Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: Schneau on July 23, 2013, 10:07:18 am
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Most vanilla cards are in the base set, but there are a few others. I'm counting any kingdom card that has one of the standard +'s (Card, Action, Buy, $), as well as plain Victory amounts and +VP cards.
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Worker's Village. Cheap, almost always useful, what's not to love?
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Monument - I'm a sucker for VP chips.
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Grand Market and Peddler don't count because of buying conditions, I suppose?
I'd argue that "discard a card from your hand" and "trash a card from your hand" should be considered vanilla, too.
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I like Monument as well, it is not a card that wins the game, but it is a quite strong source of VP, great for BM and decent in engines, if you have spare actions, and particularly nice with Throne Room and King's Court.
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Laboratory. I like powerful cantrips.
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Grand Market and Peddler don't count because of buying conditions, I suppose?
I'd argue that "discard a card from your hand" and "trash a card from your hand" should be considered vanilla, too.
I decided, mostly arbitrarily, to only include cards that don't have any instructions written in English sentences on them. If you start letting in discarding and trashing, then you can make an argument for gaining, and soon it's just "What is your favorite card?"
Of course, I am no authority on these matters, and anyone wishing to learn more about those types of cards is free to conduct a second poll!
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If you start letting in discarding and trashing, then you can make an argument for gaining, and soon it's just "What is your favorite card?"
yeah, cards like black market, tournament, and possession are pretty vanilla and simple ;)
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My favourite slope is the slippery slope.
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If you start letting in discarding and trashing, then you can make an argument for gaining, and soon it's just "What is your favorite card?"
yeah, cards like black market, tournament, and possession are pretty vanilla and simple ;)
You forgot Band of Misfits.
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Village. Sometimes i just want that extra action and no fancy extras so i can pay more for it.
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Village. Sometimes i just want that extra action and no fancy extras so i can pay more for it.
Village - 3+
+1 Card
+1 Action
You may overpay for this; if you do, you're wasting your money.
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Village. Sometimes i just want that extra action and no fancy extras so i can pay more for it.
Village - 3+
+1 Card
+1 Action
You may overpay for this; if you do, you're wasting your money.
You're wasting your money even if you don't, because this Village is actually just a cantrip with no bonus.
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My vote goes to Bazaar. It may be 2 more than village, but a village with a +$1 benefit is huge, especially with engines that lack economy. Then it is gravy, possibly aiding(with help from draw) in drawing your whole deck and still having economy to keep building your engine.
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Gotta be Lab.
Not that I think it's the most powerful vanilla card, but it's the most fun to play when you get a handful.
"Lab," draw two, "Lab," draw two, "Lab," draw two, "Lab," draw two, "...I buy a Province."
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Necropolis, mostly because it's not on the list. :)
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Remodel
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Necropolis, mostly because it's not on the list. :)
I'm counting any kingdom card that has one of the standard +'s (Card, Action, Buy, $), as well as plain Victory amounts and +VP cards.
I almost added it, but then decided to limit to only kingdom cards.
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While I do enjoy Monument piling up a small but decisive pile of VP chips in even a short game, I have to go with Festival. I often find myself buying it for just the +2 action and +$2, even if I don't need extra buys. I love it when it shows up with Minion, Watchtower, or Jack, since the lack of +Cards isn't a liability.
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I voted Lab, because it's the first card you tend to encounter that makes you realise how fun it is to play a bunch of cards in one turn.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
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I voted Laboratory because it's too fun to chain them in 2P games (which I played the most, also IRL).
When there are lots of vanilla cards and no "epic" drawer such as Torturer/Wharf*, you've still great hands and can draw your whole deck if there are some good trashers for benefit or money generators... wooot ! Plus it's nice with TR, dreadful with KC.
*(sorry, I can't help but think to the dragon Oarf------- when talking about wharf. It will last a few weeks)
But I prefer two duration vanilla cards : Wharf of course, and Fishing village which I voted as my favourite card in Qvist's rankings.
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The vanillage! ;D
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy. For that matter, it's one of the few cards you can easily acquire without either using a buy or spending an action. And like all ruins, losing the split can be devastating to your chances.
I assume the pricing considerations are much like chapel; if you make it cost what it "deserves," then you run the risk of one person getting an unlucky opening split and falling behind.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy. For that matter, it's one of the few cards you can easily acquire without either using a buy or spending an action. And like all ruins, losing the split can be devastating to your chances.
I assume the pricing considerations are much like chapel; if you make it cost what it "deserves," then you run the risk of one person getting an unlucky opening split and falling behind.
