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Messages - Chris is me

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2476
Dominion Articles / Re: Musings about Taxman
« on: March 08, 2015, 12:58:56 pm »
The comparisons to Mine are useful, but they don't tell the whole story, as the thing that makes Taxman interesting is the attack. In some ways it's a lot like Cutpurse, without the immediate cash value, but it also attacks Silver or Gold.

So Mine has some problems. It's decent early game, and the benefit it gives you lasts for the duration of the game (more money density). It's slow to resolve, and as the game goes on it gets progressively less useful as your money is mostly upgraded. It's a terminal Copper the turn you play it which isn't that great.

Taxman doesn't fix all of those problems, but it addresses some of them a little bit and it's specifically a lot more useful later in the game than Mine. So as a $4, you get to start using Taxman a lot sooner, which actually helps a lot. It's an attack, so while you're taking weaker turns by using Taxman over, say, Smithy, your opponents are also a bit stunted to compensate. In many situations, enabling a bigger next turn is better than a bit of help this turn with no attack, but in return your deck cycling is slower.

The real strength of Taxman is that it can still be good in the middle to end game, particularly against an opponent playing with Treasures as the main source of income. If you're careful about deck tracking, both your own and your opponents, you can trash Silver or even Gold to neuter your opponent's turn, if you think it will do more damage to their turn than it's doing to your turn. If you have a $7 hand near the end of the game, you're already buying a Duchy, so you might as well Taxman the Silver for the attack. This isn't a GREAT attack, but it's got a bit of niche utility. I think the biggest factor in determining if Taxman will be useful is evaluating how strong the attack will be near the end of the game.

2477
Dominion General Discussion / Re: Lack of quality posts
« on: March 06, 2015, 03:27:38 pm »
So I'm a fairly new poster, maybe I can provide some useful thoughts here. I've been playing Dominion online since last summer, and I've been really playing seriously for a few months now. I always knew this site existed, and ate up all of the articles on DS.com proper as well as the wiki. I'm the kind of person with a lot to say who tends to post frequently on forums for things I'm interested in. But f.ds always seemed weird and I had trouble jumping in to post, well, anything.

I think there are a few reasons for this:
  • The forum is pretty hard to navigate; there's a ton of subforums to pilfer through just to find a half dozen recent discussions, and the layout can be confusing
  • There aren't a lot of discussions going on at any one time. People tend to avoid topics already talked about; "noob" posts asking more basic questions never seem to happen, etc. I suspect a lot of y'all have already gotten your "can you think of niche edge cases to use THIS card???" discussions out of the way.
  • The lack of active existing threads makes it hard to tell what kind of content would be tolerated / accepted - would people react positively to some thread where I just gush about how much I like Baker versus Market? Do I have enough knowledge to open a discussion about what best supports an IGG rush? Hard to gauge this sort of thing without examples

Lately I've found a thread or two I can say things on and jumped in, but I'm honestly a lot more active on Reddit or even the wiki than I am here. I'd like that to change, there's just not a lot to talk about I guess. Hopefully Adventures helps. I'm also hoping the Goko replacement simulator comes with a functional Lobby chat room, where people can casually discuss Dominion strategy; that would beget more lasting interest in the game and thus more posting.

2478
Dominion General Discussion / Re: Opening Mandarin
« on: March 06, 2015, 03:14:55 pm »
You're more right than I am on all of this, certainly. I guess I'm more thinking of the 5/2 open vs 4/3. Open 5/2 as Witch / nothing vs a 4/3 Silver / Silver - it's now more likely that your opponent will hit $5 twice before you can hit $5 again. If you buy the Mandarin, you can get that second $5 on turn 4 or 5, and it will never be at the expense of playing Witch that shuffle. This is getting pretty edge case-y though, and Mandarin is indeed quite a bit more useful in the end game.

(Aside: I would say Courtyard would still be quite good for BM or BM+random terminals if it cost $3 or $4. I think its low cost is largely due to how much less useful Courtyard is for engines which tend to have +Buys to pick it up)

2479
Dominion General Discussion / Re: Opening Mandarin
« on: March 05, 2015, 06:09:35 pm »
What does Mandarin giver you? -1 card, - action, +$3.

Mandarin is subtly different than -1 card - it's one card on top of your deck. This seems trivially different, but it can be an advantage in certain situations, and these situations really define Mandarin's utility. After all, it would be extremely unfair to say Courtyard is only as good as Moat, correct? I go into this more below. (I think it's clear you understand this, but it's not the same as -1 card and I'm annoyingly pedantic sometimes)

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Well it might be good with boards where you need to hit $6 or higher, because you either top decking a copper (neutral) or an estate/shelter (negative) for next turn you have the choice of how to skew your income a bit. This gives Mandarin slightly better odds for making price points above $5. But the numbers already posted show only a slight gain there.

There is one situation you're leaving out - you can top deck another terminal action. Combine this with the Mandarin opening guaranteeing another $5 buy on the next turn, and you've got pretty strong buying power early on without all of the drawback of a terminal Gold. If you want a deck with two other terminals early on (e.g. Mountebank, Witch), strong buying power, but without the risk of collision or the necessary $6, Mandarin is a cool way to do this. It isn't exactly game breaking, but it's occasionally useful and should be kept in mind.

Its top deck ability can also be used to move useful Actions to hands that need them. Take this hand: Mandarin, Copper, Copper, Copper, Stables / Hunting Party / Whatever. Very plausible for the second reshuffle. You can already hit $6 for the early Gold, so why draw cards you won't use?

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In a regular engine, you can get some decent mileage out of using the top decking to setup next turn (e.g. Tr -> Mandarin, top deck a village/Hunting Grounds for an 8 card starting hand). Likewise there are a huge number of cards (e.g. Farming village, wandering minstrel) that can mitigate the -1 card cost.

None of that applies in the opening.

It absolutely does, because right after you bought Mandarin you bought another card, presumably an Action, for $5 that you can top-deck with it. The effect has immediate utility, and in some ways is best in the early game since you're really getting Mandarin for the Gold-like buying power a shuffle (or two) earlier than you otherwise would.

I'm not trying to say Mandarin is a stellar card, but I think it's a smidge underrated. Putting cards on the top of your deck for later is handy. Opening Mandarin is an option that should be considered a little more often than it is.

2480
Dominion League / Re: Season 7 - Signups
« on: February 23, 2015, 10:27:13 am »
This seems like fun.

Goko name: Chris is me [recently changed from Pinecone]

US / Eastern

I'd like to be in the highest possible. No better way to get better than to lose to the best.

(Note, before I changed my display name my Iso level was 25. I think changing the display name makes you start over on the Isotropish rankings?)


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