When should I buy? - cheap actions to trash, Rats
The article has been filled out some.
Jomini, I'm only including specific standout card interactions.
I'm sure that's all interesting, but, as LastFootnote pointed out, most of this is tl;dr. I'd rather get to the essence of of Death Cart and point out those cards that have a great interaction with Death Cart specifically, these being Rats and Fortress. I'm not going to list every interaction with every Dominion card.
EDIT: However, I will take your points on countering Death Cart into consideration.
I'm sure that's all interesting, but, as LastFootnote pointed out, most of this is tl;dr. I'd rather get to the essence of of Death Cart and point out those cards that have a great interaction with Death Cart specifically, these being Rats and Fortress. I'm not going to list every interaction with every Dominion card.
EDIT: However, I will take your points on countering Death Cart into consideration.
Fortress is worth a direct mention, but I'm not sure Rats is. Instead, generalize to "cheap non-terminal action gainers", of which Rats is one. Rats has some advantages in that it is cantrip and has a small on-trash bonus, but I don't think it is so much greater than Ironworks, for example.
I'm sure that's all interesting, but, as LastFootnote pointed out, most of this is tl;dr. I'd rather get to the essence of of Death Cart and point out those cards that have a great interaction with Death Cart specifically, these being Rats and Fortress. I'm not going to list every interaction with every Dominion card.
EDIT: However, I will take your points on countering Death Cart into consideration.
Fortress is worth a direct mention, but I'm not sure Rats is. Instead, generalize to "cheap non-terminal action gainers", of which Rats is one. Rats has some advantages in that it is cantrip and has a small on-trash bonus, but I don't think it is so much greater than Ironworks, for example.
Rats is much greater than Ironworks in this instance, because Rats clones itself and replaces other cards, which Ironworks doesn't. So you can only gain a new card in a hand you have Ironworks (so, once or twice per shuffle). But you can play Rats several times per shuffle. And since Rats replaces instead of adding, you get to the crappy Actions you want to trash more often.
I'm sure that's all interesting, but, as LastFootnote pointed out, most of this is tl;dr. I'd rather get to the essence of of Death Cart and point out those cards that have a great interaction with Death Cart specifically, these being Rats and Fortress. I'm not going to list every interaction with every Dominion card.
EDIT: However, I will take your points on countering Death Cart into consideration.
Fortress is worth a direct mention, but I'm not sure Rats is. Instead, generalize to "cheap non-terminal action gainers", of which Rats is one. Rats has some advantages in that it is cantrip and has a small on-trash bonus, but I don't think it is so much greater than Ironworks, for example.
Rats is much greater than Ironworks in this instance, because Rats clones itself and replaces other cards, which Ironworks doesn't. So you can only gain a new card in a hand you have Ironworks (so, once or twice per shuffle). But you can play Rats several times per shuffle. And since Rats replaces instead of adding, you get to the crappy Actions you want to trash more often.
I cede that trashing out Coppers/Estates can be useful for DC to find actions to trash. Not sure what you mean about playing several times per shuffle though. When you play Rats, you gain 1 Rats. When you play IW, you can choose to gain 1 IW. The differences are that Rats will draw and trash a card while IW does neither.
True. You can gain Ironworks with Ironworks - forgot about that. I was just thinking of Ironworksing Pearl Divers or something.
Fortress is worth a direct mention, but I'm not sure Rats is. Instead, generalize to "cheap non-terminal action gainers", of which Rats is one.And Ironworks is the other.
Also, for those interested, the 1st and 2nd rules of Dominion are:Yes yes yes yes yes yes yes.
1) Depends on the Kingdom.
2) Only buy the penultimate Province if you're ahead enough in points.No no no no no no no no no.
Also, for those interested, the 1st and 2nd rules of Dominion are:Yes yes yes yes yes yes yes.
1) Depends on the Kingdom.Quote2) Only buy the penultimate Province if you're ahead enough in points.No no no no no no no no no.
