Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Roadrunner7671 on January 14, 2016, 10:41:09 pm

Title: Scout Archives
Post by: Roadrunner7671 on January 14, 2016, 10:41:09 pm
Welcome to Roadrunner7671's Scout Archives!

In case you can't tell by the title, this is a thread dedicated to all things Scout. Scout is a card from the set Dominion: Intrigue. Many players consider it to be a very weak card, but I know better. I have advocated for Scout a lot in the past, but this will be the largest thing I have ever done concerning Scout. Instead of making topic after topic about Scout, I can instead post it all here, in the constantly updated original post.

So, what will be in these archives?

Game Logs!

This section of the archives will be dedicated to any game logs people would like to produce, along with a short summary of that game. Currently, we have one log.

https://dominion-game-logs.s3.amazonaws.com/game_logs/20160115/log.0.1452822816914.txt
I played this game a while ago, so pardon me if I don't describe it as well as it should be described. But, I originally thought about Goons BM, but I decided against that. A weak sifting engine with Goons, Cartographer, Scout, Tribute and such was my final outcome. But it's how I got there that matters. I got an early lead with Goons, and piled seven Islands for VP chips. Sadly, under constant Goons assault, I didn't get to play many of my Islands. However, my opponent started buying Scouts. My eyes lit up. Scout could help me draw my Islands, provide more effective Cartographer plays and draw my Duchies later in the game. My opponent actually went harder for Scouts than I did, and I think he outplayed me. As he picked up Cutpurses and Noble Brigands, I went hard for Duchies. He did manage to get multiple Provinces, but I started to pile the Scouts. That's right. With only four Scouts in the supply, I ended the game on turn 43 by buying the final Scout for a good win.

Scout Combos
This section of the archives will be dedicated to the many cards Scout combos with. I will explain how and why Scout combos with that card (or event!) then I will give it a fair and just rating out of 10.

Mystic: 9/10 Mystic is a card from Dark Ages that functions best when you know what the top card of your deck is. Woah and behold, what does Scout do? It lets you decide the top card of your deck! Assuming you draw no Victory cards, you can draw with up to four Mystics with just a single Scout play! It's unlikely that you will have four Mystics and a Scout in your hand, so that's where the rearrangement part comes into play. Put the Mystics that you reveal so you can draw them with the Mystics in your hand. If you're already building a Mystic deck, adding a Scout is super helpful. And if both Scout and Mystic are on the board, this combo is something you'll seriously want to consider.

Inheritance: 10/10 Inheritance is one of the newer cards (seeing as it's an event from Adventures), but the community was quick to recognize its excellent combo with Scout. Inheritance turns your Estates into action cards costing up to $4. You can use Scout to draw those Estates, then play them as Action cards! I don't have too much to say on Scout's combo with Inheritance, except that you can turn your Estates into Scouts then draw those Scouts with your Scouts! This is considered a 'Golden Deck' by many, as you can do the same thing over and over without a chance to stall. With this Golden Deck, playing multiple Scouts is the thing you can every turn quite reliably, and you can pick up more Estates for points and potentially win on a three pile.

Scout Counters

The opposite of comboing with a card is countering it. So this section of the archives will be dedicated to all the attack cards that Scout can and does counter. There will be a rating out of 10 as to how well Scout counters this card, these ratings will be fair and just as well.

Bureaucrat: 10/10 Bureaucrat is an attack that makes you put a Victory card on top of your deck. It's not a very strong card, but it can stack, which can be painful. Scout is obviously a hard combo to this card. Scout draws Victory cards, and Bureaucrat makes you topdeck them. Not much to say here, but unless your opponent is getting lots of Bureaucrats, picking up a Scout for the sole purpose of combating the Bureaucrat is probably not a great idea.

Ghost Ship: 8.5/10 Ghost Ship is one of the most brutal attacks in the game. It forces you to either topdeck junk cards for next turn, or punt your good cards over and scrap your current turn. But never fear, because our hero can stop Ghost Ship! In his marvelous beige cloak, Scout lets you topdeck Victory Cards then non-terminally draw them back up! This provides a hard counter to Ghost Ship, especially in the late game. With alt-VP cards on the board with Scout/Ghost Ship, the Ghost Ship attack isn't even a nuisance. Just topdeck your Harems or Great Halls and draw them with Scout. 

Rabble: 11/10 I've never thought of Scout countering Rabble before, but I just now realized it murders Rabble. As long as you have no Curses in your deck (most boards don't have Cursing attacks) Scout just decimates Rabble. When you're greening, the player with the Rabble engine wants to stack the top three cards of your deck with green cards. What does Scout do? Scout draws green cards! If you have a Scout in hand, use it to clear off the top three cards of your deck. This makes Scout +1 Action, +3 cards. Such a card is worth $6 or $7 for sure, maybe even a cost like $4P! With a board with Scout and Rabble you never have to play 'chicken' to see who will green first. Go for the green cards, and make your opponent regret that he ever made jokes about Scout.


Roadrunner's Response to Criticism
Any good card can take criticism, just look at Goon Garden and his brush with King's Court, which is thought to be one of the best kingdom cards in Dominion. So, whenever I find criticism, I will requote it here and counter it with facts and logic.


"I think generally the criticism of Scout sums up in the words 'Opportunity cost.' It only hurts you because it is taking the place of something that would help you more." -Jamfamsam

Thank you, Jamfamsam, for providing a common argument as to why Scout is bad. However, what is there that might help you more? Cards like Sea Hag, JOAT and Remake are generally better than Scout, I will not argue that they are better than Scout. But here's the thing that causes lots of people to disagree with me: I think Scout passes the Silver Test. I don't think Scout's opportunity cost is super high. So the 'Oppurtunity Cost' argument doesn't faze me because it doesn't make sense; Scout doesn't have high Opportunity Cost.

"I would like Roadrunner to first defend the position that Scout passes the Silver test." -Jamfamsam
Thank you again, Jamfamsam, for offering difficult and exciting questions to help keep this thread updated. First, let's talk about how Scout costs $4 and Silver costs $3. If Silver was better than Scout either Scout would be better, Silver would be worse, Silver would cost more or Scout would cost less. There's also the fact that the 'Silver Test' is not only outdated but also made up, Scout and Silver are very different cards. You can't pit cards that do such different things again each other. If there was a Cartographer test, I doubt Scout would pass that. But a Silver test? Really? Silver is sometimes better than Scout, but Silver is also sometimes better than King's Court. If Gold is better than King's Court 90-93% of the time, and Silver is 2/3 as good as Gold, then Silver is better than King's Court 60-61% of the time. But in all seriousness Jamfamsam, I would encourage you to look at the Combos section or Counters section. These will show you cards that when you have a lot of them or when your opponent has a lot of them (for the sake of Counters), Scout will be better than Silver.

"All things considered, Copper is a significantly stronger card than Scout." -Eevee
I suspect this is a troll, but I will address it anyway. Eevee, Scout is better than Silver most of the time. Silver is better than Copper most of the time. We know this because of my response right above this one about how Scout passes the Silver Test. So, if we read that, we can say that Scout is almost always better than Copper. But think about it this way: Silver is better than King's Court 60-61% of the time, and Copper is 1/2 as bad as Silver. So Copper is better than King's Court 30-30.5% of the time. This means Scout is better than King's Court at least 30% of the time.

Scout Golden Decks!
Believe it or not, there are several decks where you can reliably Province every turn, and these decks needs Scout to function. Let's take a look at them under this section of the archives, shall we?

Inherited Schemes I tip my hat to forum user 'Faust' for identifying this game breaking combo. The premises is this: your deck contains five Scouts, four Harems and five Estates. However, the Estates are actually Schemes, you used the event Inheritance to turn these Estates into Schemes. So, each turn you have five Scouts in hand. You play them all to draw your Estates, your Harems and the loads of Provinces you have acquired. After playing these Scouts, you play your five Estates. You then play your four Harems and buy a Province. Using Scheme's topdecking ability, you topdeck all five Scouts, to repeat this process every turn until the Provinces are all gone. 





 


 
Title: Re: Don't click on the link
Post by: Limetime on January 14, 2016, 10:43:57 pm
 Wow nice new tribute pin ;)
Title: Re: Don't click on the link
Post by: Kirian on January 14, 2016, 10:44:13 pm
Spoiler:                           Moat                 

You are wrong.  This joke will never get old.
Title: Re: Don't click on the link
Post by: Roadrunner7671 on January 14, 2016, 10:46:48 pm
Joke all you want, but over the weekend, I will turn this into something incredible. And it will benefit every single person on this lovely forum.
Title: Re: Don't click on the link
Post by: sudgy on January 14, 2016, 11:06:53 pm
So...is it bad that I clicked it?
Title: Re: Don't click on the link
Post by: Roadrunner7671 on January 14, 2016, 11:10:49 pm
So...is it bad that I clicked it?
Do you like computer viruses?
[Not Serious]
Title: Re: Don't click on the link
Post by: michaeljb on January 14, 2016, 11:23:50 pm
https://en.wikipedia.org/wiki/Bookmark_(World_Wide_Web)
Title: Re: Don't click on the link
Post by: sudgy on January 14, 2016, 11:41:10 pm
https://en.wikipedia.org/wiki/Bookmark_(World_Wide_Web)

Just FYI, that link isn't working right.
Title: Re: Don't click on the link
Post by: iguanaiguana on January 15, 2016, 12:15:44 am
Scout doesn't look very good here. Why did the players buy it at all?
Title: Re: Don't click on the link
Post by: michaeljb on January 15, 2016, 12:59:13 am
https://en.wikipedia.org/wiki/Bookmark_(World_Wide_Web)

Just FYI, that link isn't working right.

So don't click on it ;)

This should work:

https://en.wikipedia.org/wiki/Bookmark_(World_Wide_Web) (https://en.wikipedia.org/wiki/Bookmark_(World_Wide_Web))
Title: Re: Don't click on the link
Post by: enfynet on January 15, 2016, 01:42:24 am
Scout doesn't look very good here. Why did the players buy it at all?

[...] But don't spoil it!

See, I wasn't going to say anything yet...
Title: Re: Don't click on the link
Post by: Roadrunner7671 on January 15, 2016, 06:47:55 am
Scout doesn't look very good here. Why did the players buy it at all?
*Heavy sputtering*
Title: Re: Don't click on the link
Post by: Davio on January 15, 2016, 07:45:26 am
I looked, couldn't help myself, really needs an NSFW tag, my eyes!  :o
Title: Re: Don't click on the link
Post by: AdrianHealey on January 15, 2016, 08:23:29 am
So many scouts
Title: Re: Don't click on the link
Post by: theright555J on January 15, 2016, 08:33:13 am
That was the most turns in a game of Dominion that I've ever seen. Like, wow. Even with attacks. So many turns...
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 15, 2016, 04:44:16 pm
The thing I promised would happen has started. It will slowly snowball. Prepare yourselves!
Title: Re: Scout Archives
Post by: ashersky on January 15, 2016, 05:10:06 pm
/tag
Title: Re: Scout Archives
Post by: jamfamsam on January 15, 2016, 05:37:35 pm
I think generally the criticism of Scout sums up in the words 'Opportunity Cost'.

It only hurts you because it is taking the place of something that would help you more.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 15, 2016, 05:39:45 pm
I think generally the criticism of Scout sums up in the words 'Opportunity Cost'.

It only hurts you because it is taking the place of something that would help you more.
I appreciate this. Thank you.
Title: Re: Scout Archives
Post by: Chris is me on January 15, 2016, 05:50:45 pm
oh great another thread about scout I can't wait for the new and exciting discussion that will unfold
Title: Re: Scout Archives
Post by: enfynet on January 15, 2016, 06:03:32 pm
Blah blah blah Forum Mafia blah blah Scout blah Scout blah blah Dominion.
This was what you meant to post, right?
Title: Re: Scout Archives
Post by: Dingan on January 15, 2016, 06:40:53 pm
I would actually like this topic become a legit conversation with game logs of Scout actually being useful.  But it will probably be overrun with Scout jokes (http://www.boyscouttrail.com/boy-scouts/boy-scout-jokes.asp).
Title: Re: Scout Archives
Post by: Deadlock39 on January 15, 2016, 06:41:35 pm
https://dominion-game-logs.s3.amazonaws.com/game_logs/20160115/log.0.1452822816914.txt

While I suspect responding to you will only encourage you more... Providing this game as an example of Scout "working" is at best a joke.

