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Messages - Meej

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1
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 21, 2011, 10:55:27 am »
I'm not convinced that develop is terrible. Maybe if you just think of it as an estate trasher, sure, but its powers are much more than that. Consider opening Develop/Terminal $4. Then if they don't collide, you play them separately, as normal, which is pretty good. If however they do collide, you aren't bad off at all - develop the $4 for a $5 and a silver or $3 village, and top deck. That's very fast starting development.

I had a situation the other day where I opened Develop/Navigator with just this plan in mind.  Worked well for me, too - the extra $5 and Silver I got out of them when they collided not long into the game (5?) caught me up to my opponent who'd opened with a 5/2, if I remember right.

2
General Discussion / Re: Dominion intrudes on real life
« on: August 10, 2011, 09:14:20 pm »
Also, a few days ago I was driving and saw a Ford Explorer in front of me. My immediate thought, "why did you buy that?".

Which, given the mileage they get, is actually a pretty reasonable question.  :-)

3
Puzzles and Challenges / Re: Cleanup on (a)Isle 4
« on: August 04, 2011, 01:16:43 pm »
Opening: Iron Works (IW), Chancellor
Turn 3: play IW -> gain Throne Room (TR), play Chancellor, flip deck, +2 copper  -> buy TR
Turn 4: TR TR IW(x2) -> gain Island(x2), Chancellor(x2), flip deck, +3 copper -> buy Kings Court (KC)
Turn 5: TR KC -> IW(x3) -> gain Island(x2) and Smithy,Chancellor(x3),flip deck,+1copper -> buy KC
Turn 6: TR TR KC KC -> Smithy(x3), Island(x3)[3xEstate], Island(3x)[3xcopper], IW(x3) -> gain Island(x3), Chancellor(x2), flip deck
Turn 7: KC, KC, Smithy(x3), Island(x3)[2xcopper,IW], Island(x3)[Chancellor,2xTR]
Turn 8: KC, Island(x3)[Smithy,KC,Island]
Turn 9: Island[KC]


By my count, you've only cleared out 5 of the 7 copper there.  Nice, though.

4
Variants and Fan Cards / Re: Smithy Variation
« on: July 26, 2011, 08:16:30 am »
Envoy is really likely to get you a gold on your first draw of it.

I figured there was something that wasn't occurring to me, yeah.  Envoy would.

5
Variants and Fan Cards / Re: Smithy Variation
« on: July 26, 2011, 01:02:06 am »
... It would be the only opening 4-cost move I can think of that would be extraordinarily likely to get you 6 for a Gold, if not more, on your first draw of it.  The only way it wouldn't that I can see is if you ended up (in your resulting 6-card hand) with all 3 estates (or your second action, if you were silly enough to do that instead of a Silver) and no Silver.  That feels, instinctively, better than straight +3 cards, but I haven't run the math.  Certainly feels better than any $4 opener we currently have...

Seems like it would be crazy powerful in the early game, and only somewhat weaker late game *if* you manage to push your avg. value above $2.

Some of this reaction is based on my wife really not liking attacks, so we tried some home-brewed variants that tried to replace the "attack" with what felt like the opposite "benefit" to you instead.  A witch that gave +2 cards and let you trash a(or a few) cards, etc.  We tried Militia at first as +2 cards, +$2, and it was really dominant.  Even +$2, +1 card was solid, though at least it wasn't head and shoulders ridiculous.  Of curse, that was Base set only and we were sorta-noobs back then.

6
Puzzles and Challenges / Re: Places with Dominion card names
« on: July 21, 2011, 02:35:58 pm »
Also, VH is officially a Village, municipally speaking!

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