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ftl

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For when the Dark Ages previews come out - card analysis game
« on: August 06, 2012, 05:19:47 am »
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OK, so I've been meaning to post this thread, finally decided to just do it.

So, Dark Ages previews are going to start up today! And, we've all played a lot of Dominion, we're going to be able to guess exactly how the cards will play out just from reading them. ...well, not really. But it's fun to try and, in a few months, to look back and laugh at how clueless we were.

So here's my idea for this thread. If you're interested, make a post in this thread. As card previews come out, edit the post with your prediction of how that card will play - is it a power opening or a trap? Good for engines or BM+X? What will it combo with?  For the full experience, make the post after reading the card but before reading the rest of the community's analysis of it, so you can take full credit for being right or wrong. Though obviously I'm not going to be enforcing anything.

Then, when we all have played with Dark Ages, we can come back here and see how misguided we were (or pat ourselves on the back for things we got right!).

I mean, we'll obviously go to the previews thread and chat and argue there, but I thought it would be convenient to have a spot where it'll be easy to look back on it later - one post per person, with all the cards, without anything else around.

Previews start in just a few hours!

PLEASE KEEP JUST ONE POST PER PERSON IN THIS THREAD.

Discussion and argument can take place in the preview thread. Here is just a place to post your initial thoughts, in one post, so that later we can look back and be amused.
« Last Edit: August 06, 2012, 02:48:58 pm by ftl »
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Morgrim7

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #1 on: August 06, 2012, 05:21:34 am »
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Graverobber: Expand for Actions with a gaining power. Meh. Powerful with heavy sabs.
Poorhouse: Aaaaaand our first card costing $1. Could be powerful, but ya know, It is a $1 card. Not so bad.
Sage: Could be pretty big, combos well with Bridge/Highway. If only there was a way to insure it wouldn't hit VPs...

Feodum: This VP card doesn't promote rushes, except by mass Jack/B-Crat/Explorer.
Cultist: Looter? Hmmmm.... So it is like a Lab for itself. Depending on how bad the ruins are, this could be devastating in a chain.
Ruined Market: Hahaha +1 Buy. Cool. Not as bad as curses, but a deck full of these wont be pretty.

If there are going to be multiple ruins, it is gonna be fun to be able to choose what kind of curses you get.
« Last Edit: August 08, 2012, 04:37:01 am by Morgrim7 »
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ftl

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #2 on: August 06, 2012, 05:29:03 am »
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And I'll be in for my own game, obv.

OK, here goes nothing! Editing with my responses to the first three:

1) Graverobber: Well, to start, it's an Expand that only works on action cards. That's sort of gimped, you can no longer expand copper into useful $3 cards (not much of a loss), you can't expand estate into a useful $5 (ok, that's a loss). But you CAN still Graverobber a $5 into a province. So that's something.

However the strength of this seems like it would be in games with lots of trash-for-benefit; if people are trashing useful $4s and $5s to get good stuff, you can steal that right back and topdeck it. But you can't Graverobber Bishopped provinces or anything...

Seems like there's some pretty brutal decks to be made which combo Graverobber with Apprentice or Bishop or Develop; those combos might be tricky to pull off, though, since graverobber is terminal. But I just don't see another use for it. I bet there'll be some nonterminal TfB in Dark Ages that it'll combo perfectly with.

Works with: engines which use trash-for-benefit cards, will be quite powerful in that niche case.
Doesn't work with: most other boards, since it seems like you pretty much have to be able to play the TfB and the Graverobber pretty often for this to be worth it over other powerful $5s. I guess you could have a powerful engine which graverobbers a $5 into a province, and then graverobbers it back on top of the deck? I'm skeptical, since at that point you have to have three $5s in hand to get a province, and, well, a lot of $5s will get you to that point if you have a few of them. Right now seems quite weak, but this may change as the rest of Dark Ages introduces more things it combos with.

2) Poor House.

OK, this looks cute. Great for starting up engines when there's heavy trashing going on: you basically don't have to worry about overtrashing treasures, trash all the treasures you have and pick up one of these with your last copper or terminal silver. Or once you're drawing your whole deck, Mint/Forge/Chapel away all your treasures and buy two of these. It guarantees $4, so you can pick up villages and smithies and cheap terminal silvers with it if you get it early. Great as a money source in treasureless engines. Obviously can combo with things like Vault and SC, though I bet that won't be a particularly common case.

Powerful with: any engine board with strong trashing.
Weak when there's no trashing.

Oh, and it's the best 1-cost card so far by far.

3) Sage: a cantrip which skips curses, coppers, and estates.

Sage/Sea Hag opening. Ouch. Ouch. Ouch.

I bet this will be a popular opening when there's any good second card to open with. Sage/Sea Hag. Sage/Remake. Sage/Workers Village if there's peddlers around. Sage/Moneylender to really clear out all those coppers. Sage/Potion if you're going for scrying pools or apothecaries. Someone will have to do a check for whether sage/potion is better than silver/potion for getting an early familiar. There's probably lots of others, and there'll probably be lots of debates over whether a "Sage/X" opening is better than an "X/X" opening for various 3-cost X, like Swindler or Steward.

Powerful $3, for sure, though it'll lose power as the game goes on. But still, at worst it'll be a cantrip.

4) Feodum. Hmm, an alt-vp costing 4. Could it work in a IW/Workshop rush? Seems like it would, you can pick up enough silvers for it to work. Combos with all the silver gainers around (trader, Jack, Explorer, etc.) Some better than others, but it seems like Bureaucrat-Feodum could be a playable tactic? Might be a trap. Trader/Feodum might be pretty dominant sometimes; if you have more than 3 feodums, tradering a province is a net VP gain. Geronimoo's simulator will probably help in deciding which of the obvious combos work and which don't. In a fast BM game, a consolation prize probably worth 1-2, but in a drawn-out game you'll need to count silvers and see how good it gets.

Obvious combo: Graverobber-Feodum. Trash your Feodum for silvers, then pick it back up.  I have this feeling that Throne Room+Graverobber+X is going to be a serious combo which works with a lot of Dark Ages cards as the X

5) Cultist: Well, cultist spam seems like an obvious strategy. It's like a lab which attacks but which can only play other cultists; or, if you're not chaining them, then it's sort of like a Witch (+2 cards, give out a curse). Then when ruins are out, you start trashing your cultists for bigger card bonuses. Combo: Graverobber/Cultist... trash a cultist for a province and draw 3 cards. I think this'll be in competition with Witch for top attack; maybe even better than Witch because you can get them in bulk and not fear collision, and if there's any trashing around then a transition from attack to post-attacking-rebuilding can go much faster because of the +3 cards on trash.

6) Ruined Market: Ruins seem like they'll be a minor incentive to go engine instead of BM and stock up on a few extra villages. The minor bonuses aren't much, but in an engine which has extra actions, they're at least something, whereas in BM+X they're dead draw. And hey, sometimes an engine just needs that +buy when there's none around... I bet there's going to be cases where you want to buy a Ruined Market in a game without other +buy, and it'll feel super cool when it works.

7) Squire: very nice card. At the very least, it's a +1 coin +2 actions village - that's an acceptable village to use for an engine if you need to build one, the +1 coin lets you skip a few treasure buys. And if there's no +buy, then use one of these for a terminal +buy. Those'll be its most common but sort of mundane uses. But in any kingdom with an attack... oh boy. Getting familiars without getting a potion. Chapeling these into a goons. And they even give +buy so you can pick them up in bulk just to trash them.

If there was any doubt that Chapel is the best $2 card, there'll be no more after all of Dark Ages is out. Chapel/Squire opening, if they collide you trash three starting cards and the squire and GAIN A GOONS. Of course, the power of squire will depend directly on the power of attacks in the kingdom - not worth it if the only attack is like spy or something nonspammable like Militia. But with some good attacks, watch out.

 8)  Hermit/Madman. Well, obviously, hermit combos with squire, you can use hermits to trash squires. They can trash your starting estates from your discard, but can't trash coppers. Not a thin-your-deck type trasher. But it'll combo with all those things in Dark Ages that need to be trashed. And it gains you, like, silvers or other mediocre cards... or squires! But if you don't buy anything, you gain a madman. Madman is awesome - +2 actions +4 cards if you just draw him in hand, possibly more if you've already started up your engine. But is it really worth not buying anything on a given turn to set up a future turn like that? Maybe. Obviously combos with gainers and cost reducers so you can get stuff without buying it... Dunno, Hermit/Madman on their own seem like they'd be difficult to set up and do anything with without serious help. It'll obviously work with Dark Ages cards where you're okay spending a turn to trash/gain stuff and then you can get a free Madman out of it, but I don't see it being a useful investment in a more standard engine or BM game where you'd rather just buy money or engine components. A turn to buy Hermit, a turn of not buying anything to trash Hermit and gain Madman, to finally get one super-madman turn... slow.

9) RATS. I'm not getting this card at first glance. It doesn't actually decrease your deck size, it just converts cards into rats. you also need another way to trash things to trash the rats, and if you're doing that, why not just get that one in the first place?

I can imagine, like Rats/Apprentice or Rats/Upgrade or Rats/Salvager, but other than that? Well, other than that it is reasonable when you want to have your deck be based on trashing and untrashing things, like some Dark Ages games might be. But won't the rats just flood your deck and take over?

Rats/Scrying Pool might work, having your estates/coppers replaced with rats is just as good as having them trashed. Rats/Forge: forge 2 rats into a province. OK, so rats is going to be a card which works with TFB and only TFB?

10) Pillage/Spoils. OK, tricky. It's three one-shots in one card. One-shot super-powered attack - picking a card to discard from someone's hand is pretty brutal. Then two one-shot golds. Oh, and once you can draw your whole deck, this makes for a brutal pin. I draw my whole deck, throne room one of these and a play graverobber. Basically destroy the other person's hand (no engine potential when you lose 2 cards!), graverobber the thing back into your hand, and spend the spoils from last turn to buy a province or whatever. One-shot money. Pretty nice if you can get that to work.

Seems like it's a powerful card, but would be hard to get to work right.

11) Shelters: Necropolis, Overgrown Estate, Hovel.

These typically won't change the makeup of the game much. Necropolis is the most useful out of all those, but an extra disappearing village won't make or break an engine.  I suppose with Hovel you might see some earlier Duchy or Province buys if you have one of these in hand, it's free VP.

But, they'll seriously mess up some TFB early-game. Remake is no longer that good, if you're trashing the 1-cost shelters for 2-cost estates instead of estates for silvers! You'll need another 2-cost card on the board to Remake things into. Same with Upgrade.

Other than that, they won't affect much.

---------------
GOKO SPOILERS:
-----------------

The rest of the ruins: Abandoned Mine (+1), Ruined library (+1 card), Ruined Village (+1 action), Survivors (inspect and either discard or put back the top 2 cards of your deck): Eh, they're ok. Less harmful for an engine because you can use them. Just overload on villages and they're not so bad. Still annoying though.

Vagrant: +1 card +1 action, grab the top card of your deck if it's a victory, ruin or curse.  It's the new Pearl Diver - marginally useful in engines, but mostly something to buy when you have $2. Sort of combos with deck-inspection, since you can set up the second card to be junk and thus drawn, but you can't build a strategy around it.

Fortress: +1 card, +2 actions, when you trash it it goes back to your hand. Well, it super-combos with any trash-for-benefit. 4 cards with apprentice! 12-points-per-turn golden deck with these and four bishops! Remodel it into a gold and get it back! Trash it with rats and don't lose it! But unless one of those crazy combos is out, it's a standard village for $4. I think it's pretty obvious how it'll be used, it's just a question of which TFB+Fortress are worth building your entire strategy around and which aren't. Bishop, Apprentice - probably yes, Salvager... eh, you need card draw with that, but great if you have an engine anyway. Remodel/Expand/Graverobber probably not. Upgrade maybe, depends on the other $5s. Turns lookout into a cantrip lol. Counters Saboteur and Swindler pretty well. Rats no.

Ironmonger: Well, after you've ironworksed a card into your deck, you can ironmonger it off the top. It's pretty versatile. IF you get too many of them they're just villages - but hey, with sufficient trashing, in a treasureless deck, it's a village! That's cute. In a BM+X game, it's either a peddler which cycles one extra card, or a lab which cycles one extra card, so pretty neat. But with a chance of turning into a village if you get too many.

Overall, I think it will be an often-bought card, probably even overbought. Quite nice to have, not something you can build a deck around, but good support for anything.

Procession: Well combos with Fortress lol. Fortress+Procession gains you a $5 card, draws you 2 cards and puts the Fortress back in your hand. Not bad, but you need a payload, of a good $5 card. Great if there are lots of cheap actions you want to double and get more expensive actions for. Bad if all the worthwhile actions are at one price point. Village/Smithy/[good $5 action]/[good $6 action] is pretty reasonable, in that case procession will probably be a must-buy. For a minion stack, no. Situationally powerful, but I don't think it's THAT much better than Throne Room. (Unless there's a powerful engine made of X-cost components where the payload is a small number of powerful X+1-cost components).

Scavenger:
Well, 2xScavenger 3xStash is literally the "lucky chancellor". Super-powerful, even against cursing, but not against discard attacks. Really Scavenger is pretty nice. I'd open Scavenger/Silver on a lot of boards I think, whatever I was going for. Put your silvers and golds on top, or whichever engine component is rarer. Great for BM+X and engines, but better for BM because with engines you're probably drawing multiple engine components in hand anyway, you need to guarantee that you draw the right combos, not individual cards. Good with expensive actions like King's Court or Expand, make sure you draw them each shuffle. Okay with single-card engines, but why would your HP/Minions be in the discard anyway? So not so great there probably. With some villages it can fish for particular actions from your deck mid-turn, but might take a little too many cards to get it to work and be useful.

Band of Misfits: Great engine grease! A village if you need it, or a smithy if you need it. But it can't be a power $5. Well, I mean it can't imitate a power $5, it probably is one. Great for imitating cards whose utility runs out, like early-game trashers or sub-$5 cursers. Great when you were going to spend $5 for a Village anyway.

Not so great when something you need gets pile-driven. Don't use this to imitate, like, a Caravan or Fishing Village in 3 or 4player.

Works with - engines with limited trashing (where it's hard to match up components). Engines where there's multiple components costing $4 or less. Games which go through multiple distinct 'phases' where different things are necessary. (A bunch of cursing goes on first, then everyone clears out curses/coppers/estates, then you mega-turn, for example - it can be a Young Witch early, a Steward later, then and a Bridge at the end.)

Conflicts with - engine components costing $5 or more, duh. Power $5s. Components that get  bought out anyway.

Bandit Camp: If you draw that spoils the same turn, it's roughly "+2 actions, +$3". Like a Festival with the buy exhanged for a coin. If you don't, well, then you got +1 card now and +3, -1 card on some future turn. Not so good then. Pretty nice for a pseudo-treasureless engine. Just buy engine parts, and your Bandit Camps will get you the spoils to play for cash. Similar in power to Festival, Bazaar, the lot.

Count! Ah ah ah! Versatile. Can trash in bulk, saving either 1 or 2 cards to the top of your deck or your discard. Terminal gold.

Probably not THAT great. On-play it can be like Mandarin, but Mandarin's not so good. I mean, it'll be used as a trasher when trashers are needed for Dark Ages... And late-game to save cards for next turn and get a Duchy... It's super-versatile, but all the options aren't that amazing.

Well, maybe 'trash your hand' when you've drawn your whole deck. That's pretty nice.

Altar: Straightforward. It's a $6 workshop which gains $5 cards. Altar/City is probably a combo.

Actually, should probably be compared to university, a little. Without the potion cost, but it costs you your first gold and is terminal.

Works with: Spammable $5s. Festival/Altar/Watchtower? Yes please. City/Procession/Altar/Bridge? Super. Altar/Market... meh. Altar/Highway - super, if you also have +buy somewhere. Like on a $5 card.

Probably not so great in a more standard engine game where there's worthwhile sub-$5 components which you can just buy. Works as a pseudo-+buy if there's no +buy, that's pretty good.

----
GENCON SPOILERS
----

Armory - gain a card on your deck costing up to $4. Well the set had to have a workshop variant. Slightly better for engine-building, slightly worse for gardens rushing, mostly about the same usage as workshop. Can obviously do crazy things if you have card draw and villages so you can gain and play things same turn, but that's not going to be the dominant use case I think.

Beggar - awesome with Gardens, of course. It's like a gold in hand if you like coppers. Counting House/Beggar might actually be playable straight up. As a reaction... well, counters top-deck junking and trashing attacks, but does not much vs cursing or discard attacks, so... meh on that front.

Catacombs - it's  a pretty nice Smithy variant. Will work fine in BM+Catacombs, you might cycle 6 cards per play, or know which 3 you're getting so you don't get stuck at $7 or $5. Works reasonably in an engine deck too. I don't think this will bring us many surprises. The on-trash effect seems like it won't be used much, almost an afterthought.

Counterfeit - treasure that gives +buy, amplifies your existing treasures, and trashes them. Going to be a mega-turn enabler - double-play Banks or HoPs or on even golds/plats. Counterfeit+Plat = Colony. In a more standard engine games, it'll be okay if there's no other source of copper trashing and you want copper-trashing, but not great. In that case it's a moneylender-like effect, Counterfeit+Copper = $3 and trashed copper.

Knights - a trashing attack like that seems pretty powerful. But maybe we should know better given how SAboteur is sort of bad. This gives the opponent a choice of what to trash. They can't gain something instead, but what would they usually be gaining, like, silver? And this gives you a benefit too, so this card won't be saboteur-like bad. But it seems amazing at first and I bet it really, really won't be unless you make a knight engine that plays multiples per turn. And of course, thematically - on boards where this is good, the knights will duel each other and kill each other off. Lovely. But yeah, this will end up middle-of-the-pack on Qvists's list and not on top. Which knight is best to get, of course, will depend on the board; all the benefits are roughly comparable but depend on what you need, sometimes what you really need is a village and sometimes what you really need is +2 cards.

Death Cart - oh wow. +$5? But you need to trash an action card! ...but you can trash a ruins, and it even gives you 2 ruins to trash. Great source of engine cash if you can draw it with a ruins. Great if there's cheap $2 actions, especially if there's a cost reducer around. Or maybe you can use it to trash rats. Yep, Death Cart/Rats, there's a synergy there. And of course ironworks/workshop will love this card, assuming you have the actions and handspace to play them.

Forager - it's a copper-trasher that gives $1... at the cost of trashing a copper from your hand... you can power it up by trashing Silvers, but then you power up your opponent's Foragers too... Not so great a card IMO. Can easily get powered up in forge games or something, or when there's a bunch of different Kingdom treasures that you want to trash for whatever reason (Remodel/Expand?) but even then it takes a while to power up and isn't so powerful even when it does. I mean, it's a nonterminal trasher and sometimes you just need a trasher, so it'll get bought, it won't be a dead card, but... Reminds me of Trade Route and Lookout. Similar cost and power.

Hunting grounds - super-smithy! It'll work for making an engine, the on-trash benefit might be a late-game bonus if you ever have reason to use it. Sort of like Catacombs. BM+Hunting Grounds will be awesome if you happen to draw an early $6, but will be really high variance because if you get stuck at $5 for a while you're just playing BM with nothing. I think despite its cost, it'll be workable for making engines happen, but it'll be high-variance there too. Maybe it'll be best as a kicker with one or two of these to really draw your whole deck, with most of the engine made from cheaper bits.

Rogue - now THERE'S a counter to knights. You trash my cards, I get it back! Or trash yours if there's nothing in the trash. Rogues vs knights, the epic battle. Which is better, which is better. Pretty much the same IMO. Knights are higher variance because of the different benefits - sometimes +1 card/+1 action is better than a +$2, sometimes, +2 actions or +2 cards is definitely better than +$2, but +2 buys is often going to be a lot worse than +2. I look forward to angry debates on this site about whether knights or rogues are better and when, but I think they'll pretty much be equivalent most of the time. I'd judge which to get based on the top knight in the pile.

Storeroom - pretty cute! A cellar AND a secret chamber. But terminal, that's not so powerful. You can cycle your estates... and then any estates you draw you can discard... I mean, I guess you can safely discard all your coppers and try to find your golds. But... it's terminal, so not so amazing for engines, when you sort of want to be able to cellar all your treasures to find that village to match up with your smithy. Gonna float to the bottom of Qvist's lists.

Wandering Minstrel - a Village which also sifts the top of your deck for your actions. A reasonable bonus on a $4 village. Great for engines with low trashing, not so great in trimmed ones, but hey, it's always a village.

Mystic - Well, it's a nonterminal silver for $5. If you wish right it's like a Grand Market without the buy, if you wish wrong it's a nonterminal silver. If you have a little top-deck inspection going on it'll be worth it, otherwise... nah.

Urchin/Mercenary - pretty nice. Get some urchins and some villages, let the urchins turn themselves into Mercenaries which then will do both the deck-trashing and the attack part of your deck, as well as giving you coins. But you gotta be really careful, if you over-trash your mercenaries become dead cards. I think this will be quite powerful when you get it to work, but it really requires sort of weird support - you have to have another engine along with it, basically.

junk dealer: OK, this one shouldn't surprise anyone. +1 card + 1 action +1 coin, trash a card - the perfect peddler variant for Dark Ages. Balanced $5 card, probably good in a lot of situations but especially with cards with on-trash benefits (like, the rest of Dark Ages). Cantrip trashers are powerful regardless, so it'll be good even without that.

Market Square: Great with any fast trashers - ramp up your economy while trashing! Combos with, well, any trasher pretty reasonably, and it's cantrip too. And gives +buy for engines. Versatile and good, except in BM+X.

Rebuild - Transform estates to Duchies, Duchies to Provinces, Provinces to Colonies. Pretty nice. Hard to say how fast this is. I bet pure BM+Rebuild won't be as fast as, like, BM+Smithy, this won't be a BM+X card. But with the appropriate support, you can skip buying green entirely and just Rebuild it.

Hmm. Takes 2 plays to transform an estate to a Province. So if you buy two estates and play 10 rebuilds, you get your 5 provinces. But 10 rebuild plays is a lot. I bet a Rebuild deck is possible, but needs support. Feast, Cellar, Throne Room? Sage? Golem-Rebuild... too expensive probably. And hey, KC/KC/Workshop/Rebuild/Rebuild. Gain 3 provinces! But if you're chaining KCs, you have better things to do than "only" gain 3 provinces.

Niche card.

...in general, Dark Ages REALLY hates BM+X. No BM going on here.
« Last Edit: August 16, 2012, 04:18:23 pm by ftl »
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eHalcyon

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #3 on: August 06, 2012, 05:46:53 am »
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Sure.

Although the cards won't be on isotropic, so...

(Late Edit: The below "first impressions" are for the previewed cards only.  I also have impressions on leaked cards in this subsequent post.)

Batch 1
Written before reading any other discussion, of course. :)


Graverobber

It is a cheap Expand, but only works on Action cards.  It is conveniently priced at $5, so it can expand itself and dig itself back out of the trash (ZOMBIES).  It is hard to judge this card (probably most of the cards, actually) without knowing what is in the rest of the set.  Thinking of the existing trashers, I don't think the known cards are enough to make Graverobber something to build a deck around.  But DA may have some other interesting trashers and self-trshers that make GR more worthwhile.  As is, however, I think it is pretty decent.  Not a game changer, but average strength.

Poor House

This card looks like a weak version of Horse Traders to me.  HT is very good at getting you to $5, but not much more.  PH guarantees $4, but not much more.  It looks like a phenomenal card for treasureless engines (Scrying Pool, maybe?) and would work well with sifters like Warehouse.  With sufficient trashing to get rid of starting Coppers, I think a particularly strong combo would be TR-PH.  All you need are those two cards in a hand without treasure, and you've got an instant Province.  I think this will be one of those cards that is weak on most boards but absolutely dominating with the right setup.  Looking forward to seeing what other DA cards come up -- particularly strong combo pieces that cost $4 or less.

Sage

Looks like it might be a good way to get combo pieces in line, but you need a relatively treasureless deck (in that Silver would get in the way of Sage).  Otherwise, I can't see this card being particularly powerful.  Maybe some other DA cards will change that.


Batch 2

Feodum: obvious combo is now my favourite combo -- Feodum+Trader.  Throw in a Graverobber and you could Trader Feodum for 7 Silver and get the Feodum back.  If you don't want the Feodum but need the cash, Watchtower lets you get 3 Silver for $4.  I like it a lot.

Cultist: Interesting!  At first glance this looks really strong.  With no other actions, each Cultist is a Lab that pseudo-Curses.  The trashing bonus seems relatively weak compared to the card itself, but there are probably other DA cards that work well with it.  Cultist looks strong.

Ruins: The Market is one.  There will probably be one that gives +1 action or +2 action, though the former might as well be a Confusion.  There will probably be a +1 buy and a +$1 as well.  I expect they will all be Action cards.

As Actions, Graverobber could be a decent way to remove them.  Probably inefficient though.

One question is how it interacts with Ambassador/Jester.  I expect in that case, you treat each type of Ruins as the same.  Although there are five different ones, they are all mixed up in the same supply pile.  So you might return a Ruined Market and someone else gets a Ruined Village?  Hm.


Batch 3

Squire

In general comparison to Steward, Squire is definitely a bit weaker.  This is reflected in the $2 price.  You might buy it for the extra actions or buys if the Kingdom otherwise lacks those resources.

At first glance it looks to be superior to its fellow $2 choice card, Pawn.  But one of the best uses of Pawn is non-terminal +Buy, which you cannot do with Squire.

The most interesting thing is the on-trash effect.  In Kingdoms without trashers, on-trash effects are inaccessible (barring a crazy new DA rule -- trash a card every turn unless you reveal a Shelter??).  When trashing is available, Squire is still pretty narrow.  It's not as reliable as a Feast because you have to line it up with the trasher.

Of non-DA cards, the main ones to Squire would be Familiar and Goons.  Depending on the trashers available, getting a potion is probably an easier route for Familiar.  But it works so well with Goons.  Goons wants heavy trashing too, so you can get down to a nice multi-Goons engine.  Squire can be a moneyless way to get Goons, and it will also act as a source of Actions, and even +Buy to close out your final megaturn!

You might also pick it up in games with heavy trashing where your early economy will be terrible.  You could chapel down to a thin deck and miraculously pop a few Squires into Cultists...

I think Squire will probably have quite narrow use.  But in certain Kingdoms, it will be essential.

(Edit-within-edit: I predict that there will be an expensive new attack card named something like Knight.)

Hermit

The trashing is slow, and the benefit is a static mini-Workshop.  However, trashing from the discard is, I think, better than trashing from the hand.  For one thing, you don't lose a card in-hand.  In the mid-to-late game, your discard pile will on average be larger than your hand as well.  Therefore, I expect Hermit will be a fantastic DA-combo-enabler, picking out cards and trashing them for on-trash benefit.

One interesting (3+ card) combo is TR/KC-Hermit-Squire-(Attack card).  TR/KC the Hermit, gain a Squire.  Use the next Hermit to trash the Squire and gain an Attack.  You can even gain another Squire to trash with the next Hermit, if you are so inclined.

Madman

Hermit is also like a delayed one-shot Tactician.  You skip your buy to get a future-Tactician in Madman.  Madman is a little weaker than Tactician, but still pretty good.  You lose out on a +Buy, but it can have a stronger effect if you have a bit of card-drawing ability.  From the wording, it looks like Madman isn't throneable.  Too bad.


Batch 4

Rats

This is the next DA design rule breaker -- no more than 10 cards in a supply pile.  Well, I don't know if it was really a rule, though I was always against cards that took up extra supply space.  But Rats definitely works better with 20!

So Rats is actually quite a liability.  If you don't have a way to get rid of them, they will destroy your deck from the inside.  Watchtower is useful, of course -- stop Rats as they come in.  Other TFB would also be helped by all the fodder.  I can't think of situations where you want Rats unless there is another trasher available.  Maybe something will come up in a future preview.

Also, I really, really hope that there is some sort of Pied Piper card.

Pillage/Spoils

My first thought -- awesome wordplay.  The attack doesn't benefit your current turn.  In that, it is like Sea Hag and Saboteur.  Hag is amazing, Sab is not so much.  Pillage costs $5 like Sab.  But the attack is likely to hurt a LOT, especially after the early game.  No wonder it's a one-shot.

The Spoils are a nice little prize too.  That they are also one-shot... hm.  The wording on the card means that Pillage is throneable/KC-able, giving you much more Spoils than usual.

Since everything about Pillage and Spoils disappears after use, it might be a very nice way to kickstart a treasureless deck.  Spoils can provide the cash you need for your first Grand Market or Goons, and then you're off to the races.  This is further facilitated by Squire, in that Squire can get you to Pillage without treasure as well!


Batch 5

Shelters

Menagerie gets an unneeded boost.  Fairground is better too!  HoP is sort of better as well, in that Necropolis is one more unique playable card that you start with.  Ambassador kind of takes a hit, which is fine.  (Edit: and Donald actually addressed all those in his starting writeup, ha.)  Jester also gets a slight nerf, in that there are less starting VP to hit.

You might not want to trash Necropolis, huh.  Also, Ruined Village is probably going to be either "+1 Action" or "+2 Actions, discard X Cards", or +2 Actions with some other drawback.

Interestingly, you might opt not to pass Overgrown Estate using Masquerade -- trashing it yourself might be better, and if your opponent is the one who played Masq then you might not want to pass it because it might help him out when he trashes it!

Hovel is only better than Overgrown Estate when there isn't any trashing on the board, heh.  I expect that will be less likely with Dark Ages cards on the board.  Oh well!

OH.  HUNTING PARTY HATES THESE.

Nothing else interesting that I can think of.  Looking forward to seeing the full set!
« Last Edit: August 16, 2012, 05:06:54 pm by eHalcyon »
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Grujah

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #4 on: August 06, 2012, 05:48:39 am »
0

Here goes nothing:

Batch #1 - Don't really dig the cards.  :(

Graverober -Huh. This has a Minion-y feel to it. You either draw 2 and jump with joy, or get 1 and set it up for next time. Gonna work with Sage? Royal Seal? Scheme? i.e. stuff that can setup you for a province. Will own with Peddler + Colony. Like, seriously. I think it will often be a trap that many will fall into, Develop style.

One more thing: Everytime this gets play I am going to get haunted by Joey Wealer from Yu-gi-Oh: Power of Chaos: Joey the Passion and him yelling "I bet you didn't think I'm gonna activate this! Graverobba!" at me.


Poor House - Ok, I think its really hard to get a grip on this one. Kida like .. Harvest? Reverse Coppersmith? Duchess? As it can be a free pickup and is terminal vmoney. Of course, I see 2 situations where this matters. Ok, 3.
1) One is with Upgrade/Remake where it might be more of a liability than a boost. You replace bad non-terminal with bad-terminal. Ugh. Unless you can really provide for it, and I find that rare as you need at least some villages, it completely weakens Remake/Upgrade.
2) Some kind of huge virtual money strategy. I am trying to imagine opening Mint/Poor House, but .. uh, not really. I guess Vault works, but it needs a village. I guess it will own in Scrying Pool games. Like, any current setup where SP is strong, add this and now its supperstrong. Also in other virtual money strats (Conspirators come to mind, esp with +buy supplements).
3) You are greening like hell. Probably some alternate VP. Drawing this can get you a Silk Road or Gardens or something like that.
But, I think this will be crap, usually more a liability than a boost. There will be few games where this owns.


Sage - Hmm.. Schemesque card.This one I like the most. I see 3 potential uses for this one:
1) Getting to that important 5$+ faster without them colliding. Like, strong Attacks (Witch, Mountebank, Ghost Ship, Goons). Of course, that includes Gold too (could be good replacement for Silver in BM, as if I understand BM) but one thing I hope to try out and see if it works is Sage + Phil Stone in a slug game. It gets past your crap and gets you phil stone hopefully often enough.
2) Setting up combos. Ie, helps you get that Tour/Porv, TrMap/TrMap, KC/Action, Vault/Gold together in your hand, without having too many of said cards. Would actually love to see TrMap + Sages, I predict awesome combo, as when you activate TMs Sages basically turn into gold (no need to buy silvers during game at all too)
3) Getting through all crap in slugfest games, especially good vs attacks that mess with top of your deck. Ironically, strong vs Ghost Ship, but as per 1) also provides for GS. So is a must in a GS game.
Conflicts with: Silver (unless you want it often, but then you could have just bought it), Duchies, any alt VP.
Will be great supporter. Optimistic guess: Warehouse level strong.

Feodum - Without trash effect totes boring. With it, so cool! Of course, boosts Silver gainers.
Prediction: Better than SR and Gardens!  :o One good thing is that it can also be used as a supplement more than a core strategy, which isn't case with gardens and only so - powerful with SR.

Cultist - It's a junker attack that doesn't mind collisions. It can really crappify opponent decks really fast for that reason, faster than Witch, probably even MB. Now, these are worse than coppers and better than curses, but I still think it will be quite strong as it floods you really really fast. Trash effect is OK, quite nice if you have non-terminal trasher (Upgrade, Apprentice) or Salvager which gives + Buys. Good counter to Bishops and Governors, too, I guess ?

Squire - will be great. Among top 2$. Great in any situations. When you lack actions otherwise, when you really need those buys, when you want cheap attacks.. very versatile - it main strength.

Hermit/Madman - Hermit has limited use - it is not bad per se, trashing from discard .. but it ain't great. Madman will be new hit-big-or-lose kinda strategy. Sometimes a trap, but usually, if setup up right, a beast. Will be among high 3s, but not THAT high as it will be trap on some boards (buyless mainly).

Rats - GIANT TRAP. It sounds fun and cool, but unless you can really get read of them fast and even get something good out of it they dominate your deck and you lose. Their only use will be free, 4$ food for your trash-for-benefits, like Savager, Upgrade, Bishop and the likes.

Pillage - Early game booster - because of the spoils, and end game destroyed - because of the discard. Also endgame finisher cuz of the boost among those greens. Will be strong, mid-high five. Will own if you can play him immediately (Watchtower, royal seal), or play those spoils immediately (same deal). Also with TR/KC.

