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Messages - GendoIkari

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6201
So Throne Room - Hireling gives you 2 cards each turn forever.
What does Procession - Hireling do???

Gives you 2 cards each turn forever. And a $7 action, if there is one. Procession stays in play, Hireling goes to the trash.

6202
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: April 01, 2015, 10:14:34 am »
My current thought is that any when-gain that changes the destination of a card (as long as you actually end up getting it into your possession, and not, say, trashing it) is just rerouting it; the card doesn't visit where it was trying to go.  So to me, gain destinations should be the only exception to lose-track (provided it doesn't get covered up in the meantime).

I would defer to Donald X, though, of course.
I'm not quite sure what I'm being asked. "No visiting" is a real thing, Transmogrify's gain does not visit the discard pile, it goes straight to your hand. It is not trying to have a novel phrasing, just to be phrased well.

This is surprising. Why doesn't it say "putting it in your hand", like Explorer and Torturer do? "And put that card into your hand" makes it sound like a separate instruction, something you do after you have gained the card normally; not a new gain location. And with this ruling, Nomad Camp is indeed a question; I believe this is the first time that 2 different default Gain locations are happening at the same time. So does it go to hand, or on top of your deck, or your choice?

6203
Dominion: Adventures Previews / Re: Preview: Haunted Woods
« on: April 01, 2015, 10:04:40 am »
Did this always trigger on buy? With Swamp Hag I remember well that there was the option to not buy, and thus not get hit with the attack, but I didn't remember that option happening here. It's good though, it means that if you got a terrible hand, like almost all green, then you don't get completely screwed.

6204
While I can't remember fully the rest of the cards, I'm pretty sure that Hireling was in my top 3 favorite cards, along with Storyteller and Transmogrify. It just seems so crazy. I was probably over-valuing it, but I never wanted to buy a Gold until I had a couple of these first. Once I had 3 of them in play. It's just great.

6205
Is there a harder counter to Ghost Ship in the game than Guide?

Moat?

You would have gotten a +1 if that was actually true. But in fact Guide is better against Ghost Ship than Moat.

This isn't always true. Guide is great if you have 2 good cards and a few bad cards. If your hand is mostly good card, then Moat should be better than Guide. To use Guide against Ghost Ship means all but 2 cards from your hand miss the shuffle.

6206
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 05:41:51 pm »
The only real drawback is the turn it gets played. Then it's a blocked Tournament.

AKA a Ruined Village?

 ;D I suppose that would have been simpler.

You know, the vanilla portion of Goons is basically just a Festival without the +Actions.

It's also a Ruined Village without the +Action and with the +1 Buy, +$2.

Man, Ruined Village really is overpowered... it's practically a non-terminal Goons!

6207
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 05:39:29 pm »
The only real drawback is the turn it gets played. Then it's a blocked Tournament.

AKA a Ruined Village?

 ;D I suppose that would have been simpler.

You know, the vanilla portion of Goons is basically just a Festival without the +Actions.

6208
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 05:37:00 pm »
This card seems weak to me. Getting to do it whenever is nice flexibility, sure, but it's less than Remodel, and Remodel isn't great to start with. Sure, this isn't terminal, that helps a lot... I am sure there will be spots of this, like develop maybe (kind of; develop is more about getting you more cards and can also straight trash coppers), it can be a role player, but I think it will be pretty weak overall.

Getting the new card right into your hand seems like it would be a big deal though.  Did you miss that, or are you saying that it's still too situational?
Still too situational. Royal Seal not that much better than silver, and while this is a little better since you know what's in your hand - look, it's not like this will be AWFUL, but I still don't think it's actually strong.

As somebody who never playtested this, i predict it's much better than you think. Remodel is not only terminal, it reduces your handsize by two when you actually use it and needs to collide. This DOES reduce your handsize, but only by one, and instead improves another card in your hand. I think we learned from Tactician that one great turn is better than two mediocre ones.

As somebody who did playtest this, you are correct.

Comparisons to Band of Misfits should be made, I think. Band of Misfits becomes whatever card you need at the moment, up to $4. This turns another card in your hand into whatever you need at the moment. And instead of up to $4, it's up to X+1, where X is the cost of the card you're using as your "BoM". And then this also trashes, which is sometimes good, sometimes bad, since you'll be trashing non-junk with it.

The only real drawback is the turn it gets played. Then it's a blocked Tournament.

6209
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 05:34:21 pm »
This card seems weak to me. Getting to do it whenever is nice flexibility, sure, but it's less than Remodel, and Remodel isn't great to start with. Sure, this isn't terminal, that helps a lot... I am sure there will be spots of this, like develop maybe (kind of; develop is more about getting you more cards and can also straight trash coppers), it can be a role player, but I think it will be pretty weak overall.

