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Messages - ycz6

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1
I used Captain, Throne Room, and Inventor to gain Dame Natalie with Dame Natalie (before my action phase):

2
Royal Carriage (or any throner) + Hunting Lodge + Way of the Chameleon

You can Chameleon a Hunting Lodge to discard your hand for +$6, then replay it normally and draw back up to 5 with a bunch of actions to spare. Pretty neat!

3
Some friends of mine from college have been getting me back into the game in the last few months! I also appreciate all the resources linked here, and I will definitely be at least lurking around these parts for a while :)

4
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 02:45:58 pm »
You have said that it's an additive benefit on its own, which it isn't.
It is an additive benefit within your turn, just like plays that net + or +buys are additive benefits within your turn.
But not on its own. It doesn't do anything on its own.
Just wanted to point out that if one Village has 0 benefit, and ten Villages played together also have 0 benefit, then those benefits do in fact add up.

5
Dominion General Discussion / Re: Dominion Confessions
« on: October 12, 2017, 06:22:19 pm »
The odds of getting two heads is 1/3: 1 outcome you want, and 3 outcomes you don't want.
A small but important correction: Odds are notated with a colon, not a slash. So the odds of getting two heads are 1:3 (pronounced "one to three"). Also, "odds" is plural, you say "the odds are" rather than "the odds is". Both of them do sound kind of weird though.

Traditionally, odds are worded as being "against" the less likely outcome, so that the first number is larger than the second. So in this case, you'd say that the odds against getting two heads are 3:1. As for why this is the case... my best guess is that odds are most often used for betting, and in that context you can then interpret the odds as a fraction that indicates how much of your bet you get back if you win. For instance, if I put up $100 on a 3:1 bet and won, I would get $400 back, resulting in a net gain of $300, which is 3/1 times the amount I paid.

6
Dominion General Discussion / Re: Heirloom Speculation
« on: September 27, 2017, 09:23:01 pm »
I like that idea! I think it makes sense if they can never be worth too much, like the first one. Bringing the other two in line would give you
Quote
+$1
+$1 if you have at least 3 Action cards in play
and
Quote
+$1
+$1 if a Province has been gained this game

You could use a Trade Route token to track the second one.

Other ideas:
Quote
+$1
+$1 per empty supply pile
Quote
+$1
You may reveal a Curse in your hand for +$1.
Quote
+$1
When you buy a Victory card, you may trash this from play.

7
Dominion Articles / Re: How to Win at Dominion, With Minimal Jargon
« on: September 25, 2017, 11:29:36 pm »
I like it! I think if you want to be extra newbie-friendly, it'd be better to stick to the base set and maybe Intrigue for card examples. The asides about stuff like Lookout, Grand Market, and Haggler are nice for people who know what those cards do, but I don't think they quite contribute enough to be worth it. Similar substitutes in base/Intrigue (like Patrol, Market / Conspirator, and Remodel, I guess?) should get the point across almost as well.

8
Hearthstone / Re: Arena General Discussion
« on: August 16, 2016, 02:31:33 pm »
Moroes definitely benefits a lot from the loss of the offering bonuses for Twilight Flamecaller and Ravaging Ghoul, though Maelstrom Portal is an issue now. He's kind of a like a perma-stealthed Imp Master if you squint at him, I can understand picking over some of the truly useless legendaries.

Edit: Looks like the Lightforge has Moroes at a 54, which is tied with stuff like Faerie Dragon, Stonesplinter Trogg, and Razorfen Hunter. Imp Master is a 62. http://thelightforge.com/TierList

9
Hearthstone / Re: Arena General Discussion
« on: July 20, 2016, 08:26:47 pm »
Two 2-drops tho? I'm gonna guess 10-3

10
Hearthstone / Re: Constructed General Discussion
« on: June 08, 2016, 06:18:36 pm »
I agree that Reno isn't really the best fit for a typical Rogue playstyle, but Rogue has some special synergy with Reno in that it's easy for Rogue to play it multiple times with Shadowstep, so they can get even more value out of the card than a typical class can.

That said, your deck has a couple of cards in it that don't seem to fit very well, even with a limited cardpool.