Here is what happened with your Scouts:
You bought your first two on Turns 25 and 30
After getting them, they get hit by your opponents Tributes twice and Noble Brigand once.
You also Discard them with your own Cartographers twice  (:o I thought Scout was good) and once to a Goons attack.
On turns 38-40 you buy 3 more.
Another one gets discarded to Tribute on turn 41
You finally play 2 of your Scouts on the last two turns of the game, but they both draw a single Duchy, making them approximately equal to nothing. (The Duchies revealed first so they are actually exactly equivalent to nothing, but that matters very little)

In reflection of this post, it is pointless, and I shouldn't post it, but I wasted time typing it, so here we are.
Title: Re: Scout Archives
Post by: markusin on January 15, 2016, 06:43:58 pm
I think it's good to have the Scout discussion localized to a thread like this. If someone drones on about Scout, you can say, "Hey, take it to SA".
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 15, 2016, 06:46:38 pm
I think it's good to have the Scout discussion localized to a thread like this. If someone drones on about Scout, you can say, "Hey, take it to SA".
That was my intention.
Title: Re: Scout Archives
Post by: faust on January 15, 2016, 07:52:36 pm
In reflection of this post, it is pointless, and I shouldn't post it, but I wasted time typing it, so here we are.

Personally I admire how you made it so that your post precisely resembles Scout in that game.
Title: Re: Scout Archives
Post by: Asper on January 15, 2016, 09:08:05 pm
This thread is satire, right? I like it.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 15, 2016, 11:47:20 pm
This thread is satire, right? I like it.
You just wait until I get computer access: we got Apothecaries, Mystics, Nobles, Great Halls, Harems, other stuff, etc.
Title: Re: Scout Archives
Post by: AdrianHealey on January 16, 2016, 07:28:32 am
I made a deck online with Great Halls, Harems, Nobles, Wishing Well, Prince and Mystic (and a couple of others.) Surprisingly, I did bought a few scouts there.
Title: Re: Scout Archives
Post by: A Drowned Kernel on January 16, 2016, 08:58:07 am
This needs to go into its own subforum so that I can ignore that subforum.
Title: Re: Scout Archives
Post by: Aleimon Thimble on January 16, 2016, 09:36:04 am
Recently, I bought a Scout in a game for the sole reason of making a Golem play non-terminal. It was the only non-Potion cost card that was non-terminal, there were no other Villages than Golem, and it was important because I wanted to play two Torturers every turn. It worked out.

That was the only time ever I was actually happy I bought a Scout.

I still think Apothecary/Scout is the best combo with Scout, but I haven't played an Apothecary/Scout game yet.
Title: Re: Scout Archives
Post by: Awaclus on January 16, 2016, 09:39:05 am
I still think Apothecary/Scout is the best combo with Scout

It's not a combo. It's not really even something you want to do.
Title: Re: Scout Archives
Post by: theright555J on January 16, 2016, 10:19:28 am
I still think Apothecary/Scout is the best combo with Scout

It's not a combo. It's not really even something you want to do.

But if Apothecary is a thing you want to do, Scout is decent lubrication for draw once the greening phase begins, and I'd argue that Scout allows you to start greening earlier in an Apothecary-based draw engine.
Title: Re: Scout Archives
Post by: Gubump on January 16, 2016, 10:48:55 am
"I think generally the criticism of Scout sums up in the words 'Opportunity cost.' It only hurts you because it is taking the place of something that would help you more." -Jamfamsam

Thank you, Jamfamsam, for providing a common argument as to why Scout is bad. However, what is there that might help you more? Cards like Sea Hag, JOAT and Remake are generally better than Scout, I will not argue that they are better than Scout. But here's the thing that causes lots of people to disagree with me: I think Scout passes the Silver Test. I don't think Scout's opportunity cost is super low. So the 'Oppurtunity Cost' argument doesn't faze me because it doesn't make sense; Scout doesn't have low Oppurtunity Cost.

Um, you're arguing against him by agreeing with him...you're saying that it has a high opportunity cost, which is the exact same thing as Jamfamsam is saying...
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 12:50:38 pm
"I think generally the criticism of Scout sums up in the words 'Opportunity cost.' It only hurts you because it is taking the place of something that would help you more." -Jamfamsam

Thank you, Jamfamsam, for providing a common argument as to why Scout is bad. However, what is there that might help you more? Cards like Sea Hag, JOAT and Remake are generally better than Scout, I will not argue that they are better than Scout. But here's the thing that causes lots of people to disagree with me: I think Scout passes the Silver Test. I don't think Scout's opportunity cost is super low. So the 'Oppurtunity Cost' argument doesn't faze me because it doesn't make sense; Scout doesn't have low Oppurtunity Cost.

Um, you're arguing against him by agreeing with him...you're saying that it has a high opportunity cost, which is the exact same thing as Jamfamsam is saying...
I'm saying that if the Oppurtunity arises to get a Scout, it's probably a good idea.
Wait, does Mountebank have a high or low opportunity cost?
Title: Re: Scout Archives
Post by: Awaclus on January 16, 2016, 01:10:43 pm
I'm saying that if the Oppurtunity arises to get a Scout, it's probably a good idea.
Wait, does Mountebank have a high or low opportunity cost?

It depends. The more opportunities to do other stuff in its stead you have to throw away in order to acquire a card, the higher the opportunity cost. Sometimes it's an extremely high opportunity cost when you have, say, three Golds and a Potion and it's a Colony game with Possession, Grand Market and King's Court in the kingdom — if you buy Mountebank there, you're sacrificing the opportunity to do a lot of other good stuff. If it's an engine game and the relevant engine component piles are either empty or so low that you don't want to make them any lower and you have a $5 dud turn and it's not yet the time for Duchies and there aren't really any cards in the kingdom that you particularly want (i.e. you're essentially deciding between Mountebank and nothing), then it's an extremely low opportunity cost.

The difference between Mountebank and Scout is that in the former scenario, it can actually be a good idea to buy the Mountebank sometimes (assuming that you got the Golds from Tunnel or something) because Mountebank is that strong. Scout is not that strong. You hardly ever want it over nothing, and even when it "shines", it's hardly ever worth buying instead of something else you could get with $4 and a buy.
Title: Re: Scout Archives
Post by: AdrianHealey on January 16, 2016, 01:18:30 pm
Econ teacher: the 'height' of your opportunity cost depends on alternatives.

Having $6 and buying a scout on a board with mountebank and gold: there is a high opportunity cost for buying scout.

Having $4 when you already have 5 nobles, 3 harems, 2 great halls and the only other 4 card cost is younh witch and all the curses are gone? Lower opportunity cost.

The general claim against scout is: buying scout has a high opportunit cost, so it's not worth it, usually.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 01:19:36 pm
Econ teacher: the 'height' of your opportunity cost depends on alternatives.

Having $6 and buying a scout on a board with mountebank and gold: there is a high opportunity cost for buying scout.

Having $4 when you already have 5 nobles, 3 harems, 2 great halls and the only other 4 card cost is younh witch and all the curses are gone? Lower opportunity cost.

The general claim against scout is: buying scout has a high opportunit cost, so it's not worth it, usually.
Thank you, for some reason I thought it was the other way around.
Title: Re: Scout Archives
Post by: liopoil on January 16, 2016, 01:26:07 pm
I disagree that opportunity cost changes with how good scout is. All 4-costs have the same opportunity cost. Opportunity cost describes just the value of what you would have otherwise spent the opportunity on. In deciding whether to get scout, ask if the alternative would be more helpful rather than whether scout would be helpful. The argument is that scout is rarely good enough to stand up against the alternative - it's value is less than the opportunity to get a 4-cost, so getting a scout is a bad trade. The idea is that you are spending an opportunity, and in return you get a scout.
Title: Re: Scout Archives
Post by: enfynet on January 16, 2016, 01:26:39 pm
op·por·tu·ni·ty cost

noun [ECONOMICS]

the loss of potential gain from other alternatives when one alternative is chosen.
_____

Basically the Cost of Scout is 1 Buy and $4. The Opportunity Cost of Scout is the [missed] opportunity to buy something that may be of greater benefit with the same resources.
Title: Re: Scout Archives
Post by: Asper on January 16, 2016, 01:38:55 pm
(http://fs5.directupload.net/images/160116/ldm9y89f.jpg)
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 01:40:54 pm
Oh, no. This thread has exhibited the first telltale sign that it will go off-topic: memes!
Title: Re: Scout Archives
Post by: theright555J on January 16, 2016, 01:48:40 pm
Oh, no. This thread has exhibited the first telltale sign that it will go off-topic: memes!

It's not about being off topic...that meme was quite on topic! It's that this point has been already thoroughly demonstrated for several years!! This is why so many jokes abound about scout. I'm not sure whether you understand that, and if if not then what information would help convince you, and if you do understand it already, then this whole thing is just silly.
Title: Re: Scout Archives
Post by: AdrianHealey on January 16, 2016, 02:06:55 pm
op·por·tu·ni·ty cost

noun [ECONOMICS]

the loss of potential gain from other alternatives when one alternative is chosen.
_____

Basically the Cost of Scout is 1 Buy and $4. The Opportunity Cost of Scout is the [missed] opportunity to buy something that may be of greater benefit with the same resources.

In class, I'd say that the *price* of Scout is $4. The *cost* (which is always short for opportunity cost) is whatever you could have got with the $4 and the buy.
Title: Re: Scout Archives
Post by: AdrianHealey on January 16, 2016, 02:08:13 pm
What RR needs to done - as I am sure he knows - is to prove that there are more situations than others (including me) generally think where it's worth buying scout. He needs to prove that our estimate of the opportunity cost of buying scout is lower than we think it is.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 02:12:57 pm
What RR needs to done - as I am sure he knows - is to prove that there are more situations than others (including me) generally think where it's worth buying scout. He needs to prove that our estimate of the opportunity cost of buying scout is lower than we think it is.
The problem is, many of you are biased against Scout. You automatically assume it's bad and you are willing to ignore evidence just to prevent your world from falling apart.
Title: Re: Scout Archives
Post by: AdrianHealey on January 16, 2016, 02:17:21 pm
What RR needs to done - as I am sure he knows - is to prove that there are more situations than others (including me) generally think where it's worth buying scout. He needs to prove that our estimate of the opportunity cost of buying scout is lower than we think it is.
The problem is, many of you are biased against Scout. You automatically assume it's bad and you are willing to ignore evidence just to prevent your world from falling apart.

I am fairly new to this. I just 'discovered' this scout-meme thing a few days ago. But I could be persuaded: can you give a theoretical description of when/how you'd use scout?
Title: Re: Scout Archives
Post by: Awaclus on January 16, 2016, 02:27:30 pm
The problem is, many of you are biased against Scout. You automatically assume it's bad and you are willing to ignore evidence just to prevent your world from falling apart.

Stop projecting.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 02:44:04 pm
What RR needs to done - as I am sure he knows - is to prove that there are more situations than others (including me) generally think where it's worth buying scout. He needs to prove that our estimate of the opportunity cost of buying scout is lower than we think it is.
The problem is, many of you are biased against Scout. You automatically assume it's bad and you are willing to ignore evidence just to prevent your world from falling apart.

I am fairly new to this. I just 'discovered' this scout-meme thing a few days ago. But I could be persuaded: can you give a theoretical description of when/how you'd use scout?
Scout is a card with two prime purposes: it puts victory cards into your hand, and it reorders the top cards of your deck. It also has the added plus of being non-terminal.

So let's focus on the fact that it puts victory cards into your hand. This is obviously good in the end game where you don't want your next turn polluted by Duchies and Provinces, so you can draw 2-4 Victory cards and make it more likely that you can buy that last Province next turn. However, Scout can also combo with a deck full of alt-VP. Is Nobles the only draw for your engine? Put them in hand with Scout! Island is the only trashing? Speed up that process with Scout! Buying a lot of Duchies to help your Dukes? Maybe you can hit $5 next turn if you play Scout and draw three Duchies. Have Great Halls because they are better than nothing on the board that you're playing? Draw them with Scout! Harems? Scout has a solution for that. In a rush strategy, Scout usually isn't that good as it takes a valuable turn to pick one up. However, in a Gardens/Silk Road/Feodum slog, Scout can draw you a lot of cards and make your next turn that much better. Now, with all these victory cards in your hand, what can you do? If they are an Action-Victory hybrid, you can obviously play them. But what if they are a Silk Road or a Garden? You can play discard for benefit cards (Warehouse, Cellar, Inn, Horse Traders, Embassy, etc.) as there are tons of those. You can also use cards that like having victory cards in your hand, such as Madman, Crossroads, Baron, Tournament or Explorer. And Apothecary is often considered to be Scout's best combo, as Apothecary chokes on the green cards that Scout can pick up easily. Finally, Inheritance, an event, combos with Scout for obvious reasons.

