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Omastar68

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So many posts here, but this is interesting!
« on: February 02, 2017, 09:34:21 pm »
+2

Kingdom:

-Gear
-Smugglers(<3)
-Tunnel
-Trader
-Sea Hag
-Bandit Camp
-Counterfeit
-Graverobber
-Lab
-Border Village

*Save

Code: [Select]
R starts with 7 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
R shuffles their deck.
R draws 4 Coppers and a Hovel.
O starts with 7 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
O shuffles their deck.
O draws 2 Coppers, a Hovel, a Necropolis and an Overgrown Estate.

Turn 1 - Ranna156
R plays 4 Coppers.
R buys and gains a Sea Hag.
R draws 3 Coppers, a Necropolis and an Overgrown Estate.

Turn 1 - Omastar68
O plays a Copper.
O buys a Save.
O sets a Copper aside with Save.
O draws 5 Coppers.
O puts a Copper into their hand.

Turn 2 - Ranna156
R plays a Necropolis.
R plays 3 Coppers.
R buys and gains a Silver.
R shuffles their deck.
R draws 4 Coppers and a Necropolis.

Turn 2 - Omastar68
O plays 6 Coppers.
O buys and gains a Border Village.
O gains a Sea Hag.
O shuffles their deck.
O draws 2 Coppers, a Sea Hag, a Border Village and a Hovel.

Turn 3 - Ranna156
R plays a Necropolis.
R plays 4 Coppers.
R buys and gains a Trader.
R draws 2 Coppers, a Sea Hag, a Hovel and an Overgrown Estate.

Turn 3 - Omastar68
O plays a Border Village.
O draws a Copper.
O plays a Sea Hag.
R discards a Silver.
R gains a Curse.
O plays 3 Coppers.
O buys and gains a Smugglers.
O draws 4 Coppers and an Overgrown Estate.

Turn 4 - Ranna156
R plays a Sea Hag.
O discards a Necropolis.
O gains a Curse.
R plays a Copper.
R buys a Save.
R sets an Overgrown Estate aside with Save.
R shuffles their deck.
R draws a Curse, 3 Coppers and a Necropolis.
R puts an Overgrown Estate into their hand.

Turn 4 - Omastar68
O plays 4 Coppers.
O buys and gains a Trader.
O shuffles their deck.
O draws a Curse, 2 Coppers, a Border Village and a Hovel.

Turn 5 - Ranna156
R plays a Necropolis.
R plays 3 Coppers.
R buys a Save.
R sets a Curse aside with Save.
R draws a Copper, a Silver, a Sea Hag, a Trader and a Hovel.
R puts a Curse into their hand.

Turn 5 - Omastar68
O plays a Border Village.
O draws an Overgrown Estate.
O plays a Copper.
O buys a Save.
O sets a Copper aside with Save.
O draws 3 Coppers, a Sea Hag and a Trader.
O puts a Copper into their hand.

Turn 6 - Ranna156
R plays a Trader.
R trashes a Curse.
R plays a Silver and a Copper.
R buys a Save.
R sets a Sea Hag aside with Save.
R buys an Estate.
R trashes a Hovel.
R gains an Estate.
R shuffles their deck.
R draws 4 Coppers and a Necropolis.
R puts a Sea Hag into their hand.

Turn 6 - Omastar68
O plays a Sea Hag.
R discards a Copper.
R gains a Curse.
O plays 4 Coppers.
O buys a Save.
O sets a Trader aside with Save.
O buys and gains a Smugglers.
O shuffles their deck.
O draws 2 Coppers, 2 Smugglers and a Necropolis.
O puts a Trader into their hand.

Turn 7 - Ranna156
R plays a Necropolis.
R plays a Sea Hag.
O discards a Hovel.
O reacts with a Trader.
O gains a Silver.
R plays 4 Coppers.
R buys and gains a Gear.
R draws a Curse, a Copper, a Silver, an Estate and a Trader.

Turn 7 - Omastar68
O plays a Necropolis.
O plays a Smugglers.
O gains a Gear.
O plays a Smugglers.
O gains a Gear.
O plays 2 Coppers.
O draws a Curse, a Copper, a Sea Hag, a Border Village and an Overgrown Estate.