Yes, PPR. Which is not what you're saying there at all. And also generally really overrated. It's important, but ti's not the hugely game-warping thing people make it out to be. But most important, go read the actual PPR (http://dominionstrategy.com/2011/03/28/the-penultimate-province-rule/), which is quite well done, and does not cover NEARLY so many cases as people make out. People seem to think it means everything almost up to 'never buy the penultimate province', but it really doesn't.Also, for those interested, the 1st and 2nd rules of Dominion are:Yes yes yes yes yes yes yes.
1) Depends on the Kingdom.Quote2) Only buy the penultimate Province if you're ahead enough in points.No no no no no no no no no.
But... but... PPR...
Yes, PPR. Which is not what you're saying there at all. And also generally really overrated. It's important, but ti's not the hugely game-warping thing people make it out to be. But most important, go read the actual PPR (http://dominionstrategy.com/2011/03/28/the-penultimate-province-rule/), which is quite well done, and does not cover NEARLY so many cases as people make out. People seem to think it means everything almost up to 'never buy the penultimate province', but it really doesn't.Also, for those interested, the 1st and 2nd rules of Dominion are:Yes yes yes yes yes yes yes.
1) Depends on the Kingdom.Quote2) Only buy the penultimate Province if you're ahead enough in points.No no no no no no no no no.
But... but... PPR...
And of course, you have to look at how the decks are stalling vs their longevity, what other cheaper VP options there are, etc. etc.
It's changed a lot since I read it, so I just went back through. Well, I think I've played two games, IRL, with death cart, and I don't think I even bought one. So I really don't know much. But there are quite a few things in the article which I would be absolutely SHOCKED if they were actually correct.Yes, PPR. Which is not what you're saying there at all. And also generally really overrated. It's important, but ti's not the hugely game-warping thing people make it out to be. But most important, go read the actual PPR (http://dominionstrategy.com/2011/03/28/the-penultimate-province-rule/), which is quite well done, and does not cover NEARLY so many cases as people make out. People seem to think it means everything almost up to 'never buy the penultimate province', but it really doesn't.Also, for those interested, the 1st and 2nd rules of Dominion are:Yes yes yes yes yes yes yes.
1) Depends on the Kingdom.Quote2) Only buy the penultimate Province if you're ahead enough in points.No no no no no no no no no.
But... but... PPR...
And of course, you have to look at how the decks are stalling vs their longevity, what other cheaper VP options there are, etc. etc.
I did so. What do you think of the article itself?
It's changed a lot since I read it, so I just went back through. Well, I think I've played two games, IRL, with death cart, and I don't think I even bought one. So I really don't know much. But there are quite a few things in the article which I would be absolutely SHOCKED if they were actually correct.
I'm sure that's all interesting, but, as LastFootnote pointed out, most of this is tl;dr. I'd rather get to the essence of of Death Cart and point out those cards that have a great interaction with Death Cart specifically, these being Rats and Fortress. I'm not going to list every interaction with every Dominion card.
EDIT: However, I will take your points on countering Death Cart into consideration.
I'm sure that's all interesting, but, as LastFootnote pointed out, most of this is tl;dr. I'd rather get to the essence of of Death Cart and point out those cards that have a great interaction with Death Cart specifically, these being Rats and Fortress. I'm not going to list every interaction with every Dominion card.
EDIT: However, I will take your points on countering Death Cart into consideration.
The essence of Death Cart is that is either a huge one shot payment that junks your deck or it is a large payload card that needs to be paired with trashing targets.
Using it as a one-shot is perfectly fine if the one shot is powerful enough to warrant junking your deck with 2 garbage cards. Forge, Kc, Expand, Altar, Plat, the first province in a Tournament game all fit in here. If you are playing it because it is the easiest way in the game to get an early 6+ coin card, that can be viable.