Now let's focus on our second point: Scout reorders the top cards of your deck (assuming that you don't draw four Victory cards). When can reordering the top cards be a good idea? When you have a cantrip in your hand (anything that gives +1 card and +1 action) you can decide what card you want to draw. Already have $7? Put a Copper on top of your deck and save that Gold that you were going to draw with your Walled Village. With non-terminal weak draw, like Ruined Library, Moat, Mercanary and other cards that only give +1 card or +2 cards, you can put your treasure cards on top and save your action cards for next turn. Scout also helps cards that care about the top card of your deck, such as Mystic and Wishing Well. Scout can also combo with Spy particularly better than other cantrips, as you put the card that you want to draw with Spy on top of your deck, then you put a Curse/Copper/Ruin right under that card so that you can discard it with Spy. Doctor and Scout can be a combo, but not if you're hoping to trash Estates with Doctor! You can guarantee that Doctor will hit a few of your coppers, though. I will admit that the reordering part of Scout is not the strongest aspect of the card, but it is still something to look for.

Finally, Scout is non-terminal. What does this mean? This means the addition of Scout to your deck is less likely to hurt than a terminal card that is considered 'weak.' It also means that in a pinch, you can Prince Scout if you are desperate for a village. You can also find it with Golem for a village (if you find another non terminal, which could be another Scout!). Scout can also lower the price of Peddler and activate Conspirator, but it's unlikely that you should buy Scout just for that purpose.

*Drops mic*
Title: Re: Scout Archives
Post by: enfynet on January 16, 2016, 03:07:33 pm
Am I supposed to list all the other cards that can serve those functions as well?
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 03:14:32 pm
Am I supposed to list all the other cards that can serve those functions as well?
Sure, if you want.
Title: Re: Scout Archives
Post by: enfynet on January 16, 2016, 03:22:12 pm
Scout is a card with two prime purposes: it puts victory cards into your hand, and it reorders the top cards of your deck. It also has the added plus of being non-terminal.

Let's take a look at each point here...

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So let's focus on the fact that it puts victory cards into your hand. This is obviously good in the end game where you don't want your next turn polluted by Duchies and Provinces, so you can draw 2-4 Victory cards and make it more likely that you can buy that last Province next turn.

How often is your deck polluted with Victory Cards to begin with? Right away you are limiting yourself to a money game without trashing.


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However, Scout can also combo with a deck full of alt-VP. Is Nobles the only draw for your engine? Put them in hand with Scout! Island is the only trashing? Speed up that process with Scout! Buying a lot of Duchies to help your Dukes? Maybe you can hit $5 next turn if you play Scout and draw three Duchies. Have Great Halls because they are better than nothing on the board that you're playing? Draw them with Scout! Harems? Scout has a solution for that.

Chances are (quite good) that your Nobles, Island, Great Hall, and Harem would have been in your hand had you not purchased the Scout. There have been plenty of trials done to prove this. Also, buy Duchies before you buy Dukes - and only when you can support the extra green.

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In a rush strategy, Scout usually isn't that good as it takes a valuable turn to pick one up. However, in a Gardens/Silk Road/Feodum slog, Scout can draw you a lot of cards and make your next turn that much better. Now, with all these victory cards in your hand, what can you do? If they are an Action-Victory hybrid, you can obviously play them. But what if they are a Silk Road or a Garden? You can play discard for benefit cards (Warehouse, Cellar, Inn, Horse Traders, Embassy, etc.) as there are tons of those. You can also use cards that like having victory cards in your hand, such as Madman, Crossroads, Baron, Tournament or Explorer. And Apothecary is often considered to be Scout's best combo, as Apothecary chokes on the green cards that Scout can pick up easily. Finally, Inheritance, an event, combos with Scout for obvious reasons.

You are relying on a lot of "what-if" scenarios. Sadly, most of those scenarios will have better alternatives. That is the argument. Scout isn't always completely useless, but is often less useful than other options on any given board.

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Now let's focus on our second point: Scout reorders the top cards of your deck (assuming that you don't draw four Victory cards). When can reordering the top cards be a good idea? When you have a cantrip in your hand (anything that gives +1 card and +1 action) you can decide what card you want to draw. Already have $7? Put a Copper on top of your deck and save that Gold that you were going to draw with your Walled Village. With non-terminal weak draw, like Ruined Library, Moat, Mercanary and other cards that only give +1 card or +2 cards, you can put your treasure cards on top and save your action cards for next turn. Scout also helps cards that care about the top card of your deck, such as Mystic and Wishing Well. Scout can also combo with Spy particularly better than other cantrips, as you put the card that you want to draw with Spy on top of your deck, then you put a Curse/Copper/Ruin right under that card so that you can discard it with Spy. Doctor and Scout can be a combo, but not if you're hoping to trash Estates with Doctor! You can guarantee that Doctor will hit a few of your coppers, though. I will admit that the reordering part of Scout is not the strongest aspect of the card, but it is still something to look for.

I would argue that controlling your next draw is considerable stronger than putting dead cards in your hand. Even still, the percentage of time this is useful is minimal at best.

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Finally, Scout is non-terminal. What does this mean? This means the addition of Scout to your deck is less likely to hurt than a terminal card that is considered 'weak.' It also means that in a pinch, you can Prince Scout if you are desperate for a village. You can also find it with Golem for a village (if you find another non terminal, which could be another Scout!). Scout can also lower the price of Peddler and activate Conspirator, but it's unlikely that you should buy Scout just for that purpose.

By the time you can afford Prince in a game without villages and only terminal-draw, it may not be your best option. The game is probably almost over. Golem is even harder to use with Scout, as you want it to find better Actions to play. This is really reaching here...

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*Drops mic*

Let me get that for you...
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 03:27:54 pm
But you asked to name individual cards. Please do that!
Title: Re: Scout Archives
Post by: iguanaiguana on January 16, 2016, 03:46:18 pm
So, in my opinion, this thread isn't about scout, it's about Roadrunner.

And I would say Roadrunner is hilarious, because everything he says is 99% serious, and 1% genius satire.

Anyone care to argue the point with me?
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 03:47:41 pm
So, in my opinion, this thread isn't about scout, it's about Roadrunner.

In my opinion, Roadrunner is hilarious, because everything he says is 99% serious, and 1% genius satire.

Anyone care to argue the point with me?
I do!

Title: Re: Scout Archives
Post by: iguanaiguana on January 16, 2016, 03:48:37 pm
So, in my opinion, this thread isn't about scout, it's about Roadrunner.

In my opinion, Roadrunner is hilarious, because everything he says is 99% serious, and 1% genius satire.

Anyone care to argue the point with me?
I do!

Ah, but you are proving my point, not arguing it!
Title: Re: Scout Archives
Post by: enfynet on January 16, 2016, 03:53:04 pm
Okay, lets start with Drawing Victory (or other) Cards: [2+ Card Draw or target Junk]

Moat, Smithy, Council Room, Laboratory, Library, Witch
Courtyard, Masquerade, Steward, [Scout], Minion, Torturer, Nobles
Warehouse, Navigator, Ghost Ship, Wharf
Apothecary, Alchemist
Watchtower, Rabble, Vault
Menagerie, Young Witch
Oracle, Spice Merchant, Embassy, Inn, Margrave
Vagrant, Cultist, Hunting Grounds
Advisor, Journeyman
Dungeon, Gear, Guide, Ranger, Haunted Woods, Lost City
Envoy, Governor

Reorder/Manipulate next Draw: [search "any order"]
[Scout], Navigator, Apothecary, Cartographer, Survivors, Wandering Minstrel, Doctor

Non-Terminal
[Too Many to count]
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 04:00:23 pm
But very, very few do both.
Title: Re: Scout Archives
Post by: enfynet on January 16, 2016, 04:12:01 pm
And you don't need them to. They do the other things better.

Card Draw: Inconsistent, and only draws junk, save for very few dual-types.

Draw Manipulation: Apothecary, Cartographer, and Doctor are particularly good at this. And useful otherwise.

Non-terminal: You are likely to have ~3 non-terminal cards in any random game of Dominion. The only one less useful is probably Lookout when you have no junk left to trash.
Title: Re: Scout Archives
Post by: jamfamsam on January 16, 2016, 05:04:31 pm
I would like Roadrunner to first defend the position that Scout passes the Silver test.

One interesting point: for being widely considered to be the worst card in the game (I don't think it's the worst but certainly in the bottom 3), Scout sure gets a lot of attention in the threads, satirical or not.
Title: Re: Scout Archives
Post by: Limetime on January 16, 2016, 05:25:19 pm
We have talked enough about scout imo. Why don't we move on to something that will help our Dominion skills a little more?
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 05:35:40 pm
We have talked enough about scout imo. Why don't we move on to something that will help our Dominion skills a little more?
Start a thread! I support that!
Title: Re: Scout Archives
Post by: liopoil on January 16, 2016, 07:19:14 pm
Roadrunner, what ranking would you honestly give Scout on Qvist's rankings of 4-costs? Personally I wouldn't put it last, but I can't see it in the top 55.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 07:47:18 pm
Roadrunner, what ranking would you honestly give Scout on Qvist's rankings of 4-costs? Personally I wouldn't put it last, but I can't see it in the top 55.
I gave it 32, 31 or 30. I can't remember, but it was definitely one of those. I'm not yet sure whether Adventures made it better or worse.
Title: Re: Scout Archives
Post by: theright555J on January 16, 2016, 09:48:09 pm
RR, I wonder if you have a tendency to try and green early in general.  That's certainly how I used to play, especially when it was just base only. Playing with stronger players and better engine boards has taught me otherwise. I remember back on BGG arguing that one should buy province turn 3 after a baron-silver opening just after Intrigue was released. The argument being something to the effect of "that's one less province for my opponent". Now of course that's silly barring edge cases involving Tournament.

Once your deck is full of green anyway, there does come a point where scout is quite useful, especially if it can be gained without a buy. Others have stated that the deck does have to be very heavily greened before the expected draw is greater than 1 card, which it has to be to be better than nothing.

The more interesting argument to me is whether there can be a point at which the higher levels of play could utilize scout to start greening 1-2 shuffles earlier and actually use that momentum to win at a higher rate than otherwise (i.e. Punish the opponent for overbuilding).  This would highly depend on the board and as a general rule the answer is very likely "no".
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 16, 2016, 10:06:08 pm
I think I do green earlier, but I think that's because my opponents (my family) greens as soon as they hit $8. So, I think I have adapted my strategy around what they do, because I feel uncomfortable if my opponent has three Provinces and I'm still building.

That's my short answer.
Title: Re: Scout Archives
Post by: enfynet on January 17, 2016, 12:13:17 am
That would change the apparent value of Scout significantly, I think. Now you need to build a deck that has dead cards in the way, which is difficult.
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 05:03:54 am
Roadrunner, what ranking would you honestly give Scout on Qvist's rankings of 4-costs? Personally I wouldn't put it last, but I can't see it in the top 55.

What would you put last then?
Title: Re: Scout Archives
Post by: liopoil on January 17, 2016, 11:37:11 am
Treasure Map, Coppersmith, and even Taxman are all good candidates. Thief and Pirate Ship get a pass because I've actually experienced the moment where they are actually powerful. I've never actually gotten Coppersmith to work, Taxman is pretty awful, and Treasure Map just doesn't seem worth it all that often. Scout at least has the potential to be picked up on a spare gain (Ironworks that ran out of good targets) and be useful in engines that are sputtering because they greened too hard. Just being non-terminal goes a long way, because there are a lot of decks that just like having more actions (Herald, Scrying Pool, Vineyards,...)
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 11:39:39 am
Treasure Map, Coppersmith, and even Taxman are all good candidates. Thief and Pirate Ship get a pass because I've actually experienced the moment where they are actually powerful. I've never actually gotten Coppersmith to work, Taxman is pretty awful, and Treasure Map just doesn't seem worth it all that often. Scout at least has the potential to be picked up on a spare gain (Ironworks that ran out of good targets) and be useful in engines that are sputtering because they greened too hard. Just being non-terminal goes a long way, because there are a lot of decks that just like having more actions (Herald, Scrying Pool, Vineyards,...)
It's a shame I can't hit the +1 button more than once. But I teared up a little while reading this.
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 12:11:09 pm
Treasure Map, Coppersmith, and even Taxman are all good candidates. Thief and Pirate Ship get a pass because I've actually experienced the moment where they are actually powerful. I've never actually gotten Coppersmith to work, Taxman is pretty awful, and Treasure Map just doesn't seem worth it all that often. Scout at least has the potential to be picked up on a spare gain (Ironworks that ran out of good targets) and be useful in engines that are sputtering because they greened too hard. Just being non-terminal goes a long way, because there are a lot of decks that just like having more actions (Herald, Scrying Pool, Vineyards,...)

