Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: silverspawn on October 16, 2014, 09:31:31 am

Title: silverspawn's card list
Post by: silverspawn on October 16, 2014, 09:31:31 am
In this thread, heavily inspired by jsh's art rankings (http://forum.dominionstrategy.com/index.php?topic=11525.0), I will rate all official Kingdom cards by how much I like their design. This is most closely related to how fun I find them to play with, and may or may not include other aspects as well. The purpose of this thread is to spawn discussion, promote good cards, and generally as an excuse to talk about dominion. And, of course, this is all just my personal opinion, and it's even more subjective than power level.

I won't do ruins, individual knights, and prizes, because they're really impossible to rank. Is ruined library a better card than followers? Well yea, probably. But that's silly. Oh and, I will of course start with the worst cards, so there'll be a lot of negativity, but only in the beginning.

Onto the list.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 16, 2014, 09:31:52 am
Chapter I: The Bad Cards


(http://dominion.diehrstraits.com/scans/alchemy/possession.jpg)206. Possession
Possession is one of two entries in a list of cards that I truly hate. It is also one of the most disliked cards by the community, and rightfully so. Possession sucks, and this is regardless of the fact that it's a very high skill card. There are countless assets to dislike about this card, and I will list a few. It's luck dependent how fast you get it, and your potion is useless if you don't draw it with enough coin. (This kind of applies to Province aswell, but at least if you don't hit 8$, you can use all treasures for something else). It makes your opponent use your deck's strength against you, which is just a terrible feeling, and that's really the worst crime a card can even be guilty of. It makes you have to degrade your own deck, sometimes to the point where it can't buy or gain good cards anymore. It counters itself, forcing you to buy even more Possessions once both Players started with it. It kills coin tokens. It makes TfB stupidly powerful. It causes the most retarded combination in the game, with masquerade, amb, or island. And, as we hear now, it also destroys combos with Prince.

The concept behind Possession is of course that it's a sort of super workshop that just happens to work with another Player's deck, but is ultimately a gainer, which is why it's not labeled as an attack. Now, even if we ignore the synergy with Attacks, Bishop, Possession itself, and other cards that break this logic, the fact still remains that you can absolutely hurt your opponent by controlling his deck. If he has a nice engine with storeroom in it, it can even be a pin. Draw deck, play Storeroom, discard 0/6, play storeroom, discard 1/0, and voilá, the next hand consists of 5 useless cards. The fundamental problem here is really that, in order to execute the logic that Possession is trying to follow, you'd have to include a lot more edge cases on the card, which is impossible because there isn't enough space.

I really, really hate this card. I can't really overstate how much I hate it. Every other dominion card - hell, even every fanmade card - is exponentially better than Possession in my book. This card does not need to exist.



(http://dominion.diehrstraits.com/scans/intrigue/masquerade.jpg)



205. Masquerade
Masquerade is entry #2 in the previously mentioned list. For a while, I thought this card was actually worse than Possession, but it's absolutely not. Really, it's not even close. The only reason I ever thought so was that I had forgotten how bad Possession really is. I probably was lucky not to play with it for a while.

That said, I still hate it, and the reason for that is that pass mechanic is not designed to hurt your opponent, so when it does, it feels unjustified and unfair quite similar to possession. They are my cards. Not yours. *sigh*

Why is this different from playing Rogue twice? Because Rogue is a card designed to trash my opponents cards, it's reasonably strong, priced at 5$ where it belongs, and it has the proper attack type. I'm okay with it hitting my cards, and I'm happy if it hits cards from my opponent (plus Rogue is mostly a gainer anyway). When my opponent passes me a good card with Masquerade though, I am not happy. In fact, it makes me sad. I feel the need to apologize in the chat. I didn't want this card. I don't deserve it. I also don't need it. It doesn't belong to me. It's just an unfair advantage.

My fix for this card is, cut the passing. "+2 cards, you may trash a card from your hand" is a card I'd have no problem with. It'd still be super strong, and it'd be different enough from other trashers to be worth doing. Of course, I'm the only person on the planet who dislikes this card, so that's pretty redundant.



(http://dominion.diehrstraits.com/scans/darkages/rebuild.jpg)



204. Rebuild
Everyone knows what's wrong with rebuild, do I even have to say anything? Just read this post (http://boardgamegeek.com/article/14094365#14094365), Donald says it all.



(http://dominion.diehrstraits.com/scans/alchemy/scryingpool.jpg)



203. Scrying Pool
Scrying pool is, by all means, really not a bad concept. Provide +1 Card per Action card you flip, and a cantrip bonus to back it up. Draw a non-Action card, and you get a cantrip. One Action, a Lab, two Actions, two Labs, and so forth. Sounds strong, but cool.

The problem really is that the card does too much. Why does it attack? Dunno, but the fact that it does causes two bad things. One, what I'm saying for the next card. Two, the card is too strong. Yes, being strong can be okay, but Scrying Pool is not chapel. Scrying Pool is supposed to be good in decks where you reach high action density, like Herald. But in reality, it's almost always a must-buy (SCSN was absolutely right here).

I vaguely recall Donald X saying the attack on Scrying Pool was his biggest regret on any published card (dunno if that's still the case). Well, I can say that, if it didn't have the attack, it'd jump several hundred ranks upwards.



(http://dominion.diehrstraits.com/scans/base/spy.jpg)



202. Spy
There are four different attacks that are meant to mess with your opponent's draw pile in Dominion: Rabble, Oracle, Fortune Teller, and Spy (and Sea Hag, but let's forget about that for the moment). Four problems come to mind for these kinds of attacks: they could be swingy, they could be weak, they could be tedious, and they could become pointless upon repeated play. Rabble, to give an example of a well-designed card, largely avoids all of these problems. Spy, on the other hand, has all four of them, and the only reason that he's not even lower on this list is that, by being so weak, he's usually just a non-factor.

It's worth noting that Scrying Pool is not only the exact same attack as Spy, it's also almost the same card. Both cards are non-terminal, both card draw +1 card minimum, and both cards spy on all decks. The only differences are, Scrying Pool can draw additional cards, and Scrying Pool spies before drawing.



(http://dominion.diehrstraits.com/scans/seaside/pirateship.jpg)



201. Pirate Ship
The first thing I want to say here is that I don't consider 3+ player games in these rankings. So, if I say that Pirate Ship is weak, I mean it's weak in 2 player. Unfortunately, unlike other weak cards, I don't like what Pirate Ship does, even on boards where it's strong. In addition to being super swingy, it can also lead to really weird situations, that you may or may not enjoy depending on your taste. Maybe if, after pumping the card for the entire game, the reward you get was not in the form of coins, I would like it more. But as is, I find games where it's good mostly boring and/or frustrating.
Title: Re: silverspawn's Design Rankings
Post by: Teproc on October 16, 2014, 10:08:03 am
Masquerade is just fine... What's so bad about having to pass cards ? It really only makes you feel bad when comined with discarding attacks, which is a thing but it's not like it happens every game Masquerade is on the board, not even close.

I mean it certainly shouldn't be high on this list, but second to last ?

Pirate Ship is horrible. Back when I was a casual playr I used to play 4-player a lot and it was incredibly oppressive. Combined with its weakness in 2-player, that makes it a pretty bad design overall, though I will admit that the first few times you manage to get your deck to work with two Pirate Ships buying Provinces, it feels pretty great.

Scrying Pool is more mixed. The thing is that it's a very fun card to play with, it's just an absolutely obnoxious card to play against. I remember the first time my best friend built a Scrying Pool deck and I still swear to this day that the game took 90 minutes (I doubt it's true, but that's how it felt).

I see what you're saying about Spy, but I think it's fine. Because it's a mediocre card it's never oppressive in the same way that Scrying Pool is, so I don't have any hate for it, in fact I quite like finding the times when buying it is correct. I would certainly rank something like Familiar below it.
Title: Re: silverspawn's Design Rankings
Post by: Teproc on October 16, 2014, 10:09:24 am
By the way you know what I want number 1 to be. I'll understand if it's not, but outside of the top ten and you're dead to me.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 16, 2014, 10:23:01 am
Masquerade is just fine... What's so bad about having to pass cards ? It really only makes you feel bad when comined with discarding attacks, which is a thing but it's not like it happens every game Masquerade is on the board, not even close.

I mean it certainly shouldn't be high on this list, but second to last ?
How do you know what cards should be high on silverspawn's list?

Masq would probably be in my top 10 if I did a design rankings list.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 16, 2014, 10:44:32 am
By the way you know what I want number 1 to be. I'll understand if it's not, but outside of the top ten and you're dead to me.
actually, i have no idea  :P e: I thought you meant worst cards. so, real top10. it it's tactician, that might happen.

Quote
What's so bad about having to pass cards ?
if it's a bad card, nothing. But if you have to pass engine components... urg. it's somewhat similar to minion, I look at my hand, make great plans, and then I have to pass a village or something
Title: Re: silverspawn's Design Rankings
Post by: markusin on October 16, 2014, 11:10:14 am
The spy attack on Scrying Pool is soooo annoying to resolve. It's made worse by how strong Scrying Pool is in multiples even without the attack portion.
By the way you know what I want number 1 to be. I'll understand if it's not, but outside of the top ten and you're dead to me.
is it Tactician?

For what it's worth, I'd prefer if Masquerade didn't have the pass mechanic, even though it makes it slightly weaker. You're usually just passing Coppers back and forth, except when you're not and you feel awful inside.
Title: Re: silverspawn's Design Rankings
Post by: DG on October 16, 2014, 11:15:56 am
It seems like you don't like the cards that significantly change the game! For some people those are the best cards and they just need a different mindset. There are however some design problems with those first few cards :

a) Possession and Pirate Ship can create stalemate situations where no players wants to progress their deck or progress the game as it will assist the opponent more.
b) Possession (and to some degree Masquerade) can create multi player situations where success hinges on the tactics of a specific player on your left or right.
c) Masquerade should always be neutral in terms of hand count. A player who starts with an empty hand should finish with an empty hand.
d) Possession and Outpost turn sequences are just too complicated.
Title: Re: silverspawn's Design Rankings
Post by: faust on October 16, 2014, 11:26:41 am
In this thread, heavily inspired by jsh's art rankings (http://forum.dominionstrategy.com/index.php?topic=11525.0), I will rate all official Kingdom cards by their design. This is most closely related to how fun I find them to play with, and may or may not include other aspects as well. The purpose of this thread is to spawn discussion, promote good cards, and generally as an excuse to talk about dominion. And, of course, this is all just my personal opinion, and it's even more subjective than power level.

I won't do ruins, individual knights, and prizes, because they're really impossible to rank. Is ruined library a better card than followers? Well yea, probably. But that's silly. Oh and, I will of course start with the worst cards, so there'll be a lot of negativity, but only in the beginning.

Onto the list.

Spawn discussion, ha ha.

Carry on.
Title: Re: silverspawn's Design Rankings
Post by: soulnet on October 16, 2014, 11:30:33 am
if it's a bad card, nothing. But if you have to pass engine components... urg. it's somewhat similar to minion, I look at my hand, make great plans, and then I have to pass a village or something

Discard attacks also take cards out of your hand. You probably think about a plan that uses 3 cards when a discard attack is present, so you should plan with 4 cards when your opponent is playing Masq.

BTW, I love Masq, but I understand this rankings are highly subjective.

Pirate Ship worse than Thief? I don't think so.
Title: Re: silverspawn's Design Rankings
Post by: Teproc on October 16, 2014, 11:34:14 am
It is Tactician, yes.

@Awaclus : This is not "silverspawn's favorite cards" it's a design ranking, and I'm pretty sure I can give my opinion on that.

I actually agree with ranking Pirate Ship worse than Thief, because there is a situation where Pirate Ship is oppressive. That doesn't happen with Thief, it's really just a counter to thin decks with money.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 16, 2014, 12:03:51 pm
@Awaclus : This is not "silverspawn's favorite cards" it's a design ranking, and I'm pretty sure I can give my opinion on that.

From the OP, I get the picture that this is more or less "silverspawn's favorite cards".
Title: Re: silverspawn's Design Rankings
Post by: 2.71828..... on October 16, 2014, 12:13:59 pm
I just want to say that possession can make for some very intriguing boards that are a lot of fun to play.  (the bad do outweigh the good, but not quite to the extreme that silverspawn would have us believe)
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 16, 2014, 12:20:28 pm
@Awaclus : This is not "silverspawn's favorite cards" it's a design ranking, and I'm pretty sure I can give my opinion on that.

From the OP, I get the picture that this is more or less "silverspawn's favorite cards".

isn't that a pretty pointless argument? I said in the OP that I encourage discussion, so obviously it's fine to post something like that. where is the difference between "my design rankings" and "my favorite cards"? the only difference that I see is that "favorite cards" doesn't imply that can explain your feelings, which I tried to do here.
Title: Re: silverspawn's Design Rankings
Post by: sudgy on October 16, 2014, 12:21:14 pm
I actually wouldn't have Possession, Masquerade, or Scrying Pool in this section.  I think Possession makes for an interesting game, Masquerade is a nice strong trasher, and SP is SP.
Title: Re: silverspawn's Design Rankings
Post by: AndrewisFTTW on October 16, 2014, 12:29:24 pm
I'd like to direct everyone's attention to my new thread, AndrewisFTTW's Most Decent and Playable Aethestically and Olfactorily-Pleasing In Addition To Worthy of Being Held in My Hands Rankings. Don't forget to pick up a novelty T-Shirt on your way out!
Title: Re: silverspawn's Design Rankings
Post by: Donald X. on October 16, 2014, 02:16:03 pm
where is the difference between "my design rankings" and "my favorite cards"? the only difference that I see is that "favorite cards" doesn't imply that can explain your feelings, which I tried to do here.
Well there is a huge gulf between "well-designed" and "my favorites." The cards are well-designed or not, but different things appeal to different people. In fact to design well, you need to make things that aren't "for" you, that aren't your favorites but that other people will adore.
Title: Re: silverspawn's Design Rankings
Post by: Witherweaver on October 16, 2014, 02:31:30 pm
Change the title to "Silverspawn's Most Favoritely Designed Card Rankings"
Title: Re: silverspawn's Design Rankings
Post by: soulnet on October 16, 2014, 02:39:34 pm
where is the difference between "my design rankings" and "my favorite cards"? the only difference that I see is that "favorite cards" doesn't imply that can explain your feelings, which I tried to do here.
Well there is a huge gulf between "well-designed" and "my favorites." The cards are well-designed or not, but different things appeal to different people. In fact to design well, you need to make things that aren't "for" you, that aren't your favorites but that other people will adore.

I believe the truth is somewhat in between. Something that some people may perceive as a design problem (like Scrying Pool's slowness of resolution) may not bother other people. I agree that some issues seem more objective than others, but saying that there is some objective, or even close to objective, "well design" is taking it too far for me.

That being said, Dominion has ruined some other games for me, because I keep spotting several design flaws in them. Well done. But next time, include a label warning people. I used to love Citadels.
Title: Re: silverspawn's Design Rankings
Post by: theright555J on October 16, 2014, 02:47:41 pm
Is ruined library a better card than followers? Well yea, probably. But that's silly.

I'm having a hard time even coming up with an edge case where one would choose Ruined Library over Followers.  Pretty certain Followers >>> Ruined Library  :)

Did you mean Survivors?  I like RL > Survivors.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 16, 2014, 02:51:46 pm
No, I think Donald got it right. The point is basically that "favorites" is subjective, and "well-designed" is not, and I agree that strictly speaking, it should be titled "my favorite cards". If I tried to be objective, I'd have masquerade higher, because I know that very few people share my problems here, but I'd still have Spy really low, because I legitimately believe that there are flaws in its design that later cards fixed. I guess this is "my favorite designs". I don't really like just calling it my favorites, because for me that sounds like I don't really have reasons for it, I just like or don't like a card, and I don't think that's true.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 16, 2014, 02:53:12 pm
Is ruined library a better card than followers? Well yea, probably. But that's silly.

I'm having a hard time even coming up with an edge case where one would choose Ruined Library over Followers.  Pretty certain Followers >>> Ruined Library  :)

Did you mean Survivors?  I like RL > Survivors.

The edge case is that I wasn't talking about powerlevel. I don't like followers as a price, I will go into more detail about that when I talk about Tournament, but I think Ruined Library is a completely logical choice for a ruins. But yeah, comparing them is weird.
Title: Re: silverspawn's Design Rankings
Post by: Beyond Awesome on October 16, 2014, 03:28:39 pm
I actually agree with Silverpsawn on Possession being the worst designed card.

A lot of people hate it, especially people not on these forums. Have you read the reviews for Alchemy on Amazon? This card is universally hated. Also, while it can lead to some strategic games, it is swingy and annoying to play against until you reach a point where you accept how Possession games turnout.

I don't agree 100% on Masq. But, silverspawn is right, having it be +2 cards and trash would be almost as effective since that is usually the reason the card is bought in the first place. You give an estate, get an estate back and trash. Essentially, in the early game (where trashing matters the most), Masq essentially works the way silverspawn suggests.

Whoever said Outpost turns get confusing, I disagree. You only get 1 outpost turn and the card stays out, so I don't really see what is confusing about it.

Scout probably deserves to be towards the bottom. Maybe Swindler as well. Talk about a swingy card.
Title: Re: silverspawn's Design Rankings
Post by: pacovf on October 16, 2014, 03:36:10 pm
People complaining about the "pass a card" mechanic in masquerade might be forgetting when that card came out. At the time, people only had Base Dominion, and a lot of them were complaining that chapel was too strong a card and made for no-brainer decisions when it was in the Kingdom. I'm pretty sure that masquerade was included in Intrigue at least in part to adress those perceived issues.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 16, 2014, 04:01:07 pm
Scout probably deserves to be towards the bottom.

Chapter 2: The Weak Cards (And Outliers) - Part one

(http://dominion.diehrstraits.com/scans/intrigue/scout.jpg)200. Scout
Scout is widely considered to be the weakest card in Dominion, and while this is kind of a boring conclusion, I think that's exactly what he is. I also think that being weak is his only problem - the idea of taking victory cards from your deck into your hand is something I really like - but fact is, a card that's ignored in approximately 98% of the times when it shows up is just a waste of space, good idea or not. We're out of cards that I dislike, so a 9-card Kingdom enabler is the next worst thing.



(http://dominion.diehrstraits.com/scans/base/adventurer.jpg)



199. Adventurer
Adventurer is the same as Scout, really. It costs 6$, even though it could easily cost 3$, making it probably the second weakest card in the game. Digging for Treasure cards as a concept is okay, but again, that doesn't help if the card is too weak to ever get bought.



(http://dominion.diehrstraits.com/scans/seaside/pearldiver.jpg)



198. Pearl Diver
Pearldiver is, in many ways, even more useless than Scout or Adventurer. It's a little bit stronger, because it's a cantrip and you will usually buy it for 2$ if you don't want anything else, but that's really the only reason. The sad thing here is that even a cantrip without bonus would be bought more often than Scout. The actual pearl diving is extremely weak, and the only combo I know of that wouldn't also work with a plain cantrip is Pearl Diver/Mystic, which really is just a Conspirator variant. And yes, sometimes it will salvage a dead turn by getting you to the village one turn faster. But for the most part, this is another wasted slot.



(http://dominion.diehrstraits.com/scans/hinterlands/duchess.jpg)



197. Duchess
Here we have a somewhat different case. Duchess is still weak, but not the point where that's a problem in itself. The reason why it's so low is simply that it's boring. I cannot recall a single occasion when I have gained Duchess, but would not have gained a terminal silver without bonus instead. I really don't think it has ever happened. There is no interaction here, even the idea of enabling Mystics remains fantasy, because unlike Pearldiver, Duchess is terminal. Hell, it's more likely to work for your opponent. So, we're left with a terminal silver for 2$. You pretty much only buy this if, a) you need virtual coin (in which case every other terminal silver also does the job), or b) you have enough actions anyway, and can just treat it as a silver that costs one coin less. Neither of that is common, and both is fairly uninteresting. The only strategic depth I see here is that it sometimes makes you buy a Duchy that you would not have bought if it weren't for Duchess. Is that exciting, or does it happen a lot? Nope.



(http://dominion.diehrstraits.com/scans/alchemy/familiar.jpg)



196. Familiar
Familiar is clearly an outlier in this list, since it's really strong and a huge factor in many games. My problem with it primarily lies in the fact that it costs P3$. Maybe this is just me, but I cannot see any reason why the Potion cards that cost P3$ don't cost P2$ instead. By far the biggest difference it makes is that, if you open Potion, there is a reasonable chance that you miss it in T3/4. Now, I don't inherently dislike luck based cards (some of them are pretty high on my list), but this is a luck factor that serves no purpose. I can't imagine anyone who isn't annoyed by not getting to buy familiar in turn 3 or 4.

Other than the unfortunate pricing, this card is fine. The most fun I have is while skipping it, as it is the case for most junkers. But by being a cantrip, it is sufficiently different from other junkers to be a solid card. I just wished it'd cost 2$P.



(http://dominion.diehrstraits.com/scans/prosperity/talisman.jpg)



195. Talisman
Talisman is the weakest version on a list of Workshop Variants, that is cards that can gain cards costing 4$ or less. Other than Talisman, this list consists of Workshop, Ironworks, Armory, and you could make a case for Hermit, but let's not.

So, even ignoring the Victory card restriction, when is this card ever better than Ironworks? Well, if you
a) draw it with 3$ and want two 4$'s, or
b) draw it with 4$, want a 5$, and either don't want a silver, or don't have Actions left.

I'm sure both cases have happened plenty of times, but still, there is no way I ever buy this card over Ironworks, because you can't plan ahead for either of those cases. The far more common and relevant case is that you draw it with 5$+ and want both a 5$ and a 4$, and here Ironworks is clearly better.

And then there is the restriction. Why is it there? I honestly have no idea. This card is clearly worse than Ironworks without it. I guess if it was there, a hand of multiple talismans could get one victory card each, which none of the other variants can, so maybe that's the reason. Whatever the case, the fact that it does have it means that it's not usable for garden/silk road rushes, which just cuts about half of its utility. There are still situations where you buy it, and on its own this wouldn't be that low, but the problem is really that it's being overshadowed.