« Last Edit: August 09, 2012, 02:51:50 pm by Grujah »
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Lekkit

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #5 on: August 06, 2012, 06:03:15 am »
+1

So am I. But I'll write my initial thoughts since they will probably amuse someone. :)

1st preview:

So. Grave Robber. This card seems good. If there are cards like Swindler or Saboteur, I think this could be viable. In itself, it's also a mini-expand, which makes getting a bunch of theese a good idea. Could possibly be some kind of new Governor rush-thingie. Buy only Grave Robbers, trash them with each other and retrieve them. Also very fun interaction with Feast.

Poor House. Money-less decks will love this. Also, one of the best friends of Upgrade's. Trash a Copper, gain a Poor House; get rid of what makes Poor House worse and gain a Poor House. However, I think this is one of those cards that doesn't really work in most of the games but when it does work, it's really good.

Sage. Addin these to Hunting Parties will be great. Don't really think it will be a lot better than, say Warehouse or Farming Village in the long run.

2nd Preview:

Feodum. I don't think this card will be as prominent as Gardens or Silk Roads, but every once in a while there will be a good kingdom for it. My first thought is that it's great with Trader. Then I realised it's also very nice with a turn1/2 Chapel. Probably one of the better x/Chapel openings that isn't an attack. I'm really looking forward to playing with this.

Cultist. This card seems like a really god card. When building an engine, get these first and Villages later. They string together if you draw them "dead" and they will probably be about as fast as Familiar. Without the awkward Potion cost. One of the game-warping $5s.

Ruined Market. Better to have in the deck than a curse, but just barely. Will be fun with Gardens, though. And Fairgrounds, as mentioned.

Preview 3:

Squire. This car will enable engines. A lot. And probably work somewhat with Feodum. But Engines will probably want this card. Actions, coins or double buy.

Heremit. Not really convinced about this card. Seems super powerful as an opener if you draw it on your second hand. Trash Estate, gain something usefull (Silver) don't buy anything and get a super hand next reshuffle. Looking forward to trying this card.

Madman. A really strong card. Not easy to get, though. I guess that's why it can be so strong. Very nice for mega turns, but can also be great in the beginning for a serious extra boost.



« Last Edit: August 09, 2012, 05:21:37 am by Lekkit »
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engineer

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #6 on: August 06, 2012, 06:05:24 am »
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Oh, I'm in.  Where I'm from, they call this "theorycrafting."  Always good for a laugh.

Okay, I'm not looking at anybody else's analysis until after I write mine, so apologies if I sound redundant.

Graverobber: This card seems like it will be very swingy.  First, it lets you catapult $3 opening terminals into gold, if you are lucky enough to get a collision.  Second, since  you will probably have competition from other graverobbers, there could be a situation where one really good card in the trash could decide the game, and the first person to draw their graverobber will get it.

This card will also be super strong with throne room or king's court.  A hand with TR+graverobber+$5 action could gain a province and leave the $5 on top of the deck for next turn. TR+graverobber+$3 could do the same with gold.  Of course, those hands aren't easy to hit early -- but, again, I think that will add to the swinginess.

Poor house: I like the $1 cost, and I like the -1 treasure.  I was waiting for cards that do that, and Dark Ages, with its "poor" theme, seemed like the place to do it.  This would be really interesting for any actions/cards engine, since you won't have too many treasures in an engine deck.  Stacking multiples of these will be powerful, even if you have a treasure or two. 

Also, any card that lets you discard bunches of cards will obviously be a powerful combo: cellar and warehouse come to mind.  Even cantrips with a discarding "downside" like oasis would be really powerful.  I'm really curious how an oasis/PH opening could fare.

Sage: First thing that comes to mind: Don't buy silvers.  There's no point to revealing a silver with the sage -- after all, if you'd bought a silver instead of the sage, you'd have the silver in hand already.  The obvious utility of this card, in my mind, is smoothing an engine early on when trashing isn't available.  Early game, it will jump over all your coppers and estates to pick up your other engine cards.  Later on, as Donald pointed out, it gets tripped up by provinces, so the sage might be good grave robber fodder in the midgame.

Feodum: This is pretty vanilla -- like Donald said, it's sorta the last angle that wasn't done on card-counting victory cards.  I understand why it doesn't count copper or gold, but it would be cool if it counted other treasures.  Obviously, Trading Post combos with a Feodum deck and Trader is a super-mega-combo.  I mean, Trade can make your deck explode into a shower of silver, so I wouldn't be surprised if you could get 6-point feodums using it.  If these two cards are on the table, will they always be the dominant strategy?

Cultist: I like this card a lot.  First of all, I really like the idea of a heterogeneous deck of curses.  Somebody did that in a fan expansion and I thought it was a really cool and unexplored space.  The card that happens to sit atop the ruins deck might actually affect your strategy, though probably only slightly.  I also really like the idea that these curses aren't curses -- just much less useful cards.

As for the cultist itself, I feel like this will play somewhat like Minion, at least insofar as its effectiveness will increase as the cultist density increases.  I guess they're really more like laboratories that are less flexible: you can't just insert a cantrip into a cultist deck and be on your way.  Unless you're using villages, once you start the cultist chain, that's all you can play.  We know that labs alone make for a mediocre engine, but these cultists come with a nice attack, so it will be interesting to see which is preferred if both are on the table.  I'm guessing the cultist, because we know how powerful cursing attacks are.

Ruined Market: Well, this card is pretty straightforward.  I'm curious if there's ever a situation where you'd rather buy a ruins than a copper.  Obviously, Donald's hint implies that there will be a +1 card, +1 action, and +$1 ruins.  I think the +1 buy is the most useful -- sometimes you really need that extra buy!  Since this is a silly prediction thread, I'm going to guess at the names of these other ruins.  +1 card = ruined laboratory, +1 action = ruined village, and +$1 = ruined house.  I'm making this prediction on 8/7/12 -- hopefully I go at least 1 for 3!

Squire:  Wow.  When there are strong, expensive attacks on the table, this cards seems...really, really strong.  Open chapel/squire, get a Goons on a lucky turn 3/4?  That's a $4 jump.  And it would get even crazier if a $7 attack ever came out.  Cost aside, a turn 3 goons on a trimmed down deck would be pretty devastating.  I feel like there should be a $5 limit on the gained card, or something.

Crazy TFB effect aside, the squire itself is pretty useful as an extra source of actions if your engine is too heavy on smithy-types and you can't afford a village that turn.  In that way, it functions like a crossroads, which I think is already recognized as a great $2.  Taken as a whole, I think squire will easily be one of the best $2 cards.

Note, by the way, that the cost exempts the squire from the gravedigger.  I imagine we're going to see more self-upgrading cards at the $2 price point, specifically to avoid interaction with gravedigger.

Hermit: This card also seems very powerful.  You will almost certainly be able to use it to replace estates with silvers every time you play it.  The fact that you can trash a card from your discard makes collision much less of an issue.  Once you've tossed your three estates, you can automatically trash this card to convert it into ...

Madman: OK, so this is basically a 1-shot mega-lab.  If you have one of these in an engine deck, its minimum payoff is "+2 actions, +4 cards," and its maximum payoff is "dude, just put the rest of your deck into your hand."  If your engine deck is decent, then you could easily have 7-10 cards in your hand from other labs/smithys before you play the madman.  Think about that: +2 actions, +9 cards?!  Well, I'd say the name is accurate.  This sounds crazy.  This card is basically a megaturn-enabler.

Oh, and by the way, if you open squire/hermit, then you can gain almost certainly gain any attack on the table by the second shuffle -- all you have to do is draw your squire before *or* with your hermit!  Yikes.  Or -- even better! Open hermit/hermit, use the first hermit you see to get a squire, and use the second to turn the squire you just gained into a goons.  Ouch!

Rats: I really like the idea of this card.  I think this is my favorite new card so far, for a couple reasons: first, even though it doesn't introduce new mechanics, it seems like it will completely change the way your game plays out.  Second, it's so thematically perfect!  The rats aren't a problem at first, but they will inevitably multiply to a point where you actively need to stamp them out of your deck.  I also think rats go very well with ruins.  In a deck that's ruined by ruins and/or curses, rats might be a very fast way to clear out the clutter if you have an effective plan for exterminating the rats.

A couple obvious observations: barring separate effects like watchtower, rats don't really reduce your deck size.  (What a combo though...watchtower+rats = trashing lab!)  In that sense, they aren't really trashers.  They do, however, replace a useless card with a cantrip (i.e. more rats).  The problem is, rats are only a cantrip as long as you have something to feed them.  Eventually, when you run out of targets, the rats are as unplayable and useless as the cards they replaced.  So they really only provide temporary relief from clutter -- you'll still need a strong trasher to deal with the rat problem, but it might be easier to get to the other trasher for a couple of shuffles, and that might be all the help you need.  As a bonus, when you do manage to trash the rats, you get a card.  The card is a minor benefit because nearly all trashers in the game are terminals, so you'll likely be drawing dead, but it does give you the chance for greater buying power.

This is a cool card.  Donald has actually played with it, and if he likes it so much, then I'm confident that it will live up to my expectations.

Pillage: A one-shot super-nasty attack that also gives you two one-shot golds.  Because of the one-shot nature of the card, it's really hard for me to judge when it will be worth it. The attack is definitely nasty: without doing the math, I imagine that you can easily demonstrate how much worse the average dominion hand is if you remove the best card.  It will hurt a BM deck at any stage of the game, probably eliminating the chance of buying a gold early or a province late.  For engine decks, this probably destroys a hand in the early and midgame, before the action density is so high that you'll have multiple villages and smithies in each hand. 

But, on the other hand, $5 for a card you only get to use once is expensive, no doubt about it.  Obviously, you don't get your money's worth if the attack is blocked, even with the spoils as a consolation prize.  A successful block probably hurts a lot more than other attack cards.  Secret chamber will gain a whole new meaning with this card: use secret chamber to make your current hand as bad as possible!

Spoils: These are an interesting idea.  I like that there are multiple cards that give them out, as Donald mentioned.  Obviously you'd almost always rather keep a gold around than see it disappear: it's a really rare engine deck that doesn't want at least a couple golds.  These cards are clearly going to be more useful the sooner you get them: they can catapult you to actual golds much earlier than normal.  Because of the interaction with Pillage, I feel like there will be a lot of opening luck: a 5/2 opening that grabs a pillage will probably see gold a lot faster than a 4/3 opening, both because of the attack and the spoils.


« Last Edit: August 09, 2012, 01:45:13 pm by engineer »
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Davio

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #7 on: August 06, 2012, 06:13:15 am »
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Being wrong about new cards and discovering their strengths and weaknesses is what I like most about Dominion.


Graverobber - I suspect this will be an underachiever or at least very specific, but it may combo well with other cards from Dark Ages, that's hard to gauge at this time. Messing with the trash has always been tricky as we see in many fan cards. Mind you that this card costs $5 and this is a highly contested price point, Witch and Mountebank are also here. Still, a cheaper Expand that only works on Actions can be fine for an early Oasis -> Grand Market, but soon you'll be running out of Action cards and you may want that Woodcutter back. The other thing it has against it is that it's a terminal. Terminals are always carefully measured against each other. We could care less about non-terminals, but you only want so much terminals and I don't think graverobber will be one of them often. It would be interesting if you have to worry about Salvaging/Remodeling Provinces, but you need Bridge or Highway for that.

Poor House - Okay, so we finally have a $1 card and it's an action focused one, that seems easy enough. Minion decks might like it and Scrying Pools, otherwise it will often be a terminal Silver or even Copper. Cantrip chains will end up drawing the same cards you would have drawn anyway. But hey, it costs $1 so we shouldn't expect much from it. I wonder if it's really going to hurt Upgrades and Remakes.

Sage - To me this seems like a slightly worse Farming Village, so $3 might be right. It feels a bit like Scheme in a sense that it doesn't really do anything on its own, but it can be a help if you ever have a spare buy or gain. On its own it's not enough for me to open Ironworks, but it may be a nice target if other Ironworks targets are out there. A card like Sage never hurts and cards like that are always in high demand. Goons will love it.
« Last Edit: August 06, 2012, 01:19:23 pm by Davio »
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Qvist

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #8 on: August 06, 2012, 06:14:24 am »
+1

Poor House
Combos with: Vault/Secret Chamber and Black Market
Decent in cursing games or against discard attacks
But I think this is good with heavy trashing in a non-money engine
Good to pile out ;)
Of course it's no power card, it only costs $1
Mint/Poor House could even be a good opening.
Beware of Upgrade, Remake when this is in the supply.
$1/$2 #12 out of #18

Sage
In the beginning this is great for getting your $4 in hand on turn 3. Sage/Sea Hag for example even if your oponent flipped your Sea Hag.
Later this seems pretty weak. I think this filter mechanic is better in cursing games and it counters Ghost Ship.
$3 #13 out of 28

Grave Robber
Very hard to evaluate. But it seems weak at first glance.
It's trashing is pretty powerful, like an Expand, but limited to Action cards. So it's no good opener.
It combos with itself to get a Province.
It might be good with against Trash-for-Benefit card decks like Salvager, Apprentice or Bishop.
$5 #41 32 out of 54

Feodum
Combos with: Trader, obviously.
Ok, a straight forward one. But, how strong will it be? With Trader, an absolute powerhouse.
Bureaucrat and Explorer might also work very well with it. With Ironworks/Workshop the rush may also work.
Although three-piling is generally very hard here. Not so strong as Gardens or Silk Road at first glance.
Then there's the on-trash benefit. So, let's say I have 5 3-points Feodums(?) with 9 silver and trash one. Now I have 4 4-point Feodums, 1-point more and better economy. So, I want to trash them if I have more Feodums than they are worth right?
Maybe you even don't want to 3-pile. Just get Feodums and Silver and then Provinces. I'm not sure.
$4 #20 out of 49

Cultist
Obviusly very strong. The main action is like a worse Witch, but there's also the not-colliding and on-trash benefit.
The not-colliding bonus is very strong, but I'm not so sure about the on-trash benefit.
That could lead to some strange combos. I buy a Farmland, trash a Cultist and draw 3 cards which I cannot play anymore.
Or: Opponent plays Bishop, I trash Cultist and 3 cards. Then opponent plays Militia: Nooooo!
And: With Familiar (or any other Curser) and Cultist on the board, this will be madness!
$5 #2 out of 54

Ruins
Not much to say about Ruined Market per se. Of course it's bad. A few words about this concept. I'm still not sure if I like it because it can be very swingy depending how the other Ruins will look like. +1 Card, +1$, +1Action probably.

Update: Yes, 3 of the other 4 Ruins are +1 Card, +1$ and +1 Action. Ruined Library, Ruined Mine and Ruined Village respectively. Ruined Village is the worst of them all because it's only useful in rare edge cases. Ruined Market is very occasional, can even help, but more often useless. Ruined Library is bad in general because you draw the card you would have drawn without spending that action. Ruined Mine is a Copper for spending an Action of course bad too, but less useless as the other ones I think. Then there's Survivors which is a Ruined Navigator. Hard to rank these yet, but I would say: #1 Ruined Mine, #2 Ruined Market, #3 Survivors, #4 Ruined Library, #5 Ruined Village

Squire
So, you either have a half Fishing Village or a Woodcutter that gives an additional buy instead of money or you have a Workshop limited to Silver.
So basically you have a mix of 3 worse $3 cards, but the flexibility is great, especially on boards with no village or no +Buy. Similarities to Pawn are obvious.
Hamlet is great because it gives you actions and buys, so I think that is very useful in engines too.
And then there's this crazy on-trash ability which seams crazy powerful with trashers and attacks on the board. The last two essential parts for engines.
You can now easily gain Familiars or Goons. Every Remodel-like card now gives you 2 cards instead of one and Develop even gives you 3 cards if Poor House is on the board. Seems very powerful.
$1/$2 #4 out of #19

Hermit / Madman
Hermit is like a Reverse Loan. It trashes from your discard pile instead from your deck and is restricted to non-treasure cards instead to treasure cards. As an opener it can trash Estates and gain Silvers. The gain a $3 card part seems very bad (in comparism to Workshop), but really depends on the kingdom. Of course it's helpful against Curser and Looter. The second part just seems crazy. You aren't allowed to buy a card (but gained a $3 card) and then gain a Madman.

Madman is a one-shot village, built for mega-turns. If you play Madman in a Tactician turn, you have 18! cards in hand. Maybe some Bridge combo is possible with this,  it's still blows my mind, hard to evaluate this. It's like a mega one-shot Crossroads.
$3 #9 out of 28

Rats
Cool theme, but it seems terrible at first glance. You have to gain a Rats if you trash a card and you can't trash Rats with Rats. So you definitely need another trasher if you want Rats. But with another trasher, why buy Rats in the first place?? I'm still not understanding this card, especially for the high cost of $4. Again there's a combo with Watchtower. You can trash a card with a Laboratory. This will be great.
$4 #47 out of 49

Pillage / Spoils
A one-shot attack for targetted discarding. And you get 2 one-sot Golds from that. That's of course the strongest dicarding attack, but it's only a one-shot. Very hard to evaluate.
I think the attack is weak in the beginning: Basically a one-shot Cutpurse, but it gains you two early Golds. Later in the game the attack gets stronger, but you maybe won't be able to see those Golds again. I think this a decent attack, but no power $5. Maybe a Pillage rush is possible where you pick up Pillages to gain Spoils and buy Provinces as fast as you can.
$5 #27 out of 54

Vagrant
A mix of Laboratory and Scout. But I like to compare it to Pearl Diver. If it fails you know at least the card on top of your deck. Pearl Diver knows the bottom card which is worse. It it hits you have a Laboratory and this is especially nice with Nobles/Harem/Great Hall etc. If Pearl Diver hits, the card is on top of your deck which might be better, but can also be worse. I think this will be generally be better, but still very ocassional and no power $2.
$1/$2 #11 out of #19

Fortress
Another vanilla village for $4 with a benefit. Of course it really depends from trash for benefit cards on the board. I think some crazy combos will be possible with this, but this will still be no power card. Worker's Village, Farming Village, Mining Village and Walled Village will all be more useful on average.
$4 #41 out of 49

Ironmonger
So, this is a spy with no attack part, but a bonus for you. I think that's more useful. Especially if you draw a victory card, you can discard it (bonus) and draw an additional card (Lab bonus). That can be pretty strong. If you hit a treasure, you have a Peddler which is a solid $4 card and if you hit an action card you have a village. That's probably the least useful case because similar to Tribute you don't want to depend building an engine on swingy draw, but still may be a useful addition to any engine. A solid mid-ranged card.
$4 #21 out of 49

Procession
The comparism to Throne Room is obvious. While you can do TR/TR/X/Y as a village replacement, you probably don't want to build an engine with Procession like that. If there's no Action card available in a specific price slot then this is a one-shot TR. When there's a strong board with good cards on every price slot, then this is going to be better than TR. But how often will that be the case? I think the "exactly" makes it very board-dependant and therefore weaker in general than Throne Room.
$4 #28 out of 49

Scavenger
Wow, that's now the better Chancellor. And I think putting one card on top of your deck is huge for $1 more. Let's say you have an engine and you play a village and then Scavenger and have another village or cantrip in hand. You can now choose which card you will draw with that cantrip. Pretty powerful in engines. I'm not sure how powerful this is in Big Money games, but putting back Golds is also powerful. Scavenger/Stash is now even more powerful than Chancellor/Stash. With 2 Scavengers and 3 Stashes you basically have a guaranteed Province.
$4 #8 out of 49

Band of Misfits
Crazy card which seams really powerful. The big restriction is that you can only can choose up to $4. Interesting is also that it doesn't say "up to $4". So you don't get benefit from Highway+BoM. This will be good with trashers on the board because they often cost less than $5 and are often not in hand when you need them and are terminal. So, if you draw it with your trasher, play it as a cantrip and then play your trasher. It's flexibility is good, especially with a strong board. I haven't read the whole thread about that card that already exists, but yeah, it can produce some crazy edge cases rule-wise I just don't try to imagine.
$5 #14 out of 54

Bandit Camp (+ Spoils)
That's another vanilla village which gains a one-shot Gold each time you play it. I still have a really hard time trying to figure out how good one-shots are. $5 for a village is still very expensive and I don't know if I rather want a Bazaar for a guaranteed $1 everytime or gain a one-shot Gold. I think with some extra-buy this card can really accelate building an engine. But I think it's worse than Bazaar.
$5 #28 out of 54

Count
So many choices. Let's evaluate all 9 choices:
#1) Discard 2 cards, $3 => an expensive Horse Traders, good in cursing or Alternative victory card games
#2) Discard 2 cards, trash your hand => I think this is rarely chosen, maybe with 2 Mountebanks and 2 curses in hand?
#3) Discard 2 cards, gain a Duchy => Option #6 and #9 are better IMO
#4) Put a card on top of your deck, $3 => Mandarin without the on-gain
#5) Put a card on top of your deck, trash your hand => if you have a 5/2 split this is your choice as pseudo-Chapel.
#6) Put a card on top of your deck, gain a Duchy => Duke games where you put the other Count or a Silver back!
#7) Gain a copper, $3 => In the late game very useful
#8) Gain a copper, trash your hand => rarely used I think
#9) Gain a copper, gaine a Duchy => Another good option for Duke games
I think the flexibility makes this a good card in some situations although its choices are often only a $4 card. Still hard to evaluate because of the many choices.
$5 #34 out of 54

Altar
Would be a crazy good opener. That's the reason it costs $6, I suppose. You basically have free choice what to gain, so a very strong card. What do you expect from a $6 card? Trash a Cultist, +3 Cards, gain another one... Of course there's the risk that you can't play it because you have lots of good cards in hand. Beware playing with it with Golem. Definitely superior to Gold if your building an engine.
$5 #5 out of 15

I added also my list predictions.
« Last Edit: August 15, 2012, 06:15:28 pm by Qvist »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #9 on: August 06, 2012, 06:57:52 am »
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Graverobber- This card will depend on the self trash cards in the set, but I can assume they will be good. Turning a 5 action into a province late game is really strong too, or that chapel into a 5 action. I think will be strong in Dark Ages heavy games, and useful otherwise

Poor House- Our first 1 card! Welcome to broken remake and upgrade interactions! But, it could be super strong in engines, where if you trash all your treasure and only use this for money.  Scrying pool decks will particularly like it. Useless in big money though. Not a weak card per say, probably in the top half of 2, and now 1 cards. Very weak at the beginning, can get progressively better.

Sage- Seems like a nice card to have to find that extra part in a engine. But would get worse when it can find duchies/ provinces. A nice card to have, but nothing special. Midrange 3 card. Probably a nice opening so that your 4 doesn't miss the resuffle, that might be its strongest power..
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Feodum- Seems weaker then gardens and silk road. Of course, an awesome combo with trader. Still, not too hard to get up to 3 in big money type games with 9 silvers. Makes it a little cheaper duchy.

Cultist- Wow, this is neat. I think ruins are better to have in your deck then curses, as they actually do something. But, the +3 Cards if trashed is great when all of the ruinses ruin out. +5 Cards gives you a pretty good shot at a province. I'd guess in the top 10 of 5 cards, maybe even top 5. But, I don't think better then witch/mountebank in the top flight.

Ruined Market- So, the other 3 ruinses I think are +1 card, +1 action and +1 money. I'd put this one 3rd, behind action and money. It could be useful in engines if this is the only source of plus buy, though.
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Squire- Seems like a very nice pseudo village. Village effect is a first turn fishing village, which is nice. The option for 2 buys super strong in an engine, and gaing silver can help with alt VP, including Feodum. The trash is a cool option. Opening squire/ chapel and then trashing this to grab familiar makes it strong, I think getting familiar or maybe Scrying pool is the best option.

Hermit- Basically guarientees a trash of a curse in a cursing game, which is pretty sweet. The gain a card up to three option is nice to get silvers to help in cursing slogs, where the top of card has its best use. The bottom part, man, that's hard to judge. I think though it be worth it to not buy a 3 card in your turn to get madman. A mid to strong 3 card I think, better in cursing games

Madman- This is the strongest printed card in the game. +4 cards +2 actions is what it will provide, but of course as a one shot. Saving these up for a mega turn is a very viable possibly, or just using it whenever. Makes buying hermit a thought in every game
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Rats- Seems pretty weak at 4. A terminal trasher is really nice, but the problem with rats is that you sin another one every time you play it. Turns it into a dead card late game. Good with trashers, obviously

Pillage- A super strong  attack. The fact it's a one shot, however, nerfs it alot. I'd say about in the top half of 5 cards, but not top quarter. The one shot gold for free is pretty nice. Will work well for money in engines.
« Last Edit: August 09, 2012, 10:53:43 am by Tdog »
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LastFootnote

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #10 on: August 06, 2012, 07:49:36 am »
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Graverobber: Seems like a card that combos well with itself. Remodel a Remodel to get Gold? Meh. Graverob a Graverobber to get a Province? Now we're talking. I think it'll combo well with University. But it's such an exotic card that I have a hard time visualizing how it's going to play.

Poor House: That's one wacky card! I think you'd have to have a lot of moving parts in order to make this worthwhile: good Copper trashing, Villages, perhaps other virtual coin, etc. That being said, Upgrade and Remake will have a harder time trashing Copper unless you want a LOT of Poor Houses. Very cool.

Sage: The closest comparison seems to be Scheme. Sage accelerates your cycling, though, while Scheme decelerates it slightly. Also, I can't see myself opening with Sage. If it collides with your other opening Buy, it's basically, "+1 Action. Put your deck into your discard pile." Only if I didn't care at all about quickly hitting $5 would I attempt this.

Feodum: Woohoo! I never though I could like a card that counted Treasures, but I'm pretty amped about this one. I think I'd go for it in the presence of either a strong Silver-gainer (Bureaucrat, Explorer, Jack of all Trades), or a decent trash-for-benefit card, or both. I'll probably overbuy it because I love alt VP and Silver-based decks.

Cultist: That's a lot of effects packed into a single card, but as usual, they all fit together nicely. The ability to play them in a chain makes you want to buy more of them than you'd otherwise buy, but you can trash them afterward for a benefit. I think it's not quite as massively powerful as it looks, but I'll probably buy at least one or two unless there's some good deck thinning available.

Squire: As far as the on-play effect goes, its utility is going to be pretty situational. I think I'll be using the 'gain a Silver' option most of the time when I do decide to get Squires. +2 Actions/+$1 isn't awful, but when you're trying to build an engine, vanilla Village is usually better, I think. The +2 Buys/+$1 is even more situational and I wonder how often I'll choose it AND actually make use of both extra buys. The on-trash benefit is very cool, but it's not often easy to activate quickly and you usually want those attacks ASAP. I think it might boost attacks that are better in the late-game (like deck muckers). Remodel a Squire into two Spies? Hmm…

Hermit/Madman: OK, Madman is cool, but I think it's going to be overrated early on. It's a one-shot super-City, so it seems great for engines. But the thing about engine components is that you want to keep them in your deck so that you can draw your deck turn after turn. A one-shot engine component is probably not something you should be relying on. It's something I'll probably pick up opportunistically, rather than shooting for. Hermit, on the other hand, seems great to me. It looks like a phenomenal deck-thinner in games with Curse-givers and/or Looters. And it gains Silver or other $3 cards on top of that, which also helps when your deck is getting swamped with crappy cards.

Rats: Well, this is the most game-changing card since Possession. Possibly the most game-changing card period. It converts other cards into itself. Clearly it's meant to work with other trashers, especially trash-for-benefit cards. The $4 price tag is actually an advantage. You're converting your Coppers/Estates/Curses/Ruins into cards that are intrinsically worthless, but provide value upon trashing. The real questions for each game will be, "Do I want Rats in this game?", "When do I gain my first Rats?" and, "How many Rats do I want in my deck at any given point?" I think you'll almost never want to open with Rats, since they will quickly destroy the value of your deck. You need to build up your economy a bit to get some solid $5 cards, then buy a Rats and a bunch of trash-for-benefit cards on the same shuffle. That's my best guess.

Pillage: This seems like a decent buy in the very early or late game, and not so much in between. In the very early game, the chance that you'll snipe the only good card in someone's hand is high and the Spoils can help kick-start your deck to quickly reach Gold and $5 cards. In the late game, your opponents' Victory cards will again make it more likely that Pillage can completely ruin their hand, and Spoils is as good as Gold if you're only going to see it once.
« Last Edit: August 10, 2012, 10:55:57 am by LastFootnote »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #11 on: August 06, 2012, 07:54:15 am »
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Oh yes.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #12 on: August 06, 2012, 08:00:46 am »
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1st Preview:

Wow.  Um... wow.  So Graverobber is a cheaper Expand that only applies to Actions, but lets you get those Actions back later.  I'm gonna go ahead and say this is a pretty good card (better than Expand, at any rate, except when turning Provinces into Colonies, etc).  Poorhouse?  WTF?  Donald X is breaking all of his own rules with this expansion.  Getting things from the Trash?  Cards that cost $1?  I'm guessing Poorhouse/Chapel is going to be AWESOME.  Sage is going to reward alt VP strategies - particularly Vineyard and VP tokens.  I mean, Vineyard already emphasizes Action-heavy decks - Sage is just going to reward that emphasis.  Of course, Sages will ignore your Poorhouses (like the intellectual elite should, aha, THEME), but seems like a pretty solid card.

Also, is it just me, or do these all look like fan cards?  The art looks like the stuff people have ripped for the Variants sub-forum.

2nd Preview:

I'M SAYING WOW AGAIN.  I really like Feodum - I can definitely see this combo-ing with Graverobber - find a way to trash Feodum for the Silvers, then pick it right back up with Graverobber.  Cultist seems delightfully overpowered, but maybe Ruins aren't quite as bad as Curses, maybe?  I doubt it.  I'm not sure how I feel about the "Looter" subtype.  Also, Grujah must feel at least slightly vindicated - you don't ruin other people's victory cards, but there are different types of Ruins.  Like Ruined Market...  not much to say here, other than... I don't want that in my deck.  Unless I'm playing a PH or CH engine without +Buy.

3rd Preview:

Very interesting...  me likey Squire.  Well, I like Steward, so that's not really a surprise, and what other card will give you +2 Buys?  Wacky!  As for Hermit, I'm glad we finally have the "trash from your discard" card that we all wanted since we played Ascension.  And I just can't help laughing when I say "Madman."  I am very interested in trying these cards out, though I am still curious as to what Shelters are.

4th Preview:

I'm trying to figure out how Rats can work to your advantage... obviously, they're just cantrip trashers that gain themselves.  Once your deck is all squeaky clean (except for your Rats), you'll have to find some way of getting rid of them, which will probably involve not playing them.  If your hand is all Rats, you're basically screwed, since any card you draw will be trashed by the Rats (here's where a Cultist would come in handy), and each use will just give you ANOTHER Rats.  Get me an exterminator.  Pillage the Village!  Here's another rule broken, though I'm very curious about how else one might acquire Spoils.

5th Preview

Um?  I can't say I see the point of ever putting these in my starting deck instead of Estates, except maybe Necropolis.  This seems... silly.
« Last Edit: August 10, 2012, 09:06:25 am by werothegreat »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #13 on: August 06, 2012, 08:08:01 am »
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Graverobber: Seems pretty powerful on first glance, since both options are very good. On second glance, if there aren't any good cards to gain from the trash, you have to trash an Action card, and maybe you don't want to do that. Also, this is an interesting card to hit with Golem, possibly forcing you to gain a card from the trash you don't want (maybe only Silver is there?). Finally, this would combo greatly with Border Village.

Poor House: One or two of this card in a trash-your-Treasures-engine will be super powerful. Other than that, it doesn't seem very useful, and as pointed out by others makes Upgrade and Remake very different. On the other hand, I could see it being useful with Develop possibly? Also, having a cost $1 card makes it much easier to run out this pile quickly if you have the buys. Mint + Poor House will be an interesting opening.

Sage: This herb is simple but interesting. Doesn't seem like it would be useful at all for BM, but functions similarly to Farming Village for an engine. I think the skipping Coppers makes the drawing part more useful, but only +1 Action makes it less powerful than Farming Village. With the right $4 (Sea Hag, Young Witch, Monument?, Remake?, JoaT?), this will be a power opener.


Feodum: Feodum won't be as rushable or single-minded as Gardens, Vineyards, Silk Roads, or Duke strategies. It will be more like Fairgrounds, as a card that complements Province decks well, especially if you want to be a bit Silver-heavy. The Trader combo is obvious, and other Silver gainers like Trading post will help. Feodum and Sage hate each other, since Sage hits both Feodums and Silvers. The combo with Graverobber isn't as good as I first imagined, since Graverobber can only trash Actions.

Cultist: In some ways, this is very similar to Witch, which makes it obvious that giving Ruins isn't as strong as giving Curses (as you would guess). Being able to chain Cultists without actions reminds me a bit of everyone's favorite Hidden Village. I expect this to be a strong attack, but not in the top 10 cost $5 cards. And usually, if you want one, you want many to take advantage of their chaining. If there are many cards like this that do things when trashed, Graverobber will definitely get more powerful. I'm guessing these will be much harder to chain than it seems, since often your deck will often already have some Ruinses taking up space, and +2 Cards isn't that much.

Ruined Market: Love it! I really like how Ruins will expand the design space. It seems that Ruins will usually hurt less than Curses, but not always. And I love the idea of not knowing what the next Ruins card will be.


Squire: This card is going to be very strong in a surprising number of situations, and solid even not in those situations. Gardens obviously loves this card, and it will function fine as a Village without any others. The on-trash clause is really interesting, but requires both a trasher and an Attack in the kingdom. If there are good trashers and Attacks, this card will be boss.

Hermit and Madman: These are complex cards that will take a long time to assess their strength. If someone Graverobs a Hermit, it would be possible to not be able to get a Madman from a Hermit if they are all out. This will unlikely ever come up in practice unless there are tons of players. Otherwise, this card definitely depends on the cards that cost $3 or less in the Kingdom.


Rats: I was expecting a cantrip trasher in DA, and here it is! This is only the second cantrip trasher besides Upgrade. I think the $4 cost is perfect for this card. It could probably cot $2 or $3 without being overpowered, since you probably don't want too many of them. But, having it cost $4 makes it a more worthwhile trash-for-benefit. Because of this, Rats will definitely be most powerful with trash-for-benefits like Graverobber, Remodel types, Bishop, and Apprentice. Well, and Upgrade, which will be super-strong since it allows you to get a $5 from your Rats, and you get to draw an extra card while having an action leftover. Actually, this part will make it great with Apprentice too!

