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Messages - Chris is me

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2101
Dominion League / Re: Season 11 - Announcing Livestreams
« on: November 30, 2015, 10:39:03 am »
Streaming TWO MATCHES tonight. Starting at 8 PM EST (1 AM tomorrow GMT), I'll play both mtmagus and Voltaire to finish my League matches. http://www.twitch.tv/chrisisme2791

2102
Solo Challenges / Re: Golden Deck for Colony
« on: November 30, 2015, 10:34:50 am »
Events are easy-mode

Put Seaway, Pathfinding and Lost Arts on Poor House.

Deck is 10 Poor Houses, 1 Crossroads (assume we trash our Chapel with a self-removing trasher like Ratcatcher).

Buy 2 Colonies and 2 Islands. Then on every subsequent turn, Island away the two Colonies and buy 2 Colonies and 2 Islands again.


Island costs $4. All of the events are >$2.

2103
Solo Challenges / Re: Opening 3/7
« on: November 30, 2015, 09:28:36 am »
Is it possible to open ferry/inheritance?

Ferry cannot target an Event, as an Event is not an Action Supply Pile.

You COULD open 7/3, by opening 5/2, using a Baker Token and Borrow to Inherit something that produces virtual Coin, then buying Ferry, but I don't think the other way around works.

2104
This isn't even subtle or remotely not-obvious, but have you ever played with Pathfinding + Magpie? It's crazy. Magpie becomes a Lab that either draws 3 cards, or draws you 2 cards and gives you another super-Laboratory for free. Magpie has great synergy with any of the counter Events, but Pathfinding is especially potent.

2105
Vineyard's better than Familiar. It's incredible how well Vineyard has stood the test of time as alt-VP and remains one of the most competitive ways to obtain Victory points.

My list (which I didn't finish :/) was something like SP, Vineyard, Familiar, Apoth, Alchemist, Possession, Golem, Uni, PS, Transmute.

I think Golem is more often useful than University is, but there are some boards just loaded with engine components that you can really milk University for everything it's worth I guess.

2106
Puzzles and Challenges / Re: Most Cards from One Buy
« on: November 29, 2015, 08:11:24 pm »
Let's try this, I'll inevitably fuck it up. As far as I can tell, the only relevant on-gain effects that gain you more cards are Border Village, Haggler, Cache, Hunting Grounds, Death Cart, and Duchess. Lots of on-buy stuff happens, but we only get 1 of those, so it's not super important I don't think.

Kingdom: King's Court, Border Village, Duchess, Haggler, Cache, Feodum, Black Market, Hunting Grounds, Death Cart. In the BM deck is Watchtower, a Copper trasher, and all the draw components and Villages you want. Sure.

Fill your deck with magic from the Black Market deck (and plus some Hunting Grounds, you only need 3 left in the Supply). Get to a deck that can draw itself consisting of 7 King's Court's, 10 Haggler, and maybe a bunch of Platinum? I don't actually want to calculate this all out right now, I'm sure it can work.

Buy 1 King's Court or Province or something. With your 30 Haggler gains, make 10 of them Border Village, 3 Hunting Grounds, 5 Death Cart, 10 Cache, 2 of anything. Watchtower trash the 3 Hunting Grounds for 8 Estates. 5 Death Carts come with 10 Ruins. 10 Cache come with 20 Copper. 10 Border Villages can be used to gain 8 Feodum (trashed for 24 Silver) and 2 Duchy (plus 2 Duchess) for a grand total of 93.

I'm sure someone can do better. If my "just use Black Market and trust me it will work" draw strategy isn't valid, take Duchess out and put Hermit in there, just start with 5 Madmen one turn, whatever. Brings it down to 91.

Edit: Oh shit, I forgot Embargo and thus the OP's solution is already better than mine. Oh well, I give up.

2107
Can somebody explain why Fairgrounds is a great card to me?  I must be missing something.  If anything, my tendency is to rank victory cards higher than the average around here (I ranked Tunnel, Gardens, and Duke all significantly higher than average), but Fairgrounds has never stood out to me - especially amid the stiff competition of the 6+ cost cards.