(http://dominion.diehrstraits.com/scans/darkages/cultist.jpg)



194. Cultist
Here we have outlier #2, and a card that is hated by many. Cultist is clearly not too weak, in fact it might be too strong, but the main problem is rather how it synergizes with other Action cards. If your only Action card is Cultist, all Cultists are junking Labs. If you have other Action cards, there is a high chance that you draw them dead. Every terminal draw can draw dead Actions, but with Cultists, you often draw 5+ non-cultist cards in a row, which means it's almost 50% for every other Action card to be drawn dead. Consequently, Cultist+BM is often the right choice on a Cultist board, and I'll even say that including other Action cards into a Cultist deck is a very common mistake, and that Cultist+BM might be the best strategy over half the time. Which, of course, is not that great. And this is all in addition to the fact that it's super swingy, and has a huge first Player advantage.

So, why isn't it even lower? Because I really like the games where you do buy Cultist and do clean up your deck, even if they are a minority. Likewise, The on-trash effect is neat whenever it's relevant. So, while the good mostly outweights the bad here, there is still enough of the good left to put it on #194.
Title: Re: silverspawn's favorite cards
Post by: Donald X. on October 16, 2014, 04:12:13 pm
No, I think Donald got it right. The point is basically that "favorites" is subjective, and "well-designed" is not, and I agree that strictly speaking, it should be titled "my favorite cards". If I tried to be objective, I'd have masquerade higher, because I know that very few people share my problems here, but I'd still have Spy really low, because I legitimately believe that there are flaws in its design that later cards fixed. I guess this is "my favorite designs". I don't really like just calling it my favorites, because for me that sounds like I don't really have reasons for it, I just like or don't like a card, and I don't think that's true.
Well there's something to be said for being clear. I mean you're even judging that here, you're being unclear while judging clarity.

We can all edit the subject ourselves, so there's that, but I mean, give us a good default why don't you.
Title: Re: silverspawn's Design Rankings
Post by: JW on October 16, 2014, 04:20:04 pm
198. Pearl Diver
Pearldiver is, in many ways, even more useless than Scout or Adventurer. It's a little bit stronger, because it's a cantrip and you will usually buy it for 2$ if you don't want anything else, but that's really the only reason. The sad thing here is that even a cantrip without bonus would be bought more often than Scout. The actual pearl diving is extremely weak, and the only combo I know of that wouldn't also work with a plain cantrip is Pearl Diver/Mystic, which really is just a Conspirator variant. And yes, sometimes it will salvage a dead turn by getting you to the village one turn faster. But for the most part, this is another wasted slot.

There's a second combo in Seaside: Pearl Diver + Lookout. Though that's still not enough to be meaningful.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 16, 2014, 04:30:31 pm
Duchess

Duchess was a key part of my strategy in this (http://gokosalvager.com/static/logprettifier.html?20140829/log.516cd5d8e4b082c74d7a2db6.1409366684136.txt) game because of its interaction with Native Village.
Title: Re: silverspawn's Design Rankings
Post by: Beyond Awesome on October 16, 2014, 04:38:00 pm
I'm not sure Duchess is a poor designed card. I think the concept of gaining something for buying something else is a cool concept and when you start buying Duchies (especially in BM decks), getting that Duchess is a nice little bonus. It also works great for SR decks and Duke decks. And, sometimes, getting an extra $2 is nice. I mean considering 90% of the time, you are getting the card for free, I can hardly call it weak, nor poorly designed. I do think though the top-decking slightly benefits the opponent more.
Title: Re: silverspawn's Doesn't Want to Call It Favorites Rankings
Post by: Donald X. on October 16, 2014, 04:59:30 pm
I'm not sure Duchess is a poor designed card.
What does that have to do with this thread though, which is about how much silverspawn likes things but he doesn't want to call it that? Stick to the topic, Beyond Awesome.

Me, I think silverspawn likes Duchess even less than he lets on.
Title: Re: silverspawn's Design Rankings
Post by: pacovf on October 16, 2014, 05:14:59 pm
I don't know if I should come in and say something sensible, or stay outside and go get me some popcorn.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 16, 2014, 05:27:43 pm
I don't know if I should come in and say something sensible, or stay outside and go get me some popcorn.
Yes, you should.
Title: Re: silverspawn's Design Rankings
Post by: AndrewisFTTW on October 16, 2014, 05:55:04 pm
Without getting into a whole thing, I agree with Donald that discussion on card design is one thing but this is very clearly a "favorites" list. Nothing wrong with a favorites list but let's call a spade a spade.
Title: Re: silverspawn's Design Rankings
Post by: Teproc on October 16, 2014, 06:08:46 pm
I really like Duchess. It's a very cool effect and it often makes me go "huh, do I want this free thing" even when I didn't plan on it.

Sure, it's pretty weak, but it's cool and interesting.

And I love Pearl Diver but I can't really argue with it being a useless card. I think I just like the art.
Title: Re: silverspawn's Design Rankings
Post by: AJD on October 16, 2014, 06:42:24 pm
I'll even say that including other Action cards into a Cultist deck is a very common mistake

Man, I know, right? But you know, somehow every Cultist game I play, I end up getting other Action cards anyway. It's like I can't help myself.
Title: Re: silverspawn's Design Rankings
Post by: liopoil on October 16, 2014, 07:05:56 pm
I'll even say that including other Action cards into a Cultist deck is a very common mistake

Man, I know, right? But you know, somehow every Cultist game I play, I end up getting other Action cards anyway. It's like I can't help myself.
You mean like ruins?
Title: Re: silverspawn's Design Rankings
Post by: Donald X. on October 16, 2014, 07:18:21 pm
No, I think Donald got it right. The point is basically that "favorites" is subjective, and "well-designed" is not, and I agree that strictly speaking, it should be titled "my favorite cards". If I tried to be objective, I'd have masquerade higher, because I know that very few people share my problems here, but I'd still have Spy really low, because I legitimately believe that there are flaws in its design that later cards fixed. I guess this is "my favorite designs". I don't really like just calling it my favorites, because for me that sounds like I don't really have reasons for it, I just like or don't like a card, and I don't think that's true.
You know I appreciate that you say this, and I appreciate that in the OP you say how it's all your opinion.

But when you cast how much you like a card as how well-designed it is, well it's pretty insulting to me. The epitome of good game design is not maximizing how much fun silverspawn has. It's probably more annoying on the low end, but I don't imagine I will like it on the high end either.

I don't mind people singling out hated/loved cards, and I've chimed in on some of those threads. I don't mind you talking about how well-designed you think things are, and I will try to stay out of such discussions. But pretending one is the other, well, yuck. I mean imagine we all discussed how much we liked you, yikes, but wait, we're going to pretend that what we're talking about is, how smart you are, objectively.
Title: Re: silverspawn's Design Rankings
Post by: blueblimp on October 16, 2014, 08:08:47 pm
In defense of Masquerade, it's a much more fun card in IRL 3-4 player games. Passing cards around in a circle is inherently fun, so much so that there are entire games with only this mechanic (e.g. My Ship Sails (http://www.classicgamesandpuzzles.com/My-Ship-Sails.html)). That made Masquerade an instant favourite when I was new to Dominion. A version without passing would have been much less fun. Also, ultra-thin-deck engines, where the passing is punitive, are not as common in 3-4 players.

In 2-player online games, I agree that the passing is a bit pointless and mostly leads to occasional frustration with passing a good card and some mildly interesting interaction with handsize reduction, the extreme example being pins. In this setting, a simple "draw 2 may-trash 1" may well be a better design.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 16, 2014, 08:17:07 pm
Well, I like the fact that there's a card that can screw up my opponent's plan even when he has seven million Lighthouses in his deck. Might have something to do with the fact that I'm not particularly fond of Lighthouse. Maybe it doesn't have to be Masquerade, it could be another card instead, but it's certainly nice that it exists and it also fits well with the +2 cards and the trashing.
Title: Re: silverspawn's Design Rankings
Post by: markusin on October 16, 2014, 08:17:25 pm
In regards to Duchess, I think silverspawn was only complaining about the friendly spy effect. The on-duchy-gain effect is much more relevant, I think.
Title: Re: silverspawn's Design Rankings
Post by: markusin on October 16, 2014, 08:18:23 pm
Well, I like the fact that there's a card that can screw up my opponent's plan even when he has seven million Lighthouses in his deck. Might have something to do with the fact that I'm not particularly fond of Lighthouse. Maybe it doesn't have to be Masquerade, it could be another card instead, but it's certainly nice that it exists and it also fits well with the +2 cards and the trashing.

Awaclus's Design Rankings
206. Lighthouse
...
Title: Re: silverspawn's Design Rankings
Post by: jsh357 on October 16, 2014, 08:20:21 pm
I think Masquerade is fun in 2 player games too.  The only problem I have with it is that the pin exists, but it's pretty forgivable and requires a 3 card combo that's fairly rare.  Removing the passing removes some of the card's flavor.  Doesn't matter if it's pointless/annoying sometimes; the fact is it does something unique.

I also like Possession, but I realize I'm lonely in that camp and I recognize it has actual confusion issues.  Then again, I don't have a problem with most of the "bad" cards.
Title: Re: silverspawn's Design Rankings
Post by: markusin on October 16, 2014, 08:30:50 pm
I'm thinking it's going to be very hard for anyone to objectively rank 200+ cards in order of well-designedness. There are going to be some standout awesome designs and standout unpopular designs. At best, you can do something like a top and bottom 30 card designs list that's still meaningful.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 16, 2014, 08:45:51 pm
Well, I like the fact that there's a card that can screw up my opponent's plan even when he has seven million Lighthouses in his deck. Might have something to do with the fact that I'm not particularly fond of Lighthouse. Maybe it doesn't have to be Masquerade, it could be another card instead, but it's certainly nice that it exists and it also fits well with the +2 cards and the trashing.

Awaclus's Design Rankings
206. Lighthouse
...
What are the other cards? I'm dying to know!
Title: Re: silverspawn's Design Rankings
Post by: Aidan Millow on October 16, 2014, 10:01:35 pm
No, I think Donald got it right. The point is basically that "favorites" is subjective, and "well-designed" is not, and I agree that strictly speaking, it should be titled "my favorite cards". If I tried to be objective, I'd have masquerade higher, because I know that very few people share my problems here, but I'd still have Spy really low, because I legitimately believe that there are flaws in its design that later cards fixed. I guess this is "my favorite designs". I don't really like just calling it my favorites, because for me that sounds like I don't really have reasons for it, I just like or don't like a card, and I don't think that's true.
You know I appreciate that you say this, and I appreciate that in the OP you say how it's all your opinion.

But when you cast how much you like a card as how well-designed it is, well it's pretty insulting to me. The epitome of good game design is not maximizing how much fun silverspawn has. It's probably more annoying on the low end, but I don't imagine I will like it on the high end either.

I don't mind people singling out hated/loved cards, and I've chimed in on some of those threads. I don't mind you talking about how well-designed you think things are, and I will try to stay out of such discussions. But pretending one is the other, well, yuck. I mean imagine we all discussed how much we liked you, yikes, but wait, we're going to pretend that what we're talking about is, how smart you are, objectively.

The thing is there's a difference between "Silverspawn's favourite cards" and "The cards Silverspawn thinks are the best designed" obviously the former will effect the later which can make it hard to tell but I believe that Silverspawn is at least attempting to write the later and that unless you're damn confident he's not or that he can't tell the difference you should give the list the benefit of the doubt.
Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 16, 2014, 10:46:33 pm
There are four different attacks that are meant to mess with your opponent's draw pile in Dominion: Rabble, Oracle, Fortune Teller, and Spy (and Sea Hag, but let's forget about that for the moment). Four problems come to mind for these kinds of attacks: they could be swingy, they could be weak, they could be tedious, and they could become pointless upon repeated play.

Seems this is true to some degree with all times of attacks.  I fail to see how that is a problem - maybe even a plus.  An attack that utterly destroys the opponent (Cultist) is not much fun.  I do agree having to resolve the spying over and over again online is boring.  Not much of an issue live though as once you put a card back once you don't have to do it over and over again.

Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 16, 2014, 10:49:50 pm
d) Possession and Outpost turn sequences are just too complicated.

Whoever said Outpost turns get confusing, I disagree. You only get 1 outpost turn and the card stays out, so I don't really see what is confusing about it.

He meant Outpost played on a Possessed hand, and it is certainly confusing in that case.  Just look at the FAQ - it has like 3 paragraphs explaining all the possibilities of the two interacting.
Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 16, 2014, 11:23:14 pm
Scout is widely considered to be the weakest card in Dominion, and while this is kind of a boring conclusion, I think that's exactly what he is. I also think that being weak is his only problem - the idea of taking victory cards from your deck into your hand is something I really like - but fact is, a card that's ignored in approximately 98% of the times when it shows up is just a waste of space, good idea or not. We're out of cards that I dislike, so a 9-card Kingdom enabler is the next worst thing.

Considering Transmute handily won the worst card poll, I'm not so sure how wide that conclusion is.  If it weren't for the existence of the forum meme, I doubt there would be much consensus.  I mean Scout is obviously a weak card, but it's not obviously the weakest.  I certainly would take a free Scout over a free Thief on most boards - at minimum it can provide useful ordering ahead of a terminal draw and never helps the opponent.


Adventurer is the same as Scout, really. It costs 6$, even though it could easily cost 3$, making it probably the second weakest card in the game. Digging for Treasure cards as a concept is okay, but again, that doesn't help if the card is too weak to ever get bought.
There is no way Adventurer would be fairly priced at $3.  On average, it will be about a terminal Gold, so should probably cost 5.  It is actually a pretty good card in a money deck (if no strong terminal draw) even at 6.  Most people here (and most boards) favor engine to big money, and Adventurer is weak in an engine, so that is part of the reason for the reputation.  The only real problem is the opportunity cost of passing up Gold.  When you get a "free" Adventurer for some reason (perhaps a swindled Gold), it is normally helpful, albeit somewhat less so than Gold in most decks.  At $3, Adventurer would make big money crazy good, which I doubt many people want.


Talisman is the weakest version on a list of Workshop Variants, that is cards that can gain cards costing 4$ or less. Other than Talisman, this list consists of Workshop, Ironworks, Armory, and you could make a case for Hermit, but let's not.

So, even ignoring the Victory card restriction, when is this card ever better than Ironworks? Well, if you
a) draw it with 3$ and want two 4$'s, or
b) draw it with 4$, want a 5$, and either don't want a silver, or don't have Actions left.

I'm sure both cases have happened plenty of times, but still, there is no way I ever buy this card over Ironworks, because you can't plan ahead for either of those cases. The far more common and relevant case is that you draw it with 5$+ and want both a 5$ and a 4$, and here Ironworks is clearly better.

And then there is the restriction. Why is it there? I honestly have no idea. This card is clearly worse than Ironworks without it. I guess if it was there, a hand of multiple talismans could get one victory card each, which none of the other variants can, so maybe that's the reason. Whatever the case, the fact that it does have it means that it's not usable for garden/silk road rushes, which just cuts about half of its utility. There are still situations where you buy it, and on its own this wouldn't be that low, but the problem is really that it's being overshadowed.

The restriction is almost certainly there to block a multiple Garden gain.  Workshop+Gardens is already pretty good; Talisman+Gardens would be crazy good.  That is not necessarily a problem (see Beggar-Gardens), but allowing (easy) multiple garden gains could lead to a pretty devastating split in a mirror, which is probably not something you want.

3+Gainer is going to be fairly common in the early game, so if a 4-cost card split is highly important, Talisman will beat the others.  It also doesn't use an action, so there is a chance for terminal attack, which Armory and Workshop can't do.   There is also this sweet combo: http://gokosalvager.com/static/logprettifier.html?20140920/log.53ae3072e4b024efbd4224b7.1411268187569.txt#2-6 which Ironworks & Workshop couldn't do.
Title: Re: silverspawn's Design Rankings
Post by: scott_pilgrim on October 17, 2014, 01:46:42 am
I like the bottom half of Duchess, that was good enough to make a card about.  But I don't think terminal silver on top makes it interesting, and then the everyone spies part doesn't feel like it belongs.  I think I've said this before but I think the bottom half of Duchess would have fit really well on Scout, since it's a card you might want late in the game but usually don't have time to buy.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 17, 2014, 05:24:39 am
You know I appreciate that you say this, and I appreciate that in the OP you say how it's all your opinion.

But when you cast how much you like a card as how well-designed it is, well it's pretty insulting to me. The epitome of good game design is not maximizing how much fun silverspawn has. It's probably more annoying on the low end, but I don't imagine I will like it on the high end either.

I don't mind people singling out hated/loved cards, and I've chimed in on some of those threads. I don't mind you talking about how well-designed you think things are, and I will try to stay out of such discussions. But pretending one is the other, well, yuck. I mean imagine we all discussed how much we liked you, yikes, but wait, we're going to pretend that what we're talking about is, how smart you are, objectively.

yikes. I think I need to take a step back. I had no idea this thread would bother you, or that you would even care, and it's the last thing I want.

So, if I'm reading this right, you agree that the difference of naming it "design ratings" as supposed to "favorites" is that the former claims to be objective, which is wrong because I'm not being objective. Well, I didn't think this through when I made it. I just thought, I have a lot to say about a lot of cards, so why not make a thread and say all of it, maybe some people will care. It's not bothering anyone else, but we are talking about something you created, so it's understandable that it bothers you. Even though this threads is clearly going to be mostly praise, I mean I'm only through 13 of 206 cards, and I'm barely negative anymore.

But that's not relevant, you got a point. If you want, I will edit the thread name and/or the OP. How about "silverspawn's card list" as the name, and

Quote
I will rate all official Kingdom cards by their design.
to
Quote
I will rate all official Kingdom cards by how much I like their design.

would that be okay? Or, if there's anything else you want me to change, say it. I mean, I already admitted in the thread that I'm not purely objective, specifically about Masquerade, so that's really the the only thing left to do. And, I'm really sorry if it was insulting, it wasn't on purpose. I'll also say that I used to have my doubts about this thread, but then jsh did his, and I really thought I was doing the exact same thing, only talking about mechanics instead of art.
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 17, 2014, 05:59:22 am
Quote
considering Transmute handily won the worst card poll, I'm not so sure how wide that conclusion is.  If it weren't for the existence of the forum meme, I doubt there would be much consensus.  I mean Scout is obviously a weak card, but it's not obviously the weakest.  I certainly would take a free Scout over a free Thief on most boards - at minimum it can provide useful ordering ahead of a terminal draw and never helps the opponent.
The Poll (http://forum.dominionstrategy.com/index.php?topic=1692.0) ended 61-57 in favor of Transmute, and I voted for Transmute, so if anything it's 60-58, which is basically a tie. But I dare saying that, if we made a new Poll, Scout would win, because people have gotten better at the game, and Transmute is just way stronger than Scout.

I would rather take Scout than Thief on must boards too, but that's not what matters. The powerlevel of a card isn't based on how often it's better than nothing, it's based on how often it's the best card at it's price level. The utility of Thief is negative in the majority of games, which means that, even if Scout only looked at 2 cards, you'd likely take it over thief on the majority of boards (at least early), because the utility of Scout is (almost) never negative. But thief is sometimes really good, and that makes it better than Scout.

Quote
There is no way Adventurer would be fairly priced at $3.  On average, it will be about a terminal Gold, so should probably cost 5.
I disagree, I think it would be very weak at 5$, and fine at 3$. Probably a strong 3$, but I'm not even sure. I think it's worse than Smithy, and 3$ and 4$ is really close, especially for terminal draw, because you don't want to open with two of them anyway.

Quote
Seems this is true to some degree with all times of attacks.  I fail to see how that is a problem - maybe even a plus.
I was more talking about multiple plays in one turn. Whether that's a problem probably depends on the context of the card. Margrave even anti-stacks, though that's not a very popular card. But I'll say that it's bad for cantrips at least, which includes scout.

Quote
In regards to Duchess, I think silverspawn was only complaining about the friendly spy effect. The on-duchy-gain effect is much more relevant, I think.
I wasn't so much complaining about a specific aspect, as I was saying that there's just not enough for me to like it.

While making the list (I'm further in with the actual list than I am with the posts), realized why I was doing the chapter titles. Basically, I dislike cards from the first chapter on their own, which means if a random Kingdom includes one of them, I'd rather play this Kingdom without it, and have a 9-card Kingdom. Cards from Chapter 2 are only bad compared to the average card. So, if there was a Kingdom with Duchess already in it, I'd rather keep it in, because it doesn't hurt, but I like it so much less than other cards, that I'd prefer it if it wasn't in the game, and I'd take the loss of variety in exchange for more fun cards. that's even true for scout, I rather have him than nothing, but I'd prefer Dominion if he wasn't in it. Everything from the next chapter onward, I like having in the game.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 17, 2014, 08:10:48 am
I would rather take Scout than Thief on must boards too, but that's not what matters. The powerlevel of a card isn't based on how often it's better than nothing, it's based on how often it's the best card at it's price level. The utility of Thief is negative in the majority of games, which means that, even if Scout only looked at 2 cards, you'd likely take it over thief on the majority of boards (at least early), because the utility of Scout is (almost) never negative. But thief is sometimes really good, and that makes it better than Scout.
I assume that with the "utility of Scout", you mean just the ability, and not the whole thing including the fact that it takes up a card slot in your hand?
Title: Re: silverspawn's Design Rankings
Post by: silverspawn on October 17, 2014, 08:36:07 am
I assume that with the "utility of Scout", you mean just the ability, and not the whole thing including the fact that it takes up a card slot in your hand?

I meant what happens if you play it. what's written on the card minus one Action.
Title: Re: silverspawn's Design Rankings
Post by: theJester on October 17, 2014, 10:12:23 am
I agree with most of the list, but I'd single out Possession and Cultist.