Pillage: I predicted a one-shot attack from DA, but was expecting it to be a curser. I slightly worry that choosing what card to have others discard will cause some AP. But, I think the card is relatively balanced, and will be a good $5 attack card.

Spols:: Like it! One shot Gold! Not much else to say here.


Necropolis: I predicted that this card would be a Ruins, so that's not going to happen! I like the idea of being able to start with a Village though. Definitely doesn't help BM.

Overgrown Estate: This doesn't help much besides cards that like Victory cards. I'm unsure about how strong the on-trash +1 Card effect is for this and Rats, but I'm guessing pretty weak, since it will often be without any actions left. Though I guess Necropolis helps with that.

Hovel: Definitely seems like the weakest of the Shelters. The only thing it enables is being able to trash it, but only when you're replacing it with another Victory card. Plus, the Victory card has to be bought, not gained! I expect many 5/2 openings will buy an Estate if there aren't any $2 kingdom cards to get rid of this card.
« Last Edit: August 10, 2012, 10:08:02 pm by Schneau »
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Captain_Frisk

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #14 on: August 06, 2012, 08:09:30 am »
+2


Poorhouse: Looks like you really need an elite engine to pull it off well, even village + secret chamber + poor house doesn't hit province.  Going to mess up upgrades, remakes.

Sage: Probably the type of thing you buy instead of silver according to theories "beyond silver".

Graverobber: I think the utility of this card is going to vary wildly based on whats on the table.  Presumably there will be more trashing going on with other dark ages cards, so perhaps this is more useful than you'd expect.  If played without any future cards - i suspect this is near mine in power level.  Too slow under normal circumstances.
« Last Edit: August 06, 2012, 09:32:20 am by Captain_Frisk »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #15 on: August 06, 2012, 08:17:03 am »
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I shall post my thoughts this weekend now that almost the entire expansion is released/leaked. Lots of craziness to come.
« Last Edit: August 16, 2012, 06:09:46 pm by Galzria »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #16 on: August 06, 2012, 08:17:14 am »
+1

This looks like a good game; I'm up for it.

Poorhouse: Looks great in Treasureless decks and other decks that can discard Treasure cards easily (eg, decks with Secret Chamber and the like). Not so hot in money decks, but why would you be buying $1 cards in a money deck?

Sage: Could be handy for engines in the absence of trashing. You don't need to trash your Estates, Coppers and Curses if you can just Sage past them. Combos quite nicely with Highway, especially with Tunnel in the mix.

Graverobber: Oooooh. I can't tell how good this card is by looking at it, but it looks fun. Which might be better than good.
« Last Edit: August 06, 2012, 09:13:58 am by Jack Rudd »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #17 on: August 06, 2012, 08:18:54 am »
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I'll do it. Though, hey, it'll be much the same as what I will put in t'other thread, methinks

Day 1 initial thoughts: poor house, first off, looks pretty terrible. If you're militia'd, it's a terminal silver. And it's rare you'll only have one card left after this. And terminal! (Well it has to be). I guess it sorts combos with FV, Festival, hamlet. Interesting to have a card you genuinely don't want cards in hand for. Of course, does stuff with upgrade effects, and very possible to pile out. Edit: so for some reason I saw this saying cards rather than treasure. Which makes this a lot better - good-ish in high thrashing engines, though prologue still not GREAT. And usually not too good, because most often you still want at least a few gold and silver.
Graverobber looks much better. Cheap expand seems primary effect, even only working on actions. And really good graverobbing with other TFB like apprentice and remodel. Self combos, but that doesn't seem so so strong except with other trashing, or decently good in engines.
Sage, now this I like. Compares to scheme, or the second half of HP sort of. A tutor, and we can use more of those. Bad, I think, in terminal draw money, but in most other decks will quickly outstrip silver, for the cycling. Maybe even an opener, with silver (or terminal silver) in an engine. Maaybe. Not so hot with trashing (which it often will take the place of sort of), doesn't like greening. But loves TR and KC.  And ought to be good with non-terminal-draw money decks. Maybe interesting with highway.

Day 2 first thoughts: Feodum seems... sadly weak. I mean, usually it is worth 1, if you work it much, it's not hard to get it to 2, you might get it to 3 sometimes, 4 with jack, I guess more with trader. But most often it is just going to be like, 2. Unless you trash some, and that is a good way to get some silvers running, but, especially if you can TFB the thing. Heck, especially if you trader the thing, that's 7 silvers. But then, there aren't so many feodums left, unless you graverobber them, or something. So it seems like it will be hard to really make a feodum-based strategy, and... I guess that's ok. I mean, I look at alternate VP and I'm like, wooooo, let's make a strategy around this, and that doesn't seem possible here (usually - I mean, again, Jack likes it a good bit, bureaucrat is cool with it, and trader loves it, but except trader, it's always supplementary), but just as a bit of a boost, that is ok.
Gotta go to Ruined Market next. So ok, question is, are these out all the time, or only with looters? Because you might actually buy the things sometimes - fairgrounds, as a pile to run out instead of curses (hi, goons, hi infinite pin, etc.), if you really really desperately need say, +buy. The +action one (I assume we get a coin one, an action one, and a card one) is clearly the worst - I mean, okaaaaaaay, you didn't have to play the thing anyway, it does NOTHING for you unless you throne or King it (ok, ok, peddler, conspirator, etc.). +buy might be most useful, even though it is also super super weak. +1 card lets you give an action to not have so much clog, and that seems weak too, but not SO terrible. Terminal coppers are ick, but hey, sometimes you might use it, in a big pinch. Definitely a lot better than curses, still definitely quite painful to have. Don't know about the random thing. And I'm curious as to what the 5th ruins is. And uh, non-homogenous supply pile... interesting.
Okay, this leaves Cultist. Now, why is there the separate looter type, I don't understand. I guess maybe there is a reaction or something. The card itself compares to witch, right? Now, which has to be like one of the top 10 cards in the game, and this... might be better. It actually lets you try to build an engine, and it mitigates collision.... a lot. You can use that free play ability even in engines, so that is very good, man. If you can get it, it is suddenly a smithy with a double attack, instead of a moat with a weak one. And it totally nullifies your collision issue, man can I say how big that is? You can load up on these big time, big time big time, if terminal draw collision is good instead of bad. How many of these do you want before gold? You probably ALWAYS prefer them to silver, which is something you can't say for witch. It's a little hard to gauge how much weaker the attack is, but I'm guessing it's still pretty strong. Oh, and you can trash the thing, and it's always for benefit. So maybe you even chapel this occasionally, but most often it just makes TFB a lot better.
Graverobber looks much more combo-ful now, with these trash and the trashed card gets you a benefit cards, but you know, I am wondering how much variance some of this stuff will add... probably not so much, but it looks like we are swinging even more to engines. And that's not necessarily bad. BM games get shoved to 10% or something? Well, I guess we should see the rest of the set.

Day 3 initial thoughts: Holy Crap! Cultist looked good - these cards look amazing! (mind you, not necessarily better than cultist).

Okay, squire first. Well, Donald, I did NOT know that you were necessarily gonna do the other half of steward, but squire is just such a great name, I had a feeling it would be used. And what a card this is! I venture to guess that it might well dethrone hamlet even, as power level of a 2 card. I had thought 2 actions, $1 was reasonably a 2 card by itself - half a fishing village. And you know, that missing card does more to a village than people think. BUT. This can also give you buys (the first +2 buy card, sweet!), which don't look now, but hello three-pile endings, but mostly those can be good in the engine you are probably trying to build off of this village. And to boot, it is quite useful in alternate VP games, too; okay, it's a terminal copper, but most likely you only get one, terminal isn't so bad, and it silver floods you. And if you get collision, okay, it's not strictly terminal, you can always play it as at least a copper copper. So that helps out too. And then the on-trash effect. Well you know, I don't know how often that comes up, but uh, well I guess in engines. Chapel-this might actually be a really nice 2/2 opening. And it can get ANY attack. So grab a goons, or a witch, or a mountebank, or a cultist, or as he says, a familiar. You guys realize that familiar is effectively the most expensive attack, right? So, sort of interesting in that you can get a potion-coster, without actually needing a potion. Anyway, the main point is, it is hard to think of too many decks that really don't want this card, though obviously it is not SO often hey #1 on the hit parade. A very nice utility, almost always useful.

Okay, next we look at Hermit. So, first of all, the "main" effect, which I am guessing will really be secondary. Okay, it is terminal. That is sort of a bummer. But on the other hand, it is the first card to trash something other than from hand or play, right? Getting to look through the discard pile makes it much more effective at pinpointing those estates - and curses and ruins! - that can sometimes be so elusive. Like, before, trashing to try to counter a curse onslaught was nearly always a losing proposition, except in some exceptional cases (even lots of chapel decks, if you couldn't build a really strong draw engine with plenty of actions). But this card, it can nail them very effectively, even with a bloated deck. Okay, one at a time, and you can't get coppers. But wait, there's more. Gaining a card up to 3, well that is good. The first thing that actually comes to my mind with this card is, this looks a lot like JoaT. It has the silver gain, it has the estate trashing. So it doesn't have the filtering, but man, I don't think that's so huge, and it doesn't have the card draw, which hurts more. It does let you get cards other than silver (so maybe estates at the end, eh?), and it is more effective in trashing your estates/curses/whatever for you. But you know, even without the draw, I still bet this is not bad for just a BM+this rush strategy - maybe 15-16 turns? And probably if you add cards to it, which you usually can, pretty good still. Probably less formulaic to go double hermit than double jack, and it probably plays better with other cards. Oh and hey, you can gain other hermits with this thing at least, too, so that is sorta big. Indeed, it's a gimped workshop plus, hey that ain't so bad. And the trashing is probably a much bigger deal with all these DA cards - like, hitting your feodum or cultist with this, especially from the discard pile, might be really important at some point. And that might make this combo a little with like inn, too. But okay, the thing that probably really pushes this over the top (and close to elite level 3 status - well, behind amb and masq and FV and probably like steward and swindler... sitting around #6... no shoot, it might be better than that, too), is that it can gain you a madman. Now, I don't know how best to strategically time doing that, because well, buying stuff tends to be important. And you have to discard this thing FROM PLAY. So you are giving up a buy for that madman, and later on, well that might hurt. But anyway, you do get to GAIN stuff, so that mitigate a lot, probably. Well, okay, this thing probably makes hermit really REALLY powerful, but to talk about why, we need to go over....

Madman. This is now the hardest card to get? No, it really isn't. You can have two of them by your second reshuffle an awful lot of the time, I am sure. And doing that, you can draw your deck - and hey, that is nice. But then you lose them, which sorta sucks. So the interesting thing is, it is a village, right, but that draws you a billion cards. Ok. Well, so, it can actually be worse than regular vanilla village, how about that. But most of the time, obviously, it won't be. But when do you want this? I think pretty much for engines, right? But engines, well, you can often draw your deck anyway, this isn't SO hot (though obviously hey, you will take the extra actions and a large chunk of your card draw is off your shoulders). Typically, this thing draws you at least 4 cards with the 2 actions, up to 8 or something, and well that is pretty big. There is a LOT of stuff you can do with that many cards. And it gives you actions too. So I guess this is probably good in engines where you could use a little extra card draw, or where you can use card drawing actions for some other purpose (i.e., king something other than your smithy now, or of course steward). But I bet it's also pretty good in Big Money and a couple terminals. No really, that 8 card hand will be a province. It's even better if you can get some kind of +buy without hurting that BM+X too much. Like, margrave or something, though an opposing margrave hurts you a lot. You only get to use this once, so you want to make it count, but I am guessing it is really strong anyway. Bridge loves this thing, don't you know. Probably the best thing for this, is to set up one big mega-turn, a la your classic bridge, or HoP. Anyhow, obviously exceptional, probably going to be a bit overrated, because there's a decent cost to getting it, and you only get to use it once, but I would still guess it is most always going to be worth it at some point.

Day 4:
Rats: Okay, uh, wow. We are really breaking all those design rules, huh? Anyway, this card is... well, it seems very scary to get. It is just like upgrade, but one cheaper in the most important way, the 4-5 split, and you can't gain cards off of them, but... oh my, that is a huge drawback. You can't trash other rats, which is something you do all the time with upgrade (upgrade all your starting cards, then the upgrades start turning each other into things like gold), and you are going to gain SO MANY. I guess they can't be worse than confusions, right, because you don't actually have to play them. But without some way of trashing them, hopefully for benefit, it doesn't look to me like you will want them that often, I guess maybe unless the kingdom is chock full of these new trash-me-for-a-benefit cards, but man, they gain themselves like the plague, and that just looks... so... bad. But, they're Donald's favorite card? They must be worth SOMETHING, eh? Oh yeah, and haven't I seen a card that gives you copies of itself, CALLED RATS, in the fan design section....
Pillage: Now, huh. I am going to guess that nailing the one card is typically better than the attack of a militia. I mean, worst 4 out of 5 is typically worse than best 3 out of 5, am I right? It's pretty devastating to engines, because it can nail that one village they need, or their one draw card, or basically whatever it is that holds that hand together to get it started, a good chunk of the time anyway, but also really good against BM - very hard to do a lot if your one gold or draw card gets poached from your hand. I guess Pillaged. But it's a one-shot. Heh, looks like there's a really nasty combo if you can play multiples (a la KC or TR) after giving them a Council Room effect. This will hurt them in just the same way that extra opponents' margraves can help you. But ok, only a one-shot, and that seems a little weak I guess, so we need to look at the benefit to you, right? Two spoils... hm
Spoils: 15 seems like a weird number. I guess it's like, how many fit in the box? Anyway, a one-shot gold. That's good, I guess. One shot seems like, well, it would be nicer to have it more, you usually really use that effect 2-3 times over the course of a game at least. Hard to talk about this on its own though, and we don't know the other cards that gain it. But in the context of pillage, well, that makes pillage, I would guess, an ok but not great card. It is very fleeting, and sort of slow. Hey, they give you a good reason not to over-spend huh? But I am guessing this, as a 2-card set, is decently good, but not great. But I don't have a super-great feel for it.

Day 5:
Well, ok, shelters seem not so much more to talk about. Necropolis is the star, because well, that card is not good, but it can actually be fairly useful, especially for an engine. Overgrown estate, what do I say, the bonus is not so so great, because usually you are trashing the thing early, and with enough other cards, how much does that actually get you? I dunno, will be somewhat useful. Hovel, well again, this is almost worse than estate, though I guess not quite so bad? The first province you get, if you are lucky enough to get this in your hand at the time, doesn't clog you any extra. But I mean, how often are you going to actually buy a victory card to get rid of this? It's just some extra VP, and early on, you don't care. Maybe you duchy a touch faster on exactly 5 with this in hand in a big money game. That's about all I can think of. Oh, I guess maybe island/great hall/harem/nobles. Eh......... not so exciting. At least they aren't protecting you from looters or something. And necropolis is actually sort of interesting. The 1-cost of these things makes them quite un-fun to remake... usually. But these+remake+FG, anyone? Even this is probably not so so great. Well, whateva.




Full List:
Altar: Looks.... pretty weak, actually. Gaining up to 5 is nice, but this is a 6-cost card, and usually it's going to be pretty slow to get stuff this way. The trashing a card will be really nice sometimes, but I bet it's a pain more often than you might guess, especially as this is 6-cost, and it's one-at-a-time. Not TERRIBLE, but not very good.
Armory: Topdeck workshop is worse for VP rushes but good for building engines. I think I will like this card, and that though it's decently, weak, it'll be ok.
Band of Misfits: Apart from all the rules issues this creates... obviously this is very dependant on the board, but I am guessing this largely just gets bought for some nice flexibility on boards where most of your key cards are sub-5. It's really good in engines, obviously. But it makes every card important. Probably really really good in lieu of the early-trasher-which-will-eventually-be-a-dead-card, so mostly chapel.
Bandit Camp: Not so so great for engines maybe, at least where this is the only village. But I guess it is good for like big money with some terminals, particularly if they're non-draw. And not bad for engines which could use a little extra cash infusion.
Beggars: Alt VP loves this. Other stuff.... man, that is a lot of coppers to gain for your cheap terminal gold. I guess it's pretty good against cursers, too. But pretty bad overall.
Catacombs: This is a good bit better for smithy for BM, but costing one more is a big deal. This is WAY better than smithy for engines. On the other hand, no benefit other than really great card draw, and it is probably only medium to pretty strong on the power scale.
Count: I bet this one is weak. Its effect is strictly better than Mandarin, but Mandarin's effect is really weak, and the first set of options just... I don't know, doesn't seem all that great. Obviously this is mega-good with SR or Duke.
Counterfeit: I just love this card on so many levels. It is really great for engines (hey, how does this work with spoils?), but it is also pretty good for big money, and even big money draw. I am going to go ahead and guess this is in the 10-15 range of 5-costs, well ahead of venture.
Death Cart: Wow! That looks like a lot of cash, but I am guessing unless you have the other looters, this is actually going to be fairly weak. I mean, that is a lot of ruins baggage to grab, and I know this trashes them, and I know you can go ahead and sac this at the opportune moment, and I know that you only need 3 other coin to make a province with these, but if you go too early, you are going to strangle yourself. I guess you can pick these up mid-late fairly safely, maybe in a big money deck that is starting to choke itself soon. I guess not terrible, but generally not that good.
Forager: A non-terminal trasher will have lots of nifty interactions in this set (maybe counterfeit most notably), but on the other hand this is normally going to be an action, buy, and one money... hmm, not so bad in an engine actually. Probably fairly usable in engines, terrible for big money.
Fortress: Usually just a village, great defense against any kind of trash attacks, great with trash for benefit.
Hunting Grounds: Well, you can trash this if you want to pile out estates, and it's... maybe a defense against trashing attacks? Or maybe not. The cards, well that is a lot of cards, 50% better than smithy, but I am guessing not so much better for big money. I mean obviously better to have, but it costs 6, and BM usually wants gold there, and it's going to miss the reshuffle a lot. However, it ought to be quite good for a village-based engine, letting you draw the deck fast, and you don't need lots of gold anyway there, most of the time.
Ironmonger: I expect this to be really really close to the top of the $4 cards. The village is the weakest aspect by far; discarding a copper on a peddler is really good for 4, discarding a victory and getting a lab is AMAZING for 4, peddler and keeping a good treasure is still pretty darn good for 4, and well, when you village.... it's still village with a little bit of a filter you don't use much. But wow, I'd say this might even be better than tournament.
Marauder: Simple. Seems... good. I mean, not great, but good. Compare to sea hag, this doesn't give curses, only ruins, and they're not top-decked, so that is a LOT worse, but on the other hand it keeps giving you spoils, so that is nice. I'm gonna guess this is a tier 2 or maybe tier 3 4-cost card.
Urchin: Seems tough to get to Mercenaries from this. The attack itself, well, it's a cantrip, so good, doesn't stack, so less good, but not too shabby in an engine. DREADFUL in big money. Well, how good is opening double this to try to get one really early on? Bit under 50-50 on the first shuffle, you can get more... doesn't seem too too unreasonable, but I bet people think it is far more broken than it in fact will be, because....
Mercenary: This card looks really strong. 2 cards and 2 cash is really really good, and you get a militia attack to boot, that is a better deal than followers. But it's really hard to get this, especially very early, and... trashing 2 cards is good early I guess, but after very long, especially with how hard this card is to get, that is going to start being a pretty decent penalty. I don't actually think rushing this will be that great that often, because in the meantime you have very little economy, and it is hard to get that up and running and sustained.
Junk Dealer: A cross between peddler and upgrade. Usually better than upgrade, if there's not some good card with a trash bonus, usually... worse? than market? I would guess this is middling for a 5.
Market Square: Another defense to trashing attacks, which can work with your own trashers of course, to get some pretty nice benefits. Also your cantrip buy we thought we'd never get because of Worker's Village, which is... okay but not great, because really you'd need an engine. Though it works in an engine, so hey, there is that. Probably pretty weak most of the time.
Mystic: Action-form silver makes its appearance, with the wishing well ability. Probably about as good as wishing well, I bet this is a pretty weak 5.
Procession: Very hard to tell how good this will be. Probably decently good on boards where there is that nice chain of actions at every cost, but usually weaker than throne room, I'd guess. Also good with benefit-when-trashed cards, I guess.
Rebuild: This is very similar to the idea that I had for the terminal silver design contest. I expect that this is pretty good actually. Really good in non-terminal-draw big money. This is an anti-engine card, in that it shortens the game and attacks the engine's ability to get to 50% of the VP.
Rogue: So happy Graverobber isn't the only card with this mechanic. This looks really strong, despite your opponent being able to play games with you like BUY SCOUT!
Scavenger: So the improved chancellor, the set after we got the improved thief? I expect this is just going to be on the weak end of things, rather than terrible like chancellor. Combos SO WELL with Stash, otherwise sorta nice for engines, but really, you usually have something better I think; topdecking just seems overrated. Well, actually this is probably good-ish with all the $5+ treasures. Still pretty weak overall.
Vagrant: The card scout should have been. This smokes it in... basically every way? And is still probably not great, though as a $2 it will get a fair amount of use. Generally more useful than pearl diver, I bet, but not TONS moreso.
Survivors: This may be the strongest ruins, but it's still weak.
Knights: Well, I guess this is sorta saboteur as it should have been. Probably generally fairly weak. The money would ought to be decently good, also the cantrip one, the 4-cost one, maybe the victory one, but all in all, fairly weak but not TOO weak.
« Last Edit: August 16, 2012, 05:35:33 pm by WanderingWinder »
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jimjam

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #18 on: August 06, 2012, 08:49:26 am »
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Graverobber: Pretty sick with KC, I think. Seems kind of annoying if both players are fighting over good trash items. Seems kinda overpowered, compared to Expand, since Expand only works with a good engine anyways.

Poor House: Obviously Vault, Secret Chamber, Black Market work well. Might work with gardens (the lack of plus buy hurts). Duke/Duchy might also be good, especially with say Fishing Village or Lighthouse.

Sage: Too bad it doesn't cycle tunnel. But it seems like it could get your deck running pretty fast. Actually, it seems like it may make games swingy from shuffle luck.

Counting House+Sage+Stash should be great.


I can't think of anything not obvious about day 2.
« Last Edit: August 07, 2012, 04:16:12 pm by jimjam »
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Michaelf7777777

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #19 on: August 06, 2012, 08:55:54 am »
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In

- - - - - - - - - - -

Graverobber - Seems particularly good in games with swindler/ saboteur/ salvager/ apprentice and other cards where there are incentives to thrash good cards. It even combos with itself although this might be a bit difficult to set up

Poor House - Shines in treasureless decks but otherwise looks good for a gardens/ silk road strategy as it almost guarantees having at least $4 to spend come the buy phase

Sage - Seems very powerful as a way to spam the sane attack once every turn (cursers and ghost ships probably being the most lethal) by being able to just buy one copy of the attack and spamming Sage. On second thoughts unless there are pleanty of cheap piles costing two or less (including at least one + buy) but then where would your VP's come from if it was a ghost ship. So all in all a Great Hall without the VP but the benefit of the additional card being something you actually want.

- - - - - - - - -

Feodum - VP from treasure interesting. Looks to combo nicely with trader. Also provides interesting strategy space around when you should trash a feodum to power up your other feodum attacks.

Cultist - A witch which deals out better but still pretty bad cards to the other players but can havbe multiples played without village help

Ruined Market - While better than a curse, still pretty bad. I assume the other ruins are +1 coin, +1 action, +1 card and either trash a card or +1 VP

- - - - - - - - - -

Squire - Looks like a this turn fishing village most of the time with other options. Appears to be rather good for a two cost card

Hermit - Looks to be a good card only in circumstances where you get benefits from the thrashing of other cards as is the case with feodum and cultist

Madman - One time super council room with the actions of a village. Not sure why the "if you do" is included in the wording, because returning it to the pile looks mandatory to me

- - - - - - - - - -

Rats - Appear more troublesome to me than the problem of coppers and estates unless there is another thrasher on the board

Pillage/ Spoils - $5 for a one shot effect which gives two one shot golds. Seems a little weak to me (although comparable with Contraband and Cache in strength)

- - - - - - - - - -

Necropolis - Seems better to me than an estate in most circumstances (Baron, Trash for benefit and potentially Ambassador being the exceptions. The plus two actions could prove useful for engines. Also meansa that there will in all probability be no +2 Actions ruin

Overgrown Estate - Trash a bad card from your hand replace it with a better one. Better than estate on any board with trashing where the cdircumstances mentioned above do not apply.

Hovel - Doesn't seem that good as it is a dead card and you usually do not want to be buying victory cards to the mid to late game by which point a) it is going to be difficult to line thsi up with a VP buy particularly in the midgame with this taking up a valuable card slot and b) likely not making that much difference as there will not be that many cyclesd of your deck to go. Would prefer estate to this under most circumstances.
« Last Edit: August 10, 2012, 09:22:35 am by Michaelf7777777 »
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shraeye

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #20 on: August 06, 2012, 09:00:43 am »
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Graverobber: A really cool sounding card that only is good in multiples with extra actions, and is only great with expensive +2 Action cards.  Will be loved by newbies, avoided by intermediates, and used only sparingly by experts.  An expand with option to gain a card from the trash instead, AND it only costs 5?!? Yes please! But wait just a minute, the expand only works with actions.  And with Graverobber on the board, other people will have the means to resurrect many of the actions that you 'Expand'.  Maybe this will be stronger if it's in the Black Market deck and you have the only one, but then you also need a trasher card that will be used on desirable cards from 3-6.  When I think about trashes I've seen after playing (IRL only do I notice the trash, since I am usually the one to sort it) there aren't normally good cards there unless apprentice is on the board, or there were a few late-game remodels of gold to province.  If someone is turning gold to provinces, the game is too close to ending for me to bother nabbing the gold from the trash.  And if there's apprentice on the board, I'd probably buy it over Graverobber with every 5 I have.  So this looks terrible, but what if I have a lot of this terrible card?  With plenty of plus actions, I can use this to gain something really expensive for free.  Play Graverobber to turn my Bazaar into a Province, then play a Graverobber to get the Bazaar back before my opponent has a chance to grab it.  This works great with City, Bazaar, Festival, Inn, Nobles (any expensive card that gives +2 actions).  Especially Nobles, since they give enough +cards that you will have more than one Graverobber.  Actually, having 2 Graverobbers and a +2 actions in hand is asking a lot without plenty of +cards, and if you're trying to buy +cards, +actions, and multiple Graverobbers, that seems like a tough combo to pull off.

Poor House: Very happy in moneyless engine decks; possible counter to economy wrecking attacks and loooves Black Market.  But there's a reason it costs $1, in most decks this will be a terminal silver (or worse) with no other benefit.  Damnation, a card that costs 1.  Well we expected it, but it won't make Copper Remakers happy.  Or maybe it will, if they have the plus actions to back it up.  This card looks to be unbelievably great in moneyless engine decks.  Here is a great counter to Pirate Ship, and for multiplayer games where heavy Theif-ing can also wreck your economy.  The good news is that those attacks are especially tough with villages or TR/KC and these are also cards that will make your Poor Houses shine.  If I have no money, +$4 is great, but +$12 is even better (now where can I find some +Buys?).  This card will also make Gardens/Silk Road rush strategies happier  Any given hand will probably have some copper/silver, but will likely have more VP cards.  This will be a way to keep your economy up without having to spend $3 for a silver instead of buying an Estate that turn.  As long has you have the +Buys, you just buy a Poor House every time you hold an odd amount of money.  Also, Black Market is an obvious way to get Treasure out of your hand before your action phase is done, so that's one card it works well with.

Sage: Bad card that might help to bring together an engine when facing bad shuffle luck, but mostly wants to be avoided when you're busy buying good cards Look at that dumb man writing in his dumb books.  Doesn't he realize that he's probably just going to give me a silver?  Maybe if my deck were full of curses, I'd appreciate this cantrip that makes certain your replacement card is good.  But mostly I'd just want to buy more actual good cards.  This can be a good buy with an unfortunate 3 while building an engine; it will help you find your engine parts better, and doesn't clutter things like your 3rd or 4th silver will.  So this is a friend to engine builders that don't have competing parts at $3.  Not a card you'd ever want more than two of, probably not more than one.

Feodum:  A really exciting card that, despite its coolness, will be nearly impossible to make into a viable alt-VP strategy compared to other card-counting victory cards.  Cool! I remember all those times I had crazy bad shuffle luck and kept hitting $4 for the first 6 turns?  Well now I want all those silvers, so take that vaguely remembered opponents.  Actually this card can be pretty awesome.  Even without trashing, this could be ok, and with trashing it is great because you now have a way to gain Silvers quickly.  It comes at the cost of a Feodum, but because of calculus and stuff (optimization problems!!! I always told my students they'd be useful) you want your X Feodum's to be worth X, instead of (X+1) feodums to be worth (X-1), so count your silvers folks.  Actually that rule will only apply to the endgame with very few turns left.  Otherwise, keep the feodums and grab more silvers with +buys. (X+1 worth X are even better).  I'm just excited to crack those Silver piñatas and boost my economy.  This is best used in the early game for extra Silver, or in the endgame for a better option than Duchy (like Farmland).  This won't make a serious alt-VP strategy.  Also, Develop a Feodum into a Silver and a Graverobber, gaining 4 Silvers and the card you need to take Feodum back...

Cultist:  Now here's a card that makes me say wow.  This will be a top-tier $5 card, in the top 10 for sure.  It's a weaker witch AND a weaker lab, and that's what makes this great.  I can imagine boards where giving an opponent a Ruined Market actually helps them, but that's not the only Ruins; no Ruin will be as painful as a Curse, but +1 Card (or +1 action) will be a card I would rather to without.  I'm really hoping for a card that can trash things in play, but even with the Trash bonus just being a gimmick, this card will be one of my new favorites.  It will be good in multiples, but there isn't the gained money like Minion stacks.  Perhaps with enough Silver and card draw Cultist stacks will work; well hello early 3 Silvers from Feodum.

Ruined Market:  Painful card; fun alternative to curses.  I wonder if there's a way to turn ruined things into non-ruined thing.  If I could turn this into a Grand Market, then Ruins will really not be scary.  I hope these are scarier; + Buy is a bad card, but in an engine I may actually like it.  Can't wait to see the other Ruins.
« Last Edit: August 07, 2012, 05:55:50 pm by shraeye »
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sitnaltax

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #21 on: August 06, 2012, 09:04:41 am »
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I am down to embarrass myself.

Graverobber: Mediocre with the best support: Bishop, Apprentice, Swindler. There is no combo here with Saboteur, people. Terrible without support. May work OK with something in Dark Ages--like Outpost power level at best--but I would be very surprised to see this as any kind of power card.

Sage: Like Scheme, allows you to play your good cards more. Pretty much comparable to Scheme except that Sage is high risk as an opener--it's great if you draw your good $4 on turn 3 and Sage on turn 4, but terrible if you collide them. Will be powerful for any engine that doesn't expect to draw the entire deck.

Poor House: Benefits from as many as possible of the following: powerful trashing, copper trashing, +Buys, villages. Definitely needs both some kind of trashing and villages. I think the interaction with Upgrade and Remake is overblown, although it will make it somewhat slower to make ultrathin decks with those cards if that's your goal.

Feodum: There's no rush strategy here. It will be dominant with Trader and Jack. Bureaucrat and Explorer may be worth additional looks, especially if you can chain them. The interaction with Governor might be worth worrying about, but Embassy won't stop being worth it.

Cultist: Yes, Witchbratory will usually be a key card when it appears. It doesn't lose as much strength as Witch in the face of good trashing, because hey, bonus when you get rid of it.

Squire: This is good. I'm not sure if it's quite at Hamlet's level, but it's good. A +2A $1 Village for $2 is nothing to sneeze at, and you if you need several to make your engine work you can get all the buys you need. Or you can gain Silver in your BM-ish deck (Feudom waves politely.)

Hermit/Madman: Trash junk and gain Silver? This is an even better counter to cursing than Jack, because you don't even have to match it up with the bad cards. The Madman option will be a megaturn enabler on the caliber of Tactician, if you're willing or able to activate it--gainers and upgraders may help the turn not be a total waste. This will be an important card on many boards.

Rats: Needs alternate trashing. The ideal complement is trash-for-benefit; Apprentice, Remake, and Upgrade come to mind. Even Develop might work if there's a good $5. Doesn't seem like it'll work well with Chapel or Steward. Likely to work well with a lot of Dark Ages cards.

Pillage: You lose a $5 card in your hand, but so do your opponents. Seems fair, probably, especially if you can deny an important combo piece like a village or KC. Given the trading of losses, this will only be good if the Spoils jumpstart you to important $5 and $6 cards, or to a final Province. Otherwise your economy falls behind.
« Last Edit: August 10, 2012, 12:50:59 am by sitnaltax »
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Tonks77

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #22 on: August 06, 2012, 09:04:54 am »
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I'm in.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #23 on: August 06, 2012, 09:15:14 am »
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Updated my post. :D
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andwilk

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #24 on: August 06, 2012, 09:16:49 am »
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Here's my thoughts:

Graverobber- going to need lots of actions for this one.  I like the pseudo-Expand ability and will be most useful turning $3 actions into Grand Markets, and $5 actions into Provinces in the late game.

Poor House- not a fan of the $1 cost, but knew it was coming.  It's not the same dynamic as adding $7 cards because Prosperity also added $11-cost Colonies.  As far as the actual card, it's a neat concept and will be good in action based decks with extra actions or as a counter to Pirate Ship.

Sage - will be great to open Sage/Sea Hag or Sage/Young Witch.
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AJD

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #25 on: August 06, 2012, 09:24:47 am »
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So, Graverobber seems... pretty situational. Probably comparable to Mine in usefulness? Like Mine, it's a $5 Expand variant, restricted in terms of what cards it can trash, but with a bonus. More powerful if Throne Roomed, since you don't give your opponents a change to grab your trashed cards if you still want them.

Poorhouse... I can't even quite visualize how this will play. We all know it'll wreak havoc with Remake openings. Well, like the man says, seems like a card you'll need to specialize your deck around, with villages but no treasure. Probably slightly less powerful than Fool's Gold?

Sage... a decent early-game accelerator and counter to Ghost Ship. Sounds like a useful engine support card.

