Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: werothegreat on November 28, 2014, 02:04:22 pm
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I feel that this game (http://logs.prod.dominion.makingfun.com//20141128/log.505c6195a2e6c78ad2ed5a99.1417201191948.txt) was probably suboptimally played (took 26 turns to pick up all the Provinces), but I think the idea is sound. Taxman can be bought on your first two turns and turns your Coppers into Silvers and Golds, making it more likely that Adventurer will draw good Treasures, and Adventurer can just skip over your Taxmen. Tunnel might need an enabler to get started (Warehouse was in this kingdom), but my Adventurers reliably turned over at least one Tunnel with every use.
My question is, was this just the best possible kingdom for Adventurer (ignoring Monument and Bishop, which I was ignoring intentionally to try out an Adventurer strat), or can Tunnel and Taxman stand on their own as Adventurer enablers?
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Warehouse/Tunnel. Forget Adventurer.
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No no, we've been over this. Adventurer/anything isn't a good strategy. Warehouse/tunnel on the other hand... is good on weak kingdoms like this.
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Warehouse/Tunnel. Forget Adventurer.
I was deliberately buying Adventurer to see if I could do anything with it.
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Well you can buy adventurer here, but the answer to your question is that it's not good. Taxman and Tunnel are not enablers.
If you want to construct a Kingdom where Adventurer is good, I'd start with Scheme/Stables, and add heavy trashing and villages but no other draw.
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Well you can buy adventurer here, but the answer to your question is that it's not good. Taxman and Tunnel are not enablers.
If you want to construct a Kingdom where Adventurer is good, I'd start with Scheme/Stables, and add heavy trashing and villages but no other draw.
I'd start with Mint and 8 villages/thrones.
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Well you can buy adventurer here, but the answer to your question is that it's not good. Taxman and Tunnel are not enablers.
If you want to construct a Kingdom where Adventurer is good, I'd start with Scheme/Stables, and add heavy trashing and villages but no other draw.
stables, trashing, and scheme sounds like enough draw to me. A kingdom with forager, scheme, KC, adventurer, and 6 useless cards sounds like a good kingdom for adventurer. And even there it's being used as a much worse moat costing 4 more coins.
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Well you can buy adventurer here, but the answer to your question is that it's not good. Taxman and Tunnel are not enablers.
If you want to construct a Kingdom where Adventurer is good, I'd start with Scheme/Stables, and add heavy trashing and villages but no other draw.
stables, trashing, and scheme sounds like enough draw to me. A kingdom with forager, scheme, KC, adventurer, and 6 useless cards sounds like a good kingdom for adventurer. And even there it's being used as a much worse moat costing 4 more coins.
the point of scheme + stables is that you run out of action cards to discard if you properly trash down, adventurer helps. it has happened before. don't add KC, if you have KC and Scheme, you don't need it anymore.
it's probably also a good idea to only add trashing for treasures.
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Well you can buy adventurer here, but the answer to your question is that it's not good. Taxman and Tunnel are not enablers.
If you want to construct a Kingdom where Adventurer is good, I'd start with Scheme/Stables, and add heavy trashing and villages but no other draw.
stables, trashing, and scheme sounds like enough draw to me. A kingdom with forager, scheme, KC, adventurer, and 6 useless cards sounds like a good kingdom for adventurer. And even there it's being used as a much worse moat costing 4 more coins.
the point of scheme + stables is that you run out of action cards to discard if you properly trash down, adventurer helps. it has happened before. don't add KC, if you have KC and Scheme, you don't need it anymore.
it's probably also a good idea to only add trashing for treasures.
KC-scheme-forager doesn't sound like much of a deck to me, adventurer would certainly make it better. But sure, make it throne room, and replace forager with counterfeit. TR-scheme-counterfeit-adventurer will smash counterfeit BM, so just make the other 6 cards useless.
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yes, or, you know, you could do it the cool way and have it dig for treasures to discard with stables.
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Replace the taxman with a spice merchant and you will get a genuinely good adventurer deck. I ran a simulation for it ages ago.