Turn 8 - Ranna156
R plays a Trader.
R trashes a Curse.
R plays a Copper.
R buys a Save.
R sets a Silver aside with Save.
R shuffles their deck.
R draws 3 Coppers, an Estate and an Overgrown Estate.
R puts a Silver into their hand.

Turn 8 - Omastar68
O plays a Border Village.
O draws a Copper.
O plays a Sea Hag.
R discards a Gear.
R gains a Curse.
O plays a Copper.
O buys a Save.
O sets a Copper aside with Save.
O shuffles their deck.
O draws 4 Coppers and a Gear.
O puts a Copper into their hand.

Turn 9 - Ranna156
R plays a Silver and 3 Coppers.
R buys and gains a Counterfeit.
R draws a Curse, a Copper, a Sea Hag, a Trader and a Necropolis.

Turn 9 - Omastar68
O plays a Gear.
O draws a Copper and a Trader.
O sets a Trader and a Copper aside with Gear.
O plays 5 Coppers.
O buys and gains a Laboratory.
O draws a Curse, a Silver, a Sea Hag, a Necropolis and a Gear.

Turn 10 - Ranna156
R plays a Necropolis.
R plays a Sea Hag.
O discards an Overgrown Estate.
O gains a Curse.
R plays a Trader.
R trashes a Curse.
R plays a Copper.
R shuffles their deck.
R draws 4 Coppers and an Overgrown Estate.

Turn 10 - Omastar68
O starts their turn.
O puts a Copper and a Trader in hand (Gear).
O plays a Necropolis.
O plays a Gear.
O draws a Curse and a Border Village.
O plays a Border Village.
O draws a Hovel.
O plays a Sea Hag.
R discards a Sea Hag.
R gains a Curse.
O plays a Trader.
O trashes a Curse.
O plays a Silver and a Copper.
O buys and gains a Smugglers.
O shuffles their deck.
O draws 2 Coppers, a Sea Hag and 2 Smugglers.

Turn 11 - Ranna156
R plays 3 Coppers.
R buys a Save.
R sets a Copper aside with Save.
R draws a Curse, a Copper, a Silver, a Trader and a Gear.
R puts a Copper into their hand.

Turn 11 - Omastar68
O plays a Sea Hag.
R discards a Copper.
R reacts with a Trader.
R gains a Silver.
O plays 2 Coppers.
O buys a Save.
O sets a Smugglers aside with Save.
O draws a Copper, a Smugglers, a Border Village, a Trader and a Hovel.
O puts a Smugglers into their hand.

Turn 12 - Ranna156
R plays a Gear.
R draws an Estate and a Necropolis.
R sets a Trader and a Curse aside with Gear.
R plays a Silver and 2 Coppers.
R buys a Save.
R sets a Necropolis aside with Save.
R buys and gains a Tunnel.
R shuffles their deck.
R draws 2 Coppers, a Silver, a Tunnel and a Counterfeit.
R puts a Necropolis into their hand.

Turn 12 - Omastar68
O plays a Border Village.
O draws a Copper.
O plays a Smugglers.
O reacts with a Trader.
O gains a Silver.
O plays a Trader.
O trashes a Hovel.
O gains a Silver.
O plays 2 Coppers.
O buys a Save.
O sets a Smugglers aside with Save.
O draws a Copper, a Laboratory, a Necropolis, an Overgrown Estate and a Gear.
O puts a Smugglers into their hand.

Turn 13 - Ranna156
R starts their turn.
R puts a Curse and a Trader in hand (Gear).
R plays a Trader.
R trashes a Curse.
R plays a Counterfeit.
R plays a Silver.
R plays a Silver again.
R trashes a Silver.
R plays 2 Coppers.
R buys a Save.
R sets a Necropolis aside with Save.
R buys and gains a Border Village.
R gains a Bandit Camp.
R draws 4 Coppers and a Sea Hag.
R puts a Necropolis into their hand.

