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Dominion: Dark Ages Previews / Re: For when the Dark Ages previews come out - card analysis game
« on: August 06, 2012, 08:55:54 am »
In
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Graverobber - Seems particularly good in games with swindler/ saboteur/ salvager/ apprentice and other cards where there are incentives to thrash good cards. It even combos with itself although this might be a bit difficult to set up
Poor House - Shines in treasureless decks but otherwise looks good for a gardens/ silk road strategy as it almost guarantees having at least $4 to spend come the buy phase
Sage - Seems very powerful as a way to spam the sane attack once every turn (cursers and ghost ships probably being the most lethal) by being able to just buy one copy of the attack and spamming Sage. On second thoughts unless there are pleanty of cheap piles costing two or less (including at least one + buy) but then where would your VP's come from if it was a ghost ship. So all in all a Great Hall without the VP but the benefit of the additional card being something you actually want.
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Feodum - VP from treasure interesting. Looks to combo nicely with trader. Also provides interesting strategy space around when you should trash a feodum to power up your other feodum attacks.
Cultist - A witch which deals out better but still pretty bad cards to the other players but can havbe multiples played without village help
Ruined Market - While better than a curse, still pretty bad. I assume the other ruins are +1 coin, +1 action, +1 card and either trash a card or +1 VP
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Squire - Looks like a this turn fishing village most of the time with other options. Appears to be rather good for a two cost card
Hermit - Looks to be a good card only in circumstances where you get benefits from the thrashing of other cards as is the case with feodum and cultist
Madman - One time super council room with the actions of a village. Not sure why the "if you do" is included in the wording, because returning it to the pile looks mandatory to me
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Rats - Appear more troublesome to me than the problem of coppers and estates unless there is another thrasher on the board
Pillage/ Spoils - $5 for a one shot effect which gives two one shot golds. Seems a little weak to me (although comparable with Contraband and Cache in strength)
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Necropolis - Seems better to me than an estate in most circumstances (Baron, Trash for benefit and potentially Ambassador being the exceptions. The plus two actions could prove useful for engines. Also meansa that there will in all probability be no +2 Actions ruin
Overgrown Estate - Trash a bad card from your hand replace it with a better one. Better than estate on any board with trashing where the cdircumstances mentioned above do not apply.
Hovel - Doesn't seem that good as it is a dead card and you usually do not want to be buying victory cards to the mid to late game by which point a) it is going to be difficult to line thsi up with a VP buy particularly in the midgame with this taking up a valuable card slot and b) likely not making that much difference as there will not be that many cyclesd of your deck to go. Would prefer estate to this under most circumstances.
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Graverobber - Seems particularly good in games with swindler/ saboteur/ salvager/ apprentice and other cards where there are incentives to thrash good cards. It even combos with itself although this might be a bit difficult to set up
Poor House - Shines in treasureless decks but otherwise looks good for a gardens/ silk road strategy as it almost guarantees having at least $4 to spend come the buy phase
Sage - Seems very powerful as a way to spam the sane attack once every turn (cursers and ghost ships probably being the most lethal) by being able to just buy one copy of the attack and spamming Sage. On second thoughts unless there are pleanty of cheap piles costing two or less (including at least one + buy) but then where would your VP's come from if it was a ghost ship. So all in all a Great Hall without the VP but the benefit of the additional card being something you actually want.
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Feodum - VP from treasure interesting. Looks to combo nicely with trader. Also provides interesting strategy space around when you should trash a feodum to power up your other feodum attacks.
Cultist - A witch which deals out better but still pretty bad cards to the other players but can havbe multiples played without village help
Ruined Market - While better than a curse, still pretty bad. I assume the other ruins are +1 coin, +1 action, +1 card and either trash a card or +1 VP
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Squire - Looks like a this turn fishing village most of the time with other options. Appears to be rather good for a two cost card
Hermit - Looks to be a good card only in circumstances where you get benefits from the thrashing of other cards as is the case with feodum and cultist
Madman - One time super council room with the actions of a village. Not sure why the "if you do" is included in the wording, because returning it to the pile looks mandatory to me
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Rats - Appear more troublesome to me than the problem of coppers and estates unless there is another thrasher on the board
Pillage/ Spoils - $5 for a one shot effect which gives two one shot golds. Seems a little weak to me (although comparable with Contraband and Cache in strength)
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Necropolis - Seems better to me than an estate in most circumstances (Baron, Trash for benefit and potentially Ambassador being the exceptions. The plus two actions could prove useful for engines. Also meansa that there will in all probability be no +2 Actions ruin
Overgrown Estate - Trash a bad card from your hand replace it with a better one. Better than estate on any board with trashing where the cdircumstances mentioned above do not apply.
Hovel - Doesn't seem that good as it is a dead card and you usually do not want to be buying victory cards to the mid to late game by which point a) it is going to be difficult to line thsi up with a VP buy particularly in the midgame with this taking up a valuable card slot and b) likely not making that much difference as there will not be that many cyclesd of your deck to go. Would prefer estate to this under most circumstances.