Way better players than myself have discussed Possession's effectiveness, merits and downsides, so I won't go too deeply into that. But this card ruins what I think is fundamental principle of Dominion for me: build your own deck and combat your opponents with it. Possession instead lets you control the deck your opponent so carefully and painstakingly built - deck you had nothing to do with. This is utterly annoying, and probably the biggest reason why it's almost universally hated.
The other reason is likely many overpowered combos and counters it creates: it nullifies Island, Masq and Ambassador completely; it lets you use your opponent's coin tokens; it makes TFB cards ridiculously powerful (why yes, I'll Salvage this Province for 8$), it combos greatly with TR and KC (and I won't even go into KC-Possession-Scheme).

Cultist is also one of way overpowered cards, IMHO. Consider Laboratory and Witch, both strong $5 cards from base set. Now consider Cultist, which (pseudo)combines their abilities, and then adds on trash benefit. It suffers from the same problem as Rebuild (also rightfully on the list) - it's so powerful that simple BM+Cultist is dominant strategy on many, if not most, boards it appears in (and so is Rebuild or Rebuild+X). This significantly reduces variety and enjoyability in Cultist-containing kingdoms.

I do disagree with your choice of putting Duchess and Masquerade so low on the list, but then again, you probably know that most players don't dislike Masqurade as fervently as you do (or don't dislike it at all).
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 17, 2014, 10:17:55 am
Cultist is also one of way overpowered cards, IMHO. Consider Laboratory and Witch, both strong $5 cards from base set. Now consider Cultist, which (pseudo)combines their abilities, and then adds on trash benefit. It suffers from the same problem as Rebuild (also rightfully on the list) - it's so powerful that simple BM+Cultist is dominant strategy on many, if not most, boards it appears in (and so is Rebuild or Rebuild+X). This significantly reduces variety and enjoyability in Cultist-containing kingdoms.
BM+Cultist isn't that good if there's a splitter in the kingdom, and even if there isn't and BM+Cultist is the dominant strategy, it's definitely not "simple". You have to know when you want Gold over Cultist, and that depends on everything and very often is a non-trivial decision.
Title: Re: silverspawn's Design Rankings
Post by: theJester on October 17, 2014, 10:33:45 am
BM+Cultist isn't that good if there's a splitter in the kingdom, and even if there isn't and BM+Cultist is the dominant strategy, it's definitely not "simple". You have to know when you want Gold over Cultist, and that depends on everything and very often is a non-trivial decision.

Which is why I said many/most kingdoms, but not all. As for simplicity, I believe that Cultist-BM deck (and BM+X decks in general) where your main concern if whether to buy another Cultist or Gold pale in complexity compared to engine-making or even certain types or slogs, where much more choices are available and room for mistake is way bigger.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 17, 2014, 11:09:36 am
BM+Cultist isn't that good if there's a splitter in the kingdom, and even if there isn't and BM+Cultist is the dominant strategy, it's definitely not "simple". You have to know when you want Gold over Cultist, and that depends on everything and very often is a non-trivial decision.

Which is why I said many/most kingdoms, but not all. As for simplicity, I believe that Cultist-BM deck (and BM+X decks in general) where your main concern if whether to buy another Cultist or Gold pale in complexity compared to engine-making or even certain types or slogs, where much more choices are available and room for mistake is way bigger.
Building engines is extremely straightforward. Trash your bad cards, gain splitters and +cards and that's it. There are some decisions involved, but they are hardly relevant. The difficult decisions in engine games are choosing between continuing to make your engine stronger, adding a payload into your deck and greening. You also have to do essentially the same choices in Cultist+BM games (where making your engine stronger = buying a Cultist, adding a payload = buying a Gold and greening = greening), but there are more factors involved because of the Ruins, and because you're not going to get into a state where you can buy all of your payload in one turn and end the game in a couple of your next turns, you are also more likely to have to make a decision like that more often than in a typical engine game.

Slogs, on the other hand, are extremely complex to play. Being less complex than a slog is being slower than Usain Bolt — it doesn't necessarily mean you're slower than the average person.
Title: Re: silverspawn's Design Rankings
Post by: Donald X. on October 17, 2014, 11:33:00 am
But that's not relevant, you got a point. If you want, I will edit the thread name and/or the OP. How about "silverspawn's card list" as the name, and

Quote
I will rate all official Kingdom cards by their design.
to
Quote
I will rate all official Kingdom cards by how much I like their design.

would that be okay?
Yes please, hooray, the system works.
Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 17, 2014, 09:05:28 pm
Quote
considering Transmute handily won the worst card poll, I'm not so sure how wide that conclusion is.  If it weren't for the existence of the forum meme, I doubt there would be much consensus.  I mean Scout is obviously a weak card, but it's not obviously the weakest.  I certainly would take a free Scout over a free Thief on most boards - at minimum it can provide useful ordering ahead of a terminal draw and never helps the opponent.
The Poll (http://forum.dominionstrategy.com/index.php?topic=1692.0) ended 61-57 in favor of Transmute, and I voted for Transmute, so if anything it's 60-58, which is basically a tie. But I dare saying that, if we made a new Poll, Scout would win, because people have gotten better at the game, and Transmute is just way stronger than Scout.

I would rather take Scout than Thief on must boards too, but that's not what matters. The powerlevel of a card isn't based on how often it's better than nothing, it's based on how often it's the best card at it's price level. The utility of Thief is negative in the majority of games, which means that, even if Scout only looked at 2 cards, you'd likely take it over thief on the majority of boards (at least early), because the utility of Scout is (almost) never negative. But thief is sometimes really good, and that makes it better than Scout.

I was going by the wiki description: "[Transmute] won a plurality of votes in this forum topic asking for the “worst card in Dominion”, garnering almost twice as many nods as the next most-hated cards at the time, Duchess and Thief."  I guess the (then-2-year-old) thread was bumped 6 months or so ao and the voting changed significantly.  That could mean people have gotten better and re-evaluated Scout as you propose, or it could mean the meme has shaped the way people think as I propose. No way to say for sure.   

My objection is too fold: saying Scout is widely considered the weakest card and saying it is obviously the weakest.  The first certainly is not true outside this forum - in games against medicore players on Goko I see Scout bought far more often than Thief, which means people more readily recognize Thief as a weak card.  That does not mean they are right, but it does mean it is not a universal opinion. 

Scout may be the weakest, or it may not.  One way to judge a card is by its best uses, but another way is by its versility.  Most likely, nearly everyone considers both - Masterpiece isn't exactly cited as a power card, yet Masterpiece-Feodum is nearly unbeatable, even by traditional power cards.  So maybe it is really the strongest card in the game?  I think not.  Scout is marginally useful often.  It's main problem is the opportunity cost - at 2 or maybe even 3 it would be a perfectly fine card - there is nothing wrong with the design.  Thief, however, is worse than a wasted slot often and wouldn't be bought for 0 with extra buys.  Since this is a "design" thread, I'd say the card often helps the opponent should be the one lower ranked. (Incidentally, the fix for Thief is simple - make both the trash and the gain optional instead of just the gain.)  The point here is it is debatable which card is the weakest, not that Scout is strong.

Quote
Seems this is true to some degree with all times of attacks.  I fail to see how that is a problem - maybe even a plus.
I was more talking about multiple plays in one turn. Whether that's a problem probably depends on the context of the card. Margrave even anti-stacks, though that's not a very popular card. But I'll say that it's bad for cantrips at least, which includes scout.

Scout anti-synergies with itself is certainly a valid point - not a desirable effect in a non-terminal I'd think.
Title: Re: silverspawn's Design Rankings
Post by: AJD on October 17, 2014, 10:55:46 pm
I certainly would take a free Scout over a free Thief on most boards

(Mini-puzzle: under what gameplay circumstances would you make this decision?)
Title: Re: silverspawn's Design Rankings
Post by: dereeder on October 17, 2014, 11:53:52 pm
I certainly would take a free Scout over a free Thief on most boards

(Mini-puzzle: under what gameplay circumstances would you make this decision?)

You've possessed your opponent and decide to play swindler for the $2. You swindle your own caravan, but the caravan pile is empty. So your choice is between potion, thief, and scout.
Title: Re: silverspawn's Design Rankings
Post by: ehunt on October 18, 2014, 03:49:40 am
I certainly would take a free Scout over a free Thief on most boards

(Mini-puzzle: under what gameplay circumstances would you make this decision?)

The game is about to end, with two duchies and one province left, your opponent ahead by 2 points. It's her turn, but if you get another turn you're about to reshuffle.

Your opponent king's courts a swindler. The third time, she hits your gold, which she changes to a border village. You choices are duchy, thief, scout, silver, copper, curse, estate.

There are a lot of sixes and sevens in this kingdom. If she can buy a province this turn, then what you choose doesn't matter.  If she can't, and you take a duchy, she will buy the last duchy and win. If you take an estate it is unlikely to help you win and may make you less likely to be able to buy the next province on your next turn. Because of all the harems and nobles in your deck, a scout is more likely to help you than a silver. (Alternatively we can say the silver pile is empty, but this seems unrealistic given that masterpiece and trader can't be on the board.)
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 18, 2014, 07:25:42 am
It's main problem is the opportunity cost - at 2 or maybe even 3 it would be a perfectly fine card - there is nothing wrong with the design.  Thief, however, is worse than a wasted slot often and wouldn't be bought for 0 with extra buys.  Since this is a "design" thread, I'd say the card often helps the opponent should be the one lower ranked. (Incidentally, the fix for Thief is simple - make both the trash and the gain optional instead of just the gain.)  The point here is it is debatable which card is the weakest, not that Scout is strong.
No, its main problem is that it literally hurts your deck unless like 30% of it is green cards, which should never be the case, or you really need to know the top card of your deck (and Mystic/Wishing Well combos aren't worth it, because Scout, by being in your hand, negates the effect of getting one extra card), or you have to have a deck that naturally results in all of your green cards being on top of your deck (Apothecary engine).

It's true that in a normal game, Thief hurts you more than Scout does. But the games where Scout hurts you and Thief doesn't are much more common than the games where Thief hurts you and Scout doesn't, and when Thief is actually useful, it's much more useful than Scout is when Scout is useful. It is pointless to look at which card hurts you more in a game where you want to buy neither anyway, unless we just want to find out which card to give your opponent with Swindler.
Title: Re: silverspawn's card list
Post by: silverspawn on October 18, 2014, 07:31:26 am
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Seems this is true to some degree with all times of attacks.  I fail to see how that is a problem - maybe even a plus.
I was more talking about multiple plays in one turn. Whether that's a problem probably depends on the context of the card. Margrave even anti-stacks, though that's not a very popular card. But I'll say that it's bad for cantrips at least, which includes scout.

Scout anti-synergies with itself is certainly a valid point - not a desirable effect in a non-terminal I'd think.

uh, *Spy. I meant spy there, not scout.

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The first certainly is not true outside this forum
okay, probably not. so maybe I think the forum is the most relevant place for this kind of stuff and was talking about the forum by saying "widely" in a totally elitist and inappropriate way  :P

Quote from: Awaclus
and when Thief is actually useful, it's much more useful than Scout is when Scout is useful. It is pointless to look at which card hurts you more in a game where you want to buy neither anyway
yes, that's the point. it's not about which card is better on average, it's about how often the card is good enough for you to buy it.
Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 18, 2014, 12:29:46 pm
It's main problem is the opportunity cost - at 2 or maybe even 3 it would be a perfectly fine card - there is nothing wrong with the design.  Thief, however, is worse than a wasted slot often and wouldn't be bought for 0 with extra buys.  Since this is a "design" thread, I'd say the card often helps the opponent should be the one lower ranked. (Incidentally, the fix for Thief is simple - make both the trash and the gain optional instead of just the gain.)  The point here is it is debatable which card is the weakest, not that Scout is strong.
No, its main problem is that it literally hurts your deck unless like 30% of it is green cards, which should never be the case, or you really need to know the top card of your deck (and Mystic/Wishing Well combos aren't worth it, because Scout, by being in your hand, negates the effect of getting one extra card), or you have to have a deck that naturally results in all of your green cards being on top of your deck (Apothecary engine).

It's true that in a normal game, Thief hurts you more than Scout does. But the games where Scout hurts you and Thief doesn't are much more common than the games where Thief hurts you and Scout doesn't, and when Thief is actually useful, it's much more useful than Scout is when Scout is useful. It is pointless to look at which card hurts you more in a game where you want to buy neither anyway, unless we just want to find out which card to give your opponent with Swindler.

No, it would certainly be less than 25% green to hurt you.  25% would be break even if it had no other effects, but like I said reordering can also be useful.  Games where you have 25% green or 20% green and desire reordering aren't that uncommon...  If it didn't cost 4, Scout would be useful in most games with Alt VP.  However, at 4 you'll be picking up more VP rather than Scout usually.  If it cost 2, you could pick it up with 7 and 2 buys in a Duke game or 6 and 2 buys in a Gardens game, for example.

Thief is only useful in IGG games and can sometimes work against thinned decks w/o virtual coin.   I don't think it is a higher % of games, although yes probably better in its best uses than Scout in its best uses.  It also takes an action. Maybe it is more powerful on average, maybe it isn't.  However, as a design question, I think a card that is weak and more often than not helps the opponent is worse than a card that is simply very weak.

And yes, I would buy Scout (maybe 2% of the time) more often than Thief (1%).
Title: Re: silverspawn's Design Rankings
Post by: Donald X. on October 18, 2014, 01:12:32 pm
Thief is only useful in IGG games and can sometimes work against thinned decks w/o virtual coin.   I don't think it is a higher % of games, although yes probably better in its best uses than Scout in its best uses.  It also takes an action. Maybe it is more powerful on average, maybe it isn't.  However, as a design question, I think a card that is weak and more often than not helps the opponent is worse than a card that is simply very weak.
This is an experienced-player perspective though. I mean the whole business of judging weakness.

Thief as you may know is one of the "pillars" of providing game variety in the main set - Chapel, Thief, Witch, Gardens. They send the game in different directions.

In one conversation with Richard Garfield I was lamenting how thief didn't hold up its end. Richard felt otherwise; he thought there was significant value in, first we think, yeeha, steal your treasures, then we notice, hey I don't mind when you take my coppers, how good can that be, and then at least we realize it's bad. Now I think it's fair to argue, and I personally argue, that, okay sure fine, but the card that fills this role of providing gameplay via this learning experience can be something that ends up in a better place for long-term players. People initially overrate say Moat, but it doesn't end up an utter dud at the end of it. Anyway the point is, a card can provide value, not just despite being weak, but specifically because of it. And I am just presenting that argument because I know about it; I personally think you should nevertheless do better than Thief.

I think I most often see Thief used in multiplayer Gardens games, followed by Colony games with copper-trashing. For sure it is not useful very often. In the early days, I mostly used Thief to scare people away from buying Gold. It was like a card that said "opponents can't buy Gold." I wouldn't actually play it and probably was planning on Remodel-ing it eventually, but it still did something for me. Sir Martin cited Thief as a card he liked (in online games) because of how it changed the game, even when no-one was buying it. His opponent would sometimes be worrying about that Thief. So there is at least a ghost of its intended effect.

Scout gets used the most in all-Intrigue games. There I often wouldn't mind a Scout, I just don't have time to get it. If you have an Ironworks then one turn it will be like, oh yeah, Ironworks a Scout. I don't think costing $2 goes far enough; it wants to be different functionally. Adventurer by contrast is a card I'd often be happy to have, if only I had time to get it. When they Swindle a card into Thief, it's like getting a Curse; when they give you a Scout, well that hurt but it will produce some marginal benefit. When they give you an Adventurer, man, the only thing you are worried about is having enough actions, and when you draw it with other terminals, Adventurer may end up being what you play.

In the end the game is better, for the people playing it, if to them the cards are all options. A small number of cards can be intentionally narrow, and that's good too, because it's extra fun to win with a card you normally can't win with. But most cards want to be useful enough that you consider them. And that mostly means trying to get the cards to be roughly as powerful. But we can consider, who are these people playing? For a typical player, Loan is a bigger dud than Scout; they see a reason not to play Loan, whereas Scout is all upside.
Title: Re: silverspawn's card list
Post by: Gherald on October 18, 2014, 01:46:31 pm
I really, really hate [Possession]. I can't really overstate how much I hate it. Every other dominion card - hell, even every fanmade card - is exponentially better than Possession in my book. This card does not need to exist.
In these rankings a really under-appreciated aspect of Possession and Masquerade's design is how much variety they add to the game.

You wouldn't want Dominion to have a lot of cards that are too similar to Possession and Masquerade in how they change the game, that would be unwelcome.  But these cards are well balanced and were obviously very well playtested for how much variety they add, and that should be welcome design.  It's fine to not be excited whenever they show up on the board and for them to be among your least favorite cards to play, but that does not make them poorly designed. What they do to the game is deliberate, intentional, and Dominion is better for having them.
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That said, I still hate [Masquerade], and the reason for that is that pass mechanic is not designed to hurt your opponent, so when it does, it feels unjustified and unfair quite similar to possession. They are my cards. Not yours. *sigh*
There are strategic decisions to be made about not overtrashing junk when Masquerades are in play.

As sometimes said around these parts, "you make your own shuffle luck".  In that same spirit, you make your own Masquerade-passing luck.
Title: Re: silverspawn's card list
Post by: silverspawn on October 18, 2014, 02:18:56 pm
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In these rankings a really under-appreciated aspect of Possession and Masquerade's design is how much variety they add to the game.
Well, maybe I do underappreciate it, but the variety of Possession just isn't doing much for me. Same goes for the strategic depth that comes from additional decisions, like not trashing all of your junk. They absolutely exist, but I don't care about them/don't like them. It's not unusual that I leave copper in my deck because of Masquerade, but that's not an aspect I can appreciate.

To clarify: if I made an "objective" list (i.e. as objective as I can be), it would look different, but not that different. To be more specific, of the cards that are in the first two posts, Rebuild, Spy, Scout, Adventurer, Talisman, and Cultist would probably still be really low. Masquerade would be high, Scrying Pool, probably lower half, but not near the bottomm,  Familiar somewhere near the middlle. Possession, I'm not sure, I'd have to think a lot about that one. Pirate Ship is difficult, because I don't know much about 3p games. Is it op there? Is it okay there? I don't know. Thief, again the multiplayer problem, and I may or may not have considered the stuff from Donald's last post, because he has talked about it before, somewhere. Pearl Diver, I don't really know, probably low. I think these are all from my list. Chancellor would be low, Loan would be, Lookout would be. A bunch of other cards who are confusing, but there really aren't many. I'd have to go through a card list for that. I don't know if all of that comes close to what Donald thinks, maybe it does, maybe it doesn't. This was just to give an idea about my opinions about actual design quality.

Really, what you should take this list for is one perspective, the perspective of someone who plays a lot, usually all random, with all cards, and only 2player. Players with a similar perspective will probably have similar opinions, except for by bias on a few single cards like Masquerade, which is really just bias. Or not. We are only like 13 cards in anyway.
Title: Re: silverspawn's card list
Post by: Gherald on October 18, 2014, 02:49:29 pm
Well you may not like those two and I'm often not excited to see Possession either, but there is no "design" reason to not like them. You just don't like what they do.  (I actually like Masquerade, because I think to myself that I can probably play it with more skill than my opponent)

Other cards have design issues.  For example, almost everyone can agree that:

Rebuild should have no action, and either return victory cards to the supply or topdeck the gained card.

Scrying Pool shouldn't be an attack

Scout should be a cantrip, or discard like cartographer

Pearl Diver should dive before drawing

Thief needs the ability to ignore coppers

Spy should cost $3, or spy before drawing

Adventurer needs an action at that price
Title: Re: silverspawn's card list
Post by: silverspawn on October 18, 2014, 03:02:01 pm
Well you may not like those two and I'm often not excited to see Possession either, but there is no "design" reason to not like them. You just don't like what they do.

What a card does is it's design. I guess you could argue about syntax here, but where's the point for that. If I don't like an aspect of a card, I don't like this aspect of its design. Since I decided to not try the objective approach (I considered that too), it seems silly to differentiate between pure bias, and partially applicable design flaws that more people will agree on, like, say, scrying pool. I just do how much I like them, and try to explain why that is.
Title: Re: silverspawn's card list
Post by: Donald X. on October 18, 2014, 03:06:54 pm
Well you may not like those two and I'm often not excited to see Possession either, but there is no "design" reason to not like them. You just don't like what they do.  (I actually like Masquerade, because I think to myself that I can probably play it with more skill than my opponent)

Spy should cost $3, or spy before drawing
Possession is unreasonably complex; that's a design issue for sure. The FAQ mostly just says "yes, really," but it's a gigantic FAQ. It has a "would" ability; arguably the game should have avoided having any of those (the other of course is Trader).

Your fixes for Spy don't fix the main issue for me, that it's too slow to resolve. That can be fixed by removing the choice (Rabble) or making it the player's choice (Cartographer, Duchess).
Title: Re: silverspawn's card list
Post by: Gherald on October 18, 2014, 03:27:27 pm
Silverspawn, I guess I figure the term "design" has a more specific meaning and sophisticated connotation than what you're appropriating it for.

Design refers to the intent behind the card and how it relates to other cards, not just the trivial "if a card has this aspect, that aspect was designed"

By the way, I'm not sure I understand why silverspawn and DXV think Spy's effect is so terrible to resolve.  Is anyone complaining about Oracle? Granted Oracle isn't the greatest thing ever but people seem to find it fine

Spy just feels weak and not worth it, like by playing it you're making the game tedious for no good reason.  If it self-sifted I think people would respect it more and everything would be okay, just like Oracle
Title: Re: silverspawn's card list
Post by: pacovf on October 18, 2014, 04:52:41 pm
By the way, I'm not sure I understand why silverspawn and DXV think Spy's effect is so terrible to resolve.  Is anyone complaining about Oracle? Granted Oracle isn't the greatest thing ever but people seem to find it fine

Oracle is terminal draw, spy is a cantrip. It's important for cantrips to be quick to resolve, because you tend to buy/play them more often.
Title: Re: silverspawn's card list
Post by: silverspawn on October 18, 2014, 05:07:17 pm
By the way, I'm not sure I understand why silverspawn and DXV think Spy's effect is so terrible to resolve.  Is anyone complaining about Oracle? Granted Oracle isn't the greatest thing ever but people seem to find it fine

Oracle is terminal draw, spy is a cantrip. It's important for cantrips to be quick to resolve, because you tend to buy/play them more often.

yes. I will certainly go into detail about that once I get to these cards. I think Rabble does it perfectly, but oracle is really good too. Being terminal is good, and it also doesn't get as tedious because the decision isn't always trivial with two cards instead of one.

