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Topics - Morgrim7

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51
Variants and Fan Cards / Fan card that needs a price
« on: July 26, 2012, 02:51:52 am »
Redemption
$? - Action/Duration
+2 Cards
When this is in play, you may play Action cards as Treasures worth $2.

At the start of our next turn, +$1 +1 Buy.

52
General Discussion / Things that confuse me
« on: July 26, 2012, 12:36:12 am »
Mint/Mine
Fairgrounds/Farmland
Forgetting that I can Swindle into Potions
Transmute's trashing abilities

When reading Mafia...
WW=WanderingWinder/Werewolf
BM=Bastard Mafia/Big Money

Does anyone else have this problem?

53
Dominion Articles / Mountebank
« on: July 24, 2012, 09:30:47 am »
Mountebank, like any other curser, is one of those few cards that you would actually open Feast for. Unlike any other curser, it doesn't quickly lose its value. Mountebank is one of those cards that the more times you play it, the less amount of times it gets effective. Because, the more times you play it, the more curses your opponent gets, the more likely it is he will have a curse in his hand to discard. Lets say your opponents deck consisted of: 8 Coppers, 3 Estates, 2 Mountebanks, 1 Silver, and 1 Curse. Now imagine that you played Mountebank. There are 17 cards in his deck, five of which he has in his hand. The probability of him having a curse in his hand is  0.38. Not so bad. Now lets add some curses and coppers. His deck is now 9 Coppers, 2 Curses, 3 Estates, 2 Mountebanks, and 1 Silver. There are now 19 cards in his deck, and with 5 in the hand, the probability has increased to .6. Do it again, and it increases to .8. So you see, the more it is played, the less effect it has. So, for the curses to run out, you will have to either have perfect luck, or wait a bit for the decks to fatten. Thus, in many Mountebank games, instead of going quickly like games with Witch, the curses slowly trickle out and might not even empty at all by the time the game is over.

Coppers?
Many of the decisions made when playing with Mountebank revolves around whether or not you want the extra coppers. In games with cards that don't care about coppers, such as Loan, Counting House, Cache, PhilStone, and Gardens, the coppres might not matter as much, and may, in fact, be beneficial. In these types of games, if the curses are gone, when given the choice on whether to discard a Curse or not, do not discard the curse. The copper isn't harmful.

In games where the copper would not be beneficial, such as with heavy trashing, Mountebank is still somewhat of an attack, and shoud be avoided, but remember, in junking games, Copper is a card which can be quite helpful, and whose aid is not to be despised.

Copper provides one more thing: Bigger Decks. A good counter to any Mountebank strat is Gardens. You get a bloated deck, can greatly increase the value of Gardens, you get an abunance of Coppers, and you get a pre-depleted pile: Curses. What is not to like?

Playing with Mountebank
What is the point of a curser?
To get curses into your opponents deck.

Why is this so hard to do with Mountebank?
Bcause of the easy avoiding of the attack. Just discard a curse.

So how can I get the curses into my opponents deck?
You should play Mountebank more. Like this:

1) More in general. There are many ways to do this, some enablers include Inn, Scheme, and some good cyclers like Warehouse. It is also easier to do with Hunting Party. A very good way to ensure playing Mountebank alomst consistently each turn is to buy one, and load up on Hunting Parties. The Hunting Parties skip over the junk, and will almost reliaby get a Mountebank into your hand every turn. 

2) More per turn. If you can play Mountebank at least twice in one turn, it is highly likely that the second will suceed. So how can you play it more than once per turn? This is alot harder. One of the obvious answers is KC/TR, and if you can get to KC early in the game, great. TR is different. It only costs 4. Easy to get to. So buy it often, buy some Mountebanks, and you are pretty home free.
Another answer is some Villages. And maybe some +Cards. Like Tactician. If you can play a Tactician earlier in the game, and play at least two or three Mountebanks, you are likely to get some junk in his deck, which will not only start to waste the curses, but make his Tacticians (or Villages) less likley to synergize with his Mountebanks.

Mountebank is the card that, IMO, slows games down the most. The onslaught of junk, the duration of the emptying of piles, and the ability to junk even after the curses are gone make it so. This card, along with Ambassador, Torturer, and Possession are one of the few cards that can make people quit Dominion.

Works with:
Tactician
Cyclers
Scheme
Inn
Throne Room/King's Court
Villages
Itself
Counting House
Loan
Heavy trashing
PhilStone
Gardens

Conflicts with:
Ambassador (duh)
Masquerade (duh)
Other strategies you want to play but are ruined by this card.
Hand-Size Reducers
Edit: Oh, yeah, Trader. 

54
General Discussion / Something's loopy
« on: July 23, 2012, 01:05:59 am »
So I was gazing over our wonderful forum's stats, and came apon something odd. The top ten post voters has someone missing! There is no name!
Also, when looking at who's online, I saw Galzria's username, and next to it (where you would normally see what he is viewing) I saw this: Nothing, or, nothing you can see!
???