Treasure Map is a strong card, its only problem is that usually there's something even better you could be doing and then the Golds would just get in your way, or that you can't build a strong enough engine to actually utilize all of the Golds and they would just get in your way again. When you can build a strong engine with +buy (or possibly something like Remodel) but there's no other payload, Treasure Map is really good, and that's not an unreasonably unlikely scenario. Like, the scenario where ignoring Treasure Map just automatically loses you the game is more common than the scenario where adding a Scout to your deck doesn't make your deck worse than it was.

The scenario where Coppersmith is good might be roughly as common or somewhat less common than the scenario where Scout is better than nothing, but in that case, Coppersmith can be crazy good while Scout is just very slightly better than nothing. I think that means Coppersmith is the stronger card.

Taxman is a weak card, but at least it's usually better than nothing (if we look at the entire game rather than a single buying decision). That makes it worth getting whenever there's nothing better going on, and usually there is, but not always.

When you have an Ironworks that ran out of good targets and Scout is the only thing you could gain with it, most of the time you just simply don't play that Ironworks. No deck ever has greened so hard that Scout would have been better than nothing in it just because of that reason. Really, you need to be able to utilize the fact that it's a non-terminal Action card, the ability to remove green cards from the top of your deck and the ability to reorder your deck before you actually want to pick up a Scout on a spare gain, and then you still need that spare gain too. It can happen in Scrying Pool games for instance, but it's unusual even when both Scout and Scrying Pool are on the kingdom. The other way Scout can be better than nothing is that you desperately need any non-terminal Actions you can possibly get in your deck no matter what they do (I guess it can happen with Golem in extremely rare situations) or that you just want to increase your Vineyard/Gardens/Fairgrounds points and you don't care about junking your deck, but those situations are exactly as common as Ruined Village being better than nothing so that's not super amazing.
Title: Re: Scout Archives
Post by: drsteelhammer on January 17, 2016, 12:19:47 pm


Pretty much agree with all of them. Coppersmith may be a contender for being at the bottom cause it's super rare that it is worth it, but Taxman and Treasure Maps atleast do something significant, altough they don't do it very often.

Scout is just underwhelming even in cases where it should theoretically shine.

@Roadrunnner: Can you give us the list with all the cards you had below Scout? That would be fun to see. (You can access it still if you remember your password)
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 12:23:19 pm


Pretty much agree with all of them. Coppersmith may be a contender for being at the bottom cause it's super rare that it is worth it, but Taxman and Treasure Maps atleast do something significant, altough they don't do it very often.

Scout is just underwhelming even in cases where it should theoretically shine.

@Roadrunnner: Can you give us the list with all the cards you had below Scout? That would be fun to see. (You can access it still if you remember your password)
If you give me the link, I will show you!
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 12:32:16 pm


Pretty much agree with all of them. Coppersmith may be a contender for being at the bottom cause it's super rare that it is worth it, but Taxman and Treasure Maps atleast do something significant, altough they don't do it very often.

Scout is just underwhelming even in cases where it should theoretically shine.

@Roadrunnner: Can you give us the list with all the cards you had below Scout? That would be fun to see. (You can access it still if you remember your password)
If you give me the link, I will show you!

http://www.qvist.de/dommesh/
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 12:39:51 pm
NSFW
Here is a screenshot of everything Scout and below. My list (if made today) would be very, very different. Please no judging.
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 12:45:46 pm
NSFW
Here is a screenshot of everything Scout and below. My list (if made today) would be very, very different. Please no judging.

Well, at least you got the order of Walled Village and Farming Village right.
Title: Re: Scout Archives
Post by: wachsmuth on January 17, 2016, 02:19:54 pm
I am having trouble believing that are any boards at all with both Worker's Village and Scout, or Tournament and Scout, where Scout is the better card of the two.
Title: Re: Scout Archives
Post by: drsteelhammer on January 17, 2016, 02:40:38 pm
Did you measure their strength or how much you like them?
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 02:47:46 pm
Did you measure their strength or how much you like them?
I'm not sure. I think both.
Title: Re: Scout Archives
Post by: liopoil on January 17, 2016, 04:22:55 pm
Did you measure their strength or how much you like them?
I'm not sure. I think both.
Well, if scout is your favorite card and also the worst card, then it make sense for it to be in the middle.

Ok, I buy that Treasure Map isn't the worst. I'm still waiting for the board where Coppersmith can do anything good (and you have time to make it work). Even when nothing else is going on Taxman struggles to pass the silver test for me. I guess I agree that the picking up while greening is rare, so the primary use of scout is as non-terminal re-arranger. Truly it is a ruined village+. And well, I can see that being better than a couple terminals that just don't do much of anything.
Title: Re: Scout Archives
Post by: Aleimon Thimble on January 17, 2016, 04:51:18 pm
Did you measure their strength or how much you like them?
I'm not sure. I think both.
Well, if scout is your favorite card and also the worst card, then it make sense for it to be in the middle.

Ok, I buy that Treasure Map isn't the worst. I'm still waiting for the board where Coppersmith can do anything good (and you have time to make it work). Even when nothing else is going on Taxman struggles to pass the silver test for me. I guess I agree that the picking up while greening is rare, so the primary use of scout is as non-terminal re-arranger. Truly it is a ruined village+. And well, I can see that being better than a couple terminals that just don't do much of anything.

Taxman is pretty good actually, definitely not one of the bottom 5 $4 cards. It's a slightly weaker, but also cheaper Mine with a Cutpurse-ish attack to boot. It's strong on boards where Mine would also be strong - engine boards with good draw and +Buy, but no other Copper trashing. It's especially awesome in Colony games.

Every card can be useful, but Scout is probably the card for which those situations are rarest.
Title: Re: Scout Archives
Post by: liopoil on January 17, 2016, 05:47:02 pm
Did you measure their strength or how much you like them?
I'm not sure. I think both.
Well, if scout is your favorite card and also the worst card, then it make sense for it to be in the middle.

Ok, I buy that Treasure Map isn't the worst. I'm still waiting for the board where Coppersmith can do anything good (and you have time to make it work). Even when nothing else is going on Taxman struggles to pass the silver test for me. I guess I agree that the picking up while greening is rare, so the primary use of scout is as non-terminal re-arranger. Truly it is a ruined village+. And well, I can see that being better than a couple terminals that just don't do much of anything.

Taxman is pretty good actually, definitely not one of the bottom 5 $4 cards. It's a slightly weaker, but also cheaper Mine with a Cutpurse-ish attack to boot. It's strong on boards where Mine would also be strong - engine boards with good draw and +Buy, but no other Copper trashing. It's especially awesome in Colony games.

Every card can be useful, but Scout is probably the card for which those situations are rarest.
Taxman is way worse than mine (and Mine is one of the worst 5-costs). It effectively decreases your handsize by 3 (!), so you better have a ton of draw. And if you have that much draw, the attack is probably irrelevant (opponent will just draw it all anyway), and so it effectively says "discard a treasure, if you do, gain a peddler" (assuming you reliably draw your deck). This means that it takes 4 turns to have payed out more than a silver. Do you have those four turns (and 4 actions and 4 cards)? It's just awful.
Title: Re: Scout Archives
Post by: singletee on January 17, 2016, 06:09:17 pm
I'm still waiting for the board where Coppersmith can do anything good (and you have time to make it work).

Coppersmith generally has 2 roles: early game accelerator and massive $ payload.

In this game (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20151017/log.0.1445095505354.txt), Apprentice/Fortress provides huge draw and actions but poor Copper trashing, and Coppersmith is a better payload than Fool's Gold or Treasure Map.

Why? Take a look at the numbers:

Coppersmith: terminal $7 in 1 card costing $4
Treasure Map, cashed in for 2 golds: non-terminal $6 in 2 cards costing $4
Fool's Gold: non-terminal $8 in 2 cards costing $4 and 2 buys
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 06:33:19 pm
Taxman is way worse than mine (and Mine is one of the worst 5-costs). It effectively decreases your handsize by 3 (!), so you better have a ton of draw. And if you have that much draw, the attack is probably irrelevant (opponent will just draw it all anyway), and so it effectively says "discard a treasure, if you do, gain a peddler" (assuming you reliably draw your deck). This means that it takes 4 turns to have payed out more than a silver. Do you have those four turns (and 4 actions and 4 cards)? It's just awful.

You don't reliably draw your deck, you're going for Taxman.

In the type of game where nothing's going on, any early hand with Taxman in it is better than the same hand with a Silver instead of Taxman. For instance, if you have a Silver and 4 Coppers, you can buy a Gold, but if you have a Taxman and 4 Coppers, you can turn one of those Coppers into a Silver and buy a Silver (which is roughly as good as buying a Gold) and you attack your opponent. If you have a Silver and 3 Coppers, you can buy a Silver, but if you have a Taxman and 3 Coppers, you get that same benefit while you're also trashing a Copper and attacking your opponent. It's only worse than Silver in your current hand when you're greening, and in that case, you can utilize the topdecking ability to set up big turns and make your opponent's turns significantly weaker.

If it's a kingdom where you want to buy something other than a Silver whenever you have $5, Taxman is not very good. Which is a lot of the time, but not every time, and the games where Taxman is useful are more common than the games where Scout is useful and the Taxman in those games is also more powerful than the Scout in those other games.

Taxman is pretty good actually, definitely not one of the bottom 5 $4 cards. It's a slightly weaker, but also cheaper Mine with a Cutpurse-ish attack to boot. It's strong on boards where Mine would also be strong - engine boards with good draw and +Buy, but no other Copper trashing. It's especially awesome in Colony games.

Engine boards with good draw and +buy but no Copper trashing are where Coppersmith is good. Taxman is incredibly weak engine payload, and if there's no trashing and no better payload, it's probably not an engine board. If there is better payload, you want that instead of Taxman.

Every card can be useful, but Scout is probably the card for which those situations are rarest.

I don't think that they are the rarest for Scout. Coppersmith, Thief, Harvest, Tribute, Adventurer and Transmute definitely might be rarer. The main problem is that even when Scout is actually useful, it's not gamebreaking, a central part of your strategy or even strong. It's just so very slightly better than nothing that it makes hardly any difference even when it's a good idea to buy it. That could also be said of Harvest and Adventurer (and I think they are pretty much as awful as Scout), but cards like Coppersmith and Thief are better than Scout because they have the potential to be incredibly strong at least once per 90-93 games where the card appears.

Coppersmith generally has 2 roles: early game accelerator and massive $ payload.

It's not really any better than Silver at the former.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 06:36:05 pm
Oh, so now we're saying Scout isn't weak, it's just not super strong? It's a start, guys.

And what are you talking about, 'game breaking?' There are like 15 cards that are game breaking. 15 < 90-93.
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 06:38:36 pm
Oh, so now we're saying Scout isn't weak, it's just not super strong? It's a start, guys.

No, we're saying that even in the best case scenario, Scout is still not strong. Outside of the super rare best case scenario, Scout is completely awful and if you happen to draw it in the same hand with Chapel, you should trash the Scout (depending on the situation, you might even want to do it if it means you can't play your other terminal Action in that hand and this is neither a joke nor an exaggeration).

Quote
And what are you talking about, 'game breaking?' There are like 15 cards that are game breaking. 15 < 90-93.

I'm talking about stealing your opponent's Platinums or generating $7 with one terminal Action that costs $4 to purchase.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 06:40:32 pm
Scout is never bad! It doesn't have to be great, but if you get a free Scout, it's insane not to take it. You can go on and on about a decrease in hand size, but no. No. Scout.
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 06:41:22 pm
Scout is never bad! It doesn't have to be great, but if you get a free Scout, it's insane not to take it.