Maybe it's still tedious in 3+ player. but the only thing that bothers me in 2player is that you have to choose the order.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 18, 2014, 06:05:36 pm
Design refers to the intent behind the card and how it relates to other cards, not just the trivial "if a card has this aspect, that aspect was designed"

Even with the secret histories, we can't be sure what the intent was behind the design of each card.  And probably some cards had intent along the lines of, "that might be cool, why not?" or "I guess this pretty much has to exist".
Title: Re: silverspawn's card list
Post by: blueblimp on October 18, 2014, 07:33:33 pm
MTG makes a distinction between design and development, which are roughly "make it fun" and "make it balanced", though I don't know MTG super well so I may be a little off. (Edit: Well, now that I look up these terms, I'm pretty wrong, so maybe somebody who knows how MTG R&D works could help clarify.) From that perspective, Adventurer's design is OK, but its development is lacking: it's fun enough, but far too weak. On the other side, Spy's development is OK, but its design is lacking: although it's weak, it's usable often enough, but it's a pretty tedious card to play or play against.

(It's hard to find a lot of examples of either of these since Dominion+expansions is such a well-designed game in general.)
Title: Re: silverspawn's card list
Post by: AJD on October 18, 2014, 07:37:29 pm
Adventurer needs an action at that price

Eh, I think +buy.
Title: Re: silverspawn's card list
Post by: Awaclus on October 18, 2014, 07:43:12 pm
Adventurer needs an action at that price

Eh, I think +buy.

I agree. (And it still could probably cost $5 with the +buy). A +action would just make it very similar to Gold, and a +buy fits better with the idea of digging for more Treasures.
Title: Re: silverspawn's card list
Post by: Gherald on October 18, 2014, 07:49:22 pm
My discussion of a card's design can be informed by something like the secret histories, in that they might reveal something I've missed in my analysis.  And those are certainly interesting as history. They can tell us some why's and how's of Donald's process, which is cool and all.  I love that he took the time to share that with us.

But when I talk of design and intent, these are abstract concepts that aren't necessarily tied to what actually went through a person's head when they created the cards.  Rather, I look at Dominion as a system and am like: "Alright most of this seems designed to work pretty well and be fun and varied and competitive and apolitical, but here are some issues that could be tweaked to make it better."

I'm not sure what the best fixes would be for things like Cultist, IGG, Duke, and Fool's Gold.  Those cards aren't inherently broken, but they do make for more monotonous and less strategic games.  Well, Fool's Gold has enough flavor and strategic considerations that I can maybe give it a pass, but the other 3 are the most problematic 5 costs

Can something be done to make Chancellor less ignorable? Maybe just an action.

+buy for Adventurer sounds like a good idea.  That would give variety to games in ways an action doesn't
Title: Re: silverspawn's card list
Post by: eHalcyon on October 18, 2014, 08:08:12 pm
That definition of "intent" isn't really useful then.  Your idea of the intent behind a card may not match what others see.  Given that, it makes no sense to say that silverspawn's conception of a card's "design" is incorrect. 

Let's consider what spawned this discussion -- Possession.  You said that there is no "design" reason to not like it, and that silverspawn merely dislikes what it does.  What is the difference?  What is your definition of "design" and "intent" that differentiates it from what the card does?
Title: Re: silverspawn's card list
Post by: Beyond Awesome on October 18, 2014, 10:02:08 pm
Honestly, I really would argue that Possession is a poor design choice. Like DVX. said, the card practically takes up several pages explaining every interaction. For players not experienced like us, say causal players, this card really pisses players off like no other. I have read stories of people who quit Dominion because of that card. My brother (who did not play against me) played his first game with Possession in it and never played again for that reason. He hated Dominion.

I don't think good design should ever make someone hate a game so much. I don't hate the card. Many of us on these boards see strategic depth with this card, but we are a minority.
Title: Re: silverspawn's card list
Post by: Donald X. on October 18, 2014, 10:53:30 pm
MTG makes a distinction between design and development, which are roughly "make it fun" and "make it balanced", though I don't know MTG super well so I may be a little off. (Edit: Well, now that I look up these terms, I'm pretty wrong, so maybe somebody who knows how MTG R&D works could help clarify.)
Magic design is about coming up with ideas and building an environment, and development is about balancing multiple environments that include that environment, and solving problems. I don't use the term "development" for Dominion because Valerie and Dale were credited as developers but did not balance cards at all. For most games people do not make the distinction that Magic makes, probably because it tends to be the same guy. For a Magic card, there's the idea, and then there's what it looks like after the various knobs are fiddled with, the cost and power/toughness and evergreen abilities and sometimes other numbers or even just any change, any change at all can be made to "develop" the card. Power level is entirely a development thing; something weak or strong isn't "poorly designed." For Dominion, there are way fewer knobs and it was all up to me anyway.

A trickier point is that Magic design/development isn't about designing/developing individual cards. The goal is to have the various environments play well - limited formats, constructed formats, casual play. A given card might be weakened, not because it's too strong, but because its color is too strong in that limited format, or a deck built around it is too strong in a constructed format. Other changes could have been made instead, but something was changing somewhere, and this time it was this card. There isn't so much of that in Dominion, although there is a little. I know people own cards in set-sized lumps, and that's all I know about what they've got. To make the game work when you have whatever random collection of expansions, each expansion wants to offer up certain amounts of certain things.
Title: Re: silverspawn's card list
Post by: silverspawn on October 19, 2014, 05:37:07 am
Adventurer needs an action at that price

Eh, I think +buy.
I think adventurer should dig for 3 instead of 2. I don't think a buy, or an action, is enough.
Title: Re: silverspawn's card list
Post by: silverspawn on October 19, 2014, 01:36:46 pm
Chapter 2: The Weak Cards (And Outliers) - Part two

(http://dominion.diehrstraits.com/scans/base/thief.jpg)193. Thief
There is something to be said about how a low powerlevel increases the variance of different player's experiences with a certain card. If a card is strong, and everyone has lots of games with it, most players will come to similar understandings of how the card works. For cards like Thief or Pirate Ship, you might only have played a hand full of games where the card was good, and how much you like it will depend heavily on these few games. Me, I remember two types of games where I went for Thief, so that's all I really have to go on.

One, games with strong engines, strong trashing, but no virtual $, no gain, and limited trash-for-benefit. Both players only have a couple of high-value treasure cards in their decks, replacing them takes at least one turn each, and stealing one of them is huge.

Two, games with weak trashing, weak draw, no apparent payload for an engine, but Thief and KC (or at least TR). Here, it really gets interesting if one Player goes for BM, and the other one builds the engine. Even if doing so takes a very long time, as long as your opponent doesn't have 50% of all VP's, you can still win, by removing every last treasure card from his deck. Theoretically, this should also be possible with Pirate Ship, but because of how Pirate Ship works, it's more likely that both players will go for pirate ship right away on such a baord, and then you really have virtual coin in the form of Pirate Ship, and it plays out very differently.

I have positive memories of my few Thief games, which is why I kind of like the card, even though it's obviously too weak. And man, the image looks awesome, I never noticed that before. That almost makes me want to move it another rank upwards.



(http://dominion.diehrstraits.com/scans/prosperity/contraband.jpg)



192. Contraband
The idea behind Contraband is probably to make you gain unconventional cards, kind of like Swindler, rewarding your creativity, and causing you to have a different type of game. I can appreciate this intention, but like many cards on this list, it fails due to the fact that it's just too weak. For this one, I can't help thinking that an extra coin would solve everything. As is, it's just not a factor in most games. I find that, what Contraband needs in order to be viable (aside from multiple cheap engine components), is a way to remodel it into a better card, because it's just so weak in the end game. Upgrade is ideal here; play Contraband to build your engine, then upgrade it into a gold, and profit.



(http://dominion.diehrstraits.com/scans/cornucopia/harvest.jpg)



191. Harvest
When I look at Harvest, I can't help thinking that the way in which it works makes unusable for exactly the type of deck in which it would otherwise be pretty good. I'm of course talking about treasure-less decks that draw itself every turn. Harvest could be nice here, especially when throned, but it stops doing anything once you have your whole deck in hand. With that, all we have left is a support card for BM, which is rarely what you want, because there are so many better alternatives.

Aside from that, I found that it's sometimes useful to trigger tunnels. It looks at 4 cards, so you'll hit tunnels just as often as you do with Horse Traders, and it'll also provide a similar amount of money on average.



(http://dominion.diehrstraits.com/scans/alchemy/transmute.jpg)



190. Transmute
I will say right away that I think Transmute is underrated, at least among good players. Does that mean it's strong? Well no, it's pretty weak. In fact it's so weak that it's #190 on this list. It's just not as weak as some people think. Going into any detail here would be more suited for a strategy article, but really, whenever Transmute is usable, it's pretty cute.

What bothers me about this card is the lack of a +Action. Alchemy makes a point to have most cards be non-terminal, so why make Transmute of all cards the exception? Being non-terminal would both solve some of it's powerlevel issues, and stop it from being an outlier.



(http://dominion.diehrstraits.com/scans/seaside/seahag.jpg)



189. Sea Hag
Sea Hag is, for me, by far the least exciting Junker in the game. Part of that is the fact that it doesn't produce any resources, which causes games to drag out longer than they have to, and then there's the discard effect. There is a reason why it's there: to prevent you from piling multiple curses on top of your deck in 3+ player, and that's certainly a good thing, but it's still game ending if it hits another Player's Hag. I don't like Spy, so I naturally don't like a forced discard either.



(http://dominion.diehrstraits.com/scans/alchemy/herbalist.jpg)



188. Herbalist
If a strong potion card and Herbalist are on the same board, I'll often open Herbalist/Potion over Silver/Potion. If I'm playing an Alchemist stack, I'll sometimes use Herbalist to ensure I can topdeck my Potion, and in extension my Alchemists. But aside from that, I almost never use the Scheming ability. Is that just me? Well, maybe. Topdecking treasures sounds really nice, but when is it really useful? In an engine, you don't want treasures on top of your deck. In BM, you rather have other support cards. For the most part, Herbalist is just a far inferior version of CSM. If the ability was useful more often, I'd also like the card more.



(http://dominion.diehrstraits.com/scans/hinterlands/cache.jpg)



187. Cache
Cache, just like Talisman, is guilty of being almost strictly worse than another card, and in both cases, I also like the other card a lot more. For Cache, that card is Masterpiece. Buy a Cache, have 5$ in 3 cards. Buy a Masterpiece for 5$, have 5$ in 3 cards. There is a difference in money variety, but really, it's not that significant. And yes, Cache combos with both Trader and Watchtower, more so than Masterpiece. It's not enough. Prior to Guilds, I didn't mind Cache, but now, I think it has been utterly outclassed.



(http://dominion.diehrstraits.com/scans/intrigue/secretchamber.jpg)



186. Secret Chamber
I don't really know what to say about Secret Chamber, except that it's not very good. The reaction doesn't usually defend against attacks, but I think that's okay. It's low for being weak and not very interesting, and that's really it.
Title: Re: silverspawn's card list
Post by: blueblimp on October 19, 2014, 03:48:39 pm
Couple comments:

Transmute -- I would have put this lower than Thief. Thief, although underpowered, is an elegant design. Transmute, on the other hand, although more often useful, has a bunch of different effects, but would arguably be _stronger_ without the gaining text, since then at least you could trash coppers to thin your deck. I consider Rats a fixed version of Transmute: a more elegant and more useful version of the trash-and-gain-self idea.

Secret Chamber -- You didn't mention the huge problem with Secret Chamber, which is the analysis paralysis from the reaction. Picking 2 cards to put back out of 7 in your hand, and the order, is up to 7*6 = 42 possibilities, maybe the worst AP of any Dominion card. I think the idea was to provide defense against Swindler and Saboteur, which are in the same set. In that sense, I consider Beggar's reaction to be a fixed version of Secret Chamber's reaction, since it also defends against trashing attacks, with far less AP.
Title: Re: silverspawn's card list
Post by: Witherweaver on October 19, 2014, 04:07:15 pm
I think Contraband is actually designed pretty well.  The +buy helps to ensure you can pick up two cards you need as long as you need at least three.  It just doesn't work in monolithic strategies, but that's okay.  It makes alternate VP better.
Title: Re: silverspawn's card list
Post by: Hydrad on October 19, 2014, 04:10:26 pm
I think Contraband is actually designed pretty well.  The +buy helps to ensure you can pick up two cards you need as long as you need at least three.  It just doesn't work in monolithic strategies, but that's okay.  It makes alternate VP better.

doesn't it make alt VP worse? as if you are going for it they will just stop you? Or do you mean you can choose between fairgrounds or provinces when they take one of them away.

(I tried contraband with gardens and it totally failed as he just said I couldn't buy gardens... I'm so bad at this game)
Title: Re: silverspawn's card list
Post by: Witherweaver on October 19, 2014, 04:14:00 pm
I think Contraband is actually designed pretty well.  The +buy helps to ensure you can pick up two cards you need as long as you need at least three.  It just doesn't work in monolithic strategies, but that's okay.  It makes alternate VP better.

doesn't it make alt VP worse? as if you are going for it they will just stop you? Or do you mean you can choose between fairgrounds or provinces when they take one of them away.

(I tried contraband with gardens and it totally failed as he just said I couldn't buy gardens... I'm so bad at this game)

I mean if all you can buy is Provinces, they can deny key (Gold, whatever) and then deny Provinces.  If you have options between Provinces, Duchies, Dukes, Fairgrounds, Silk Roads, whatever, it's not so bad if you can't buy one of them. 
Title: Re: silverspawn's card list
Post by: silverspawn on October 19, 2014, 06:01:11 pm
I think Contraband is actually designed pretty well.  The +buy helps to ensure you can pick up two cards you need as long as you need at least three.  It just doesn't work in monolithic strategies, but that's okay.  It makes alternate VP better.

I think it's a cool idea, I just think it should have +4$ instead of +3$. I mean, I almost never buy it, do you?

Quote
Secret Chamber -- You didn't mention the huge problem with Secret Chamber, which is the analysis paralysis from the reaction. Picking 2 cards to put back out of 7 in your hand, and the order, is up to 7*6 = 42 possibilities, maybe the worst AP of any Dominion card. I think the idea was to provide defense against Swindler and Saboteur, which are in the same set. In that sense, I consider Beggar's reaction to be a fixed version of Secret Chamber's reaction, since it also defends against trashing attacks, with far less AP.

I never really thought about that, but you're totally right.
Title: Re: silverspawn's Design Rankings
Post by: Merudo on October 19, 2014, 10:51:56 pm
I mostly agree with silverspawn's ranking, although I do have a few disagreements,

Chapter I: The Bad Cards
205. Masquerade
Masquerade is entry #2 in the previously mentioned list. For a while, I thought this card was actually worse than Possession, but it's absolutely not. Really, it's not even close. The only reason I ever thought so was that I had forgotten how bad Possession really is. I probably was lucky not to play with it for a while.

That said, I still hate it, and the reason for that is that pass mechanic is not designed to hurt your opponent, so when it does, it feels unjustified and unfair quite similar to possession. They are my cards. Not yours. *sigh*
In my experience, it is very rare that a good card is stolen with Masquerade. The cards I mostly see changing hands are copper/estate - and, later in the game, silver/$3 actions.

Does anyone have stats on how often a good card gets passed through Masquerade?

My feeling is that although Masquerade can be quite unfair, it's unfair so rarely that it doesn't belong to the list.

Chapter 2: The Weak Cards (And Outliers) - Part one
199. Adventurer
Adventurer is the same as Scout, really. It costs 6$, even though it could easily cost 3$, making it probably the second weakest card in the game. Digging for Treasure cards as a concept is okay, but again, that doesn't help if the card is too weak to ever get bought.
I know I'm in the clear minority here, but I believe Adventurer gets to really shine if not outright dominate on some boards - which should at least rank it above Duchess.

Adventurer is quite nice if you get to trash the copper early, if the other terminal actions on the board are weak, if Platinum is available, and if there are strong junkers.

Just think about - if you get to trash all the copper, each Adventurer is guaranteed to give at least $4. This means in the absence of good terminal actions, getting 1 Adventurer is strictly better than getting 1 gold. In Colony games you can easily get 6+ gold by playing an Adventurer, which is invaluable when you draw a hand full of provinces/curses/ruins.

Adventurer also has a nifty interaction with tunnel, and with cards that make you put your junk on top of your deck such a Pearl Diver.

I know adventurer is a terrible card nearly all the time, but in the few cases it is bought it can be devastating.

Plus, it is always nice to beat down someone with a card widely seen as utterly mediocre :).
Chapter 2: The Weak Cards (And Outliers) - Part two
192. Contraband
The idea behind Contraband is probably to make you gain unconventional cards, kind of like Swindler, rewarding your creativity, and causing you to have a different type of game. I can appreciate this intention, but like many cards on this list, it fails due to the fact that it's just too weak. For this one, I can't help thinking that an extra coin would solve everything. As is, it's just not a factor in most games. I find that, what Contraband needs in order to be viable (aside from multiple cheap engine components), is a way to remodel it into a better card, because it's just so weak in the end game. Upgrade is ideal here; play Contraband to build your engine, then upgrade it into a gold, and profit.

I find the Contraband +buy to be invaluable on boards without other +buy and many engine pieces to buy - in fact I'd much rather buy Contraband instead of, say, Woodcutter.

Moreover, if you play Contraband before your other treasures, the other person has no idea how much $ you really have, meaning they may often ban the wrong item. Even late game, you can often buy double Duchies if they ban Provinces.

I'm also surprised you didn't mention Chancellor/Feast/Saboteur. Maybe in the next list?
Title: Re: silverspawn's card list
Post by: faust on October 20, 2014, 04:51:53 am
Oh, this is tedious. I'm not so much interested in the bottom of this list, because well, most of us know about the flaws some of the cards have, there won't be many surprises. I'm much more interested in the top part of this list - which cards are best designed? That's a discussion I look forward to. But that's still a long way to go.
Title: Re: silverspawn's card list
Post by: Witherweaver on October 20, 2014, 10:12:20 am
Oh, this is tedious. I'm not so much interested in the bottom of this list, because well, most of us know about the flaws some of the cards have, there won't be many surprises. I'm much more interested in the top part of this list - which cards are best designed? That's a discussion I look forward to. But that's still a long way to go.

I'd be interesting in your ranking of how well designed the various ranking lists are.
Title: Re: silverspawn's Design Rankings
Post by: Awaclus on October 20, 2014, 10:46:17 am
I'm also surprised you didn't mention Chancellor/Feast/Saboteur. Maybe in the next list?
Ranking Chancellor pretty low is reasonable because Scavenger exists, but why Feast and Saboteur?
Title: Re: silverspawn's card list
Post by: faust on October 20, 2014, 10:59:55 am
Oh, this is tedious. I'm not so much interested in the bottom of this list, because well, most of us know about the flaws some of the cards have, there won't be many surprises. I'm much more interested in the top part of this list - which cards are best designed? That's a discussion I look forward to. But that's still a long way to go.

I'd be interesting in your ranking of how well designed the various ranking lists are.

9. Goko Casual Ranking List
8. Goko Pro Ranking List
7. silverspawn's overpowered/underpowered ranking
6. JSH's art rankings
5. silverspawn's card list
4. WW's power rankings
3. Qvist's Dominion Card List
2. Isotropish rankings



1. SirPeebles' Dominion Top Ten: Facial Hair
Title: Re: silverspawn's card list
Post by: soulnet on October 20, 2014, 11:07:15 am
9. Goko Casual Ranking List
8. Goko Pro Ranking List
7. silverspawn's overpowered/underpowered ranking
6. JSH's art rankings
5. silverspawn's card list
4. WW's power rankings
3. Qvist's Dominion Card List
2. Isotropish rankings



1. SirPeebles' Dominion Top Ten: Facial Hair

You forgot to rank faust's raking's ranking.
Title: Re: silverspawn's card list
Post by: silverspawn on October 20, 2014, 11:08:05 am
Quote
WW's power rankings
the one where forager was above fishing village?
Title: Re: silverspawn's card list
Post by: GeoLib on October 20, 2014, 11:09:14 am
9. Goko Casual Ranking List
8. Goko Pro Ranking List
7. silverspawn's overpowered/underpowered ranking
6. JSH's art rankings
5. silverspawn's card list
4. WW's power rankings
3. Qvist's Dominion Card List
2. Isotropish rankings



1. SirPeebles' Dominion Top Ten: Facial Hair

You forgot to rank faust's raking's ranking.


Well he was ranking all rankings that don't rank themselves.
Title: Re: silverspawn's card list
Post by: jsh357 on October 20, 2014, 11:11:00 am
9. Goko Casual Ranking List
8. Goko Pro Ranking List
7. silverspawn's overpowered/underpowered ranking
6. JSH's art rankings
5. silverspawn's card list
4. WW's power rankings
3. Qvist's Dominion Card List
2. Isotropish rankings



1. SirPeebles' Dominion Top Ten: Facial Hair

You forgot to rank faust's raking's ranking.

His raking would have to go before #1 because he clearly didn't get all the fuzz off of Transmute guy's beard.
Title: Re: silverspawn's card list
Post by: liopoil on October 20, 2014, 11:12:50 am
9. Goko Casual Ranking List
8. Goko Pro Ranking List
7. silverspawn's overpowered/underpowered ranking
6. JSH's art rankings
5. silverspawn's card list
4. WW's power rankings
3. Qvist's Dominion Card List
2. Isotropish rankings



1. SirPeebles' Dominion Top Ten: Facial Hair

You forgot to rank faust's raking's ranking.
You can't have a ranking of all rankings.
Title: Re: silverspawn's card list
Post by: Witherweaver on October 20, 2014, 11:13:20 am
Quote
WW's power rankings
the one where forager was above fishing village?

