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Messages - grrgrrgrr

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326
Mmm, let's predict the next previews.

The bonus preview will show us a Heirloom that is also a Fate card.

Tomorrow's preview will be about Hexes, which are landscape cards with a purple border which will slightly cripple the ones getting them.

EDIT: Wow I failed hard with the bonus preview prediction.

327
Dominion: Nocturne Previews / Re: Bonus Preview #2: Faithful Hound
« on: October 24, 2017, 12:28:48 pm »
I think Stephert + Inheritance + Faithful Hound will be a pretty good trio.


328
I was wondering: How does Devil's Workshop work with Donate? With T2 donate, it would be (in a 4/3 opening):
T1: Buy Devil's Workshop
T2: Buy Donate ($5 debt remaining)
T3: Play $0, buy nothing, gain Gold ($5 debt remaining)
T4: Play $3, buy nothing, gain Gold ($2 debt remaining)
T5: Play $6, get two cards costing up to $4, or buy nothing and gain Gold

So your deck can be 2 golds, two $4 cards and a Devil's Workshop at T5. Sounds like a really strong Golden Deck enabler if Bishop is available.

329
Dominion: Nocturne Previews / Re: Bonus Preview #1: Crypt
« on: October 23, 2017, 11:02:17 am »
I think this will be nice with storyteller. Storyteller can provide a large amount of treasures to hide, and Crypt then improves the Storyteller you draw at the start each turn.

It will also be big with Feodum, and can perhaps be a way to pull a Feodum strategy on an engine.

Overall very unique and hard to judge.

330
Advance+Fortress+extra buys

Absolutely killer. Each extra buy becomes "gain a card costing up to $6". I managed to put a shitload of Groundskeepers in my deck this way.

331
Fool's Gold+Guide+Storyteller+(+buy)

Storyteller and Fool's gold are amazing together, as one Fool's gold provides a 4 card draw (if you have played one before, which isn't unlikely). Guide ensures you have a Storyteller in your starting hand, and +buy is important for getting lots of Fool's golds (I used a Villa for that in that game).

Sauna/Avanto+Pathfinding

I think this is the best target for your +Card token. I actually used it in a Teacher game. My deck was somewhat slow and cripled by curses. However, as soon as I got my +Card token in this pile, my deck just exploded like crazy.

Fortress+Transmogrify+amassable $5 card (+Gainer)

Fortress and Transmogrify are absolutely ridiculous together. Gain a bunch of Transmogrifies (did I use a gainer?). Then, when you draw a Fortress with a good amount of transmogrifies on the mat, use all of them to get lots of copies of your favorite $5 card in your hand. This should lead to an amazing turn, and a substantially improved deck afterwards. About amassable $5  card, I used the combo with Minion, but I think the best candidate is Groundskeeper.

332
I probably haven't played enough empires, but why are Fortune and City Quarter higher rated than Grand Market?

333
Lurker+Catacombs
A very neat combo, as it makes Lurker effectively a nonterminal workshop. If you play two Lurkers, you can gain yourself a Catacombs and a $4 card!
I played this combo together with Island. In one turn, the Lurker pile was empty, and the Island and Lurker piles only had three cards left. Guess what I did with my three lurkers.

Bonfire+Market Square
Very very very powerfull interaction; an incredibly easy way for gaining a shitload of Golds.

334
Dominion General Discussion / Re: Next expansion
« on: February 04, 2017, 09:11:02 am »

-A promo card for those owning all expansions?

I was thinking about the following:

Name: Mixed Village
Price: $5
Effect: +2 Actions, +1 Card, play both cards from the Mixed Village mat, ignoring the +2 actions, +1 card part.
Setup: Put two Action cards in the Mixed Village mat, that have +2 actions, +1 card in their effect, that cost $4.

