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51
Dominion General Discussion / Re: Combo: Masquerade/Stash
« on: January 02, 2017, 08:16:36 pm »
Wow, that's really smart. Props!

52
Dominion League / Re: Season 18 - Results
« on: January 02, 2017, 04:38:50 am »
Ceviri 3 - 3 Jimmmmmmm

53
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 11:57:54 pm »
Sorry if this has been answered already. The email I had used to make my account is no longer active; it was from my high school. Is there any way I can continue to play Dominion?
You'd probably have the most success PMing Stef or LaLight on here or on Discord.

54
Let's Discuss ... / Re: let's discuss guilds cards: baker
« on: December 30, 2016, 11:04:43 pm »
I hate this card so much because I tend to notice weaker players massively overrating it (buying it before drawing deck, buying it on the opening with the coin token, buying it over gold for payload when the latter is very obviously better) and as a result I overcorrect and almost never buy it myself, which has cost me no small number of games.

55
Well then it depends on your interpretation of 'strongest', doesn't it?

56
Fortune?

57
Dominion League / Re: Season 18 - Results
« on: December 25, 2016, 08:49:20 am »
Ceviri 3 - 3 Jean-Michel

58
It's a shame that Rocks comes up in so few games, requiring multiple people to go for Catapults, or one person to go all in.  For that reason, I don't put much stock in the current ranking of Rocks, and am willing to substitute my personal opinion.  ;D

Rocks is underrated by at least 10 ranks.  Considering that you only get it when there are five catapults floating around, Rocks is basically a curser/militia.  Definitely not the strongest junker, but still much more consistent than say, Embargo, so it's hard to justify it being so low.
Rocks is not a curser militia, it's a oneshot curser militia if you want to look at it that way. This is even before considering the need to collide, etc. Big difference.

59
I'm surprised as many as two people ranked Ruined Village higher than last. I'm guessing they play a lot of boards with Conspirator and Peddler. Maybe there's another reason. Either way, its extremely interesting.
Another reason is that draw-to tends to handle ruined village quite a bit better. It's still very situational, but it's far less of a nuisance in those situations.

60
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Replace
« on: December 01, 2016, 07:37:58 pm »
I want to bring up Replacing Coppers into Estates again - what are all your thoughts on this?  I was playing with a friend who bought 3 Replaces, while I bought 3 Counterfeits on a Banquet board, and he ended up winning, I just couldn't really do anything with all the Curses.  I think it comes down to Replace, well, replaces a card, and adds a card to the opponent's deck, so they get more junk.  We did also have more Coppers than usual due to Banquet.
Note that this is just theorycrafting...

When I replace a copper with an estate, there are two ways of thinking about it:
1. We both get junked.  I thin a copper.
2. You get junked.  I lose $1 economy.

If we think about it under #1, it sounds worse than Miser, and Counterfeit too.  If we think about it under #2, it sounds way worse than Witch.  So at first it just sounds bad.

What might make it better is the difference between a curse and an estate.  Was your opponent doing something with those estates, or was the VP margin from estates significant?
Though if you think of it as Followers with a trash a copper over the moat effect then it doesn't seem too bad.

61
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Bandit
« on: November 29, 2016, 11:05:18 pm »
Adding it to a Pool engine (insanely good with TfB or other draw) can be extremely good if you can poach the other guy's pot. It also is one of the few cards in the game that can go after Platinum which means that a lot of slingshot tactics (like Tac -> Plat -> Mint or Tr/Dcart) become much more risky. While this is true with Pship, this leaves the coppers, but also the swing is much more dramatic (I gain $5 of buying power in my deck instead of $1) and I can keep kicking you down (until my deck chokes on treasures) without sacrificing that gain.
Keep in mind that you don't actually steal the plat, just trash it.

62
Dominion League / Re: Season 18 - Results
« on: November 29, 2016, 08:46:29 am »
Ceviri 3.5 - Burning Skull 2.5

63
Dominion Articles / Re: Caravan Guard Strategy Article
« on: November 17, 2016, 05:29:59 am »
Engines
This is where Caravan Guard is pretty weak. It doesn't help you hit 5 early that well, of course, although it does get you one card closer to cycling than Silver. This isn't a huge deal though, you still want silver over Caravan Guard early on in an engine. If the engine is super tight and you don't need a ton of coin then CG can be better, but be wary of things like Scrying Pool engines that need action density--Caravan Guard is only in your deck half of the turns.

Beyond the opening, it's important to realize what Caravan Guard is in your deck once you're drawing it. It's not a peddler. It's a half-peddler. So that means you're paying $3 for .5 coins/turn, which is just a terrible investment. You almost never want to add Caravan Guard to an engine that's under control, unless your only other option is nothing. If possible, it's usually better to take engine parts/treasure over another Caravan Guard. It just gives you so little economy.
I totally disagree with this. First of all, it blatantly ignores the Reaction part. Second of all, it ignores TR-pseudo-villagification issues which always matter in Kingdoms with TR, cantrips but no villages. Third of all, in my limited experience Caravan Guard is better than Silver, especially in engines. Not all Kingdoms feature decent draw / trashing and in this instances you want your rather want your coins to come from Peddler variants than from Silver for faster cycling.
For your first, you chose to willingly ignore the paragraph in the same section where he discusses the reaction. For your second, that tells you more about the strength of TR that caravan guard - any cantrip gives you the same behavior when throned.