No, the possessive there is a typo.  This is a ranking of how powerful the various WWs on this forum are, in terms of who would win in a gauntlet of events, including, but not limited to, a bare-knuckle boxing match, Soduko, Dominion, Twister, and interpretive dance.
Title: Re: silverspawn's card list
Post by: liopoil on October 20, 2014, 11:19:18 am
Quote
WW's power rankings
the one where forager was above fishing village?

No, the possessive there is a typo.  This is a ranking of how powerful the various WWs on this forum are, in terms of who would win in a gauntlet of events, including, but not limited to, a bare-knuckle boxing match, Soduko, Dominion, Twister, and interpretive dance.
And chess.
Title: Re: silverspawn's card list
Post by: soulnet on October 20, 2014, 11:22:09 am
You can't have a ranking of all rankings.

You constructivists make me mad. Of course you can.
Title: Re: silverspawn's card list
Post by: silverspawn on October 20, 2014, 11:36:38 am
Quote
I'm also surprised you didn't mention Chancellor/Feast/Saboteur. Maybe in the next list?
all three of them, actually.
Title: Re: silverspawn's card list
Post by: Awaclus on October 20, 2014, 11:58:04 am
Why do people complain about Goko's Casual Ranking List, they can't all be the best ranking ever.
Title: Re: silverspawn's card list
Post by: Merudo on October 20, 2014, 08:04:10 pm
You can't have a ranking of all rankings.

You can have a ranking of all rankings, but not a ranking of all rankings that do not rank themselves.
Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 21, 2014, 12:39:07 am
Thief is only useful in IGG games and can sometimes work against thinned decks w/o virtual coin.   I don't think it is a higher % of games, although yes probably better in its best uses than Scout in its best uses.  It also takes an action. Maybe it is more powerful on average, maybe it isn't.  However, as a design question, I think a card that is weak and more often than not helps the opponent is worse than a card that is simply very weak.
This is an experienced-player perspective though. I mean the whole business of judging weakness.

Thief as you may know is one of the "pillars" of providing game variety in the main set - Chapel, Thief, Witch, Gardens. They send the game in different directions.

In one conversation with Richard Garfield I was lamenting how thief didn't hold up its end. Richard felt otherwise; he thought there was significant value in, first we think, yeeha, steal your treasures, then we notice, hey I don't mind when you take my coppers, how good can that be, and then at least we realize it's bad. Now I think it's fair to argue, and I personally argue, that, okay sure fine, but the card that fills this role of providing gameplay via this learning experience can be something that ends up in a better place for long-term players. People initially overrate say Moat, but it doesn't end up an utter dud at the end of it. Anyway the point is, a card can provide value, not just despite being weak, but specifically because of it. And I am just presenting that argument because I know about it; I personally think you should nevertheless do better than Thief.

That thief aids in learning Copper is bad is a good thing.  Of course it could still do that if trashing was optional.  Actually, I think trash optional, gain after trash not optional is probably the most interesting version as that complicates the decision to trash in some cases.

Scout gets used the most in all-Intrigue games. There I often wouldn't mind a Scout, I just don't have time to get it. If you have an Ironworks then one turn it will be like, oh yeah, Ironworks a Scout. I don't think costing $2 goes far enough; it wants to be different functionally.
Adding +1 card would make it like a "super Vagrant" (well minus the Curse+Ruins bits) and Vagrant is pretty decent for $2, so maybe it would be OK at $4 then.  I like the idea of Scout - clean up your next hand - it just doesn't quite work of course.  While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?

Adventurer by contrast is a card I'd often be happy to have, if only I had time to get it. When they Swindle a card into Thief, it's like getting a Curse; when they give you a Scout, well that hurt but it will produce some marginal benefit. When they give you an Adventurer, man, the only thing you are worried about is having enough actions, and when you draw it with other terminals, Adventurer may end up being what you play.

Agreed Adventurer is not a bad card.  I do agree with others that a +1 buy would have made sense and made it viable more often.
Title: Re: silverspawn's Design Rankings
Post by: AJD on October 21, 2014, 01:58:31 am
I like the idea of Scout - clean up your next hand - it just doesn't quite work of course.  While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?

My guess would be some combination of (a) keeping the card text streamlined and (b) Curses are supposed to be bad for you.
Title: Re: silverspawn's Design Rankings
Post by: Donald X. on October 21, 2014, 02:50:02 am
While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?
It just wasn't part of the concept for the card.

In general it is not a good idea to try to satisfy every demand anyone could ever have of a card, until all cards are unplayably complex. It's fine that Scout doesn't get Curses. It has no obligation to get them. It's not making the difference any which way. No regrets there.
Title: Re: silverspawn's Design Rankings
Post by: ThaddeusB on October 21, 2014, 01:18:02 pm
While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?
It just wasn't part of the concept for the card.

In general it is not a good idea to try to satisfy every demand anyone could ever have of a card, until all cards are unplayably complex. It's fine that Scout doesn't get Curses. It has no obligation to get them. It's not making the difference any which way. No regrets there.

I guess I was asking what the concept of the card was. I guess since it doesn't pick up curses ( which would only add two words) the idea wasn't "clean up your next hand", but probably "build a deck around dual type cards".
Title: Re: silverspawn's card list
Post by: Tombolo on October 21, 2014, 09:38:05 pm
man forget you guys and your meta-rankings, I'm gonna work on ranking the sets by how well-designed the females are per capita accounting for cost of the expansion
Title: Re: silverspawn's card list
Post by: faust on October 22, 2014, 10:10:58 am
Quote
WW's power rankings
the one where forager was above fishing village?

Hey, I only ranked them by design, not by correctness.
Title: Re: silverspawn's Design Rankings
Post by: kn1tt3r on October 23, 2014, 01:40:31 am
While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?
It just wasn't part of the concept for the card.

In general it is not a good idea to try to satisfy every demand anyone could ever have of a card, until all cards are unplayably complex. It's fine that Scout doesn't get Curses. It has no obligation to get them. It's not making the difference any which way. No regrets there.

I guess I was asking what the concept of the card was. I guess since it doesn't pick up curses ( which would only add two words) the idea wasn't "clean up your next hand", but probably "build a deck around dual type cards".
Well, he's a scout. He's looking for trails, exploring lands, including Colonies, Provinces, Duchies and even private Estates. He's clearly too focussed on geography to even bother about abstract things like curses.
Title: Re: silverspawn's Design Rankings
Post by: sudgy on October 23, 2014, 01:42:59 am
While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?
It just wasn't part of the concept for the card.

In general it is not a good idea to try to satisfy every demand anyone could ever have of a card, until all cards are unplayably complex. It's fine that Scout doesn't get Curses. It has no obligation to get them. It's not making the difference any which way. No regrets there.

I guess I was asking what the concept of the card was. I guess since it doesn't pick up curses ( which would only add two words) the idea wasn't "clean up your next hand", but probably "build a deck around dual type cards".
Well, he's a scout. He's looking for trails, exploring lands, including Colonies, Provinces, Duchies and even private Estates. He's clearly too focussed on geography to even bother about abstract things like curses.

...and Harems?
Title: Re: silverspawn's Design Rankings
Post by: Sidsel on October 23, 2014, 04:33:18 am
While on the subject, any particular reason it doesn't pick up Curses?  Just not something you thought of, or was the idea not really to clean up your next hand but pull in dull-type cards mostly?
It just wasn't part of the concept for the card.

In general it is not a good idea to try to satisfy every demand anyone could ever have of a card, until all cards are unplayably complex. It's fine that Scout doesn't get Curses. It has no obligation to get them. It's not making the difference any which way. No regrets there.

I guess I was asking what the concept of the card was. I guess since it doesn't pick up curses ( which would only add two words) the idea wasn't "clean up your next hand", but probably "build a deck around dual type cards".
Well, he's a scout. He's looking for trails, exploring lands, including Colonies, Provinces, Duchies and even private Estates. He's clearly too focussed on geography to even bother about abstract things like curses.

...and Harems?

Distracted by the sexy.
Title: Re: silverspawn's card list
Post by: AndrewisFTTW on October 23, 2014, 01:49:15 pm
man forget you guys and your meta-rankings, I'm gonna work on ranking the sets by how well-designed the females are per capita accounting for cost of the expansion

I'll be posting my rankings list of rankings lists soon. Keep a lookout for it!
Title: Re: silverspawn's card list
Post by: Witherweaver on October 23, 2014, 01:55:28 pm
Also work on a ranking of how well people's critiques of other people's rankings are. 
Title: Re: silverspawn's card list
Post by: markusin on October 23, 2014, 09:45:48 pm
man forget you guys and your meta-rankings, I'm gonna work on ranking the sets by how well-designed the females are per capita accounting for cost of the expansion

I'll be posting my rankings list of rankings lists soon. Keep a lookout for it!
Thanks for the heads up. Be prepared to have it trashed, or possibly just discarded. Sorry, I just doubt that I'd topdeck it.
Title: Re: silverspawn's card list
Post by: AndrewisFTTW on October 23, 2014, 10:04:13 pm
man forget you guys and your meta-rankings, I'm gonna work on ranking the sets by how well-designed the females are per capita accounting for cost of the expansion

I'll be posting my rankings list of rankings lists soon. Keep a lookout for it!
Thanks for the heads up. Be prepared to have it trashed, or possibly just discarded. Sorry, I just doubt that I'd topdeck it.

They can't all be the... yadda yadda.... blegh.
Title: Re: silverspawn's card list
Post by: silverspawn on October 25, 2014, 10:18:29 am
I considered making the images smaller for this part, but with the table format, that doesn't actually reduce the overall size. So, we now have large images with little text. sowhateva...

Chapter III: The Middleground (Part 1)


(http://dominion.diehrstraits.com/scans/base/woodcutter.jpg)185. Woodcutter
Hey, it's a terminal silver with a buy. It's good if you........................................ really need buys?



(http://dominion.diehrstraits.com/scans/base/feast.jpg)



184. Feast
Don't get me wrong, Feast doesn't add very much to the game. But it doesn't bother me either. If you don't want a second silver, you can open silver/feast instead, and then you get the fuzz, and the things, and the probabilities, and the 5$'s, but you don't keep the silver. That, and the interaction with KC/Procession can be pretty cute.



(http://dominion.diehrstraits.com/scans/intrigue/swindler.jpg)



183. Swindler
I feel like so much has already been said about Swindler, I don't need to add much. It's strong, unpredictable, high skill, and swingy. Depending on what's important to you, both love, hate, and everything in between is a possible attitude here. One minor thing that I really dislike is how he can turn non-Kingdom cards into curses, like Madmen, or even Prizes.



(http://dominion.diehrstraits.com/scans/alchemy/philosophersstone.jpg)



182. Philosopher's Stone
Just like Familiar, the aspect I dislike most about Philosopher's Stone is it's price. It should cost P2$. It really should. I mean, is there a reason why it shouldn't? Well in any case, just like Familiar, I like the card otherwise. It's certainly weak, but not so much that it becomes a problem. I actually I find myself buying it quite often lately. There is probably a counting issue with large decks, but since I play almost exclusively online, I have no reason to care, so PS gets a lucky pass here.



(http://dominion.diehrstraits.com/scans/intrigue/saboteur.jpg)




181. Saboteur
In January 2011, Donald X has stated that Saboteur is the weakest card relative to its cost (http://forum.dominionstrategy.com/index.php?topic=63.msg1027#msg1027). While I don't think that's true, it's certainly up there (or down there, all depending on your perspective). And it's not very satisfying and that fuzz... but that doesn't really matter if you understand it, because it's so weak that you only buy it in very specific situations anyway, and then it can be super good. Like, if your opponent thinks he can skip the engine because it has no payload, you can punish him with a KC-Saboteur monster. Seven Province Lead? No problem, I'll just turn all of your Provinces into Estates, and get a point lead with Duchies. It's kind of like Thief here. Aside from that though, buying Saboteur is rarely a good idea.



(http://dominion.diehrstraits.com/scans/intrigue/minion.jpg)



180. Minion
Minion is similar to Swindler in how there are both plenty of reasons to love and to hate it, but it has a little bit more going for it. Well, for one it can't turn Followers into a curse, but it also combos with a lot of other cards, which tends to be pretty interesting. Something that does bother me though, is how a deck with 5 Minion's isn't actually that good, and I'd often rather do something else, but you have to go for Minions to prevent your opponent from getting all 10. So, you both take half of a thing that works best as a hole, and in the end noone is truly happy.



(http://dominion.diehrstraits.com/scans/prosperity/loan.jpg)



179. Loan
A nice copper trasher... except when it hits silver. I think I'd like this better if it just dug for a copper. At least the fact that it can skip over Action cards never bothered me, I mean they really manage to miss reshuffles without Loan anyway.



(http://dominion.diehrstraits.com/scans/base/chancellor.jpg)



178. Chancellor
Hey, it's a terminal silver that discards your deck. It's good if you........................................ don't have anything else to buy? Actually, that's exactly when it's good. The problem with Chancellor is not that the effect is useless, it's that every other terminal silver is so much stronger.



(http://dominion.diehrstraits.com/scans/seaside/lookout.jpg)



177. Lookout
Lookout is by far the strongest card in the game. Why is that? Why is this card so ludicrously amazing? Why is it so good? Well, it's all because

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            it's not very good.

Okay, so the problem here is of course that it can force you to trash good cards. And as much as I like cards that reward deck-tracking, I can't pretend like this isn't a problem. Even if you know exactly what's in your draw pile, it's often the right choice to take a small risk, and sometimes you'll pay for that by losing a precious village... or a colony.



(http://dominion.diehrstraits.com/scans/hinterlands/margrave.jpg)



176. Margrave
Margrave is an interesting case, because it's not that clear what's even wrong with it. So, first of all, what is it? Well, it's a terminal draw with an attack that anti-stacks upon repeated play, meaning that if you play it once, it attacks, but every consequent play helps your opponent. This is not inherently bad though. I made a comment about how it's bad for Spy that his attack doesn't stack, but Margrave isn't a cantrip, and I think a diminishing attack is fine for a terminal.

The problems that I do have with it can be summarized in three points:
  • The diminishing attack principle, while not inherently bad, doesn't work here. I can only assume that the idea behind it to encourage players to aim for one play each turn. Which is an okay idea, but because Margrave is so crazy powerful, because there is often no other terminal draw on the board, and because it's so much more important to attack every than not playing it more than once in one turn, this idea really doesn't do much. In reality, it's often the right choice to build an engine with lots of Margraves, and it's almost always the right choice to play Margraves when you have them in hand. The most noticeable consequence is probably that Margrave/BM is more often preferable to a Margrave engine than it's the case for, say, Catacombs, and that's probably not even a good thing.
  • The draw-one-then-discard-down-to-three attack can be viewed from different angles. From an objective angle, it's a weaker variant of the militia attack, with the added penalty of helping your opponent after the first play. But from an emotional angle, especially if you're on the receiving side, the initial attack really feels stronger than militia, because it makes you discard more cards. Likewise, while it's kind of nice to draw and discard a Province upon consequent plays, it feels pretty bad to draw and discard a good card. Even if your deck has exclusively good cards, and doing so doesn't even hurt you, it can still feel like an attack, just because it makes you discard those good cards.
  • It's swingy, and it is so in the exact same way that the discard from Sea Hag is. If you have 3 good cards in hand and your opponent plays a Margrave, which is pretty common, you just cycle through one card randomly. If it's a bad card, cool, if it's a good card, not cool.



(http://dominion.diehrstraits.com/scans/alchemy/alchemist.jpg)



175. Alchemist
Alchemist is the last potion card that costs P3$ (they're all pretty far down for some reason), so this is the last time I have to complain about the price. Aside from that though, Alchemist is a cool card. It's pretty neat how it's just a lab with a conditional topdecking ability, but it really gets an entirely new strategic value. Another minor complaint is how it takes ages to topdeck just some of your alchemists when playing online, though that's of course not a design flaw, it's a goko flaw.



(http://dominion.diehrstraits.com/scans/prosperity/royalseal.jpg)



174. Royal Seal
A non-terminal silver that lets you topdeck new cards. How excitin'. Well, there is nothing wrong with simple cards. It's just that RS doesn't really add very many difficult decisions to the game, partly because it's really weak. But at least it never did anything to annoy me, so that's good.
Title: Re: silverspawn's card list
Post by: blueblimp on October 25, 2014, 03:06:04 pm
I'm liking this part of the list, where the cards have some good parts and bad parts. I'll highlight a couple points below.

Something that does bother me though, is how a deck with 5 Minion's isn't actually that good, and I'd often rather do something else, but you have to go for Minions to prevent your opponent from getting all 10. So, you both take half of a thing that works best as a hole, and in the end noone is truly happy.
This is IMO one of the more annoying things about certain cards in high level 2-player Dominion play: the split problem. As both players become better, they tend to agree more often on the best strategy, resulting in a mirror where they contend for the same pile(s). This sometimes makes an otherwise fun-to-play deck unfun (e.g. Minion, Highway), and with certain cards can lead to huge swings from winning a split (e.g. Duke, Knights).

Non-mirrors though become more fun when both players are good than at lower levels, because it's a better test of the strength of the strategies when both players pilot them well. So it's unfortunate that they become less frequent in high level play.

If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.

In Dominion itself, it's nice when cards self-limit how many you want so that neither player cares about winning the split. Being terminal helps, even if the card is strong (e.g. Goons, where usually you don't have enough +actions to justify more than 5 of them). Strong non-terminals can do it too if they have anti-self-synergy (e.g. Warehouse, which I'd rank among the best card designs in the game) or diminishing returns (e.g. Apothecary, where you usually have better things to do than buy 6+ of them).

Quote
A nice copper trasher... except when it hits silver. I think I'd like this better if it just dug for a copper. At least the fact that it can skip over Action cards never bothered me, I mean they really manage to miss reshuffles without Loan anyway.
I think of Loan as an example of an anti-lottery: usually you get a small benefit, and rarely you pay a large penalty. (A lottery is where usually you pay a small penalty, and rarely you get a large benefit.) Human beings are naturally predisposed to like lotteries and hate anti-lotteries, even if mathematically the expected value is the same. For that reason, I consider an anti-lottery in a card to be a (small) design flaw, because it makes the card less fun to play. (By the way, missing the shuffle is also an example of an anti-lottery.)

This is just a perception issue, since if players A and B are playing a zero sum game, then a lottery for A is an anti-lottery for B and vice versa. Usually what matters for perception is who opts into the lottery/anti-lottery (e.g. who buys Loan), but not always. For example, with Sea Hag, getting a valuable top card such as Sea Hag discarded is much more visible to the player who discards the card, so it feels like an anti-lottery, even though to the player who played the Sea Hag, it's a lottery.

EDIT

Off the top of my head, I can't think of ideal examples of lotteries in Dominion. Treasure Map and Tunnel are both kinda close, although in both cases, if you play a good strategy including either of these cards, you're more likely to succeed than to not, so it comes out more like an anti-lottery at high levels of play. Venture is a better example: usually hits a Copper (not bad, but basically a $5 Silver), but occasionally something better (yay, a Gold-or-more for $5).

As a non-Dominion example, Hearthstone's Webspinner is a decent example of a lottery. Getting a good card from Webspinner is far more visible to the player who receives it than the opponent, because its identity is hidden until played later, and by that point the opponent may not realize that the card came from Webspinner. Even the most garbage-y cards from Webspinner aren't too disastrous, since at worst it's just dead in your hand for a while.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 25, 2014, 05:22:37 pm
If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.

How about this for a gameplay variant:

Select 9+x kingdom cards, where x is the number of players.  In reverse player order, each player chooses one pile that becomes exclusively theirs to use.

Probably works better for fewer players.  The danger is when there is just one key card, which may create a first player disadvantage for being last to pick.  But this variant could be very interesting for hand-designed kingdoms.
Title: Re: silverspawn's card list
Post by: silverspawn on October 25, 2014, 06:24:01 pm
Quote
Probably works better for fewer players.  The danger is when there is just one key card, which may create a first player disadvantage for being last to pick.  But this variant could be very interesting for hand-designed kingdoms.
you will all suffocate in green cards as only I get to use scout. muahaha
Title: Re: silverspawn's card list
Post by: liopoil on October 25, 2014, 06:31:25 pm
If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.

How about this for a gameplay variant:

Select 9+x kingdom cards, where x is the number of players.  In reverse player order, each player chooses one pile that becomes exclusively theirs to use.

Probably works better for fewer players.  The danger is when there is just one key card, which may create a first player disadvantage for being last to pick.  But this variant could be very interesting for hand-designed kingdoms.
Pretty sure that I'll almost always want to be last player. Even in a deck where I want lots of different cards, I probably really need one of them. It also leads to boring games. There was an engine, but then one player took chapel and the other took village. Oh well, no more engine for anyone.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 25, 2014, 07:41:43 pm
If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.

How about this for a gameplay variant:

Select 9+x kingdom cards, where x is the number of players.  In reverse player order, each player chooses one pile that becomes exclusively theirs to use.

Probably works better for fewer players.  The danger is when there is just one key card, which may create a first player disadvantage for being last to pick.  But this variant could be very interesting for hand-designed kingdoms.
Pretty sure that I'll almost always want to be last player. Even in a deck where I want lots of different cards, I probably really need one of them. It also leads to boring games. There was an engine, but then one player took chapel and the other took village. Oh well, no more engine for anyone.

Yeah, quite possible.  But it might be neat for hand-designed kingdoms.
Title: Re: silverspawn's card list
Post by: Awaclus on October 25, 2014, 08:21:35 pm
As long as the remaining 9 cards are enough to do something interesting with any of the potential exclusive cards, it shouldn't be a problem. Also, when you design the kingdom, you could make some cards unavailable for being chosen as an exclusive card.
Title: Re: silverspawn's card list
Post by: Merudo on October 25, 2014, 08:52:45 pm
If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.
There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.