Getting the new card right into your hand seems like it would be a big deal though.  Did you miss that, or are you saying that it's still too situational?
Still too situational. Royal Seal not that much better than silver, and while this is a little better since you know what's in your hand - look, it's not like this will be AWFUL, but I still don't think it's actually strong.

As somebody who never playtested this, i predict it's much better than you think. Remodel is not only terminal, it reduces your handsize by two when you actually use it and needs to collide. This DOES reduce your handsize, but only by one, and instead improves another card in your hand. I think we learned from Tactician that one great turn is better than two mediocre ones.

This doesn't reduce your handsize at all. Well, sort of. It reduces it the turn that it gets played. But the turn that it gets called, which is the turn that this thing is bought for, it keeps your handsize at 5.

6210
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 04:09:52 pm »
You can reveal Watchtower to trash a gained Nomad Camp. This is because after Nomad Camp was gained, it's exactly where Watchtower expects it to be, which is on top of your deck. Watchtower isn't automatically looking in the discard pile for gained cards, it's looking for wherever those cards were gained to.

With Transmogrify, it should work exactly the same. Transmogrify moves the card from where it expects it to be (on top of your deck) to your hand.

6211
The upper panel art suggests it will come with the new base cards.

What do you mean?

6212
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 02:21:31 pm »
I just thought of a use case that I never tried at the meetup... if you have multiple of these in your Tavern, then you can get more than +$1 cost for the thing you trash... With 2 of them, you can turn that Silver into a Witch (as long as $4s exist). Due to rareness of $7s, it will still be hard to gain Provinces this way.

6213
Dominion: Adventures Previews / Re: Preview: Transmogrify
« on: March 31, 2015, 02:14:49 pm »
This was another one of my favorites. I had a lot of fun just buying lots of them, and then Transmogrifying my Transmogrifies to get exactly what I needed on that turn.

6214
Variants and Fan Cards / Re: Really bad card ideas
« on: March 31, 2015, 01:12:25 pm »
Pearl Torpedo
$2 Action-Attack

+1 Card
+1 Action
Each opponent reveals the bottom card of their deck.  You may choose to place in on top of their deck.

This could actually be interesting! But annoying and slow to resolve.

6215
Princing a Guide gives the exact same effect as just playing the Guide, except for moving the +1 Action to another turn.  You sacrifice a card draw on one turn to draw one more on the next.  And all that was worth wasting your Prince?

Interestingly, it's not that hard to think of edge cases for this one. Of course the same could go for Fishing Village or Caravan. But if you know that your next hand will have 2 very important terminals and no Village, you could totally want to do that.


But in most cases, if you're desperate enough for a village to Prince a cantrip... why not just use Prince as the "village" and Prince your terminals?

Well yeah in most cases it's a bad move. But you can't just Prince your terminals to get around my situation... for one, the terminals are in your next hand, not your current hand. And for another, the Terminals are quite likely to cost more than $4 if they're that important. Also, you pretty much would only do this near the very end of a game, when it's too late to make good use of Prince otherwise. Like if you know you need to play 2 Goons next turn to pile out and win. I'm NOT suggesting buying the Prince with this intent. If you're in this situation, Prince was probably a bad choice.

6216
Princing a Guide gives the exact same effect as just playing the Guide, except for moving the +1 Action to another turn.  You sacrifice a card draw on one turn to draw one more on the next.  And all that was worth wasting your Prince?

Interestingly, it's not that hard to think of edge cases for this one. Of course the same could go for Fishing Village or Caravan. But if you know that your next hand will have 2 very important terminals and no Village, you could totally want to do that.

6217
General Discussion / Re: reality tv
« on: March 31, 2015, 12:46:39 pm »
I'm specifically anti reality TV. Not that I really watch any TV at all, but I have a strong dislike for reality shows. I think it's mostly because I know that they aren't actually all that real. Even if they are doing there best to be real and unscripted, people are always going to act different than they normally do just because they're on a TV show.

6218
"Start of your turn"
How does Guide interact with Durations and Prince?
Do I resolve Guide before or after Tactician draw for example? (After would be a poor choice - swapping 10 for 5, but cleaning up the first five and then drawing another five for Tactician would be nice.)

You choose!

Can you use Guide's mulligan ability in the exact turn you played via Prince?
(Okay, if you want something more realistic: via a Princed Throne Room/ Herald)

The only reasonable answer is yes. Princeing a Guide doesn't work, but if a Guide got played by a Princed card, you'd be able to call that Guide after the Princed card resolved (or after doing some other start-of-turn effects).

I think both answers are reasonable. To argue for the other one; Guide wasn't on your Tavern Mat at the start of your turn. So when the list of things that happen at "start of turn" is made, Guide isn't on that list.