Feodum... sounds powerful. Donald says "If Golds count, man, I already wanted a deck with a lot of Gold," but, you know, I already wanted a deck with a lot of silver too. If you're going for a Feodum deck, trashing one increases your score if the number of Feodums you already have is greater than the number of points each one is already worth. (According to the OED, "feodum" isn't an English word, but it seems to have meant 'An estate in land... held on condition of homage and service to a superior lord, by whom it is granted and in whom the ownership remains'. The English word for that was "fee".)

Cultist... also sounds powerful. Ruins aren't quite as bad as curses, but they seem bad enough, and modulo that, Cultist seems like a stackable Witch.

Squire... useful engine enabler, similar to Hamlet but you'll need more of them since you can't get +action and +buy from the same one. Opening Squire/Chapel or /Steward or /Remake or whatever to get an early Goons or something seems quite powerful. Also, an addition to the short list of ways to get a potion-costing card (Familiar, Scrying Pool) without a Potion.

Hermit/Madman... exactly the kind of effect I wouldn't no how to use properly. Weak-to-okay early trasher, I suppose, but when to trade Hermit in for Madman is something that would give me no end of AP.

Rats...  could get pretty annoying to have in your deck after a little while, so you won't want them unless you have a good strategy for what to do with them. Sounds like a trap card for newbie, but experienced players should be able to pull of tricks of great finesse.

Pillage/Spoils... man, all these one-shot cards. Didn't Donald X one say people don't like one-shot cards very much? Anyway, Pillage seems like a decently useful card, but you want to be careful about Spoils, kind of like Treasury: if you go through your deck once with Spoils in it, you might get the impression that you've got a higher average deck value than you actually do. So if a lot of your money is in the form of Spoils, that doesn't mean it's safe to start greening.
« Last Edit: August 09, 2012, 09:29:44 am by AJD »
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kn1tt3r

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #26 on: August 06, 2012, 09:30:40 am »
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So, here are my thoughts:

Graverobber
Seems like a neat card with some pretty funny self-interactions. It's sort of a mid- to late-game Expand which isn't useful for trashing at all but only for upgrading, which makes it a decent buy in many games. First impression: Not super-great most times, but helpful very often. A very tricky card that probably needs some experience.

Poor House
Quite probably crap in most situations and also very treacherous. As for Upgrade or Remake: Sure thing it's nice to get rid of Copper AND enhance your Poor Houses. But you will often get a Poor House for every single Copper you trash, and it is a terminal action. With some $3 village this could maybe work well, but otherwise it's just a huge trap. But it certainly will be fun finding out the situations where it is good or great, like with Spice Merchant or some Village/Vault combo kind of thing.

Sage
Not very exciting, but probably quite a good opening buy with Silver or a Silver equivalent. Much worse late game of course, so you probably don't want too many of them.

Feodum
What the hell is a feodum? Something about fee/feudalism and such? Anyway, I feel this is a damn nice card. The Trader-combo is way too obvious to even mention it, but I have the feeling that many times Feodum is bought for its second effect, which makes Chapel/Feodum or Masquerade/Fedoum quite decent opening. Possibly not a power card, but a very charming one with a self-synergy that is yet to be explored.

Cultist
Very intersting, a terminal action that is only non-terminal if it's played with other Cultists. An this looting attack... well, I think it depends on the badness of the "ruinses", but I feel this is quite a mild attack, especially if there are enough villages around. Maybe this could be an attack type that actually hurts money decks more than engines. The one-shot +5 cards is also very decent as an endgame boost. I PRESUME this will be not a top-tier $5 card and also a attack more on the weaker side (like Jester level), but especially the self-synergy (again!) could prove me wrong. But right now I cannot really imagine those big Cultist decks that ruin all kinds of stuff to no end...
« Last Edit: August 07, 2012, 09:42:55 am by kn1tt3r »
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Loschmidt

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #27 on: August 06, 2012, 09:32:48 am »
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Day 1

Finally the previews are here! My firsts thoughts were about how much like some fan cards these were. people had really been waiting for the $1 card and the trash gainer for a while.

<b>Grave robber</b>

We knew the trash gainer had to be trasher itself but I didn't expect it to be as good as an expand. But of course limiting it to actions really does limit it. I suppose its pointless unless people trash worthwhile stuff.  Why does it have a lower limit on the gain? Surely there's no worry if people want want to pick up coppers from the trash? That is perplexing.

This will be fun with other trash for benefit on the board. And it'll be interesting picking up other players trash. Would you change your strategy if there were suddenly good $5s you could gain? Seems it'll be a powerhouse with the right gainers. University would be a good combo.

Poorhouse

Such an exciting card. Will only be of any use on the right engine. This will allow for some fantastic turns though. cant wait to buy 4 or 5 at once. Can't possibly see how you use out in the absence of trashing or sifting.

Scribe

This is such a simple card. Where has it been for so long. Will out allow for engines without trashing given you can ignore coppers and estates? I hope so.

Day 2

Feodum

Everyone likes a bit of alternate VP to spice things up. I love that it's a silver pinata, that means it'll get use outside of being just an alternate VP.

Cultist

A junk-giving Lab with built in TfB. COUNT ME IN! Gonna be a favourite attack I reckon.

Ruined Market

Love it! So much more interesting than the expected confusions. Slightly apprehensive of the random aspect but i'm sure that'll come out in the wash. Its probably necessary to prevent you building a strategy around.

Day 3

Squire

A fun card. I love that evolves into an attack. The rest of the card is interesting enough to see use in the absence of an attack/trasher combo. Otherwise hard to predict. Seems fun though :)

Hermit/Madman

I'm having trouble predicting this one. It seems powerful, but ultimately insane? Hard to pull off? Gonna have to play around with this combo. The discard trashing ability is cute.

Day 4

Rats

YES! I love them so much. They're going to be a massive trap but so much fun to play around with. I can't wait to look at a hand full of rats and say, "OMG SO MANY RATS WHAT HAVE I DONE!" Also already we've seen soooooo much trashing in this set. Its beginning to make sense now.... And more built in TfB, combo combo combo

Pillage

A directed discard attack, seems so simple in idea but obviously this went through a few iterations before it settled on this. So powerful it has to be a one-shot, but you get some Spoils as a kicker. Seems fun.

Spoils

I really like this idea; disappearing gold. Seems destined to help you create treasure-less decks. Can't wait to see what the other Spoils gainers look like :D
« Last Edit: August 10, 2012, 03:33:06 am by Loschmidt »
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Fragasnap

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #28 on: August 06, 2012, 09:39:34 am »
+1

Initial impressions of the cards:

Graverobber: Graverobber looks to be a great way to handle trash gaining. It encourages trashing those good actions, particularly at the end of the game because it can "Expand" them into the Victory cards you need but then other players get free shots at the cards you junk. I'm not certain it will be worth $5 on every board, since it is a terminal action that you would likely want to use to gain terminal actions, but it will be good when it is. Trashing $5 cards (perhaps other Graverobbers even, if previous trash for benefits are any indication) into Provinces will probably be one of its strongest uses, but bumping a $3 action into Goons is perfectly viable when it shows up... oh, and Dukes. Is anyone else happy to see a card that makes Saboteur stronger?
I think Graverobber will be strong, but primarily in the mid to late game, only sometimes in the early game dependent upon what $5-$7 actions are available.

Poor House: Poor House is a $1 and it doesn't even suck like you'd think it would! I've played plenty of games in which I have very little treasure in any given hand, so I know I'd buy it sometimes. It will be particularly funny in games with Remake, namely that Remake will be made a lot weaker in the opening since the Coppers it would normally trash will be turning into terminal Poor Houses instead. But at least it makes the Poor Houses better by clearing out your deck of Treasures. Also: Subtraction on a card? What is this?
I think Poor House is going to be really strong when there are good trashers, but probably not so good in the opening. Also this pile can go fast since it only costs $1.

Sage: I love cards that search through your deck and Sage will probably be no exception. Digging like this (at this point I wonder why Mr. Vaccarino didn't define "digging" in Dominion jargon) tends to be a bit more powerful than one gives it credit for. It will probably be a real life saver in Mountebank games, but on average, it's just a better cantrip. Skipping Coppers, Curses, and Estates is really nice, likely hoping to cut straight to engine components, but it does have the opportunity cost of Silver. Sage\Tournament could possibly be pretty cool, but Sage does sift through your $0 Prizes.
I think Sage is going to be very nice to have and might be able to push draw engines forward a bit in games, particularly those with strong junking Attacks.
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DrFlux

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #29 on: August 06, 2012, 09:42:25 am »
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I like both poor house and sage, very interesting, and will definitely both have uses, though poor house will be more of an all or nothing card.

I'm going to go out on a limb and say that Grave Robber, outside of interactions with the rest of Dark Ages, will be fairly bad, and useful only for the second ability. You can't buy it early since you have no actions, and late you won't have time to benefit from gaining back the cards. The only real use will be gaining provinces from 5 card actions in engine decks, and this will be situational, since sometimes you will want to be buying duchies at this point of the game instead of Grave Robbers. Its a terminal, and removes a useful card from your hand. Will be overbought, like develop was.

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #30 on: August 06, 2012, 09:44:10 am »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #31 on: August 06, 2012, 09:44:15 am »
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Graverobber: Loves boards with things like Kings Court, Goons, Lab, Nobles. Otherwise no idea how this will play. It will be amusing to have an army of zombie nobles.

Poorhouse: Isn't it obvious? Great with ways to trash copper + villages. Even greater if you find  a way to add card draw and +buy. Moneylender + Village + Margrave sounds like a dream here. Even in BM games this might be good lategame when things are getting cluttered and you have a spare +buy so might as well grab one. With two greens and two treasures this is still a terminal silver. I expect people will have fun finding ways to "conceal" their money, similar to how they hide it from Pirate Ship. For example, play a village, play this, then play your two great halls to draw treasures. So great hall combos with this in a minor way.

Sage: Similar-ish to Scheme, with the added benefit of working with money, and the lowered benefit of working with greens.


Day 2: Wow these cards look MUCH more fun. Not as weirdly cornercase/exotic as the first preview.

Feodom: You need a LOT of silver to make this work. I'm not going to buy silver for 12 turns just to power up a Feodom. Deck engines with +buy won't help either because my first superturn I'm going to ruin the engine with all the silver I buy! So calling it here, this will be a dead card (or at most, a cheap Duchy) in games that don't have good trash for benefit or special ways of getting Silver (Trader only?)

Cultist: Obviously comparable to Witch, but they don't draw each other dead. You can just keep buying them over and over, and if they're your only terminal source of draw there's no risk! I expect they will play similar to Ill-Gotten Gains: usually you want to rush them with 5+ unless you have a real plan to defend.

I wonder how all these benefits-for-trashing will play. They obviously make trash-for-benefits that care about the value of the card better (like Remodel, Salvager, Apprentice, but not Spice Merchant or Trade Route because you wouldn't want to Trade Route a good card normally anyway, so giving it a bonus for trashing is not game breaking). Did DonaldX think Salvager and the like are too weak and want to boost them? Because they will be *champions* in any Dark Ages game.

Ruined Market: Obvious what the other 3 are going to be. I'm going to guess that the last one is a really weak attack ("Starving Militia: Each opponent discards down to 4 cards in hand"). Of the 4 obvious ruins, I think this is the only one I might buy if I see it on the top of the stack. When you need a +buy you need it from anywhere!

Given how ruins are going to be easier to deal out than curses (if Cultist is any indication), that will make trashing of all kinds even BETTER. It will also make villages better; if you can't get rid of the ruins you might as well make sure they're not completely dead (Village + Ruined Smithy = Lab! Village + Ruined Mine = Peddler, etc)


Day 3: Like these cards too. I wonder if we're seeing power creep here, though - I found that in Magic: The Gathering, cards got more powerful over time not because they had "higher" numbers but because they had more options and more text. Look at these cards: they have lifecycle options for just about every board, and every situation. Their lives are "planned". Compare to Trade Route which doesn't have a coherent plan at all to be useful, or Moneylender which only has a plan early in the game. YOU had to come up with plans for these cards - they didn't come with a prepackaged story.

Squire: +2 actions, +$1 would almost be worth $2 by itself. This would be TOO good as a risk-free village, except that if you're building an engine deck and get this without a drawer, neither of its other options are appealing, either. You won't have enough money to use the +buys, and getting too many silvers interferes with engines. Still, this is a strong $2 even before the "trash for an attack" thing, so this is a pretty dense cake for such a price.

Hermit/Madman: Am I the only one that thinks the "go crazy if you don't buy something" will make this swingy? If I open Hermit/Silver, and draw Hermit-Copper-Copper-Estate-Estate, that's a bad situation. I play Hermit, burn the estate, grab a silver - good so far - but now I have to buy something or I lose my Hermit, and I still have 2 estates to burn! If there's a useful $2 on the board, great - if not, I have to make the painful choice of my Hermit going nuts or buying a copper that he can't even trash.


Day 4:

Rats: Too much fun. "Reveal a hand of all rats" is my new favorite card rule. Play a Rats to gain a Rats, Upgrade a Rats into an Upgrade, and you end up with a 4 card hand, and now your deck has lost a junk card and gained an Upgrade. Yay! Obviously, this will be strong when there's both good trashing and good attacks.

Pillage/Spoils: Looks weak at first. A one-shot to gain two one-shot golds? Uh, okay. However, this will more or less *ruin* your opponents' turn - "discard a card of your choice" is a lot nastier than it looks. Discard the one village in my hand of terminal draw. Discard the minion that you cleverly think you'll use to counter my discard. I guess I'd use this when there are some nice $6/$7 cards that I want to get FAST, rather than slowly growing my economy with the likes of labs and silver. Goons, Kings Court and the like.

BUT WAIT.. is this card political? Two weak players could make a deal to discard only Estates and the like from each other, to gang up on the strongest player.
« Last Edit: August 09, 2012, 02:03:36 pm by Kahryl »
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chwhite

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #32 on: August 06, 2012, 09:48:03 am »
+2

Well then!

Graverobber: The fact that Graverobber only trashes Actions for benefit is, I think, going to be its big limitation.  That means you need an Action-heavy deck for it to be worthwhile, and since you generally don't like getting rid of your hard-bought Actions, it'll be tough even then.  Chaining Graverobbers up to Province just has to be slow and not actually worth it, like trying to build a Remodel deck.  It looks to me like it needs other trashing actions to be useful most of the time- either early-game trashers you can trash for benefit (something like Steward is going to be good here, since you don't mind getting it back), or the canonical TFBs Salvager/Apprentice which like to trash good cards to begin with.  And I'm sure there are Dark Ages-specific combos with cards we haven't seen yet.  But my preliminary thought is that this is not a card I am going to buy that often.

Poor House: Holy Zounds!  A $1 card!  That gives you $4!   Obviously super situational, but also pretty damn super when you can make it work.  I'm generally skeptical about terminal treasure as a class of card (see the discussion about Merchant Ship and Harvest), but this has the potential to be such an incredible value.  Obviously the havoc it wreaks with Upgrade/Remake is important to note- I'm inclined to think it just straightforwardly makes those two cards bad 99% of the time* when both are in the kingdom, and needs to be comboed with Villages and non-gaining trashers for full effect.  I am going to have fun trying to make Poor House decks work if these cards ever become available in an online implementation.

*Or, at least, bad openers.  It probably hurts Remake a lot more.

I am going to go ahead and say that Poor House is, at least for now, the best $1 card in the game bar none.

Sage: This card strikes me as something you do not want to buy in games where you also buy lots of Silver.  If you have a couple top-tier Actions you want to play as much as possible, and lots of other dreck- Curse games perhaps, then Sage will be a great digger.  If it just gets you Silver and stuff, okay maybe that's worth it in curse-filled slogs except why don't you just buy more Silver to begin with?  And if you have lots of trashing and not much dreck, it's likely to be just a cantrip.  I can see myself buying this more than Graverobber, but probably not all that often- again, unless Dark Ages leads to plenty of the sorts of games where Sage is likely to be best.

Oh, huh.  Sage feels a little bit like a half-Golem to me.  I could almost see a Sage/Counting House deck working.

...

Feodum: Ew.  Ew ew ew ew ew ew.  I really don't like that this card exists in this form at ALL.  I mean, sure of course there has to be a Treasure-counting alt VP card, but Silver-only still doesn't sit right with me even after Donald's explanation.  He excluded Copper because it would be too similar to Gardens, but Silk Road already plays very similar to Gardens anyway, so since when is that a disqualifying factor?  And I don't see why Kingdom Treasures need to be excluded, you don't always want them.  (Heck, sometimes I don't want Gold.)

As for the pinata ability, it's a double-edged sword.  Trashing Feodum for benefit for the Silvers and not actually going Feodum is, I suspect, going to be pretty slow and not necessarily better than just buying Silver to begin with.  C.f. Treasure Map, which is a bad card that gets you four golds when you line it up: and lining up Feodum/Trasher is easier, but the immediate benefits are far lower, too.  If you trash Feodum to get Silvers to feed your other Feodums, that's a tough tradeoff too.  What it does do, however, and I am frustrated just thinking about it, is throw a kick in the teeth of denial strategies.  For example, Bishop is a great Gardens counter, but if you're going for a slim Bishop deck you may not be as able to just blithely buy and trash Feodums.

Obviously, it's going to be great with Silver-gainers like B-crat and Explorer; I suspect a Jack deck will still just want to go Province anyway, though I could see it possibly grabbing Feodums over Duchy in the endgame.  In general this is a card that is going to be ill-suited to rush strategies, and instead feature mostly as cheap Duchies in silver-flood decks that get most of their points from Province.  I can also predict with confidence that I'm going to hate this card. :P

Cultist: I don't see how this can be anything but super strong.  While Ruins don't hurt nearly as much as Curse, a self-chainable junk-giving card that can find itself, and then gives you a bonus late-game when the Ruins are depleted, is going to dominate games nearly as much as Witch.  (This is because the fact Curse being a dead card is usually even more harmful than the -1 VP.)  I suspect chaining Cultists is going to be not very common in practice, because if all the players go Cultist like they probably should your deck is going to get junked up and it'll be hard to line them up often.  The when-trash bonus, however, is going to be really nice in games with trashing, which balances the fact that the presence of trashing is obviously going to take the sting off of Ruins a bit when it exists.

Ruined Market:  Yeah, as mentioned by others this is actually probably one of the more useful Ruins.  These things may not be as bad as Curse, but I sure as heck won't want a deck full of them.

...

Day 3!

Squire: Even without the on-trash ability, this looks like a nifty utility card for both engines and alt-VP matchups.  It can be half a Fishing Village if it collides with your other actions, it can be a mondo +Buy source (+2 Buys!  It's finally been done!), and Silver gain for $2 is a darn good value in decks where you want to flood Silver.  Compare just the silver gain option to Explorer: it gives you $1 less this turn (don't forget it always gives you a buck), and for that meager downside it's $3 cheaper and does so many more other things.  So, as a Silver gainer for alt-VP it's a fantastic value.  As A Village it's probably not a great value, but on boards where you need it it can't be much worse than the Natives; and the +Buys are great for both alt-VP and engine.  All this, and flexibility, for $2?  Seems damn strong for pretty much anything that isn't terminal draw BM.

And that's not even beginning to consider the on-trash effect!  Yikes.  I'm going to go ahead and say the on-trash effect is probably not nearly as powerful as it seems; it's the Treasure Map problem again that you have to line up your trasher and your Squire, which is often going to be an inefficient crapshoot.  Also, you may be overpaying for Squire, and in many kingdoms there either won't be trashing or there won't be Attacks.  (In general I'm not sure I like this proliferation of effects that are dead on certain boards, starting with Tunnel).  I can see it being a really good way to slingshot up to Familiar or Goons, but even the $5 Attacks I think I'll usually want to just buy the old-fashioned way.

Hermit/Madman: I...uh...wuh...buh.  I'm really not sure there's anything intelligent I can say about these two.  I kind of expected to see a trasher that rooted through the discard, actually, so that's neat.  The no-Treasure restriction makes it look JoaT-esque, and I could see it being used in that capacity (gain Silver, pitch Estate) on boring boards.  There are also probably going to be lots of other good cheap cards to get out of Dark Ages (Poor House, Squire anyone?), so it'll have some extra flexibility in engines that way.  But another thing I'm noticing is that the trashers we've seen so far- Graverobber, Hermit- both don't work on Coppers.  With Dark Ages' theme of poverty, it might be hard to get rid of those Coppers in general, which will ding Poor House for sure (and a lot of other cards).

As for Madman, I just have no idea.  When is it worth it to pass on your buy phase to get a Madman?  Just how powerful is it?  Obviously it's powerful, but you've got to jump through a lot of hoops for a one-shot.  I have no idea what do with it at all.  (Actually, that's a lie.  Horn of Plenty decks are going to love Madman.  But beyond that I'm totally stumped.)

...

Day 4:

Rats: A cantrip trasher for $4.  Pretty nice, huh.  Except if it's your only source of trashing it really is just going to spread through your deck like a plague (har har), and you'll be left with either a lot of dead cards or trashing everything good.  There's probably a way you can play with fire here- Bishop is the first thing that comes to mind- but my first impression is that you're likely to get burned pretty often if you go Rats.  Definitely looks like it needs some other source of trashing to be viable, and if you have other trashing that makes it less attractive in the first place. My first impression is therefore that this is probably really weak, but it could infrequently usable be part of a coordinated trashing strategy with something that doesn't hit Copper, say (Hermit!), and then ends up spending most of its Actions keeping the rat problem in check.  Which could work, but also could be more trouble than it's worth.

Pillage: Targeted discard!  And the way to balance it is to make it a one-shot, that's actually kind of brilliant.  At this point Donald is just pretty clearly f***ing with us.  Tomorrow's preview is goin g to include a cantrip Moat, you heard it here first.  Now, a one-shot $5 is hard to go for even if the shot is nasty, so it seems to include Spoils as a way to rebalance it.  The combined effect of one-shot targeted discard, with an aftereffect of two Golds in your next pass through, is that this looks like something that's going to be great for Big Money decks playing versus an engine.  Knock out your opponents' key card, and get a one-time cash infusion sure to be good for a Province or two. 

But it does nothing for you the turn you play it, which is more often than not the hallmark of a weak attack (Saboetur, Bureaucrat).  A nasty, nasty card whose power level I am very unsure of.

Spoils: Now, see, it would've been great if Feodums counted Spoils.  Though you'd have to store them up and not use them then.  I wonder if all the Spoils-giving cards are one-shots that give Spoils to provide recompense for their fleeting nature, or if one of them gets you a Spoils and sticks around.  That might make it easier to run this pile out.  Obviously most decks will be thrilled to add some Spoils to their warchest, but relying on Spoils as your primary source of income could lead to nasty over-greening problems after they're gone.

...

In general, yeah these Shelters are going to be better than Estates four you, yeah.  Also, more $1 cards! Necropolis in particular looks like it's really nice for making double-terminal openings more viable, the other two will be good to get out of the way but I can imagine preferring Estate to them once in awhile.  Shelters are going to really seriously hurt Remake, since getting Silver from your starting Estates is the reason it's so good; but on the other hand they will be yet another boost for Fairgrounds, even if 2/3 of them only actually benefit you as they leave your deck.
« Last Edit: August 10, 2012, 10:32:30 am by chwhite »
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werothegreat

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #33 on: August 06, 2012, 09:54:35 am »
+1

Highway+Sage+Tunnel = Profit
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #34 on: August 06, 2012, 09:58:49 am »
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Highway+Sage+Tunnel = Profit

How is the highway necessary? If the sages draw more sages you can just play them too and hit your whole deck.

Tunnels cost $3.  Meaning the Sage would draw them.  Not discard them.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #35 on: August 06, 2012, 10:20:03 am »
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So this will be my post (without reading the rest of this thread):

Monday, August, 6th (Cards 1-3)
1. Graverobber:
Not good for a 2/5 start, needs collision with other actions if no other trash for benefit is available (because the trash will be empty at first)
Can make a fast Gold out of a $3-Action or a good $5-Action.
If you have many Graverobbers, you can make Provinces consistently while refreshing your supply from the trash. Needs some form of money or $2-$3 Actions to gain / buy more Graverobbers.
Needs collision with other actions is a big point to consider, since your deck is mostly Coppers and Estates, which you can't trash with Graverobber. +Card engines (Laboratory, Caravan, Smithy-Village engines help increase hand size) Maybe double Tactician while playing Graverobber on both turns (1st to make Province out of Graverobber, 2nd to regain Graverobber from trash)

2. Poor House:
As said in the comments: This will make Upgrade better, if you aim for a non-Treasure deck. Problem is, you need something else than Silvers to make your Estates into, preferebly Villages. Upgrade works better than Remake with it, because of the +action on Upgrade.
In the absence of Villages or +buy, this card will be dead. Even more if you can't get rid of your Coppers.
Village + Vault/Secret Chamber/midrange trashing + this (+ maybe carddraw and +buy) makes for a good engine.
Can't decide what kind or trashing fits this card best, I think t4b is bad. Loan would be best, Moneylender, Steward, Chapel maybe 2nd place.

3. Sage:
I don't think, this works well with cardpile rushs like Garden or Silkroad, since these cards will be drawn mostly and Coppers which aren't that bad will be skipped. Maybe this can tutor for your Treasure Maps: 2-3 Sages, 2 Treasure Maps and only if you are unlucky and draw all the Sages and with the last Sage only one Treasure Map, it will be a clear hit. That is, if you start with 2 action cards in hand. Treasure Map + Sage in hand (with no other >$3 cards in deck) is a sure hit. Thing is, you must do without Silvers to buy both Treasure Maps.
This is true for most uses of Sage: with too much Silver in deck, you only exchange Sage for Silver, which is mediocre. A good use of this may be with Minions: You draw all the Minions in your hand and play them for maximum cash. That is: every Sage in your deck is worth another Minion (again when you have no Silvers). Works like Cellar without the -1 Card in this case.
Compares with Farming Village (and Adventurer):
Pro: doesn't find Coppers
Contra: will eventually find Provinces and Duchies.

So long and see you tomorrow for more first impressions of Dark Ages cards (I will keep on with the numbers)


Tuesday, August, 7th (Cards 4-6)
4. Feodum:
The first victory card of the set. One that counts Treasure was often suggested, and this along with Traders, gives Silver its usefulness. I wonder how it works in an Ironworks deck: Gain Feodum, buy Silver, end turn? Maybe with Haggler: Buy Feodum, gain Silver. To get them to 3 VP apiece, where they are - like Gardens with 30 cards - worth a Province in costs per VP, you need 9 Silvers, not too difficult to do. Maybe as with Gardens and Philosopher's Stones you can't build a reliable combo around it, that also fills your deck. The chance of collision with your trasher will decrease significantly. But maybe it can be a good starter as Trader, especially with Trader (7 Silver yeah!)

5. Cultist:
A nice way to chain action cards. The mechanic reminds me of the MTG ability Ripple: http://magiccards.info/query?q=o%3Aripple&v=card&s=cname, but in the end it is just a "hurtful Laboratory" as Donald says.
The drawback to Laboratory is that you don't have a spare action after your draw, so you can't play a +buy action to gain more from your big hand.
I wonder how Looters aquit themselves against Cursers. I think the non-attack effect will be better, but the attack will be less hurting since you hand out Ruins and not Curses. From my gut feeling, I would always go for the Curser, unless it is Young Witch with a really good bane (or Ambassador / Masquerade, but you knew that already).
Speaking of Ambassador, I wonder how the return to supply, gain one with the same name works, if the pile is random. We will see...

6. Ruined Market:
Now that would go into the worst card ideas thread ;-). I like the method of shuffling all 50 Ruins (10 of each kind) and pull 10 for each opponent. This makes for much variation and might help those Fairgrounds players out there to up to another point per Fairgrounds. Good thing, that these cards (all of them?) are actions, so Graverobber can make some use of them by turning them into $3 actions or Silvers, and occasionally you might want to Throneroom a Ruins, at least decreases the chance of drawing Thronerooms without any action cards. It also has a nice interaction with Vineyard: The attack is actually giving you points.
« Last Edit: August 07, 2012, 12:51:37 pm by Lhurgoyf »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #36 on: August 06, 2012, 10:20:56 am »
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Grave robber: Often a trap - probably not worth spamming. Unless it's in the right deck it will often do nothing. Should be good in engines powered by 5 cost cards (hunting party). This also allows for some almost golden deck-like interactions - throne room+2 grave robbers=1 province each turn (needs a bit of support to stop it from stalling after getting 3)

Poor house: fantastic in money-less engines and quite good with non-drawing non-terminals and discarders, Really needs buys though. Otherwise it will usually be terrible, messing up upgrade and remake.

Sage: I think this will be good in similar situations to scheme: great support for some engines but also a solid opener with important (preferably non-drawing) 4s like remake and sea hag. Particularly good with mega turn type engines.

Feodum: Not worth rushing except with trader and maybe bureaucrat since getting it to 3 is normally so hard. Probably only worth buying with trash for benefit (where you want lots of silver) or when you hit 4 near the end of the game (even then it might not be worth 2 points). Particularly good tfb for the job would be apprentice since it will happily trash the silvers as well.

Cultist: Usually a must buy. Like a witch that chains like lab. Still not as good as witch since (I presume) curses are much worse than ruins. I don't think it will very often be worth buying after the ruins are gone. obviously benefits even more than curses from tfb.

Ruined market: obviously not a card that you're going to want very often. ruins will Make transmute a lot better (as will Feodum actually).

Squire: Ignoring the trashing part for a bit... +2 actions +1$ isn't too bad a village for 2$, with the extra options for when the actions aren't needed, this becomes competitive with vanilla village as an engine enabler (though the lack of +card really hurts). +1$ and gain a silver is pretty decent for big money too, using the actions when it intersects with your terminal(s). Now the trashing part... I feel like this will be less important than it seems. It will certainly be fantastic when you can open with this and a chapel (or remake, steward or any other early game trasher) and there's a nice attack which you can't easily buy (familiar!, or scrying pool, etc.) but usually silver will get you that attack faster. Anyway This looks like a really good, versatile, card.

Hermit: I honestly have no idea how good this will be - there's nothing to compare it to. Oh well, I suppose the whole point of this exercise is to make ridiculous predictions. Okay, obviously this will be fantastic for mega turns - get two or three madmen, easily draw your whole deck and play all of your goons, bridges or coppersmiths or whatever. The trashing and gaining (preferably villages of some sort) help for that too. This will definitely be one of the more consistent trashers (okay, the most consistent) since, on average, it gets to look at more than half of your deck. So certainly good for fighting off curses. Since it doesn't just trash, I will probably open with two of these on occasion.

Rats: You really need some way to trash these since they'll become dead cards fairly early. If you have no way to trash them, their own trashing will be pretty much useless - there's no point in trash one useless card if you simultaneously gain another. They could be pretty good with any tfb though, and there's a lot of that now. Rarely will it be worth buying more than one rats - get one early and they will take over your deck.

Pillage: Looks pretty strong, though its really hard to tell without anything to compare it to. Probably not a great opener since there's a danger that you'll only make them discard copper. probably best in the early to mid game so that you can make good use of the pillaging part but early enough that you definitely get to use both of the spoils. This of course makes grave robber a lot better.

Altar: Not great unless there's an engine to be built made mostly of $4-$5 cards. You really want to get this early. So usually ignorable but occasionally fantastic.

Armory: A workshop that doesn't want to gain gardens. Actually probably not too bad in rushes since its so easy to get armories quickly and empty the pile. Will be very good in other situations where workshop is good, though unfortunately there aren't that many of them, and also helpful for putting combos together if you can remember what's still in your deck.

Band of Misfits: This looks like fun. Will be worth a buy in most games since it is strictly superior (ignoring the cost) to any cheaper action in the supply.
works with: trashers, cheap cursers, luck dependent cards (like baron and salvager), engines with multiple parts and most of all, multiple good options.

Bandit Camp: Looks good. No need to buy money with this village. Really nice if you can draw your deck every turn (of course the spoils will make that a bit harder). In particular, good with heavy trashing

Beggar: Great when you don't mind copper too much, fantastic when you actually want it. The reaction part makes it counter stuff like minion pretty well.

Catacombs: Like most terminal drawers, decent for big money and a good engine enabler. The trashing part will occasionally help - In an engine using trash for benefit and cheaper cards (though even gaining a silver isn't too bad).

Count: Common usage of this will probably be: initially use it to trash (maybe only once) then use it mostly as a mandarin/horse traders, occasionally just gaining duchies near the end. Gain a copper and a duchy is pretty nice in rushes too, though I don't think it would often be worth buying more than one or maybe two counts.

Counterfeit: When trashing copper, this is a bit like loan with an extra +$ and +buy, though it's much better in the late game. A bit weak in the mid game when there's not much copper around and it's too early for you to want to trash any other treasures. Still looks pretty good, might even be good with big money. Obviously fantastic with spoils.

Death Cart: Good against looters, especially after the ruins have run out.

Forager: A bit like trade route. something you'll pick up if it's worth a lot of +$ (or it looks like it will be soon). Probably still not a great opener but a lot better than trade route in that regard.





« Last Edit: August 20, 2012, 10:19:31 am by awdrgy »
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jonts26

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #37 on: August 06, 2012, 10:50:31 am »
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Graverobber: It's strength is highly dependent on other trashers. Unless there's a way to easily gain action cards, or trash for benefit, likely this card won't see much play since it's own trashing ability is so limited. But since Dark Ages is the trashing theme, I expect the utility of Graverobber will only increase as we get more cards. Right now I'd put it lower tier of $5 cards, and might bump it up as high as middling.

Poor House: I knew we'd get a $1 card sooner or later. It's a fun design space to explore. This card though, has the potential to get silly. But i expect it won't be worth it on almost all boards, though again, with the trashing theme of the set, it could be bumped up in value. This card screams engine (well it's not working in big money), but more card draw means more potential treasures. So again, you need heavy trashing. But when you get it, look out. $4 terminal action is just crazy. Probably a trap card most of the time.

Sage: Somewhat vanilla, but yeah. I don't think I'd buy it very often. It just finds me other engine parts, but you know, I could just buy those engine parts. Likely it will be at it's best when you can use it to spam a powerful terminal, probably a mountebank or something, but then your silver will just get in the way. Might make a fun combo with Fool's Gold decks. It does have a cute TR/KC interaction. You get to find 2 or 3 cards and you get the extra actions to play them.

