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1
Dominion: Empires Previews / Re: Empires Previews #6 - Jack...
« on: May 22, 2016, 06:29:25 pm »
Why hasn't anyone discussed the art yet? This is some of the best art we've seen so far!

2
2015 / Re: Finals Titandrake vs Mic Qsenoch
« on: December 06, 2015, 09:59:15 pm »
Congratulations to the winner!

It was sad to see only one Village-type card (not counting Throne Room or Procession).

If you don't count Throne Room, or Procession, or at a stretch Hermit/Madman, then you may need to broaden what you count as a Village ;)

Congrats to MicQ!


You two obviously made very good use of all three of those cards, but a part of me was itching for some straight up Village + draw engines.

3
2015 / Re: Finals Titandrake vs Mic Qsenoch
« on: December 06, 2015, 07:07:00 pm »
Congratulations to the winner!

It was sad to see only one Village-type card (not counting Throne Room or Procession).

4
I think I get Scout more often than Thief, Adventurer, Chancellor, or Secret Chamber, so I guess I'd have to agree with you.

I don't think you should. Thief is good when your opponent is relying on good Treasures, Adventurer is good when you need more draw for your engine that already has other good draw but the pile ran out, Chancellor is good with Stash, and Secret Chamber is good with Tactician, Counting House and Scrying Pool. Sometimes, there are edge cases where Scout hurts you less than it usually does, but I can't remember playing a single game where I think Scout was actually worth getting and I've tried to design kingdoms around it.

Scout, Harem, Great Hall, Fishing Village, Woodcutter, Militia, Navigator, Baron, Scavenger, Nomad Camp.

Would that do?

5
Puzzles and Challenges / Re: Strictly better than....
« on: December 01, 2015, 11:53:08 pm »
Strictly worse is strictly better when you're possessed.

You really have to ignore Possession (and Masq and card cost and the-card-is-worse-because-it-might-make-you-make-a-bad-decision) or you end up with precisely zero cards being strictly better than any other card.
So, in conclusion, there is no card that is universally better than any other card.

I'n glad it took us 15 pages to reach this development

It's taking us 15 pages to find a definition of "strictly better than" which leads to interesting results and not simply "nothing!"

6
Puzzles and Challenges / Re: Strictly better than....
« on: December 01, 2015, 11:07:45 pm »
Strictly worse is strictly better when you're possessed.

You really have to ignore Possession (and Masq and card cost and the-card-is-worse-because-it-might-make-you-make-a-bad-decision) or you end up with precisely zero cards being strictly better than any other card.

7
I'm surprised neither Lost Arts nor Pathfinding beat Grand Market. I suppose that Grand Market is never, ever not a great card, whereas I can imagine there are kingdoms where neither Pathfinding nor Lost Arts shine (either because you're already close to drawing and playing your whole deck, or your card distribution is very spread out), but I still think in the majority of cases you'd much rather spend $6 giving actions to three, four or five cards in your deck, or spending $8 to turn three, four of five cantrips in your deck into Laboratory+ cards compared to buying a single cantrip that gives you $2 and a buy. But I guess that comparison is only fair if you're only planning on buying one Grand Market, which is never the case.

8
Without a doubt Adventurer is the worst card in this list again - it even lost over 2pp. It has also clearly the lowest deviation in this list. 75 votes were on the last rank, that's 3/4 of the votes. It was never voted above average.

Not even our mystery reverse voter could bare to put Adventurer above average.

9
Puzzles and Challenges / Re: Strictly better than....
« on: November 27, 2015, 08:30:15 am »
Platinum instead of gold can also trigger an unwanted shuffle if Storytellered, if we are still caring about that.

Same deal with Grand Market vs Market, Bazaar vs Village, and so on, sometimes you don't want that extra card drawn.

10
Puzzles and Challenges / Re: Max Out Mint
« on: November 27, 2015, 06:30:47 am »
I imagine this is fully against the spirit of the question but you could Graverob the treasure back into your deck, Ambassador your Mint back into the supply pile and repeat ad infinitum.

11
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 08:37:47 pm »
[...]
I'm going to stop now since the end game is trivial other than optimization.  Use some combination of KC-Ironworks to gain more Ironworks.  Highway (KC not needed here) and maybe IW gaining Colony to draw the remaining Ironworks.  Use KC-Ironworks to gain all the $1 Colonies and more.  Everything else costs $0 so you can buy 13 more copies of anything with all those buys.  Optimization probably involves Ironworks for Squire to get more +Buy.

