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Messages - zahlman

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651
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 20, 2012, 03:33:43 am »
Not really. Once you get a handful of provinces, just start naming estate and province. And if you have even weak trashing you can get rid of estates so you can still skip over coppers.

If you have weak trashing, you have cards that enabled the weak trashing that also need to be skipped over (since even if they have +actions, you'd generally be drawing them dead).

652
(Warning: this post consists of extremely disorganized musing.)

We unsurprisingly have a lot more variety in interesting mechanics this time around (IMO), and along with that (also unsurprisingly) more cards that are just broken, clearly mispriced, or seem hard to price accurately.

One bit of brokenness I felt like highlighting:

Quote
Betty
$4P - Action
+2 Cards
Trash any number of cards. If they are all:
Action cards: Gain a Duchy.
Treasure cards: Gain a [This Card].
Victory cards: Gain a Gold.

By a strict reading, and by the usual axioms of set theory, I can choose to trash nothing, and gain all three.

Robeson is strictly better than Chaplin, and I like the idea, but I'm having trouble deciding which is fairer for the $4 price point. The weird part that I *didn't* expect is that this is the first time we've had one submission strictly better than another at the same cost (that I've noticed, anyway).

I'm also surprised how few of the TFB cards offer +Buy, especially ones with potential to raise huge amounts of cash.

Quote
Hedy- Chapel is already one of the best cards in Dominion. Raising the price to 4 doesn't justify making it unstoppable.

Hedy still wouldn't see much use past the early game in normal situations, but consider that Chapel/Silver is a viable opening on many boards, and Hedy/Silver wtfpwns that.

I initially misread Mildred completely, and was gearing up for a rant about Turn 3 ridiculousness :/

Some of these cards offer potentially really interesting combos, and will do weird things when Throned or Kinged. (And then, some others are basically completely resistant to the effect of TR/KC.) Interesting stuff includes

* KC-KC-Spy-Beery-Beery, my topdecked Curse becomes a Colony, or my topdecked Colony lets me trash 6 Colonies from the Supply.
* TR-Ethel: an Estate in hand becomes a Gold and a Duchy.
* KC-Brook: you can put down cards, then return them, then put them down again, with the net effect that your third +Card is of your choosing from the original 5. But otherwise, this card almost certainly plays like a 1-shot super-Chapel that doesn't let you choose between Coppers and Estates (unless you want to waste time trying again putting crap back into your improved deck and then pray to drop something better) and doesn't become a dead card. Honestly, actually, I think it's already kind of broken because of that usage.

And finally:

Quote
Seems weak.  You'd only want to gain good cards, but sacrificing them to gain one on your deck seems weak.  I don't like it for $5.  Maybe discard forge, gain KC?  Discard Gold, gain Goons?  But the discard penalty is still harsh.

Nonononono. Discard Witches, gain Caches. Gotta go with the memes. ;)

653
Dominion Articles / Re: Contraband
« on: July 19, 2012, 03:33:41 am »
An interesting situation is Contraband in a Possession game. Do you always block Possession once your opponent has a few Silvers, assuming you proscribe Gold initially? If there are there other potion cost cards in the game is it better to block those instead? This requires an assessment of how important Possession is in the kingdom.

Contraband being in the kingdom makes Possession more important all by itself, since while you possess the opponent, you can play Contraband and proscribe irrelevant things and get the full benefit of the +Buy.

One more source of flexibility I'd add is Grand Market. Contraband is a cheap way to contribute towards buying GMs, but when it is in play your opponent can only pick one proscription between Gold and GM. I imagine in most cases GM is a better proscription, but that still means you'll be able to get Golds quickly.

And then the Gold helps you get GMs anyway.

OTOH, if GM is reasonably attainable, the +Buy on the Contraband quickly becomes superfluous...

654
Variants and Fan Cards / Re: Clasic_Cards #2: Vampire
« on: July 18, 2012, 04:53:07 pm »
I probably was equating bishops to halfpins at one point, if only because annoying people on isotropic won't concede to my double gold trashing Bishops in a timely manner.

