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Messages - yog-sothothry

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Dominion Articles / Re: Rats (draft)
« on: October 17, 2012, 11:43:09 am »
A fun three-card combo is rats/feodum/rogue. Since every feodum you trash adds four cards to your deck, only one of which is rats, you can keep the proportion of rats/other cards sane even without trashing the rats, and the rogues can retrieve the trashed feodums to keep the combo going and make the feodum's worth lots of points.

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Dominion: Dark Ages Previews / Re: Dark Ages combo ideas
« on: August 30, 2012, 12:05:05 pm »
Masquerade/market square:

This combo can get you a flood of gold very very quickly. You open masquerade and market square, then add a second masquerade and a second market square on the next reshuffle. Pick up a few more market squares as you go, then switch to buying provinces and using the +buys of the market squares to pick up duchy's or estates. What makes this combo so powerful is that the masquerade both allows you to trash cards and draw your market squares. Plus, the trashing means that even as your deck fills with gold you can still connect your market squares with you masquerades pretty reliably. I played this combo and it seems like it is very fast, as fast as most tunnel strategies with the added benefits of trashing and +buys.

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Dominion: Dark Ages Previews / Re: The Bold Predictions Thread
« on: August 28, 2012, 12:14:44 am »
I'll give bold prediction a go:

Graverobber's remodel ability will be used far more often than its trash-retrieval ability.

Usually, by the time you start trashing expensive cards for provinces, you will want to use graverobber to trash more cards for provinces, or for duchys at worst, rather than bother retrieving the card from the trash (or so I suspect).

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Dominion: Dark Ages Previews / Re: Dark Ages combo ideas
« on: August 27, 2012, 11:37:50 pm »
I have played a few games where I went with feodum/rogue strategies, and they are a lot of fun (and seemed reasonably strong). The idea is to trash your feodum's repeatedly for the three silvers and then retrieve them from the trash with the rogues. Cycle and repeat, then start buying provinces when the concentration of silver in your deck gets high enough. This also works with Graverobber, and putting the feodum on your deck isn't even much of a disadvantage, since it gives you a chance to trash it again right away.

This strategy really takes off if you combine it with rats. The problem with rats is that if you play it too often the concentration of rats in your deck becomes unmanagable. When you trash a feodum, though, you add 4 cards to your deck, only one of which is rats, so you keep the purportion of rats more balanced. This lets you keep buying feodums and rogues, and not have to keep picking up trashers with your buys to keep the cycle going.

If anyone else has played/plays this strategy, I'd love to hear some thoughts on how it might be optimized. When should you stop trashing feodums, or start buying provinces or duchys, for example? Not sure how its best to do it, but its a lot of fun to play around with.

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Dominion Articles / Re: Yes/No: Discussion on Dark Ages combos...?
« on: August 20, 2012, 02:53:35 pm »
Here's a couple of possible combos between Dark Ages cards that I came up with, reposted from a thread in the Dark Ages preview thread.

Hunting ground/Bandit camp:

The big draw back of hunting ground as the basis for a draw engine is that, at a cost of 6$, it competes with the gold you need for to be drawing to buy provinces. Bandit camp solves this problem by providing a one shot gold everytime you play it, allowing you to build your draw engine without spending as many buys on money. I played this combo once and it worked quite well, but since the two cards are both expensive, it might turn out to be too slow on most boards. Still, might be worth looking out for.

Cultist/Urchin:

Urchin is already being slammed as a weak card (along with its grown up version mercenary) but it seems to fit in well with a cultist chain deck. The cultists make it easy to turn the Urchin into a Mercenary, and the Mercenary can thin your deck out to help make sure your cultists find each other and keep the chain going. Late game, the Mercenary can trash cultists for mega turns.

Death cart/ Squire:

This is more of an opening, I guess, then a combo per se. Opening Death cart and then Squire allows you to quickly get up to gold, grab some silvers, and if the death cart and squire collide then you get yourself an attack card. Of course, if you draw the death cart with none of your actions you are probably in trouble. I am interesting in seeing if Death Cart openings will end up being strong, but at first glance squire seems like nice support for it.

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Dominion: Dark Ages Previews / Dark Ages combo ideas
« on: August 20, 2012, 11:52:11 am »
I have played a few games with the new set, and a few possible combos jumped out at me. I'm not at all sure how they will hold up on further play, but they seem interesting enough to see if people have any thoughts on them, or any thoughts on other combos suggested by the set. Okay, here goes:

Hunting ground/Bandit camp:

The big draw back of hunting ground as the basis for a draw engine is that, at a cost of 6$, it competes with the gold you need for to be drawing to buy provinces. Bandit camp solves this problem by providing a one shot gold everytime you play it, allowing you to build your draw engine without spending as many buys on money. I played this combo once and it worked quite well, but since the two cards are both expensive, it might turn out to be too slow on most boards. Still, might be worth looking out for.

Cultist/Urchin:

Urchin is already being slammed as a weak card (along with its grown up version mercenary) but it seems to fit in well with a cultist chain deck. The cultists make it easy to turn the Urchin into a Mercenary, and the Mercenary can thin your deck out to help make sure your cultists find each other and keep the chain going. Late game, the Mercenary can trash cultists for mega turns.

Death cart/ Squire:

This is more of an opening, I guess, then a combo per se. Opening Death cart and then Squire allows you to quickly get up to gold, grab some silvers, and if the death cart and squire collide then you get yourself an attack card. Of course, if you draw the death cart with none of your actions you are probably in trouble. I am interesting in seeing if Death Cart openings will end up being strong, but at first glance squire seems like nice support for it.

Okay, so that's what I've got. As I said, I've only played a few games with the set so far, and all of them have been Dark Ages cards only, so not sure how these interact with other sets. What do people think? Any of these have potential? And does anyone have any other potential combos to share?

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