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vsiewnar

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Mission basics
« on: October 20, 2016, 08:47:42 pm »
+12



(Image from guidobass)

Below is a list of things to keep in mind whenever Mission is on the board. This is not meant to have deep analysis about the event but rather just things to keep in mind when it shows up. Additionally, whatever feedback is left about this write-up will be incorporated into the article so that, hopefully, it can be a collection of ideas from the community rather than just one person. Without further ado, here is the list (in no particular order of importance).

•   Gaining – This is the first thing that jumped out to me when reading the text of Mission. If I can’t buy things, I will just gain them instead. Even if the Mission turn is used just to use Workshop for a Herald, say, I feel like it is worth it do so because it also cycles you (which is usually good while building the deck). Other notable gainers include Horn of Plenty, Procession, Graverobber, Artificer, University and Artisan (more exist but this is off the top of my head).

•   Trashing – It might be worth it to spend that 4 coin to go looking for Steward, Junk Dealer or Chapel. Also in this section are the cards that trash for benefit like Upgrade, Governor and Forge. Also, see Dingan's idea down below.
 
•   VP tokens – You can get Monument down or play Bishop a second time. Empires also includes Gathering piles so you can either sweeten the pot or clear the pile (e.g. Farmer’s Market) on the Mission turn.

•   Attacking – On the Mission turn, you find attacks that have not shown up yet but you think would be quite important to get in like Militia or Ghost Ship (for that constant pressure), say. Naturally, there are some attacks that have no effect the second time (like those aforementioned). However, there are some that do hit twice. The most notable of those are the junkers (e.g. Young Witch, Cultist, Familiar, Torturer (by Jimmmmm)) and the trashers (e.g. Knights). Also included here is Mission’s ability to evade hand-size attacks; you get another turn but with 5 cards this time (though you forgo buying). Additionally, only one copy of duration attacks is needed to keep your opponent under constant pressure since you can potentially replay that same copy during the Mission turn. Included here is Possession.

•   Duration cards – Nearly every duration card can benefit from a Mission turn (Outpost may be the only exception). You can use your Mission turn to set up Wharves, Caravans, Archives and, most notably perhaps, Tactician so that you can reap the rewards on the next turn. 

•   Buy events – This comes along with the expansion that introduced Mission. Whenever there is another event with Mission on board, this something to keep in mind. Alms is an excellent partner for Mission for instance. Also, the usual one-time buy events like Inheritance and Pathfinding can be bought on your Mission so that you can use the first turn to buy cards.

•   Travellers – You can upgrade your Travellers on your Mission turn allowing for a faster turnover. Notably, you can either call or set aside your Teacher on the Mission turn allowing you to get a full cycle from Teacher in just one turn potentially. Speaking of Teacher…

•   Tavern mat – Cards can be called from the Tavern (Transmogrify, Wine Merchant, Teacher) or set aside (Guide, Transmogrify) during Missions.

•   Coin tokens – Laying down Baker or Candlestick Maker a second time is obviously good. Butcher, as always, is great gaining tokens and gaining potentially.

•   Debt – Pay off your debt if the occasion presents itself

•   Set-up (from DG) - Mission can help to set up your turn to be a good one. You can rid yourself of the Haunted Woods attack or use something like Apothecary, Scouting Party or Cartographer to top-deck good cards (and potentially remove worse cards).

A natural comparison to make is with Outpost since Outpost turns can do all of the above things. In fact, in the late game of an engine, Outpost will often out-class Mission. However, Mission’s main advantage (outside of not using an Action or a deck slot) is that it is always there. For example, you may want an extra turn to gain the first Prize but won’t usually have an Outpost there to get you there. You want to use Transmogrify or Rebuild to close out the game but won’t have Outpost in deck because it doesn’t fit well; Mission can get you there. You may want to play Young Witch a second time especially since there is no bane in the way; Mission. These examples also highlight another advantage of Mission: the extra 2 cards (useful with Governors also, for example).

However, the main point is that it is there whenever you want it (and have the money). This can be useful particularly in the mid-game where Outpost isn’t usually seen.

Another point worth consideration is that Mission potentially involves not buying cards on both turns not just the one. If you buy Mission, you are saying that it is more useful to have potentially two turns not buying cards (or one turn not buying as many cards) than it is to buy cards for the one turn. Knowing when this is useful can guide you on purchasing Mission. (from Chris is me)
« Last Edit: October 28, 2016, 05:23:09 pm by vsiewnar »
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Chris is me

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Re: Mission basics
« Reply #1 on: October 21, 2016, 12:32:23 am »
+3

I mean this is basically a list of everything you can do that isn't buying cards. Useful but not super groundbreaking.

I think the biggest point to emphasize is, Mission is often giving up buying cards in *both* turns, and you should weigh when that's important.
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DG

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Re: Mission basics
« Reply #2 on: October 21, 2016, 09:11:42 am »
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For completeness you could include 'preparation', using the mission turn to clear the top of the deck after putting cards back with haunted woods maybe, or playing cartographers on the mission turn to leave a good next hand.
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Davio

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Re: Mission basics
« Reply #3 on: October 21, 2016, 09:21:56 am »
+5

My number 1 rule with Mission: don't confuse it with Pilgrimage.