Off the top of my head, I can't think of ideal examples of lotteries in Dominion. Treasure Map and Tunnel are both kinda close, although in both cases, if you play a good strategy including either of these cards, you're more likely to succeed than to not, so it comes out more like an anti-lottery at high levels of play. Venture is a better example: usually hits a Copper (not bad, but basically a $5 Silver), but occasionally something better (yay, a Gold-or-more for $5).
I'd consider Tournament to be a classic example on some boards.
Title: Re: silverspawn's card list
Post by: Awaclus on October 25, 2014, 09:09:50 pm
There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.

There is a lot of interaction in Dominion. Especially in 1 vs 1.
Title: Re: silverspawn's card list
Post by: LibraryAdventurer on October 26, 2014, 12:44:06 am
Minion is similar to Swindler in how there are both plenty of reasons to love and to hate it, but it has a little bit more going for it. Well, for one it can't turn Followers into a curse, but it also combos with a lot of other cards, which tends to be pretty interesting. Something that does bother me though, is how a deck with 5 Minion's isn't actually that good, and I'd often rather do something else, but you have to go for Minions to prevent your opponent from getting all 10. So, you both take half of a thing that works best as a whole, and in the end noone is truly happy.
...except me.
Kinda funny that I like minion for almost the exact same reason you dislike it. It's ideal to get all the minions you can, but when there's Minion on the board, you know you probably won't be the only one going for them so you make a strategy that includes having a few minions but not all of them. I think it's fun.
Title: Re: silverspawn's card list
Post by: Merudo on October 26, 2014, 04:59:27 am
There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.

There is a lot of interaction in Dominion. Especially in 1 vs 1.
Disagree! If there is no attack cards on the kingdom, or if they are weak / don't work well with the rest of the board, there will be almost no interaction beyond deciding when to start buying provinces - and even that will be more limited, given the elimination of 3-piling.

Granted, the timing of provinces buys is a very interesting decision - but it's certainly not what I'd consider "lot of interaction".
Title: Re: silverspawn's card list
Post by: Awaclus on October 26, 2014, 08:52:57 am
There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.

There is a lot of interaction in Dominion. Especially in 1 vs 1.
Disagree! If there is no attack cards on the kingdom, or if they are weak / don't work well with the rest of the board, there will be almost no interaction beyond deciding when to start buying provinces - and even that will be more limited, given the elimination of 3-piling.

Granted, the timing of provinces buys is a very interesting decision - but it's certainly not what I'd consider "lot of interaction".

If your opponent's buys aren't affecting your buys, you are playing it wrong.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 26, 2014, 11:04:21 am
There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.

There is a lot of interaction in Dominion. Especially in 1 vs 1.
Disagree! If there is no attack cards on the kingdom, or if they are weak / don't work well with the rest of the board, there will be almost no interaction beyond deciding when to start buying provinces - and even that will be more limited, given the elimination of 3-piling.

Granted, the timing of provinces buys is a very interesting decision - but it's certainly not what I'd consider "lot of interaction".

Lack of attacks does not mean lack of 3 piling.  There are cards that have direct non-attack interaction. And good players will often adjust their strategy to their opponent's.
Title: Re: silverspawn's card list
Post by: enfynet on October 26, 2014, 11:10:34 am
[...] And good players will often adjust their strategy to their opponent's.
What about the rest of us?
Title: Re: silverspawn's card list
Post by: silverspawn on October 26, 2014, 11:33:27 am
I'm not sure it's right to say that you usually adapt your play to your opponent. sure, you sometimes do it, but often you just play the best strategy, regardless of what your opponent does

the most amount of interaction is probably in the late stages, you often have to react when your opponent starts to green. so, if that counts, i guess you have interaction in the majority of games.
Title: Re: silverspawn's card list
Post by: sudgy on October 26, 2014, 12:20:04 pm
Also, how much of a pile is gone can affect if/when you buy it.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 26, 2014, 02:45:05 pm
I'm not sure it's right to say that you usually adapt your play to your opponent. sure, you sometimes do it, but often you just play the best strategy, regardless of what your opponent does

the most amount of interaction is probably in the late stages, you often have to react when your opponent starts to green. so, if that counts, i guess you have interaction in the majority of games.

I'm talking more tactically.
Title: Re: silverspawn's card list
Post by: Watno on October 26, 2014, 02:54:02 pm
What are the reasons one would like Minion? Definitely my last favorite card.
Title: Re: silverspawn's card list
Post by: silverspawn on October 26, 2014, 02:59:32 pm
What are the reasons one would like Minion? Definitely my last favorite card.
It's strong, it's action packed, it's pretty high skill, and it combos with a million different cards. I think playing a strong minion deck can be pretty fun, especially if you have good support. if you just have 5 minions, then there's the split problem, and it doesn't really work that well.
Title: Re: silverspawn's card list
Post by: enfynet on October 26, 2014, 04:13:49 pm
If there's enough support, I don't see a problem with splitting them. It's not ideal, but it's playable.
Title: Re: silverspawn's card list
Post by: Hydrad on October 26, 2014, 04:31:41 pm
I kinda have fun playing minions... But maybe that because most of the time I'm facing people who don't realize they are good and I get like 9 of them. The few times I get a 5/5 split I never know where to go from there and usually lose.
Title: Re: silverspawn's card list
Post by: Jack Rudd on October 26, 2014, 04:57:50 pm
Just one Minion can be good if you have the right deck for it. I once had a memorable {Village} - Governor - Black Market - Minion deck that was really nice when it got going.
Title: Re: silverspawn's card list
Post by: Beyond Awesome on October 26, 2014, 08:59:47 pm
I honestly don't have an opinion on Minion one way or the other. It's good when comboed with other actions to act as a drawing card. On boards where not much else is going on, you are essentially playing a game of 4-card Dominion (okay, not 100% true).

I mean, it is strong, but nothing groundbreaking. I agree, it is pretty high-skill at times and a much more fair card than say Cultist.
Title: Re: silverspawn's card list
Post by: -Stef- on October 27, 2014, 07:57:01 am
I'm not sure it's right to say that you usually adapt your play to your opponent. sure, you sometimes do it, but often you just play the best strategy, regardless of what your opponent does

the most amount of interaction is probably in the late stages, you often have to react when your opponent starts to green. so, if that counts, i guess you have interaction in the majority of games.

uh oh... time for an article again
Title: Re: silverspawn's card list
Post by: silverspawn on October 27, 2014, 08:34:42 am
Quote
uh oh... time for an article again
I usually feel like this aspect is overstated/overrated, because it sounds so good. Hey, you have to adapt your play to your opponent. what a skilled thing to say. it's just that you... often don't? I feel similar things when people say stuff like, you almost always have to play an engine. that also sounds good, because playing engines is the skilled thing to do, but it's just not true.

but maybe I'm wrong. an article about this would be cool. your article about black market was great.
Title: Re: silverspawn's card list
Post by: markusin on October 27, 2014, 08:52:26 am
Quote
uh oh... time for an article again
I usually feel like this aspect is overstated/overrated, because it sounds so good. Hey, you have to adapt your play to your opponent. what a skilled thing to say. it's just that you... often don't? I feel similar things when people say stuff like, you almost always have to play an engine. that also sounds good, because playing engines is the skilled thing to do, but it's just not true.

but maybe I'm wrong. an article about this would be cool. your article about black market was great.

For reference, Stef has already written this article about risk-reward.

http://dominionstrategy.com/2012/09/10/taking-risks-driving-the-p2-seat/ (http://dominionstrategy.com/2012/09/10/taking-risks-driving-the-p2-seat/)
Title: Re: silverspawn's card list
Post by: Eevee on October 27, 2014, 09:08:49 am
Quote
uh oh... time for an article again
I usually feel like this aspect is overstated/overrated, because it sounds so good. Hey, you have to adapt your play to your opponent. what a skilled thing to say. it's just that you... often don't? I feel similar things when people say stuff like, you almost always have to play an engine. that also sounds good, because playing engines is the skilled thing to do, but it's just not true.

but maybe I'm wrong. an article about this would be cool. your article about black market was great.
I think the biggest adaptation thing is how long you want the game to go. Say you are playing an engine, against a rebuild rush, you can't play for the long game, because rebuild has no problem ending the game on you, whereas against almost any money based strategy, you want to prolong the game as much as possible because they'll stall and you can catch up. Recognizing when different decks peak, how they peak and if they are able to end the game is pretty important I think. That's why engines are good, they have the most control over ending the game.
Title: Re: silverspawn's card list
Post by: Mic Qsenoch on October 27, 2014, 09:17:55 am
Quote
uh oh... time for an article again
I usually feel like this aspect is overstated/overrated, because it sounds so good. Hey, you have to adapt your play to your opponent. what a skilled thing to say. it's just that you... often don't? I feel similar things when people say stuff like, you almost always have to play an engine. that also sounds good, because playing engines is the skilled thing to do, but it's just not true.

but maybe I'm wrong. an article about this would be cool. your article about black market was great.

I tend to think the interaction thing is very important, and I don't usually buy the importance of other "high skill" behavior like deck tracking or always play engine. It's hard to measure any of this stuff. In 2p, the big thing is that you want to maximize your chances of ending the game with more points than your opponent, not try to maximize your points per turn or (minimize) turns to 4-5 Provinces or whatever. This automatically links your choices to what your opponent is doing, and it's usually correct to sacrifice some speed in favor of consistency if you have the lead. Lowering your odds of getting points quickly while increasing your chance of winning. Which I'm sure you're doing anyway since you're a good player. I think the percentages you can squeeze out of "interactive" thinking varies a lot depending on the kingdom/game, but it can be significant.

2p player Dominion is a game of chicken, not a race, except when it's a race.
Title: Re: silverspawn's card list
Post by: Davio on October 27, 2014, 09:25:35 am
I think it's mostly about adapting to how well your opponent is doing more so than adapting to what he is doing, but usually it's a combination of both.

You're not playing in a vacuum, you're playing against an opponent you want to beat. That means you have to (end the game when you) get more points than him/her.

You might play a silly opponent who opens Treasure Map/Treasure Map (Baker board) and collides them on T3. Time to reassess that strategy you had to play a long game. Or you might be playing a similar pseudo-engine against an opponent who's having more luck putting it together. If you're going to continue, you're most likely going to continue trailing. Maybe there are some hail Mary cards which become more interesting now that you're obviously behind? Maybe with the right amount of luck, you can just clear out the Estates to inch out a lucky win?

I think it's actually a critical skill to continuously asses not only your own deck, but that of your opponent as well and make decisions based on both.
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 27, 2014, 07:27:51 pm
180. Minion
Minion is similar to Swindler in how there are both plenty of reasons to love and to hate it, but it has a little bit more going for it. Well, for one it can't turn Followers into a curse, but it also combos with a lot of other cards, which tends to be pretty interesting. Something that does bother me though, is how a deck with 5 Minion's isn't actually that good, and I'd often rather do something else, but you have to go for Minions to prevent your opponent from getting all 10. So, you both take half of a thing that works best as a hole, and in the end noone is truly happy.

I am glad Minions finally made the list - it is easily my least favorite card in the game.  First, it is very swingy - the attack can range anywhere from devastating to quite helpful.  Second, as stated, a few Minions is not very strong.  Yet, if the opponent goes for it you are pretty much forced to do so as well, as getting them all is extremely strong.  So most games turn into mirrors with the winner often decided by who has better luck hitting good hands with the attacks and stacking Minions in one hand (as just 1 in a hand is weak).  Third, and most importantly, it is painful to me to see my good hands discarded and have zero control over it.  Then when I get a bad hand and actually want it discarded, inevitably the opponent has no Minions for once.


184. Feast
Don't get me wrong, Feast doesn't add very much to the game. But it doesn't bother me either. If you don't want a second silver, you can open silver/feast instead, and then you get the fuzz, and the things, and the probabilities, and the 5$'s, but you don't keep the silver. That, and the interaction with KC/Procession can be pretty cute.

178. Chancellor
Hey, it's a terminal silver that discards your deck. It's good if you........................................ don't have anything else to buy? Actually, that's exactly when it's good. The problem with Chancellor is not that the effect is useless, it's that every other terminal silver is so much stronger.

Chancellor is actually among my favorites.  Why? Because it is the only card in the main set that most makes you go "hun? why does this exist".  If this motivates you to look into it (like it did me), it teaches you there is a lot of depth to the game.  I also do not think it is weak.  If there are villages, I usually will by Chancellor with my first 3.  Early cycling helps to build your deck a lot.  If there aren't villages, well I'm probably not buying any non-attack terminal silver.

Feast is kind of the same in that it makes you think "why does this exist".  I certainly thought it was the most pointless card in the game when I was a beginner.  Then I learned how important the 5s are on many boards and I understood why it exists.  Not a special card by any means, but certainly OK and worth having in Dominion.


175. Alchemist
Alchemist is the last potion card that costs P3$ (they're all pretty far down for some reason), so this is the last time I have to complain about the price. Aside from that though, Alchemist is a cool card. It's pretty neat how it's just a lab with a conditional topdecking ability, but it really gets an entirely new strategic value. Another minor complaint is how it takes ages to topdeck just some of your alchemists when playing online, though that's of course not a design flaw, it's a goko flaw.

I do not understand this obsession with 3P.  Alchemist and Familiar are strong enough that they are rarely skippable even at 3P.  Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle.  It is also possible to miss 5 when both players open Silver/Silver.  Do you complain that Laboratory and Witch cost 5?  Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver.    The generally accepted rule of thumb is that potion converts to 2-2.5 coins.  At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are.  I'd rather the game not force all (good) players down the same path. 

(Philosopher's Stone's uses are much more specialized so making it cost 2P probably wouldn't hurt.  However, it doesn't have the same snowballing advantage of getting it first, so it's cost doesn't matter as much either.)
Title: Re: silverspawn's card list
Post by: GeoLib on October 27, 2014, 08:03:03 pm
Chancellor is actually among my favorites.  Why? Because it is the only card in the main set that most makes you go "hun? why does this exist".

The only one? Chapel, Moneylender, and Feast (as you mentioned in the next paragraph) all spring immediately to mind).

I do not understand this obsession with 3P.  Alchemist and Familiar are strong enough that they are rarely skippable even at 3P.  Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle.  It is also possible to miss 5 when both players open Silver/Silver.  Do you complain that Laboratory and Witch cost 5?  Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver.    The generally accepted rule of thumb is that potion converts to 2-2.5 coins.  At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are.  I'd rather the game not force all (good) players down the same path. 

The probability of hitting 3P is about 65% on a S/P opening, compared to about 91% for hitting 5 on a S/S opening, so they're not really analogous. Also I think that the generally accepted rule of them is actually that costs form a partially-ordered set :P
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 27, 2014, 09:08:12 pm
Chancellor is actually among my favorites.  Why? Because it is the only card in the main set that most makes you go "hun? why does this exist".

The only one? Chapel, Moneylender, and Feast (as you mentioned in the next paragraph) all spring immediately to mind).


Oops, I meant to type "one" not "only".  Of course all cards can make you interested in strategy, but Chancellor is the one that most did it for me (with Feast being a reasonable second).

Chapel has a pretty clear (even if erroneous) purpose of removing curses.  Getting $3 for a $1 coin also is not too strange (even if you do not realize Copper is bad you might be willing to sacrifice one to get a better card).
Title: Re: silverspawn's card list
Post by: theblankman on October 27, 2014, 10:56:31 pm
I am glad Minions finally made the list - it is easily my least favorite card in the game.  First, it is very swingy - the attack can range anywhere from devastating to quite helpful.  Second, as stated, a few Minions is not very strong.  Yet, if the opponent goes for it you are pretty much forced to do so as well, as getting them all is extremely strong.  So most games turn into mirrors with the winner often decided by who has better luck hitting good hands with the attacks and stacking Minions in one hand (as just 1 in a hand is weak).  Third, and most importantly, it is painful to me to see my good hands discarded and have zero control over it.  Then when I get a bad hand and actually want it discarded, inevitably the opponent has no Minions for once.
I agree with all these bad things about the Minion attack and the need to counter-buy if the opponent goes for it.  What's sad is that I love everything else about the card.  It's a unique drawing effect that's not always good, but in the right kingdom with the right play, can be as good as +4 cards non-terminal.  And the money option gives it a nice self-synergy and makes it okay when you draw several at once.  You have to work to get the most out of it, and I love cards like that.  If the attack wasn't so damn swingy, it would be among my favorite cards, no question.  I'd love it if it just said to discard down to 4 or even 3 (victim chooses what to keep).  It would even be pretty good if the attack were simply removed.  Cards like Minion make me wish it were feasible to fork the online game and make retroactive changes, but I doubt DXV, RGG or MF have any desire or reason to do something like that.
Title: Re: silverspawn's card list
Post by: cactus on October 28, 2014, 05:06:26 am
Possible buff for Dominion 2nd Ed Scout - make it a green card - so basically the scout exactly as is but green and worth 1VP.

Title: Re: silverspawn's card list
Post by: Merudo on October 28, 2014, 08:32:58 am
Possible buff for Dominion 2nd Ed Scout - make it a green card - so basically the scout exactly as is but green and worth 1VP.
Heck make it 0VP like one of the Shelter, so that it combo somewhat with itself.
Title: Re: silverspawn's card list
Post by: ehunt on October 28, 2014, 09:09:11 am
on bsw a long time ago, when it was just Base + a few cards from Intrigue + a few cards from Seaside, Minion was quite a bother -- as a function of the cards they had selected, it was nearly almost the dominant strategy, and because it self-combos, a lot of games turned into Minion races. But nowadays I find it great.
Title: Re: silverspawn's card list
Post by: silverspawn on October 28, 2014, 09:14:29 am
Quote
I tend to think the interaction thing is very important, and I don't usually buy the importance of other "high skill" behavior like deck tracking or always play engine. It's hard to measure any of this stuff. In 2p, the big thing is that you want to maximize your chances of ending the game with more points than your opponent, not try to maximize your points per turn or (minimize) turns to 4-5 Provinces or whatever. This automatically links your choices to what your opponent is doing, and it's usually correct to sacrifice some speed in favor of consistency if you have the lead. Lowering your odds of getting points quickly while increasing your chance of winning. Which I'm sure you're doing anyway since you're a good player. I think the percentages you can squeeze out of "interactive" thinking varies a lot depending on the kingdom/game, but it can be significant.

2p player Dominion is a game of chicken, not a race, except when it's a race.

It's weird, because if you asked me, "do you often consider these things," I'd have said yes, but if you asked me "do you often react to your opponent," I well said no. I think I just... didn't think of that as player interaction? But it is, really. so, consider that statement withdrawn. which doesn't mean that there aren't still plenty of players who overstate how important it is.

Quote
Third, and most importantly, it is painful to me to see my good hands discarded and have zero control over it.  Then when I get a bad hand and actually want it discarded, inevitably the opponent has no Minions for once.
Oh yea, I didn't even mention that. But, that's why everyone hates minions. Swindler kills good cards, minion kills good hands.

Quote
Chancellor is actually among my favorites.  Why? Because it is the only card in the main set that most makes you go "hun? why does this exist".  If this motivates you to look into it (like it did me), it teaches you there is a lot of depth to the game.

that's an interesting way of looking at it, usually this is considered a bad thing. Like, for newer players, they see chancellor, and they don't get it. I remember that we just didn't get it until I started playing online, and never bought it. But by now I know what it does, so that aspect doesn't influence its ranking here.

Quote
I do not understand this obsession with 3P.  Alchemist and Familiar are strong enough that they are rarely skippable even at 3P.  Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle.  It is also possible to miss 5 when both players open Silver/Silver.  Do you complain that Laboratory and Witch cost 5?  Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver.    The generally accepted rule of thumb is that potion converts to 2-2.5 coins.  At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are.  I'd rather the game not force all (good) players down the same path.
man, it's different. there are reasons why these cards cost 5$. you need to build a deck that hits 5$ early/a lot in order to buy them, and they need to cost 5$ so you can't open with them. And balance is not for powerlevel anyway, it's for fun level.

let's say Alchemist, Familiar, and Stone cost 2$P now. Does this make them considerably stronger? No. It makes them a little bit stronger, but not much, usually when Familiar is good, you just take the risk anyway. Does it change the way you build your deck in any way? Hell no. You just open potion/x anyway. and later, you usually expect to draw potion with 3$ regardless. Does it cause less frustration, because you almost always draw 2$ with your potion, but often not 3$? Yes. So, what's to talk about here?

And if you want to look at powerlevel, Scrying Pool and Apothecary cost 2P$. How does that make sense. If anything, scrying pool should cost 3P$ and Alchemist/Stone 2P$. You see, there is no excuse for the stupid extra coin on these cards.

Possible buff for Dominion 2nd Ed Scout - make it a green card - so basically the scout exactly as is but green and worth 1VP.
Heck make it 0VP like one of the Shelter, so that it combo somewhat with itself.

This isn't a bad idea in terms of how it works, but I think it'd feel a little bit awkward. Why would scout be a victory card?

I'm all for giving him +1$. That's the solution LF proposed in his "revisiting dominion cards" thread. I would have linked that in the card posts, but the images don't work anymore (http://forum.dominionstrategy.com/index.php?topic=9978.0), and he didn't fix it as I asked him, so I didn't mention it.
Title: Re: silverspawn's card list
Post by: silverspawn on October 28, 2014, 11:37:29 am
Yea... I don't have much to say about a lot of these. I guess that's to be expected with the middle part?

Chapter III: The Middleground (Part 2)

(http://dominion.diehrstraits.com/scans/seaside/smugglers.jpg)173. Smugglers
It's hard for me to explain why I don't like smugglers that much. Objectively, the only thing I could really say is that it's swingy.

