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Author Topic: Obvious Predictions: Guilds Edition  (Read 16022 times)

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jonts26

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Re: Obvious Predictions: Guilds Edition
« Reply #25 on: June 13, 2013, 03:19:25 pm »
+4

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LastFootnote

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Re: Obvious Predictions: Guilds Edition
« Reply #26 on: June 13, 2013, 03:29:06 pm »
+1

MG will be a bad card most of the time and go unbought.

I think this might belong in the bold predictions thread.  :)

Although it's certainly possible that Merchant Guild will be underpowered in the absence of other Guilds cards. Every set should have a card like that, right? Scout, Outpost, Transmute, Contraband, Harvest, Cache, Rats. It's a tradition!
« Last Edit: June 13, 2013, 03:31:59 pm by LastFootnote »
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Watno

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Re: Obvious Predictions: Guilds Edition
« Reply #27 on: June 13, 2013, 03:32:19 pm »
0

Rats work good with many non guilds cards, like upgrade, develop and remake.
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ftl

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Re: Obvious Predictions: Guilds Edition
« Reply #28 on: June 13, 2013, 03:36:07 pm »
0

Merchant Guild could work pretty well as your first $5 if you're aiming to build an engine out of cheap components. Like, if you're building a Village/Smithy engine (with Vanilla Village and Smithy, costing $3 and $4 respectively) this might be a reasonable thing to pick up in the early game for $5, if you're expecting to have a bunch of midgame turns when you're, say, spending $6 to buy 2xVillage or $8 to buy 2xSmithy.

Yes, on second thought, that seems like a very valid use case. Could speed up engine building by a good bit.
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LastFootnote

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Re: Obvious Predictions: Guilds Edition
« Reply #29 on: June 13, 2013, 03:41:14 pm »
0

Rats work good with many non guilds cards, like upgrade, develop and remake.

Do you think Procession is a better example?

Also i assume you can spend coin tokens on the same buy phase you get them and may(?) use a token to overpay for the card you got it for.

No, you can't. You can only cash in Coin tokens when you could play Treasure cards, a.k.a. before you buy any cards.
« Last Edit: June 13, 2013, 03:43:05 pm by LastFootnote »
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jbrecken

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Re: Obvious Predictions: Guilds Edition
« Reply #30 on: June 13, 2013, 05:00:12 pm »
+2

It will be nigh impossible to play Taxman without singing.
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Re: Obvious Predictions: Guilds Edition
« Reply #31 on: June 13, 2013, 05:54:01 pm »
0

♫ The millions I make, they're stressing me out, 'cause it's so damn hard to keep them away from the Taxman... ♪
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If the only engine on the board is Procession->Conspirator, I will play it.

ConMan

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Re: Obvious Predictions: Guilds Edition
« Reply #32 on: June 13, 2013, 07:37:47 pm »
+1

♫ It's one for you, nineteen for me ... ♪
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Schneau

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Re: Obvious Predictions: Guilds Edition
« Reply #33 on: June 13, 2013, 08:03:15 pm »
0

Taxman, like Bureaucrat, will usually be played to put Silvers on top of your deck.
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ConMan

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Re: Obvious Predictions: Guilds Edition
« Reply #34 on: June 14, 2013, 12:38:15 am »
0

I agree with usually, but I suspect that it will be most useful on many boards for top-decking Gold.
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sudgy

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Re: Obvious Predictions: Guilds Edition
« Reply #35 on: June 14, 2013, 02:21:28 am »
0

Merchant Guild will get confused with Market Square, like Mint and Mine (http://forum.dominionstrategy.com/index.php?topic=8449.msg256098#msg256098)
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Julle

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Re: Obvious Predictions: Guilds Edition
« Reply #36 on: June 14, 2013, 05:03:17 am »
+2

Merchant Guild will get confused with Market Square, like Mint and Mine (http://forum.dominionstrategy.com/index.php?topic=8449.msg256098#msg256098)
And merchant ship!
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brokoli

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Re: Obvious Predictions: Guilds Edition
« Reply #37 on: June 14, 2013, 07:14:49 am »
0

MG will be a bad card most of the time and go unbought.

I think this might belong in the bold predictions thread.  :)

Although it's certainly possible that Merchant Guild will be underpowered in the absence of other Guilds cards. Every set should have a card like that, right? Scout, Outpost, Transmute, Contraband, Harvest, Cache, Rats. It's a tradition!

