Estates vs. Shelters opening.

2783
Dominion General Discussion / Re: Ranking the Expansions
« on: July 09, 2013, 08:08:02 pm »
Like/Dislike

Dominion: Witch/Adventurer
Intrigue: Nobles/Scout
Seaside: Fishing Village/Pearl Diver
Alchemy: University/Transmute
Prosperity: King's Court/Contraband
Cornucopia: Horn of Plenty/nothing (I don't actually mind Tournament games)
Hinterlands: Haggler/Develop
Dark Ages: Shelters/Procession
Guilds: Butcher/nothing
Promo: Envoy/nothing

2784
The strategy is simple. Use all the zaps.

2785
Goko Dominion Online / Re: Ratings Protection: A Question
« on: July 07, 2013, 04:55:32 am »
About a week ago, I decided to play a lower ranked player. This player didn't play well, but got great Familiar luck and won the curse split 9-1. I ended up losing that game. Dominion does have a random luck element and sometimes even if you're Stef, you're bound to get screwed every now and then.

2786
Dominion General Discussion / Re: Ranking the Expansions
« on: July 06, 2013, 02:50:59 pm »

5. Guilds: The coin tokens are another thing that can give you such a power trip, and many of the cards use it. This expansion does a lot to boost and help optimize the many familiar strategies with the transformation of spending power to coin tokens. The set also adds a few new, coin token specific strategies. The overpay mechanic turned out to be something that isn't too hard to wrap your head around either. Still, I can't help but feel that the set is a bit lacking on its own.


I agree. I feel after it was known Guilds would be postponed for the base cards, I think they should have tried to make it into a larger set. There seems to be more room for overpaying and coin tokens. Also, Donald X. said he wanted to do another Duration set. More Duration cards would have fit in well because coin tokens are sort of like Durations themselves and affect the next turn. Also, Taxman affects your next turn, so I kind of wish this expansion had more cards to better explore its themes. And, hey, more Duration cards would have been nice.

2787
Dominion General Discussion / Re: WW's Power Rankings
« on: July 06, 2013, 02:32:47 pm »
As far as $4 villages goes, WM is the best. Now, on some boards, WV might be better, but WM's cycling is so powerful and often I don't mind skipping my treasures. The point is to get to your engine components faster or to get to a certain action faster. Heck, it even works in non-engine decks for getting to your cursers faster and gives +Actions so you can play two cursers in the same turn. There have actually been many games where I bought WM just for that reason, and it games without trashing WM makes it possible to create a reliable engine.

2788
Dominion General Discussion / Ranking the Expansions
« on: July 06, 2013, 03:06:18 am »
Now that all sets are out, I figured it is time to once more analyze the expansions, and decide which ones we like best. You can use any criteria you choose. With that said, let the games begin!

From what I consider weakest to best.

