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if piles are infinite the best combo is bot's main strategy. other strategies are ironworks-ironworks-ironworks... with card token or inheritance

Variants and Fan Cards / Re: Antidote
« on: March 28, 2018, 03:47:52 pm »
Maybe to be thematic add clause
when you gain this you may trash any number of cards that are not treasure from your hand.

Dominion General Discussion / Re: When are Travellers ignorable?
« on: March 27, 2018, 03:40:36 pm »
Wow, the page is so overrated here. Looks like when its bad both players make the same mistake of going for page and don't realize the mistake.

Board with a junker and no trashing and you will lose before you could play champion. More often than not I wouldn't open a page on such board 3/4 opening. It doesn't protect you vs junking as before you could play champion curses are out. If money is the correct call silver gives better tempo than a meaningless champion. Trying to buy terminals to build champion deck usually doesn't work, with long shuffles you will have a lot of turns with terminal collision and opponent will get decisive VP lead. For engine you really something like cotr/fishing village to get going and then you don't need champion later.

Dominion General Discussion / Re: Engine with no extra cards per turn?
« on: March 27, 2018, 02:28:44 pm »
Most common factor are colonies, then stacking attacks like ghost ship+curse, haunted woods... Rarer case is when you could make infinite vp from monument/plunder. A rare but strong combination is ambassador with wall/bandit fort where you just make opponents vp negative.

Dominion General Discussion / Re: Fix the worst cards
« on: March 17, 2018, 05:36:28 am »
Cough *Variants and Fan Cards* Cough
It won't hurt my feelings if a mod wants to move this. I don't always have a great feel for what goes where, but that board seems heavily skewed toward the "fan cards" segment.

I mean, just because it's more fan cards than variants doesn't mean it's still not variants. Anyways, so I'm not just always complaining here's a nice list of variants and fan card threads that touch on this subject:
Many of them have faded with 2nd Editions or weren't that good in the first place, and they're more than often redundant, but they are all linked for completeness.

Man, this thread has nothing about fixing worst cards, there are a lot of worse cards than these:

Sea hag,
I hate this card, it is definitely the worst card in dominion. It drags game soo much as everybody must open with sea hag and buy another hag, then slog with a deck full of curses. Playing this doesn't give you anything leading to poor turns, it should give 2 coins at least.
Definitely, I would drop curse part, for topdecking one could simulate that by picking curse or some other shit from deck/discard. Then it would be an ok card.

This card drives me mad, when it is in play it takes ages until one could get enough golds to buy out provinces. Curse part must go out. Also, I would add some clause to protect versus other nastiness like the thief stealing your gold.

Ghost ship
Another card that causes games to drag. topdecking isn't fun so remove it. Another problems are that oponent could topdeck good cards and 2 cards are not much. So I would give option to look at these cards and allow discarding them.

this is most useless card in game, trash cards and gain nothing in return. As fixed I would give some money and vp tokens to compensate trashing estate. As noob trap I would add clause that opponents could also trash card.

Another card that drags games down. If there are no gardens it leads to boring games. With gardens, this is hardly viable as curse helps opponent making his deck bigger. I would avoid cursing and make this gold instead of silver. It could give two coppers on gain, or three on play,  what do you think is better?

When I play with it I get too much green cards on top of my deck. If only there was card that could gain greens into my hand.

Dominion General Discussion / Re: German translation not always optimal
« on: February 11, 2018, 06:37:23 am »
Czech translation is worse, it has things like translating torturer as jailer.

Could it generate following card?

action - 4$

Toss attached needle to attached sheet until needle crosses a line. Draw a card for each toss that didn't cross line.

Dominion Articles / Re: Underrated Cards in 2018
« on: January 25, 2018, 02:15:29 pm »
Meh, bishop is still overrated, its card that playing it makes opponents win.

Dominion Articles / Re: Overdrawing
« on: January 24, 2018, 03:21:56 pm »
What about in the context of consistency of overdrawing?
It doesn't make sense. Most dud turns happen at start of turn, 90% of times you can't draw deck its because you coudn't play first and second draw card with action left, duds mid turn are rare and not that severe as start of turn.

Hireling helps with consistency lot, caravan is pretty meh unless you have good gainer, getting engine pieces is better.

