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Dominion General Discussion / Re: Evaluate your best and your worst board
« on: December 20, 2011, 12:33:24 pm »
This was an interesting enough topic to end my lurking.
Best:
$6
Farmland, Border Village, Fairgrounds, Harem
$5
Minion
$4
Young Witch, Spice Merchant, Ironworks
$3
Menagerie, Tunnel
Bane card:
$3 Swindler
I seem to be good at the "Gold or _____" dilemma, judging by the number of $6 cards on this list.
Ironically, perhaps, I do not know what the dominant strategy on this board will be. I think I would go for a Fairgrounds rush with Young Witch / Menagerie / Tunnel as the primary driver to get there, but if they loaded up on Swindlers, I could see major problems. As a counter, Ironworks -> Swindler / Tunnel seems alright, as long as you don't get the tunnels too early with nothing to trigger them.
Openings: Spice Merchant / Silver, Minion / -.
$0P
Transmute
$2
Courtyard
$2P
Apothecary, University
$3P
Familiar
$4
Scout, Horse Traders, Trader
$5
Market, Venture, Outpost
Oh god, this is even worse. I seem to have no idea how to play alchemy, in general.
Familiars are going to be huge here, with no trashing and strong potion options. Horse traders seems like the best $4 -- There's going to be no way to avoid the onslaught of curses. I bet someone could use apothecary well here too, maybe? That card's use seems to escape me.
Openings: Potion / Silver; Potion / Courtyard
Best:
$6
Farmland, Border Village, Fairgrounds, Harem
$5
Minion
$4
Young Witch, Spice Merchant, Ironworks
$3
Menagerie, Tunnel
Bane card:
$3 Swindler
I seem to be good at the "Gold or _____" dilemma, judging by the number of $6 cards on this list.
Ironically, perhaps, I do not know what the dominant strategy on this board will be. I think I would go for a Fairgrounds rush with Young Witch / Menagerie / Tunnel as the primary driver to get there, but if they loaded up on Swindlers, I could see major problems. As a counter, Ironworks -> Swindler / Tunnel seems alright, as long as you don't get the tunnels too early with nothing to trigger them.
Openings: Spice Merchant / Silver, Minion / -.
$0P
Transmute
$2
Courtyard
$2P
Apothecary, University
$3P
Familiar
$4
Scout, Horse Traders, Trader
$5
Market, Venture, Outpost
Oh god, this is even worse. I seem to have no idea how to play alchemy, in general.
Familiars are going to be huge here, with no trashing and strong potion options. Horse traders seems like the best $4 -- There's going to be no way to avoid the onslaught of curses. I bet someone could use apothecary well here too, maybe? That card's use seems to escape me.
Openings: Potion / Silver; Potion / Courtyard