Silvermoon Guardian is just kind of a terrible card. If your opponent has a ping like Mage or Rogue hero power, it's basically a 4 mana 3/4 at best, and even in other cases it doesn't trade very well on board. The optimal scenario is where you play it into something like a 4/3 on your opponent's side and get a great trade there, but even then if your opponent plays something like a Chillwind Yeti on their turn 4, then they can eat your Silvermoon Guardian pretty much for free. I'd swap it out for something like a Yeti, or since you're Rogue, Tomb Pillager, which is a great card.

Southsea Deckhand is a good card in Rogue, but it really only shines a deck which is aggressive, has attack buffs like Cold Blood, or has a lot of Pirate synergy, and your deck has none of those. Similarly, Lance Carrier and Dire Wolf Alpha are best in a deck where you have lots of small minions which let you set up good trades on the board, which is not the strength of a Reno deck. I think I'd replace those with either drawing cards like Loot Hoarder or Shiv, which will let you search for your removal and Reno, or early game minions which stand better on their own, like Undercity Valiant, Huge Toad, Defias Ringleader, and Buccaneer.

As Legendaries go, Illidan Stormrage is... not the greatest. He's definitely fun to use, and if you like him in your deck then feel free to keep him - he was my first legendary and I used him all the time :P. But honestly, something like Boulderfist Ogre, Shado-pan Rider, or Sunwalker will usually be more playable; 5 health is just so little. If you can afford the dust for a legendary and need something in the 6-drop slot, Sylvanas Windrunner is amazing and has been in very strong decks pretty much all the way since beta, so that's a worthwhile craft.

11
Dominion: Empires Previews / Re: Question about Donate
« on: June 06, 2016, 08:07:46 pm »
Being able to trash cards that are in play leads to having to make some weird rules clarifications, and is slightly different in that you can trash things like Haggler and Scheme which have while-in-play or when-you-discard-from-play effects.

Also, I think your wording lets you trash other people's Duration cards?

12
Hearthstone / Re: Arena General Discussion
« on: May 24, 2016, 07:14:39 pm »
I have somehow drafted a Mage control deck. It's astounding how many of my wins came from surviving until turn 15 and winning through card advantage.
The optimal playstyle for OG Mage seems to be to play as slow as humanly possible and win on card advantage. There aren't many decks that can actually kill you before your hero power value and abundance of efficient removals overwhelm them.

Here's a sample 12-0 Mage run from Shady and Merps:

(Just watch the draft and the game starting at 54:25 if you don't have time for the whole thing.)

13
Hearthstone / Re: Tavern Brawl Discussion
« on: May 11, 2016, 08:36:48 pm »
The first deck I thought of was Ice Block / Ice Lance. I played against an Innervate / Coldlight Oracle deck which played 7 Oracles on turn 1, but managed to stabilize and one-shotted him from 28 health + 4 armor on turn 13 or so.

I think Fireball is better in most cases, though.

14
Hearthstone / Re: Has anyone learned Hearthstone yet?
« on: May 09, 2016, 09:46:12 pm »
What are sufficient conditions for there to be no way your face attack could possibly be interrupted? Does this work:

No Taunts on enemy board
No persistent effects on minions (lightning bolt icons)
No enemy secrets
Enemy hero doesn't currently have any Attack (possible through extreme edge cases)

15
Hearthstone / Re: Wispers of the Old Gods
« on: April 28, 2016, 02:29:54 pm »
The turn timer should really be paused while Yogg's effect is resolved. Even if you play him immediately at the start of your turn, you basically have to start issuing commands before you see the board state after everything resolved to even have a chance to do anything.
The turn timer should be paused whenever animations are occurring, as far as I'm concerned.  It's such a stupid issue to have.
The problem with that is that you could make turns take indefinitely long, which IMO would be a much worse issue. I'm sure there's a happy medium to be found, perhaps a workaround for Yogg specifically, but I don't think it's as simple as that.

16
Hearthstone / Re: Wispers of the Old Gods
« on: April 26, 2016, 12:56:46 pm »
Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
It's not just a 3/5, though; it's a 3/5 that your opponent has to remove, or you have the potential to get insane value the next turn, like with Brann or Violet Teacher or Naga Sea Witch. And dealing 5 damage is not trivial for most classes.

