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Messages - Marcory

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701
Variants and Fan Cards / The card that can't be drawn dead
« on: January 16, 2014, 11:39:18 pm »
What about this:

Sentinel
Victory-Reaction

Cost $3
1 VP

When you draw this during your action phase, you may discard this. If you do, +1 action, +1 coin.
You may discard this during your Action phase if you have not played any Action cards this turn. If you do, +1 action, +1 coin.



Analysis:
This card is normally a weaker Great Hall (you get +1 coin instead of +1 card), but you can't draw it dead. It also can be useful when disappearing coins are needed (Tactician, Minion, draw-to-X). It also effectively functions as a Squire (Actions only) when discarded.

Too strong? Too weak? Too cute to be useful? Your thoughts are appreciated.

*Edited*

702
But KingZog3 is actually Prince Charles. He's 65 years old, but still has to report to his mother.  :P

703
Sometimes friendships are more important than winning an argument. Let's say that his friend is passionate about, say, tennis. She knows all about different types of serves, which angles to take, etc., but to him, it's merely a nice way to spend an afternoon.

She could spend her time trying to persuade him to become a serious tennis player--or she could simply appreciate the fact that he likes playing tennis, and that they enjoy each other's company.  If she needs to talk about the fine points of tennis, or play at a high level, there are plenty of clubs where she could find high-level opponents--but if she browbeats him for not playing 'correctly,' she's likely to make him lose all interest in tennis, instead of making him a better player.

As for Ozle--if his point was to say, 'She's a girl--girls are stupid and don't get Dominion'--then of course he would be sexist. But if his point was, "She's a girl who likes spending time with you--don't blow it over a stupid argument" then his reply was spot-on, and much shorter than mine, which for most people will be tl:dr.

704
Dominion Articles / Re: Butcher
« on: December 20, 2013, 12:19:41 am »
You can throne room/KC/Procession a Monument; TR/Monument is a reasonable alternative to Throne Room/Butcher when you have only 1 curse in hand, and KC/Monument probably is superior to KC/Butcher in that circumstance--though of course the kingdom and the stage of the game would determine whether you want more VP or coin tokens.

More exotically: if your deck consists of KC/Scheme/Bishop/Platinum/Platinum/Colony/curse and your opponent has Mountebank or Masquerade, you would want to keep the curse to defend yourself against their attacks. In that case, if you had to buy an extra card, you'd prefer to have Monument than Butcher. (Granted, I'm not sure why you'd want either card in such a scenario, but we're edge-casing here.)

705
Dominion Articles / Re: Butcher
« on: December 18, 2013, 12:04:29 am »
Are you sure that's not too complex for Dominion?  :P

706
Dominion General Discussion / Re: Donald X on Rebuild
« on: December 17, 2013, 04:55:47 pm »
All this xoxo. Won't public displays of affection get this moved to the RSP forum?

707
If you buy a province, and your opponent buys a Platinum and lets you stay in the VP lead, then you're now in a position to 3-pile and win yourself. Three-piling works both ways.

708
If you see that one or two piles are so low that you might lose before you get another turn, then buy VP so that you will be ahead when the third pile goes out--even if this means buying a Duchy instead of a Kings' Court. If you allow yourself to get more than a Duchy or Province behind your opponent when 3-piling is a danger, then you deserve to lose.

And if he plays some fancy combo (say, KC-KC-Forager-Forager-Fortress when Foragers are worth 4) that lets him buy 8 or 10 cheap cards and win that way, then he deserves to win, even if it's by a score of 4 estates to 3.

Think of Chess: If you set up some fancy attack that lets you promote 3 pawns, but you ignore the fact that your opponent is moving in for a rook/bishop checkmate, then you deserve to lose--no matter how many queens you have on your board at the end.

709
Dominion: Guilds Previews / Re: Victory card speculation
« on: June 03, 2013, 02:54:30 pm »
Workshop (or Ironworks/Armory/Smugglers)-Guildhouse would become the dominant strategy in any board that had it. Getting Gardens or Silk Road to 6 VP takes some doing; this would be way too easy.

710
Dominion General Discussion / Re: When to buy a curse
« on: May 24, 2013, 12:22:26 pm »
oh, right. my bad. I meant when you had played your deck, not just drawn it--in that case Mercenary would need fodder for the coin bonus.

711
Dominion General Discussion / Re: When to buy a curse
« on: May 24, 2013, 12:09:14 pm »
Oh, and of course Junk Dealer and its ilk don't need fodder if you've drawn your deck (though maybe you'd topdeck the Curse with Watchtower/Armory), but Mercenary does.

712
Dominion General Discussion / Re: When to buy a curse
« on: May 24, 2013, 09:32:13 am »
#12 does work. Say you are the second player, ahead by two points but with no money in hand. If you do nothing, the other player can buy the last estate. Then if you buy the last curse, the game will be tied. But if you buy the last curse, then the other player buys the last estate, you will win because you had fewer turns. (this is a slog where no one is buying Provinces and the Duchies are out).

713
Dominion General Discussion / When to buy a curse
« on: May 24, 2013, 02:28:20 am »
For my first post, I'd like to hear the edge-casers weigh in on when is a good time to buy (or voluntarily gain) a curse. I can think of two overall categories:
I) when a curse as such is the best card to obtain (voluntarily gain, or buy); and
II) when ANY zero-cost card (copper, curse, ruins) will do.
So here's my (hopefully not exhaustive) list:

Category I

1) to end the game on three piles
2) when Tortured
3) to deal out with Ambassador
4) to boost Fairgrounds
5) (much rarer) to boost Gardens
6) While possessing your opponent, use his +buy to get curses so that you can Watchtower them with your own hand and 3-pile
7)With watchtower in hand as the only trasher in the kingdom, buy the last curse so that your opponent doesn't curse you
8)In a draw-your-deck engine, workshop Curse to boost your Harvest
9) to deal out with Masquerade, when all the Masquerades are out (or maybe in some weird draw-your-deck/workshop/masquerade combo)
10) With Watchtower in hand as the only trasher and you know (via Bureaucrat or some such) that your opponent has a Mountebank in hand (so that you can top-deck the Curse and don't gain a copper as well)
11) When you know that your opponent has Sea Hag in hand, you can buy the last curse so that the curse goes to your discard instead of your deck
12) When you are ahead by a few points and one pile is already gone, to exhaust the Curse pile so that the opponent can't buy the last Duchy, Estate, or Alt VP card


Category II--(this will usually only happen if coppers (and ruins) are already gone)

1) With trader in hand to gain silver
2) When you have played multiple Goons (and coppers are out or you're trying not to 3-pile)
3) You know your opponent has multiple Goons and +action/+buy in hand, and the coppers are gone
4) When the coppers are gone and you play Haggler with no other cheap cards available
5) To add fodder for Junk Dealer or Rats (likely in a draw-your-deck engine)
6) With a Remodel type card, a draw-your-deck engine, and bridge/highway, to get a zero-cost card that can be then upgraded to the card you really need (maybe you don't want to lose any of the cards you already have)
7) With Watchtower in hand, to trigger Market Square

I've tried to think of all of the edge cases, but I'm sure there are many more. Any suggestions?

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