Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: TheExpressicist on January 26, 2015, 05:39:19 pm
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http://www.2pih.com/synergyFinder.php
Usage: Paste the log URL in, hit submit.
What it does: Uses Goko Salvager's Kingdom Visualizer to display the kingdom. It then iterates through all the cards in the kingdom for possible synergies, and possible engine components and outputs them.
NOTES:
This tool is in serious, serious beta right now, and takes an extremely naive approach to both determining synergies and finding engine components. This is obviously not meant to be a replacement for good solid kingdom analysis. Rather, it's a quick-and-dirty way to look at a Kingdom and possibly find things that you might not have seen when you first played the game.
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Counterfeit combos with fortress. ;D
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Counterfeit combos with fortress. ;D
It's so good it find combos that aren't even possible for mere mortals
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And apparently Feast combos with Gardens.
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And apparently Feast combos with Gardens.
Duh: you trash Feast to gain Gardens.
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Of course. If you buy all 10 feasts, each of your gardens is worth one extra point. Synergy right there.
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Under possible engine components it lists Rats as a source of "thinning". :o
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Under possible engine components it lists Rats as a source of "thinning". :o
If your deck is all Rats you can draw the whole thing every turn, that is like the ultimate engine.
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Feast lets you delay deciding whether you want that mountebank or that market to see what your opponent goes for to decide if you want to go gardens.
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Feast lets you delay deciding whether you want that mountebank or that market to see what your opponent goes for to decide if you want to go gardens.
That's an anti-synergy, actually. You should not play those feasts; if you do, your opponent can gain them from the trash with graverobber to increase the worth of her own gardens.
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Feast lets you delay deciding whether you want that mountebank or that market to see what your opponent goes for to decide if you want to go gardens.
That's an anti-synergy, actually. You should not play those feasts; if you do, your opponent can gain them from the trash with graverobber to increase the worth of her own gardens.
feast --> graverobber, use graverobber to play the same feast over and over again for more graverobbers/markets, super gardens combo.
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Feast lets you delay deciding whether you want that mountebank or that market to see what your opponent goes for to decide if you want to go gardens.
A Kings Courted Feast combined with Highway will get you nine cards when you buy Border Village and gain Duchy plus Duchess...
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Feast lets you delay deciding whether you want that mountebank or that market to see what your opponent goes for to decide if you want to go gardens.
A Kings Courted Feast combined with Highway will get you nine cards when you buy Border Village and gain Duchy plus Duchess...
Nonononono. You are gaining 2 catacombs and 1 cultists from the Border Villages, which you are trashing with watchtower to activate market squares (which you redraw from the on-trash effect of Cultists), and you are gaining death carts from your catacombs, for a boatload of cards.
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Feast lets you delay deciding whether you want that mountebank or that market to see what your opponent goes for to decide if you want to go gardens.
A Kings Courted Feast combined with Highway will get you nine cards when you buy Border Village and gain Duchy plus Duchess...
Nonononono. You are gaining 2 catacombs and 1 cultists from the Border Villages, which you are trashing with watchtower to activate market squares (which you redraw from the on-trash effect of Cultists), and you are gaining death carts from your catacombs, for a boatload of cards.
...I play gold, silver, 3 copper, buy a province?
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So on a more serious note - this is what I mean by it taking an extremely naive approach to synergies and engines. Basically I just went through each card, listed its obvious effects, and listed any synergistic effects I could think of. Obviously I need some kind of conditional operator in there, e.g. Gardens synergizes with "gain WITHOUT trash". And also some card-type specific modifiers, e.g. Fortress synergizes with "Trash(Actions)", or Watchtower synergizes with "Discard(from Hand)".
Here is the 'database' it's using right now. Are there any synergies I'm missing, or modifiers that would make it more effective, or other general feedback?
P.S. (I'm into Javascript these days because it's fairly easy for others to look at the code and modify it it in order to play around with it.)
http://jsfiddle.net/xsov1g8x/
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Watchtower synergizes with "Discard(from Hand)". EVERYTHING
FTFY
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Watchtower synergizes with "Discard(from Hand)". EVERYTHING
FTFY
Liopoil's Win% when Watchtower is gained: 56.1%
Liopoil's Win% when Watchtower is ignored: 100%
;D
Pay no attention to the small sample size!
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Holy crap that's a lot to scroll through. But I think you should add anti-synergies - e.g. Poor House with Treasures.
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Holy crap that's a lot to scroll through. But I think you should add anti-synergies - e.g. Poor House with Treasures.
updated it to link externally, rather than dumping all that in one post
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Watchtower synergizes with "Discard(from Hand)". EVERYTHING
FTFY
Liopoil's Win% when Watchtower is gained: 56.1%
Liopoil's Win% when Watchtower is ignored: 100%
;D
Pay no attention to the small sample size!
Just because it synergizes with everything doesn't mean you should always get it. However, since it is my favorite card, I get it over 90% of the time, which is excessive. Whenever I don't get watchtower it must be obviously bad, and if I'm playing well enough to resist getting watchtower, I'll probably play well enough to win. (But this is small samplesize, sorry). I get it more often than I should, hence the lower than average winrate with it. It still synergizes with everything*
*Okay, 1/3 of everything. See my article for a comprehensive list. Except that list omits cards that only weakly combo with watchtower and only in the perfect circumstance. I could come up with a mostly nonsense reason that a card combos with watchtower for almost every card.
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*Okay, 1/3 of everything. See my article for a comprehensive list. Except that list omits cards that only weakly combo with watchtower and only in the perfect circumstance. I could come up with a mostly nonsense reason that a card combos with watchtower for almost every card.[/size]
Library?
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*Okay, 1/3 of everything. See my article for a comprehensive list. Except that list omits cards that only weakly combo with watchtower and only in the perfect circumstance. I could come up with a mostly nonsense reason that a card combos with watchtower for almost every card.[/size]
Library?
That's easy. Using both in a draw-to-X engine can be good. Library let's you choose whether or not to put watchtower in hand, depending on if you want to use it's reaction or not. It also is another price point for when you need another draw-to-x card so you don't have to overpay for watchtower. Playing a watchtower with 7 cards in hand is also a way to decrease your handsize for playing another library. Watchtower topdecking library+disappearing village is very good as well.
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Playing a watchtower with 7 cards in hand is also a way to decrease your handsize for playing another library.
+1
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You should have it say that scout combos with everything ;D