Turn 13 - Omastar68
O plays a Laboratory.
O draws a Copper and a Silver.
O plays a Necropolis.
O plays a Gear.
O draws a Curse and a Copper.
O sets a Curse and an Overgrown Estate aside with Gear.
O plays a Smugglers.
O gains a Border Village.
O gains a Graverobber.
O plays a Silver and 3 Coppers.
O buys and gains a Bandit Camp.
O shuffles their deck.
O draws 2 Coppers, a Border Village, a Bandit Camp and a Gear.

Turn 14 - Ranna156
R plays a Sea Hag.
O discards a Copper.
O gains a Curse.
R plays 4 Coppers.
R buys a Save.
R sets a Necropolis aside with Save.
R buys and gains a Tunnel.
R shuffles their deck.
R draws 2 Coppers, a Silver, an Estate and an Overgrown Estate.
R puts a Necropolis into their hand.

Turn 14 - Omastar68
O starts their turn.
O puts a Curse and an Overgrown Estate in hand (Gear).
O plays a Border Village.
O draws a Curse.
O plays a Bandit Camp.
O draws a Silver.
O gains a Spoils.
O plays a Gear.
O draws 2 Silvers.
O sets a Curse and an Overgrown Estate aside with Gear.
O plays 3 Silvers and 2 Coppers.
O buys and gains a Border Village.
O gains a Laboratory.
O draws a Copper, a Laboratory, a Sea Hag, a Smugglers and a Necropolis.

Turn 15 - Ranna156
R plays a Silver and 2 Coppers.
R buys a Save.
R sets a Necropolis aside with Save.
R buys and gains a Smugglers.
R draws 3 Coppers, a Border Village and a Tunnel.
R puts a Necropolis into their hand.

Turn 15 - Omastar68
O starts their turn.
O puts a Curse and an Overgrown Estate in hand (Gear).
O plays a Necropolis.
O plays a Laboratory.
O draws a Copper and a Border Village.
O plays a Border Village.
O draws a Copper.
O plays a Sea Hag.
R discards a Gear.
R gains a Curse.
O plays a Smugglers.
O gains a Smugglers.
O plays 3 Coppers.
O buys and gains a Gear.
O draws a Copper, 2 Smugglers, a Trader and a Graverobber.

Turn 16 - Ranna156
R plays a Border Village.
R draws a Curse.
R plays a Necropolis.
R plays 3 Coppers.
R buys a Save.
R sets a Curse aside with Save.
R buys and gains an Estate.
R draws a Copper, a Sea Hag, a Tunnel, a Bandit Camp and a Counterfeit.
R puts a Curse into their hand.

Turn 16 - Omastar68
O plays a Graverobber.
O trashes a Smugglers.
O gains a Border Village.
O gains a Bandit Camp.
O plays a Copper.
O buys a Save.
O sets a Trader aside with Save.
O shuffles their deck.
O draws a Silver, a Laboratory, a Smugglers and 2 Gears.
O puts a Trader into their hand.

Turn 17 - Ranna156
R plays a Bandit Camp.
R draws a Trader.
R gains a Spoils.
R plays a Trader.
R trashes a Curse.
R plays a Sea Hag.
O discards a Smugglers.
O reacts with a Trader.
O gains a Silver.
R plays a Counterfeit.
R plays a Copper.
R plays a Copper again.
R trashes a Copper.
R buys and gains a Tunnel.
R shuffles their deck.
R draws 2 Coppers, a Silver, an Overgrown Estate and a Spoils.

Turn 17 - Omastar68
O plays a Laboratory.
O draws a Copper and a Border Village.
O plays a Border Village.
O draws a Copper.
O plays a Gear.
O draws a Copper and a Bandit Camp.
O plays a Bandit Camp.
O draws a Border Village.
O gains a Spoils.
O plays a Border Village.
O draws a Bandit Camp.
O plays a Bandit Camp.
O draws a Spoils.
O gains a Spoils.
O plays a Gear.
O draws a Copper and a Border Village.
O plays a Border Village.
O draws a Necropolis.
O plays a Smugglers.
O reacts with a Trader.
O gains a Silver.
O plays a Trader.
O trashes a Necropolis.
O gains a Silver.
O plays a Silver and 4 Coppers.
O buys and gains a Counterfeit.
O draws a Copper, a Silver, a Laboratory, an Overgrown Estate and a Gear.