But say you don't get a big enough reward to one shot? What do you really need? A way to pair up Dthcrt with its targets. Enter sifting, trashing, or live draw.
Dthcrt/Fortress alone is pretty much crap, you need 4 cards in hand: any village (including Fortress), Fortress, and two Dthcrts to hit Province. Without sifting, trashing, or live draw ... good luck. However add in one simple synergy card, like say Courtyard, and suddenly this becomes a viabl-ish Colony engine.
In any event, how much Death Cart have you actually played? Market Square/Death Cart is insanely good. Play one card, discard one card - gain a gold, buy a gold; how many other 2 card combos can hit that? How many of those 2 card combos can you open? Dthcrt/Mrksqr is almost as good as Tr/Explorer with province in hand, Tr/Mint with Gold in hand, or Warehouse/Tunnel/Tunnel. Of course, on top of all that you end up with a cantrip +buy which goes a long way towards mitigating one of the problems of huge coin totals - not having the +buys to use it effectively. Yeah it works best with any one of the following: a non-terminal sifter, moderate trashing (e.g. Steward), or live draw, but that is just about every Dthcrt setup minus Rats.
Right now your article is dead wrong on several key aspects: Dthcrt doesn't give a damn about treasure, it cares about the likelihood of pairing it with a junk action to trash. One way to do that is to have a big engine with a high action-card density. Another is to use cards to sift for you. Hunting Party/Plat/Dthcrt/Copper is an assured colony and the Hunting Parties will find your Ruins easily. Other options, like top decking, draw & sift, Tactician, etc. all work extremely well with Plat/Dthcrt - even without +action. On most boards it is NOT just enough to have Dthcrt and a source of cheap actions - you really need a way to line things up and often a way to use whatever cash you have over 8 coin.
I mean seriously if you use Iw to gain a cheap card for Dthcrt to hit, that gives you 5 coin spread over 3 cards in the long run you had to draw (Iw, Dthcrt, and the trashed card) that's worse than silvers for a lot of engines. The big advantage of Dthcrt is that is givens a really high variance to your hands (which is good); like most high variance cards that makes sifting, big live draw, or trashing a really strong part of deciding to play it.
Tradering the Ruins will give you a Death Cart and two Silvers. That should guarantee you a Province buy, but probably just one, since you'll most likely be trashing the Death Cart. I have not tried this yet, though.Well I mean, how often are you going to have both? But yeah, you're probably giving up the death cart much faster. On the other hand, you have two silvers in your deck rather than two dead cards, and I think that at least reasonably often this is actually right - I certainly wouldn't call it idiotic. I probably just wouldn't mention it at all, because it will almost never come up.
My rule 3 is not about overpaying - it's about not using all of what you pay for. There's nothing wrong with pay $8 for Herbalist if you really need the +Buy. However, there is something wrong with paying $5 for a City if you don't desperately need the +Actions and there's little likelihood of a pile running out anytime soon. There is something wrong with paying for a card, and then not using all of what you pay for.Yeah, but what do you mean by that? Because I am basing my comments largely on a video you did where you criticize and ridicule your opponent for buying mining villages and then not trashing them on multiple occasions, and you were being REALLY unfair to your opponent on that, because he SHOULD be keeping those villages around and not trashing them. Yeah, he isn't getting all the use out of mining village, but really, he's just paying for a village, and he'd be happy to pay 4 for it. Same with a city - even if piles aren't running, sometimes you need village for 5, and city's better, so might as well get it. Or for something like herbalist, this is I think the clearest demonstration. What does herbalist do for you? Three things - it gives you a terminal $1, it gives a +buy, and it gives the treasure return. Now, the terminal copper is virtually never worth it (I'm sure there's an edge case somewhere). But very very often, you're buying herbalist in a big big engine, and you just really need the +buy, and in these decks you usually specifically DON'T want to put treasure back, because it hurts your chances of getting the engine to fire next turn. And most of the other times you want it, you have little to no use for the +buy, and mostly you want to hit those key treasures over and over - with hoard, or a weak-ish BM strategy where you are returning your good treasures. In either of these cases, you're definitely not getting the maximum usage out of the card, and thus you're violating your rule #3, but in both cases, you really need to do this. Of course, when you can use both things (a la with P-Stone), the card gets to its strongest. But you very often want to buy cards that aren't at their strongest, because you really need to fill a role. It's like you say here 'if you aren't desperate for actions'. Well, yeah, but this ENORMOUS exception of being 'desperate' for something basically nullifies the rule entirely - you're almost always 'desperate' for something. Well, this depends on how desperate is defined, but my point is that you are desperate enough to warrant it quite often, and the largest point is this: whether or not you are getting the full use out of a card is actually totally irrelevant; if you aren't, then you might not "be getting your money's worth", but this doesn't matter. It's all about what, of your legal options, is best and most needed for your deck right now. The point of comparison should be your other options of what to buy, NOT how good that card can be for you in other decks.