Yep, that'll do it! My solution was very similar but I hadn't considered Squire into Scrying Pool so my solution was a more finicky version involving Nobles.

12
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 05:29:16 pm »
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.

I'd expect it to be possible to piledrive Colonies, maybe more.  Are we assuming no cards in deck/discard either?

Yep, same starting point as before. And yeah I think it's possible to gain at least 8 Colonies and 8 Provinces, at least with perfect shuffle luck.

13
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 04:27:45 pm »
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.

14
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 03:37:13 pm »
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

15
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 12:55:36 am »
5 platina and traveling fair is out?

I'd forgotten about the event cards.

...No event cards! :)

16
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 12:36:04 am »
At the start of my turn, my hand consists of five copies of the same card and nothing else. My draw and discard piles are empty and I have no duration/mat/prince/etc cards in play. At the end of my turn, I can guarantee that I will have two more Provinces than when I started. What card is in my hand?

(this is probably too easy)

17
I don't know about this list guys. I've beaten the first card with the last card.
Shoulda voted
Who do you think put in all the wonky reverse-order votes?

I have to go check something...

Rats has basically the same average value, but is one rank higher. It was voted last once and 7 times above average.

Nope, wasn't DVX.

18
I put Rebuild > Mountebank, primarily because "it's a Rebuild game" is something you say a bit more often than "it's a Mountebank game," although both of those things are things you say pretty much any time that respective card is on the board. The head-to-head is what really drives the point home; do you think "It's a Rebuild game, but I should pick up at least one Mountebank?" Or do you think "It's a Mountebank game, but I should pick up at least one rebuild?"

I don't think it's accurate to use "I should pick up at least one X" as a measure. Some cards do everything they need to if you buy just one (Chapel, Militia, Outpost, etc) while others work better the more you have (Fool's Gold, Minion, Cultist, Gardens, etc), and most cards are somewhere in between the two extremes. Mountebank is almost always a fantastic card, but you rarely build your game around it (and the same is true for many attacks). That doesn't make it any less good.

19
(can we get more time to do our rankings next time please?)

In a previous year I scheduled like 4 weeks and a lot of people complained that it is too long of a time frame. Sorry.

You monster!

20
Secret Chamber/Moat

Reveal SC, draw Moat into hand.
Reveal Moat to be protected from Attack.
Reveal SC again to put Moat back on top of deck.
If you know your opponent isn't going to play any more Attacks, put SC on top as well.

I would say that is neat, but it it must be compared to opportunity cost.  Moat and SC are both generally bad $2 cards, and attack cards that are worth buying are (obviously I'm generalizing here) usually good cads.  So getting the Moat and SC in the first place (much less having enough of each of them to reliably connect in the manner you describe) should be compared to having other better cards instead.

An unlikely but neat case is when your opponent is consistently playing one attack card and you're not drawing any cards. You can continuously nullify the attack and topdeck both cards for next turn.

21
Also Seaway is a lot stronger scource of +buy than Festival or Market, I don't see why it should be so far down. I mean, below Mystic?

Play Highway
Seaway Highway
Win

You just blew my mind.

Somewhat unrelated but Ball + Highway is a wonderful combo, too.

22
There is no reason Harvest should be dead last.

I hope you meant shouldn't!

23
I'm glad to see the Sky Rats (i.e. Magpies) made it into the top 11!

24
Farming Village helps you on average more than once per game even if you don't try to pull any combos, and a lot more than that if you have anything that controls the top of your deck. I think you're failing to give credit to the effect because it's behind the scenes.

If there's any Estate trashing of any kind, it literally, in the literal sense of the word literally, doesn't do anything at all. If there is no trashing, the chances of actually skipping an Estate are still incredibly low (every time you play it, that is) and the impact of skipping an Estate is also pretty low.

It also skips Curses and, later on, Provinces.

25
Out of curiosity, what would people rank Chapel if it cost $3 instead of $2?

that's a nice question. it's below ambassador/masquerade for sure. those are my top two and i'd put chapel at 3.
I would put at top card

While Steward can only trash up to 2 instead of up to 4, doesn't its versatility make it better than Chapel in many cases? I rank Steward at #3 after Masq and Amb, and so I'd have trouble ranking Chapel above #4.

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