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Dominion General Discussion / Re: The Dominion Cards Lists 2013 Edition: $3 cards (Part 1/3)
« on: January 10, 2013, 02:04:38 pm »Ranking the $3's I found hard because there aren't actually that many bad $3 cards. Other than the very best, most of them are the type of card which is going to be pretty useful sometimes, and not useful at all other times, but nothing (other than maybe chancellor?) in the counting house, sab extreme that you tend to see at the $5 level.
I think I have a general agreement with the order given here. My biggest miss is probably fortune teller, which is criminally underrated still for reasons I don't understand. The attack hurts when played consistently. A lot. Now because it's terminal and doesn't offer +card (like rabble) it needs a good bit of support to play consistently, which is why it's probably sitting around the middle of the pack for me, but it's not bottom third.
Oh also to all the people saying shanty town should be higher. No. It's super terrible. As a village it's probably the worst one there is. Worse than native. You can sometimes make use of the +2 cards as an opener or a counter to something like ghost ship, but in general, it kills engines that any other village would enable.
I definitely agree that there aren't many bad $3s- even the worst $3s can be quite useful.
Can't agree on Shanty Town though: I used to think it was super terrible, but then there was that experiment where I went Village/Torturer and HME went Shanty Town/Torturer... and guess what, Shanty Town/Torturer consistently crushed the vanilla Village approach. And you'd think Torturer would be a worst-case scenario for the Shanties, since terminal draw engines are most likely to leave you stuck with just the +2 Actions. But, no, the early pseudo-Lab is that useful. My perspective was changed rather drastically after that experiment.