I think what bothers me is the possession/masquerade-like aspect of it. I build an engine, my opponent is using it. I have good cards in hand, I have to pass them to my opponent. I buy a great card, my opponent smuggles it. Yea, that makes sense. Sometimes I just refuse to buy anything, if I know my opponent has smugglers in his hand. And then he gets nothing  >:(



(http://dominion.diehrstraits.com/scans/cornucopia/fortuneteller.jpg)



172. Fortune Teller
I think I've already addressed this card when talking about Spy, and I don't have much more to add. Lately, I feel like it either helps your opponent/does almost nothing, or it skips over his opening buy, which is huge. Sometimes I feel silly for opening with it, because I just discard some coppers, but then there are the games where I pretty much win with it on turn 3.

The most interesting interactions with FT are cards that make your opponent draw. Minion+FT can reduce your opponent to an Outpost-hand, and CR/FT reduces the +1 card bonus to mostly nothing.



(http://dominion.diehrstraits.com/scans/prosperity/mountebank.jpg)



171. Mountebank
There is no agreement in this community about what is the strongest card in dominion, but Mountebank could be the one. If you asked me right now, I'd put him at #2. He is very, very strong. So strong that, unlike every other junker in the game, the presence of strong trashing is almost never a reason to skip him. And that aspect is even enhanced by the fact that trashing the curses stops the his penalty from triggering.

That pretty much leaves us with two kinds of games. The first one is one where you just don't care about the junk, and then you don't buy him, and that's that. And the second, more common one, where both players go for it. This decision is mostly trivial, so you're left with playing a Mountebank slog. And well, that's not the worst kind of game, but I think Mount suffers slightly from his ridiculous powerlevel. Weaker Junkers also cause slogs sometimes, but they also tend to bring more variety to the game. And, of course, the penalty makes him extra swingy.

I like the vanilla bonus over the traditional +cards though. Getting money is generally more satisfying in a slog, and you can't draw a second mount dead.



(http://dominion.diehrstraits.com/scans/prosperity/venture.jpg)



170. Venture
Venture is a peddler variant, and not a very exciting one. I mean, it's different, and I guess it's interesting to think about how exactly it is different, but the conclusion is kind of that it's just a more boring version. I'm sure most players try the deck with 8 ventures and no other treasures at some point, and then they realize that it's too slow. But, at least there's nothing to hate here.



(http://dominion.diehrstraits.com/scans/promo/stash.jpg)



169. Stash
Stash/Scavenger is one of the strongest two-card combos in the game, but aside from that, Stash is guilty of not doing a lot, similar to Royal Seal. It's just a minor bonus added to a silver, which is almost never enough to buy it over gold.



(http://dominion.diehrstraits.com/scans/hinterlands/foolsgold.jpg)



168. Fool's Gold
---------- silverspawn: turn 1 ----------
silverspawn - plays 4 Copper
silverspawn - buys Fool's Gold
silverspawn - gains Fool's Gold
silverspawn - draws Copper, Estate, Copper, Estate, Copper
 
---------- HvBoedefeld: turn 1 ----------
HvBoedefeld - plays 4 Copper
HvBoedefeld - buys Fool's Gold
HvBoedefeld - gains Fool's Gold
HvBoedefeld - draws Estate, Copper, Estate, Copper, Copper
 
---------- silverspawn: turn 2 ----------
silverspawn - plays 3 Copper
silverspawn - buys Fool's Gold
silverspawn - gains Fool's Gold
silverspawn - shuffles deck
silverspawn - draws Copper, Copper, Copper, Estate, Copper
 
---------- HvBoedefeld: turn 2 ----------
HvBoedefeld - plays 3 Copper
HvBoedefeld - buys Fool's Gold
HvBoedefeld - gains Fool's Gold
HvBoedefeld - shuffles deck
HvBoedefeld - draws Copper, Fool's Gold, Copper, Copper, Copper
 
---------- silverspawn: turn 3 ----------
silverspawn - plays 4 Copper
silverspawn - buys Fool's Gold
silverspawn - gains Fool's Gold
silverspawn - draws Copper, Copper, Fool's Gold, Estate, Fool's Gold
 
---------- HvBoedefeld: turn 3 ----------
HvBoedefeld - plays 4 Copper, 1 Fool's Gold
HvBoedefeld - buys Fool's Gold
HvBoedefeld - gains Fool's Gold
HvBoedefeld - draws Fool's Gold, Estate, Estate, Copper, Estate
 
---------- silverspawn: turn 4 ----------
silverspawn - plays 2 Copper, 2 Fool's Gold
silverspawn - buys Fool's Gold
silverspawn - gains Fool's Gold
silverspawn - draws Estate, Copper
silverspawn - shuffles deck
silverspawn - draws Copper, Estate, Copper
 
---------- HvBoedefeld: turn 4 ----------
HvBoedefeld - plays 1 Fool's Gold, 1 Copper
HvBoedefeld - buys Fool's Gold
HvBoedefeld - gains Fool's Gold
HvBoedefeld - draws Copper, Copper
HvBoedefeld - shuffles deck
HvBoedefeld - draws Estate, Copper, Copper
 
---------- silverspawn: turn 5 ----------
silverspawn - plays 3 Copper
silverspawn - buys Fool's Gold
silverspawn - gains Fool's Gold
silverspawn - draws Fool's Gold, Fool's Gold, Fool's Gold, Copper, Copper
 
---------- HvBoedefeld: turn 5 ----------
HvBoedefeld - plays 4 Copper
HvBoedefeld - buys Fool's Gold
HvBoedefeld - gains Fool's Gold
HvBoedefeld - draws Copper, Copper, Fool's Gold, Fool's Gold, Estate
(http://archive-dominionlogs.goko.com/20140506/log.509f94b5e4b0f0798a417ffa.1399405567211.txt)



(http://dominion.diehrstraits.com/scans/darkages/deathcart.jpg)



167. Death Cart
Death cart can be neat as payload, but it's rarely doable. It's really fun if you just want to dig for the ruined market though.



(http://dominion.diehrstraits.com/scans/intrigue/coppersmith.jpg)



166. Coppersmith
Coppersmith rewards you for getting a lot of Treasure cards into your hand, which is a good enough idea. But you also have to play a terminal, which makes it hard to use and largely skippable. Isn't there another card that does it better?



(http://dominion.diehrstraits.com/scans/prosperity/traderoute.jpg)



165. Trade Route
The idea of a card that gets better later in the game is nice. If the original effect was a little bit more useful, it could be pretty high on this list. In some ways, city is a better take on this concept.
Title: Re: silverspawn's card list
Post by: Witherweaver on October 28, 2014, 12:06:04 pm
Can you sum up that Fool's Gold log?
Title: Re: silverspawn's card list
Post by: soulnet on October 28, 2014, 12:08:12 pm
Can you sum up that Fool's Gold log?

They are just buying Fool's Gold and nothing else for the first 10 turns of the game, even ahead of real Gold. I can only imagine it was an extremely weak board to make them do that.
Title: Re: silverspawn's card list
Post by: Holger on October 28, 2014, 12:44:23 pm
Quote
Also I think that the generally accepted rule of them is actually that costs form a partially-ordered set :P
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.

I do not understand this obsession with 3P.  Alchemist and Familiar are strong enough that they are rarely skippable even at 3P.  Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle.  It is also possible to miss 5 when both players open Silver/Silver.  Do you complain that Laboratory and Witch cost 5?  Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver.    The generally accepted rule of thumb is that potion converts to 2-2.5 coins.  At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are.  I'd rather the game not force all (good) players down the same path. 

The probability of hitting 3P is about 65% on a S/P opening, compared to about 91% for hitting 5 on a S/S opening, so they're not really analogous.

For a fair comparison, you also have to consider the probability of (not) opening $5 in the latter case, since this also means that one player gains the $5 card a shuffle earlier due to pure shuffle luck. Instead of 91%,  you'll get a percentage much closer to 65% for gaining a strong card one shuffle earlier.
However, one might say that gaining a card one shuffle early early is inherently more problematic for Familiar than for Witch, which can't easily be stacked.

man, it's different. there are reasons why these cards cost 5$. you need to build a deck that hits 5$ early/a lot in order to buy them, and they need to cost 5$ so you can't open with them. And balance is not for powerlevel anyway, it's for fun level.

Agreed in principle, but "fun level" is naturally subjective. I think I prefer to keep Familiar at $3P, since not strengthening an already strong and rather boring card matters more to me than reducing shuffle luck frustration. But it's probably fine either way. BTW, the frustration is also greatly reduced when playing with the official "3-5 Alchemy cards" rule suggestion, because you can then usually still get a good card with $2P.
Title: Re: silverspawn's card list
Post by: Gherald on October 28, 2014, 03:28:19 pm
That suggestion is only there because it seemed novice players thought boards with only 1-2 potion cost cards were silly.
Title: Re: silverspawn's card list
Post by: silverspawn on October 28, 2014, 03:40:24 pm
the fools gold log is a portal. it will lead you to the full log.

I just couldn't think of anything to write there. I realized that fools gold was one of the most nullish cards to me. I don't dislike it, I don't like it, FG games are usually fun, as are non-fg games. I think there are quite a few people who feel strongly about it... but not me.
Title: Re: silverspawn's card list
Post by: Gherald on October 28, 2014, 03:48:54 pm
What boggles my mind is that someone could like IGG more than fool's gold
Title: Re: silverspawn's card list
Post by: Donald X. on October 28, 2014, 04:00:35 pm
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.
Title: Re: silverspawn's card list
Post by: Awaclus on October 28, 2014, 04:03:22 pm
What boggles my mind is that someone could like IGG more than fool's gold
IGG is fun.
Title: Re: silverspawn's card list
Post by: Donald X. on October 28, 2014, 04:05:02 pm
Cards like Minion make me wish it were feasible to fork the online game and make retroactive changes, but I doubt DXV, RGG or MF have any desire or reason to do something like that.
If the online version were different, there would be people enraged at having broken real-life versions. If we put out a fixed real-life version, there would be people enraged that they bought the old broken version. And we can't send them replacement cards.

It would potentially be possible to tweak cards for a retheme; then you can say, the retheme is part of what you're buying. Otherwise there is just, I can make a few new cards similar to old cards but better-made (e.g. Advisor being a better-made Envoy), provided they aren't so similar as to enrage people. People are just full of rage, waiting to spill out at game designers, that's how I see it.
Title: Re: silverspawn's card list
Post by: LastFootnote on October 28, 2014, 04:11:55 pm
I am always on the cusp of printing updated versions of a few cards and using them in my real-life set. Maybe giving them new names and/or art to try to avoid confusion. Really there are only a few cards that I feel need it. Scout and maybe Thief could have +$1. Scrying Pool drops the spy attack. Maybe replace Rebuild with the old version that remodeled one of the top 3 cards of your deck.
Title: Re: silverspawn's card list
Post by: pacovf on October 28, 2014, 04:12:42 pm
People are just full of rage, waiting to spill out at game designers, that's how I see it.

AND NOW YOU COME HERE TO INSULT US!?!? THAT'S IT GOOD JOB I'M DONE BUYING YOU'RE SILLY GAMES.
Title: Re: silverspawn's card list
Post by: silverspawn on October 28, 2014, 04:15:25 pm
I am always on the cusp of printing updated versions of a few cards and using them in my real-life set. Maybe giving them new names and/or art to try to avoid confusion. Really there are only a few cards that I feel need it. Scout and maybe Thief could have +$1. Scrying Pool drops the spy attack. Maybe replace Rebuild with the old version that remodeled one of the top 3 cards of your deck.

I saw that change to rebuild, and I didn't even get it until I read that it was the previous card that would have been in the set if it weren't for Rebuild. But that's not a fix, it's a different card.

How about making transmute non-terminal, and making adventurer dig for 3 cards? I mean, you can't think that Adventurer is fine and thief isn't.
Title: Re: silverspawn's card list
Post by: soulnet on October 28, 2014, 04:17:26 pm
People are just full of rage, waiting to spill out at game designers, that's how I see it.

Do you really feel that way? I remember you saying earlier in the thread that you were a happy guy about what you did.

I mean, every semester I have students that complain about the tests being too hard, too different from the practice exercises, etc, and many times in a bad manner, and especially when writing anonymous evaluations online. But I would never say that students are full of rage waiting to spill out at the people who evaluate them.

When you have a (relatively) large audience, you are bound to have criticism, and you are bound to have heavy critics. It is too easy to just take those as representative because they work to be noticeable. You should divide by the total number of people evaluating (in privacy) your game(s).
Title: Re: silverspawn's card list
Post by: LastFootnote on October 28, 2014, 04:21:30 pm
People are just full of rage, waiting to spill out at game designers, that's how I see it.

Do you really feel that way? I remember you saying earlier in the thread that you were a happy guy about what you did.

I mean, every semester I have students that complain about the tests being too hard, too different from the practice exercises, etc, and many times in a bad manner, and especially when writing anonymous evaluations online. But I would never say that students are full of rage waiting to spill out at the people who evaluate them.

When you have a (relatively) large audience, you are bound to have criticism, and you are bound to have heavy critics. It is too easy to just take those as representative because they work to be noticeable. You should divide by the total number of people evaluating (in privacy) your game(s).

Well, it's easier to be full of rage at people you don't know. For most players (that don't read online forums), Donald X. is a faceless name on the box. Your students trust that your goal isn't to screw them over.

I saw that change to rebuild, and I didn't even get it until I read that it was the previous card that would have been in the set if it weren't for Rebuild. But that's not a fix, it's a different card.

How about making transmute non-terminal, and making adventurer dig for 3 cards? I mean, you can't think that Adventurer is fine and thief isn't.

Uh, let's take this back to the Variants forum. My bad for expounding on specific changes here in the first place.
Title: Re: silverspawn's card list
Post by: Witherweaver on October 28, 2014, 04:30:09 pm
Despite all my rage I am still just a rat in a cage.  Playing Dominion.  We have Dominion in the cage, so that's cool.
Title: Re: silverspawn's card list
Post by: GeoLib on October 28, 2014, 05:14:39 pm
Quote
Also I think that the generally accepted rule of them is actually that costs form a partially-ordered set :P
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.

I do not understand this obsession with 3P.  Alchemist and Familiar are strong enough that they are rarely skippable even at 3P.  Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle.  It is also possible to miss 5 when both players open Silver/Silver.  Do you complain that Laboratory and Witch cost 5?  Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver.    The generally accepted rule of thumb is that potion converts to 2-2.5 coins.  At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are.  I'd rather the game not force all (good) players down the same path. 

The probability of hitting 3P is about 65% on a S/P opening, compared to about 91% for hitting 5 on a S/S opening, so they're not really analogous.

For a fair comparison, you also have to consider the probability of (not) opening $5 in the latter case, since this also means that one player gains the $5 card a shuffle earlier due to pure shuffle luck. Instead of 91%,  you'll get a percentage much closer to 65% for gaining a strong card one shuffle earlier.

Quick calculation.
P(1 player gets 5/2, other gets 3/4) = 2*(1/6*5/6) = 10/36 ~ 28%

P(Both get 3/4) = 5/6*5/6 ~ 69 %
P(One hits 5, other doesn't | both get 3/4) ~ 2*(0.088*0.912) ~ 16 %
P(One hits 5, other doesn't) = 0.69*0.16 ~ 11 %

P(One gets 5 a shuffle earlier) ~ 28% + 11% = 39%

Compared to Familiar
P(one hits 3P, other doesn't) = 2*(0.65*0.45) ~ 59%

P(One gets 3P a shuffle earlier) ~ 59% + 28% = 87%  (assuming you're screwed with a 5/2 open)

(Let me know if I screwed anything up)

Which is still significantly larger. Obviously some fudging, like just adding on the 5/2 open. Maybe there's a good 5. I don't know. You probably don't open potion, I think. Also I didn't differentiate getting the 5 two shuffles earlier. Regardless, familiar is still way higher. The other thing to bear in mind is that getting a 5/2 open with a strong 5 can be good, but often there's no 2, so you're opening 5/-, and that isn't so good.
Title: Re: silverspawn's card list
Post by: theblankman on October 28, 2014, 08:58:36 pm
Cards like Minion make me wish it were feasible to fork the online game and make retroactive changes, but I doubt DXV, RGG or MF have any desire or reason to do something like that.
If the online version were different, there would be people enraged at having broken real-life versions. If we put out a fixed real-life version, there would be people enraged that they bought the old broken version. And we can't send them replacement cards.
Longtime Magic players either get used to buying new cards to replace old ones (if they want to play formats that require it), or ignore the new cards and play with what they have.  Of course there's no guarantee Dominion players would do the same, but I don't think widespread rage is guaranteed either. 

People are just full of rage, waiting to spill out at game designers, that's how I see it.
I think anonymous people on the internet will rage at just about anything.  I guess maybe game designers happen to be convenient targets?
Title: Re: silverspawn's card list
Post by: Donald X. on October 28, 2014, 08:59:57 pm
People are just full of rage, waiting to spill out at game designers, that's how I see it.
Do you really feel that way? I remember you saying earlier in the thread that you were a happy guy about what you did.
Do you really feel like I might feel like that? Man maybe you do. I had just said "enraged" a couple times, so I was being incredibly hilarious. In the future to avoid confusion I will mark such sentences by putting *H after them. *H
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 28, 2014, 09:54:32 pm
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.

That's not really true.  There isn't an exact amount, but that doesn't mean we can't say anything about what a potion is worth.  In all situations where you have X+Potion, you could have had X+Silver.  Thus, the minimum value of a Potion is 2.  Alchemist is also strictly better than Laboratory, again implying a minimum value of two.  We can't fix an exact upper bound, but its value is clearly not infinite.  If things are even remotely fairly priced, Potion shouldn't be worth more than it costs, so that puts the reasonable max at 4.

Potion costs a bit more than Silver.  Additionally, you can't get one potion from 2 copper (or even 1 gold), so should be more valuable than 1 Silver.   However, Potion costs less than 1 Gold.  If Potion cards are fairly priced (and I believe they are), then 2.5 (>2 and <3) is a reasonable approximation.
Title: Re: silverspawn's card list
Post by: Mic Qsenoch on October 28, 2014, 10:10:32 pm
Transmute is worse than everything, so Potion must be worth -$1.
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 28, 2014, 10:12:37 pm
Quote
I do not understand this obsession with 3P.  Alchemist and Familiar are strong enough that they are rarely skippable even at 3P.  Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle.  It is also possible to miss 5 when both players open Silver/Silver.  Do you complain that Laboratory and Witch cost 5?  Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver.    The generally accepted rule of thumb is that potion converts to 2-2.5 coins.  At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are.  I'd rather the game not force all (good) players down the same path.
man, it's different. there are reasons why these cards cost 5$. you need to build a deck that hits 5$ early/a lot in order to buy them, and they need to cost 5$ so you can't open with them. And balance is not for powerlevel anyway, it's for fun level.

let's say Alchemist, Familiar, and Stone cost 2$P now. Does this make them considerably stronger? No. It makes them a little bit stronger, but not much, usually when Familiar is good, you just take the risk anyway. Does it change the way you build your deck in any way? Hell no. You just open potion/x anyway. and later, you usually expect to draw potion with 3$ regardless. Does it cause less frustration, because you almost always draw 2$ with your potion, but often not 3$? Yes. So, what's to talk about here?

And if you want to look at powerlevel, Scrying Pool and Apothecary cost 2P$. How does that make sense. If anything, scrying pool should cost 3P$ and Alchemist/Stone 2P$. You see, there is no excuse for the stupid extra coin on these cards.


I don't think it is that much different at all.  If you get 5/2 on a Witch (or Montebank or Cultist)/Chapel board and the opponent doesn't that is a bigger edge than getting Familiar a shuffle faster.  All 3 of those cards not only junk, but help you get back to 5 for more power cards.  People complain about Cultist (because of the stacking not the price), but the other two are not complained about at all even though making them $4 would even the chances of getting them.  (I tend to think Chapel should be a 3 cost card to prevent those massive edges, but OTOH if the board has no power 5s then 5/2 would utterly such with a 3 cost Chapel on the board.  Chapel is very difficult to price fairly, which is probably how it landed at 2.)

Familiar is considered one of the two most powerful Potion cost cards as is.  It is virtually unskippable.  I don't think making it more powerful (i.e. reducing the cost) will make it more balanced.  And yes, balancing power is a key component to balancing fun.  Over and under powered cards aren't much fun - most of the bottom of your list is precisely such cards - because they reduce decision making.  In other words, there IS a reason Familiar costs 3P.  Increasing the chances of both players getting one on the same shuffle is not worth (further) reducing the decision making on openings when Familiar is on the board.

Alchemist is a strictly better Laboratory.  As such, 3P is the most logical choice.  Additionally, it is not as crucial to get the first one as Familiar (and all junkers). 

Philosopher's Stone's usages are more limited.  When its good, it probably doesn't matter much if it costs 2P or 3P (you probably aren't buying it on the first reshuffle).  When it's not, you're skipping it either way.

Apothecary is so subtlety strong that years after its release people are only now starting to form a consensus that it is strong.  Scrying Pool is fantastic often, but also crappy without trashing.  In other words, it is hard to price.  I'm not sure changing the price of either changes much.




Title: Re: silverspawn's card list
Post by: eHalcyon on October 28, 2014, 10:13:43 pm
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.

That's not really true.  There isn't an exact amount, but that doesn't mean we can't say anything about what a potion is worth.  In all situations where you have X+Potion, you could have had X+Silver.  Thus, the minimum value of a Potion is 2.  Alchemist is also strictly better than Laboratory, again implying a minimum value of two.  We can't fix an exact upper bound, but its value is clearly not infinite.  If things are even remotely fairly priced, Potion shouldn't be worth more than it costs, so that puts the reasonable max at 4.

Potion costs a bit more than Silver.  Additionally, you can't get one potion from 2 copper (or even 1 gold), so should be more valuable than 1 Silver.   However, Potion costs less than 1 Gold.  If Potion cards are fairly priced (and I believe they are), then 2.5 (>2 and <3) is a reasonable approximation.

We can also express the value of Potion in terms of Scouts.  After careful evaluation, Potion is worth about 1 Scout.  Where you have X+Potion, you could have had X+Scout.  And of course they both cost $4, so they are basically equivalent.  Therefore Familiar costs approximately $3+Scout.  We also know that Scout is quite weak and worth very little, so we can conclude that the cost of Familiar is about $3.