And Goons and Mountebank aren't blatantly dominant?No, they aren't. They're very strong (and I would guess much better than DC, though hey, I could be wrong), but there are plenty of times you don't want mountebank, and a decent number you don't want goons. I got clobbered a week or two ago largely because I got goons against an opponent who had an engine that was just too strong and fast for it to matter. Wharf is probably the most ubiquitous card, i.e. the one you want closest to 100% of the time, but there are situations you don't want it, either.
Yeah, I picked Moat because I didn't want to say Pearl Diver or Vagrant again.My larger point here isn't about the moat specifically, it's about the denial strategy in general being bad. Trying to buy out the death cart fodder to deny your opponent is almost never going to work, especially if getting those cheap actions wasn't part of your own game plan. Again, I ask you for even one example of where this denial strategy has actually worked.
I'll mention sifting/draw, and amend the Colony discussion. But eHalcyon suggested Ironworks, not me.Iw is completely legit, particularly as a way to gain Dthcrts, however, like most combos for Dthcrt, it works much better with sifting, draw, or trashing to enable the combo. Yeah, it is not as space efficient as 3 silvers, however there are times when you don't want the silvers (e.g. Wandering Minstrel), and times where you go faster by not rejiggering to a more draw efficient engine. Iw/Kc/Dthcrt/Draw (<5) would be a good example.
Editing the article now.A little by-hand testing makes me think that this is decently bad luck, but on the other hand this 'combo' seems to only be about as good as BM-Smithy...
Death Cart/Rats/Fortress:
http://dominionlogs.goko.com//20130105/log.505c6195a2e6c78ad2ed5a99.1357401499267.txt
4 Provinces in 18 turns, game end (6 Provinces) 23 turns. Bear in mind my Rats missed the first reshuffle.
Any more thoughts? How is the article looking now?
Any more thoughts? How is the article looking now?
I still think you are misleading people about buying cheap actions to feed the death cart. Outside of Poor house and Ruins, the best long term result from using Death cart on bought actions is $3 coin (5 coin gross, 2 coin costs, 3 coin net). This is a gimped gold; which while useful, isn't worth structuring your buys around. For a lot of boards, pitching the Dthcrt and just buying a gold when you have nothing to pair is going to work a LOT better. Yeah, there is the timing question, but address it - don't just ignore the opportunity cost of buying cheap, crappy actions just to Dthcrt them.
You really need to look at the costs of playing Dthcrt, not just its "OMG 5 coin payout". Dthcrt takes up 2 card slots in hand, needs a +buy or card gain off another card, and an action to get you a gold's worth of payout. Massing cheap crap that does useful stuff can work, I remain skeptical that massing crap (like Duchess or Pearl Diver) will be anything other than a money sink.