My thoughts on Fairgrounds: with just a little effort, it's worth 4 VP in an engine.  4 VP for 6 coins is pretty good, but nothing special.  With a lot of effort, Fairgrounds can be worth 6 VP.  6 VP for 6 coins is very good, but not quite as good as Duke (which can be 6+ VP for 5 coins with similar effort).  As another pile of substantial VP, Fairgrounds slants the game in favor of engines (like Vineyards, Distant Lands, and (IMO) Gardens).  However, in engine mirrors, 3-pile endings are pretty common (especially in 3+ player games), so Fairgrounds might hardly be purchased.  The best environment for Fairgrounds is a kingdom with a lot of interchangeable engine parts, but such kingdoms aren't common.

What am I missing?

The biggest thing is that it gives you a lot more time to build an engine. Your opponent has to buy 8 provinces to win the game, not just 4 or so, which buys several turns for engine building. Not to mention in the time it takes to build a deck to get 2 Provinces, you can nearly get 3 Fairgrounds. I don't think Fairgrounds is better than Grand Market, but it's a very good card on certain boards.

2108
Game Reports / Re: Lost the Grand Market split 9-1; Won the game
« on: November 28, 2015, 05:34:39 pm »
Moral of the story: Yellow cards are bad; never get them. He had $18 in cantrip money, most of his copper, and still decided that 4 golds and 2 platina were a good idea. Also Gardens were silly too. Not sure I'm convinced by the potion cards... I want to play a wharf every turn ASAP, and if I get potion that takes a while. I'd open masq/silver, and not consider getting potion until I have a wharf or two.

Thats terrible advice, there are no villages so you are playing wharf-bm which isn't thing with colonies.

Problem here is that you didn't buy any nonpotion cards, you were overdrawing your deck without payload. Potion/masq is correct opening but you should buy silver on turn 3, that is with apothecaries enough to buy platinum, Turn 6 should be wharf instead alchemist as you really need +buy. Then get second wharf and get more alchemist/platinums, until you could double-colony.

Grand market here looks just too slow.
What? If you don't get Grand Markets, I am getting all 10 and winning quickly.

Log or it didn't happen. That approach makes you grand market idiot like original opponent. So show log where you get ten grand markets and enough victory points to win. You have 16-17 turns until I end game by pilediving all colonies, here are example games.

https://dominion-game-logs.s3.amazonaws.com/game_logs/20151128/log.0.1448747055772.txt
https://dominion-game-logs.s3.amazonaws.com/game_logs/20151128/log.0.1448746722857.txt

I'm pretty confident that (1) the fact that the opponent bought 9 Grand Markets *definitely* wasn't his undoing (he made WAY bigger mistakes) and (2) "Grand Market Idiot" is just straight up not a thing. The reason "Village Idiot" is a thing is because a deck full of Villages and nothing else has a net effect of basically doing nothing. A deck full of 10 grand markets gives you +20 Coins, +10 Buys, etc. I can't believe I have to say this, but yes, having lots of Grand Markets tends to be a good thing, not a bad thing.

2109
Game Reports / Re: Always go for the Engine
« on: November 28, 2015, 11:07:39 am »
I would probably open Ferry / Soothsayer, then grab two Gears and play Gear / Junk / Money. Not buying any IGGs unless I have a pair of Foragers, which isn't a bad idea since you can just set them aside with Gear if you dead draw them (plus the card you wanted to junk!).

2110
transmogrify / guide use the transmorgify at the start of your turn to trash and then call guide to draw a new hand of five cards. works best with multiple transmogrifies on your tavern mat.

The whole point of Transmogrify is that you get to use what you upgrade into right away. You can't trash and gain nothing with Transmogrify (excluding the edge case of an empty Copper and Curse pile).

2111
Kind of surprised people prefer Sir Vander, who literally does nothing, to Sir Martin, when Buy can often be very scarce and thus Martin is the only source for it on the board. I mean it's still a bad Knight, but if I could choose what I get I would prefer it to Vander a lot of the time.

Anna is clearly the best Knight though.

2112
Dominion General Discussion / Re: Strongest Combo?
« on: November 26, 2015, 11:23:41 am »
Gear + Money

2113
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2015, 09:32:10 am »
At the start of my turn, my hand consists of five copies of the same card and nothing else. My draw and discard piles are empty and I have no duration/mat/prince/etc cards in play. At the end of my turn, I can guarantee that I will have two more Provinces than when I started. What card is in my hand?

(this is probably too easy)

Expand!

2114
Dominion General Discussion / Re: Scout Synergies
« on: November 26, 2015, 09:07:23 am »
Having a Scout is better than having nothing.