You are lucky we are not in the dominion card list thread, because comparing scoute and transmute to outpost and harvest is absolutely criminal.
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brokoli

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Re: Obvious Predictions: Guilds Edition
« Reply #38 on: June 14, 2013, 07:17:59 am »
0

And I'm pretty sure the closer card to Merchant guild is... outpost exactly. Outpost is sometimes really awesome, I think Merchant guild will be more or less the same kind of card (with coppersmith too).
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shMerker

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Re: Obvious Predictions: Guilds Edition
« Reply #39 on: June 14, 2013, 01:34:18 pm »
0

MG will be a bad card most of the time and go unbought.

I think this might belong in the bold predictions thread.  :)

Although it's certainly possible that Merchant Guild will be underpowered in the absence of other Guilds cards. Every set should have a card like that, right? Scout, Outpost, Transmute, Contraband, Harvest, Cache, Rats. It's a tradition!

I don't see how that could really be the case. Merchant Guild might have some synergies with Guilds cards, but all it really wants you to do is play a lot of them, and every set has cards that help with that.
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StrongRhino

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Re: Obvious Predictions: Guilds Edition
« Reply #40 on: June 14, 2013, 03:59:11 pm »
0

Merchant Guild will get confused with Market Square, like Mint and Mine (http://forum.dominionstrategy.com/index.php?topic=8449.msg256098#msg256098)
And merchant ship!
Maybe if Merchant Ship wasn't orange...
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LastFootnote

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Re: Obvious Predictions: Guilds Edition
« Reply #41 on: June 14, 2013, 04:01:47 pm »
+1

Merchant Guild will get confused with Market Square, like Mint and Mine (http://forum.dominionstrategy.com/index.php?topic=8449.msg256098#msg256098)
And merchant ship!
Maybe if Merchant Ship wasn't orange...

...and Market Square wasn't blue.
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Lhurgoyf

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Re: Obvious Predictions: Guilds Edition
« Reply #42 on: June 14, 2013, 06:46:54 pm »
0

Merchant Guild will get confused with Market Square, like Mint and Mine (http://forum.dominionstrategy.com/index.php?topic=8449.msg256098#msg256098)
And merchant ship!
Maybe if Merchant Ship wasn't orange...


...and Market Square wasn't blue.
And wouldn't cost $3 unlike the other two which cost $5


Candlestick Maker can make those 20 Copper hands from Counting House so much more useful (non-terminal +buy).
« Last Edit: June 14, 2013, 06:55:44 pm by Lhurgoyf »
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NoMoreFun

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Re: Obvious Predictions: Guilds Edition
« Reply #43 on: June 14, 2013, 09:16:32 pm »
0

The predictable uses of Stonemason's play effect:
Copper, Curse, Ruins->Nothing
Gold->Duchy/Duchy, Silver->Estate/Estate, (Platinum->Province/Province)
Estate, Shelter->Copper/Copper if there's something like Spice Merchant on the board, or if simulators here prove it's a good idea.
« Last Edit: June 14, 2013, 09:18:41 pm by NoMoreFun »
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Stealth Tomato

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Re: Obvious Predictions: Guilds Edition
« Reply #44 on: June 15, 2013, 03:01:52 am »
+1

Estate, Shelter->Copper/Copper if there's something like Spice Merchant on the board, or if simulators here prove it's a good idea.

It's not. There's a reason you almost always Ambassador 2 Copper over 1 Estate, even when you're giving up a Silver buy to do it.
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WanderingWinder

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Re: Obvious Predictions: Guilds Edition
« Reply #45 on: June 15, 2013, 03:13:47 am »
+1

Estate, Shelter->Copper/Copper if there's something like Spice Merchant on the board, or if simulators here prove it's a good idea.

It's not. There's a reason you almost always Ambassador 2 Copper over 1 Estate, even when you're giving up a Silver buy to do it.
A lot of that is because you are in an ambassador war, and flinging more now means tighter control to not get flooded later. Of course, this turning estate into two coppers as proposed above is terribly for (almost all) engines (more stop cards, little benefit), probably mildly good for a decent number of slogs, and bad but not the worst thing ever for big money.

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Re: Obvious Predictions: Guilds Edition
« Reply #46 on: June 15, 2013, 03:42:35 am »
0

Stonemasoning an Estate is a decent boost in the early game economy, but will hurt in the late game. It might be worth it if there's a $5 that you want to spam and that doesn't have a particularly strong anti-synergy with Coppers (perhaps Hunting Party? You're probably getting Stonemason anyway for double HPs) and it's totally worth it in an Apothecary deck.
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ycz6

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Re: Obvious Predictions: Guilds Edition
« Reply #47 on: June 18, 2013, 01:07:20 am »
0

Rats work good with many non guilds cards, like upgrade, develop and remake.

That's not a prediction.
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PitzerMike

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Re: Obvious Predictions: Guilds Edition
« Reply #48 on: June 18, 2013, 08:36:30 am »
0

Masterpiece will combo well with Feodum.
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