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Author Topic: The Dominion Cards Lists 2013 Edition: $5 cards (Part 6/6)  (Read 157405 times)

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Robz888

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #200 on: April 22, 2013, 05:14:46 pm »
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Quote
I mean look, if you lump all the trashing attacks together--Thief, Pirate Ship, Noble Brigand, Rogue, Saboteur, Knights, Swindler--you have a collection of some the weakest cards in the game."

Correction. Some of the weaker cards in 2 player games.

They are better in 3P and 4P than in 2P, relative to many other cards. On the whole, most are still fairly weak. Pirate Ship gets the biggest upgrade, probably.
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Awaclus

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #201 on: April 22, 2013, 05:19:21 pm »
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Band of Misfits was too early, it is simply absolutely awesome whenever it's good. Counterfeit should probably be a little higher too. Market and Trading Post should switch places. We should've seen Bazaar by now. Other than that, I don't have problems with the third part.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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SCSN

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #202 on: April 22, 2013, 05:39:27 pm »
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So Count belongs to the 31 best $5's? That's awesome ;D
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brokoli

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #203 on: April 22, 2013, 05:52:53 pm »
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I've never found BoM that good, usually it works well if there are <$4 villages in the game, but otherwise, not really grat. And all $5 are just so much better than $4...
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Powerman

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #204 on: April 22, 2013, 06:19:18 pm »
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Swindler without trashing would be sooooo much better early!  Reveal an estate... gain another estate.  Reveal a curse... gain another curse!
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Tables

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #205 on: April 22, 2013, 07:00:22 pm »
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Swindler without trashing would be sooooo much better early!  Reveal an estate... gain another estate.  Reveal a curse... gain another curse!

Reveal a Tournament, gain a scout. NASTY!
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

KingZog3

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #206 on: April 22, 2013, 07:13:28 pm »
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Swindler without trashing would be sooooo much better early!  Reveal an estate... gain another estate.  Reveal a curse... gain another curse!

Reveal a Tournament, gain a scout. NASTY!

Well Scout puts Provinces in your hand for Tournament... so at least there's something beneficial from that. Better that losing the Tournament too.
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eHalcyon

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #207 on: April 22, 2013, 07:16:43 pm »
+1

Swindler without trashing would be sooooo much better early!  Reveal an estate... gain another estate.  Reveal a curse... gain another curse!

Reveal a Tournament, gain a scout. NASTY!

Well Scout puts Provinces in your hand for Tournament... so at least there's something beneficial from that. Better that losing the Tournament too.

Scout could also take away the Province that would have matched the Tournament in your next hand...
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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #208 on: April 22, 2013, 07:42:20 pm »
+2

Man, now I need to forge a log where I use Scout, revealing two Provinces and two Tournaments...
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

KingZog3

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #209 on: April 22, 2013, 08:05:13 pm »
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Swindler without trashing would be sooooo much better early!  Reveal an estate... gain another estate.  Reveal a curse... gain another curse!

Reveal a Tournament, gain a scout. NASTY!

Well Scout puts Provinces in your hand for Tournament... so at least there's something beneficial from that. Better that losing the Tournament too.

Scout could also take away the Province that would have matched the Tournament in your next hand...

Or you don't play it without Tournament in your hand... I'm just trying to give a little love to Scout. <3
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ftl

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #210 on: April 22, 2013, 08:12:46 pm »
+3

Hand: Province province, scout, smithy, smithy. Play scout, reveal village, village, tournament, tournament. Cry.
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ipofanes

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #211 on: April 24, 2013, 04:12:11 am »
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Maybe Treasury deserves some honorary mention when King's Court/Throne Room is in the kingdom (less chance drawing the latter dead) or with Menagerie (more chance for variety).
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SCSN

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #212 on: April 24, 2013, 10:17:52 am »
+1

Hand: Province province, scout, smithy, smithy. Play scout, reveal village, village, tournament, tournament. Cry.

And play Smithy out of frustration.
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ChocophileBenj

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #213 on: April 24, 2013, 10:22:57 am »
+1

(not) New Godwin's law : when talking of any card, most people of Dominion Strategy eventually talk about scout.