10. Promos--Not really a set, but these 5 cards are nice to have. Now, if only Goko would actually make it possible to get them.
9. Alchemy--This set makes long games. And, getting $2P on a familiar board is often game over. Also, a lot of people hate Possession, and I think that card turns off casual players which isn't good for the game.
8. Guilds--I like this set, don't get me wrong. I also probably don't have enough experience with it. But, it just seems to add cards to fill up plot holes more than anything else. I do like the cards in the set and the concept of coin tokens, but I feel it adds the least amount of value out of all the expansions.
7. Cornucopia--I love HoP. One of my favorite cards of all time. This set has a lot of amazing cards, but Tournament really brings this set down in my eyes. It is just too swingy of a card.
6. Intrigue--It has some of my favorite cards. But, I feel Torturer chains and Minions are too harsh for the more casual gamer. Me personally, I don't mind those cards. But, as a standalone, I think those two cards should have been exchanged for two lesser attacks, or at least one of them should have been exchanged. It also has Saboteur which a lot of casual players hate as well.
5. Hinterlands--I like a lot of the cards, and I think the set adds a lot of strategy, but it seems to be lacking something that other expansions seem to have.
4. Dark Ages--Despite what Donald X. says, I think this expansion adds the most strategy to the game. It has two of the most powerful cards, Cultist and Rebuild. It also seems to have more dud cards. Graverobber and Rogue rarely shine. Procession requires the right board. There are just too many cards that's usage are limited to speciality boards. I do think this expansion goes all out. I love Shelters. I love Spoils. I like the idea of upgrading into new cards. Lots of cool concepts. However, I think this set is not casual friendly at all. This is the last Dominion expansion I would show to someone getting into the game.
3. Seaside--Durations are awesome. Sadly, this set offers little strategic value. I means, yes, you have Embargo and Ambassador, but is it really that hard to figure out when to buy Wharf and Fishing Village and Sea Hag. By the way, Fishing Village is my second favorite card in the game.
2. Prosperity--I love King's Court. It's my favorite card. I think the treasure theme is overdone. Loan and Royal Seal are kind of boring cards. But, Colonies and other concepts make this what I consider the best expansion.
1. Dominion--Yes, the base game gets the first rank. Now, that I have become much better at this game, I realize BM is usually the best strategy to go with. But, this introduced me to the game and got me hooked. I think this serves as an excellent starting point for most people. It really simplifies things and introduces the concept of Dominion well. I played many base games before moving and on and discovering other expansions. Since this started the whole thing and was a success, I give base Dominion first place.

And, for the record, I am not a casual player, but I did take into consideration how a more casual person may view and experience this game when ranking it. If I were to go from a pure strategic perspective DA would get first place.

2789
Dominion: Guilds Previews / Re: Favourite Guilds cards
« on: June 20, 2013, 03:48:40 pm »
Stonemason is my favorite just for the overpay effect. Herald is a close second. I love me some engine building.

2790
Josephine is without a doubt the last Knight.

Discard is good and all, but I think the trashing Knight is often the best, especially on boards with no other cursing, and especially on boards with junking attacks. Today, I would probably rate that #1. Molly can be critical for the actions and be able to play more knights. Bailey can always be played, so it deserves to be in the top 5. I would probably put Vander and Josephine in the bottom 2. Martin is often not great, but he costs $4 and if you can get an engine going and he is the only form of +Buy, he can make a huge difference. Natalie, Anna, and Martin contribute the most to engine building. So, maybe they deserve the top 3 spots, but then again, how often is a strong engine viable in a knights game. Not always. Then, I would put discard at 4, Destry at 5, and Bailey at 6 Sylvia would be 7, but the coin is pretty nice to have.

2791
Goko Dominion Online / Re: Number of games on Goko
« on: June 20, 2013, 02:18:04 am »
Seems Guilds barely caused an increase. Kind of surprising actually.

2792
Honestly, I think it would be confusing if we rank Stonemason but multiple costs. How the hell am I supposed to know the value of a $5 Stonemason. You can get 2 $3 for that, but how often do I want two $3's? And, on that same board, I also have the choice of paying $7 for Stonemason, and sometimes even $9. Honestly, the overpay is an effect of the card, but not the cost of the card.

Anyway, the rule book makes it clear that Stonemason is a $2 card.

2793
Goko Dominion Online / Re: Walled Village Question
« on: June 18, 2013, 12:01:08 pm »
On Getsatisfaction, as of yesterday, they said it would be possible to get all 5 promos.

2794
I can't see Soothsayer being that high on the list... giving your opponent a Lab is too big a drawback, especially if they are playing with the knowledge that they might be getting a Lab.  Not saying it's a bad $5 card by any means, but Witch/MBank/Cultist are so good because they flat out give your opponent junk.  The Gold gain is of course great, but not immediate and pretty useless in the last couple of turns barring edge cases.

I have not played with Soothsayer much, but the reason I think it might hit that high (and, it very well might not) is because it makes the game fast for a cursing game. Of the three games I played two of them ended 16 and 18 turns respectively.

