And how would you change it to be worthwhile? :D
I guess I *might* buy it when:
(1) There is a strong (copper) trasher, making it more possible I draw gold or better (maybe silver).
(2) I have plenty of actions
(3) I have +buy without virtual coin
am I missing something?
To make it happen in an engine, you need a pretty specific environment.
- Treasures need to be part of your strategy, ideally a key part (Horn of Plenty?)
- Copper trashing must be available.
- ideally there is some sifting to ensure that you have enough treasures in your discard.
- Adventurer is usually only worth it if there is no better source of draw.
To make it happen in an engine, you need a pretty specific environment.
- Treasures need to be part of your strategy, ideally a key part (Horn of Plenty?)
- Copper trashing must be available.
- ideally there is some sifting to ensure that you have enough treasures in your discard.
- Adventurer is usually only worth it if there is no better source of draw.
I think that Copper trashing not being available is more likely to make Adventurer worth it in an engine. If you can just trash your Coppers, either you're probably going to have enough draw anyway or it's not an engine board at all. When you can't trash them, at least Adventurer can help by removing them from your draw pile (and putting them into your hand instead).
Worst card in Dominion, maybe. Pirate Ship and They give this a run for its money.
As a $6 Action, Adventurer combos with Procession + $5 cost action + trash for benefit.Possibly as a stepping-stone to King's Court, too.
To make it happen in an engine, you need a pretty specific environment.
- Treasures need to be part of your strategy, ideally a key part (Horn of Plenty?)
- Copper trashing must be available.
- ideally there is some sifting to ensure that you have enough treasures in your discard.
- Adventurer is usually only worth it if there is no better source of draw.
I think that Copper trashing not being available is more likely to make Adventurer worth it in an engine. If you can just trash your Coppers, either you're probably going to have enough draw anyway or it's not an engine board at all. When you can't trash them, at least Adventurer can help by removing them from your draw pile (and putting them into your hand instead).
How is it better than Moat then?
It does. But you'd still probably only get it in the absence of an actually useful $6 action.As a $6 Action, Adventurer combos with Procession + $5 cost action + trash for benefit.Possibly as a stepping-stone to King's Court, too.
When Mine into Adventurer beats Procession/Fortress:
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160317/log.0.1458246091735.txt
also as saved stream:
https://www.twitch.tv/assemble_me/v/56618442 (starting at 1:08:45) - the chat was not convinced it was correct. Anyways, it felt pretty good :D
It's pretty good with copper trashing and when there's Platinum/Colonies around and there's no strong engine to be build. The nice thing is that it sifts very well through green cards.
Just look at my greatest moments post:When Mine into Adventurer beats Procession/Fortress:
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160317/log.0.1458246091735.txt
also as saved stream:
https://www.twitch.tv/assemble_me/v/56618442 (starting at 1:08:45) - the chat was not convinced it was correct. Anyways, it felt pretty good :D
Mostly it's good when its brother in yellow, Venture, would be good, but it's a little worse than that because it's a terminal
It's pretty good with copper trashing and when there's Platinum/Colonies around and there's no strong engine to be build. The nice thing is that it sifts very well through green cards.Sifters are awkward in the end game.
Just look at my greatest moments post:When Mine into Adventurer beats Procession/Fortress:
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160317/log.0.1458246091735.txt
also as saved stream:
https://www.twitch.tv/assemble_me/v/56618442 (starting at 1:08:45) - the chat was not convinced it was correct. Anyways, it felt pretty good :D
Mostly it's good when its brother in yellow, Venture, would be good, but it's a little worse than that because it's a terminal
Sifters are awkward in the end game.
Adventurer is very rarely good. Here are some things that make it better.
Copper trashing in the presence of junking attacks - think Spice Merchant, Miser, Counterfeit, or Moneylender. You can thin your deck but you will still have several additional stop cards at the end and need something to push you up over the slog. Soothsayer might be the best junker here since it gives you Golds that Adventurer loves to draw.
Ferry, actually, makes Adventurer an affordable anti-junking card as well. Especially if there is no +Buy (which would make buying more of a cheaper card better), Ferrying Adventurer makes it a perfectly reasonable $4 cost card.
Tunnel, duh.
I think this could cost $5, have +1 Action on it and still be a mere "okay" card.
So yeah, it's really bad, the cost is too steep and it's not gamewarping enough to spend a precious action on.
I think this could cost $5, have +1 Action on it and still be a mere "okay" card.
So yeah, it's really bad, the cost is too steep and it's not gamewarping enough to spend a precious action on.
That wouldn't be strictly better than Lab, but it would be quite good if your only payload is treasures.
I have this theory that goes: over time Dominion strategy has shifted towards later, faster greening as the player base got more experienced, and engines more viable.While some of what you say is true, that isn't really the explanation for Adventurer.
Earlier on, you'd have to cope with green decks much longer than we usually do now, and this explains why early Victory skippers/sifters are on the pricy and (now) useless side of the spectrum (Adventurer, Scout). It also explains how Scrying Pool ended up being much cheaper than Golem.
That was all for me guessing what goes on in Donald's and the Dominion playtesters' minds.
I remember seeing an expert game where winning strategy was opening Chapel/Chapel, quickly trashing starting cards, and using Platina-hunting Adventurer as a payload. I don't remember any specifcs, though.
I really like one thing with cards such as Adventurer or Harvest: while they're weak most of the time, it's all more fun and a challenge to find a board where they're actually great.
Another thing that slightly bothers me about Adventurer is that it's not even that fun. Many other situational or weak cards at least have pretty interesting and novel effects that few or no other cards can do, such as Coppersmith, Treasure Map, Scout, Contraband, Counting House etc. Adventurer is just weak terminal draw, a weaker and more expensive version of many other cards. Even when you do get Adventurer to work, it's rarely worth the reward, because the card's just not that interesting.
Maybe Adventurer gets better in games with Crown!
Adventurer combos with Delve! Hey, that's something!