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Dominion General Discussion / Re: Homage to the Best Card
« on: April 13, 2021, 02:50:55 pm »
- Noble Brigand has been rephrased so that it has a dividing line before the when-buy ability. To get the text to fit on the card, it says "do its attack"; this means, do the above-the-line part except for the +$1.Why??
Noble Brigand: Action - Attack, $4
+$1
Each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.
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When you buy this, do its attack.
I like the other tweaks, but I don't see the point of this.
It makes perfect sense. Like other on-gain/on-buy effects it is separated by a dividing line. Even more important, in our playing groups it happened more than once that we forgot this ability because it was hidden in a wall of text.
It's definitely going to cause more confusion about whether you can react with Moat etc. to buying Noble Brigand.
I disagree. I am doing much more planning ahead now than ever before. I also think the article (or at least the idea behind it) is quite good.
I'd agree with this, but I wouldn't describe it as "immediate next turn". The long term impact of your choices is definitely still important. However, the newer expansions are making it easier to turn one good turn into lots of better future turns, and a general rise in player skill is adding to this. The one-time resources like Villagers and Horses are adding to this - there are boards on the extreme end where you can do something unsustainable with, say, Lackeys villagers, and its fine because the game ends before the unsustainability kills you.
Gain-and-play is really just the most extreme case of the argument for engines, i.e. more reshuffles = the time between gaining a card and playing it gets shorter. Gain-and-play is mostly just saying that if you can you should bring that time to essentially 0.
On the bright side, I'm all for more female actors in just about any role, particularly the main role, and I thought Rey was pretty well acted. Not so sure about some of the supporting actors, although it's difficult if you're given corny lines.
I'm not sure why you need to say things like "Dominion is a game of skill", this feels like it isn't actually saying anything.
The time cap doesn't seem very useful to me. You have to consider when the game ends, but uniquely this depends way more on your opponent than anything else. These are useful questions to ask but it isn't like you have "time potential" or "time cap" or anything. It's more about whether you have inevitability or not.
For Oppression, it seems very very similar to the opposite of consistency, and an example like Ghost Ship may be better than junker example. If you are Ghost Shipped every turn your deck can still be consistent, it's just that your deck is consistently performing terrible.
It seems weird to define Draw without considering whether you can play the draw. Every other cap has the property that you can increase it by itself without worrying about the other caps, and your deck will get better. Of course, your deck is better if you coordinate how you're trying to improve each of the caps. But Draw feels like it isn't an example of this.
I don't think you want to define the Kingdom as a separate cap. You want keep it at the level of, the Kingdom defines the upper bound of every other cap and decides which ones you prioritize. It feels like needless notation to describe this as a "Kingdom cap".
The general feeling I got was that I don't feel like I learned anything.
The general feeling I got was that I don't feel like I learned anything. I think it would be stronger to give examples of how you increase / decrease different caps.
As a relatively new player, I've even been thinking about writing an introductory guide to getting better because many Dominion guides seem to ask good questions but not answer them. I know many of them can't easily be generalized, but some can be generalized.
So, what happens if there isn't draw? Am I playing just big money with a few payload action cards? Is +Buy still worth going for if there is no draw? What about if there is trashing?
What if there isn't a village? How many terminals on average should I aim for? Does that change if I can trash?
I know it's hard to give very specific answers to these questions, but I think there are general answers to at least some of these.
Are cards gained for sake of their price worth an extra question in the Gain section? Such as gaining Ill-Gotten Gains or Border Villages primarily to feed them to Upgrades and Recruiters?
Is "tempo cap" the same as "time cap"? You suddenly mention the "tempo cap" at the very end without discussing it earlier.
Not sure if either of these actually work, but
- Innovation + Experiment
- Changeling (gaining a different card)
I was talking about Coppers, not Silvers. Trashing Copper has the (big) upside of making it easier to draw, with the downside of losing some payload. Gaining a Lab, though, is the best of both worlds: you get more draw without losing that $. That's the crucial difference.
Trashing two Estates is like gaining two Labs and taking Miserable. Trashing a Curse is like gaining a Lab and taking atoken. Trashing a Lab is like gaining a Lab and then trashing two Labs.
This thread has veered into speculation about what the card might do. It's a Duration, and it has an ecclesiastical name, so seems likely to be a trasher.
So what might it be?
My own wild speculation, which might be a nifty idea for a card in any case:
Schwerin Cathedral
Action, $3
Trash up to 3 cards from your hand.
At the start of your next turn, trash the same number of cards from your hand.
that card would be absolutely busted and way better than chapel.
Not really. The second trashing is blind and forced, so this card would only really work in the early game. Chapel still works in the mid and late game if you're playing with on-trash effects and/or junkers.
Even in early game, the fact that this is a Duration means that you are more likely than not to not get to play it on your third shuffle; while Chapel usually gets played on both second and third shuffle. I think more often than not, by the time you are shuffling for the third time, Chapel will have trashed 7-8 cards, while this will have trashed 6.
This thread has veered into speculation about what the card might do. It's a Duration, and it has an ecclesiastical name, so seems likely to be a trasher.
So what might it be?
My own wild speculation, which might be a nifty idea for a card in any case:
Schwerin Cathedral
Action, $3
Trash up to 3 cards from your hand.
At the start of your next turn, trash the same number of cards from your hand.
I have my entire deck in play, and all the cards are Actions. I then buy one card, and trash everything in play. How?