... You can reliably replace 2 Golds every turn, but you can't just run out the Provinces/Colonies (trashing them as you go if necessary to keep the engine going)?

655
Variants and Fan Cards / Re: Clasic_Cards #3 - Investigator
« on: July 18, 2012, 04:50:13 pm »
But if it fails, how would trashing a supply card be a helpful thing for me, except maybe once in a while by purest coincidence?

Because you are in the lead and want to end on piles before your opponent's engine can catch up.

I actually had a simpler idea: "+1 card, +1 action, +1 VP, trash an action card from the Supply". I suspect that has to cost at least 6, though.

656
Simulator likes this strategy (which convincingly beats most Big Money variants)

Open Quarry/Silver (or Embassy which you want asap for fast cycling), get all the Markets you can and a second Quarry (3 is too many).

I'm surprised; I'd expect a third to be important to increase the chance of collision and get the Markets quicker, since there's only quite light trashing here (and none in the cited strategy). But I guess with Market and Embassy for cycling it works out okay? Or else you can buy them quickly enough at $3 anyway...

Quote
When Markets are gone, get all the Cities, then start greening while getting a few Monuments.

I'm not surprised that beats the big-money variants, but draining the Markets while opponent picks up Cities seems dangerous...

Quote
Simulator HATES Upgrade in this deck (but doesn't play the card well, so not certain it's that bad).

Yeah, well, after Estate->Silver, what are you going to Upgrade? Quarry->City?

657
http://dominion.isotropic.org/gamelog/201207/16/game-20120716-234749-c943d3f9.html

I was way ahead of course, and it probably didn't matter what I did at that point, but I was amused when I saw this way to end the game. He initially fell into a City trap (maybe he could have gone after Islands more aggressively?), and tried to pull something together with multiple Ambassadors and Cities and KC, but his deck was simply too bloated and money-poor, while I had invested in enough Lighthouses to keep me protected most of the time. Initially I was thinking along the same lines, but I realized I couldn't win the early Ambassador battle, aim for $7 for KC and still expect to rush Island/City. I was surprised he didn't go after island more aggressively at the beginning; later, I half expected him to accept all the Curses after I'd started playing around with Embargo, just to power up the Cities that way.

Would Ghost Ship earlier have been a good idea? Anything else I can do better here? My turn 16 Island should be Bazaar, I guess....

658
Trashing is a bit difficult here, because you want to win Market/City-spilt, and Upgrade gets into the way there. But you want to draw your Quarries together, best with Markets. So I think 3 Quarries, because just two are not likely to collide. Question is if to take an Upgrade, probably yes. But only one. Nothing nice for $3, so upgrade Copper->null, to increase chances of colldiing Quarries.

This reminds me, anyone want to write a Quarrry/(Market | GM) article?

659
Puzzles and Challenges / Re: Yet another What's missing?:
« on: July 16, 2012, 08:02:30 pm »
nothing else because your deck is empty.

So just add that (i.e. "..., regardless of how many cards are available to draw") as a restriction :P

660
Puzzles and Challenges / Re: Yet another What's missing?:
« on: July 16, 2012, 07:58:36 pm »
Ehunt, your answer is wrong, but the other one (blueblimp's honorable mention) is right.

Ah! That verifies it for me then.

These are cards which are capable of replacing themselves with a Treasure in hand (and no change to handsize), as a terminal action. Either by gaining it in hand, or by drawing exactly 1 card ("up to N" if you have N before playing the card).

661
Help! / Re: Is a Spy strategy worth it in this set?
« on: July 16, 2012, 10:01:59 am »
The smithy isn't the right starting point for a deck with jesters, stables, then king's courts. The woodcutter would have been better and a deck of stables, woodcutter, and fool's gold might be able to compete with a jester/king's court deck.

You want the +Buy on the Woodcutter to get FG quicker, yes?

662
35, trivial enhancement:


CCCEE = chancellor (H)
CCCCE = treasure map (T)
HCCEE = T
TTCCC = tunnel, 4 golds on deck
GGGGH = colony
HGGGG = colony
HGGGG = colony


Wait, Kingdom cards, not victory cards. So 34 then taking an Estate instead of a Tunnel of course.