Turn 18 - Ranna156
R plays a Silver, a Spoils and 2 Coppers.
R returns a Spoils to the Spoils pile.
R buys and gains a Border Village.
R gains a Bandit Camp.
R draws a Copper, a Border Village, 2 Tunnels and a Necropolis.

Turn 18 - Omastar68
O plays a Laboratory.
O draws a Smugglers and a Graverobber.
O plays a Gear.
O draws a Curse and a Sea Hag.
O sets a Smugglers and a Graverobber aside with Gear.
O plays a Silver and a Copper.
O buys a Save.
O sets a Sea Hag aside with Save.
O draws a Curse, 2 Coppers, a Silver and a Border Village.
O puts a Sea Hag into their hand.

Turn 19 - Ranna156
R plays a Border Village.
R draws a Tunnel.
R plays a Copper.
R buys a Save.
R sets a Necropolis aside with Save.
R draws 2 Estates, a Bandit Camp, a Counterfeit and a Gear.
R puts a Necropolis into their hand.

Turn 19 - Omastar68
O starts their turn.
O puts a Smugglers and a Graverobber in hand (Gear).
O plays a Border Village.
O shuffles their deck.
O draws a Copper.
O plays a Graverobber.
O trashes a Smugglers.
O gains a Border Village.
O gains a Laboratory.
O plays a Sea Hag.
R discards a Copper.
R gains a Curse.
O plays a Silver and 3 Coppers.
O buys and gains a Laboratory.
O draws 2 Silvers, a Smugglers and 2 Border Villages.

Turn 20 - Ranna156
R plays a Bandit Camp.
R draws a Curse.
R gains a Spoils.
R plays a Gear.
R draws a Copper and a Sea Hag.
R sets a Necropolis and a Curse aside with Gear.
R plays a Sea Hag.
O discards a Bandit Camp.
O gains a Curse.
R plays a Counterfeit.
R plays a Copper.
R plays a Copper again.
R trashes a Copper.
R buys and gains a Tunnel.
R shuffles their deck.
R draws 2 Coppers, an Estate, a Smugglers and a Trader.

Turn 20 - Omastar68
O plays a Border Village.
O draws a Curse.
O plays a Border Village.
O draws a Gear.
O plays a Gear.
O draws a Copper and a Bandit Camp.
O plays a Bandit Camp.
O draws a Spoils.
O gains a Spoils.
O plays a Smugglers.
O gains a Tunnel.
O plays 2 Silvers, a Spoils and a Copper.
O returns a Spoils to the Spoils pile.
O buys and gains a Province.
O draws a Curse, 2 Coppers, a Silver and a Trader.

Turn 21 - Ranna156
R starts their turn.
R puts a Curse and a Necropolis in hand (Gear).
R plays a Necropolis.
R plays a Smugglers.
R gains a Tunnel.
R plays a Trader.
R trashes a Curse.
R plays a Copper.
R buys a Save.
R sets a Copper aside with Save.
R draws a Copper, a Sea Hag, 2 Border Villages and a Tunnel.
R puts a Copper into their hand.

Turn 21 - Omastar68
O plays a Trader.
O trashes a Curse.
O plays a Copper.
O buys a Save.
O sets a Silver aside with Save.
O draws a Copper, a Silver, a Laboratory, a Border Village and a Counterfeit.
O puts a Silver into their hand.

Turn 22 - Ranna156
R plays a Border Village.
R draws a Silver.
R plays a Border Village.
R draws a Bandit Camp.
R plays a Bandit Camp.
R draws a Counterfeit.
R gains a Spoils.
R plays a Sea Hag.
O discards a Laboratory.
R plays a Counterfeit.
R plays a Silver.
R plays a Silver again.
R trashes a Silver.
R plays 2 Coppers.
R buys and gains 2 Tunnels.
R draws a Copper, an Estate, a Tunnel, an Overgrown Estate and a Spoils.