Likewise, you still are basically ignoring the difficulty of pairing up your Dthcrt with stuff you want. Sifting is REALLY that useful and it would be very helpful to get more into the kind of deck structure you need to actually pair up Dthcrt with stuff to trash.
A Death Cart and a Pearl Diver in hand is better than two Silvers.
Well, there are always ruins. Death Cart+Pearl Diver gets you one more money than two silvers - you still need to be able to come up with $3 from the rest of your hand to get to province, and if you spend time buying cheap actions... I mean, you just don't hit $2 or $3 that often outside the first 4 turns or so of the game. So you really have to look at the opportunity cost, which is probably going to be at least a silver, in most cases. It's also a terminal, which means that there's going to be increased opportunity cost in terms of I can't play as many other terminals now.Any more thoughts? How is the article looking now?
I still think you are misleading people about buying cheap actions to feed the death cart. Outside of Poor house and Ruins, the best long term result from using Death cart on bought actions is $3 coin (5 coin gross, 2 coin costs, 3 coin net). This is a gimped gold; which while useful, isn't worth structuring your buys around. For a lot of boards, pitching the Dthcrt and just buying a gold when you have nothing to pair is going to work a LOT better. Yeah, there is the timing question, but address it - don't just ignore the opportunity cost of buying cheap, crappy actions just to Dthcrt them.
You really need to look at the costs of playing Dthcrt, not just its "OMG 5 coin payout". Dthcrt takes up 2 card slots in hand, needs a +buy or card gain off another card, and an action to get you a gold's worth of payout. Massing cheap crap that does useful stuff can work, I remain skeptical that massing crap (like Duchess or Pearl Diver) will be anything other than a money sink.
Likewise, you still are basically ignoring the difficulty of pairing up your Dthcrt with stuff you want. Sifting is REALLY that useful and it would be very helpful to get more into the kind of deck structure you need to actually pair up Dthcrt with stuff to trash.
If you get Warehouses to sift, I would most likely just feed the Warehouse to the Death Cart, rather than using it to sift.
EDIT: Maybe I should make it more clear that I don't mean to spend $6 on a Pearl Diver. I mean that if the cheapest card on the board is Death Cart, you're not going to get much use out of Death Cart. If Pearl Diver is there, when you have $2 or $3, pick one up. A Death Cart and a Pearl Diver in hand is better than two Silvers.
If you get Warehouses to sift, I would most likely just feed the Warehouse to the Death Cart, rather than using it to sift.
EDIT: Maybe I should make it more clear that I don't mean to spend $6 on a Pearl Diver. I mean that if the cheapest card on the board is Death Cart, you're not going to get much use out of Death Cart. If Pearl Diver is there, when you have $2 or $3, pick one up. A Death Cart and a Pearl Diver in hand is better than two Silvers.
How much stronger does Death Cart get in Shelter games? You have an Action (Necropolis) in your deck to start with, does that make opening with Death Cart more viable? I mean, I'm sure it makes it more viable, but how big a difference is it?Not much, Dthcrt is useful for getting big cards - like Kc, Plat, Expand, Altar, etc. and in a lot of those cases, you want to keep around the Necro most of the time because you are aiming at engines and crappy as Necro is as a village, it is still a village and it greatly increases engine reliability. If you aren't going engine, then you likely don't care so much about pitching the Dthcrt (e.g. Forge/Dthcrt/Venture in a Colony game).
I'm not convinced opening Death Cart is good either.
While Pearl Diver doesn't actively add to your economy, it doesn't hurt either, since it's non-terminal. I believe I mentioned Haven as particularly standout in this case. I'll probably rework the cheap Actions section of the article.
I'm not convinced opening Death Cart is good either.
While Pearl Diver doesn't actively add to your economy, it doesn't hurt either, since it's non-terminal. I believe I mentioned Haven as particularly standout in this case. I'll probably rework the cheap Actions section of the article.