FTFY.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 06:42:30 pm
Scout is never bad! It doesn't have to be great, but if you get a free Scout, it's insane not to take it.

FTFY.
No you did not fix that for me! I meant what I said and I said what I meant.
An elephant's faithful 100%
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 06:44:24 pm
Scout is never bad! It doesn't have to be great, but if you get a free Scout, it's insane not to take it.

FTFY.
No you did not fix that for me! I meant what I said and I said what I meant.
An elephant's faithful 100%

A weaker Laboratory (http://wiki.dominionstrategy.com/index.php/Cultist) which hands Scouts (http://wiki.dominionstrategy.com/index.php/Ruined_Village) over to your opponent is considered one of the strongest $5 cards in the game. That's how bad the card is.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 06:47:40 pm
Scout is never bad! It doesn't have to be great, but if you get a free Scout, it's insane not to take it.

FTFY.
No you did not fix that for me! I meant what I said and I said what I meant.
An elephant's faithful 100%

A weaker Laboratory (http://wiki.dominionstrategy.com/index.php/Cultist) which hands Scouts (http://wiki.dominionstrategy.com/index.php/Ruined_Village) over to your opponent is considered one of the strongest $5 cards in the game. That's how bad the card is.
This is some bull. I'm never going to get anything done talking to Awaclus, am I?
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 06:53:05 pm
This is some bull.

No it's not. It was the #3 $5 card (and underrated) in Qvist's rankings this year.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 06:55:00 pm
This is some bull.

No it's not. It was the #3 $5 card (and underrated) in Qvist's rankings this year.
I need to make a joke about a current Mafia game but I can't :(
Title: Re: Scout Archives
Post by: enfynet on January 17, 2016, 07:02:31 pm
Scout is never bad! It doesn't have to be great, but if you get a free Scout, it's insane not to take it.

FTFY.
No you did not fix that for me! I meant what I said and I said what I meant.
An elephant's faithful 100%

A weaker Laboratory (http://wiki.dominionstrategy.com/index.php/Cultist) which hands Scouts (http://wiki.dominionstrategy.com/index.php/Ruined_Village) over to your opponent is considered one of the strongest $5 cards in the game. That's how bad the card is.
This is some bull. I'm never going to get anything done talking to Awaclus, am I?
90-93% of the time, he disagrees for the sake of disagreeing, considering how short life is.
Title: Re: Scout Archives
Post by: liopoil on January 17, 2016, 07:48:22 pm
Taxman is way worse than mine (and Mine is one of the worst 5-costs). It effectively decreases your handsize by 3 (!), so you better have a ton of draw. And if you have that much draw, the attack is probably irrelevant (opponent will just draw it all anyway), and so it effectively says "discard a treasure, if you do, gain a peddler" (assuming you reliably draw your deck). This means that it takes 4 turns to have payed out more than a silver. Do you have those four turns (and 4 actions and 4 cards)? It's just awful.

You don't reliably draw your deck, you're going for Taxman.

In the type of game where nothing's going on, any early hand with Taxman in it is better than the same hand with a Silver instead of Taxman. For instance, if you have a Silver and 4 Coppers, you can buy a Gold, but if you have a Taxman and 4 Coppers, you can turn one of those Coppers into a Silver and buy a Silver (which is roughly as good as buying a Gold) and you attack your opponent. If you have a Silver and 3 Coppers, you can buy a Silver, but if you have a Taxman and 3 Coppers, you get that same benefit while you're also trashing a Copper and attacking your opponent. It's only worse than Silver in your current hand when you're greening, and in that case, you can utilize the topdecking ability to set up big turns and make your opponent's turns significantly weaker.

If it's a kingdom where you want to buy something other than a Silver whenever you have $5, Taxman is not very good. Which is a lot of the time, but not every time, and the games where Taxman is useful are more common than the games where Scout is useful and the Taxman in those games is also more powerful than the Scout in those other games.
Ok, yes I agree that Taxman is only viable in a kingdom with no engine sort of thing at all. I was just addressing Aleimon Thimble's argument that it is.

Now your argument basically just shows that Taxman-BM is better than BMU. Okay, yes, this is true (and the same cannot be said for Scout). However, how often will there not only not be an engine, but also the best BM strategy involves Taxman? Most terminal 4-costs would be better, not to mention plenty of cards at other costs. Big-Money decks have very limited terminal space which is hardly ever best filled by Taxman. That's why you should usually just take a silver if Taxman is your only option at (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
Title: Re: Scout Archives
Post by: Awaclus on January 17, 2016, 07:55:25 pm
Now your argument basically just shows that Taxman-BM is better than BMU. Okay, yes, this is true (and the same cannot be said for Scout). However, how often will there not only not be an engine, but also the best BM strategy involves Taxman? Most terminal 4-costs would be better, not to mention plenty of cards at other costs. Big-Money decks have very limited terminal space which is hardly ever best filled by Taxman. That's why you should usually just take a silver if Taxman is your only option at (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).

Well, I feel like games where the best BM strategy doesn't involve any good cards happen like a few times per 100 games or something like that. Taxman being in the kingdom slightly increases the likelihood of this being the case. I guess it might be around once per 10-20 games with Taxman in them, which definitely means that it's a bad card in general, but I think the number is worse for Scout. (and if it turns out that the number I pulled out of my ass for Taxman is inaccurate, then I think my estimation for Scout is equally inaccurate relative to that)
Title: Re: Scout Archives
Post by: liopoil on January 17, 2016, 08:07:06 pm
I'm still waiting for the board where Coppersmith can do anything good (and you have time to make it work).

Coppersmith generally has 2 roles: early game accelerator and massive $ payload.

In this game (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20151017/log.0.1445095505354.txt), Apprentice/Fortress provides huge draw and actions but poor Copper trashing, and Coppersmith is a better payload than Fool's Gold or Treasure Map.

Why? Take a look at the numbers:

Coppersmith: terminal $7 in 1 card costing $4
Treasure Map, cashed in for 2 golds: non-terminal $6 in 2 cards costing $4
Fool's Gold: non-terminal $8 in 2 cards costing $4 and 2 buys
Okay, so you definitely don't want to open Coppersmith there and you got the perfect turn 3/4. Probably open pawn/silver to maximize chances of getting Apprentices, then you're going to want to get Fortresses, and I think after that Treasure map (!) is a better option. Two treasure maps become non-terminal $12 while two Coppersmiths are terminal $14. The 2-coin difference is more than made up for by:

-Now you can trash coppers if you want
-You no longer have to draw your deck to have a decent turn
-You have more free actions so your pawns become a bit better

Also you got a silver on the opening so there's two coins too. You are, however, counting on being able to collide the treasure maps right away, but I think that this will be very likely by the time you get them (both in one turn, after having trashed estates and having several fortresses and apprentices), and the golds do take up more space in your deck.

I will grant you that if you substitute Treasure Map for Scout, Coppersmith becomes worthwhile.

Now your argument basically just shows that Taxman-BM is better than BMU. Okay, yes, this is true (and the same cannot be said for Scout). However, how often will there not only not be an engine, but also the best BM strategy involves Taxman? Most terminal 4-costs would be better, not to mention plenty of cards at other costs. Big-Money decks have very limited terminal space which is hardly ever best filled by Taxman. That's why you should usually just take a silver if Taxman is your only option at (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).

Well, I feel like games where the best BM strategy doesn't involve any good cards happen like a few times per 100 games or something like that. Taxman being in the kingdom slightly increases the likelihood of this being the case. I guess it might be around once per 10-20 games with Taxman in them, which definitely means that it's a bad card in general, but I think the number is worse for Scout. (and if it turns out that the number I pulled out of my ass for Taxman is inaccurate, then I think my estimation for Scout is equally inaccurate relative to that)
It feels like maybe 1/5 of games (even with Taxman as one of the kingdom cards) tops are BM games, and maybe 1/10 of the ones BM games with Taxman in them don't have anything better, so that's like a 2% gain rate by my estimation. I'd put scout at more like 5%.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 08:49:11 pm
Edits made: Added Mystic combo, added Ghost Ship and Rabble counters. I also responded to more criticism.

I would like someone to debate the fact that Scout doesn't hard counter Rabble.
Title: Re: Scout Archives
Post by: Dingan on January 17, 2016, 09:32:33 pm
(http://cdn.meme.am/instances2/500x/3862961.jpg)
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 09:34:47 pm
(http://cdn.meme.am/instances2/500x/3862961.jpg)
I don't get it. Is the joke that you can draw Estates then turn them into Gold via Transmute? That sounds like a cute trick (it sounds weak, but still cute).
Title: Re: Scout Archives
Post by: drsteelhammer on January 17, 2016, 09:41:38 pm
Scout doesn't counter Rabble. It'll clean up the mess Rabble left, if you have scout in hand. That's still not worth actually getting a Scout since that leaves you with one less useful card in the first place. It's like saying Storeroom counters Rabble cause it can do the same as Scout, but even turns the green cards into money :) To top it off, Scout doesn't even draw the Curses! The best thing about the Rabble/Scout interaction is that Rabble doesn in fact discard your scouts aswell and doesn't leave them on top.
Title: Re: Scout Archives
Post by: enfynet on January 17, 2016, 09:41:42 pm
Edits made: Added Mystic combo, added Ghost Ship and Rabble counters. I also responded to more criticism.

I would like someone to debate the fact that Scout doesn't hard counter Rabble.
You are assuming the deck is of "poor" quality to assign Scout as a counter to Rabble, which may not do anything in a streamlined engine deck. Your personal experience playing BM/slog games really shows if you are concerned with having a counter to Rabble.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 17, 2016, 10:01:42 pm
Edits made: Added Mystic combo, added Ghost Ship and Rabble counters. I also responded to more criticism.

I would like someone to debate the fact that Scout doesn't hard counter Rabble.
You are assuming the deck is of "poor" quality to assign Scout as a counter to Rabble, which may not do anything in a streamlined engine deck. Your personal experience playing BM/slog games really shows if you are concerned with having a counter to Rabble.
Once you start greening against the Rabble player, then Scout is excellent.
Title: Re: Scout Archives
Post by: Elanchana on January 17, 2016, 11:27:26 pm
Okay, it looks like you desperately need someone to side with you seriously. And since I've been in your position before, I'll do my best.

The Green-Grab Function
This is the trademark element of Scout. It can siphon off as many as four victory cards, which are often useless other than their point values, paving the way for your key draw cards to get at the good stuff. In most decks, this effect doesn't make much of a difference, since, for example, a well-constructed engine draws past the green without much effort, or a slog deck doesn't mind having low-income turns anyway. By the time most decks are clogging themselves with green cards, it's too late for Scout to matter. But there are a few times when green-grabbing can get you places you want. Most obviously, with a deck heavy in functional alt-VP, a Scout can get up to that sweet, sweet double-Lab effect. Silk road works too. With a spare buy or two in an Apothecary deck, it can helpfully avoid that nasty pile of victory cards left when you pull all the coppers out from in between them. And then there's the counter to things like Rabble or Bureaucrat, where it can sift right past the attack and get your deck running again.

The Deck Inspection Function
Although it doesn't give the benefits of something like Cartographer, Scout does give you advance knowledge of up to four cards. This gives it great synergy with cards like Wishing Well and Mystic, and also their cousins like Vagrant and Magpie which depend on a certain type of card being there. Even if there's no card that directly benefits from deck inspection, an extra Scout could give you an insight into whether it's worth it to play that big terminal draw card with your last action or not.

The Non-Terminality
Hey, it doesn't waste an action to play it! In this respect, it's vastly superior to other "useless" cards such as Chancellor or Duchess. (I actually made a kingdom with the two lowest-rated cards from each coin price category - Scout was the only non-terminal on the board.) This can lead to some interesting considerations on boards when it's the only non-terminal. Prince it, and you have a permanent village. Have Golem hit it, similar story. And unlike Ruined Village, there's something it does besides give you another action. Speaking as someone who's directly benefited from a Princed Scout, it feels good when you can get that extra action in play and know what's coming next.