Not to mention it bumps up your Horn of Plenty buying power.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
Well that's what overgrown estate is. A pure scout-booster.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
And Conspirator!
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
And Conspirator!
And Peddler, Horn of Plenty, Fairgrounds, Scrying Pool... it's also nice against discard attacks. Okay, like curse or Coppersmith (Because I don't say Scout, I say Coppersmith :p )
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
And Conspirator!
And Peddler, Horn of Plenty, Fairgrounds, Scrying Pool... it's also nice against discard attacks. Okay, like curse or Coppersmith (Because I don't say Scout, I say Coppersmith :p )
Sweet combo: with only Golems and Ruined Villages, the Ruined Villages turn Golem into a Necropolis.. that shuffles a lot.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
And Conspirator!
And Peddler, Horn of Plenty, Fairgrounds, Scrying Pool... it's also nice against discard attacks. Okay, like curse or Coppersmith (Because I don't say Scout, I say Coppersmith :p )
Sweet combo: with only Golems and Ruined Villages, the Ruined Villages turn Golem into a Necropolis.. that shuffles a lot.
By the way, Necropolis is like twice as OP as ruined village, so you can only have one copy of that at any time.(Unless someone stupid enough to pass it with masquerade) Having it in everyone's deck before the game start also prevent any imbalanced opening.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
And Conspirator!
And Peddler, Horn of Plenty, Fairgrounds, Scrying Pool... it's also nice against discard attacks. Okay, like curse or Coppersmith (Because I don't say Scout, I say Coppersmith :p )
Sweet combo: with only Golems and Ruined Villages, the Ruined Villages turn Golem into a Necropolis.. that shuffles a lot.
By the way, Necropolis is like twice as OP as ruined village, so you can only have one copy of that at any time.(Unless someone stupid enough to pass it with masquerade) Having it in everyone's deck before the game start also prevent any imbalanced opening.
Necropolis is like the promoted version of Ruined Village. Like in Final Fantasy when you promote your class from Fighter to Knight, Thief to Ninja, Monk to BlackbeltBlack Belt to Grand Master, etc.
Edit: If Necropolis were in the supply you'd actually be able to Upgrade Ruined Village to Necropolis, too.
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ruined village is not on the list. its so versatile and usefull in almost every case... i love it
It takes away Village's risk of making cards miss the reshuffle. So it's like Village without the penalty.
And you can draw it with Vagrant. Ruined Village is sounding OP.
You guys are missing the best part: it's free! You can easily pick one up on a spare buy.
But don't forget that it's not always available for purchase, even when the Ruins deck is out. You only have about a 1/5 chance of Ruined Village being the top Ruins. That hurts it.
Man, trust Donald X to think of great ways to nerf OP cards.
Well, not every card. Scout is still way too OP for $4.
He clearly learned from his mistake. Mixing different cards in the same pile protects you from depleting the pile and having an early three-pile ending. That means the game lasts longer and you get more plays of your key card. The saddest thing about Scout is after the initial Scout rush is completed you're only two piles away from the game ending so you don't get to play your Scouts as much. Especially if you then empty the Great Hall pile so that the Scouts have something to draw.
And Ruined Village was also an attempt to nerf Scout: now there's this new OP card that you have to go for that Scout can't draw! But it obviously wasn't enough.
If Ruined Village synergized with Scout the world would implode in a spectacle of awesomeness.
It does, if you throw in Peddler.
It doesn't, because 1) they both now synergize with Peddler, yes, but they still don't synergize with each other and 2) why do you care about Peddler, when you could be just getting more Scouts and Ruined Villages instead!
And, let's not forget how well RV synergizes with draw-up-to cards as well!
And Conspirator!
And Peddler, Horn of Plenty, Fairgrounds, Scrying Pool... it's also nice against discard attacks. Okay, like curse or Coppersmith (Because I don't say Scout, I say Coppersmith :p )
Sweet combo: with only Golems and Ruined Villages, the Ruined Villages turn Golem into a Necropolis.. that shuffles a lot.
By the way, Necropolis is like twice as OP as ruined village, so you can only have one copy of that at any time.(Unless someone stupid enough to pass it with masquerade) Having it in everyone's deck before the game start also prevent any imbalanced opening.
Play Throne Room/Torturer. It goes without saying that, unless Scout or Looters are in the kingdom, your opponent will discard down to only Necropolis. Then play Masquerade. "But how?" you ask, "I already played an action this turn: Throne Room." Well, that's where your own Necropolis comes in.