I think the point that people are making is that picking up extra Pearl Divers to trash to DC hurts in terms of opportunity cost. Yeah, once it is in your deck, it's generally harmless. But what could you have bought instead of that Pearl Diver?
Really? In most games, you often won't have hands of $2 very often if at all.
I would seldom buy Death Cart, unless there was a good combo like Trader or Watchtower in the kingdom."In the kingdom" wouldn't cut it, I presume you mean "in hand", since you want to use the reaction part of the cards you mentioned?
So to sum up, the issue we're debating is whether Death Cart is viable as a long-term trash-for-benefit, or if it's best used as a one-shot. Personally I lean toward the former, but everyone seems to be disagreeing with me.
So to sum up, the issue we're debating is whether Death Cart is viable as a long-term trash-for-benefit, or if it's best used as a one-shot. Personally I lean toward the former, but everyone seems to be disagreeing with me.
So to sum up, the issue we're debating is whether Death Cart is viable as a long-term trash-for-benefit, or if it's best used as a one-shot. Personally I lean toward the former, but everyone seems to be disagreeing with me.
The bigger problem is that you aren't listening to nor talking about why people say it is a one-shot and why you think it should be good for long-term TfB.
Space efficiency, odds of pairing Dthcrt with its fodder, needing an action, tempo concerns, sustainability, etc. these are issues that you blithely ignore for reasons I don't understand. I've done a worked example showing exactly how one-shotting a dead Dthcrt & replacing it with gold/silver gives you 5 provinces for only one more card of draw.
You aren't doing a good job until you address these concerns legitimately. Maybe I'm wrong about Dthcrt becoming a weakish gimped gold when you can't feed it Ruins, fine, tell me why. Why do you think Dthcrt/Money is actually viable on a lot of boards? Why do think it is better than Dthcrt/Engine? Why don't you want to sift for Ruins?
I think this is a great analogy, but...So to sum up, the issue we're debating is whether Death Cart is viable as a long-term trash-for-benefit, or if it's best used as a one-shot. Personally I lean toward the former, but everyone seems to be disagreeing with me.
The bigger problem is that you aren't listening to nor talking about why people say it is a one-shot and why you think it should be good for long-term TfB.
Space efficiency, odds of pairing Dthcrt with its fodder, needing an action, tempo concerns, sustainability, etc. these are issues that you blithely ignore for reasons I don't understand. I've done a worked example showing exactly how one-shotting a dead Dthcrt & replacing it with gold/silver gives you 5 provinces for only one more card of draw.
You aren't doing a good job until you address these concerns legitimately. Maybe I'm wrong about Dthcrt becoming a weakish gimped gold when you can't feed it Ruins, fine, tell me why. Why do you think Dthcrt/Money is actually viable on a lot of boards? Why do think it is better than Dthcrt/Engine? Why don't you want to sift for Ruins?
I could have sworn I at least started out saying that Death Cart doesn't do well as a Big Money thing. I'm sorry for blithely ignoring.
Death Cart/Money - this is probably not a good strategy - a sustained Death Cart needs Actions, and with Big Money, you're not going to be colliding Death Cart with anything. One-shotting the Death Cart can slingshot you to Golds or Platinums, but then you're left with Ruins in your deck.
Death Cart/Sifter - yes, you can use this to find your Ruins to trash, and then you can use Death Cart as just a three-shot (or four-shot with Shelters). But if you have Death Cart, Warehouse and three Coppers, you may as well just eat the Warehouse and get a Province.
Death Cart/Engine - this is probably the best. You're buying lots of Actions anyway, you usually have +Buy to make full use of the $5, and you're usually drawing your entire deck, so you don't have to worry about collision.
I guess I didn't articulate properly with the cheap Actions thing. How about this: only do that if you have +Buy, or are in an engine. What I'm trying to say is that you get the most out of Death Cart if you can keep it going.