Feodom: Victory card that counts treasures. B-Crat just got a bump. I expect trader to be its best friend. Jack might work, but I expect provinces with Feodom support is better. Harder to make a rush strategy than gardens/SR since emptying the silver pile is tough and emptying estates or whatever else won't add to your Feodom points. The pinata effect is interesting. In the right deck you might just buy this with intent on popping it (watchtower says hi).

Cultist: What I think is the first power card we've seen. Obvious parallel is witch. Both give +2 cards and hand out a bad card. Curse is obviously worse, but cultist has a neat chaining bonus and an on trash ability. I would think witch is still the stronger card. Curses are worse in your deck and you can't discount the  negative VP. It's going to depend on the other ruin cards and other cards in the set, but likely I am seeing cultist as anywhere from #3 to #8 on the $5 list.

Ruins: So ruins aren't great to have. The +buy from ruined market is probably the best bonus, but even that is going to suck as your source of buy. Obvioulsy better than curses. Probably enough so that cultist won't be the strongest attack, but strong enough for sure.

Squire: So, I have a hunch this will be a very powerful card. Non-drawing villages are typically a bit worse for engines, but at the cheap cheap cost of $2, you can load up on them. Well, you'll need extra buys, and hey this gives 2! Also the $1 should not be overlooked. So I expect this pile to drain pretty quickly whenever there's a viable engine, which seems more likely in dark ages thus far. All that alone probably makes this one of the better $2's but the on trash ability probably puts it in elite territory. ANY attack is of course going to vary from board to board, sometimes you get goons sometimes you get b-crat, and of course you need an outside way to trash it, so maybe the trashing bonus doesn't go used all that often, but it's strong enough when it does to make for some wild games.

Hermit: I think this card is most similar to Jack, though with a number of differences, obviously. You get to trash a non-treasure card from hand or discard, which is a lot stronger than jacks trashing, and hey, you can trash a curse from any cursing attack save sea hag right away. Probably a decent counter there. And the gain a card up to $3 is better than gain a silver, since silver is included in that list. The lack of drawing back up to $5 will probably make it a bit worse in big money than jack, but the other versatility will make it a good engine card assuming there are cheap engine components. The most interesting thing about the card is of course the fact that it can turn into another card. But I expect this to actually be the least useful aspect of the card. Madmen are just extremely hard to get since you have to forgo any buying and you only get 1 play of the madman card. Ok, there are non-buying engines around which will have a field day here, but I expect that's quite rare.

Madman: This card is silly good. It would never be printed as a supply card, but it works as it is. It's like a super powered crossroads. Tempered by the fact that you can only play it once and it so hard to get in the first place. I expect its the kind of card you'll take when you can, but you cant really plan a strategy around it. You'll just be happy for the occasional awesome boost it gives.

Rats: OK. What? So it's a forced cantrip trasher. Yay. But it gives you another one each play? Thematically it's a lot of fun, but this card is going to be terrible for most decks. Probably works with most TFB. Makes a super combo with Apprentice. Might work with hermit. Rats take care of the coppers, hermits take care of the rats.

Pillage/Spoils: A very nice attack. Discarding a card of your choice is very strong, but tempered somewhat with the 5 or more card clause and of course the trash on play. It's not quite fair to call this a one-shot since it nets you 2 more one shots. Maybe a 3-shot? Spoils is of course a one-shot Gold. Which is very helpful in ramping up your economy. The big problem with this card I think is going to be deck cycle speed. In a big money type game you get this after the first shuffle, play it on the second, and finally see the spoils after the third. By that time you are wanting to green, and spoils help with that, but that green is going to choke you very fast. Should slot in better with engines but $5 is a lot for a one shot attack, strong as it is. Probably a medium strength card most of the time. Will become very strong with cards that can gain it like HoP, Graverobber, and University.

Shelters: Well here they are. You start with one of each and you can't get more, but they may very well change the game. Generally, replacing estates with stuff that does things will improve your deck, but there are cases where you are sad to see these. Hunting Party stacks are weaker. Baron is crying in a corner somewhere. Since they all cost $1, remake opens become a lot weaker since you cant turn these into silvers. Some of the trash for benefit cards won't like it. Remodel opens become even weaker for instance. But most of the time, you will benefit. Hovel will be best in games with VP dual types. If you're going to buy a nobles/harem anyway getting rid of a card for free is nice. Likely you won't buy pure VP's just to get rid of this card since it doesn't improve your deck any, just gives a few more cards. Overgrown Estate is probably worse than you'd think. With some trashing you might get a benefit from that +1 card. Otherwise it won't impact that game very much. Necropolis is the real winner though. Starting off with an action splitter is huge. I can't tell you how many games I've played where I would have killed for just 1 village. Well now here's that one village. With other good villages and trashing, you might get rid of this anyway, but it should favor engine play a bit more strongly for dark ages sets.

Altar:So gain a card up to $5 is really strong. More of a remodel variant than a workshop since you have to trash a card to get it. But $6 costs a lot for no this turn benefit. Seems middling in power for the $6+ cards.

Armory: So a workshop where you topdeck the gained card. Probably makes it decent, but still no great shakes.

Band of Misfits: Such a fun card. Extremely board dependent. Could be extremely strong in some engines. On average, probably middling in strength. Makes 5/2 splits on ambassador or hag boards not so bad.

Bandit Camp: A $5 village. Getting a spoils each play seems like a very strong thing. A couple of these in an engine with decent cycling will keep your economy up. The limited supply of spoils makes an interesting balance. Maybe you could stock up on them to deny your opponents? I'm going to say this will be a premier village.

Beggar: Should be strong with the right sort of deck (alt VP for sure), but weak on average. Gaining 3 coppers to hand is not something you want often. And it's a bit dangerous to but a card just for the reaction to attack since that can be unreliable. Situational for sure.

Catacombs: Super smithy. Probably a great BM enabler. Going to be pretty good in engines too. Also good counter to deck mucking attacks. Not a power card but not weak either.

Count: I like it. Hard to evaluate its power with so many options. Likely it can slot into a lot of decks, but will be at its best when you can turn the 'drawback' choice into a benefit, like a duke deck for example. I think the versatility should make it a very strong $5 card though. Certainly a card that requires skill to play well.

Counterfeit: Looks strong at first, but probably not actually that great. Trashes copper like a better/more expensive moneylender. Decent enough. Gives you a good late game push by trashing expensive treasure. Has a fun HoP and spoils interaction. Mostly though, probably on the weaker side of average for $5, but will certainly have a lot of games where it plays an important part.

Death Cart: A cleverly designed card, i think. Probably a good open to ramp up to more expensive cards you really want like Gold/Plat/KC/Goons etc. Going to be hard to sustain it in a good draw engine. Situational. usually going to be weak, but very strong when it is good.

Forager: Nonterminal version of trade route. Going to be harder to get up in $ than TR, but, hey, nonterminal. Middle of the road powerwise.

Fortress: usually going to just be a village for $4. But will have a few really neat tricks in the right deck. It's a village, so it will be bought a lot, so thats something.

Hunting Grounds: +4 cards without a drawback. Well, unless you count $6 cost a drawback. Too expensive to really work in big money unless you get a lucky early draw. Definitely an engine card, probably not that great a card overall, but it's not super bad either. The on trash bonus seems like it will only matter very rarely.

Ironmonger: Either a village, peddler, or a lab for $4. Oh and you get to spy yourself with it. If it wasn't for the uncertainty, this is an elite card. With the uncertainty, still a very good card. Will slot in very nicely into any engine.

Junk Dealer: Mandatory trasher peddler. Will be pretty good in engines. Not very good in BM. Might end up as 15-20 for the $5 cards.

Marauder: seems like a strong open. No this turn benefit is probably why it works at $4. But spoils for me, ruins for you seems like a big swing for future deck development. This probably ends up as a top 10 $4 card. Maybe even to 5.

Market square: Cantrip buy with a potentially strong reaction. Engines are going to love this card. You want buys and you're probably trashing cards. So you can get free gold to boost your economy while buying more critical engine parts. Going to be high up on the $3 card list.

So many more. I'll get to them later.
« Last Edit: August 18, 2012, 01:18:59 am by jonts26 »
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blueblimp

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #38 on: August 06, 2012, 11:13:29 am »
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Posting before reading other discussion...

Graverobber

Use: The trash-for-benefit half of Graverobber is a limited Expand. The main use it will see is converting $5 actions to Provinces, along with certain special cases where it's good to Remodel/Expand cheap actions (e.g. Grand Market). For the usual case where all actions are in the $2-$5 range, it compares very unfavourably to University for gaining actions. Its role is primarily to gain VP in the endgame.

The gaining half of Graverobber depends on what's in the trash. Usually, what's there comes from Graverobber. If it's used mainly in the endgame as I predict, that means there won't be much there of interest until very late. But at that point, Graverobber can grab a fresh $5 action (such as Graverobber!) from the trash, top-deck it, and next turn you can Graverobber it to a Province.

Combos: There are some crazy combos with other trash-for-benefit cards: Bishop/Apprentice a Gold, then gain it back and top-deck it.

Strength: As a way to gain Provinces, it seems potentially quite good due to the self-combo ability, especially in an engine where you can make sure to draw two of them together. As a way to gain anything else other than VP, it's really bad in most kingdoms, with the major exception being when certain other trash-for-benefit cards are present.

Fun: Opponent interaction is fun.

Quibbles: If you choose the second option and have no action card in hand, presumably you do nothing, but the wording doesn't give any way to verify this.

For the first option, why does the card you gain need to cost at least $3? Sometimes you will want to take $2 actions from the trash.

Poor House

Use: In a treasure-less engine, this is a terminal $4. Truly treasure-less engines don't come up that much, though. Possibly the easiest way to trigger the $4 is in a discard-and-draw-up-to engine. In a draw-your-deck engine, if you have even two treasures, then this is a terminal Silver, which is bad.

Being terminal limits this a lot, because you don't want to mass them, so it makes the $1 cost less useful than it seems. Two triggering $4 can buy a Province, so in a lean-but-weak engine, being terminal might be OK.

Being $1, this interferes with cards like Remake and Upgrade that want to trash Coppers to nothing. Since you don't want to mass them, it severely hurts these cards, maybe to the point that they are not worth buying when Poor House is in the kingdom.

Strength: Situationally good in a discard-and-draw-up-to engine, and otherwise very weak. In a draw engine, treasure will usually be a better way to get money. Also makes Remake and Upgrade horrible.

Sage

Use: Compare to Farming Village. Sage loses a +1 action, which is a huge blow, as well as the ability to skip expensive VP. So the only advantage it has is skipping Coppers... but this can be huge. If you open Sage, then the first play resembles a Chancellor effect, or even better if you draw it T4 and bought something good on T3. It's obviously also very nice to enable an engine when Copper trashing isn't available. And as a pseudo-cantrip, it rarely hurts.

Its weakness starts to show when it begins hitting Duchies/Provinces, but even at that point, it should still normally be helping you.

Strength: It has its place even in certain BM+X (with non-draw mainly to avoid collisions), and engines will want as much of these as they can afford. So, pretty good, and comparable to Scheme, although with both present I'd probably want Scheme instead.

Feodum

Use: BM+X will usually have at least 3 Silvers by game end, so this is better than an Estate in such games, but usually worse than a Duchy. Trader/Feodum should be amazing, but apart from that I can't think of which cards can generate the mass Silvers necessary for a Feodum-centric strategy.

The on-trash ability is good with most trash-for-benefit, assuming you want the Silvers, and assuming they collide. Opening Feodum/Chapel seems maybe nice, as it can kick-start your economy pretty well when they collide. (If they don't collide for ages, then you are sad.) The problem is, though, that the Silver flood makes it harder to line up your trashers with Feodums, so in many games it's not worth betting your strategy on.

Strength: Like Gardens, it's worth buying late-game in most games, but only sometimes will the game center around it. I don't see Feodum rushes being as common as Gardens/Silk Road rushes, except for Trader. The on-trash ability isn't relevant too often.

Fun: Some games will end up with both players trying to empty the Silver pile. Sounds fun to me!

Cultist

Use: The closest comparison is Witch. Cultist is a Witch that can chain like a Lab, but the Ruins it deals are (perhaps) more harmful to money strategies than they are to engines. The on-trash ability is situational, but it would be nice with Graverobber.

Strength: Not as much of a must-buy as Witch, but still very good in 2p. Tends to favour engines, because you can only chain these reliably in an engine, and because engines are better able to deal with incoming Ruins.

Ruined Market

A terminal +1 Buy can be a good card for an engine. BM+X, on the other hand, will hate this. So I like the idea of a curse-like card that favours engines. I dislike the Ascension-esque random distribution of the ruins, especially since the availability of +buy can make-or-break a strategy.

I'm guessing the rest of the ruins will be: +2 actions; +2 cards; +$1; trash a card from hand. +1 action would never be worth playing, and +2 actions is worse than any normal card. +2 cards is worse than a moat, and more interesting than +1 card. +$2 would be a little too good, but a terminal Copper feels about right. Trashing a card fits in with the trashing theme of the expansion, although the swinginess of only one player getting a trasher could be bad.

For names: ruined Village, ruined Smithy, ruined Festival, ruined Chapel.

Squire

The lack of +1 card hurts this a lot as a village, but it's still an OK one because of the +$1 and the option of +buys. In a trimmed deck, it's a fantastic village, better than Hamlet. I don't know what to make of the "gain a Silver" option.

The on-trash effect is the sort of thing I never expected to see in Dominion, yet it's reasonable, so that's very interesting. Goons and Familiar are the stars here, being the most expensive attacks. Scrying Pool is also a combo, since massing Squires and trashing them gets you Scrying Pools faster than any other way, and avoids the deck-clogging Potion. With an expensive coin-giving attack on the board (Goons/Mountebank/Minion), opening Squire/Chapel or Squire/Steward is often a no-brainer.

This card is not always good, but on many boards, it's a power card, and in a fun way to boot. Too bad Graverobber cannot retrieve it from the trash, as you want a lot of these.

Hermit

Boo to Ascension-style trash-from-discard-or-hand, although it's not as annoying since it'll mostly be used on Estates, Curses, and Ruins. This style of trashing makes it the only trasher worth getting exclusively to trash curses, so this is great in a Witch game, etc.

As an opener, it might be okay, as it combines trashing with (if you choose) Silver-gaining.

The upgrading ability gives some endgame explosiveness, although since the Madman goes into your discard pile, it will be hard to time.

Madman

There may be some opportunity for a Graverobber/Hermit combo engine that plays Madmen every turn.
« Last Edit: August 08, 2012, 11:11:38 am by blueblimp »
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ehunt

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #39 on: August 06, 2012, 11:19:48 am »
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Grave Robbers - will be good, but it's no power five. People will try to build decks with just Grave Robbers in the way they used to build decks with just remodels, and those decks will be too slow. The most useful thing about this card will be having a nerfed expand that costs 5.

Poor House - with support (= plus action and plus buy), will be dominantly strong in the manner of Fool's Gold. Beautiful in fishing village + watchtower style decks. Everyone is focused on how a one cost makes remake way worse - true, but it makes develop way better.

Sage - fantastic card in many strategies. Seems much better than scheme, which is already nothing to sneeze at. Makes counting house better, although still probably not good enough to win games.
(modified the next day - I didn't notice this guy doesn't just find action cards, so he becomes way worse than scheme once you start greening.)

Feodum - awesome. The buff that rewards silver flooding that we've all been waiting for. Rushing will be dominant with ironworks or workshop, and the strategy will be viable in lots of other games too. I imagine a lot of AP from the "trashing this gives you lots of silvers" clause - I buy a bunch of feoda to apprentice to counter my opponent who's rushing them - wait, now i've got a ton of silver, hey, I want my feodum back. HEY, THERE'S CARDS THAT DO THAT NOW!!!!

Cultist - see ruined market for my interpretation of the attack. I imagine cultist is going to be a little annoying, like minion. On many boards, it will be the dominant strategy just to buy lots of cultists, because they synergize best with themselves. So everyone will do that, and the one who does it better or lucker, or maybe just first player, will win. I need to understand the rules for when you get a "free play" of cultist better.

Ruined Market - let me be on the record saying ruins are likely to be a lot less damaging to the deck than curses. Reasoning: 1. There are definitely games where I'd be tempted to take this (imagine chapel + engine + no plus buy. you can pick this card up on a turn when you chapel your hand!) 2. Cultist's non-attack ability is so much stronger than witch that I imagine playtesting must have shown the ruins not to be as bad as the curses.

Squire - will buy on some boards just for the +actions. Like hamlet, these guys will be easy to load up on. Obviously stronger if there are attacks + trashing and insane if Familiar or Goons is on the board. Chapel/Squire will be a punishing opening if there's a good attack on the board.

Hermit/Madman - Actual ability is a slightly weaker Jack of all Trades - would be a good open on some boards even without the Madman. Trashing is slightly nerfed in early game (turn 3: Hermit Copper Copper Copper Copper ragequit) but significantly buffed in late game if there's cursing.

Madman will be awesome, but it probably won't be worth trying to activate more than one in a game. Without building around it, it will be annoyingly swingy if you can "draw it on time" with the right cards.

Rats - I'm going to buy this card a lot trying to make it work and end up with a deck full of rats. Best with TFB and strong trashing. It's hard to believe rats is good enough to cost 4 since it seems like it will be horrible in any game without another trasher - I suspect I'll be proven wrong.

Pillage - attack is strong and a little swingy, much like possession. Seems really devastating on a 5/2 open - my opponent loses an opening card, I get two one-shot golds. Horse traders is a phenomenal counter. I hope this card turns out to be bad, because then we will be able to call people who overbuy it "pillage idiots."

Spoils - it's a rare deck that wants a one-shot gold more than a gold, but when you want that deck these will be ridiculous. Very powerful even when you'd prefer gold, though.
« Last Edit: August 09, 2012, 12:24:08 pm by ehunt »
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michaeljb

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #40 on: August 06, 2012, 11:33:56 am »
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Just saw this thread, about to hop over to the Dark Ages preview thread.

edit: (have only read ftl's OP in this thread, won't be reading anything more than the card text in the other one)

edit: and here we go!

Graverobber - seems like it will be best in the endgame (as good as Expand if you have a bunch of $5 Actions), or in games that somehow have a lot of Mine use, particularly Platinum games (more likely to have Silvers and Golds in the trash this way, yet as I type that it seems like less of a great use than when I started). Pretty certain it's going to best in the end, probably pretty good in Apprentice games, and I'm positive we'll see some more Dark Ages cards that make it better--ie, it will probably be best in Dark Ages heavy games (shocking, right?).
edit: and wow I horribly misread that! 3 to 6, not 3 or 6! D'oh! Yeah that makes it much much better. Should be fun to pick off unfortunate Lookout victims, and again seems good in Apprentice games. Disregard the stuff about Mine--that card is underwhelming enough it's not going to do much to make Graverobber particularly better :P

Poor House - a $1 card! They said it couldn't be done! Just like $7 cards before Prosperity...I for one felt it was unlikely we'd ever see one, but I like that there is (at least) one now. Now to actually read the card text! ... well double Tactician certainly loves the hell out of this one! I'm excited for this card--engine goodness! If I'm understanding the text correctly, it can take your total available treasure down to 0, not just the worth of the card; it gives you $4, then takes away for each Treasure card in hand, of which you could easily have more than 4. I'm excited for this card, I love building Treasure-less engines, and this fits right in.

Sage - A cantrip to skip Estates, Coppers, and Curses--how nice. Doesn't seem terribly powerful, probably strongest in heavy Cursing games, especially Sea Hag. Don't think it's as interesting as the first 2, but sounds like it could be somewhat useful. As a $3 cantrip, I immediately think of Scheme, which seems significantly more powerful than Sage. I am looking forward to trying this, and the other two as well!

edit: and now I should get to work instead of doing all the reading I want to...since I'm at work and everything  ::)

Preview 2
OK, so I read almost the whole first page in the preview thread before I remembered this thread, but oh well. I think I can still give my first impressions.

Feodum - hurray! I always knew a Treasure based Victory card would come! Just like Donald says in the description :P The first thing I thought of was definitely trashing one of these with Trader, that's quite the Silver flood. I really like that it rounds out the type-based Victory cards with Silk Road and Vineyard (though you could technically argue that it doesn't since it's only Silver but whatever). No idea how it compares to Gardens/Silk Road, but I know I want to find out.

Cultist - it's like Conspirators on crack. I love the way they can just chain with themselves. And, like I want to trash Feodum with Trader, I want to trash this one with Apprentice. Interesting that apparently Ruins-givers needed to have a new type.

Ruined Market - oooh Ruins, cool! Only slightly less worse than Curses.

So excited for the rest of the set!
« Last Edit: August 07, 2012, 10:33:27 am by michaeljb »
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Grujah

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #41 on: August 06, 2012, 11:40:22 am »
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Edited. Gonna read other people now.
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jomini

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #42 on: August 06, 2012, 11:43:41 am »
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A few simple fun combo predictions:
1. Sage/Countinghouse. Remember how awesome the idea of chancellor/Chs was? Or how golem/Chs sounds until you realize that it is insanely slow? Then you figured that you needed a village in there and some +buy? Well Sage/Chs gets rid of the village and may actually be a viable a Chs combo. Yeah you will find provs sometimes instead of the Chs, but with a few sages you may be able to get down into competitive territory with Chs. I'm not sure this will work, but it should be closer to working than most Chs combos. I believe hamlet/Chs/Sage should be good though.
2. Sage/vineyard/2 coin action. You want a good number of actions - check. You want to always hit your potion. Check. Something like vineyard/sage/hamlet or vineyard/sage/herbalist should let you pile the vineyards quick and let you stock up on cheap actions.
3. Oasis/poor house. You need to discard cash, you need +action to still play a Phs - oasis seems like it would be good on all counts. It can get you up into range of 5 easily (where you can find some power cards with cash).
4. Sage/apothecary. Find your potion most every turn until you buy a power action/province, quickly run through a deck with apothecaries every turn.
5. Grave robber/sab. Not sure if this is strong enough, but being able to poach full provinces and colonies is better than buying them yourself - even if they replace their losses with duchies and provinces respectively. Something like KC/KC/Sab/Sab/Gvrb should be able to provide an instant 20 point swing. I could see Sab/Gvrb being a decent way to try to pull off an upset if your engine is just a bit too slow.
6. Grvb/Swindler. In an engine, this would be just brutal. Particularly once you start getting "free" provinces. At the end you could easily see 20 point swings.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #43 on: August 06, 2012, 11:50:39 am »
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5. Grave robber/sab. Not sure if this is strong enough, but being able to poach full provinces and colonies is better than buying them yourself - even if they replace their losses with duchies and provinces respectively. Something like KC/KC/Sab/Sab/Gvrb should be able to provide an instant 20 point swing. I could see Sab/Gvrb being a decent way to try to pull off an upset if your engine is just a bit too slow.
6. Grvb/Swindler. In an engine, this would be just brutal. Particularly once you start getting "free" provinces. At the end you could easily see 20 point swings.

These would cry out for Highway.
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HiveMindEmulator

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #44 on: August 06, 2012, 11:54:17 am »
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Day 1:

Overall impression is nice work as always by DXV. Start by showing the cards that do things people were hoping for, and even if they're not good, it's exciting (like Nomad Camp for Hinterlands).

Graverobber:
Immediate impression is that it's something you only want late game for 5->Province or picking up a big card someone trashed for their own Province (which is why it definitely needs the top-decking). But then again, with some trashing (or Sage/HP) to get a high enough collision probability, you might just be able to rush Provinces with it. When you have a collision, you get a Province, and otherwise you pick up another card to try to cause a collision.

Poor House:
Not terrible, but not great. What do you expect for $1? Might be good for Silk Road games, since it guarantees you hit $4 every turn you draw it, and can basically be bought any turn you don't. So you can just keep buying cheap VP cards. And of course it should be good in engines with spare actions and buys and no Coppers. When you talk about really cheap economy, this is it.

Sage:
Decent $3 card. Does something like Warehouse. It's going to be decent engine support when you don't have enough trashing to remove all your Coppers. It combos with stuff that lets you mess with your deck top and, of course, Counting House!

Day 2:

Feodum:
So alt VPs are usually pretty good, but one that needs 3 Silvers per point is going to be a little tougher to use. Without other Silver gainers, you're probably need to trash 2 to make them worth enough, but then that's 2 of them left. Still I think it will be strong if there is basically any other way to gain Silver, making a deck like Trader/Gardens that gets a few Provinces and a bunch of $4 VP cards.

Cultist:
So many interesting things going on with this one... The Ruins mechanic is neat, giving Curses that aren't soo bad. It's probably less strong than Witch because you can potentially get something out of the Ruins, and they don't affect the score, but it's probably something you want most of the time. And you're more happy to overdo it since they can chain and give a decent benefit for trashing in addition to what your TfB does. Apprentice a Cultist, draw 8 cards...

Ruined Market:
The problem with making not all the ruins the same is that people are going to have one more thing to complain about when playing online. "You got all the +cards, and I got the useless +actions. You lucky !@#$." Plus there is a chance you actually buy these. Say there's no other +buy. You might want to buy this, because you don't know when the next one with +buy will show up. It also offers another pile to drain if you have a ton of buys. And this one doesn't give you -10 points to do it.

Day 3:

Squire:
The attack-gaining is the sexiest-sounding part of the card, but I'm not sure how often that will be useful. You can't get it early reliably, and it's not like attacks are all that expensive that you can't just buy them. There will probably be some cute tricks, but not super-game-changing I think. The main thing this card is, imo, is a $2 village that can double as +buy (like hamlet), and gives money for those draw-up-to-X things. Since you can get into engines that draw most of your deck with this, then you can pull stuff like remodeling it into a better village and a Rabble or something, so the trash effect will have some use. The gain a Silver option might be okay in early greening decks (particularly Feodum). It's basically like Explorer minus $1.

Hermit/Madman:
Wow, this looks good. It trashes Estates (not on turn 3 though EDIT: I didn't realize it is discard OR hand. So usually you're okay on turn 3 too), gains Silvers or villages (the cheaper, at least) or other Hermits, and can turn into an explosion. The fact that Madman is one-shot I guess keeps it under control. But you can probably get some crazy mega-turns, multiple ones if you have a way of gaining expensive cards without buying them...

Day 4:
And it just keeps getting crazier...

Rats:
At first, Rats sounds really good, but then it doesn't actually decrease your deck size, and it does decrease your hand size. I guess if you're going Scrying Pool or something that would rather have Rats you can't play instead of Estates and Coppers it could be okay, but otherwise you're going to need another trasher to trash the Rats. Probably mainly good for generating fuel for TfB cards, as it can quickly turn your deck into mostly 4-cost cards that let you draw a card when trashed.

Pillage:
A one-shot attack with no this-turn self-benefit. Discarding their best card I guess mostly offsets the fact that your best card (or at least a terminal costing $5 does nothing for you this turn, but then you have to buy/gain another Pillage to use it again. Eventually you see the Spoils, which are good, but probably Pillage ends up being pretty situational. If you're drawing your whole deck and can draw the spoils right away and use the spare money to replace the Pillage, then it'll work, but otherwise I'm not so sure.

Spoils:
It will be interesting to see what the other spoils-gaining cards are, but I guess the effect is like the cards are giving money, but at a potentially significant delay. Should be better with engines or otherwise good cycling.

Day 5:
First overall thing: Shelters are $1. Wow. We knew there'd be some $1 cards, but figured they wouldn't show up in that many games, so that it wouldn't matter. But here they are, in over 1/6th of the games. But the good thing is they're not in the supply, so they can be in all these games and still not screw up the ability to upgrade Coppers into nothing. But then again, Upgrade all of a sudden looks a lot worse, since Shelters don't turn into $3 cards like Estates do...

Necropolis:
Sweet, there's already a village in your deck from the get-go. How does this affect openings? Well now even if your opening buys collide, you might be able to play them both... Back of the envelope computation says probability of bad collision is 4/11*(1-3/10) ~ 25%, down from 36%. So now you're a little less afraid to do that I guess, presuming you either don't want too many more expensive terminals or can handle having more terminals in your deck anyway. It's also a pretty nice head-start for engines, since that's one less village you need to buy.

Overgrown Estates:
Worth 0VP? So why is it a victory card? I mean, I guess it counts for Silk Road, Bureaucrat, Crossroads, etc., but these are all going to be a bit worse since you only start with 1 VP card. So I'm not sure the point of making it a VP card. Maybe just for the color combo? BTW it's a bit weird that the colors go the other way in Necropolis, but I guess they tried all the combinations, and this looks better? +1 card when you trash it helps speed you up a bit with trashers (maybe you can buy something on your Steward turn now) but I'm not sure how important this is for overall strategy...

Hovel:
This is nice. It trashes itself so your first green card doesn't waste any space. Seems like it makes buying green early (a la big money) nicer, but then again, you start with zero points, so you need to buy more VPs to be ahead that you used to...

I think the main effect of these cards probably is that engines are going to be better: free village, no base VPs, a minor benefit to buying power when doing your early housecleaning...


Well this was fun playing. Now I have to read everyone else's and then wait for the actual cards to see how we did!
« Last Edit: August 10, 2012, 12:10:42 pm by HiveMindEmulator »
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wrathofmine

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #45 on: August 06, 2012, 11:59:31 am »
+1

Everyone is focused on how a one cost makes remake way worse - true, but it makes develop way better.

Yes, trash one to top deck a Copper and an Estate ! The best develop can do ;)
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ednever

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #46 on: August 06, 2012, 12:05:53 pm »
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My thoughts (if anyone is reading this far. I guess for nothing else than to have a record of my thinking on Day 1):

Graverobber:
Very situational card. Expand isn't a great card generally, except for two things: (1) Turning Estates into good $5s, (2) Accelerating the end game by getting a province every turn (even if you have to trash a province to do it)

Graverobber, in exchange for being able to pull from the trash, isn't able to do either of those things.

Where GR will shine is in PREVENTING other trashing strategies. It's a great counter. Sometimes. Going for a Duke startegy? If your opponent buying Duchies and trashing them? GR is a way to get them back.

I'll bet GR ends up in the "Not a very good card. Too bad there weren't some tweeks". First I can think of: It would be an awesome counter if it could pull anything from the trash - prevents people from trashing provinces to get more provinces. Ah well. It wouldn't work at $4, and as DX says, "They all can't be great."


Poorhouse:
Again: Situational. Great combo with Hamlet (in fact a lot of the time that Menagerie is good, this will be good). Combos with cards that like Actions (i.e., Scrying Pool) and cards that let you discard or get things out of your hand (Vault, Black Market).
Also useful sometimes if you want to end on piles.

Fishing Village - Horse Traders - Poor House?


Sage:
I haven't read all the posts, but I think people are vastly under-estimating this card. This is going to be one of the best $3 cards out there.
Assuming you don't have dead draw (like Smithy, Margrave, etc), then, until you start greening, the card is never worse than another $3 card. Guaranteed. It is often better - replacing itself with a $5 or $6 card.
As an open it is fantastic. Instead of opening Swindler-Swindler you open Swindler-Sage. And you get to play your Swindler on two separate turns. If they collide you can at least re-shuffle your deck and likely draw one of them in your next hand (which still gives you another Swindler)
If this was on Isotropic, I'll bet one of the top openings in the game would be Sage-Ambassador (followed by Sage-Hag, Sage-Tournament, etc.). Even Sage-Black Market could be great in many cases.
It's also a spammable action. Combine with King's Court, or with Scrying Pool or with Apothecary.
It's a Hunting Party with one less card draw (ok. Obviously not exactly the same, but close enough in a HP+X deck). I'll bet you could build a Sage+X deck pretty easily. And may work better if the card you want to spam is a $5 card and you can find extra buys somewhere (so you can pick up multiple Sages and spam that $5 card again and again)

I'd have to think about it, but I'll bet this is better than Scheme until the end game.

Granted, in a pure BM deck that goes green fast, it's not going to work as it will end up drawing your Provinces when you would rather have a silver in hand. But this card is an engine builder's dream.


(I can't wait for 6 months from now when Sage has been proven to be garbage and Grave Robbers are a must buy...)

Ed
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werothegreat

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #47 on: August 06, 2012, 12:38:14 pm »
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I just can't stop staring at the new cards...  tomorrow morning needs to get here so I'll have SIX cards to stare at.  :)
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Titandrake

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #48 on: August 06, 2012, 01:40:20 pm »
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Graverobber - Okay. So it's a trash-digger, or an Action-only Expand. The Expand part looks quite good because trashing a $3/$4 cost for a $6/$7 cost is always nice. But that's the ideal scenario. Odds are, you primarily trash $2 to $4 costs for a $5 cost, and that's basically a Remodel. The trash-digging seems useful as a way to make the card not useless if you don't have an action to trash, and also as a way to funnel actions back into Graverobber. Except your opponents can take the trashed cards as well, and you might not even want the trashed actions if they would clog your deck up with too many terminals. If there's a good $6/$7 cost action, worth going for. Otherwise, it really isn't.

(EDIT: I didn't realize you could gain any card, not just an Action. Well, that makes the Expanding part better. Still, the only parts that make it better than Remodel for me is $3 cost -> Gold, $5 cost -> Province, and the Action -> Action mentioned above. I still think it won't be that good, it's more of an end-game accelerant than anything. You have to want to load up on Actions to make it useful.)

Poor House - Fun with Vault and trashing if you have +Actions. Easy to pick up with +Buy, really easy in fact. I think it'll be the Crossroads of the set: in the right kingdom, very good. Otherwise, very lackluster.

Sage - Doesn't like Big Money that much. Well, let me revise that. You can play it in Big Money, but odds are you'll find a Silver. So it acts like a Silver that cycles your deck. That might be enough to make it worth picking up actually. In engines, it's much nicer because you can skip through those Coppers and Estates to find an Action. It's difficult to use this as a tutor, since you need no cards above $3 besides the ones you want. It's sort of like Scheme, now that I think about it. Doesn't take space in your deck, but it helps with consistency. Weaker than Scheme, but not by much. And fun with a Sage - $4 terminal silver opening. Sage - Militia could be quite ugly if you get the Turn 3 Militia, Turn 4 Sage finding Militia.