That's not how Dominion works, though. Your Moat may not be in your hand when somebody plays an Attack card, but if you put one into your hand via Secret Chamber you can still reveal it afterward.

EDIT: Also, you never decide the complete order of simultaneous effects in Dominion before doing them. You do one, then decide which one to do next.

Good call, I'm convinced.

6219
Can you use Guide's mulligan ability in the exact turn you played via Prince?
(Okay, if you want something more realistic: via a Princed Throne Room/ Herald)

The only reasonable answer is yes. Princeing a Guide doesn't work, but if a Guide got played by a Princed card, you'd be able to call that Guide after the Princed card resolved (or after doing some other start-of-turn effects).

Princeing a Guide works too, you just play the Guide once and then it goes on the Tavern Mat then Prince finishes doing it's thing and then you could call it immediately. The Prince is then stuck doing nothing.

That isn't the Prince "working".

6220
"Start of your turn"
How does Guide interact with Durations and Prince?
Do I resolve Guide before or after Tactician draw for example? (After would be a poor choice - swapping 10 for 5, but cleaning up the first five and then drawing another five for Tactician would be nice.)

You choose!

Can you use Guide's mulligan ability in the exact turn you played via Prince?
(Okay, if you want something more realistic: via a Princed Throne Room/ Herald)

The only reasonable answer is yes. Princeing a Guide doesn't work, but if a Guide got played by a Princed card, you'd be able to call that Guide after the Princed card resolved (or after doing some other start-of-turn effects).

I think both answers are reasonable. To argue for the other one; Guide wasn't on your Tavern Mat at the start of your turn. So when the list of things that happen at "start of turn" is made, Guide isn't on that list.

6221
"Start of your turn"
How does Guide interact with Durations and Prince?
Do I resolve Guide before or after Tactician draw for example? (After would be a poor choice - swapping 10 for 5, but cleaning up the first five and then drawing another five for Tactician would be nice.)

You choose!

Can you use Guide's mulligan ability in the exact turn you played via Prince?
(Okay, if you want something more realistic: via a Princed Throne Room/ Herald)

Also wondering about this. I can see good arguments being made for either case.

6222
I don't foresee this comma discussion going anywhere. So hey, how about these great new cards?

I underbuy Duplicate and am generally in the camp that thinks it looks weak. You can call it on the turn you play it, but it hurts your buying power by being a dead terminal that turn. And it can miss a shuffle while you're waiting for it to really pay off. But the potential benefit from Duplicate is great, even without cost reducers. I particularly like calling multiple Duplicates on the same gain.

On one hand, I understand why people are talking about reserves missing the shuffle as a drawback; it means that you'll play them less than once per shuffle throughout the game. But especially for the terminals, I had thought of "missing the shuffle" as almost a good thing, because it's a card that you don't want in your deck. You want it on the reserve mat. While it's not in your deck, you're not drawing it, so you're drawing cards that are more helpful instead. It's sitting there, not taking up room in your deck, waiting for the time when it's actually good to use.

6223
"Start of your turn"
How does Guide interact with Durations and Prince?
Do I resolve Guide before or after Tactician draw for example? (After would be a poor choice - swapping 10 for 5, but cleaning up the first five and then drawing another five for Tactician would be nice.)

You would choose the order, just like all other "start of your turn" events.

6224
I'd been wondering what the new card color would be! Man, the gradient on that Treasure-Reserve is subtle. I'm also surprised it's called a Tavern Mat and not a Reserve Mat. I feel like Dominion usually chooses straightforwardness over flavorfulness. (It's a VP mat not a Landowner's Mat or something.) I wonder what the Tavern Mat art will look like. It also seems counterintuitive that calling cards doesn't put them in play, but I'm guessing this was to balance Peddler, Horn of Plenty, etc.


Wero pointed out that it DOES put them into play. But I think it's kind of funny that you find the opposite to be counter-intuitive... my impression when playing with these was that it was confusing that they were put into play, given that they weren't being played. I would have thought that they should just go to your discard. I'm guessing that they don't because Donald didn't want the possibility of re-playing the card the same turn that you called it.

6225
Coin of the realm is probably my favorite card in adventures, and that's saying a lot because I really like a lot of the cards. DXV is basically a genius for coming up with this card the way it is, it's just so beautiful the way you build your deck very differently to get the most out of it.
LF is the one who suggested making it a treasure. I had it as an action, but it was tricky finding a good spot relative to other villages.

Congrats to LF, then. Being a Treasure is a great niche for this; it reminds me of Merchant Guild, in that the benefit is just a bit too late to use it this turn.

Of course this combos with Storyteller though, so you can get the benefit on the same turn.

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