Dominion Strategy Forum
Archive => Archive => Innovation General Discussion => Topic started by: ksasaki on April 23, 2013, 12:23:43 pm
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What, in your personal opinion is your best possible starting hand? either base or echoes.
base: masonry / wheel
echoes: wheel / perfume (lots of good starting hand candidates, but perfume is great for countering fast tech ups).
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Base: Clothing / Domestication
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My idea for base: Sailing/Clothing
Reason: Your sailing will not crash on clothing lol
First action sailing melds clothing is a pain
Echo: Metalworking/Chopsticks
Claiming 1s
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Hmm...
Base: The Wheel + City State (Usually counters all)
Echoes: no idea, The Wheel + Noodles is broken as long as your opponent have no City State, while Perfume can counter something but Ice Skates seems extremely strong, too.
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Dream : Social network | Globalization
Base : Wheel and Domestication
This give you quick card and tempo advantage while retain the choice of which card to meld (Weakness of sailing)
It also provides a wider choice of subsequent development
Echo : Noodles | Wheel
Obvious beat-down plan
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Not sure for base. I'll probably go with The Wheel / Domestication, though I was considering Domestication / Mysticism for a while because mysticism is just so good once you have a fairly complete board.
Echoes is totally The Wheel / Noodles though.
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Not sure for base. I'll probably go with The Wheel / Domestication, though I was considering Domestication / Mysticism for a while because mysticism is just so good once you have a fairly complete board.
Echoes is totally The Wheel / Noodles though.
Gotta love the real life ramifications.
*** CUE 2001: A Space Oddyssey intro ***
First shot: See cavemen inventing the wheel
Second shot: See cavemen eating noodles
*******************************
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base: masonry / wheel
It can't be Masonry, since even if you want to go for Wheel+Masonry Monument combo, you can just as well draw the Masonry on turn 2-3. In your starting hand, you want something else that can be useful.
I think it's gotta be Wheel + Domestication or City States.
Domestication is nice because you can draw while melding, so you're always taking double actions, but it's vulnerable to City States until you get at least another crown.
City States keeps your Wheel basically unshareable and can make it a bit harder for them to use Sailing without a share, which puts you in a pretty dominant position with the downside being that you actually have to use meld actions, unless you find Domestication.
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Gotta be Archery/Oars.
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I'm not such a fan of Domestication. It's really one of those cards that are good only at the beginning of the game. For example a card like the wheel can really shine later when the first piles are empty.
Well, sometimes you can share domestication later forcing your opponent to meld a bad card, but that's an edge case.
I like the Clothing + Mysticism opening. With clothing you have quickly five colors on your board, and Mysticism becomes really effective.
Otherwise, something with metalworking.
As for echoes, The wheel + Noodles is obviously very strong.
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I like the Clothing + Mysticism opening. With clothing you have quickly five colors on your board, and Mysticism becomes really effective.
I think of this the other way round. Mysticism either draws and melds or you get something you can play with Clothing next turn.
For those preferring Clothing/Domestication, is it that Domestication gives you more control over your melds, so that you won't cover up Clothing unless you want to?
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Base: Clothing / Domestication
#2
Early scoring is just so good. Clothing for the scoring and domestication for the melding without risk of overmelding Clothing.