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Author Topic: When is Mint + Secret Chamber Opener Good?  (Read 1765 times)

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Dingan

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When is Mint + Secret Chamber Opener Good?
« on: June 25, 2015, 12:48:00 pm »
+3

I recently played a game:

http://gokosalvager.com/kingdomvisualize?logurl=http://dominionlogs.goko.com/20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt&width=100&submit=Search
http://www.gokosalvager.com/static/logprettifier.html?20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt

in which my opponent opened Mint + Secret Chamber on a $5/$2, and my original thought was "Well that was a terrible mistake" (because Mint + <anything besides Fool's Gold> is usually a terrible opener).  But then I realized there was Ironworks on the board, in which case you could theoretically get $4 on T3, buy the Ironworks, and continue to build some sort of Fortress / Swindler / Margrave engine.

Ignoring that I won the game (possibly in large part to how Swindler can screw up any sort of planned strategy), it got me wondering: in what type(s) of Kingdoms are a Mint + Secret Chamber opening a good idea, if any?  Is Mint -> SC -> Silver (buying Silver on T3) good?  Would you need a Workshop variant (preferably non-terminal) on T3 instead?  Do you avoid Silver and plan on eventually Trash-for-Benefiting away the Mint?  Or are these things just too slow (slower than, say, Silver - Silver opener)?
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jsh357

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Re: When is Mint + Secret Chamber Opener Good?
« Reply #1 on: June 25, 2015, 12:56:35 pm »
+1

I think as long as you have any decent plan involving a card that costs $4 or less, trashing 5 Copper on turn 1/2 is enormous.  Ironworks is probably an extreme good case, but I'd take in in a fair amount of circumstances.
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gamesou

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Re: When is Mint + Secret Chamber Opener Good?
« Reply #2 on: June 25, 2015, 01:10:12 pm »
+3

I recently opened Mint/Secret Chamber here

http://www.gokosalvager.com/static/logprettifier.html?20150623/log.516d321ae4b082c74d7b345d.1435068951348.txt]




Code: [Select]
Secret Chamber, Warehouse, Remodel, Throne Room, Worker's Village, Merchant Ship, Minion, Mint, Soothsayer, Venture
Secret Chamber could be replaced by Poor House. Also, a Mint opening can be really devastating when Alms is out.
« Last Edit: June 26, 2015, 06:08:14 am by gamesou »
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DG

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Re: When is Mint + Secret Chamber Opener Good?
« Reply #3 on: June 25, 2015, 02:42:14 pm »
0

Secret Chamber, Swindler, Fortress, Ironworks, Pirate Ship, Spice Merchant, Margrave, Mint, Soothsayer, Tribute

For the original kingdom there's soothsayer + spice merchant, which should beat anything with mint. Take away the soothsayer and the secret chamber thing becomes good.
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Holger

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Re: When is Mint + Secret Chamber Opener Good?
« Reply #4 on: June 29, 2015, 11:28:16 am »
0

I recently played a game:

http://gokosalvager.com/kingdomvisualize?logurl=http://dominionlogs.goko.com/20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt&width=100&submit=Search
http://www.gokosalvager.com/static/logprettifier.html?20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt

in which my opponent opened Mint + Secret Chamber on a $5/$2, and my original thought was "Well that was a terrible mistake" (because Mint + <anything besides Fool's Gold> is usually a terrible opener).  But then I realized there was Ironworks on the board, in which case you could theoretically get $4 on T3[...]

Not just "theoretically" - you just need to draw SC on T3 to get $4, which is very likely (>70%) with a 7-card deck. Your opponent was unlucky not to draw it.
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