Feodum - Hm. Pure Big Money gets 6-9 Silver, and BM + X gets less than that, unless you use a Silver gainer like JoaT. So, you really need ways to get Silver, but there's only so much Feodum trashing you want. Unless you have Graverobbers. It feels like a slog card where you want to stall out the game, since there's little chance of being able to rush all the Silvers you want and having the +Buy to end the game. But I'm not convinced you'll be able to get enough Silvers to make this worth it, even in the long run. Maybe with Trader, or a Dark Ages enabler. But otherwise, this will probably be used for the trashing ability more than anything else.

Cultist - Tricky. By itself, it's a weaker witch. If you choose to flood the deck with Cultists, they act as Labs, but take up your action, so it's harder to add other actions. That's some neat flavor right there. Based on the Ruins so far, Cultists are going to be good. I mean, sure they aren't -1 VP, and they can be played for minor benefit, but Cultists hand them out much better than Witches. I'm not sold on the pure Cultist deck, because like a Lab chain you preferably want +Buy. So you'll draw all these cards, including your +Buy, and then have no actions. Still, a strong card.

Ruins - They're neat, what can I say. Obviously not nearly as bad as Curses, and in some rare cases you might want to buy them if there's no +Buy in play. Bad for terminal collisions. Bad for engines too, unless you have way too many actions, which . Easier to counter than Curses, but you'll still try to hand them out most of the time.

Squire - Wow, I thought +2 Action +$1 and some other bonuses was a middle $3 card, since Fishing Village is so good. But turns out it's a $2? Well, whatever. The Attack portion depends on the kingdom obviously. Needs TFB to work well, because otherwise I don't think it's worth it to buy Squire, wait for it to collide with a trasher, and then lose your Squire for an attack that costs $5 or something. Buying silvers seems so much faster. Still, the utility of Squire is quite nice. Not the best $2, but has the utility you need. About equal to Pawn in power level.

Hermit/Madman - Trashes Estates really well. And actually, all the other "trash this card for bonus" cards from Dark Ages that we've seen. Although Madman looks awesome, not buying anything for a turn is a big tempo loss, and I'm not sold on that. Especially because Madman is one-shot. You want to skip an early turn when you have no money, but the early turns are really important for setting up your deck. The gaining might offset that, but then you're still not getting anything super great by gaining a $3 or less. I suspect it'll be used more for enabling the "When you trash" cards rather than for Madmen, unless you have enough +Action and gainers to make losing a buy worth it.

Rats - I don't know what to think of it. I mean, non-terminal trashing is nice and all, but the Rat gaining seems like it would get out of hand unless you have other trashers. Depends on what other neat stuff is in Dark Ages, the on trash benefit is nice.

Pillage/Spoils - Targetted discard hurts a lot, but the one-shot nature makes it okay. I think it'll be useful as an early $5, since the Spoils will give you a nice chance of getting a Gold. Compare to Trading Post. Not as good as TP early on, but drops off less over the course of the game.

Shelters - There isn't much point in judging them based on power level, since everyone starts out with them anyways. So the question is, how much will they change the game? Necropolis will probably change it the most, it makes double terminal openings more feasible. That's a good thing, especially for Dark Ages with the whole upgrading theme. You need lots of actions for that. Overgrown Estate is alright, but won't be a key piece. Hovel is interesting as a way to add a VP tiebreaker without gunking up the deck. Not sure how I feel about these tbh.
« Last Edit: August 11, 2012, 12:04:33 am by Titandrake »
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carstimon

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #49 on: August 06, 2012, 02:12:20 pm »
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It would be nice if we had discussion all in the other thread, and this thread one post per person.

Graverobber: I think this will be great in complicated engine decks with lots of components on the table.  The kind of situation where you start off with a couple of courtyards, but by then end you'd really rather have them be laboratories.  The huge huge thing I see is with apprentice.  Apprenticing cards costing 5 or 6 is often a way to kickstart a draw-your-deck engine or make it survive a militia, if you can draw your deck and have a grave robber you get the card you trashed right back.  Another thing: it makes playing your hand really complicated, because you have to decide whether to trash a card or play it.  Expand has the same thing, and remodel and upgrade and forge etc, but I think this has it more:
1. For actions, it's as powerful as expand but only costs $5 so you'll have it more often
2. You have to worry that you won't be able to play it at all if you play your actions

Poor House:  The only thought I have now besides the remake stuff is: if you play this, you're guaranteed to have $4 (excepting weird treasures).  $(4-num treasures) from poor house, and at least $(num treasures) from your treasures.  I don't think that's significant for things like gardens or silk road: $4 is easier to get and HT is SO MUCH better for guaranteeing $4 or $5.  And HT gives you +buy for a copper.

Sage:  This does reeeaaly interesting things to accelerating turns 3/4.  Comparable to getting chapel/copper/estate*3 is opening sage/x, getting sage turn 3 and x is at the bottom of your deck.  Then you 1) Get to play x turn 3, 2) Get sage, x, and your turn 3 buy in your deck for turn 4.  A lot of situations are similarly good.  So in this respect it's a really good chancellor.  I think this will be a strong opening buy almost every board.  (Of course, not if you want to open chapel)

Feodum:  I think this totally won't be rushable as much as gardens/silk road, for example with ironworks.  You need to get silvers.  And then there's lots of competition at $4 between feodum, silver gainers (bureaucrat/trader/jack), and ironworks.  I think this is better in a longer game.

Cultist:  I want to compare it to witch and say witch is usually better.  These ruins are just not that bad.  The -1 vp actually matters.  The chaining of cultist is going to be hard to pull off, and seems  like a bonus once in a while.  The thing that's really nice is the trash bonus.
« Last Edit: August 07, 2012, 09:48:01 am by carstimon »
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eHalcyon

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #50 on: August 06, 2012, 02:33:42 pm »
+3

I am breaking the rule here, but I think everyone should put discussion in the other thread and just keep one post per person here.  Cross-post so that you can continue discussing your initial thoughts.  Otherwise, use your one post here to have all your initial thoughts in one place, so you can look back on it later and laugh. :P
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One Armed Man

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #51 on: August 06, 2012, 03:21:02 pm »
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Graverobber: It will be good in games with Salvager, Apprentice, Upgrade, Expand, Sea Hag, and Peddler. Improved by Colonies. If the only $5, may be used when there are divergent strategies. Pick them up when you noticed that your opponent has overextended in terminal actions. Bad opening.

Poor House: Starts out as a trap card (both in terms of the length of the game and when DA comes out). It gradually finds its place when people buy it late or as part of +buy in games with mucking or without power cards. Obviously helped by Warehouse and his discarding buddies. A remake-village opening makes for very silly games. Bad Opening.

Sage: Just good. It will help smooth out openings and work as a Scheme that is both more reliable and less breakable. Encourages greening a little early in engine games or games where gaining 3 cost cards is easy. Getting Sage with your Sage becomes an annoyance to "Sage-idiots". Good Opening.
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Kirian

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #52 on: August 06, 2012, 04:06:35 pm »
+1

OK, I'll toss a post in here, should be fun.

Graverobber:  Looks weak.  It can't get rid of crap, so it needs another trasher to make part of an engine, and it only gets rid of actions, which means without other trashing you have to have actions you're willing to dump.  Sure, it's a cheap Expand, but that's only really good in the late game when you're willing to trade $5s for Provinces.  Best defense is probably to not get one yourself.  Obviously better with power trashers, but then wouldn't you rather have those?

Poor House:  Any hand with PH in it is worth at least $4.  Combos with Upgrade and Remake by getting rid of the cash that would decrease its worth.  Almost certainly good with +Buys and Gardens/SR rushes.  The price makes for interesting strategy.

Sage:  Sickeningly powerful with a major power $4 or $5; better than Scheme in the second shuffle, but doesn't give you the play on two turns ability.  KC-KC-Sage plus any two $5 actions?  Yes please.  Also combos with Tunnel.  Seems on the same power level as Menagerie and Scheme.

---

Feodum:  Crazy synergy with Trader, Bureaucrat, Jack, Explorer.  Otherwise sorta meh.  If no trasher is on board, it can't combo with itself, and its self-combo isn't that great.  Probably combos with Gravedigger, though.

Cultist:  Oh man.  Chain these suckers together and your opponents get stuffed with Ruins.  Get unlucky, and you won't be chaining them, but the ability to play more than one without Villages is priceless.  Probably as powerful as Witch, though a tough call.

Ruined Market:  Little to say.  The Ruins concept should be interesting, though.
« Last Edit: August 08, 2012, 02:54:14 am by Kirian »
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Young Nick

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #53 on: August 06, 2012, 04:15:19 pm »
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Day 1: So Poor House will make engines even better. It requires trashing, actions, and buys, which were already key engine components. It probably can contribute to mega-turns and be easily gained via remake-esque trashers.

Graverobber seems like a decent $5 at best. It is most useful to gaining itself and then trashing itself for Provinces, I guess. Probably very good with Swindler and with games that allow you to play the gained card the turn you gain it.

Sage looks best not as an opener but right after the reshuffle. If you can somehow spike an early Gold, this would be nice. I doubt you want to open with it very often for fear of collision. Generally good in cursing games and especially when Farming Village would be useful.

None of these are that in-depth, but that's a gut-reaction. Poor House is definitely my favorite, but is very niche.

Day 2:
I don't like these Ruinses that much from what I can tell. Just like with Black Market, it's swing-y. Assuming four of the five are +$1, +1 buy, +1 card, and +1 action, some are easily better than others. The fifth might be a lucky +1 VP, who knows. But, if I'm building an engine deck, I'm much happier with the +1 buy than the +1 action. And that I can get one but my opponent, who is mirroring me, gets another, is very frustrating. It introduces more of what I don't like in this game (lack of equal opportunity gaining), joining Tournament and Black Market in that regard.

In terms of power, I'd say that Cultist is about equal to Witch. The chaining and card draw is very nice, but I doubt there will be much chaining before the Ruin pile is gone. The trashing is nice. The Ruins still clog up the deck like the Curses, but the VP difference is non-negligible. I'd put it at moderately worse than Witch given the currently available cards, though if DA has more trashing, it will probably be equal to Witch.

I bet Ruined Market will be one of the better, if not the best, Ruinses.

Feodum seems to make games boring, with lots of money. It likes Trader, Trusty Steed, and boring decks, obviously. I think it will be very good in BM games. Buy 'em early, and then trash them as necessary and buy Silver without remorse if you are too clogged. It's not really rush-worthy because having means of trashing is paramount, and it's not necessary. If you can get five of the eight, and trash two, you'll have late game tempo advantage (from lack of two VP's and six more Silver) and the more valuable Feodums. I'd say it's almost a must-buy in BM games that feature some sort of trashing (Masquerade, Salvager, Apprentice, etc.).

Day 3:
Hermit/Madman: Looks very good. I'd probably purchase it after the first reshuffle or to open. That way the Madman comes up late enough in the game to be useful, but not too late. This card loves Tactician: Play the Hermit before (via +actions, I suppose) and then buy nothing after you discard your hand. Profit in the future with your +9 cards , +2 actions at the start of your Tactician turn after playing Hermit.
I do fear that you have to sacrifice a lot by not buying anything to get the Madman.

Squire seems good, but board-dependent. In a game with trashing and attacks? You need this card. If it is missing one or both of the above, it is still useful as an engine piece. To start off, the actions make it a decent village. Later when your engine is purring, use it for the +buys. It seems like a useful, albeit not shockingly good card. I'd say it's a better $2, but still not as good as Chapel and Lighthouse, at least. I don't remember the other good $2's off of the top of my head, but it's probably better than Hamlet, while serving a very similar role.

Day 4: Rats had trap written all over it. Go for Rats, get flooded with Rats, don't play your Rats for fear of mandatory trashing and then they are dead cards. If there is no trashing besides Rats, they are an easy skip. However, this is a mighty big if. Assuming there is other trashing, this acts as a nice accelerator that helps to be removed from your deck. Having said that, it will destroy your economy faster, and when we start playing with it, I bet a lot of people will over-trash with it. Ultimately, I doubt it will ever be considered a strong $4. I can't see myself using it all that often, even with the on-trash benefit. I am most likely slightly underselling it, but it looks like the worst previewed card yet. I will only buy this if I need to trash all my cards ASAP.

Pillage looks good, especially with Governor. I am worried about it and its politics: In the end game, I make opponent A discard his Gold so he is left with $5 for a Duchy, but let opponent B discard his dead Estate so he can buy a Province. I bet it plays nicely (or else it wouldn't exist), but I am not a huge fan. The Spoils are another great thematic fit. Opening with this could be devastating, assuming you can make your opponent discard an opening buy. Two one-shot Golds will definitely benefit the long-term economy. However, their one-shotted-ness will give people a false sense of economy, probably causing inexperienced Dark Ages players to green earlier than they should, considering they have two Gold less than they think.

Day 5: The Shelters won't come up as often as we think they will. It's not like they are guaranteed to be in with a single DA card. Of them, Necropolis is clearly the most influential, allowing for doubler Terminal openings. Overgrown Estate should not be a Victory card, its subtype should solely be Shelter. Hovel won't do that much because you are unlikely to buy a Victory card that early. They lend themselves to engine potential, but not that much other than Necropolis. Meanwhile their $1-status makes them more interesting than Estates. Swindlers kill them, Remakes don't like them, etc. Ambassador, Hunting Party, and Baron all receive huge nerfs if these are included, obviously. This is definitely good for the game, though. I don't know, these ones aren't all that exciting to me.

Ultimately, Dark Ages will definitely be fun to play, but it will make Dominion's unnecessary power creep a bit too apparent.
« Last Edit: August 12, 2012, 05:23:46 am by Young Nick »
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Piemaster

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #54 on: August 06, 2012, 04:43:16 pm »
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I'll try and keep my premonitions short and punchy to stop the post getting too unwieldy.  This will involve making unsubstantiated claims and sweeping generalisations that will make this post even more likely to be laughed at in six months :)

Graverobber:  This seems like a 5 that will usually be trashy but will sometimes be combotastic depending on the board.

Poor House:  Occasionally you might be able to get enough trashing and +Action to make it good, but more often it will just screw over your Upgrades and Governors, filling your deck with a silly terminal you don't want.

Sage:  I think this could be a real sleeper card.  It will be a great opener powering you through reshuffles in the early stages.

Feodum:  Will be an excellent opener with good trashing on the board, and maybe a viable but unexciting alternate win strategy otherwise.

Cultist:  Potentially game-defining card.  Laboratory-like effect that also ruins (literally) your opponent's deck and can be part of a mega-turn combo if you have trashing.  Awesomeness.

Squire: Boosts your economy in the early game and slots nicely into your engine in the late game.  Seems very good for a 2.

Hermit: All kinds of good.  Trash a card and also gain a card?  And that's not even mentioning that it can turn into a...

Madman: A one-card engine that could get ridiculous.

Rats: A fun but ultimately bad card.  Trashing is good, but not when it fills the deck with more trash that you then need to trash.

Pillage: I am using 5 coins, an action and a card out of my own hand to gain 6 coins and lose my opponent a card.  I'm not sure I believe the hype.

Spoils: Okay I guess, giving you a nice boost of buying power, but I prefer cards that improve my deck in the long term.

Necropolis: Will totally change the opening part of the game leading to some really sick acceleration.

Overgrown Estate: Thoroughly unexciting.  Slightly better than an Estate, but will change strategy very little.

Hovel: This will lead to some interesting forays into early greening, and will make cards like Great Hall, Island and Nobles somewhat more attractive.

Altar: With a powerful spammable 5 on the board, like Minion, Market, Junk Dealer or Highway this will be ridiculously good.  With no good 5s it will be fairly useless.

Mercenary: Potent attack, but obviously you have to get one first and eventually you will run out of ammunition.  Probably a good card to have one of, but no more.

Ruins: Obviously bad, they're supposed to be.  Will not hurt as much as curses, but won't be far off.

Beggar: Great in Gardens and maybe IGG games, virtually useless other times.

Vagrant: One of those cards you will often buy because it's better than buying nothing, but not that useful in all but the most gummed up games.

Forager: If there is no other good trashing on the board then this card could really shine, otherwise it won't be used much.

Market Square: Quite a tricky card to get going, but if you get multiple of these going with something like Upgrade then your deck could get potent very quickly.

Storeroom: Storeroom+Silver will be a great opening, allowing you to get a 5 quickly and reshuffle faster than usual.  Also a good finisher terminal in engine decks.

Urchin: In heavy trashing games this may be good in its own right, otherwise you just want him to get a Mercenary.

Armory: Not good at all

Death Card: A great skill test card, players will often get into trouble buying this when they shouldn't.  Potent in the right engine though.

Fortress: Could be a lot of fun in a trash for benefit game and at worst it's a village, and will often see play just on the strength of that.

Ironmonger: Could be a nice glue card in engines, but like Tribute often you will be frustrated at drawing the wrong thing.

Marauder: A great opener that will accelerate you to gold very quickly while stunting your opponent.

Procession:  Most of the time this will be strictly better than Throne Room, which could make it very dangerous.

Scavenger: Well it's better than the worst card in the game, but it costs 1 more.  Would be a bad board for me to consider this I think.

Knights: I'm not reviewing each one individually.  The attack is decent and the 'gravy' ranges from meh to very good, making most of them at least playable.

Wandering Minstrel: It's a village with some decent gravy.  Very nice in engine decks.

Band of Misfits: Not a bad utility card, but for the magic 5 I am usually wanting something better than a 3 or 4 of my choice.

Bandit Camp: Another Village and it's a nice one.  Could end up being the ultimate 'Village Idiot' card though.

Catacombs: Better than Smithy obviously, but that one extra cost hurts.  I imagine the TFB ability will rarely be used.

Count: Has several niche applications and may be nice in Duke or IGG games where he can be money/trashing early and Duchies late.  Probably bad most of the time though.

Counterfeit: I am struggling to think of many circumstances where this will be good.  You're paying 5 for the privilege of trashing your best treasure.

Junk Dealer: A very nice 'jack of all trades' kind of card which will be godly on boards with no other trashing.

Mystic: Not bad, and may shine in games with no real power cards.  Just seems like a much worse Minion though.

Rebuild: A decent 'end-game' card that could be devastating in multiples.  Allows you to start buying Duchies earlier than you would otherwise.

Rogue: Useless most of the time.  If you want the card just buy it, otherwise the symmetry kills most of the advantage.

Hunting Grounds: A new benchmark for card drawing in engines, but if you can get to 6 soon you will be able to get to 8.
« Last Edit: August 20, 2012, 07:55:08 am by Piemaster »
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popsofctown

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #55 on: August 06, 2012, 04:54:19 pm »
0

Graverobber - Weak card that will get skipped many a game and will mainly get used as a last grasp at Provinces.  People will want to Graverobber hitting Market, but they won't want to Graverobber hitting Market, because if they are turning actions into green they probably don't care about actions much anymore.
Poor House - I suspect this will be ignored in many games, a rush strategy in games with sufficient +action +buy support, and a finisher card for thin engines with +buy.
Sage - The penalty for Provinces isn't going to make this that much weaker imo.  I think Sage will see a lot of purchases in games with powerful 5's or 4's.  Very solid supportive card
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DG

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #56 on: August 06, 2012, 05:56:00 pm »
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Silver has become a worse card.

That was day 1. On day 2 and day 3 silver gains many friends.
« Last Edit: August 09, 2012, 07:44:51 am by DG »
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cayvie

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #57 on: August 06, 2012, 06:31:09 pm »
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Graverobber: will usually suck, will occasionally have sick combos

Poor House: Good with Hamlet. Good with Inn. Probably worse than most 2's. I will not always want to buy it if I have $1 and a buy left over.

Sage: not very good. similar to scheme but worse.

Feodum: excellent. best card we've seen so far.

Cultist: wait, this card is amazing too. is it actually better than witch? I think it's close

Ruined Market: well, you don't want to buy them

Squire: AWESOME

Hermit/Madman: Really good.

Rats: If there's anything to combo with it, it looks like it could be very powerful.

Pillage/Spoils: Hard to evaluate; I predict kind of middling.
« Last Edit: August 09, 2012, 07:46:26 pm by cayvie »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #58 on: August 06, 2012, 09:04:20 pm »
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Graverobber: Requires the correct board, but can be a beast if played properly. Makes Sab a decent card.

PH: Good with the right engine set up and good trashing or discarding like Vault, Inn, Hamlet, SC, etc. Seems like an engine card. Probably good on about half boards or so.

Sage: I have a feeling this card will be a defining card. Reminds me a lot of HP, but without the extra draw, and you always hit the desired card. I think it might be better than Scheme.

Feodum--Great on the right board. I'm surprised no one has mentioned Salvager with this one.
In my opinion works best with Jack, Salvager, Watchtower, and Trader. Jack probably loves it the most because it will make getting Provinces even quicker. Trader would work second best. I know some will disagree, but I still think going for Provinces is the better strategy unless it's a cursing board. Hmm, I don't know. Hard to judge, but it's clear this is a decent Alt. VP card.

Cultist--If Witch and this were on the board, I would pick this and get Witch later. The chaining effect is just too big to ignore. I'm not sure where it ranks among Mountebank and Witch, but I'm sure this is among the top three $5 cards. The best? Perhaps, only time and testing will tell.

Ruins--I'm sure Ruined Market is the best card which is why Donald X. showed that one first. I think the other predictions for +$1, +1 Action, and +1 card are spot on. The fifth one will be interesting. I think the concept is cool and offering an alternative junk option is interesting. Imagine a board with both a looter and a curser!!! Although, that would be a painfully slow game. So, now that I think of it, my predictions are that Shelters cost $2 and are worth 0 or 1 VP and are a reaction that you reveal and prevent getting a ruins. I think this is necessary for games with both curses and Looters on boards. Who knows, maybe shelters can prevent you from getting curses as well.

This is shaping up to be a good set. I think this will add a lot of complexity and strategy like Hinterlands did. This might actually be the most strategic set ever so far.


Squire
is good. On a BM board, it acts as a weaker JoaT. It is a good opener on a 5/2 split for BM. Or, even going silver/Squire sounds good because you will be filling your deck with Silver, and although it doesn't trash those estates like JoaT, it does provide +$1 on top of gaining a silver. Also, the +Buy can come in handy late game with BM.

Sometimes, you will even want to open 2/2 on a 5/2 split if Chapel and Goons are on the board!!!

On boards with a trasher and good attacks like Witch, Mountebank, Goons, Familiar, etc, Squire is great

Also, Squire is great in engine boards, it becomes a FV w/out the duration effect, but also the option of 2 +Buys!!! And, let's face it, FV is way, way under-costed at $3, should probably be $4 or even $5.

Consesus: Squire is a good card to buy on almost most boards.

Hermit: Hmm, now this is interesting. It trashes cards and gains more Hermits which can gain you more Madman. Its effect is interesting. On boards with lots of ruins or cursing, this is good because you gain silver and get junk out of your deck. Also, it can be a good card for triggering other TFB cards like Squire while gaining another Squire!!! Wait, a sec, trash squire, get goons, gain another squire. Hmm, seems nice.

Consensus: Pretty good. Will require some testing. On some boards, Hermit/Madman will be a powerhouse engine enabler.

Rats: This is usually a trap card. Some boards this will be amazing in such as a Scrying Pool engine. If the TFB is good, this might also be worth running like say if Squire and Cultist are both out, opening Squire Rats might be good. It also combos well with Remake and Upgrade and WatchTower turns these into Labs that thin your deck like Upgrade.

Pillage: Seems strong. How strong, I don't know. However, this is a very solid card to get on a 5/2 opening.

With that said, wow! No question now, but Graverobber is going to be a power 5. After seeing all these TFB cards, I think Graverobber will be a powerhouse to be reckoned with on some boards.

Spoils: Gold! What is not to like. Okay, they are one shot, but still.
« Last Edit: August 09, 2012, 02:10:05 pm by Beyond Awesome »
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platykurtic

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #59 on: August 06, 2012, 11:32:11 pm »
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What fun. I've already read a bunch of analysis though so these first thoughts aren't really my own

Graverobber: Definitely a bit weak on its own, trying to use it as a strategy unto itself is like turbo remodel. If the only source of trashed cards is other graverobbers it will take too long for decent cards to start getting into the trash. On most boards it will probably be just a last ditch province grab sort of card.

Trash for benefit cards and self-trashers have the most obvious synergy, but action on gain cards are good too. I suspect Mining village or border village will be an insta-combo with graverobber on most boards since they provide both the actions to play multiple graverobbers and an extra benefit to reviving them. Mining village can be trashed for money over and over, and border village gets you an extra 5$ card when you gain it from the trash. This sounds like a new in-and-out of the trash engine style. You'll be worried about what you leave in the trash at the end of your hand since your opponent might decide to graverob everything and hoard it


Poor House: Super fun. definitely an all or nothing card; without trashing or discarding it's just a high-probability 4-5 hand card with that limited range of use. A bunch of these and silvers might make for a horse-traders type duke duchy engine. To really get the full potential out of each PH, you need to have trashed your coppers or be discarding them reliably. Black market has a neat synergy here since you can play your money early and not have it in your hand when you play your poorhouses. +actions are essential here to play multiple poor houses and facilitating cards

Sage: A really good 4-3 opener. I think the chancellor effect of cycling your deck early is a bit undervalued here, either your sage hits your 4-card and lets you play it early, or it collides and puts your deck in your discard pile, letting you get your next purchase immediately. And while it's useless in the late game, it doesn't hurt your deck much either.

Feodum: Super obvious synergy with Trader and Jack. The fact that you can trash them for one to gain another "point" worth of silver is a tough mechanic to wrap my head around. It seems like you need to predict the number of silvers you'll end up with and calculate a balance based on that. You can also buy one to deny your opponents and then trash it for silvers (although they might be able to graverob it). There are 40 silvers, so in 2 player splitting those would make this worth 6 points, meaning with a good enough silver enabler this strategy seems pretty dominant over provinces. What constitutes a good silver enabler beyond the obvious is a good question that we'll have to figure out. With 6 silvers this becomes a consolation prize for duchy, which might not be an unreasonable way to skew a province deck. All in all a good alternate victory card that makes you think whether or not to go for it

Cultist: Love the theme. I look forwards to all kinds of looters running around destroying stuff. If this were a curser it would be strictly dominant over witch, one of the better cards. The chaining lets you justify getting two of them early, though you'd run out of ruins before this could get too crazy. But with the lab effect with other cultists and the trash for benefit aspect they aren't useless after ruins are gone either. The chaining doesn't seem like a strategy to itself since it will soon get clogged with green in anything but a golden deck of sorts, so the trashing sounds more appealing. Presumably this is all balanced out by the fact that Ruins aren't as bad as curses, although they're nearly as deck clogging. I call this a really good card

Ruined Market: Less harmful and useless curses. They don't have the negative point, and they have a small chance of being useful. Certainly in a game where +buy is desperately needed someone could quite reasonably buy this off the top of the ruins deck. DVX implied that there's also Ruined Smithy (+1 card), Ruined Village (+1 action), and Ruined Something (+1$), along with a weirder one. RMarket sounds like the most useful, which RVillage being particularly useless. RSmithy cycles a bit if you've got the action and the +1$ is a copper if you've got the action. Certainly all this will make fairgrounds and similar better, though presumably they're only put out when something like cultist is on the board. With fairgrounds I'd probably try to buy these up at the last minute with extra buys. With both players going for that at the same time it could get dicey. Games with cursers and looters could turn into a huge slog, but otherwise this sounds like a fun mechanic

Squire: As a regular card it seems like a lackluster engine component. If you're desperate for +actions to build your engine it'll do like any village, and you can accumulate them easily at least. If you need +buy for your engine, this will also do in a pinch. The flexibility is nice though, and nothing else lets you get tons of buys quite as easily. It might also be a good opener paired with a cheap card you're rushing, which right now means fools gold or poor house.
The trashing component is much more interesting. When used as an opener, what are the chances it lets you grab that crucial first attack faster than if you just bought money? 4-cost attacks you can always buy, so this is all about 5-6 and familiar. I have no doubt someone will compute the probabilities of this colliding with your trasher on turn 3, 4 versus being able to buy them but my gut feeling is that it's a bit sketchy. Racing against potion for familiar for example, you need a collision, while they just need their potion to hit with enough money.

Hermit: A mini-jack combined with a mini-one-shot-tactician. Graverobber just got better. The ability makes it probably worth opening with on curser boards, since it's got a better chance of plucking out the curses than other trashers, and you can fill your deck with silvers or cheap engine component in the meantime. You can also choose to buy nothing and get a tacticiany turn sometime later. This is probably worse vs handsize reducers since it increases the chance of being forced to buy something like copper or let this get trashed when you don't want it to (and it makes the madman turn worse). If you let your hermit go mad (great theming by the way) on turn 3/4 you'll have the madman turn 3rd shuffle.

Madman: I think the tactician analogy sums this one up best. You probably sacrificed a turn to get this one. In most cases after playing this you'll end up with an 8 card hand and two actions, which can certainly let you grab some higher cost cards earlier. If your starting hand has been reduced to 3 it just brings you up to 4 though with an extra action, which isn't great. If you've got an engine that draws half your deck and it hits without the madman, you can now draw your whole deck.

Rats: Replicating mandatory trashing. I'm struggling to figure out how to play these. If you just buy one on opening this seems slow to ramp up without some sort of helper like scheme, but once it's going you get a few excellent turns where the rats have stuff to trash, and they're nonterminal so they're not slowing you down. Cursers extend this period, handsize reducers shorten it. Activating on-trash abilities is another reason to keep going. The tipping point is when your rats start showing up with stuff you don't want to trash, at that point they're a dead card. I look forwards to newbies ending up with all rat hands. Assuming they double roughly every few turns, I suspect this will be after the round of turns where you gain 4 rats. At this point it looks like you need to be trashing your rats with some other trasher, or you're in trouble. You probably need to be getting the other trasher early and thin out the rats as you go. Trash for benefit cards will have some great fodder here. If there's no other trasher on the board I'm not sure how this can be a viable strategy, but maybe I'm missing something. Still, it sounds like a whole new game, which is fun.

Pillage: really nasty one shot attack, graverobber just got better. Probably gets a bit better as the game goes on as people have better cards, although even on turn 3 you'll catch some opener cards and cutpurse everyone else. Plus two golds that early, even one shots, is insane. Of course someone else might Pillage your Pillage

Spoils: One shot gold. DVX pretty well summed up the usecases - it's good at the end of the game, and good if you're doing a no-money strategy (minion, poor house, pirate ship) where it can bootstrap you and get out of the way.

Not too much to strategize about the shelters. They're great thematically, but they're effects on the game are harder to gauge. Beyond what DXV listed, trash for benefit takes a hit. I suppose that make rats more appealing with good trash for benefit cards.

Necropolis: makes opening two terminals much more palatable and helps activate conspirator.

Overgrown Estate: incentivizes getting a trasher, any trasher, early, though you'll likely want to do that anyway with a DA set

Hovel: incentivizes you to get a victory card earlier. Buying another useless VP might not be worth it if you weren't going to anyway, but the action/vps are more appealing.

Vagrant - Scout lite, but almost certainly more useful, being nonterminal. at 2 you can buy it on bad draws and extra buys, the opportunity cost is suitably low. Then it's a cantrip in your deck with a chance of being a lab dependin on how muck crud is in your deck. Of course when it is a lab one of the cards is most likely useless. It's better with action ruins, shelters and victories. Overall it's a solid 2, I'd almost always buy it over nothing on a 5-2

Fortress - A village that untrashes itself. If there's no trashers it's an expensive village, but sometimes that's enough. The primary use seems to be trash for benefit cards, since you get the benefit and the village back. Of course you can't play it as a village first, so with a terminal trasher unless you have other +actions first the village is a dead card. Engines could make the best use of this presumably. Unlimited bishop tokens at last! seems a bit specialized, but fun to build strategies around

Ironmonger - Seems a bit weak at first glance. It's randomly either a village, a peddler, or a lab (or just a cantrip if you hit a curse, etc.)  I guess the possibilities synergize with the game phases though. As an opener it's a peddler and sometimes a lab. If you have shelters it seems dramatically worse as an opener. Then as you get more action cards it gives you more actions to play them with. Finally as you green it turns into more of a lab. Since you can discard the second card you draw it's got extra cycling and if you hit a victory card you can get the next card in your deck. And in BM games it's going to stay a peddler. I guess I've kind of talked myself around to it, it will be neat at least.

Procession - Throne room then upgrade. I like it. I'm really curious if it will enable a real turbo-remodel strategy. Certainly it can't go to VPs, but doing two things at once is always surprisingly powerful. Used on any +action card it's a village, so it fits into some crazy upgrading engine I'm imagining. It would really take a good chain to work though. Otherwise it lets you upgrade your actions while feeling like you got some value out of doing so. I'm really looking forward to this one

Scavenger - Chancellor fixed? The only difference is topdecking a card of your choice. If that's the end of your turn, you get the best card in your deck in your hand next turn (unless it's in play or something). That's nice, and certainly more incentive to do so. Rather than knowing that your new cards are more likely to show up in the future, you get one immediately. As part of an engine, you can guarantee what card you get next, including ones you've just gained, which has got to be worth something in the right engine.

Band of Misfits - Wow, I can't even start with this one. Clearly if you're buying this you could have bought any of the cards you might mimmick (barring highway tricks). Actually with highway, after one highway you can start using BoMs as highways. Certainly the flexibility has to be a boon to getting your engine going. I see there's a whole thread about the special cases already, so I won't even speculate. At five though, there's lots of competition, so you really need a good reason to be mocking up lower cost card.

Bandit Camp - Expensive village that gets you one-shot golds. I guess it's effectively like buying a village and gaining a single gold, since you'll be using up your spoils about as fast as you gain them. That's not too shabby in a kingdom where you want both actions and money.

Count - The most complicated card so far? Choose a negative and a positive. Some of the negatives can be positive in some circumstances, like discarding tunnels or topdecking terminal actions. The benefits seem a bit lackluster though. Trash your hand is only likely to be useful in the very early game and may never hit well. A terminal gold for 5 isn't usually worth it. Duchies you don't want until the endgame, unless you're on an alt-vp strat. But flexibility is good and I see this enabling some really weird strategies.