The Opportunity Cost
All of this ignores the downside of Scout - it takes four coins and a buy just to stick one in your deck, and even then there's no guarantee you'll draw it at the right time. Sure, outside of a big money deck (with dead-draw tendency) it might pass the silver test, but it rarely passes the other-cards-on-the-board-at-similar-prices test. I'd much rather spend a $4 hand on a Village, or a Vagrant, or a Conspirator, or a Sage, or... the list goes on. There are very few times when a Scout would be essential to someone's deck, no matter how helpful it might be otherwise. This is why it's a card that is often reserved for spare $4 buys, which don't often happen. The strategies that really take advantage of the three functions I mentioned earlier are the exceptions, and even then the nature of a game might not allow time to get enough Scouts to make a difference.
Edit: How the heck could I forget gainers? In games with Ironworks or Workshop or something, Scouts get a lot closer to free, so the opportunity cost can get low enough for you to get the small (sometimes not so small) help that Scout gives without having to pass up something more essential. I agree that if the only important pile of $2-4 actions runs out in an engine game with Ironworks and no victory chips, some Scouts should DEFINITELY leave the pile.

So like, Scout doesn't deserve as bad a rep as it gets, but it needs a bit more power behind it to be relevant enough to shake that reputation.
Title: Re: Scout Archives
Post by: Asper on January 17, 2016, 11:41:24 pm
Guys, in all fairness: Roadrunner is, if i understand correctly, usually playing with his family. If this means what i think it does, many of his games are against several opponents, not one. Engines, while still usually the most viable strategy, are quite a bit harder to build in multiplayer games. More players share the same pool of engine parts, meaning that everyone gets less of them, and more attacks hit your deck. Multiplayer games turn into slogs far quicker. The assumption that all games are engine races where you fight over some "split" is just not accurate.

Edit: Which doesn't mean i claim Scout is any good. It just means that "Rabble is not an argument, you're not supposed to have green!" is not a good point.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 18, 2016, 12:32:14 am
Guys, in all fairness: Roadrunner is, if i understand correctly, usually playing with his family. If this means what i think it does, many of his games are against several opponents, not one. Engines, while still usually the most viable strategy, are quite a bit harder to build in multiplayer games. More players share the same pool of engine parts, meaning that everyone gets less of them, and more attacks hit your deck. Multiplayer games turn into slogs far quicker. The assumption that all games are engine races where you fight over some "split" is just not accurate.

Edit: Which doesn't mean i claim Scout is any good. It just means that "Rabble is not an argument, you're not supposed to have green!" is not a good point.
Not as many games as it may seem are again multiple opponents. I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.
Title: Re: Scout Archives
Post by: Kirian on January 18, 2016, 01:17:28 am
I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.

If there's a source of +Buy on the board, you should be letting her get the first 5-6 Provinces while continuing to build your engine, then win by snagging all the remaining green in a couple of turns, after she has inevitably stalled.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 18, 2016, 01:23:22 am
I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.

If there's a source of +Buy on the board, you should be letting her get the first 5-6 Provinces while continuing to build your engine, then win by snagging all the remaining green in a couple of turns, after she has inevitably stalled.
Okay, I let her get 6 Provinces.
Now I need 2 Provinces, 8 Duchies and 4 Estates (seeing as she didn't trash her estates). I can totally produce $64 coins and 14 buys in 'a couple of turns.'
Title: Re: Scout Archives
Post by: wachsmuth on January 18, 2016, 01:31:02 am
I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.

If there's a source of +Buy on the board, you should be letting her get the first 5-6 Provinces while continuing to build your engine, then win by snagging all the remaining green in a couple of turns, after she has inevitably stalled.
Okay, I let her get 6 Provinces.
Now I need 2 Provinces, 8 Duchies and 4 Estates (seeing as she didn't trash her estates). I can totally produce $64 coins and 14 buys in 'a couple of turns.'

5 Provinces is more doable to catch up to, then you only need 3 Provinces and 5 Duchies. Which can absolutely be done if you've been able to build for 7-8 turns longer than her (assuming there is some real benefit to building for that long, of course). Many boards will also have some sort of catch-up mechanism that aids the engine player (e.g. a slow curser such as Jester, or some sort of engine-friendly alt-VP such as Fairgrounds or Monument).
Title: Re: Scout Archives
Post by: Dingan on January 18, 2016, 03:12:00 am
Scout doesn't counter Rabble

I agree.  Doing the same thing that your opponent is doing to play all those Rabbles would be a better counter to them playing all those Rabbles than would be buying a Scout (or whatever they heck you're trying to do with it).
Title: Re: Scout Archives
Post by: kn1tt3r on January 18, 2016, 04:21:31 am
@RR: What about you come up with a couple of boards where you think Scout is a valuable addition to a deck. Then you (or someone) can do some simulation and possibly some sample games and see how a Scout performs vs. a respective no-Scout deck.

I mean, the point most people are making is that Scout is often not bad to HAVE, but not good enough to GET on most boards. The only way to prove or disprove that point is facts and data.
Title: Re: Scout Archives
Post by: Awaclus on January 18, 2016, 05:22:37 am
The Opportunity Cost
All of this ignores the downside of Scout - it takes four coins and a buy just to stick one in your deck, and even then there's no guarantee you'll draw it at the right time. Sure, outside of a big money deck (with dead-draw tendency) it might pass the silver test, but it rarely passes the other-cards-on-the-board-at-similar-prices test. I'd much rather spend a $4 hand on a Village, or a Vagrant, or a Conspirator, or a Sage, or... the list goes on. There are very few times when a Scout would be essential to someone's deck, no matter how helpful it might be otherwise. This is why it's a card that is often reserved for spare $4 buys, which don't often happen. The strategies that really take advantage of the three functions I mentioned earlier are the exceptions, and even then the nature of a game might not allow time to get enough Scouts to make a difference.
Edit: How the heck could I forget gainers? In games with Ironworks or Workshop or something, Scouts get a lot closer to free, so the opportunity cost can get low enough for you to get the small (sometimes not so small) help that Scout gives without having to pass up something more essential. I agree that if the only important pile of $2-4 actions runs out in an engine game with Ironworks and no victory chips, some Scouts should DEFINITELY leave the pile.

It doesn't pass the Silver test. It doesn't even pass the nothing test. It doesn't get better than nothing until you can take significant advantage of all of the three categories you mentioned above. In other words, before you even consider buying or gaining a Scout over nothing, you should expect your draw pile to contain at least 25% Victory cards when you play Scout, you should have a card that cares about the order of the top of your deck and it should be essential that said card works correctly as much as possible, and you should have a card that benefits from $4 non-terminal Actions named Scout being in your deck. If one of these three is not true, you don't want to gain Scout over nothing, and even if all three are true, you probably don't want to gain Scout over the other alternatives unless there are no other alternatives.

I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.

If there's a source of +Buy on the board, you should be letting her get the first 5-6 Provinces while continuing to build your engine, then win by snagging all the remaining green in a couple of turns, after she has inevitably stalled.
Okay, I let her get 6 Provinces.
Now I need 2 Provinces, 8 Duchies and 4 Estates (seeing as she didn't trash her estates). I can totally produce $64 coins and 14 buys in 'a couple of turns.'

Sounds like two or three turns to me, maybe even one turn if it's a Bridge or Merchant Guild board.

It feels like maybe 1/5 of games (even with Taxman as one of the kingdom cards) tops are BM games, and maybe 1/10 of the ones BM games with Taxman in them don't have anything better, so that's like a 2% gain rate by my estimation. I'd put scout at more like 5%.

Well, looking at this (https://docs.google.com/spreadsheets/d/13mQ1humtQbPLY9nbKscR65dV7hbGPdI3AQkNjMHZpeM/pubhtml?gid=495443102&single=true) thing again, Scout's gain rate is something like 9% and Taxman's is 22%. Both are higher than I would have expected and it's also more in Taxman's favor than I expected, and it also turns out the top 20 players have a significantly higher win rate than usual (over 70%) when they're the only player gaining Taxman, while they have more or less the expected win rate when they're the only player gaining Scout (around 63%). EDIT: I initially had the wrong win rate percentage for Scout.
Title: Re: Scout Archives
Post by: AdamH on January 18, 2016, 07:07:25 am
I'm still waiting for the board where Coppersmith can do anything good (and you have time to make it work).

This one comes to mind (https://www.youtube.com/watch?v=tEXqH5pgWvA) (it was played really badly, though) KC+Coppersmith is one of the more explosive payloads out there.

IGG+Coppersmith is like amazing, I can't believe nobody has mentioned that (though to be fair I've skimmed over a good amount of this thread. I really don't feel like there's much value in talking about Scout anymore TBH but hey it's Dominion so I'll take it :P)

There's this guy (http://forum.dominionstrategy.com/index.php?topic=5704.msg144727#msg144727) from forever ago too.

If you just search the Game Reports subforum for "Coppersmith" you'll find like 55 threads about games where Coppersmith is good. Sure, terminal money isn't the most exciting but nobody's knocking on Poor House and Coppersmith can be just as powerful pretty easily.
Title: Re: Scout Archives
Post by: AdrianHealey on January 18, 2016, 08:14:16 am
My gf and I both made a deck to make Scout work. I guess on both of these you might be incentivized to buy a scout, no?

(http://s23.postimg.org/i6b17cozv/Schermafbeelding_2016_01_18_om_14_11_39.png)

My deck.

(http://s27.postimg.org/78q4zqv2b/Schermafbeelding_2016_01_18_om_14_12_39.png)
(http://[url=http://postimg.org/image/w1zp0ee2n/][img]http://s27.postimg.org/w1zp0ee2n/Schermafbeelding_2016_01_18_om_14_12_39.jpg)[/url][/img]

My girlfriend's deck.

Title: Re: Scout Archives
Post by: Awaclus on January 18, 2016, 08:17:54 am
I guess on both of these you might be incentivized to buy a scout, no?

No.
Title: Re: Scout Archives
Post by: AdrianHealey on January 18, 2016, 08:19:54 am
I guess on both of these you might be incentivized to buy a scout, no?

No.

Especially in the first one, I'd find it weird. How would you play on that particular board?

Crossroads likes green, scout likes green, wishing well and mystic like knowing what's coming and storeroom likes additonal cards in your hand. And Harem and Nobles are not-not useful. Princing a scout on this board seems... potentially worth it.
Title: Re: Scout Archives
Post by: assemble_me on January 18, 2016, 08:24:34 am
My gf and I both made a deck to make Scout work. I guess on both of these you might be incentivized to buy a scout, no?
...

I wouldn't get Scout in your GF's deck. I'd probably open NV/Jack (maybe NV/Black Market) and go for Native Villages, Rabbles, some Nobles and Goons, hoping for extra Villages and Trashing from the BM. Scout seems not worth it, because I probably would not get enough green cards even with Nobles and some Great Halls (but you rather take Peddlers from spare buys)

Not so sure about the first one. It might be okay here, guess the heart of the deck should be Crossroads/Nobles, though.
Title: Re: Scout Archives
Post by: Awaclus on January 18, 2016, 08:26:00 am
Especially in the first one, I'd find it weird. How would you play on that particular board?

Depending on my draws, I might just go for pretty much Nobles+BM or do something BM-like with Mystics and Wishing Wells. Near the end of the game I'd get a few Crossroads too.
Title: Re: Scout Archives
Post by: AdrianHealey on January 18, 2016, 08:28:43 am
My gf and I both made a deck to make Scout work. I guess on both of these you might be incentivized to buy a scout, no?
...

I wouldn't get Scout in your GF's deck. I'd probably open NV/Jack (maybe NV/Black Market) and go for Native Villages, Rabbles, some Nobles and Goons, hoping for extra Villages and Trashing from the BM. Scout seems not worth it, because I probably would not get enough green cards even with Nobles and some Great Halls (but you rather take Peddlers from spare buys)

Not so sure about the first one. It might be okay here, guess the heart of the deck should be Crossroads/Nobles, though.

Hers was more of a 'let's see if we can make it work without deliberately aiming for it'. Mine was, obviously, created with 'let's put everything that works with scout in one deck'.

Before you get to nobles, you wouldn't pick up a scout?

Either way: if that deck doesn't make you want to buy a scout, than I really do think nothing will.
Title: Re: Scout Archives
Post by: AdamH on January 18, 2016, 08:33:09 am
Let me try and be more helpful than Awaclus while still getting less upvotes.