Somehow I keep doing that.  :-\
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guidobass

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Re: Mission basics
« Reply #4 on: October 21, 2016, 08:49:13 pm »
+2

Also, include a picture of the card, or the card's text, for reference while reading your post.
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Dingan

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Re: Mission basics
« Reply #5 on: October 22, 2016, 03:32:18 am »
+5

I think a cool thing about Mission is it's opening with Alms
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JThorne

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Re: Mission basics
« Reply #6 on: October 22, 2016, 09:24:51 am »
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Nearly all of those items already appear in the wiki article for Mission, with a couple of exceptions, such as paying off debt (which is somewhat conditional: You have to have $4 and an extra buy now and be assured that you're going to have more than $4 on your Mission turn. Good on Royal Blacksmith engine boards with +buy)

http://wiki.dominionstrategy.com/index.php/Mission

It might be worth updating the wiki article slightly, though the article in this thread is a little wordy and says things that are intuitively obvious for all but the most beginning players. (If that isn't the pot calling the kettle black! I've suggested a few articles, but I've stopped short of actually writing them because I know they'd be five times as long as they needed to be.)

I think the best thing the wiki does is enumerate synergies between cards and card types without duplicating information in lots of different articles. For example, in the "mission" article, it just says "gainer" with a link to the gainers. Done. Elegant and useful.
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vsiewnar

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Re: Mission basics
« Reply #7 on: October 24, 2016, 05:21:29 pm »
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I totally blanked on the wiki being a thing that existed. Oops! It does have much of what is said here.

The Mission/Alms opening is not something I've thought about it. Can you please explain it a bit more?

If I've misunderstood anyone, do not hesitate to let me know.

Finally, thanks for all your words and feedback!
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Dingan

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Re: Mission basics
« Reply #8 on: October 24, 2016, 05:52:16 pm »
+7

The Mission/Alms opening is not something I've thought about it. Can you please explain it a bit more?

Buy Mission on T1 (if you have $4), Alms on T1.5 to gain a $4, then you potentially have that card in T2.  Just a neat little trick.  And also, if it's a card that draws cards, you could even cause a shuffle and have it on T3 (and also any cards you gained on T2).  Just imagine playing Masquerade twice by the end of T3... Or even 3 times with a Mission'ed T2.5  :o
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Aleimon Thimble

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Re: Mission basics
« Reply #9 on: October 25, 2016, 06:32:46 am »
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Nearly all of those items already appear in the wiki article for Mission, with a couple of exceptions, such as paying off debt (which is somewhat conditional: You have to have $4 and an extra buy now and be assured that you're going to have more than $4 on your Mission turn. Good on Royal Blacksmith engine boards with +buy)

http://wiki.dominionstrategy.com/index.php/Mission

It might be worth updating the wiki article slightly, though the article in this thread is a little wordy and says things that are intuitively obvious for all but the most beginning players. (If that isn't the pot calling the kettle black! I've suggested a few articles, but I've stopped short of actually writing them because I know they'd be five times as long as they needed to be.)

I think the best thing the wiki does is enumerate synergies between cards and card types without duplicating information in lots of different articles. For example, in the "mission" article, it just says "gainer" with a link to the gainers. Done. Elegant and useful.

I'm glad you like it. :P When I wrote the strategy advise for most of the Adventures cards (tbh I never actually finished them all), Empires had not been released, so that's why there's nothing about Debt. You're free to add it, of course!
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Jimmmmm

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Re: Mission basics
« Reply #10 on: October 25, 2016, 05:42:16 pm »
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•   Trashing – It might be worth it to spend that 4 coin to go looking for Steward, Junk Dealer or Chapel. Also in this section are the cards that trash for benefit like Salvager, Upgrade, Governor and Forge.

I don't think Salvager deserves a mention here, since unless you're buying another Event, paying off Debt or using Storyteller (I don't think there are any other uses for coins on a Mission turn), it's effectively a 1-card Chapel.

Quote
•   Attacking – On the Mission turn, you find attacks that have not shown up yet but you think would be quite important to get in like Militia or Ghost Ship (for that constant pressure), say. Naturally, there are some attacks that have no effect the second time (like those aforementioned). However, there are some that do hit twice. The most notable of those are the junkers (e.g. Young Witch) and the trashers (e.g. Knights). Also included here is Mission’s ability to evade hand-size attacks; you get another turn but with 5 cards this time (though you forgo buying). Additionally, only one copy of duration attacks is needed to keep your opponent under constant pressure since you can potentially replay that same copy during the Mission turn. Included here is Possession.

I think Torturer deserves a special mention here.

EDIT: Maybe Familiar/Cultist as well, since one turn can make a big difference to the Curse/Ruins split.
« Last Edit: October 25, 2016, 05:53:06 pm by Jimmmmm »
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Dingan

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Re: Mission basics
« Reply #11 on: November 29, 2016, 01:24:45 am »
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Island, Native Village, Prince, Pirate Ship, Trade Route

Basically, anything that you didn't mention that changes the game state, without having to buy anything.
« Last Edit: November 29, 2016, 01:28:46 am by Dingan »
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Burning Skull

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Re: Mission basics
« Reply #12 on: November 29, 2016, 02:09:48 am »
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breeding Rats too

Davio

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Re: Mission basics
« Reply #13 on: November 29, 2016, 05:00:58 am »
+1

Mission just to get extra attacks in can be pretty brutal.
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AdrianHealey

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Re: Mission basics
« Reply #14 on: November 29, 2016, 05:38:14 am »
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After throne rooming young witch you notice he doesn't have the bane in his hand. Proceed to missionnturn.
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