Is it? I would buy this if it drew a card, but it doesn't, so in a lot of decks it's worse than nothing.

2115
I'll try a few of these I guess. Here's a neat one with Vault / Tunnel / Money competing against a Library / Fishing Village / BM engine.

(By the way, can you really not play Coin tokens on the Black Market? Lame.)

Base: Library
Intrigue: Minion
Seaside: Fishing Village
Alchemy: University
Prosperity: Vault
Cornucopia: Remake
Hinterlands: Tunnel
Dark Ages: Mystic
Guilds: Candlestick Maker
Promo: Black Market (If you're cool) / Envoy (If you're boring)

2116
Oh man Warf lost the #1 non-attack spot... what is the world coming to?

Rebuild was higher than it last year too.

I still think Cultist is stronger than Mountebank, as vicious as Mountebank is, its block able, doesn't draw cards, and can't compete with the speed of a Cultist stack. They're both clearly powerhouses, I just skip Mountebank way more than I skip Cultist I guess.

2117
I think one of the things people need to rethink when Adventures comes online is the viability of money strategies. I hesitate to call it "Big Money" as that paradigm is pretty limiting; it's not necessarily "buy 2-3 terminals and then always buy the most expensive money and then buy Provinces", as the term Big Money implies. By "money strategy" I basically mean any strategy where you aren't consistently drawing your whole deck and where the primary payload of your deck is in Treasure. There are a huge number of cards in Adventures that really ratchet up the strength of money decks to another level.

Treasure Trove is a phenomenal example. You might look at it and draw comparisons to Cache, but Treasure Trove is way, way better. There's obvious synergy with any deck that can do something with the Copper - Moneylender, Spice Merchant, Remake, etc. Even the presence of just one or two copies of these cards to just occasionally remove a Copper or two will drastically increase the money density of a Treasure Trove deck. It really doesn't take that much support for Treasure Trove to get really good, and that's because even without any support at all it's pretty good. You only really need 2 golds in hand to get a Province, so all those Copper don't really do a lot to hurt the benefit of having a deck absolutely stuffed full of Gold in the first place. The presence of basic sifters or holding cards also makes Treasure Trove great. Embassy is fantastic - discard all those Copper and have enough money per turn to consistently score even Colonies! Who needs Platinum? Or my personal favorite - Treasure Trove / Gear, a two card combo that's probably good enough to merit its own article, a Big Money strategy that can legitimately win the game in 12 turns flat.

What's the fundamental problem with money strategies that make them worse than engines? Speed and reliability. With engines you can use multiple buys or gainers to accelerate picking up components, payload to slow your opponent down (or reward yourself for your patience), etc. to increase the speed and reliability of an engine to the point that it's better than a mostly money strategy. Treasure Trove provides that same level of acceleration and reliability that engine enablers give, but instead of enabling an engine it enables money strategies, and it does so VERY well, and VERY quickly. It's a force to be reckoned with that totally changes the game in favor of money strategies.

TLDR: adam's hella right

2118
Our tiebreaker
Disclaimer: I am not trying to offend Elestan.
BUT WHAT AN AWFUL BOARD!!! There was a nice Border Village/Chapel/Bridge/Coucil Room engine. Ben went for it. What did I do? I did stupid Ironworks/Gardens! Ben helped me three pile the Market Squares, I had support with Travelling Fair, and I won. The game sucked though. Apparently it's the same board (with one modification) every year.

Is there an engine that will beat IW-G on this board?  Anybody want to try to simulate it?

The primary purpose of that kingdom is to produce an extremely short game, so that I don't keep everyone standing around waiting for the tiebreaker to finish.  Two-player games of it take about five minutes, and the five-player game took about 15.

I'll probably have to mix it up some for next year...it's been publicized enough here that the f.ds people would have an unfair advantage if I use it again.

Quote
It was an awesome event. Totally worth the drive that I slept through.

Thanks!  I hope your mom still takes you next year, even knowing that it'll be a late night.

I think I've played the tiebreaker board or something similar to it before in a different context. You can make a Bridge engine that will pile the game out and grab enough Provinces to outpace a pure Ironworks / Gardens strategy with a bit of luck. A few BV / CR pickups, like four Bridges (and is there Throne Room involved?) plus some money from Market Square / Chapel and you can cut the Gardens player off before their deck is big enough to compete, like turn 11 or 12.