In all seriousness though, I think you missed Donald's point.  Trying to translate Potion cost into coin cost doesn't work because Potions are a different kind of gate on getting those cards. 
Title: Re: silverspawn's card list
Post by: enfynet on October 28, 2014, 10:14:06 pm
But how do you reconcile the opportunity cost of needing to buy card X before buying card Y? I'd argue that a Potion cost is at minimum $3 more than its non potion counterpart.
Title: Re: silverspawn's card list
Post by: Awaclus on October 28, 2014, 10:17:38 pm
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.

That's not really true.  There isn't an exact amount, but that doesn't mean we can't say anything about what a potion is worth.  In all situations where you have X+Potion, you could have had X+Silver.  Thus, the minimum value of a Potion is 2.  Alchemist is also strictly better than Laboratory, again implying a minimum value of two.  We can't fix an exact upper bound, but its value is clearly not infinite.  If things are even remotely fairly priced, Potion shouldn't be worth more than it costs, so that puts the reasonable max at 4.
Dollars are more flexible than Potions. With $2+$4, you can get anything from $0 to $6, but with $2P, you can't buy a Familiar, and you can't buy anything else either. Therefore, Potion is worse than a Treasure card that gives you dollars equal to Potion's "value in dollars", and it's reasonable to assume that it's also cheaper. It's not objectively unreasonable to say that its "value in dollars" should be more than 4.
Title: Re: silverspawn's card list
Post by: Mic Qsenoch on October 28, 2014, 10:19:36 pm
Next time I try to Expand an Alchemist into a Province I will let the computer know it should work because Alchemist is "strictly better" than Lab.
Title: Re: silverspawn's card list
Post by: Awaclus on October 28, 2014, 10:20:34 pm
Next time I try to Expand an Alchemist into a Province I will let the computer know it should work because Alchemist is "strictly better" than Lab.
Next time you try to Apprentice an Alchemist into +5 cards, it actually works!
Title: Re: silverspawn's card list
Post by: Witherweaver on October 28, 2014, 10:26:47 pm
Next time I try to Expand an Alchemist into a Province I will let the computer know it should work because Alchemist is "strictly better" than Lab.
Next time you try to Apprentice an Alchemist into +5 cards, it actually works!

QED
Title: Re: silverspawn's card list
Post by: Mic Qsenoch on October 28, 2014, 10:28:08 pm
Next time I try to Expand an Alchemist into a Province I will let the computer know it should work because Alchemist is "strictly better" than Lab.
Next time you try to Apprentice an Alchemist into +5 cards, it actually works!
It should be 5.5 cards! Damn unbalanced game.
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 28, 2014, 10:30:48 pm
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.

That's not really true.  There isn't an exact amount, but that doesn't mean we can't say anything about what a potion is worth.  In all situations where you have X+Potion, you could have had X+Silver.  Thus, the minimum value of a Potion is 2.  Alchemist is also strictly better than Laboratory, again implying a minimum value of two.  We can't fix an exact upper bound, but its value is clearly not infinite.  If things are even remotely fairly priced, Potion shouldn't be worth more than it costs, so that puts the reasonable max at 4.

Potion costs a bit more than Silver.  Additionally, you can't get one potion from 2 copper (or even 1 gold), so should be more valuable than 1 Silver.   However, Potion costs less than 1 Gold.  If Potion cards are fairly priced (and I believe they are), then 2.5 (>2 and <3) is a reasonable approximation.

We can also express the value of Potion in terms of Scouts.  After careful evaluation, Potion is worth about 1 Scout.  Where you have X+Potion, you could have had X+Scout.  And of course they both cost $4, so they are basically equivalent.  Therefore Familiar costs approximately $3+Scout.  We also know that Scout is quite weak and worth very little, so we can conclude that the cost of Familiar is about $3.

In all seriousness though, I think you missed Donald's point.  Trying to translate Potion cost into coin cost doesn't work because Potions are a different kind of gate on getting those cards.

I understood the point.  I just reject the notion that they are completely incomparable.
Title: Re: silverspawn's card list
Post by: soulnet on October 28, 2014, 11:31:59 pm
...

You are way off in your assessment of Potion cost cards. By no means is Familiar in the top two, and by no means is Scrying Pool crappy without trashing. The top 3 Potion costs is SP, Apothecary and Vineyards. Vineyards is hard to compare, but I am absolutely sure SP and Apothecary are better than Familiar and skippable way less often.

Regarding comparing Potion with $ in cost, it cannot be done because you can get $ from a number of sources, while P can only come from a Potion card. Moreover, your deck starts with $7 and no Potion, so you can buy KC without buying any card producing money, but you cannot buy a Potion-cost card without buying a Potion (and you can only gain one through a small number of tricks like Squire or Jester). That alone is reason enough not to equalize $P with $X for any X. I do agree that $P > $2 for pricing things, though, but that is as far as I am willing to go.
Title: Re: silverspawn's card list
Post by: soulnet on October 28, 2014, 11:32:57 pm
Do you really feel like I might feel like that? Man maybe you do. I had just said "enraged" a couple times, so I was being incredibly hilarious. In the future to avoid confusion I will mark such sentences by putting *H after them. *H

Since you are in this kind of mood, I am compiling a comprehensive list of fetishes...
Title: Re: silverspawn's card list
Post by: Donald X. on October 29, 2014, 12:09:43 am
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.

That's not really true.  There isn't an exact amount, but that doesn't mean we can't say anything about what a potion is worth.  In all situations where you have X+Potion, you could have had X+Silver.  Thus, the minimum value of a Potion is 2.  Alchemist is also strictly better than Laboratory, again implying a minimum value of two.  We can't fix an exact upper bound, but its value is clearly not infinite.  If things are even remotely fairly priced, Potion shouldn't be worth more than it costs, so that puts the reasonable max at 4.

Potion costs a bit more than Silver.  Additionally, you can't get one potion from 2 copper (or even 1 gold), so should be more valuable than 1 Silver.   However, Potion costs less than 1 Gold.  If Potion cards are fairly priced (and I believe they are), then 2.5 (>2 and <3) is a reasonable approximation.
What I said was really true. What you said is all nonsense, except the part where you quoted me.

Sometimes, someone will come along and say, "So, how much does +1 Action cost you, how much does +1 Card." They make a chart and then can tell how much hypothetical cards would cost, yeeha. That is what you have here, and as it happens, it doesn't work at all. Money isn't linear in Dominion - $4 isn't twice as expensive as $2, $2+P isn't $2 more than P. It's just built into how the system works; you don't lose $ when you spend it, you start with a certain amount. The basic $ amounts aren't linear, but Potions are even less linear. There's no $ amount you can put on $3+P that accounts for you having to buy a Potion, for you now having a Potion in your deck that you don't want or really want. Your perspective is just so far removed from reality.
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 29, 2014, 12:26:06 am
...

You are way off in your assessment of Potion cost cards. By no means is Familiar in the top two, and by no means is Scrying Pool crappy without trashing. The top 3 Potion costs is SP, Apothecary and Vineyards. Vineyards is hard to compare, but I am absolutely sure SP and Apothecary are better than Familiar and skippable way less often.

Regarding comparing Potion with $ in cost, it cannot be done because you can get $ from a number of sources, while P can only come from a Potion card. Moreover, your deck starts with $7 and no Potion, so you can buy KC without buying any card producing money, but you cannot buy a Potion-cost card without buying a Potion (and you can only gain one through a small number of tricks like Squire or Jester). That alone is reason enough not to equalize $P with $X for any X. I do agree that $P > $2 for pricing things, though, but that is as far as I am willing to go.

According to the community ranks (http://forum.dominionstrategy.com/index.php?topic=11893.0), Familiar is #2 relative to cost (after being #1 for years).  Number one is Scrying Pool.  I wasn't trying to say it was crappy without trashing, just that it's value varies greatly, making it harder to fix a value.  If the argument is that SP should cost 3P, I could buy that.  I cannot buy into Familiar should cost 2P though, which was the actual argument made.
Title: Re: silverspawn's card list
Post by: Holger on October 29, 2014, 06:50:14 am
Right. But if you want to compare these costs anyway, Donald's playtesting suggested that a potion should correspond to a price increase of $4 rather than $2-$2.5, at least in the cases of PS and Vineyard (which also worked at $7 resp. $4 according to the Secret Histories).
In terms of how fast you can get a card in the opening, $P is clearly harder than $4, while $2P and $3P are similar (but a little harder) than $5 - you usually get them on the second shuffle.
There is no amount of $ that P corresponds to. You can look at things in terms of how hard it is to get the cards on various turns, that's reasonable, but "Donald's playtesting suggested that a potion should correspond to etc." is the bunk.

Sorry if I over-interpreted what you wrote. Of course Potion and $ cannot actually be translated into each other. What I was trying to say is that a card costing $x+P may also work if it cost $4+x instead, interpolating from your Secret History comments that Vineyard could also have cost $4, and PS $7. Certainly this correspondence does not hold for all potion cost cards (prices are not linear, after all), it's only a rough and inexact "first-order" comparison of cards at incomparable price points.
Title: Re: silverspawn's card list
Post by: dondon151 on October 29, 2014, 04:50:35 pm
According to the community ranks (http://forum.dominionstrategy.com/index.php?topic=11893.0), Familiar is #2 relative to cost (after being #1 for years).  Number one is Scrying Pool.  I wasn't trying to say it was crappy without trashing, just that it's value varies greatly, making it harder to fix a value.  If the argument is that SP should cost 3P, I could buy that.  I cannot buy into Familiar should cost 2P though, which was the actual argument made.

Why would you want SP to cost $3P? That would be so much more swingy. The problem of missing $3P isn't just limited to the first reshuffle - every time you draw your Potion in hand, you have a chance of missing $3P if your deck infrastructure isn't well-built, and if that happens to one player but not the other, then the player who misses $3P begins to fall behind on subsequent shuffles.

For example, if my opponent misses $3P on an Alchemist board but I don't, he's not simply down 1 Alchemist. His deck cycling will be slower than mine, he's less likely to draw Potion with Alchemist for the top-decking effect, and he's less likely to hit $3P again.

I view Potion cards as being designed in two ways: they limit the player to obtaining to 1, maybe 2 copies of the card per shuffle, or they discourage the player from aiming for them until his deck infrastructure is built (Golem, Possession). Cards that cost $3P are too expensive for the former category and too cheap for the latter category.
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 29, 2014, 10:02:16 pm
If the argument is that SP should cost 3P, I could buy that.  I cannot buy into Familiar should cost 2P though, which was the actual argument made.

Why would you want SP to cost $3P? That would be so much more swingy. The problem of missing $3P isn't just limited to the first reshuffle - every time you draw your Potion in hand, you have a chance of missing $3P if your deck infrastructure isn't well-built, and if that happens to one player but not the other, then the player who misses $3P begins to fall behind on subsequent shuffles.

For example, if my opponent misses $3P on an Alchemist board but I don't, he's not simply down 1 Alchemist. His deck cycling will be slower than mine, he's less likely to draw Potion with Alchemist for the top-decking effect, and he's less likely to hit $3P again.

Because I view cards being balanced in terms of cost as being more important than equal access.  If cards are too cheap, it becomes a no-brainer to go for them and everything game turns into a mirror - and many cards will rarely be bought (instead of just a few as it is).  I mean, a mirror is fine some of the time, but I don't want it every game.    If cards are balanced in terms of price, there are more interesting situations.  I believe the potion cost cards are pretty balanced as is.  That is all I was trying to say with the potion value discussion. 

If equal access was the only concern, every card would cost 3.  Getting 5/2 with a power 5 is a big edge.  Getting 3P with a power 3P card is a big edge.  I'm fine with that.  Overall, the game is more interesting for having the possibility of opening 5, and its more interesting if potion card costs are sometimes skippable.  They should be strong enough that you usually want them, despite the opportunity cost, but not so strong that its a no-brainer to go for them 100% of the time.  I think the game achieves that.
Title: Re: silverspawn's card list
Post by: dondon151 on October 30, 2014, 10:41:42 pm
If equal access was the only concern, every card would cost 3.

No, it wouldn't. This is an unfair misrepresentation of my point. King's Court costs $7 and it's usually a must-buy. Goons costs $6 and it's usually a must-buy. These cards are expensive, but they encourage the player to build his deck such that he can consistently hit these values. This is not the case with cards with Potion in the cost, because the only way to consistently draw more than $2P is to trash out cards that don't produce $ or draw the entire deck.

Balancing Potion-cost cards "in terms of cost" is bogus, anyway, for reasons already stated by numerous users. Why shouldn't Familiar cost $2P? If every Potion-cost card cost $1 less (barring the ones that already cost $0P), no one would complain about Familiar costing $2P, because it would still be more expensive than Apothecary, SP, and University.
Title: Re: silverspawn's card list
Post by: ThaddeusB on October 30, 2014, 11:10:57 pm
If equal access was the only concern, every card would cost 3.

No, it wouldn't. This is an unfair misrepresentation of my point. King's Court costs $7 and it's usually a must-buy. Goons costs $6 and it's usually a must-buy. These cards are expensive, but they encourage the player to build his deck such that he can consistently hit these values. This is not the case with cards with Potion in the cost, because the only way to consistently draw more than $2P is to trash out cards that don't produce $ or draw the entire deck.

Balancing Potion-cost cards "in terms of cost" is bogus, anyway, for reasons already stated by numerous users. Why shouldn't Familiar cost $2P? If every Potion-cost card cost $1 less (barring the ones that already cost $0P), no one would complain about Familiar costing $2P, because it would still be more expensive than Apothecary, SP, and University.

No, you have totally misrepresented (or misunderstood) my point.  To me, if Familiar is unskippable at 2P 95% of the time and at 3P just 80% of the time, then 3P is the better price.  It has absolutely nothing to do with whether another card costs less.  There is a HUGE difference between "usually a must buy" and "always a must buy".  If a card is a must buy essentially 100% of the time, there is no strategic choice to make, and to me that makes the game less fun.  I am perfectly wiling to accept that sometimes someone will get a large edge from early luck in exchange for interesting opening decisions more often. 

The possibility of 5/2 openings sometimes creates a huge edge for one player, if the openings are different (not always for the 5/2 guy, of course).  3P cost cards can sometimes create a huge edge for one player.  Both are OK in my book.  A 4 cost Witch wouldn't be much fun though, as it would be a no-brainer opener nearly 100%.  Likewise, a 2P Familiar would make Potion/x a no-brainer opener nearly 100%.  If 3P is a bad price (and I don't agree it is), 4P would be preferable to 2P in my opinion.  (Also there is very little difference between 1P and 2P; making all Potion cards cost 1 less would greatly distort power levels from where they are now.)

Title: Re: silverspawn's card list
Post by: markusin on October 30, 2014, 11:13:01 pm
As it stands now, the chance of missing $3P rewards the player who skips potion, since they don't have to worry about not hitting $3P before the second reshuffle. I wouldn't say that's worth the possibility of missing $3P in the mirror. I wouldn't mind if Familiar costed $2P instead.

Thaddeus makes some good points though.
Title: Re: silverspawn's card list
Post by: Beyond Awesome on October 30, 2014, 11:36:28 pm
I just played a Familiar game where I got $2P three times in a row. So, yah, it should cost $2P.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 30, 2014, 11:45:29 pm
If equal access was the only concern, every card would cost 3.

No, it wouldn't. This is an unfair misrepresentation of my point. King's Court costs $7 and it's usually a must-buy. Goons costs $6 and it's usually a must-buy. These cards are expensive, but they encourage the player to build his deck such that he can consistently hit these values. This is not the case with cards with Potion in the cost, because the only way to consistently draw more than $2P is to trash out cards that don't produce $ or draw the entire deck.

Balancing Potion-cost cards "in terms of cost" is bogus, anyway, for reasons already stated by numerous users. Why shouldn't Familiar cost $2P? If every Potion-cost card cost $1 less (barring the ones that already cost $0P), no one would complain about Familiar costing $2P, because it would still be more expensive than Apothecary, SP, and University.

No, you have totally misrepresented (or misunderstood) my point.  To me, if Familiar is unskippable at 2P 95% of the time and at 3P just 80% of the time, then 3P is the better price.  It has absolutely nothing to do with whether another card costs less.  There is a HUGE difference between "usually a must buy" and "always a must buy".  If a card is a must buy essentially 100% of the time, there is no strategic choice to make, and to me that makes the game less fun.  I am perfectly wiling to accept that sometimes someone will get a large edge from early luck in exchange for interesting opening decisions more often. 

The possibility of 5/2 openings sometimes creates a huge edge for one player, if the openings are different (not always for the 5/2 guy, of course).  3P cost cards can sometimes create a huge edge for one player.  Both are OK in my book.  A 4 cost Witch wouldn't be much fun though, as it would be a no-brainer opener nearly 100%.  Likewise, a 2P Familiar would make Potion/x a no-brainer opener nearly 100%.  If 3P is a bad price (and I don't agree it is), 4P would be preferable to 2P in my opinion.  (Also there is very little difference between 1P and 2P; making all Potion cards cost 1 less would greatly distort power levels from where they are now.)

I don't necessarily agree that Familiar should cost $2P, but I don't think your argument has merit.  I don't believe the chance of missing $3P is usually a factor when skipping Familiar.  It's board dependent.  I'd skip Familiar at $2P just as often as I do now based mostly on the cost of opening Potion at all.  If the board has strong trashing or another Curser, it's often not worth the tempo loss of opening with Potion and having it in your deck.  The considerations would be the same even if Familiar had a lower cost.
Title: Re: silverspawn's card list
Post by: AndrewisFTTW on October 31, 2014, 12:14:29 am
I just played a Familiar game where I got $2P three times in a row. So, yah, it should cost $2P.

I just played a game where I hit $7 three times in a row.* Does that mean Provinces should cost $7?

*The game may or may not have actually happened but the point remains the same.
Title: Re: silverspawn's card list
Post by: Witherweaver on October 31, 2014, 12:17:27 am
I just played a Familiar game where I got $2P three times in a row. So, yah, it should cost $2P.

QED
Title: Re: silverspawn's card list
Post by: Witherweaver on October 31, 2014, 12:28:13 am
Guys, Familiar and Alchemist cannot cost $2P, because then we have to conclude that P = $3--$3.5, which contradicts the known fact that P = $2--$2.5.
Title: Re: silverspawn's card list
Post by: blueblimp on October 31, 2014, 01:45:45 am
I don't believe the chance of missing $3P is usually a factor when skipping Familiar.
It's hard to know optimal play, but I take it into consideration. From memory, the chance of missing $3P on T3/T4 is something like 30%. If I see a strategy that's way ahead if my opponent misses $3P and a little behind if they don't, then it's a decent choice to skip Familiar, and it wouldn't be if Familiar cost $2P. This comes up if you're trying to outrace the curses with trashing. If the Familiar player gets optimum draws, you may be swamped with curses before you can get your deck under control.
Title: Re: silverspawn's card list
Post by: eHalcyon on October 31, 2014, 01:54:23 am
I don't believe the chance of missing $3P is usually a factor when skipping Familiar.
It's hard to know optimal play, but I take it into consideration. From memory, the chance of missing $3P on T3/T4 is something like 30%. If I see a strategy that's way ahead if my opponent misses $3P and a little behind if they don't, then it's a decent choice to skip Familiar, and it wouldn't be if Familiar cost $2P. This comes up if you're trying to outrace the curses with trashing. If the Familiar player gets optimum draws, you may be swamped with curses before you can get your deck under control.

Fair enough. I don't think it would usually make a difference, but this is all speculation unless we get a lot of high level testing.

And I am just fine with Familiar as is anyway.
Title: Re: silverspawn's card list
Post by: Awaclus on October 31, 2014, 02:08:39 am
I like the fact that Familiar costs $3P. It's swingy, but there's also a lot of non-trivial decisions involved with the opening, since you can maximize the odds of getting Familiar, or you can open Potion and something that doesn't maximize the odds but is more useful later, or you can ignore Familiar entirely. I think that ThaddeusB is overestimating the number of games where opening Potion/X becomes a simple decision just because of lowering the price by $1, but the effect is still there, and more importantly, it's now obvious that you open Potion/whatever is the most useful later every time because you can very reliably hit $2P even if you open something like Lookout/Potion, and opening something like Storeroom/Potion becomes completely useless.

I think that Alchemist should possibly be $2P though, because getting it super early isn't as important as getting Familiar super early, it's just annoying when it doesn't happen.
Title: Re: silverspawn's card list
Post by: silverspawn on October 31, 2014, 04:55:52 am
Quote
To me, if Familiar is unskippable at 2P 95% of the time and at 3P just 80% of the time, then 3P is the better price.
That is a good reason, if it's true. I don't think it is, I think it's very rare that it makes a difference, but I can't prove it.
Title: Re: silverspawn's card list
Post by: soulnet on October 31, 2014, 07:02:53 am
Silver is possibly the least skippable card in the game, and yet there are plenty of decisions left after you buy it. Same happens with both Potion and Familiar.
Title: Re: silverspawn's card list
Post by: liopoil on October 31, 2014, 07:31:08 am
Silver is possibly the least skippable card in the game
What?
Title: Re: silverspawn's card list
Post by: soulnet on October 31, 2014, 07:43:57 am
Silver is possibly the least skippable card in the game
What?

The fact that it is the one you most want to skip does not mean you can skip it. Usually, you need to buy at least one.
Title: Re: silverspawn's card list
Post by: silverspawn on October 31, 2014, 08:14:29 am
I don't think I would ever skip me
Title: Re: silverspawn's card list
Post by: AndrewisFTTW on October 31, 2014, 08:25:42 am
Quote
To me, if Familiar is unskippable at 2P 95% of the time and at 3P just 80% of the time, then 3P is the better price.
That is a good reason, if it's true. I don't think it is, I think it's very rare that it makes a difference, but I can't prove it.

Please. PLEASE use the quote button!