Dealing 5 damage on turn 6-7 is pretty trivial for most classes, as evidenced by how often Emperor Thaurissan survives the opponent's turn.
Thaurissan often dies to hard removal like Entomb or large damage like Fireball. As a ramp Druid, if my 4-drop eats either of those, I'm 100% okay with that.

I don't expect it to become a staple in regular Druid lists and I don't think that lists centered around it are going to work very well.
That much I can agree with. It's a legendary and the effect isn't instantly game-winning, so you're not going to build your entire deck around it. I just think it's a very solid card, and I'll definitely be trying it out.

17
Hearthstone / Re: Wispers of the Old Gods
« on: April 25, 2016, 05:55:16 pm »
Getting 6/7 worth of stats for 6 mana and 2 cards, 3/2 of which have Charge sounds like a par-for-the-course deal on Arena and a horrible deal on Constructed to me.
It's not just a 3/5, though; it's a 3/5 that your opponent has to remove, or you have the potential to get insane value the next turn, like with Brann or Violet Teacher or Naga Sea Witch. And dealing 5 damage is not trivial for most classes.

18
Hearthstone / Re: Wispers of the Old Gods
« on: April 25, 2016, 04:08:53 pm »
Dust Ancient of Lore or hold onto it?  (I have one golden and one regular, both of which were in my druid ramp deck, but now...)
Dust everything that got nerfed.  You can't lose out.

Everything?  Some of it must still be useful, right?

You get full dust value. So if it turns out it's good anyway then just refcract it.

Ohhhhhh right.

Edit:  OK then... 1k gold and 5500 dust available to start the new patch.  Probably will Arena with the gold... since adwcta is gone from HearthArena, does anyone have a better suggestion?
Heartharena is still decent. ADWCTA and Merps also have a bunch of videos about the arena that are quite good: https://www.youtube.com/channel/UCCRsNki-R7U3YuyBsuo9Few

19
Hearthstone / Re: Wispers of the Old Gods
« on: April 25, 2016, 04:07:19 pm »
It's pretty much only playable with that new Fandral guy.

Which itself is not great to begin with, and not very likely to be alive by the time you can cast AoL.
Really? Fandral seems super playable to me. 3/5 for 4 is a solid body for a card with that much utility, and Living Roots and Raven Idol means it can get value as early as turn 5 without any ramp. Plus they're getting Mire Keeper, which seems very strong in ramp/midrange, and Feral Rage, which is good anti-aggro.

20
Hearthstone / Re: Has anyone learned Hearthstone yet?
« on: April 20, 2016, 11:01:46 pm »
Yeah, the Blade Flurry nerf seems mostly intended to free up design space for future Rogue weapons and weapon buffs. I can't imagine what they've got coming out that justifies nerfing it this much, though... the return of Envenom?

21
Hearthstone / Re: Wispers of the Old Gods
« on: April 14, 2016, 09:35:56 pm »
Interesting card, maybe the most interesting one they've announced for WOTOG so far. It's a little like raptor except they figured out a clever design to make it combo with anything that has beneficial card text.
I dunno if you saw Herald Volazj, but it uses the same mechanic, though it summons the minions directly. I am curious how it'll work, though... In the Miniature Warfare Tavern Brawl you couldn't silence or bounce minions to remove the stat change. Will this be the same?

22
Hearthstone / Re: Wispers of the Old Gods
« on: April 14, 2016, 05:01:36 pm »
(or Malygos???)
Yeah, that'd be sweet, but Malygos costing 9 mana makes it hard to combo. Imagine if there were a way to reduce the cost of Shadowcaster to 1 mana...

23
Hearthstone / Re: Has anyone learned Hearthstone yet?
« on: March 21, 2016, 02:25:50 pm »
Oh, weird. I guess the Combo effect modifies the Battlecry, then?

24
Hearthstone / Re: Has anyone learned Hearthstone yet?
« on: March 21, 2016, 02:19:59 pm »
Huh, how does Perdition's Blade work with Brann and Combo? I guess it should just do 2 damage?

25
Hearthstone / Re: Tavern Brawl Discussion
« on: March 21, 2016, 02:17:48 pm »
Yeah, you get the "Defeat" screen at the end but it effectively counts as a non-game for most purposes.

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