Maybe I should compare this to Moneylender. Moneylender is awesome - it gets rid of your Coppers, and it gives you coin. When you're out of Coppers, Moneylender is now a Confusion in your deck. Do you buy more Coppers to feed to Moneylender? Most likely not, barring Goons or something like that. Perhaps it is best to think of Death Cart as a Moneylender analogue - you use it to eat up those Ruins (and maybe your Necropolis), and as an added bonus, it takes itself out of your deck when you're done with it.
But the fact that it gives $5 should give you pause. Moneylender has 7 targets, unless you're being Mountebanked. Death Cart only starts off with 2. So while you don't normally have to worry about Moneylender running out, you do with Death Cart, because it will usually run out of Ruins before the game ends. So while you wouldn't normally spend a +Buy on Coppers (again, except maybe for Goons) to keep feeding the Moneylender, it might be worth your while to spend a +Buy on a $2 non-terminal. You spent $4 on Death Cart in the first place to get $5 out of it - are you saying that you now won't spend another $2 to get another $5? And again - this would be if you had +Buy, and typically in the context of an engine.But I think you get the wrong takeaway out of it. You buy moneylender (and not all that often anyway) primarily to trash copper, not for the economic benefit. Why? Because you want the copper out of your deck.
I think this is kind of unfair to both cards. The copper-trashing is why you would buy Moneylender over Silver. The economic benefit is why you would buy Moneylender over, say, Spice Merchant. Now it so happens that Silver is in every game but Spice Merchant isn't, and that's why with Moneylender we usually wind up asking "What's that copper trashing worth to you?" rather than "What's a terminal Silver with a shelf life worth to you?"
But I think you get the wrong takeaway out of it. You buy moneylender (and not all that often anyway) primarily to trash copper, not for the economic benefit. Why? Because you want the copper out of your deck.
I think this is kind of unfair to both cards. The copper-trashing is why you would buy Moneylender over Silver. The economic benefit is why you would buy Moneylender over, say, Spice Merchant. Now it so happens that Silver is in every game but Spice Merchant isn't, and that's why with Moneylender we usually wind up asking "What's that copper trashing worth to you?" rather than "What's a terminal Silver with a shelf life worth to you?"
But I think you get the wrong takeaway out of it. You buy moneylender (and not all that often anyway) primarily to trash copper, not for the economic benefit. Why? Because you want the copper out of your deck.
But Death Cart isn't directly comparable to Silver; in fact it's not comparable to much, especially not at $4. Baron and Gold and Moneylender, but it's pretty far from any of those. Its economic benefit is genuinely impressive and is definitely a big part of why you're buying it over whatever other option you might have.
Here's an interesting thought experiment. After you play and trash your Death Cart, would you consider buying another one, along with two Ruins? I think this is often worthwhile, even though it undoes all the junk-Action trashing you've been doing. (In fact I think Death Cart can be a great use of a spare $4 buy late in the game; sort of like you might buy a Feast to turn into Duchy).
But keeping the original Death Cart around and not gaining those Ruins sounds even better, especially if you're focused on getting rid of junk! Now suppose your deck control is such that you could have guaranteed this, by buying 2 $2 Actions somewhere along the line to keep the Death Cart alive (i.e. you're certain they would successfully collide). Why not do this? If you have the buys, it's not really any more expensive than buying a new Death Cart, and the Actions are probably better than Ruins.
Certainly if you're buying it over spice merchant, you want some economy out of it. On the other hand, since silver is (virtually) ALWAYS available, you are (virtually) ALWAYS buying it for its copper trashing power. I think it's quite fair to say that. It may not be the only reason you're buying it, but it is A reason. And my broad, general point is that it's usually the primary reason.I think this is kind of unfair to both cards. The copper-trashing is why you would buy Moneylender over Silver. The economic benefit is why you would buy Moneylender over, say, Spice Merchant. Now it so happens that Silver is in every game but Spice Merchant isn't, and that's why with Moneylender we usually wind up asking "What's that copper trashing worth to you?" rather than "What's a terminal Silver with a shelf life worth to you?"