55
Dominion General Discussion / Rank the Villages
« on: July 21, 2012, 08:27:21 pm »
Inspired by th Best $4 Card list discussion.
My ranking:
Fishing
University
Worker's
Border
Mining
Festival
City
Bazzar
Hamlet
Farming
Native
Walled
Vanilla
Shanty Town

56
General Discussion / Why did you join the forum?
« on: July 21, 2012, 07:53:09 pm »
See poll.

57
Dominion Articles / Combos/Counters Article list
« on: July 15, 2012, 03:25:55 am »
We should have two more lists stickied:

1- combos
2- general strategy articles grouped somehow
Bold=Dominionstrategy.com

Combos

2-Card Combos
Alchemist/Herbalist
Altar/Highway
Ambassador/Curse
Ambassador/Fool's Gold
Ambassador/Pirate Ship
Apothecary/Stables
Apothecary Native Village Apothecary/Native Village 2
Apothecary/Vault
Apprentice/Hoard
Apprentice/Envoy
Black Market/Tactician
Caravan/Vault
Cartographer/Tunnel
Cartographer/Wishing Well
Courtyard/Tournament
Chancellor/Stash
Chapel/Stash
Council Room/Goons
Counting House/Coppersmith
Fishing Village/Torturer
Fortune Teller/Jester
Ghost Ship/Fortune Teller
Golem/Counting House
Golem/Scheme
Golem/Tunnel
Goons/Apothecary
Goons/Watchtower
Governor/Warehouse
Graverobber/Pillage
Hamlet/Menagerie
Hoard/Salvager
Horn of Plenty/Native Village
Horn of Plenty/Peddler
Horse Traders/Duke
Hunting Party/Saboteur
Hunting Party/X
King's Court/Scheme
Loan/Minion
Masquerade/Margrave
Militia/Masquerade
Minion/Golem
Mine/Potion
Mint/Fool's Gold
Native Village/Bridge Native Village/Bridge
Oasis/Menagerie
Quarry/Talisman
Remake/City
Salvager/Peddler
Salvager/Spice Merchant
Sea Hag/Duchy
Scheme/Conspirator
Scheme/Herbalist
Scheme/Trading Post
Scrying Pool/Secret Chamber
Scrying Pool/Vault
Sea Hag/Jester
Shanty Town/Spice Merchant
Spy/Thief

Steward/Scrying Pool
Tournament/Scheme
Treasure Map/Nomad Camp
University/City
University/Inn
University/Watchtower/X
University/Library
Vault/Library
Vault/Philosopher's Stone
Venture/Bank
Vineyard/Develop
Watchtower/University
Warehouse/Conspirator
Warehouse/Counting House


3-Card Combos
Apothecary/Scheme/Bishop
Apothecary/Warehouse/Cache
Apothecary/Wishing Well/Coppersmith
Baron/Crossroads/Farmland
Border Village/City/Trash4Benefit
Courtyard/Loan/Venture
Embargo/Spice Merchant/Venture
Ironworks/Scout/Great Hall
Hamlet/Talismen/Fool's Gold
Hamlet/Watchtower/Library
Haven/Watchtower/Library
King's Court/Goons/Masquerade
Talisman/Watchtower/Treasure Map


Counters

Bishop vs. Gardens
Counting House vs. Militia
Harvest vs. Fortune Teller/Rabble/Bureaucrat/Ghost Ship
Library vs. Militia
Lookuot vs. Sea Hag
Militia vs. Warehouse
Minion vs. Treasury
Native Village vs. Fortune Teller
Possession vs. Ambassador
Secret Chamber vs. Pirate Ship
Tactician vs. Ghost Ship
Vault vs. Ambassador
Wishing Well vs. Ghost Ship

58
Variants and Fan Cards / "Pure" VP card
« on: July 10, 2012, 04:00:11 am »
Meant to submit this to the challenge, but was too late.
Investment Advisory
$1, maybe 2.
Worth one per Investment Advisory in your deck. When you buy this, add a Investment to the Investment mat. This costs one more per token on the Investment mat.
---
There are 16 of these in the supply.

59
Dominion General Discussion / When to Masq pin?
« on: July 09, 2012, 02:11:13 am »
Obviously with Masq and some enabler like TR or KC, but isn't it a little slow? Shouldn't you only go for it if there is heavy trashing? Or is the KC-Masq enough?

60
Variants and Fan Cards / Pawn-like card
« on: July 08, 2012, 02:21:43 am »
Cardname
$2
Choose one: +2 Cards, +2 Actions, +1 Buy, +$2.
Thoughts? Has this been done before?