Turn 22 - Omastar68
O plays a Laboratory.
O draws a Silver and a Spoils.
O plays a Border Village.
O draws a Spoils.
O plays a Counterfeit.
O plays a Spoils.
O returns a Spoils to the Spoils pile.
Counterfeit loses track of Spoils (it moved).
O plays a Spoils again.
O plays 3 Silvers, a Spoils and a Copper.
O returns a Spoils to the Spoils pile.
O buys and gains 2 Provinces.
O shuffles their deck.
O draws a Silver, a Province, a Smugglers, an Overgrown Estate and a Gear.

Turn 23 - Ranna156
R plays a Spoils and a Copper.
R returns a Spoils to the Spoils pile.
R buys and gains a Smugglers.
R shuffles their deck.
R draws a Copper, 2 Tunnels and 2 Bandit Camps.

Turn 23 - Omastar68
O plays a Gear.
O draws a Curse and a Spoils.
O sets a Smugglers and an Overgrown Estate aside with Gear.
O plays a Silver.
O buys a Save.
O sets a Spoils aside with Save.
O draws 2 Coppers, a Laboratory, a Tunnel and a Gear.
O puts a Spoils into their hand.

Turn 24 - Ranna156
R plays a Bandit Camp.
R draws a Tunnel.
R gains a Spoils.
R plays a Bandit Camp.
R draws a Trader.
R gains a Spoils.
R plays a Copper.
R buys a Copper.
R reacts with a Trader.
R gains a Silver.
R draws a Copper, a Sea Hag, a Necropolis, a Spoils and a Gear.

Turn 24 - Omastar68
O starts their turn.
O puts a Smugglers and an Overgrown Estate in hand (Gear).
O plays a Laboratory.
O draws a Silver and a Bandit Camp.
O plays a Bandit Camp.
O draws a Bandit Camp.
O gains a Spoils.
O plays a Bandit Camp.
O draws a Copper.
O gains a Spoils.
O plays a Gear.
O draws a Silver and a Border Village.
O sets a Smugglers and a Spoils aside with Gear.
O plays a Border Village.
O draws a Laboratory.
O plays a Laboratory.
O draws a Copper and a Trader.
O plays a Trader.
O trashes an Overgrown Estate.
O draws a Laboratory.
O gains a Silver.
O plays a Laboratory.
O draws a Silver and a Province.
O plays 3 Silvers and 4 Coppers.
O buys and gains a Province.
O draws a Copper, a Silver, a Province, a Border Village and a Gear.

Turn 25 - Ranna156
R plays a Necropolis.
R plays a Gear.
R draws a Copper and a Smugglers.
R sets a Smugglers and a Spoils aside with Gear.
R plays a Sea Hag.
O discards a Silver.
R plays a Copper.
R buys a Save.
R sets a Copper aside with Save.
R draws a Copper, an Estate, a Tunnel, a Counterfeit and an Overgrown Estate.
R puts a Copper into their hand.

Turn 25 - Omastar68
O starts their turn.
O puts a Smugglers and a Spoils in hand (Gear).
O plays a Border Village.
O draws a Copper.
O plays a Gear.
O draws a Smugglers and a Counterfeit.
O sets 2 Smugglers aside with Gear.
O plays a Counterfeit.
O plays a Spoils.
O returns a Spoils to the Spoils pile.
Counterfeit loses track of Spoils (it moved).
O plays a Spoils again.
O plays a Silver and 2 Coppers.
O buys and gains an Estate and a Province.
O draws a Copper, a Laboratory, a Sea Hag and 2 Border Villages.

Turn 26 - Ranna156
R starts their turn.
R puts a Smugglers and a Spoils in hand (Gear).
R plays a Smugglers.
R gains an Estate.
R plays a Counterfeit.
R plays a Spoils.
R returns a Spoils to the Spoils pile.
Counterfeit loses track of Spoils (it moved).
R plays a Spoils again.
R plays 2 Coppers.
R buys and gains a Province.
R buys a Save.
R sets an Overgrown Estate aside with Save.
R draws a Copper, a Smugglers and 3 Tunnels.
R puts an Overgrown Estate into their hand.