On the first board, your payload is "draw a bunch of cards and play some Storerooms" -- not all that explosive and it might lose to Big Money with the decent-ish enablers here (Warehouse is probably better for big money than it is for something involving Scout). If you want me to buy Scout on this board, throw in some Copper trashing and a bigger payload (the second board has Goons on it, that seems pretty good). EDIT: I've found Scout/Crossroads is only good in puzzles when you get to assume perfect shuffle luck. Otherwise, you end up taking green from your next hand where your CR was while not being able to use it this hand, just as often as you make something good happen with it.

The second board has Black Market. Gross. The thing is, there's another source of draw on the board (Rabble) that is really stinkin' good. Makes me not want Scout. Also there's no Copper trashing unless you can find it in the BM deck -- this is really important because without a way to thin Coppers, you're not really ever going to be able to consistently line up two cards that Scout can draw in the four that it can see, and if you can't do that, there's no reason to build your entire deck/draw strategy around making that work when there's an alternative (Rabble) that is really good. Yeah, it's terminal, but you can go digging in the BM deck for villages if you want and you're more likely to succeed. That plus the attack is non-trivial.


Finally, this may be useful to you:

Code: [Select]
[img width=640]http://s23.postimg.org/i6b17cozv/Schermafbeelding_2016_01_18_om_14_11_39.png[/img]
My deck.

[img width=640]http://s27.postimg.org/78q4zqv2b/Schermafbeelding_2016_01_18_om_14_12_39.png[/img]
My girlfriend's deck.

Gets you this, which on lower resolutions will make it much easier to view the images :-)

(http://s23.postimg.org/i6b17cozv/Schermafbeelding_2016_01_18_om_14_11_39.png)
My deck.

(http://s27.postimg.org/78q4zqv2b/Schermafbeelding_2016_01_18_om_14_12_39.png)
My girlfriend's deck.
Title: Re: Scout Archives
Post by: AdrianHealey on January 18, 2016, 08:36:28 am
Let me try and be more helpful than Awaclus while still getting less upvotes.

On the first board, your payload is "draw a bunch of cards and play some Storerooms" -- not all that explosive and it might lose to Big Money with the decent-ish enablers here (Warehouse is probably better for big money than it is for something involving Scout). If you want me to buy Scout on this board, throw in some Copper trashing and a bigger payload (the second board has Goons on it, that seems pretty good)

Fair enough. I am not trying to prove Scout's point. I was just wondering how bad people consider scout to be. If you wouldn't buy it on the first deck, you really consider it shit. FWIW: I just tried a few scenario's, and my best game on the first deck still involved buying one or two scouts, on the way of getting nobles.

Maybe it helped that it's a colony/platinum game.


Finally, this may be useful to you:


I have been googling for something like this, but couldn't find it. Thanks!
Title: Re: Scout Archives
Post by: Awaclus on January 18, 2016, 08:38:11 am
Mine was, obviously, created with 'let's put everything that works with scout in one deck'.

That's not how it works, though. It doesn't matter how many different cards there are that synergize with Scout's deck ordering ability or the Victory card drawing ability, what matters is that in the dominant strategy that you're already going for regardless of Scout, there must be a reason to expect the top cards of your deck to have a significant amount of Victory cards, there must be a way to significantly benefit from the deck ordering, there must be a way to benefit from the fact that Scout is a non-terminal Action, and there must be a way to gain Scout for no opportunity cost at all.

For the record, yours is the kind of a kingdom where I'd buy Taxman if Scout was Taxman.
Title: Re: Scout Archives
Post by: AdrianHealey on January 18, 2016, 08:43:47 am
Mine was, obviously, created with 'let's put everything that works with scout in one deck'.

That's not how it works, though. It doesn't matter how many different cards there are that synergize with Scout's deck ordering ability or the Victory card drawing ability, what matters is that in the dominant strategy that you're already going for regardless of Scout, there must be a reason to expect the top cards of your deck to have a significant amount of Victory cards, there must be a way to significantly benefit from the deck ordering, there must be a way to benefit from the fact that Scout is a non-terminal Action, and there must be a way to gain Scout for no opportunity cost at all.

For the record, yours is the kind of a kingdom where I'd buy Taxman if Scout was Taxman.

One and three are definitely true in this particular deck, though. Two... possibily. Four... also possible, because there is no other $4 card.

I also don't think you are right in saying that all of these need to be present, if some of these are *strongly* present. Given the amount of green cards (and the other card that synergizes with green: crossroads), I'd say that compensates for the lesser importance of 3. (Although that's still possible, if you buy wishingwell/mystic.)

Not that I am specifically defending scout, maybe just defending scout on this deck. But the fact that you need to design an entire kingdom just to make one card work... (and even then it seems like it's not the deck to be) seems to count against that card.
Title: Re: Scout Archives
Post by: Awaclus on January 18, 2016, 09:00:45 am
I also don't think you are right in saying that all of these need to be present, if some of these are *strongly* present. Given the amount of green cards (and the other card that synergizes with green: crossroads), I'd say that compensates for the lesser importance of 3. (Although that's still possible, if you buy wishingwell/mystic.)

Like I said, it doesn't matter how many different green cards there are in the kingdom. If you just suddenly had all of them in your deck, you would want Scout, but you're not going to buy enough of them for Scout to be better than nothing.

In fact, I recently played a game where all of those four were true, and Scout was just good enough to be better than nothing. My opponent got it too early and it sucked for him. http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160113/log.0.1452694196857.txt

Scrying Pool benefited from the deck ordering very significantly, Scrying Pool + Vault benefited from an extra Action card being in my deck, the combined lack of Estate trashing and +buy and the presence of Nobles meant that I would need to have a lot of green cards in my deck at some point before the end of the game, and I could gain Scouts with the Border Villages that I wanted to buy anyway just for being $6 Villages after I felt like I had enough (i.e. 3) Young Witches.
Title: Re: Scout Archives
Post by: AdamH on January 18, 2016, 09:02:41 am
Maybe it helped that it's a colony/platinum game.

Hmm, this is an important bit of information -- this might be enough payload for me to invest in the Nobles/Storeroom/whatever shenanigans and potentially help Scout pass the Silver test. OTOH, my point about Scout not being able to reliably find two or more cards still stands, I think in the endgame on bad hands if I had enough Great Halls I might pick up a Scout. Hmm, maybe I'd just get a Crossroads instead. I dunno. Seems pretty edge-casey still.

For the record, yours is the kind of a kingdom where I'd buy Taxman if Scout was Taxman.

In a Colony game, Taxman is actually quite good.

Awaclus is making a lot of really good points, actually. Seriously, everyone should +1 his posts :)
Title: Re: Scout Archives
Post by: Dingan on January 18, 2016, 12:09:43 pm
IGG+Coppersmith is like amazing, I can't believe nobody has mentioned that

http://forum.dominionstrategy.com/index.php?topic=12757.msg533762#msg533762
Title: Re: Scout Archives
Post by: AdamH on January 18, 2016, 12:12:07 pm
IGG+Coppersmith is like amazing, I can't believe nobody has mentioned that

http://forum.dominionstrategy.com/index.php?topic=12757.msg533762#msg533762

Yes, yes, I meant in this thread. But yes.
Title: Re: Scout Archives
Post by: enfynet on January 18, 2016, 02:07:13 pm
In that one sample game, I would probably take a few Warehouse before any Scout. The sifting is better and will improve your current hand. If Coin Tokens taught me anything about Dominion, it's to take advantage of your turn now, and not hope for better turns later. Warehouse does this, Scout does not.
Title: Re: Scout Archives
Post by: AdamH on January 18, 2016, 02:21:20 pm
Let me try and be more helpful than Awaclus while still getting less upvotes.

Jeez, I didn't think I'd fail on both accounts. Seriously, why (http://forum.dominionstrategy.com/index.php?topic=14594.msg560737#msg560737) aren't these posts (http://forum.dominionstrategy.com/index.php?topic=14594.msg560742#msg560742) getting more upvotes? (http://forum.dominionstrategy.com/index.php?topic=14594.msg560748#msg560748)
Title: Re: Scout Archives
Post by: zeruf on January 18, 2016, 04:12:08 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
Title: Re: Scout Archives
Post by: Awaclus on January 18, 2016, 05:22:18 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it

I read that as "camrip" as first.

Man, if only we had a camrip of the first Kizumonogatari movie, I wouldn't be having all these discussions about Scout either.
Title: Re: Scout Archives
Post by: enfynet on January 18, 2016, 07:01:16 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.
Title: Re: Scout Archives
Post by: AdrianHealey on January 18, 2016, 07:12:16 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?
Title: Re: Scout Archives
Post by: Limetime on January 18, 2016, 09:45:08 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?
At four coins can trip scout is pretty powerful
Title: Re: Scout Archives
Post by: XerxesPraelor on January 18, 2016, 10:15:31 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?
At four coins can trip scout is pretty powerful


It would probably be at a similar power to Farming Village, as the villageness is probably corresponding to the increase in scout's ability's strength.
Title: Re: Scout Archives
Post by: Asper on January 18, 2016, 10:18:40 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?

You mean like Wandering Minstrel?
Title: Re: Scout Archives
Post by: A Drowned Kernel on January 18, 2016, 11:54:32 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?

You mean like Wandering Minstrel?

Scout's effect on a village would still be weaker than Wandering Minstrel. That's how bad Scout is.
Title: Re: Scout Archives
Post by: eHalcyon on January 19, 2016, 12:02:33 am
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?

You mean like Wandering Minstrel?

Scout's effect on a village would still be weaker than Wandering Minstrel. That's how bad Scout is.

I actually think it would be pretty good.  The deck inspection and handsize increase can be very useful, enough that I think it would be competitive with Wandering Minstrel.  The comparison with Cartographer even makes me wonder if it should be $5.
Title: Re: Scout Archives
Post by: Dingan on January 19, 2016, 03:00:48 am
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?

You mean like Wandering Minstrel?

Scout's effect on a village would still be weaker than Wandering Minstrel. That's how bad Scout is.

I actually think it would be pretty good.  The deck inspection and handsize increase can be very useful, enough that I think it would be competitive with Wandering Minstrel.  The comparison with Cartographer even makes me wonder if it should be $5.

I agree.  I think it would be somewhere between an average $4 and an average $5.  I would probably buy this over Farming Village almost all the time.  But I would think Wandering Minstrel and Fishing Village are still more powerful, mostly because of how generally when you're going for an engine, your deck is usually rid of green.  Hence the deck inspection would be its main benefit.  I would probably still put it at $4 though (which is hilarious considering Scout is already $4 lolz).
Title: Re: Scout Archives
Post by: Awaclus on January 19, 2016, 06:40:18 am
Just being a cantrip would go a long way because then it would be trivially better than nothing in the majority of cases.
Title: Re: Scout Archives
Post by: theright555J on January 19, 2016, 11:44:12 am
I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.

If there's a source of +Buy on the board, you should be letting her get the first 5-6 Provinces while continuing to build your engine, then win by snagging all the remaining green in a couple of turns, after she has inevitably stalled.
Okay, I let her get 6 Provinces.
Now I need 2 Provinces, 8 Duchies and 4 Estates (seeing as she didn't trash her estates). I can totally produce $64 coins and 14 buys in 'a couple of turns.'

The real issue is that if you are "letting" her get that far ahead and NOT building toward a megaturn engine that is capable of producing vast amounts of VP like that in 1-2 turns, then you are playing suboptimally.  Scout does not really help in such situations.  And if you happen to be acquiring Scout earlier in the game as opposed to something like Silver (i.e. "Silver test") could be a reason why you get into that predicament in the first place.
Title: Re: Scout Archives
Post by: Limetime on January 19, 2016, 12:41:34 pm
Roadrunner's Response to Criticism
Any good card can take criticism, just look at Goon Garden and his brush with King's Court, which is thought to be one of the best kingdom cards in Dominion. So, whenever I find criticism, I will requote it here and counter it with facts and logic.