335
Capital also has a number of ways to ignore the , or at least produce more than .

Yes.  That number is 7:

Counterfeit
Crown
Fortune
Herbalist
Mandarin (situational)
Mint (even more situational)
Bonfire (extremely situational)

In a kingdom with Capital, there is a ~78% likelihood that none of those cards are present (and an ~87% chance that none of the top 4 synergies are present).  So, it is important to understand how good Capital is in kingdoms where none of those cards are present.  And I don't have a good feel for that.

Mandarin+Capital sounds actually pretty ligit. If you manage to draw multiple Capitals, then you can buy one Mandarin to ensure you draw all those Capital again next turn, without getting Debt. If you manage to do that for a hand full of Capitals...

336
Dominion General Discussion / Re: The most powerful board
« on: December 22, 2016, 05:09:05 am »
Nvm, Qvist games do end fast, but people need to coorperate in full, and for some of the games, luck is required.

337
Dominion General Discussion / Re: The most powerful board
« on: December 22, 2016, 05:06:58 am »
With "powerful" I measure how fast people can gain lots of points without neading some coorporation of the opponents.

The games in qvist's links don't end in 5 turns; their purpose is to get the WHOLE supply in a relatively fast fashion.

Also, power of a card depends on the board it is in. Counting House and Coppersmith are statistically weak. But when backed up by the right cards, they are ridiculously strong.

338
Dominion General Discussion / The most powerful board
« on: December 21, 2016, 12:45:54 pm »
Hello,

With Empires out, I was wondering: what is the most powerful kingdom in Dominion?

When trying to the question, I was thinking about a kingdom that at least contains the following cards:
- Counting House
- Highway
- King's Court
- Coppersmith
- Scheme (not important, but makes it on turn faster)
What the remaining five cards are doesn't really matter, although several attacks can somewhat slow the game down.
The event cards are Counting House's super best friends. To be precise:
- Travelling Fair
- Banquet

With this setup, if you start with 5 coppers, the game will be as follows:
T1: Your hand: 5 coppers
-Buy Travelling Fair
-Buy Banquet for Counting House & 2 coppers; topdeck only counting house
-Buy Copper; don't topdeck
T2: Your hand has 1 coppers & 3 estates & Counting House (worst case scenario)
-Play Counting House; draw 8 coppers (you have $9)
-Buy Travelling Fair
-Buy Banquet for Counting House & 2 coppers; topdeck all
-Buy Banquet for Scheme & 2 coppers; topdeck Scheme and 1 copper
T3: Your hand has 1 Counting House & 1 scheme & 3 coppers
-Play Scheme; draw Copper
-Play Counting House; draw 10 copper (you have $14)
-Buy Travelling Fair (2x)
-Buy Banquet for Counting House and 2 coppers; topdeck Counting House
-Buy Banquet for Highway and 2 coppers; topdeck all (2x)
-Topdeck Scheme (via scheme)
T4: Your hand has 3 coppers; Scheme; Highway
-Play both Highways and Scheme. Your hand now has 4 coppers and Counting House
-Play Counting House; draw 16 copper (you have $20)
-Buy Travelling Fair (4x)
-Buy Banquet for King's Court and 2 coppers; topdeck King's Court (2x)
-Buy Banquet for Coppersmith and 2 coppers; topdeck Coppersmith (2x)
-Buy Copper
-Topdeck Counting House (via Scheme)
T5: Your hand has King's Court, King's Court, Coppersmith, Counting House
-Play King's Court+King's Court+Coppersmith+Coppersmith+Counting House
You now have 29 Copper in Hand. All of them are woth $7. So enjoy having $203 with Travelling Fair for the buys.

Yup, you gain the ability to buy all provinces in the 5th turn! And if you don't start with $5, if will be slightly weaker but still very strong.

This setup is an amalgation of already existing concepts. Counting House+Travelling Fair is a ridiculously powerful duo. Banquet is always a huge improvement for Counting House. Counting House always wants to work with Coppersmith, but usually doesn't get to.

What do you guys think. Do you know a stronger board?


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