Dominion Strategy Forum
Archive => Archive => Dominion: Dark Ages Previews => Topic started by: werothegreat on August 13, 2012, 11:36:14 am
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Let's say the 9 previewed Kingdom cards are on the board (and for shits and giggles, vanilla Village to make 10). How would you play it?
I think the most powerful opening would be Squire/Graverobber. Once you were able to collide them, you could trash Squire for 2 Cultists, and start filling your opponent's deck with junk. Once the Ruins start to deplete, you Squire/Graverob into a few Pillages, which will be all the more devastating with most of your opponent's hand filled with Ruins. Then, use your Spoils (and the +Buys from Squire) to take all the Provinces.
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I can already see my first game going exactly like this:
Open with Rats; lose terribly but have a lot of fun in the process.
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While I'm sure it'd drop to something good, I'd definitely want to try some sort of hermit/squire/rat/cultist (graverobber?) engine, perhaps using a feodum to get some silvers...Pretty hard to imagine it without playing it though, and I'm sure I'd screw it up.
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I think you have to hurry on the Cultists. With 5/2 I open Cultist/Squire. I'm not waiting for them to collide. With 3/4 I think I open Hermit/Squire. If Hermit hits first, I'll get another Hermit; if Squire hits first, I'll get Silver and use Hermit to kill the discarded Squire and turn it into a Cultist.
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I wonder how strong something like spamming Hermit/Squire is. Squire gives you actions and silver if needed, hermit can trash squire to get cultists. Maybe throw in a sage to help sift copper. Let hermits go mad when possible.
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Recommending the 10th card be watchtower
$2 cultists and pillages
$4 for three silvers
Rats are now Labs