"I think generally the criticism of Scout sums up in the words 'Opportunity cost.' It only hurts you because it is taking the place of something that would help you more." -Jamfamsam

Thank you, Jamfamsam, for providing a common argument as to why Scout is bad. However, what is there that might help you more? Cards like Sea Hag, JOAT and Remake are generally better than Scout, I will not argue that they are better than Scout. But here's the thing that causes lots of people to disagree with me: I think Scout passes the Silver Test. I don't think Scout's opportunity cost is super high. So the 'Oppurtunity Cost' argument doesn't faze me because it doesn't make sense; Scout doesn't have high Opportunity Cost.
The main thing against scout is that it does less than nothing for your deck. About the only things that make scout worth buying are proccesion on a board without other non-terminals you want to trash and without villages, or scout apothecary with no better option.
There is an opportunity cost when comparing with non like cards. Silver is worth 2$ and can not be drawn dead. Scout is a card that looks at the top 4 cards of your deck and puts them back with the seldom case of drawing victory cards
"I would like Roadrunner to first defend the position that Scout passes the Silver test." -Jamfamsam
Thank you again, Jamfamsam, for offering difficult and exciting questions to help keep this thread updated. First, let's talk about how Scout costs $4 and Silver costs $3. If Silver was better than Scout either Scout would be better, Silver would be worse, Silver would cost more or Scout would cost less. There's also the fact that the 'Silver Test' is not only outdated but also made up, Scout and Silver are very different cards. You can't pit cards that do such different things again each other. If there was a Cartographer test, I doubt Scout would pass that. But a Silver test? Really? Silver is sometimes better than Scout, but Silver is also sometimes better than King's Court. If Gold is better than King's Court 90-93% of the time, and Silver is 2/3 as good as Gold, then Silver is better than King's Court 60-61% of the time. But in all seriousness Jamfamsam, I would encourage you to look at the Combos section or Counters section. These will show you cards that when you have a lot of them or when your opponent has a lot of them (for the sake of Counters), Scout will be better than Silver.
THis whole argument is based on the premise that scout is better than silver at least some notable amt. of time which it isn't.
"All things considered, Copper is a significantly stronger card than Scout." -Eevee
I suspect this is a troll, but I will address it anyway. Eevee, Scout is better than Silver most of the time. Silver is better than Copper most of the time. We know this because of my response right above this one about how Scout passes the Silver Test. So, if we read that, we can say that Scout is almost always better than Copper. But think about it this way: Silver is better than King's Court 60-61% of the time, and Copper is 1/2 as bad as Silver. So Copper is better than King's Court 30-30.5% of the time. This means Scout is better than King's Court at least 30% of the time.
Copper and scout are close but I think scout might be slightly better?
Title: Re: Scout Archives
Post by: theright555J on January 19, 2016, 01:01:07 pm
Copper and scout are close but I think scout might be slightly better?

In the case of playing scout and drawing no victory cards, it is actually worse than copper.

Playing scout and drawing one victory card, it is marginal (cycled one dead card but effectively did nothing) so I'd still say worse than copper given that you took the effort to add it to your deck.

Playing scout and drawing 2+ victory cards, it is probably better than copper, but not by much.

This is all assuming that you're unable to do anything with the top-deck inspection, but it's quite unusual to be able to get enough value out of that to push the balance in Scout's favor.

So most of the time Scout is worse than copper.
Title: Re: Scout Archives
Post by: Awaclus on January 19, 2016, 01:07:33 pm
Yeah, I definitely trash Swindled Scouts over Coppers a lot of the time. Not always, though.
Title: Re: Scout Archives
Post by: Deadlock39 on January 19, 2016, 02:39:06 pm
If your deck has enough green in it to make Scout worth having, then Copper is probably a pretty good card for your deck.
Title: Re: Scout Archives
Post by: Mavy2k on January 19, 2016, 02:45:22 pm
Well, I would pick scout over copper, if there is a remodel type card on the board.
Otherwise you would have to spend some effort in constructing a board where scout would actually be decent.
I can think of some boards where getting a scout can be okay, but none where it would be great.
Title: Re: Scout Archives
Post by: xyz123 on January 19, 2016, 05:06:39 pm
A deck type I have found Scout to be useful (although not enough to make it a must buy) in is a Scrying Pool/Vineyard deck. Clearing out the victory cards and re-ordering can help set up the next Scrying Pool draw.
Title: Re: Scout Archives
Post by: Limetime on January 19, 2016, 05:15:16 pm
The reason why you buy scout is not to draw vp. The reason you should buy it is its a blitz game.
Title: Re: Scout Archives
Post by: A Drowned Kernel on January 19, 2016, 09:57:43 pm
If only scout was a cantrip, then we wouldn't be having all these discussions about it
If Scout was a cantrip we would be comparing it directly to Cartographer and Apothecary.

It would still be weak. :p

What if Scout was a Village variant? Scout-effect + 2 actions + 1 card?

You mean like Wandering Minstrel?

Scout's effect on a village would still be weaker than Wandering Minstrel. That's how bad Scout is.

I actually think it would be pretty good.  The deck inspection and handsize increase can be very useful, enough that I think it would be competitive with Wandering Minstrel.  The comparison with Cartographer even makes me wonder if it should be $5.

It would be a solid $4 but not clearing out coppers and curses is rough.
Title: Re: Scout Archives
Post by: Roadrunner7671 on January 19, 2016, 10:09:56 pm
Let me try and be more helpful than Awaclus while still getting less upvotes.

Jeez, I didn't think I'd fail on both accounts. Seriously, why (http://forum.dominionstrategy.com/index.php?topic=14594.msg560737#msg560737) aren't these posts (http://forum.dominionstrategy.com/index.php?topic=14594.msg560742#msg560742) getting more upvotes? (http://forum.dominionstrategy.com/index.php?topic=14594.msg560748#msg560748)
Because they're wrong.

This has turned into a roast session for Scout, which I don't mind, but it's time for more updates in the OP. Sadly, I actually have work (for once) so that'll have to wait.
Title: Re: Scout Archives
Post by: eHalcyon on January 20, 2016, 01:38:53 am
Let me try and be more helpful than Awaclus while still getting less upvotes.

Jeez, I didn't think I'd fail on both accounts. Seriously, why (http://forum.dominionstrategy.com/index.php?topic=14594.msg560737#msg560737) aren't these posts (http://forum.dominionstrategy.com/index.php?topic=14594.msg560742#msg560742) getting more upvotes? (http://forum.dominionstrategy.com/index.php?topic=14594.msg560748#msg560748)
Because they're wrong.

This has turned into a roast session for Scout, which I don't mind, but it's time for more updates in the OP. Sadly, I actually have work (for once) so that'll have to wait.

Not really.  AdamH is being personally humble and/or overly cynical of f.ds there; he got more upvotes because be was more helpful.  Note that the post in which he was helpful was further explaining why Scout is no good. :P
Title: Re: Scout Archives
Post by: GendoIkari on January 20, 2016, 02:23:35 pm

I have been googling for something like this, but couldn't find it. Thanks!

Shameless plug: Install the F.DS Chrome extension and use the fancy "Kingdom" button to insert your images in a good size.
Title: Re: Scout Archives
Post by: Elanchana on January 22, 2016, 12:59:47 pm
Scouty served me well in this game. (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160122/log.0.1453440329520.txt)
Title: Re: Scout Archives
Post by: faust on January 22, 2016, 01:26:54 pm
Scouty served me well in this game. (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160122/log.0.1453440329520.txt)

Eh. It is okay-ish, but I'm not convinced you should get it as early as you did. Your opponent ignores Vineyards here, so you would have pretty much won no matter what. But by the end of the game, you don't have a single terminal in your deck (well, you have 3 Crossroads, but that's at most 2 terminals). Either one of Monument/Horse Traders/Smithy would have been a better buy than Scout. You only get Scout in this game once you have some Vineyards, and by then the game it mostly over.
Title: Re: Scout Archives
Post by: Roadrunner7671 on February 09, 2016, 09:21:38 pm
EDITS: Added Inheritance combo, added Golden Decks sections as well as the Golden Deck: Inherited Schemes. 
Title: Re: Scout Archives
Post by: AdamH on February 10, 2016, 07:44:11 am
EDITS: Added Inheritance combo, added Golden Decks sections as well as the Golden Deck: Inherited Schemes.

I know this came up in the Ypsilanti tournament where some people were playing it incorrectly -- if you Inherit Scouts but have a Teacher-token on the Scout pile (you aren't allowed to put them on the Estate pile) then you only get the token bonus when playing actual Scouts, not Estate-Scouts. Those tokens help you when you play a card *from that pile*, which Estates aren't from the same pile.

Inheritance and Scout have a wonderful synergy, yes, but Inheriting Scouts themselves is pretty much never a good idea. You would rather Inherit something else that's actually good and buy #TheRealDeal Scouts to draw the Estates.
Title: Re: Scout Archives
Post by: 2.71828..... on May 22, 2016, 12:26:41 am
I....I....played a game....where Scout......was good. (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160522/log.0.1463890806271.txt)

(http://wiki.dominionstrategy.com/images/6/65/Quarry.jpg) (http://wiki.dominionstrategy.com/index.php/Quarry) (http://wiki.dominionstrategy.com/images/4/46/Scout.jpg) (http://wiki.dominionstrategy.com/index.php/Scout) (http://wiki.dominionstrategy.com/images/c/cf/Talisman.jpg) (http://wiki.dominionstrategy.com/index.php/Talisman) (http://wiki.dominionstrategy.com/images/3/3a/Explorer.jpg) (http://wiki.dominionstrategy.com/index.php/Explorer) (http://wiki.dominionstrategy.com/images/7/71/Adventurer.jpg) (http://wiki.dominionstrategy.com/index.php/Adventurer) (http://wiki.dominionstrategy.com/images/e/ea/Farmland.jpg) (http://wiki.dominionstrategy.com/index.php/Farmland) (http://wiki.dominionstrategy.com/images/b/b6/Nobles.jpg) (http://wiki.dominionstrategy.com/index.php/Nobles)
(http://wiki.dominionstrategy.com/images/a/ac/Alms.jpg) (http://wiki.dominionstrategy.com/index.php/Alms) (http://wiki.dominionstrategy.com/images/e/e3/Expedition.jpg) (http://wiki.dominionstrategy.com/index.php/Expedition) (http://wiki.dominionstrategy.com/images/e/ed/Fool's_Gold.jpg) (http://wiki.dominionstrategy.com/index.php/Fool's Gold) (http://wiki.dominionstrategy.com/images/6/67/Native_Village.jpg) (http://wiki.dominionstrategy.com/index.php/Native Village) (http://wiki.dominionstrategy.com/images/9/9b/University.jpg) (http://wiki.dominionstrategy.com/index.php/University)
Code: [Select]
Alms, Expedition, Fool's Gold, Native Village, University, Quarry, Scout, Talisman, Explorer, Adventurer, Farmland, Nobles
Title: Re: Scout Archives
Post by: Titandrake on May 22, 2016, 12:53:34 am
Just think, if there was +Buy in the kingdom Scout/NV/Nobles could actually have been the right thing to do.
Title: Re: Scout Archives
Post by: faust on May 22, 2016, 09:32:59 am
Just think, if there was +Buy in the kingdom Scout/NV/Nobles could actually have been the right thing to do.

+buy or no, this should be Fool's Gold/BM.

But I guess if your opponent's first turn is:

Plays 3 Coppers
Buy Alms

then it's possible to win with a Scout strategy.
Title: Re: Scout Archives
Post by: Seprix on June 15, 2016, 04:32:43 pm
(https://dl.dropboxusercontent.com/s/5bw2u8jkjeah5m4/500px-ScoutingPartyArt.png?dl=0)

Scout didn't choose the Thug Life. The Thug Life chose him. He's such a player, picking up those Harem.
Title: Re: Scout Archives
Post by: Dingan on July 27, 2016, 03:13:54 pm
Really wanted to share the log but the dang game log site has been down for like a week now, but...
I totally Expanded a Potion into a Scout (and it was a good idea, at least I think it was).  If I recall correctly, Apothecary was involved.

EDIT:
Site works again!

http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160725/log.0.1469432270525.txt

---------- Dingan: turn 12 ----------
Dingan - plays Expand
Dingan - trashes Potion
Dingan - gains Scout
Title: Re: Scout Archives
Post by: Roadrunner7671 on August 30, 2016, 03:54:43 am
Necro time. I got a Chromebook recently. I did everything in the OP on mobile and that was hard but now that I have more power I'll definitely revive this.
Title: Re: Scout Archives
Post by: Seprix on August 30, 2016, 10:45:11 am
(https://dl.dropboxusercontent.com/s/udalbkw7vcr5vel/ScoutRoadRunner.png?dl=0)
Title: Re: Scout Archives
Post by: Roadrunner7671 on August 30, 2016, 12:08:26 pm
That's amazing
Title: Re: Scout Archives
Post by: Seprix on August 30, 2016, 01:11:08 pm
That's amazing

If you insist.