Turn 26 - Omastar68
O starts their turn.
O puts 2 Smugglers in hand (Gear).
O plays a Laboratory.
O draws a Curse and a Border Village.
O plays a Border Village.
O draws a Graverobber.
O plays a Border Village.
O shuffles their deck.
O draws a Spoils.
O plays a Border Village.
O draws a Silver.
O plays a Graverobber.
O trashes a Sea Hag.
O gains a Duchy.
O plays a Smugglers.
O gains an Estate.
O plays a Silver, a Spoils and a Copper.
O returns a Spoils to the Spoils pile.
O buys a Save.
O sets a Smugglers aside with Save.
O buys and gains a Duchy.
O draws a Copper, an Estate, a Province, a Laboratory and a Trader.
O puts a Smugglers into their hand.

Turn 27 - Ranna156
R plays a Smugglers.
R gains a Duchy.
R plays a Copper.
R buys a Save.
R sets an Overgrown Estate aside with Save.
R shuffles their deck.
R draws an Estate, 2 Border Villages, a Tunnel and a Spoils.
R puts an Overgrown Estate into their hand.

Turn 27 - Omastar68
O plays a Laboratory.
O draws a Copper and a Silver.
O plays a Smugglers.
O gains a Duchy.
O plays a Silver and 2 Coppers.
O buys a Save.
O sets a Trader aside with Save.
O buys and gains an Estate.
O draws a Copper, 2 Silvers, a Laboratory and a Border Village.
O puts a Trader into their hand.

Turn 28 - Ranna156
R plays a Border Village.
R draws a Counterfeit.
R plays a Border Village.
R draws a Trader.
R plays a Trader.
R trashes an Overgrown Estate.
R draws a Tunnel.
R gains a Silver.
R plays a Counterfeit.
R plays a Spoils.
R returns a Spoils to the Spoils pile.
Counterfeit loses track of Spoils (it moved).
R plays a Spoils again.
R buys and gains a Duchy.
R buys a Save.
R sets an Estate aside with Save.
R draws a Silver, a Province, a Smugglers, a Tunnel and a Bandit Camp.
R puts an Estate into their hand.

Turn 28 - Omastar68
O plays a Laboratory.
O draws a Laboratory and a Counterfeit.
O plays a Laboratory.
O draws a Province and a Tunnel.
O plays a Border Village.
O draws a Copper.
O plays a Counterfeit.
O plays a Silver.
O plays a Silver again.
O trashes a Silver.
O plays a Silver and 2 Coppers.
O buys and gains a Province.
O buys a Save.
O sets a Trader aside with Save.
O buys and gains a Copper.
O draws 2 Coppers, a Bandit Camp and 2 Gears.
O puts a Trader into their hand.

Turn 29 - Ranna156
R plays a Bandit Camp.
R draws a Tunnel.
R gains a Spoils.
R plays a Silver.
R buys a Save.
R sets a Smugglers aside with Save.
R draws a Copper, an Estate, 2 Tunnels and a Spoils.
R puts a Smugglers into their hand.

Turn 29 - Omastar68
O plays a Bandit Camp.
O draws a Silver.
O reacts with a Trader.
O gains a Silver.
O plays a Gear.
O draws a Province and a Spoils.
O plays a Gear.
O draws a Silver and a Province.
O sets a Trader aside with Gear.
O plays 2 Silvers, a Spoils and 2 Coppers.
O returns a Spoils to the Spoils pile.
O buys and gains a Province.
O draws a Curse, a Silver, a Province, a Border Village and a Bandit Camp.

Idk who has time for that log. Anyways this was a pretty tricky game with all the setting aside. I won by almost double, but I have no doubt someone better at this could've beat me by at least as much.

2/5, or 0/6 really, seems really good. Don't really need a BV before other actions, but w/e. I felt like Sea Hag was too important here to pass up w/ my BV. From there I went for Trader. It's the only card that can trash anything(Overgrown Estate,) and can mess up Sea Hag. So that seems fine.

Then I got Smugglers. Obviously I like the card despite not having it irl(I don't actually have most of my favorite cards.) Generally it seems like a good choice on 3 hands if you don't want for terminal space. Here that's a non-issue.

I got a Gear from that, and bought another later. Gear is awesome, and same deal with the terminal space. Probably should've got more Gears though, help match up junk with Trader among other things.

