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Messages - TheOthin

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76
4/3 opening can still get a $5, though.

77
Puzzles and Challenges / Re: Easy Puzzles
« on: April 23, 2015, 07:05:36 pm »
Travelling Fair, Alms, Port.

78
Puzzles and Challenges / Re: Easy Puzzles
« on: April 23, 2015, 06:49:53 pm »
Buy a Squire for $0 because of a previously bought Ferry and trash it to Watchtower.

Alms also works in place of Ferry.

79
Dominion: Adventures Previews / Re: Procession Hireling
« on: April 23, 2015, 12:17:28 pm »
Hireling: Give up a $6 for +1 Card every turn
Throne Room + Hireling: Give up a $4 and a $6 for +2 Cards every turn
Procession + Hireling: Give up a $4 and a $6 for +2 Cards every turn and a $7
Procession + Procession + Hireling: Give up a $4 and a $6 for +2 Cards every turn and a $7 and a $5 (and play Procession a second time)

Each successive one of these seems like an improvement over the last. More than the sum of their parts, for sure.

80
Dominion: Adventures Previews / Re: Procession Hireling
« on: April 23, 2015, 08:19:57 am »
So, I'm pretty sure that if you Procession a Hireling, you get a $7 cost action if there is one and then the procession stays out and you draw 2 cards at the start of every turn.

Now, if I am to understand correctly, if you procession a procession that is processioning a hireling, am to guess that nothing stays out, the procession that is processing hireling is trashed, and that you still draw 2 cards at the start of your turn?

Yes.

81
Goko Dominion Online / Re: Gokoins/payment discussion
« on: April 22, 2015, 08:59:44 pm »
Not being able to fund Dominion Online would certainly suck more than a lot of things.

82
Rules Questions / Re: Bunch of Duration Questions
« on: April 22, 2015, 07:25:54 pm »
Here's a completely different Duration question.

I'm under the effects of a Haunted Woods attack. After playing what I can, my hand consists of four Curses, but I have an extra Buy, so I decide to go for Quest first to clear my hand. Can I choose to discard six cards, attempt to, and fail, but in the process discard all four of my Curses? Or do I have to stop after discarding the second Curse?

Alternatively, say my hand has four Curses but also an Estate. If I discard the Estate first, does that affect recognizing that I've discarded two Curses if there's any such recognition, since there's an Estate discarded as well?

83
Dominion General Discussion / Re: Definition of Combo discussion
« on: April 22, 2015, 06:11:05 pm »
So now "combo" just means "a strategy that doesn't fit into the other four deck types recognized by f:ds"?

84
Dominion General Discussion / Re: Definition of Combo discussion
« on: April 22, 2015, 04:57:02 pm »
"Notably powerful" can hit a whole range of different power ranges between "better than the sum of its parts but still bad" and "so good you are obligated to center your entire strategy around it if available".

85
Dominion General Discussion / Re: Definition of Combo discussion
« on: April 22, 2015, 03:34:56 pm »
Power level cutoff is a good point. If an interaction between two cards is more than the sum of their parts, but still would be difficult to work into an actually good deck (going back to Workshop+Gardens), that sure sounds like a reason to call it not a combo, just synergy. The low threshold of "more than the sum of its parts" strikes me as more the definition of synergy than of combo. It's just that the high threshold of needing to define a combo deck is too restrictive of a criteria for calling something a combo. I can run a deck containing Elvish Mystic without it qualifying as an "Elf deck", and I can run a deck containing a combo without it qualifying as a "combo deck".

86
Dominion General Discussion / Re: Definition of Combo discussion
« on: April 22, 2015, 03:27:53 pm »
How is that a problem? I can run an Elf deck that has the potential of using infinite Staff of Dominion to win near-instantly upon activation and yet still lose most of the time to overall stronger decks. It doesn't make it not a combo; it just makes it a combo that doesn't guarantee victory over other strategies on its own.

Workshop+Gardens sounds like something along the lines of a synergy or just a weak combo. The cards get along, but not enough to get far as a strategy. I certainly wouldn't call it a nombo; that suggests less than the sum of their parts, while this seems to be more an example of more than the sum of their parts but still not all that much.

87
Dominion General Discussion / Re: Definition of Combo discussion
« on: April 22, 2015, 03:13:50 pm »
From the Storyteller + Bank thread:

I always kinda assume combo to mean the same sort of thing it means in MtG, since that seems to be the origin of the term, and in its case it is totally fine if two things don't literally win the entire game on their own, if they create a dramatic amount of advantage on their own, that's enough.  No one says Heritage Druid plus Nettle Sentinel isn't a combo isn't really a combo since it doesn't really kill the opponent.