2119
I'm most surprised that Swamp Hag is higher than Soothsayer.

Swamp hag can be brutal, especially when you pile them up

Swamp Hag is only more brutal than Witch/Sea Hag/Mountebank/Young Witch/Soothsayer if your opponent buys more than one card.  And it can be less brutal if your opponent forgoes buying, or just buys an Event.  I do like Swamp Hag a lot, I just think Soothsayer is stronger.

I'm also incredibly surprised that Haunted Woods is as high as it is.  It's Attack is basically Bureaucrat, and while its next-turn draw is super awesome, it does nothing the turn you play it.

It's a bit hard to forego buying a card every turn, once an engine is going with 2 Swamp Hags, but it can be worked around. I think Soothsayer and Swamp Hag are of comparable strength - I think Soothsayer is a bit better than people give it credit for but you need to do something with all the Gold for it to be a slam dunk.

Haunted Woods I go back and forth on. I keep declining to buy it, but when I do I'm usually very much rewarded for it, just because of how great an 8 card hand is when my opponent has a shitty next turn.

2120
Feedback / Re: Card name post-count positions
« on: November 23, 2015, 05:47:41 pm »
Could we actually redo the entire list? Since the list was made before maybe half the current expansions were out, it's pretty dated. We also of course have a higher ceiling on post count having been around longer. I'm sure if we all worked together we could come up with more interesting post count titles, possibly influenced by the card rankings.

2121
Dominion General Discussion / Re: Scout Synergies
« on: November 23, 2015, 12:53:17 pm »
You guys shouldn't be analyzing the case of having a scout versus no scout, you need to look at having a scout versus having a good 4/3 cost card. This is where Scout loses miserably - it's rarely even better than Silver, and almost always worse than a cantrip would be.

Scout has synergy with... Grand Market? King's Court? Torturer? What the hell dude. You're just listing off literally any case when there is a chance Scout might maybe do something. Your fandom for this card has gotten completely ridiculous.

2122
In a trashed down engine embassy practically is journeyman is better in engines and so is rabble, and catacombs.

In a trashed down engine all that matters is the net number of cards gained. Embassy shines when you can't trash everything, or when you're relying on Treasures as payload and you have to sift to get the right engine components in your hand at the right time. It's not a show-stopper every game, but it's essential in the games where it's good.

2123
Artificer needs to be higher.

I had it at 6. I'll probably regret that but I don't yet.

I don't think Top 10 is at all unreasonable for Artificer. It's criminally underrated on this list. It's one of the most reliable and fastest ways to pick up key engine pieces right when you need them, and with decent draw it can even be a great late game VP gainer. Worst case it's a $5 Peddler which isn't too bad itself. Very, very good card.

A 5$ peddler is not great- see Treasury. The on gain-effect is probably decent but I don't think it's close to the strength of the top 10cards (except maybe in Pool games)

$5 Peddler isn't great, what I meant by that is when you don't need the gain effect, it is still a net positive to have one in your hand vs no card. The only opportunity cost is not getting another $5.

Artificer is really a card that is better than it looks, you really just have to buy it a few times and it will click how good it is. Can't tell you the number of times my hand is like Artificer / Village / 3 cards I don't give a shit about, I draw a 4th junk card, topdeck a Smithy, play the Village, and now my previously dead turn has hit the ground running. Or one game, I recently drew my deck, used Artificer to gain an Expand, which I immediately drew to gain / buy the last two Colonies and win. You buy it not clear on exactly when you're gonna use it and suddenly your engine is twice as reliable and you have no idea where all these components came from.

2124
Dominion General Discussion / Re: Weak +buy in engines
« on: November 23, 2015, 08:32:08 am »
I generally err on the side of buy it later rather than earlier, depending on the value of the engine components. Particularly Herbalist, which is basically only good for the +Buy. Woodcutter I would potentially buy earlier or even open it depending on the terminal space available; i.e. I would open Woodcutter / Fishing Village but not like Woodcutter / Smithy on a board where the only Village costs $5.

2125
Artificer needs to be higher.

I had it at 6. I'll probably regret that but I don't yet.

I don't think Top 10 is at all unreasonable for Artificer. It's criminally underrated on this list. It's one of the most reliable and fastest ways to pick up key engine pieces right when you need them, and with decent draw it can even be a great late game VP gainer. Worst case it's a $5 Peddler which isn't too bad itself. Very, very good card.

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