2795
Overall, seems mostly right. Rebuild being 26 is the grossest mistake ever. I agree with Powerman that Tactician is overrated. I wouldn't have it in the top 11.

I think Robz has the rankings spot on except Mountebank is usually better than Witch. I would put Cultist above Wharf and Governor above Hunting Party. With Soothsayer maybe the top 5 will look something like this.

1. Rebuild
2. Mountebank
3. Witch
4. Cultist
5. Soothsayer

Maybe Soothsayer is better than Cultist, but Cultist is so fast. And, I have only used Soothsayer like 3 times or so.

2796
By the way, I've seen some people mention that "$5 Stonemason" -- meaning a card a Stonemason where one must overpay by exactly $3 -- is not a real card and misses sight of some flexibility.  The flexibility argument is fair.  However, the idea is that $5 Stonemason is one of the options that you will consider when you have $5.  Therefore, $5 Stonemason should be understood as overpaying by up to $3, not exactly $3.  Just as you will sometimes use a hand of 5 Coppers to buy a Young Witch, you will sometimes use that hand to buy a Stonemason with two Hamlets.

I think this is actually a potential argument for ranking Stonemason on a high cost list ONLY, instead of at $2 (and likewise for the other overpay cards).  I feel that the $2 list should not encompass effects that are only accessible when you pay more than $2.  But a higher cost list still makes sense to me for considering cards that let you pay less.  That's why I have no issue with Peddler being on the list where it is.  Ranking Stonemason against $6+ cards feels more useful to me than ranking it against $2 cards, where this $6+ Stonemason card has a negative quality of being worth less to TfB but a bonus of allowing you to pay less for it in return for a smaller on-buy benefit.

It's hard to explain, but I think it is better to compare potentially-cheaper cards against expensive cards than potentially-expensive cards against cheaper cards.  Can someone who feels similarly explain this better?

PPE: WW points out accurately that even ranking it at, say, $5 does not encompass the whole card because you can overpay far more.  However, those mega-purchases are (probably) rare enough that it's OK to omit them.  Moreover, we don't have a list for $1000 cost cards anyway.  For Stonemason specifically, you will never pay more than $10 for it because the most expensive card you could gain via the overpay is Peddler, and that's super unlikely to ever happen anyway.

My current vote is to stick the overpay cards on the list that ranks the most expensive cards.  Not that we are voting or anything.

That seems reasonable to me for Stonemason and Masterpiece, but then I feel like Doctor and Herald somehow make more sense right at $3 and $4 respectively.  I don't have a good way of explaining it, but it's my gut feeling.

I agree about Doctor and especially Herald. Herald really feels like a $4 card because my experience has been to mostly buy it at $4 and occasionally use its overpay ability.

2797
Rebuild and Butcher exist, therefore Expand sucks.

I still think Cellar is better than Warehouse.

In an engine deck with any sort of draw (which is almost all the time), I agree with you.

2798
Variants and Fan Cards / Re: A Guilds/Prosperity card
« on: June 17, 2013, 02:52:43 pm »
Funny, while in the shower, I thought of this exact card, but it started at 0VP and had no Great Hall effect. I was debating if it should be priced at $3 or $4.

2799
Game Reports / Re: Scavenger BM really good?
« on: June 17, 2013, 02:47:30 pm »
I have done Scavenger big money a few times. It works out well actually.

2800
From my experience so far, you want to overpay for Stonemason and Masterpiece. But, most often, I don't find myself overpaying for Herald all that much. So, where would we put Herald then? And, what if you really did want to buy Masterpiece for $3?

Really, I think we should look at overpay as a special ability these cards have. When you buy a Stonemason, you are still paying $2 for it. Then, if you overpay by $5, you are really just using its special ability. Yes, you spent $7 total, but really, you spent $2 on the card, plus $5 on the special ability.

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