Lab is pretty much always good unless Hunting Party is there. However, in hindsight I don't think it provides much here. There's a lot of +action here, and Gear can match the card draw while being cheaper w/ a great effect. So I should've got Bandit Fort earlier. Spoils are nice, and they go great w/ Counterfeit, which gave me a big advantage later on vs. my Tunnel-loving opponent(she does know the odds of Sea Hag hitting one are REALLY low, right?) But again, feel like someone doing the right thing would've taken me to town. So what IS the right thing?
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aku_chi

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Re: So many posts here, but this is interesting!
« Reply #1 on: February 02, 2017, 11:08:13 pm »
+2

On 4/3, I'd open Gear + Trader here looking to pick up a Counterfeit on turn 3 or 4.  On 5/2, Counterfeit + Save Copper seems solid.  On 2/5, using Save to pick up Border Village + Counterfeit seems okay.  If the opponent gets a Sea Hag, I would pick up a second Trader.  Two Traders is usually enough to scare off Cursers.  It won't be comprehensive coverage, but if they risk playing into your Trader, it's a big swing for you.  Save helps here; you can buy Save to keep a Trader in hand if you expect to see your opponent's Sea Hag.  There are two approaches you can take after this opening:

Gear + Money: Grab two more Gears and a Gold or two.  Trash Shelters with Trader.  Trash Copper with Counterfeit.  Starting around turn 8-9, buy Province if able, setting aside all excess coins.  This will be quite reliable.  If you miss Province on a turn with Trader, you can consider trashing a Silver, Gold, or Counterfeit for more Silvers.  You can trash bigger treasures with Counterfeit to grab the last few Provinces.

Bandit Camp Engine: Grab a second Counterfeit on your second $5 and Gears otherwise.  Two Bandit Camps should be your next $5 buys.  You'll want to trash your starting Coppers with your Counterfeits, and then switch to trashing Spoils (the wombo combo).  Labs can supplement your draw (2-4 Gears should be plenty).  Border Village could be worth picking up in addition to your $5 components, but they aren't crucial.  Smugglers could be decent in the engine mirror, but I wouldn't pick it up until you've thinned and are drawing your deck reliably; it's important to keep hitting $5 while building.  You'll need to watch your opponent to see if you can afford building more (grab Bandit Camps and Counterfeits in a 1:1 ratio, and as many Labs as you can).  The +buy from Counterfeit should provide a lot of greening flexibility.  Tunnel offers another source of points, which rewards building more.  Gear can set aside green and redundant draw to keep your deck reliable over the long haul.

The engine should be stronger here, but the simple Gear + Money strategy is fast and resilient and easier to play.

Edit: There's also Graverobber + Border Village, which might be a stronger payload than Bandit Camp + Counterfeit.  If that's the plan, you'll want use Graverobber to trash Border Village for Province and gain Border Village (regaining a $5).  It's pretty sweet.  I'd get two Graverobbers, then pile the Labs.  If you have more $5 gains, you can add more Graverobbers (some of them will become Provinces) or Duchies.  You'll want only a single Bandit Camp after you've trashed your Coppers, to give your Counterfeit something productive to do.
« Last Edit: February 02, 2017, 11:16:28 pm by aku_chi »
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Omastar68

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Re: So many posts here, but this is interesting!
« Reply #2 on: February 03, 2017, 10:01:07 am »
0

On 4/3, I'd open Gear + Trader here looking to pick up a Counterfeit on turn 3 or 4.  On 5/2, Counterfeit + Save Copper seems solid.  On 2/5, using Save to pick up Border Village + Counterfeit seems okay.  If the opponent gets a Sea Hag, I would pick up a second Trader.  Two Traders is usually enough to scare off Cursers.  It won't be comprehensive coverage, but if they risk playing into your Trader, it's a big swing for you.  Save helps here; you can buy Save to keep a Trader in hand if you expect to see your opponent's Sea Hag.  There are two approaches you can take after this opening:

Gear + Money: Grab two more Gears and a Gold or two.  Trash Shelters with Trader.  Trash Copper with Counterfeit.  Starting around turn 8-9, buy Province if able, setting aside all excess coins.  This will be quite reliable.  If you miss Province on a turn with Trader, you can consider trashing a Silver, Gold, or Counterfeit for more Silvers.  You can trash bigger treasures with Counterfeit to grab the last few Provinces.