Altar - A deck thinning university minus the actions. You're not getting this in the early game with the 6 cost, and if you have good trashers you'll be out of crud before you get to this card at all. So by the time you get this the cards you really want to trash will be mixed up with better cards and this will be harder to hit. You're not getting gold, so this seems more like an engine acceleraor

« Last Edit: August 16, 2012, 03:07:46 am by platykurtic »
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #60 on: August 07, 2012, 12:58:34 am »
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Combo: poor house/mint on 5/2
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #61 on: August 07, 2012, 01:41:01 am »
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Graverobber: Graverobber's end-game uses are straightforward (Graverob your Minions/HPs/Witches/etc to Provinces), but methinks it has potential to be a mid-game card as well: that is, a card that you can build a deck around.  The tricky part is getting enough actions.  It would be cool to Graverob your Estates to more Graverobbers, for example, but Estates are Victory cards.  Perhaps Shelters are Action cards?  I guess we'll see!

Poor House: I like this card a lot.  One thing that is lacking in Dominion are Thronable cards that give you +Coin more than +$2.  Harvest is the closest thing so far, with an honorable mention to cards like Baron, Mandarin, and Merchant Ship (all of which are underrated, IMHO).  I've played games where my deck was built around KC/Harvest, and I was able to hit $11 for a Colony almost every time my KCs and Harvests collided.  KC/Poor House also has potential, but what really sets Poor House apart from Harvest is that it's so cheap!  You might not even need the KC at all.  Just get some Poor Houses, Villages, and cards that trash or discard treasures (Spice Merchant, Stables, Warehouse, Secret Chamber, etc), and that may be all that you need.  Works with Remake, Upgrade; Conflicts with Trader, IGG, Mountebank.

Sage: It looks to me that Sage will be joining Dominion's crowning combo-putting-together cards, which are so far Haven and Scheme.  Scheme works best in the mid- to end-game, when you have powerful Actions that you want to play every turn (KC, Followers, etc), but it doesn't work to put Treasure Maps together, for example.  Haven suffers for the opposite reason, that you can't play your Haven'd card at all until the next turn.  Sage is unique in that it works exceptionally well in the early game.  If you open Treasure Map/Sage and buy another Treasure Map on turn 3, you could very reasonably match your Treasure Maps on turn 4, something that was all but unheard of before.  Paired with a cheap money card (like Poor House), Sage can also work wonders with Tournament.  Another combo that should be exquisite is Sage/Conspirator; not only will your Sages find your Conspirators, but they will also help activate them for you!  The cycling aspect is nice, but it's not something I would rely on.  Conflicts with early greening.

Feodum: I'm always glad to see alternate VP cards.  This obviously has a useful interaction with Trader; a Trader/Feodum rush could easily break 6 or 7 VP per Feodum.  However, like Silk Road, in the absence of activator cards (like Trader for Feodum and Great Hall for Silk Road), I think Feodum will end up being used mostly for just tie-breaker points.  Using Feodum to gain Silver is overrated.  If you open Feodum/trasher, there's only a 30% that your Feodum will collide with the trasher on our first reshuffle, and if they don't collide, Feodum is as dead as a card can be.

Cultist: It looks like a Witch with some extra gizmos going on.  I'm not sure what to think about the "You may play a Cultist from your hand" part… have we ever seen a card that gives you a virtual +1 Action that can only be used on one type of card?  A Cultist rush could be confusing to keep track of when interfaced with cards like King's Court and even Village.  Cultist chains have the risk of being even more annoying than Minion chains.  Everything on this card except the "+2 Cards" is something unseen to this point in the land of Dominion.  The Trash bonus looks like it could be used in an end-game explosion: Play a Village, Graverob your Cultist to a Province, and then continue with your turn as usual.

Ruined Market: So now we know what 50 of the 113 "mystery" cards in Dark Ages will be (500 total – ~352 kingdom – 35 randomizer).  The other 63 are presumably the Shelters.  Ruins could actually come in handy, though; in a game with King'sCourt/PirateShip but no +Buy, for example, a hand with KC/KC/PS/PS/RuinedMarket would be a whole lot better than KC/KC/PS/PS/Curse.  Ruins can also serve as fuel to your Graverobbers.  And like Donald said, I certainly wouldn't want to be the Cultist player in a Fairgrounds game!

Squire: Nice thematic play on Trusty Steed!  I think this will most likely be used for the "gain an attack card" portion, especially on a 2/5.  Open Graverobber/Squire, then Graverob the Squire to a Graverobber and gain a Familiar.  Only problem is that it might prove difficult to get the squire to collide with a trashing card (except for Hermit).  However, in a Possession game, methinks the Squire will be well-worth the trouble.  If you use it solely for the +Actions, it is inferior in most regards to Crossroads.  However, if you can attain a critical mass of Squires, they could be used to complement either a Poor House (with the actions) or a Feodum (gain the free silver) deck.

Hermit: Huh.  Hermit is the first Dominion card that allows you to trash a card that's not in your hand (excluding Native Village).  Hermit may be the answer to the difficulty of matching benefit-on-trash cards (like Squire, Feodum, and Graverobber) with a trasher, which was most likely going to be one of the trickiest aspects of Dark Ages.  Hermit is terminal, though, so it won't be possible to use multiple Hermits on the same turn in the absence of an action increaser (and it will also require you to waste even more buys to gain your Madmen).  One other interesting thing is that you can Hermit all of your non-Copper junk cards into more Hermits, which you can then use to either continue cleaning your deck, or turn them into a critical mass of Madmen.  Hermit will be a hard card to pass up on most boards.

Madman: My discussion of Hermit brings me to Madman.  The most obvious use here is to gain a critical mass of Madmen, then use them to set off a megaturn.  Heck, even 3 Madmen, assuming relatively lucky shuffle luck, could draw your entire deck: if you start with 5 cards (1 of them being Madman), play the Madman to draw up to 8.  The next Madman would draw to 14, and the next to 26, the size of most well-groomed decks.  It is vulnerable to discard attacks; a hand with 2 cards and a Madman is the same as a hand with 2 cards and a, well, level 2 city that trashes itself.  The fact that gaining Madmen slows down your deck development (by forcing you to lose a buy) is IMO a wise choice by the game architects, because it will make Megaturn strategies more reasonable for opponents to combat.  Madman is a helpful card even in non-Megaturn decks, but the opportunity cost of gaining it is so high that if you don't use it to anything more special than a Tactician, you may as well have bought a Silver instead of that Hermit.

Rats: I've gotta say, this has good thematic flavor.  Other than it being a fast, non-terminal trasher, though, I don't really see the point.  The benefit-on-trash portion is not very impressive; it's basically the same as playing the Rat, except you don't trash a card or gain another rat.  I guess you could have a marginal benefit if you use Hermit to trash the Rat from your discard pile, but Hermit is a terminal action, so it probably wouldn't do much good.  (I'd much rather trash a Cultist and draw 3 cards instead of 1.)  You could also screw yourself up if you draw a hand with, for example, 4 Rats and a Province.  For what it does, I'm not sure why this card costs $4; it seems more like a punishment than anything.  I guess to use it effectively, you'd have to open with it, let it eat your deck, and then purge them away when you're finished using them (which will be quite the feat).  But that just seems like too much trouble.  I must be missing something.

Pillage: Woah, a strong attack with an even stronger benefit-on-play.  This will make games slow down a lot, because you can basically prevent your opponents from buying that last Province.  It can also be Graverobbed and Top-decked to perpetuate the attack.  Heck, if you can Throne the Pillage (or play a Village followed by two Pillages) and if you happen to have a Watchtower in hand, you can basically be guaranteed at least a Province on your next turn (or a Colony barring your opponents from playing Pillages).

Spoils: A one-time-only Gold.  For what it is, seeing that it's only gained as a "prize" from other cards, it's not bad at all.  It looks like fun.

Shelters: The biggest card that will benefit from Shelters is Fairgrounds.  10 Kingdom Cards + Prov/Duchy/Estate/Curse + Gold/Silver/Copper + 3 Shelters = 8 Point Fairgrounds!  Even if Fairgrounds is not present, in most cases, I would choose to start with Shelters rather than Estates for the following reasons: Necropolis will allow for a slightly higher terminal density (although this could be dangerous because you can have only 1 Necropolis); Overgrown Estate has a nice on-trash effect (the same as Rats); and, quite frankly, they look more fun than Estates.  I think Hovel is a red herring for early greening; a deck with 2 Golds and a Hovel is still stronger than a deck with 1 Gold and an early Province.  This isn't to say that I would always choose shelters, of course: in a Remake/Menagerie game, for example, Estates are probably better because they can be remade into Menageries, and in a game with no trashing abilities and a strong big-money enabler (e.g. Embassy), Estates do still have marginal value for tiebreaker points.

I'm looking forward to what Dark Ages's Village (other than Ruined Village) will look like.  Some guesses:

Silver Dollar Village ($3 Action): +2 Actions.  Reveal you hand.  +Cards equal to the number of Silvers.

Roman Village ($4 Action): +2 Actions.  Each other player gains a Ruins.

Squatter Camp ($3 Action): +1 Action, +1 Card.  You may trash a Ruins from your hand.  If you do, +1 Action.

Now that Squire has debuted, I wonder if that will be the only Village in Dark Ages.

Another random card guess:

Plague ($5 Action): +3 Cards.  Each other player gains a Ruins.  When you gain this, gain a Curse.
or maybe
Plague ($5 Action): +1 Card, +1 Action.  Trash a card from your hand.  Each other player gains a Ruins.  When you trash this, gain a Curse.

- - - - - - - - - - - - - - - - - - - -

Altar: So, basically a $6 version of Expand.  I imagine that it costs $6 only so you can't Alter cards into more Altars.  I'm sure Altar has its place, but I don't see myself buying it over Expand on most boards.

Armory: A very straightforward card.  An upgraded Workshop like Ironworks, with Ironworks' distinction being that it is non-terminal for actions, and Armory's distinction being that it topdecks your card rather than discarding it.  This could be especially useful in games that involve thick decks (cursing games, games without trashing, etc).

Band of Misfits: It's interesting how the working says "costing less than it" rather than "costing less than $5"; this prevents any Highway-type gizmos.  I assume that if you use this as an action-victory hybrid card, it will become no longer a victory card after the game ends, since at the end of the game no card is in play (except maybe Durations?).  The main use I see for this is as a highly adaptable card, like Steward (and now Squire, etc).  Early in the game it can be a Chapel or a Cutpurse; in the middle of the game it can be a Bridge or a Militia; and in the late game it can be a Secret Chamber or even a Noble Brigand.  It will also serve well in Village/Smithy-type engines; it can serve as either a Village or a Smithy, depending on what you drew.  I think this will be a very fun card to play with!

Bandit Camp: Now we see one of Dark Age's villages.  It seems very straightforward if you are going for a Spoils-based strategy.  I think I would take a Bandit Camp over a Bazaar in most games: Bazaar is $1 now, but Bandit Camp is $3 later.  (Of course, Bazaar would still be preferable if you have a very high Action density and your average card value exceeds $3.)  Certainly it's a "nice" alternative to Pillage.

Beggar: Have we ever seen a card more suited for a Gardens game?  This is awesome for that purpose!  It also seems to have a nice attack-counter ability, similar in principle to Jack of all Trades.  If you're not going for a Gardens strategy, I don't know if I've ever seen a better activator for a Spice Merchant!  Heck, you could build an entirely sub-$5 engine out of just Spice Merchants, Beggars, and a Village of your choice.  Band of Misfits couldn't hurt, either!

Catacombes: Meh, to be honest I'm not digging this card in general.  It does help cycle your deck, but it's still non-terminal like Smithy, Margrave, and Torturer.  However, unlike Catacombes, Margrave and Turturer have an attack built in, which of course helps a Big Money-type strategy.  One card that Catacombes counters extremely well is, of course, Rabble, as you can now discard all of those disgusting green cards that your opponent kindly top-decked for you.  Catacombes could also be preferable to the other card-drawers in an Engine-based strategy, as it lets you find the action cards you need to continue your chain.  But in general, I still think I would prefer a Warehouse and a Smithy to a Catacombes.

Count: I LOVE this card!  It looks like so much fun to play.  A King's Courted Count would be soooo awesome!  There are so many awesome things about this card that I can't even list them all here!  There's some pretty epic stuff you can do if you play lots of counts in a row (gaining +$3 each time), get a hand full of Count-gained Coppers and some trash-for-benefit cards like Cultist, and then trigger the "trash your hand" option!  Heck, if you chose to top-deck some cards from your hand, you can do some planning so that when you trash your Cultist, you can still continue your turn.  It also has a nice synergy with Spice Merchant, which can trash all those Coppers that Count made you gain.  EDIT: I misread the card, and Count does not actually put the Coppers into your hand.  It therefore will not synergize with Spice Merchant as well.  Count should work especially well with Worker's Village, which provides both the actions and the buys that Count will need to be most successful.  Oooh, I just can't wait to get my hands on a box of Dark Ages now!

Counterfeit: I've come up with treasure-doubling cards in my playgroup before, but never one quite like this.  I guess that after extensive playtesting, Donald X's team concluded that a vanilla "play a Treasure card in your hand twice" type of thing (like a Throne Room for Treasures) was too powerful.  The +Buy is a useful addition.  Counterfeit should be useful both as an early-game Copper trasher and as an end-game Platinum doubler.  One card that combos with Counterfeit is Spoils, since you'd have to return them to the supply anyway after playing them.

Death Cart: I'm so excited that Dark Ages is giving Dominion so many more of the much-needed Thronable Money cards!  First Poor House, then Count, and now Death Cart, all with their own little unique twist.  Death Cart should combo extremely well with Rats, which gives you the mid-to-late-game fuel you need to keep your Death Carts but still generate lots of money.  Heck, the Ruins that Death Cart gains for you are only extra targets for Death Cart to trash!  I'd take a Death Cart with Ruins over a Cache with Coppers almost any day.

Forager: This smells a lot like Trade Route, except it's non-terminal.  It's definitely communal in value; one person will add a Silver and a Gold to the pot, only to see everyone else buy Foragers in response.

Fortress: And we see yet another village!  There are some nifty things you can do with this card.  It's a nice target for Rats if you need one, because not only will Rats replace itself in your hand, but it will not have effectively trashed another card in doing so.  The same would apply to Steward when it asks you to trash 2 cards, but you have only 1 junk card.  You can also do some pretty awesome Upgrading or Remaking here: "Upgrade" your Fortress to a $5 card, and then just gain your Fortress right back again.

Hunting Grounds: So now we finally have an unconditional 4 card draw.  It looks to me like this will be most useful in a Big Money-type game; it gives you the draw power you need, and it can also be cashed in later for VP.  Obviously, it can help in engines too, but the $6 cost may be prohibitive for gaining more than 1 or 2 by mid-game.  It shouldn't bee too much of a problem finding a late-game trasher for Hunting Grounds seeing that trashing is one of the themes of Dark Ages. ;)

Ironmonger: This sounds a lot like Tribute.  I like tribute, but it's not usually a game-changing card.  Unlike Tribute, however, Ironmonger is guaranteed nonterminal, which will help it run engines, set up conspirators, and so on.  Otherwise, I don't think this is a must-buy.

Junk Dealer: Funny name for a $5 card; seems like "Antique Dealer" would have been more suited.  Anyhow, this definitely looks like a Dark Ages-only card.  Without trash-for-benefit cards that Junk Dealer can target, it's strictly worse than a Market after you clean your starting cards out of your deck.  Upgrade, on the other hand, keeps working into the end-game, changing $4's into Duchies, for example.  Upgrade doesn't give +Coin, but in the absence of a handsize increaser, you can't train very many of these together without trashing a card that you don't want to trash, so the +Coin won't be more than $2 or $3.

Marauder: This to me reveals how much weaker of an attack Ruins are than Curses.  We saw earlier that gaining a Spoils is akin to gaining +1 Coin (Bazaar vs. Bandit Camp).  So, if we think of it that way, Maurader would be roughly equivalent to a $4 card that gave +$1 and handed out a ruins.  But wait: Sea Hag, which gives out a Curse, doesn't give you any benefit whatsoever, and Young Witch is a terminal mini-warehouse.  Furthermore, a $4 attack that gives +$1 is Noble Brigand, which is not a very strong attack.  Maurader seems like a pretty good opening to me.

Market Square: Ooh, a card that gains a real Gold, not a Spoils!  This looks like a nifty way to fill up your deck with a bunch of Gold, in many ways similar to Tunnel.  A Market Square/Rats opening might actually be very strong for this reason.  You'd still need a way to get rid of your Rats, of course, but the Rat-powered demolition of your deck can be used to activate Market Square many times.  Other than the Gold-gaining special ability, Market Square is just a Market without the money, and in most cases is equal to something like Hamlet or Pawn.

Mercenary: It looks great, but here's what it just is: a Militia that trashes 2 then draws 2.  The trashing aspect is sometimes convenient, but what if your draw is Gold, Gold, Province, Province, Mercenary?  If your Mercenary were a Militia, you could have gotten that Province, but now you're screwed and have to settle for a Duchy.  It's powerful with a lack of other attacks on the board, but it seems rather underpowered to me for being a card that you have to gain through special means.

Mystic: $5 for a Wishing Well that gives +$2 instead of +1 Card?  Seriously?  I'm not saying that +$2 is bad, it's just that this card doesn't feel that it's worth $5.  It has to be more than $3 since it's better than Silver, so that would put it at $4.  This seems reasonable, seeing that one of its closest relatives, Conspirator, is also $4.  I guess it's more useful when combined with a self-spy card, but it still seems overpriced at $5.

Procession: At first, I thought, "huh? Possession again?"  But it's not possession; it's procession!  It's a Throne Room and an Upgrade all wrapped into one nice package, all for just $4.  Nifty!  (Call while supplies last!)  This is certainly a combo card.  Procession/Graverobber/BorderVillage has got to be an epic.  Also, anything with Procession and Fortress must be pretty solid; it'd be a nice way to build a Cultist or Minion or Count chain, for example.  I look forward to finding combos when this card is on the board.

Rebuild: Remodel, Upgrade, Expand, Remake, Develop, and now… Rebuild!  (They must be running out of synonyms at this point :P )  So, we now have what looks like a Mine for Victory cards.  This could be a nifty way to target your Feodums, but there are unfortunately no more VP cards in Dark Ages, and by the time you get around to buying Rebuilds, you've probably already trashed your Feodums.  IMHO, Rebuild seems like a card better suited for an expansion like Hinterlands or Prosperity, since it has no other interactions with Dark Ages.

Rogue: So now we have a Graverobber variant.  In some ways, Rogues and Graverobbers are sort-of like Masquerades: Masquerade passes cards from one hand to the next directly, and Graverobber/Gue pass cards from one hand to another via the Trash pile.  Unless you end up very lucky, especially in a multiplayer game, you probably won't see whatever it was that you trashed earlier.  One of the most annoying things would be if an opponent's Rogue reveals a junk card and a Rogue from your deck, forcing you to trash your Rogue.

Scavenger: Half Scheme, Half Chancellor.  These are both $3 cards, and so it makes sense that Scavenger costs $4.  It seems like this card would be better if you got to put 2 card on top of your deck instead of 1, especially since it is terminal.  I guess it would be okay if you played two Scavengers together, but again, they're terminal, so this would be hard to do.  In a game with no Villages, if your Necropolis missed the reshuffle, I suppose Scavenger might be useful to get it back in the draw pile faster.  And a Processed Scavenger isn't a horrible deal, either.

Storeroom: Half Cellar, Half Secret Chamber.  These are both $2 cards, and so it makes sense that Storeroom costs $3.  I'm sort-of surprised that it is terminal, but I guess that a non-terminal SC/Vault-like ability would bee too powerful.  Let's do some math.  Suppose that your deck is 50% Silver and 50% Victory, and you have a single Storeroom.  A typical draw that has a Storeroom is therefore 2 Silver, 2 Victory, and 1 Storeroom.  When you play the storeroom, you discard the 2 Victory and draw 1 Victory and 1 Silver.  You then discard that second Victory for +$1.  End result: a $7 hand, not absolutely terrible for a deck with such dilute money.  One nice perk about Storeroom is that you can discard Copper without any fear: if you discard 3 Copper and draw 3 Victory, you can still turn the Victory cards into the value that the Copper would have been, something that you couldn't do with just Cellar.

Urchin: A weak attack that could fit into an Outpost/ThroneRoom/Masquerade pin.  The main benefit of this card I guess is that it is the only way to get Mercenaries.  You can always play an Urchin before playing your stronger attack since Urchin is non-terminal, and when you do, you can replace the Urchin with a Mercenary, which is a stronger attack than Urchin, but still not all that great of a card in the presence of other trashers.  If you use it only for the attack ability and ignore the Mercenaries, since it is cantrip, it should benefit Torturer chains.  It would also work well with Masquerade.  However, it would be dangerous to mix Urchin with Margrave (my favorite +3 Cards card), because then you're basically giving your opponent a free Warehouse before they start their turn.  In short, if you're looking at $3 and you don't want Silver, like Spy, Urchin can't really hurt your deck.

Vagrant: I always like little cute $2 cards.  It looks like a watered-down version of Scout at a more reasonable price.  I would have worded the card "Reveal the top card of your deck. If it's not an Action or Treasure, put it into your hand.", and then it could have even been included in a different expansion, but I'm sure that Donald X has a good reason for including it in Dark Ages.  Like most other lightweight $2's (like Pearl Diver), if you have $2 and an extra buy, there's little reason not to pick up a Vagrant.

Wandering Minstrel: Holy moly!  I don't think we've ever seen a better Scrying Pool activator than Wandering Minstrel.  Not only does it clean non-Action cards off the top of your deck, but it also gives you the +Actions that you need to play all those Action cards!  This should also work in Village/Smithy-type engines and also decks that rely on Poor House.  Unlike Shanty Town, which seems to go out of its way to make sure that your +Actions don't find action card, Wandering Minstrel does just the opposite.  This will certainly be one of the strongest $4 Villages.

Abandoned Mine, Ruined Library, Ruined Village: Nothing terribly surprising here.  Abandoned Mine really isn't all that bad; a hand with Gold, Silver, Copper, Copper, Abandoned Mine is a whole lot better than Gold, Silver, Copper, Copper, Curse.  Ruined Village is a Conspirator and Horn of Plenty enabler.  Ruined Library is probably the weakest of these three Ruins.

Survivors: This is really not all that bad for being a Ruins.  Heck, if this cost $2, it would be a decent purchase, especially if it were non-terminal.  It's a nice card to pair with Native Village, but like most other deck-spying cards that go down more than 1 card (e.g. Navigator), Native Village's +Actions come too late.  On a board with an excess of Villages, I might find myself choosing to get a Survivors with no money and an extra buy.  Also, I will be getting Survivors and Followers mixed up by name for quite a while I think.

Knights: Love it.  This has got to be the most epic Fairgrounds enabler known to Dominion.  No doubt that the attack is strong, certainly better than Swindler and Saboteur in most cases.  I don't yet see the significance behind the knight/knight interaction (the "If a Knight is trashed by this, trash this card" part).  A quick analysis on each of the nights is below.  I have sorted them from best to worst.
  • Sir Michael: Combo attacks are always very powerful.  We haven't seen very many yet, but Followers is an example (half witch, half militia), and of course Followers is a very strong attack.

  • Dame Josephine: VP cards can never hurt, especially in games with no alternate VP.  On 4/4 Province and Duchy splits, the player who would win is the player who bought Dame Josephine.

  • Dame Molly: Extra actions can never hurt, especially in the absence of traditional Villages.  This tastes a lot like Necropolis.

  • Dame Anna: This tastes a lot like Mercenary in terms of the play mechanic.  It's fine, but I wouldn't depend on it for your trashing ability (unless it happens to be on top of the Knights pile in the absence of other trashers and you're the first player to hit $5).

  • Sir Bailey: This is pretty vanilla.  It's basically a cantrip knight, so it won't hurt your deck.

  • Sir Vander: Sir Vander gives you a real gold!  However, I would rather skip Sir Vander and just buy the Gold instead for only $1 more.  It has some edge-case uses, of course, but in general, not that strong.

  • Dame Natalie: Useful for picking up some Sages or Silvers or Menageries, but not much else.

  • Dame Sylvia: Again, very vanilla.  I wouldn't expect Dame Sylvia to be the difference between winning and losing.

  • Sir Destry: Even more vanilla.  I put Dame Destry below Dame Sylvia because I am in general opposed to terminal drawers.

  • Sir Martin: This will only be useful in games without a source of +Buy, but since you will have only one, it's hardly better than Ruined Market.
« Last Edit: August 20, 2012, 08:53:27 pm by sffc »
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Jfrisch

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #62 on: August 07, 2012, 03:56:57 am »
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poor-house: it actually looks quite weak to me, a terminal action for 4$ is nice, but it will be quite, quite, hard to pull off. With villages and good copper trashing (and ideally +buys) I'm sure it will be viable, but I suspect a very Niche card.
Grave-Robber, the action is obviously a huge restriction, clearly needs good trash for benefit (or upgradables or whatever) to be truly good, when it is good will probably be quite good. nice combos with dead witch/mountebank/upgrade/trading post, but the expand is still fairly limited. Our experience with gainers shows they tend to be weak, so I really think this one will need to rely on intra-set combos.
Sage, a nice looking engine utitily card, possibly slightly weaker than scheme, but better at finding the card in the first place, will actually be okay with greening the cards you skip are copper and estates which have average value .7, in general probably a good utility sifter, maybe not as good as warehouse but actually probably quite comparable to scheme.
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Silverback

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #63 on: August 07, 2012, 06:29:43 am »
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Poor House: (...) Conflicts with Trader

It doesn't. It conflicts only with big hands, that contain treasure and decks with a lack of actions. If you reveal less than three treasure cards, it is at least a terminal Silver. Not so bad for 1$.
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Qvist

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #64 on: August 07, 2012, 09:26:22 am »
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Updated.

Lekkit

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kn1tt3r

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #66 on: August 07, 2012, 09:43:38 am »
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>>> Update <<<
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blueblimp

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werothegreat

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #68 on: August 07, 2012, 12:10:53 pm »
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Updated, though I'm too lazy to do a fancy hyperlink.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #69 on: August 08, 2012, 11:29:01 am »
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Squire
So, you either have a half Fishing Village or a Woodcutter that gives an additional buy instead of money or you have a Workshop limited to Silver.
So basically you have a mix of 3 worse $3 cards, but the flexibility is great, especially on boards with no village or no +Buy. Similarities to Pawn are obvious.
Hamlet is great because it gives you actions and buys, so I think that is very useful in engines too.
And then there's this crazy on-trash ability which seams crazy powerful with trashers and attacks on the board. The last two essential parts for engines.
You can now easily gain Familiars or Goons. Every Remodel-like card now gives you 2 cards instead of one and Develop even gives you 3 cards if Poor House is on the board. Seems very powerful.
$1/$2 #4 out of #18

Hermit / Madman
Hermit is like a Reverse Loan. It trashes from your discard pile instead from your deck and is restricted to non-treasure cards instead to treasure cards. As an opener it can trash Estates and gain Silvers. The gain a $3 card part seems very bad (in comparism to Workshop), but really depends on the kingdom. Of course it's helpful against Curser and Looter. The second part just seems crazy. You aren't allowed to buy a card (but gained a $3 card) and then gain a Madman.

Madman is a one-shot village, built for mega-turns. If you play Madman in a Tactician turn, you have 18! cards in hand. Maybe some Bridge combo is possible with this,  it's still blows my mind, hard to evaluate this. It's like a mega one-shot Crossroads.
$3 #9 out of 28

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Lekkit

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #70 on: August 09, 2012, 05:22:57 am »
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Updated yesterday's preview before today's come out.
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Qvist

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #71 on: August 09, 2012, 11:05:53 am »
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Rats
Cool theme, but it seems terrible at first glance. You have to gain a Rats if you trash a card and you can't trash Rats with Rats. So you definitely need another trasher if you want Rats. But with another trasher, why buy Rats in the first place?? I'm still not understanding this card, especially for the high cost of $4. Again there's a combo with Watchtower. You can trash a card with a Laboratory. This will be great.
$4 #43 out of 45

Pillage / Spoils
A one-shot attack for targetted discarding. And you get 2 one-sot Golds from that. That's of course the strongest dicarding attack, but it's only a one-shot. Very hard to evaluate.
I think the attack is weak in the beginning: Basically a one-shot Cutpurse, but it gains you two early Golds. Later in the game the attack gets stronger, but you maybe won't be able to see those Golds again. I think this a decent attack, but no power $5. Maybe a Pillage rush is possible where you pick up Pillages to gain Spoils and buy Provinces as fast as you can.
$5 #26 out of 51

Updated. I boosted Graverobber a little bit because of all those one-shots and trash-for-benefit abilities.

eHalcyon

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #72 on: August 10, 2012, 10:49:47 am »
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Bump.  Updated.
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Vaivraza

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #73 on: August 11, 2012, 04:48:23 pm »
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FEODUM.

Feodum is the card you want open with chapel on a game without Colonies. Feodum is the card you want combo with Trader. And Feodum is the card you want if you can wisely trash it for coins.
Let me say that you want open Chapel/Feodum even if you dont want to go Feodums; due you want exterminate all the copper and replace them for something better, or even if you plan go Big Money. Remodel Feodum into Smithy, Wharf or Nobles: You gain extra buy power with the adition of those 3 silvers and the Smithy card! Filling your deck into Silver is a decent deal. With the Trader's aid, you can put 7 silvers on your deck. This is insane! Now you can go not only Feodum, but Gardens too! Also, a hand with 5 silvers allows you to buy a Province or Platinum. Not bad!
So, you can try to go Provs with Feodum + trash, or go Gardens with Feodum + Trader, or even go Feodum with something to trash, extra-buy cards, and Feodums. Even you could Transmute the Feodums in order to gain 3 Silvers and a Gold. With the appropiate trashers on the board, you can easily sustitute your Copper into Silver. Think about trash your Feodum with your Trading Post!

But, what if there are no Trashers?
Still there are few cards you can combo with Feodum. Trusty Steed gives you 4 Silvers! Also other cards give you Silvers, like Burocrat, and with Market you can go for double silver when hitting $6. This way is slower. Still, you can play Feodum as a extra VP when going for Provs instead the classical Duchie; you need only 9 Silver on deck.
Also, on a games without engine cards (+extra actions) and curse givers, you can go for Feodum/States instead Duchies, due on these games, hits $5 should be hardly. Only remind buy Silver when $3.
« Last Edit: August 11, 2012, 04:51:36 pm by Vaivraza »
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gman314

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #74 on: August 11, 2012, 09:31:49 pm »
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My thoughts:

Graverobber: Will have a bit of a "shiny" appeal for a while and will then lose its lustre. It will still shine in certain situations, but won't be too great.

Poor House: The new Menagerie. A card that needs a strategy built around it to be good, but when such a strategy is built, it will be soooooo good.

Sage: Kind of like Golem in the sense that you only want to buy key cards. Will combo well with Fool's Gold; The FGs buy good actions, and the Sage plays them.

Feodum: Probably more valuable for the Silver Pinata than for the points. Unless you have a whole pile of Silver gainers. But, it can probably be quite good in certain cases.

Cultist: WHOAAAAH! A chainable almost-Curser!!!!! If they are your only actions, they're more easily stackable than Familiars, at a more accessible price and at almost the same damage level! And then, once the ruins are gone, you get a bonus for trashing them!

Ruined Market: Just barely better than a curse. Probably some Ruins will be semi-desirable and might lead to fun play as to who gets the next one.

Squire: Strange complement to Steward. The silver gaining option will probably be hardly used. I think it will prove to be almost as good as Hamlet, especially in terms of two-cost villages. I think that the trashing ability will prove most useful to jump to Goons while Trashing or to get Familiars without a Potion.

Hermit/Madman: I think that this guy will prove most useful with other gainers, so that you can trash the Hermit while still gaining stuff. That way you don't waste a whole turn to get a Madman. Then, the Madman will be great for something like triggering your Horn of Plenty mega-turn (With another Hermit to help out).

Rats: I think these will help make TFBs a viable early trasher. Basically, you can use Rats to turn Coppers into rats so that your TFBs can get benefit. I don't think it's $4 to avoid Rats/Rats as an opening but to avoid Rats/Salvager as an opening.

Pillage: I'm not sure what to think about this card. The attack is super-powerful, but I'm not sure how good it is as a one-shot. The point really seems to be to boost your economy with Spoils, but I'm still not sure how great it is. Now, imagine using a Feast to gain a Pillage.

Spoils: These seem fun. Good for an engine.

Shelters: Hinterlands changed up the opening with on gain effects which meant that you didn't always have 4/3 or 5/2. Now, Dark Ages has added complexity if you open with a victory card, and more options on turns 3 and 4 making double terminal openings more appealing and adding cycling and economy to early trashing.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #75 on: August 12, 2012, 03:35:17 pm »
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When the rest of the set gets leaked/reported, do we want to post the rest of our predictions here, or in a new thread?

As is, the relative power level will be, I think, something like this (of the ones we've seen): Cultist, Hermit (Madman), Squire, Sage, Graverobber, Pillage (spoils), Feodum, Rats, (Shelters, ruined Market)

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #76 on: August 12, 2012, 07:08:59 pm »
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When the rest of the set gets leaked/reported, do we want to post the rest of our predictions here, or in a new thread?

As is, the relative power level will be, I think, something like this (of the ones we've seen): Cultist, Hermit (Madman), Squire, Sage, Graverobber, Pillage (spoils), Feodum, Rats, (Shelters, ruined Market)

I will vote New Thread because gauging an entire set is different from gauging three cards at a time.
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ftl

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #77 on: August 12, 2012, 07:30:32 pm »
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Sure, new thread would work. Presumably people won't necessarily want to talk about each card individually - though maybe. And some people will come in having played a little with the cards. New thread it is.
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Qvist

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #78 on: August 13, 2012, 03:44:20 am »
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I will edit my post in this thread because I like to have all speculation at the same place.

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #79 on: August 13, 2012, 04:08:30 am »
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Oh, ok. Well, that's good too then. I guess I'll just go wit the crowd, whatever people like.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #80 on: August 13, 2012, 12:23:28 pm »
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Oh, ok. Well, that's good too then. I guess I'll just go wit the crowd, whatever people like.