But I think you get the wrong takeaway out of it. You buy moneylender (and not all that often anyway) primarily to trash copper, not for the economic benefit. Why? Because you want the copper out of your deck.
But Death Cart isn't directly comparable to Silver; in fact it's not comparable to much, especially not at $4. Maybe Baron. Its economic benefit is genuinely impressive and is definitely a big part of why you're buying it.I don't understand - you're presuming that I have a death cart in the first place - my point is that you usually don't want to. But the actual confusing bit is, how is this different from just the decision to buy a death cart in the first place?
Here's an interesting thought experiment. After you play your Death Cart as a one-shot, would you consider buying another one, along with two Ruins?
I think this is often worthwhile, even though it undoes all the junk-Action trashing you've been doing. (In fact I think Death Cart can be a great use of a spare $4 buy late in the game; sort of like you might buy a Feast to turn into Duchy).I think that much like buying a feast to turn into duchy (actually much moreso), you almost never want to do this, unless you have a wonderful drawing at least most of your deck engine already. So no, this doesn't sound like a good deal to me in most cases - it sounds like a pretty bad deal, especially considering that I could have bought something else.
But keeping the original Death Cart around and not gaining those Ruins sounds even better, especially if you're focused on getting rid of junk!Yes, if I already have a death cart, I would generally like to keep it around, but only up to a point - I don't want to have to bend the rest of my deck around backwards for it.
Now suppose your deck control is such that you could have guaranteed this, by buying 2 $2 Actions somewhere along the line to keep the Death Cart alive (i.e. you're certain they would successfully collide).Yeah, to be ensured of this, you need to have a strong engine going, and this is the case I said I thought it would be useful.
Why not do this?Generally? Opportunity cost.
If you have the buys, it's not really any more expensive than buying a new Death Cart, and the Actions are probably better than Ruins.Well, if I am doing it at once, the second death cart gives me two more actions to trash anyway, and more money/potential to trash them, and if I have the buys, I can get another ruin to go with them to boot. If I am doing it spread, then okay, yeah, sure, in this edge case (how do I have exactly 2 and a buy? Did I buy province and have 2 left? Am I sure I didn't want two $5 cards?), go for it. But in this case, I am probably buying that 2-cost anyway. Anyway, I probably don't want to buy a second death cart all that often anyway - it may be fine, but there's usually something better to do. I mean, yeah, the situation can come up for sure. I just don't think it's very common.
I guess I didn't articulate properly with the cheap Actions thing. How about this: only do that if you have +Buy, or are in an engine. What I'm trying to say is that you get the most out of Death Cart if you can keep it going.
Maybe I should compare this to Moneylender. Moneylender is awesome - it gets rid of your Coppers, and it gives you coin. When you're out of Coppers, Moneylender is now a Confusion in your deck. Do you buy more Coppers to feed to Moneylender? Most likely not, barring Goons or something like that. Perhaps it is best to think of Death Cart as a Moneylender analogue - you use it to eat up those Ruins (and maybe your Necropolis), and as an added bonus, it takes itself out of your deck when you're done with it.
But the fact that it gives $5 should give you pause. Moneylender has 7 targets, unless you're being Mountebanked. Death Cart only starts off with 2. So while you don't normally have to worry about Moneylender running out, you do with Death Cart, because it will usually run out of Ruins before the game ends. So while you wouldn't normally spend a +Buy on Coppers (again, except maybe for Goons) to keep feeding the Moneylender, it might be worth your while to spend a +Buy on a $2 non-terminal. You spent $4 on Death Cart in the first place to get $5 out of it - are you saying that you now won't spend another $2 to get another $5? And again - this would be if you had +Buy, and typically in the context of an engine.
I seriously need to overhaul this article.
Am I making sense? Or am I still blithely ignoring something?