Hand: Province province, scout, smithy, smithy. Play scout, reveal village, village, tournament, tournament. Cry.
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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #214 on: April 24, 2013, 12:46:16 pm »
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I just played a game where Harvest really shined in combination with Tunnel. There was a Torturer engine possible, but I double Embargoed Torturer pretty quickly and my opponent only got one Torturer. The rest of the board was mediocre at best, with Bazaar being the only village and relatively little draw besides Torturer. I played mostly Harvest / Tunnel BM, with a few Embargoes here and there. On such a weak board, I was able to get half the Provinces and win because of the Tunnel points. I know Harvest/Tunnel isn't that great, but there are some boards where there isn't anything better.

Not to say Harvest is all that great or even good. But, just wanted to point out that it can sometimes be the key card, I would argue unlike Royal Seal.
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LastFootnote

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #215 on: April 24, 2013, 01:13:57 pm »
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I think people undervalue topdecking in general. It's not crucial in an engine deck, but if it's taking you 3 or 4 turns to get through a reshuffle, topdecking good cards is stronger.
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jomini

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #216 on: April 25, 2013, 12:58:09 am »
+1

One thing I just noticed when glancing at the cards is that Outpost overlooks one of its big synergies with Tactician. Outpost is one of two cards (the other being Black Market) that currently allow you to play treasures with Tac every "turn". Take an ideal setup - Tac/Scheme/Outpost. Start on a Tac hand, play Scheme, play Outpost, play treasure; okay now buy whatever you want and return Tac to deck top. Outpost turn: draw 3 cards (one of them is Tac), discard them.

And there are a LOT of cards that let you get this sort of reliability - Scheme needs only one Tac, but you can use Haven, Courtyard, Mandarin, Count, Graverobber (requires a way to trash a Tac, but can let you really pound the provinces), and you can also use a second Tac with some "draw your entire deck" tricks. E.g. discard a Tac when you have an empty discard & draw deck with any discarder (e.g. Horse Traders); play Scout (one of the few times where Scout may be better than any other card), Navigator, Duchess, Scavenger, etc.; and now you can continue on to an assured Tac in your 3 card hand. This can be a very cheap setup as you can use your starting coppers to fuel big turns e.g. Courtyard/Tac/Opst needs just 17 coin to get into province range (buying a copper) and is quite reliable.

Which is part of the larger reason I'm sure Opst is undervalued by far. For engine decks, it becomes too easy to spend a turn overbuilding the engine so you can abuse stuff like Horse traders/Scout to setup your Opst turn and then cash in twice as fast.
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Robz888

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 3/6)
« Reply #217 on: April 25, 2013, 12:59:55 am »
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I can't believe Knights are ahead of Band of Misfits. Criminal!
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Qvist

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 4/6)
« Reply #219 on: April 28, 2013, 03:25:11 pm »
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I feel like Rebuild and Horn of Plenty are criminally underrated in this batch. Everything else at least seems in the ballpark, though I'm still on the fence whether Count is really this good or not.
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ipofanes

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 4/6)
« Reply #220 on: April 28, 2013, 03:42:48 pm »
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Bazaar and Festival are examples of how hard it is to compare cards. Festival can be the crucial card so often in situations where Bazaar is merely the card that won't hurt any deck. But Festival could be just a Silver as well.
 
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Awaclus

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 4/6)
« Reply #221 on: April 28, 2013, 04:32:47 pm »
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I still think that Bazaar should've been in 3/6.
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Robz888

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 4/6)
« Reply #222 on: April 28, 2013, 04:35:30 pm »
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Well, Count is the most egregiously misranked card, not just on this list, but any list. Ever.

Rebuild is really good. Count is not. This is seriously criminal.

Everything else is okay. I'm not sure Catacombs is as good as Rabble and Horn, but that's okay.
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liopoil

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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 4/6)
« Reply #223 on: April 28, 2013, 04:37:32 pm »
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count is good with duke, but that's about it...
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Re: The Dominion Cards Lists 2013 Edition: $5 cards (Part 4/6)
« Reply #224 on: April 28, 2013, 04:53:59 pm »
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Rebuild is the most powerful card of dominion
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