Same.  That's why I said "vote". :)
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #81 on: August 13, 2012, 12:32:26 pm »
+1

I dunno... I think having each post discussing 26 additional cards (as well as combos) will just be madness.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #82 on: August 15, 2012, 06:18:39 pm »
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Ruins
Update: Yes, 3 of the other 4 Ruins are +1 Card, +1$ and +1 Action. Ruined Library, Ruined Mine and Ruined Village respectively. Ruined Village is the worst of them all because it's only useful in rare edge cases. Ruined Market is very occasional, can even help, but more often useless. Ruined Library is bad in general because you draw the card you would have drawn without spending that action. Ruined Mine is a Copper for spending an Action of course bad too, but less useless as the other ones I think. Then there's Survivors which is a Ruined Navigator. Hard to rank these yet, but I would say: #1 Ruined Mine, #2 Ruined Market, #3 Survivors, #4 Ruined Library, #5 Ruined Village

Vagrant
A mix of Laboratory and Scout. But I like to compare it to Pearl Diver. If it fails you know at least the card on top of your deck. Pearl Diver knows the bottom card which is worse. It it hits you have a Laboratory and this is especially nice with Nobles/Harem/Great Hall etc. If Pearl Diver hits, the card is on top of your deck which might be better, but can also be worse. I think this will be generally be better, but still very ocassional and no power $2.
$1/$2 #11 out of #19

Fortress
Another vanilla village for $4 with a benefit. Of course it really depends from trash for benefit cards on the board. I think some crazy combos will be possible with this, but this will still be no power card. Worker's Village, Farming Village, Mining Village and Walled Village will all be more useful on average.
$4 #41 out of 49

Ironmonger
So, this is a spy with no attack part, but a bonus for you. I think that's more useful. Especially if you draw a victory card, you can discard it (bonus) and draw an additional card (Lab bonus). That can be pretty strong. If you hit a treasure, you have a Peddler which is a solid $4 card and if you hit an action card you have a village. That's probably the least useful case because similar to Tribute you don't want to depend building an engine on swingy draw, but still may be a useful addition to any engine. A solid mid-ranged card.
$4 #21 out of 49

Procession
The comparism to Throne Room is obvious. While you can do TR/TR/X/Y as a village replacement, you probably don't want to build an engine with Procession like that. If there's no Action card available in a specific price slot then this is a one-shot TR. When there's a strong board with good cards on every price slot, then this is going to be better than TR. But how often will that be the case? I think the "exactly" makes it very board-dependant and therefore weaker in general than Throne Room.
$4 #28 out of 49

Scavenger
Wow, that's now the better Chancellor. And I think putting one card on top of your deck is huge for $1 more. Let's say you have an engine and you play a village and then Scavenger and have another village or cantrip in hand. You can now choose which card you will draw with that cantrip. Pretty powerful in engines. I'm not sure how powerful this is in Big Money games, but putting back Golds is also powerful. Scavenger/Stash is now even more powerful than Chancellor/Stash. With 2 Scavengers and 3 Stashes you basically have a guaranteed Province.
$4 #8 out of 49

Band of Misfits
Crazy card which seams really powerful. The big restriction is that you can only can choose up to $4. Interesting is also that it doesn't say "up to $4". So you don't get benefit from Highway+BoM. This will be good with trashers on the board because they often cost less than $5 and are often not in hand when you need them and are terminal. So, if you draw it with your trasher, play it as a cantrip and then play your trasher. It's flexibility is good, especially with a strong board. I haven't read the whole thread about that card that already exists, but yeah, it can produce some crazy edge cases rule-wise I just don't try to imagine.
$5 #14 out of 54

Bandit Camp (+ Spoils)
That's another vanilla village which gains a one-shot Gold each time you play it. I still have a really hard time trying to figure out how good one-shots are. $5 for a village is still very expensive and I don't know if I rather want a Bazaar for a guaranteed $1 everytime or gain a one-shot Gold. I think with some extra-buy this card can really accelate building an engine. But I think it's worse than Bazaar.
$5 #28 out of 54

Count
So many choices. Let's evaluate all 9 choices:
#1) Discard 2 cards, $3 => an expensive Horse Traders, good in cursing or Alternative victory card games
#2) Discard 2 cards, trash your hand => I think this is rarely chosen, maybe with 2 Mountebanks and 2 curses in hand?
#3) Discard 2 cards, gain a Duchy => Option #6 and #9 are better IMO
#4) Put a card on top of your deck, $3 => Mandarin without the on-gain
#5) Put a card on top of your deck, trash your hand => if you have a 5/2 split this is your choice as pseudo-Chapel.
#6) Put a card on top of your deck, gain a Duchy => Duke games where you put the other Count or a Silver back!
#7) Gain a copper, $3 => In the late game very useful
#8) Gain a copper, trash your hand => rarely used I think
#9) Gain a copper, gaine a Duchy => Another good option for Duke games
I think the flexibility makes this a good card in some situations although its choices are often only a $4 card. Still hard to evaluate because of the many choices.
$5 #34 out of 54

Altar
Would be a crazy good opener. That's the reason it costs $6, I suppose. You basically have free choice what to gain, so a very strong card. What do you expect from a $6 card? Trash a Cultist, +3 Cards, gain another one... Of course there's the risk that you can't play it because you have lots of good cards in hand. Beware playing with it with Golem. Definitely superior to Gold if your building an engine.
$5 #5 out of 15

I added also my list predictions.

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platykurtic

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #83 on: August 16, 2012, 03:12:23 am »
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I've updated mine regardless
Quote
Vagrant - Scout lite, but almost certainly more useful, being nonterminal. at 2 you can buy it on bad draws and extra buys, the opportunity cost is suitably low. Then it's a cantrip in your deck with a chance of being a lab dependin on how muck crud is in your deck. Of course when it is a lab one of the cards is most likely useless. It's better with action ruins, shelters and victories. Overall it's a solid 2, I'd almost always buy it over nothing on a 5-2

Fortress - A village that untrashes itself. If there's no trashers it's an expensive village, but sometimes that's enough. The primary use seems to be trash for benefit cards, since you get the benefit and the village back. Of course you can't play it as a village first, so with a terminal trasher unless you have other +actions first the village is a dead card. Engines could make the best use of this presumably. Unlimited bishop tokens at last! seems a bit specialized, but fun to build strategies around

Ironmonger - Seems a bit weak at first glance. It's randomly either a village, a peddler, or a lab (or just a cantrip if you hit a curse, etc.)  I guess the possibilities synergize with the game phases though. As an opener it's a peddler and sometimes a lab. If you have shelters it seems dramatically worse as an opener. Then as you get more action cards it gives you more actions to play them with. Finally as you green it turns into more of a lab. Since you can discard the second card you draw it's got extra cycling and if you hit a victory card you can get the next card in your deck. And in BM games it's going to stay a peddler. I guess I've kind of talked myself around to it, it will be neat at least.

Procession - Throne room then upgrade. I like it. I'm really curious if it will enable a real turbo-remodel strategy. Certainly it can't go to VPs, but doing two things at once is always surprisingly powerful. Used on any +action card it's a village, so it fits into some crazy upgrading engine I'm imagining. It would really take a good chain to work though. Otherwise it lets you upgrade your actions while feeling like you got some value out of doing so. I'm really looking forward to this one

Scavenger - Chancellor fixed? The only difference is topdecking a card of your choice. If that's the end of your turn, you get the best card in your deck in your hand next turn (unless it's in play or something). That's nice, and certainly more incentive to do so. Rather than knowing that your new cards are more likely to show up in the future, you get one immediately. As part of an engine, you can guarantee what card you get next, including ones you've just gained, which has got to be worth something in the right engine.

Band of Misfits - Wow, I can't even start with this one. Clearly if you're buying this you could have bought any of the cards you might mimmick (barring highway tricks). Actually with highway, after one highway you can start using BoMs as highways. Certainly the flexibility has to be a boon to getting your engine going. I see there's a whole thread about the special cases already, so I won't even speculate. At five though, there's lots of competition, so you really need a good reason to be mocking up lower cost card.

Bandit Camp - Expensive village that gets you one-shot golds. I guess it's effectively like buying a village and gaining a single gold, since you'll be using up your spoils about as fast as you gain them. That's not too shabby in a kingdom where you want both actions and money.

Count - The most complicated card so far? Choose a negative and a positive. Some of the negatives can be positive in some circumstances, like discarding tunnels or topdecking terminal actions. The benefits seem a bit lackluster though. Trash your hand is only likely to be useful in the very early game and may never hit well. A terminal gold for 5 isn't usually worth it. Duchies you don't want until the endgame, unless you're on an alt-vp strat. But flexibility is good and I see this enabling some really weird strategies.

Altar - A deck thinning university minus the actions. You're not getting this in the early game with the 6 cost, and if you have good trashers you'll be out of crud before you get to this card at all. So by the time you get this the cards you really want to trash will be mixed up with better cards and this will be harder to hit. You're not getting gold, so this seems more like an engine acceleraor
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #84 on: August 16, 2012, 03:24:50 am »
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Band of Misfits - Wow, I can't even start with this one. Clearly if you're buying this you could have bought any of the cards you might mimmick (barring highway tricks). Actually with highway, after one highway you can start using BoMs as highways.

No, that doesn't work unfortunately. It says "costing less than it" not "costing less than $5" if you play Highway, both Highway and Band of Misfits still cost the same.

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #85 on: August 16, 2012, 04:37:03 am »
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Well, I guess I'm updating my post here with my predictions of the spoilered cards. I'll probably do the same for the full set.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #86 on: August 16, 2012, 11:34:31 am »
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Predicting Mint/Squire will be a top tier opening (up there with Mint/Fool's Gold)

Open Mint/Squire
Play Squire, gain a silver, and use the +$1 to buy either another silver or squire (if you can)
From then on, big money, while using mint to gain even more silvers and squire for all kinds of purposes
If there's a trasher on board, even better
-- If there's an attack on board, even better still

Also voting Watchtower for card that will most climb up in rank (it combos very well with a lot of dark ages cards)
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axlemn

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #87 on: August 16, 2012, 02:40:19 pm »
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My projections: 

Poorhouse will perform like crossroads.  A technical card that can be used amazingly in some decks, but usually nothing game changing by itself. 

Graverobber will play will play like either Smugglers or Minion, since you're racing your opponent to get to your trashed cards.  Except that unlike those, where you are racing at the beginning, you're racing at the end, so it's much more fun, and leaves way more room for building.  I imagine this will be used when there's a good trash-for-effect or a strong engine building around 5's.  Or you really need a hermit back. 

Hermit will be used to supplement non-buying strategies like HOP in a similar, but different way to Tactician.  They're also cheaper and less stable (supply can likely run out), so you will usually need to transition out.  There will be a similar effect to Chapel, where cantrips will sometimes not find anything to draw.  Except here that's much more dangerous. 

Squire needs a trasher to get its effect.  How good it is will depend mostly on the trashers and attacks.  It's well-named. 

I like Rats. 

Not sure how I feel about Pillage because it's one-play only.  It's /so/ mean combo'd with other attacks.  But you generally would only want it when the 2 spoils are worth missing out on the gold turn you'd get from getting most other 5-costs.  It's the old economy - attack tradeoff.  A great card, but there has to be some need or specific benefit to the immediacy.  If you'd do just as well with a gold, well, the 5-cost you discarded from your opponents is about the same as the non-benefit you just got.  Discard golds, plats, KC's, and really explosive engine pieces.  Not much else is probably worth it. 

I like Cultists.  I hope the ruins are all bad enough that there's not much randomness there. 

Sage is a card I'm torn on.  It's going to be like scheme.  Absolutely a key card in ways I have no idea.  But you're often wasting your turns if you buy it without a plan. 

I like the nerfing of remodel with shelters.  Otherwise it's so strong.  And I like the ease of getting up to 20 in any game with them and fairgrounds.  Too bad I usually end up at 14 instead of 15 usually, I need to learn to count even higher now...

I really love fortress.  It's my ideal King's Court remade over.  The great "play twice" effect without repetitive spamming! 

Scavenger.  Man, I hope Donald X did a whole lot of playtesting on this one.  I trust him, and still, y'know, this this has a whole lot of randomness you can't get rid of.  Do you draw it turn 3 or turn 4?  Assuming it's not turn 5 and your 3 buy isn't Haven or Courtyard and doesn't reduce your odds like moat or a cantrip, that's a 50-50.  Massive swings in how good the buy would be.  Dominion's a fast enough game that such might just be game.  I hate it when that happens. 

Band of Misfits for Caravan or Tournament.  For Masquerade or Ambassador.  For Chapel or Crossroads.  Remake.  Remodel.  Armory, Ironmonger, Fortress, Scavenger.  Example of when not to use: Rats. 
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #88 on: August 16, 2012, 05:05:51 pm »
+1

Putting the leaked non-preview cards here.  My first impressions of the previewed cards are on the first page.

Altar: I think this will usually be a trap.  It is expensive and it's terminal.  University is easier to buy despite the Potion cost, and it gives +2 actions to boot.  The advantage of Altar is that you can also pick up Duchies and alt treasures.  But in general, I don't think it will be useful.

Armory: Although this is a Workshop-with-topdecking, I expect it will play out rather differently.  Workshop tends to be most useful in alt VP rushes (Gardens, SR), and Armory performs much worse than Workshop in this regard because topdecking VP is just not very good.  However, the topdecking makes Armory a decent card for picking up cheap engine components (all-important villages!) and maybe Silver if you think you'll need it.

Band of Misfits: Board dependent.  If there are many cheap cards that you could use (e.g. Village and Smithy) then BoM can be a good buy for the flexibility.  I doubt it would be a good idea to buy only BoM -- what are you going to do with $3 and $4 turns?  If you'd want BoM to use those cheap cards, you probably would do well to pick up those cheap cards directly as well.  BoM also competes with other $5 which it cannot emulate.  Those $5 cards will be stronger most of the time!

Bandit Camp: Kind of like Bazaar, with the money delayed.  It's interesting in that, as a Village, it tends towards Engine building.  But then it also adds an extra non-engine card to your deck... but that card will itself disappear after one use!

Beggar: This is a rather peculiar card.  It is a $2 card that is basically a terminal Gold, but it severely junks up your deck.  Really good for Gardens decks, probably other alt VP as well.  It would also provide more Rat food.  Maybe useful to kickstart an engine with expensive pieces, if Sage is also on the board.  Use Beggar once or twice to boostrap up to Goons (for example), and spam Sages to skip past Beggar and the extra Coppers to find those power cards you got so early in the game.

Catacombs: Very strong drawing.  It is Oracle with 3 cards instead of 2, minus attack.  Oracle's attack isn't that strong anyway, and I think the third card here makes a big difference.

Count: Very interesting card.  Choose a drawback, then choose a big bonus.  It can be HT (without +Buy) or Mandarin.  It should be best in alt VP games where the Copper gain actually helps, or the topdeck effect can smooth draws.

Counterfeit: Not sure of this one.  As a Treasure trasher, you want it earlier, but $5 means you won't be using it as early as Loan, Spice Merchant or Moneylender.  However, the treasure-throne effect can be huge, depending on what you pair it up with.

Death Cart: Incredibly powerful in the right situations.  Makes a very strong partner with Rats.  The on-gain penalty hurts, but is mitigated in that those Ruins can feed the Death Cart.  With a bit of shuffle luck, this couuld give you a turn 3 Platinum...

Forager: Similar to Trade Route but counts Treasures in Trash instead of VP purchased.  Also, it's non-terminal!  As with TR, an issue is that your trashing to build up Forager is just as beneficial to opponents, who can piggy-back off of your hard work.  It is nice that it is a non-terminal trasher.  I can see this being a very solid buy.

Fortress: It is just another $4 Village-with-bonus.  This particular bonus could give rise to some very interesting interactions.  You can use it as infinite fodder for the many new cards that make trashing a penalty (e.g. Death Cart).  You can use it as infinite fodder for TfB cards (Bishop, Apprentice).  You can use it as a hilarious Swindler/Saboteur defense (if your Swindler trashes your opponent's Fortress, it goes into their hand -- oops).  If there is no trashing on the board, this is still a fine card, just like every other Village.

Hunting Grounds: Not really a fan of this one.  Vanilla +4 cards is rather boring.  The on-trash effect is interesting but rather niche, made more niche in that it needs another card that can trash it.  The on-trash effect will generally only be useful when the game is about to end.  Might be good to quickly pile out the Estates.  Especially good for SR that way.  For the main effect, HG will be most used in Engine games that need the draw.  Hard to say if it would be any good for BM games, since it is competing with Gold.

Ironmonger: Looks strong.  It is a cantrip.  If it finds an action, it is a Village -- not bad.  If it finds a Treasure, it is a Peddler!  If it finds a VP, it is more than a Lab (in that you can discard that VP and draw something else).

Marauder: Deals out Ruins and gains Spoils.  With no immediate benefit, it doesn't seem that strong.  However, it is a $4 junker and it does net you a free Spoils, so it still sounds decent.

Junk Dealer: Peddler that trashes, or Upgrade that gives +$1 instead of gaining a new card.  I think it will be stronger than Upgrade, on average.

Market Square: A cantrip +Buy is very useful for most engines.  The reaction is nice, especially as you can activate it yourself.  Probably not something you want to open with (don't need +Buy that early) unless you are also picking up a trasher...

Mystic: Looks like an Action-typed Silver-with-benefit.  It's nice that it stacks with itself and also combos with Spy-type cards.  I think it will be decently strong.

Procession: Very strong in certain setups that have good Action cards at each cost level.  In most cases, however, I think TR will be stronger.  Having to trash the action can be very bad if there is no card you want at the next cost level, or if there is no card at that cost at all!

Rebuild: Opens up an interesting strategy of building up Estates to Duchies and Duchies to Provinces.  I wonder how fast it could be.  Might be interesting to spam Rebuild with the goal of leveling up all Estates (plus a few more that you purchase) to Duchies, then building all Duchies to Provinces.  Might also work by allowing your Provinces to be trashed into more Provinces, thereby running down the pile more quickly.

Rogue: The wording seems a little strange in that it says to "discard" first, and then to "trash".  That is, one of the discarded cards gets trashed.  But OK.  Presumably the target gets to choose the card to trash.  It'll be rather luck based... if you manage to catch out their Goons, that's too bad for them.  Or you might hit nothing at all.  Or maybe there is a Scout in the trash and you have to gain the Scout, hm.  I imagine this will be quite swingy.

Scavenger: Far, far outclasses Chancellor.  Especially egregious is the Scavenger+Stash combo.  You only need three Stashes, two Scavengers and an additional Stash or Scavenger to guarantee a Province every turn (you need the extra card to ensure that one of the Scavengers is in your deck after you draw).  I think it will be good.

Urchin: Weak attack, but it's a cantrip.  It should add some nice utility to draw engines with Governor and Council Room.  Urchin can become Mercenary...

Mercenary: Strong bonus, strong attack.  The forced trashing will sometimes be bad for you, but it'll usually be worth it I think.  Looks good.

Vagrant: A useful $2 consolation prize.  Cantrip, helps remove some junk.  As a bonus, it can combo with Mystic!

Wandering Minstrel: An excellent village for engines.  Scrying Pool will love it.

Ruins: Market is ocassionally useful.  Library doesn't hurt much if you have spare actions.  Discounting the -VP, Village is only better than a Curse if there is a draw-up-to card or in special cases like Conspirator or HoP.  Survivors is actually pretty useful if you have the actions for it.

Knights: The attack is the same as Rogue, but more reliable.  It is thematically interesting that Knights will trash each other.  At first glance, all the differently named cards looks like a godsend for Fairgrounds, but I have already read some other commentary where someone noted how Knights will likely take out a chunk of the unique cards you need for your deck, including your precious Knights.

No specific comments on their indvidual abilities.  Which knight is best will depend on the rest of the board.
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Re: For when the Dark Ages previews come out - card analysis game
« Reply #89 on: August 16, 2012, 06:02:07 pm »
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Altar - seems kinda strong on the first glance, especially if you get it early. On the other hand, i hardly ever get expand, and this is similar.
Armory - topdecking workshop. I think this is rather weak, since I dont get Nomad Camp often either. A card you dont want that much is not that much better on top of your deck.
Band of Misfits - I like how i suggested something pretty close to this here, though i think i like mine better. Anyway, this will be pretty board-dependant, but with no strong 5-costers and lots of flexibility in 4s it might be really strong
Bandit Camp - Basically a village which gets you a gold when you first play it. Seems strong with an engine or if theres nothing strong at 5 (or you have too many of the 5-terminals already)
Beggar - i think this is insanely strong with duke, silkroad, gardens. I think id open with two of this when one of those altvp is on the table. Id even pass on the reaction in these games maybe, though that alone is strong enough to buy this if there are attacks (or not to buy attacks if your opponent gets it)
Catacombs - This looks strong in both engine and bigmoney games. on-trash effect is pretty neglegible probably.
Count - also strong with aforementioned altvp, but i think its rather weak without them.
Counterfeit - Nice for trashing coppers with a huge economy boost in the end.
Cultist - ruins-witch with chaining possibility. I think its a bit weaker than the original, since i dont think that this chaining mechanic will be good enough to compensate for giving ruins instead of curses. Still strong.
Death Cart - i guess this is quite strong in engines if you can trash ruins with it all the time. might also be a good opener to get a high-cost card early (theres even a decent chance you wont need to trash it)
Feodum - seems insane with trader, useless for vp without a silver gainer. not sure if jack or bureaucrat etc will be good enough to make it worthwile. Also nice early with trashers probably.
Forager - seems kinda weak, since it'll be even harder to power up than trade route and your opponent can just share the benefit if you trash something to it. At least its nonterminal.
Fortress - crazy combo potential with trash for benefit cards
Graverobber - doesnt seem strong to me on its own, might be with something else putting good cards in the trash
Hermit/Madman - nice megaturn setup, getting one of them early might be nice also
Hunting Grounds - pretty straightforward and probably strong, again i think the on-trash effect is neglegible
Ironmonger - looks like a pretty strong card for 4. i think id almost always get this over silver.
Marauder - looks very strong. its like seahag giving a gold on first play an giving a ruins instead of topdecking curse.
Junk Dealer - good early on, but you have to care not to get too many of those
Market Square - good if you can make use of the reaction or need the buy, prolly not worthwile otherwise
Mystic - decent card, but might be a trap easily ( i dont think scout + this will be strong enough)
Pillage - doesnt look strong to me. you can destroy an opponents turn pretty much once, but also play a useless card urself. then you get 2 one-time golds.
Procession - highly board-dependant, but can be insane with on-trash benefits on the played card
Rats - weak without trash for benefit, might work with them, but i think it can still be a huge trap
Rebuild - looks strong on the first sight, but the problem is you need to get it early to do something, but it helps your economy in no way except for the points it gives. sadly there are no 5-cost dual-type victories it works well with.
Rogue - this looks strong compared to graverobber, because if gives 2 money and has a nice attack or gain.
Scavenger - chancellor+, looks strong for spamming a card
Sage - similar in use to scavenger, but i think theres quite a danger to ignore your economy for it. also good beyond-silver card
Squire - nice if it can be trashed for a good attack, also good for enabling altvp
Urchin/Mercenary - if theres another attack on the board, i think the question is not if you want this or not, but rathher when you get it. Mercenary just looks incredibly good if you can get your hands on it early.
Vagrant - kinda like pearl-diver: cantrip with a little extra, but i probably hardly will get it over a more expensive card.
Wandering Minstrel - another strong village, this time for an engine
Knights - Funny concept, but they seem to be weaker than rogue, except if you can get the trasher early or something like that
Ruins - not that bad, you might actually buy the + buy one (or the others to feed to death cart)
Shelters - guess those wont change much usually in your general strategy. the most important thing will probably be them costing one

Just noticed Poorhouse is missing:
Poorhouse - Very good in an engine if you get rid of all your money, probably useless otherwise
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Qvist

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #90 on: August 16, 2012, 06:05:28 pm »
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I just editted my original post and accidently pressed F5. Nooooo!!!
Maybe I give it another try tomorrow. Maybe not!

david707

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #91 on: August 17, 2012, 11:58:22 am »
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Altar: It costs 6 so is directly competing with gold, I think this will depend on the 5 cost cards, it will be worth if there is a 5 cost card you want multiples of such as lab.

Armory: This seems better than Ironworks in most situations (it's not a combo with great hall/island) due to top of deck instead of some other minor bonus, seems a solid 4 that I'll buy quite often.

Band of Misfits: Depends heavily on the action cards costing less than it and the other 5 cost cards. You need two different strong action cards to make it really good, for example a Village and a card drawer so it can be used as either part of the draw engine.

Bandit Camp: A village that gives a one use gold, seems nice early on and/or if you need extra actions, however there are better 5 cost cards, but not many 5 cost cards provide 2 actions.

Beggar: The main problem is in most cases you don't want to use the action, however the reaction is quite strong so may be worth it if there is attacks.

Catacombs: An improved Smithy and quite a strong 5 cost card.

Count: A strong trasher that can be used for other things, a good early 5 but you probably don't want many of them.

Counterfeit: Good early on for trashing coppers for money and layer on you can trash a gold and have enough for a province (with 1 spare) or trash a platinum and have enough for a colony. Could be kinda crazy with Bank. Overall a strong 5 that doesn't use an action, but you don't want too many.

Cultist: This compares poorly to witch unless you have enough to get use of it's effect that allows you to play another cultist and it's quite hard to get that many. You can use it as a bad witch then trash it, or try to get a "critcal mass" whee you chain them to draw cards. Overall a reasonable 5.

Knights: (Trash up to 2, 2VP, +2 Actions, Gain a card up to 3, +2 Coin)
The shared attack seems quite strong, but highly variable. I think the Trash 2, 2 VP and 2 Actions are significantly stronger than gain up to 3 and 2 coin. Overall a reasonable 5.

Death Cart: Using this as a one use +5 coin early isn't that great unless you can trash the ruins you also gain and can use those coins well (Platinum is in or +buy), so I think ti needs an action card that does something when trashed to be fully effective.

Feodum: Good if you can get lots of silvers, might also be worth buying to use with a trash for benefit card. Also, opening Feodum/Chapel seems good.

Forager: +1 Action, +1 Buy, +1 Coin, Trash a card. (As long as copper is the first thing you trash) seems good for 3 especially when compared with market (trash instead of draw), also you can trash a silver to make it +2 coin for the rest of the game which is likely worth it. Note that you do have to trash though. Overall a strong 3 I'll likely buy often.

Fortress: A 4 cost village that is really good with trash for benefit cards.

Graverobber: Gaining stuff from the trash seems good, as does expanding actions. Not sure how to judge, but seems a partly set up dependent good 5.

Hermit/Madman: Quite a strong 2, the top half compares well with workshop and if you don't buy anything it trashes for a madman. Madman is one use, but is very good, usually +2 Actions +4 Cards.

Hunting Grounds: Costly, but does give 4 cards and does something when trashed, will buy over gold sometimes.

Ironmonger: Compares well with Spy, a good cantrip.

Junk Dealer: Compares well with Market, a strong cantrip, but note the trash is not may.

Marauder: Compared with Sea Hag the attack is significantly weaker since it's ruins not curse and discard not top of deck, but you do get a one use gold which overall in my opinion makes it only slightly worse than sea hag, making it a strong 4.

Market Square: The top half is a cantipping +buy which is never bad, but is rarely good. The reaction is good though, so this is nice if your trasher and/or you need buys.

Mystic: At first I thought it was just a wishing well variant, since +2 coin is comparable to +1 card, but actually the fact it doesn't draw means it's a lot easier to know what your top card is. However this is still quite poor unless you do have a way of knowing your top card. If you have a way it becomes a good cantrip 5.

Pillage: The attack is very strong and gaining 2 one use golds is also very nice, the lack of if you do means more spoils using TR/KC and this card is amazing with Procession. This seems a strong 5, as long as it's not too late so you get to use the spoils.

Poor House: Most of the time this is bad, but in the rare cases you want it it's good. You want it when the proportion of treasures in your deck is low, for example gardens, against Pirate Ship, fishing village or black market combo.

Procession: A nice throne room variant, depends on whether there is an action you want to throne and a nice action card that costs 1 more than it. Works well with action cards that trash anyway like Feast and Pillage.

Rats: Acts as a nice intermediate stage for trash for benefit cards. For example, you could remodel an estate into a 4 cost card OR use rats to trash the estate gaining a rats, then remodel a rats into a gold, drawing a card. When trashing estates and coppers rats is better than remodel, but you need a trash for benefit card to use on rats.

Rebuild: This is a strong 5 that is kind of a mine for victory cards, basically you can name a victory card you don't want to trash (ie province).

Rogue: A strong 5 cos attack that turns into a reasonable 5 cost gainer.

Ruins:
To be continued...
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Copernicus

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #92 on: August 17, 2012, 04:49:54 pm »
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My terrible predictions!

---Six Dollars---

Altar -- Probably very powerful in any kingdom where you would want multiple $5 over a gold.  Or a cursing or ruins kingdom (Curse -> Duchy is pretty good for the end game).  The only annoying thing is the terminal action -- copper to silver isn't bad if I run out of cantrips, but my preference would be to make the coppers into good cantrips.

Hunting Grounds -- That's a lot of cards.  If a Big Money deck is sufficiently Big Money, +4 cards should average out to way more than $3 so it's a good buy.  Probably the toughest question is if it should be purchased before or after the first gold.

--Five dollars---

Band of Misfits -- I can see it being useful if there's a strong starting $4 or cheaper that gets weaker as the game goes on.  Sea Hag, Chapel, Remake, etc.  It would need a second useful thing to turn into.  And it would also need weak competition at $5 -- there are a lot of cards I'd prefer having over this.

Bandit Camp -- I think this is good if your deck needs a village.  I don't think just using it just to gain Spoils is worthwhile.

Catacombs -- I have no idea.  I think it's a lot like Harvest or Rabble.  Perfectly reasonable for the cost, but rarely a card that causes me to look at the board and think "This is going to be awesome".

Count -- I think it's good?  With so many choices it's possible that strong players will be able to use it very effectively.

Counterfeit -- Seems like the best $5 Silver.  I'm never going to out of my way to get it, but if a deck needs +buy (Goons!) or minor trashing it's useful.

Cultist -- Really good.  It might be the best $5 ever -- I'd hate to be at the receiving end of my opponent chaining even two of these together.  And it works insanely well with trashers after the ruins pile runs out.

Graverobber -- It depends heavily on the other trashers in a deck, unless it can be slipped into a fast enough engine.  Trying to line up Graverobber and other actions in the same hand is a bit too luck-dependent for me, and a $5 should do more than nothing if it doesn't meet the requirements in the early game.

Junk Dealer -- It seems good.  Probably most comparable to Upgrade, which I usually use to get rid of Coppers or Curses.  And this is slightly better in that instance.

Mystic -- Seems pretty good.  If the deck is light on trashing, it will be a gold more often than not.  It also does all the tricks you wished Wishing Well could do.

Pillage -- I have no idea.  It really depends on how good Spoils are.

Rebuild -- Good in a deck that isn't going to trash the Estates and doesn't have other alternate victory points.  Also lets someone green earlier because Duchy purchases aren't as bad.

Rogue -- I have no idea.

Knights -- I have no idea.

---Four Dollars---

Armory -- If I was purchasing a Workshop for the purposes of spamming something besides alternate Victory Points, it's worth it.  I think it would not work for a Gardens/Silk Roads/etc strategy.

Death Cart -- Who is buying corpses for that much?  It feels like a pseudo-Feast, and its value will probably depend on how easily it is to get +buys or other actions to trash.  Or a sufficiently small deck.  Also reasonably strong in the end-game struggle.  I'd probably grab it over a Duchy when the Province pile is at 4 or 5.

Feodum -- I have no idea.  Feels bad in a deck that can't spam silver.  Might be insane in a deck that can spam silver.

Fortress -- It's a village.  Very strong against trashing attacks. Should be good with any trash for benefit cards.  I can see purchasing it for any of the three options.

Ironmonger -- I would actually take a cantrip that gave me those options randomly.  So it's pretty good.  And with Ironworks, Dominion has taught me that Iron is a magical metal that assumes properties of nearby things.

Marauder -- One of the best $4 actions.  I'd put it just below Jack of All Trades and Sea Hag, and that's close.

Procession -- It's the Throne Room/Upgrade combo that I never wanted.  Probably the biggest weakness is that it needs good enough actions that I would want to trash them at each level.

Rats -- Someone will break a game with these, but it probably won't be me since I'm never going to touch them.

Scavenger -- It's the Chancellor I never knew I wanted, but am now happy that it exists.  Really strong with any deck that needs a specific card to start its combo -- like a Scrying Pool or a Village.

Wandering Minstrel -- It's a good village for decks that like villages.

---Three dollars---

Forager -- I think it's comparable to Trade Route both in function and how it will be used.

Hermit -- Sure why not, seems good.  Great Silver flooder and Madmen are pretty awesome.

Market Square -- I will probably buy this if a kingdom has any form of trashing in it.  Except for Rats.

Sage -- Really good until a deck starts greening.  Probably useful in the same way Scheme is useful, where a powerful attack is the most important consideration when purchasing it.

Storeroom -- Seems ideal for late-game when a deck struggles to put together hands due to greening.  Otherwise... meh.

Urchin -- I suspect I'll open Urchin/Urchin pretty much every time it's on the board unless there's an Ambassador or good $4.  Gets really fun if there's any village available.

---Two Dollars---

Beggar -- I think it's good, for a $2.  Pretty much depends on the deck -- I won't buy it if it doesn't combo or defend, but if it combos or defends it's great!

Squire -- This is good.  I'm half-expecting that the majority of my purchases of it will be for the +2 Actions.  Everything beyond a $2 +2 Actions/+$1 is great. 

Vagrant -- Sure, a Pearl Diver.  It's not great and I'll never want to purchase it, but if it's there for $2 I'll take it when I have $2 to spend.

---One Dollar---

Poor House -- Beggars hate the Poor House.  It needs to combo, but if it does it's good.
« Last Edit: August 17, 2012, 07:43:27 pm by Copernicus »
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Piemaster

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Re: For when the Dark Ages previews come out - card analysis game
« Reply #93 on: August 20, 2012, 07:55:59 am »
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Updated with (probably bad) analysis for the whole set.
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