Bandit Camp Engine: Grab a second Counterfeit on your second $5 and Gears otherwise.  Two Bandit Camps should be your next $5 buys.  You'll want to trash your starting Coppers with your Counterfeits, and then switch to trashing Spoils (the wombo combo).  Labs can supplement your draw (2-4 Gears should be plenty).  Border Village could be worth picking up in addition to your $5 components, but they aren't crucial.  Smugglers could be decent in the engine mirror, but I wouldn't pick it up until you've thinned and are drawing your deck reliably; it's important to keep hitting $5 while building.  You'll need to watch your opponent to see if you can afford building more (grab Bandit Camps and Counterfeits in a 1:1 ratio, and as many Labs as you can).  The +buy from Counterfeit should provide a lot of greening flexibility.  Tunnel offers another source of points, which rewards building more.  Gear can set aside green and redundant draw to keep your deck reliable over the long haul.

The engine should be stronger here, but the simple Gear + Money strategy is fast and resilient and easier to play.

Edit: There's also Graverobber + Border Village, which might be a stronger payload than Bandit Camp + Counterfeit.  If that's the plan, you'll want use Graverobber to trash Border Village for Province and gain Border Village (regaining a $5).  It's pretty sweet.  I'd get two Graverobbers, then pile the Labs.  If you have more $5 gains, you can add more Graverobbers (some of them will become Provinces) or Duchies.  You'll want only a single Bandit Camp after you've trashed your Coppers, to give your Counterfeit something productive to do.

Very detailed, thank you. I totally get the reasoning on 2 Traders over a Sea Hag since I didn't get 3/4. I felt like I didn't get enough of them, Trader is pretty nice.

I like Graverobber a lot, and I can see synergy w/ Border Village. But would that strategy not care for Gears? I'd assume so since you say pile Labs, but is Gear ever really ignorable? Such a noob lol

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Re: So many posts here, but this is interesting!
« Reply #3 on: February 03, 2017, 10:15:51 am »
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I can't wait for the Dominion Log Prettifier webapp to come back. For those of you not in the know, it was a web app that would take a text log and track your deck state, add colors, scores, etc.

I think Gear / Trader / Save money is quite powerful here. While the engine certainly has what it needs to build up, plus payload and everything, it's just a bit vulnerable to a sustained Hag attack without a great way to trash non-Treasures. Trader works in a pinch, and you certainly have the terminal space for it with multiple Villages, so maybe it's not such a big deal. I guess I see the engine taking a little while to get everything going, and Gear is so well supported here.

Gear / Trader on the open, second Trader if Hag gets bought, otherwise two more Gears before any Silver buys, and a fourth Gear eventually (near the end of the game). At least one Counterfeit (two is reasonable) and you're set. Save is just such a huge help for BM strategy - when you green it wouldn't be unreasonable to expect several consecutive Province turns.

I'm sure an all star player can beat you with the engine absolutely, but the Gear strategy is so good for effort to reward that I would go for Gear.
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Re: So many posts here, but this is interesting!
« Reply #4 on: February 03, 2017, 01:16:26 pm »
+2

I'm sure an all star player can beat you with the engine absolutely,

I think the engine is best here, there are excellent components ...

Counterfeit both for trashing and later as payload with Spoils
Gear is great for BM but an excellent kickstarter for engines as well
Necro helps the engine player more
Bandit Camp and BV provide abundance of extra-actions, turning gear into a cheap lab
If the Gear/BM player doesnt protect himself with Trader, Sea Hag is crushing

Here is a plan ...

T1 to T4, open triple gear and counterfeit, BV is welcome as well
try to avoid turns with less than 5$ with gear, in case it doesnt work get at most one silver
6$ is great, getting two components
a second counterfeit should be next 5$
then, get Bandit Camp and use spoil/counterfeit synergy to get to 10/11


what you do from there depends a lot on the game, example given a megaturn when opponent buys fourth prov with

graverobbing a BV,
three counterfeits plus four spoils

gets you to 4 provs and an estate.

Also, with gears you can start greening one or two turns earlier and hide the green with gear.




 





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