Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Dingan on June 25, 2015, 12:48:00 pm

Title: When is Mint + Secret Chamber Opener Good?
Post by: Dingan on June 25, 2015, 12:48:00 pm
I recently played a game:

http://gokosalvager.com/kingdomvisualize?logurl=http://dominionlogs.goko.com/20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt&width=100&submit=Search
http://www.gokosalvager.com/static/logprettifier.html?20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt

in which my opponent opened Mint + Secret Chamber on a $5/$2, and my original thought was "Well that was a terrible mistake" (because Mint + <anything besides Fool's Gold> is usually a terrible opener (http://councilroom.com/openings)).  But then I realized there was Ironworks on the board, in which case you could theoretically get $4 on T3, buy the Ironworks, and continue to build some sort of Fortress / Swindler / Margrave engine.

Ignoring that I won the game (possibly in large part to how Swindler can screw up any sort of planned strategy), it got me wondering: in what type(s) of Kingdoms are a Mint + Secret Chamber opening a good idea, if any?  Is Mint -> SC -> Silver (buying Silver on T3) good?  Would you need a Workshop variant (preferably non-terminal) on T3 instead?  Do you avoid Silver and plan on eventually Trash-for-Benefiting away the Mint?  Or are these things just too slow (slower than, say, Silver - Silver opener)?
Title: Re: When is Mint + Secret Chamber Opener Good?
Post by: jsh357 on June 25, 2015, 12:56:35 pm
I think as long as you have any decent plan involving a card that costs $4 or less, trashing 5 Copper on turn 1/2 is enormous.  Ironworks is probably an extreme good case, but I'd take in in a fair amount of circumstances.
Title: Re: When is Mint + Secret Chamber Opener Good?
Post by: gamesou on June 25, 2015, 01:10:12 pm
I recently opened Mint/Secret Chamber here

http://www.gokosalvager.com/static/logprettifier.html?20150623/log.516d321ae4b082c74d7b345d.1435068951348.txt]


(http://wiki.dominionstrategy.com/images/9/92/Merchant_Ship.jpg) (http://wiki.dominionstrategy.com/index.php/Merchant Ship) (http://wiki.dominionstrategy.com/images/4/47/Minion.jpg) (http://wiki.dominionstrategy.com/index.php/Minion) (http://wiki.dominionstrategy.com/images/b/bc/Mint.jpg) (http://wiki.dominionstrategy.com/index.php/Mint) (http://wiki.dominionstrategy.com/images/0/01/Soothsayer.jpg) (http://wiki.dominionstrategy.com/index.php/Soothsayer) (http://wiki.dominionstrategy.com/images/e/ef/Venture.jpg) (http://wiki.dominionstrategy.com/index.php/Venture)
(http://wiki.dominionstrategy.com/images/b/b3/Secret_Chamber.jpg) (http://wiki.dominionstrategy.com/index.php/Secret Chamber) (http://wiki.dominionstrategy.com/images/6/6d/Warehouse.jpg) (http://wiki.dominionstrategy.com/index.php/Warehouse) (http://wiki.dominionstrategy.com/images/2/2e/Remodel.jpg) (http://wiki.dominionstrategy.com/index.php/Remodel) (http://wiki.dominionstrategy.com/images/d/d1/Throne_Room.jpg) (http://wiki.dominionstrategy.com/index.php/Throne Room) (http://wiki.dominionstrategy.com/images/1/12/Worker's_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Worker's Village)
Code: [Select]
Secret Chamber, Warehouse, Remodel, Throne Room, Worker's Village, Merchant Ship, Minion, Mint, Soothsayer, Venture
Secret Chamber could be replaced by Poor House. Also, a Mint opening can be really devastating when Alms is out.
Title: Re: When is Mint + Secret Chamber Opener Good?
Post by: DG on June 25, 2015, 02:42:14 pm
Secret Chamber, Swindler, Fortress, Ironworks, Pirate Ship, Spice Merchant, Margrave, Mint, Soothsayer, Tribute

For the original kingdom there's soothsayer + spice merchant, which should beat anything with mint. Take away the soothsayer and the secret chamber thing becomes good.
Title: Re: When is Mint + Secret Chamber Opener Good?
Post by: Holger on June 29, 2015, 11:28:16 am
I recently played a game:

http://gokosalvager.com/kingdomvisualize?logurl=http://dominionlogs.goko.com/20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt&width=100&submit=Search
http://www.gokosalvager.com/static/logprettifier.html?20150624/log.516d4577e4b082c74d7b716e.1435199216106.txt

in which my opponent opened Mint + Secret Chamber on a $5/$2, and my original thought was "Well that was a terrible mistake" (because Mint + <anything besides Fool's Gold> is usually a terrible opener (http://councilroom.com/openings)).  But then I realized there was Ironworks on the board, in which case you could theoretically get $4 on T3[...]

Not just "theoretically" - you just need to draw SC on T3 to get $4, which is very likely (>70%) with a 7-card deck. Your opponent was unlucky not to draw it.