663
Dominion Articles / Re: Snowballing
« on: July 16, 2012, 06:11:35 am »
It is not uncommon that the best way to get the tournament prizes is through trashing/engine.
The fastest roller coaster dips below the target point.

I'm pretty sure that depends on the relative position of starting and endpoint...

Yes; it depends on the slope of the line connecting those points.

664
Change the choice to "+$1, +1 Buy" and add "(including this one)" to the chaining portion, because that's how other things already work (Bank).

Spice Merchant gives you $2 on that option, but then it also gives you 2 cards on the cards/actions option.

665
Variants and Fan Cards / Re: Cards for the following mechanics?
« on: July 15, 2012, 11:04:04 pm »
overly attached steward

"I saw your discard pile... who's 'Sea Hag'?"

666
I call shenanigans.  As soon as you Nf3 or Nc6 or even Bg7 someone should have noticed the error.

I see what you did there.

667
Help! / Re: This is just bad luck, right?
« on: July 15, 2012, 01:31:06 am »
I think it's more undervaluation of Upgrade and not accounting for how Bishop helps the opponent.

But how else am I supposed to enable Tournament on a 4/3 opening?

668
Help! / Re: This is just bad luck, right?
« on: July 14, 2012, 11:06:29 pm »
There's clearly something I don't understand about how to use HP, then. Actually, I don't think I have any idea how to use it at all, really. x.x

669
Help! / This is just bad luck, right?
« on: July 14, 2012, 10:42:59 pm »
http://dominion.isotropic.org/gamelog/201207/14/game-20120714-193203-64f89ad9.html

Seriously, I can see why Tournament would make a lot of beginners ragequit. I pick up Bishop to start thinning my deck and try to get a collision and claim some points. Even while he's trashing Coppers while I can get rid of some Estates, and even though he sacrificed an early Silver for Scheme, he's somehow able to get the first Gold, then the first Province, then the first Prize all in quick succession. With Scheme and all the trashing (his own Upgrade + my Bishop) he's able to play Followers on me twice in a row, and it's all downhill from there. He gets every prize, every Province, and somehow even ends up with more HPs than me. WTF? I thought Upgrade was slow? I always seem to get crushed whenever I rely on it for Copper trashing like this. I get that he's using Scheme to top-deck Tournaments, but how does he expect to get the first Gold starting out this way, and how are his early Provinces in hand reliably?

670
Help! / Re: I will try to post a game here every day.
« on: July 14, 2012, 10:24:15 pm »
Fixed.  What do you mean you can't teach me things about my dominion play by google searches?  :(

At least it wasn't anything super embarrassing.

671
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 3!
« on: July 14, 2012, 05:25:43 pm »
10 minutes for both, so about 5 mins for each. I tend to not spend too many time on cards. Either something is a good idea or it isn't. Sometimes I just like launching ideas and seeing what the results are. :)

Pretty much my approach, too. Although sometimes I'll spend a few minutes thinking about it, then put it aside and come back to it later for a few more minutes. :)

672
Variants and Fan Cards / Re: Terminal Draw non-duration Tactican
« on: July 14, 2012, 05:24:45 pm »
It could however, also become a more board dependant Minion with +7 cards. Draw 7, play villages, play +$2's, play this card, draw 7 new cards, repeat.

I don't see the problem. It's just an engine that works in a somewhat nonstandard way. You still need to put together the rest of the engine components, and it isn't an attack card anyway.

673
Variants and Fan Cards / Re: Terminal Draw non-duration Tactican
« on: July 13, 2012, 09:52:30 pm »


Except the other way around, and without giving Silver to opponents.

674
Variants and Fan Cards / Re: Pricing dilemma - terminal +cards/+$
« on: July 13, 2012, 07:44:28 pm »
Gold + Buy is Contraband.

But it's a restricted treasure rather than a terminal action.

675
Game Reports / Re: Why Jack >> Saboteur
« on: July 13, 2012, 05:55:09 pm »
Jack is exactly the perfect counter to Sab - you flood your deck with lots of silvers.

Trader?

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