What is most related with consistency and overdraw is gear. With big overdraw you could save vilage+draw for lot of consistency. After that with enough draw it helps by saving greens/coppers. Without enough draw gear is moat.

Variants and Fan Cards / Re: Meld
« on: January 21, 2018, 04:37:42 pm »
How did you test that? It looks like too weak card on most board if I compare that with skipping it. With potion cost trashing looks slow and chimeras are a weaker remodel variant. if one had +3 cards +1 action as 4 cost chimera it would be reasonable as you need gain 4 cost card, then play meld, then you could get that drawer. Raging chimera looks mosty like smithy for cost of gold. Discard attack most useful part there cursing comes too late when engine is already running and could trash all curses.

Alchemist overrated here by lot, it is so slow to setup that almost any other engine would win. You need two potions for consistency and spend buys for more expensive lab that takes ages before you line them up

just imagine that somebody has in cv member of dominion's harem.

Also cemetery is underrated, It is one of fastest trashers as it happens on buy. With draw I sometimes skipped chapel because cemetery is faster.

Dominion General Discussion / Re: How to Win Less...
« on: November 16, 2017, 12:16:14 am »
as posted kingdom its newbies will be crushed if they play with lvl 50+ player. Here one needs to open double hermit. If opponent doesn't then pick marauder and destroy his deck with ruins. With hermit opening relatively easy to build village/smithy engine with few festivals for buys and cellars for reliability.

Help! / Re: A weird game
« on: November 15, 2017, 02:02:48 pm »
While double amb is correct opening its 3 player game so you couldn't get thin with ambassadors if others also open ambassador. Fishing villages will soon be gone and if you get 4 then you are happy that you won a split. getting vp lead will be problem with piles nearly empty and danger to ambassador ambassador to pile out remaining 4 ambs

Puzzles and Challenges / Re: Fastest millionaire!
« on: November 06, 2017, 03:50:47 pm »
There is quite noticable difference in scaling as best solutions that work for 10k don't scale to one million.

For 10k you need something like  kc, torturer, nv, lurker, ,villa , hermit, hop, mandarin, bank, gladiator. Use torturer to stop bot and you should get 10k with kc-madman-bank-hop-mandarin-villa trick. I don't see how to increase treasure values to million.

For million I would use kc-procession-champion-lurker to make each card give 5000 actions, then with infinite loop trick play 1000 actions, play diadem and fortune

Game Reports / Re: Playing with Lord Rattington is boring
« on: November 02, 2017, 03:30:43 am »
you should try several games with counterfeit versus him

Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 28, 2017, 02:25:40 am »
After games with pooka/cursed gold I would say that most of time cursed gold first two times is no-brainer.
There is always pooka that with massive draw and copper trashing deck could deal with few curses. When game is junker you want witch/cultist with curse as you junk opponent same.
First exception i could think is ambassador war where you want to wait until you are thin, then return curse and regain it with cursed gold. Second are duke slogs etc where you just want reliably hit 5.

got my opponent i am sorry worthy moment.
we both open salvager/silver.
opponent on turn 3 buys cursed village, gets war which trashes his salvager before he could play it once.

Game Reports / Re: Advance "Golden" deck
« on: October 19, 2017, 04:51:55 pm »
For those sort of golden decks my best one was 2 villages, 3 amb, silver. opponent couldn't recover from bandit fort penalty.

Dominion General Discussion / Re: Help me solve an idealized endgame
« on: October 14, 2017, 07:31:47 am »
Strategy stealing doesn't work, first player loses when he ties score.

crossroad-haunted woods attack helps opponent who could just draw lot of cards with topdecked crossroads.

One I came by today: Torturer + Mountebank. Play Torturer, draw Mountebank, and your opponent takes the curse to block your Mountebank  :(

Torturer-masq is worse. You run out of curses without cursing because opponents just gains them to send them via his or your masq to you.

Another antisynergy is trying to make bridge troll/higway with apprentice draw work.

classical one:

Hm, board is just cultist bm.
20 turn later
Why are opponents vineyards worth so much?

Game Reports / Re: Dear My Opponent: I am Sorry
« on: September 17, 2017, 05:09:12 am »
this happened on last game, it was engine board without trashing

mirror opening ironworks/swindler

luser turn 3: plays swindler. trashes ironworks, opponent gains bishop
luser turn 6: plays swindler. trashes ironworks, opponent gains bishop

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