61
General Discussion / Talking
« on: July 05, 2012, 04:53:44 am »
I love this. (Inspired by the talking puzzle)
My Dominion games come with a lot of talking.
"Lab, Lab, City, City, Monument, that's one VP under the belt. ok... Uhhhmmmm, Vault, discard these 12 Cards for +$12, do I have any +buy? Oh...hmmmm....maybe not..... ok, Tactician and buy a Province. Your turn." Does anyone else talk while they play Dominion?

62
Game Reports / Many Monuments, Much Monumental Money, and More
« on: June 27, 2012, 03:12:50 am »
I played Monument every turn after turn seven. For 26 turns. And no slim decks either.

http://dominion.isotropic.org/gamelog/201206/27/game-20120627-000828-5184212e.html

63
General Discussion / Sleeping
« on: June 26, 2012, 04:59:16 pm »
I happen to be horrible at this. On the weekdays (when I wake up early) I am so tired I can't concentrate in the early morning hours. The weekends are the time when I would wake up at 5:00, 6:00, whatever. Oh, I'm dreadful at this sport.

64
Game Reports / Games that would make noobs quit Dominion
« on: June 26, 2012, 01:35:50 am »
Post your games here that would make noobs quit. Really excited to see game logs where people get crushed by Torturer, Saboteur, Possession, ect.
(Inspired by the "Ignore Saboteur at your cost" thread)
Here's one to start off...
Wait, is CR down? I can't get there for some reason.

65
Variants and Fan Cards / What kingdom do you use to playtest cards?
« on: June 24, 2012, 07:12:26 pm »
I mainly use the "Beginner's Kingdom" listed on the Dominion rules. Is there another better one to use?

67
Dominion General Discussion / Which card is best for you?
« on: June 20, 2012, 12:05:11 am »
Inspired be "Which card is worst for you", obviously.
My five best (especially the first three) surprise me a great deal.
Margrave
Hoard
Jester
IGG
Young Witch (Ironically, YW is one of my least favorite cards.)

68
Solo Challenges / My Fifth Solo Challenge: The Drunk Alchemists
« on: June 07, 2012, 10:36:14 pm »
And here is Alchemy…
You are an Alchemist. With your incredible knowledge of Potions, you can do most anything. You own not only one, but 2 Apothecary shops. Down in your cellar, you have Scrying Pools be the hundreds. You have even been sucessful in Possessing someone and gaining a Gold from it! What else could you want!?! After paying some Copper to an Herbalist one day, you get to thinking, "In my life, I have accomplished many actions. How can I end my life with Victory?" You decide on some land. Vineyards to be prescice, for all you have so many Actions. And they only cost a Potion! That should not be a problem.
Challenge: In a solo game, in the fewest amount of turns possible, get the most VP using only Vineyards. Rules:
You may only use cards from Alchemy.
No deadline for this one.

Bonus Point:
No Scrying Pool.
Also, if you would be so kind, when you PM me your Iso. log, please fill out the subject using this format: The Drunk Alchemists submission: __ turns. Thanks.

69
General Discussion / Happy Birthday!
« on: June 05, 2012, 09:09:36 pm »
Happy Birthday Forum!!!
Thanks Theory and RR for a wonderful website!!!

70
Dominion General Discussion / Which cards are the slowest?
« on: June 04, 2012, 07:51:55 pm »
Pirate Ship- I cannot tell you how many times people dip for Pirate Ships and by the time they are worth around $5 I have 5 Provinces. It excels in multiplayer, but mostly it is too slow. Also, the Pirate Ships can help the attacked player tremendously by trashing their coppers.
Alchemist- The deck that we measure how slow it is by comparing it to this.

Honorable mention:
Treasury

71
Solo Challenges / My fourth solo challenge: Banker
« on: June 03, 2012, 08:33:34 pm »
In a solo game in the fewest amount of turns, get the highest possible value of Bank. Deadline: June 10 at Midnight Central time.
Rules:
You may use any card as long as it is from Prosperity.
You may only us 1 King's Court.
You may shuffle as much as you want to get the split you like.
Bonus Point:
Do not use Rabble.
OK, Hinterlands and Prosperity are done, someone wann take a shot at Alchemy? Cornucopia?

72
Puzzles and Challenges / *sigh* Another what's missing.
« on: May 31, 2012, 07:56:29 pm »
Mountebank
Oasis
Rabble
Grand Market
Remodel
Inn

73
Feedback / Q 4 Theory or RR
« on: May 30, 2012, 06:39:14 pm »
Do posts on mafia topics count towards your total # of posts? If not, why?

74
Dominion General Discussion / Where do you keep the Dominion cards?
« on: May 29, 2012, 08:50:29 pm »
See title. And, if you would be so kind, answer why.

75
Help! / Help me!
« on: May 24, 2012, 09:39:13 am »
Here is lower level player on iso... How can I get better? Should I play people with a lower.level than myself? Any advice on setting up an engine? If VP tracker is not available, should I track VPs manually? I have just been convinced to play on iso.  :) 

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