I've always thought that combo means a certain kind of deck in both MtG and Dominion. Combo Elves (i.e. the deck that uses Heritage Druid and Nettle Sentinel) is combo, The Epic Storm is combo, and Belcher is combo. Ninja of the Deep Hours + Spellstutter Sprite + Standstill creates a very dramatic amount of advantage on its own, but Faerie Ninja Still is not combo, it's control. In Dominion, I think that Hermit/Market Square, Apprentice/Market Square, Native Village/Bridge, Chancellor variant/Stash, and various golden decks (the traditional Bishop golden deck, Bishop/Fortress, Masquerade pin, King's Court/Scheme, King's Court/Scavenger, Inn/Graverobber/Procession/Feast etc) are more or less the only viable combo strategies. Beggar/Gardens is a rush.

Certain deck types are "combo decks", but if you're trying to say that's the only or even primary thing the term "combo" gets used to refer to in MTG, you're just wrong. People use the term "combo" all the time to refer to individual interactions like Staff of Domination + Elvish Archdruid that can be a notable part of a deck without the whole deck being built around it.

The same thing is true in Dominion. There are big combos that individually define entire "combo decks", and there are smaller combos that instead supplement a broader strategy. The use of the latter is so prominent that trying to dismiss it and restrict use of the term "combo" only to the former is just absurd.

88
Dominion: Adventures Previews / Re: Preview: Storyteller
« on: April 22, 2015, 09:08:55 am »
If you want CoTR, you want it for its double Village status, and getting it on-turn rather than stretched across two turns is definitely an improvement - as Caravan Guard highlights. And turning its coin into a card is often an improvement as well, although Storyteller would spend its Treasure plays on cards that contribute more coins.

89
Puzzles and Challenges / Re: Easy Puzzles
« on: April 21, 2015, 09:28:14 pm »
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?

Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.


Yep, this is what I was thinking.  I'm not sure if there are other ways to do it.

Highway--> Messenger --> Lost city
Actually, this only draws you one card, but I feel there must be something like it to get more.

Just need more players.

90
Puzzles and Challenges / Re: Easy Puzzles
« on: April 21, 2015, 08:12:46 pm »
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?

Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.

91
Goko Dominion Online / Re: Gokoins/payment discussion
« on: April 21, 2015, 05:29:17 pm »
Isn't $50 about what it costs to permanently get all the sets so far?

92
I can very easily have missed it somewhere, but has there been any kind of official word about when approximately Adventures will be on goko?

The official word is: give it five months.

Like, five months before we start asking?

(Where was the official word posted and from whom?)

http://forum.dominionstrategy.com/index.php?topic=12862.msg483335#msg483335

93
Rules Questions / Re: Bunch of Duration Questions
« on: April 21, 2015, 02:14:08 pm »
If I were at Disciple with Hireling in the game, I may just wait until Teacher and add one of the other tokens to the Hireling pile.

I don't think that'd work; tokens seem like they'd only trigger on the first play for Durations, so they're useless on Hireling. At least, the on-play ones Teacher gives.

Hey, we've circled back around to talking about Duration rules!

94
Rules Questions / Re: Bunch of Duration Questions
« on: April 21, 2015, 02:02:35 pm »
Thinking about this more, chains could do it even more efficiently. Procession a Procession, Throne a Throne, or KC a KC to multiply multiple Hirelings while only giving up one multiplier. It wouldn't work with Royal Carriage, though, and it's probably not worthwhile with Disciple.

95
Rules Questions / Re: Bunch of Duration Questions
« on: April 21, 2015, 01:54:54 pm »
Given that you're losing the Hireling anyway, Procession/Hireling sounds like a lot of fun if you have anything to pick up with it. Probably a $7, but maybe a $5 with Ferry.

You lose the Procession as well, but to get the extra Hireling effect plus an extra gain, it seems well worth it.

96
Goko Dominion Online / Re: Gokoins/payment discussion
« on: April 21, 2015, 01:39:28 pm »
It's worth bearing in mind that for all the people who already paid for the existing cards for apparently unlimited time, asking for anything more to keep that would be a disaster.

97
IGG can also pick up Silvers in the presence of Trader, although you'd probably be better off trashing IGG when they collide.

However, it's worth bearing in mind that Trader, unlike Watchtower, stops IGG from taking Curses out of the Supply, so if even one IGG gets blocked the Curses won't get emptied. This may not be a concern, though, if you're going against the usual rush style of IGG, which you probably are with Feodum. Of course, I feel like this raises questions about the use of IGG in the first place.

98
Dominion General Discussion / Re: Ferry
« on: April 20, 2015, 05:29:38 pm »
Procession and Stonemason are two more cards that can care about Actions having different relative costs. Procession can now turn a $2 into a $5 or a $3 into a $6, while Stonemason can turn a $4 into a pair of $5s. Or a Silver into a pair of $4s; that was doable with Quarry but only with Black Market.

99
I don't understand the fuss over Adventures speculation when this thread specifically calls for "potentially useful" interactions.

100
Puzzles and Challenges / Re: Easy Puzzles
« on: April 20, 2015, 12:17:24 pm »
Haggler and Ferry.

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