64
Puzzles and Challenges / Re: You can't play them all at once
« on: November 17, 2016, 05:08:14 am »
As a serious attenpt: range of 121, from 7 to 128. It's really tedious so I'm not listing most combinations.

Setup: coin/action/card tokens on plunder, ferry token on mandarin. Copper/Curse piled.
Hand: Fortune, Bank, HoP, Diadem, Plunder.
Deck: Plunder*4, Phil Stone, then 349 other treasures (use 6p and spoils and stuff).
7: Fortune, Diadem, HoP (Gaining Mandarin, topdecking fortune), Bank, Plunder, Fortune.

Most of everything is similar to my previous solution, shifting things past bank/diadem to increment by 1/2. HoP gaining mandarin allows us to replay a variable number of plunders and one of diadem/bank/fortune. Example:
42: FBP4DHP5B.
53: FP4DBHP5D.

We get the same odd/even split and again odd is the limiter (we hold a Plunder, aand try to use an odd-valued Bank/Diadem afterr Fortune.)
87: P4DBHP5FB

Even is chill, though.
104: P4DBHP5DF

What about 89 then? That's where our superpowered Pstone comes in. Drawing everything relevant and before the HoP gain, it's worth 69. After it, it's 70. This lets us handle parity.

89: FDP5HBS (S being Pstone, H gaining Mandarin)
127: H(gaining nothing)P5DBFS
128:P5DHBFS(Gaining like Silver)

65
Puzzles and Challenges / Re: You can't play them all at once
« on: November 16, 2016, 10:18:23 am »
If I'm not misintepreting how cards work, I have a set that massively outperforms 25, though I'm too lazy to actually extend it past 25. Absolute minimum (that I've found) is $16, I'm at $42 right now.

Edit: Alright, I think I've hit my limit, so here goes:

Setup: +card token on Encampment/Plunder.
Hand: Fortune, IGG, Bank x 2, Plunder
Deck: 4 Plunders, then Charm.

16 : Fortune, Bank, Bank, Plunder * 5, igg blank, charm blank.
17: Bank, Bank, Fortune, Plunder * 5, igg blank, charm blank.
18: 17 + copper
19: 17 + charm
20: 18 + charm
21: igg blank, Fortune, Bank, Bank, Plunder * 5, Charm
22: igg, Fortune, Bank, Bank, Plunder * 5, Charm, Copper.

This middle bit is a little boring, basically given an odd construction and an even construction which plays both banks before the fortune, we can increment stuff by 2 by systematically moving plunders/coppers/charm before the fortune, then before each bank in turn.
The limits are first hit by the odd ones, because the copper must be stuck at the end, after the fortune.

61: igg, Plunder * 5, Charm, Bank * 2, Fortune, Copper.
62: Igg, Plunder * 5, Copper, Bank * 2, Charm, Fortune.

This gives a range of 47. I suspect Charm's unnecessary, and replacing it with a third bank might help, but I'm too lazy to explore that. Also to try: stick the +1 action token on plunder too, and replace IGG with Diadem.

66
Dominion League / Re: Season 18 - Results
« on: November 14, 2016, 09:21:00 am »
C3:

Ceviri 0 - 6 RTT

67
2016 DominionStrategy Championships / Re: Semifinals!
« on: November 11, 2016, 10:09:07 pm »
Ceviri 3.5 - 2.5 michaeljb

68
2016 DominionStrategy Championships / Re: Interviews
« on: November 11, 2016, 09:29:26 am »
Hey, we both mentioned the masq pin (RIP)

69
Dominion General Discussion / Re: Infinite Combos
« on: November 09, 2016, 10:48:49 pm »
Possession/Count or Mandarin can likewise setup pins.
In case anyone makes the mistake I did a while ago - mandarin here refers to the top, the bottom doesnt work to topdeck at all with possession as it triggers on gain, not buy.

70
http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161105/log.0.1478330070708.txt

TIL buying mandarins to topdeck coppers on possessed turns isn't a thing.

---------- Dan Brooks: turn 9 [possessed] ----------
Dan Brooks - plays King's Court
Dan Brooks - plays Gear
Dan Brooks - draws Copper, Magpie
Dan Brooks - plays Gear
Dan Brooks - draws Warehouse, Copper
Dan Brooks - plays Gear
Dan Brooks - draws Copper, Potion
Dan Brooks - sets aside Potion
Dan Brooks - plays 5 Copper
Dan Brooks - buys Mandarin
Ceviri - gains Mandarin

Dan Brooks - draws Overgrown Estate, Magpie, Copper, Necropolis, Hunting Grounds.

Semi-interesting moment that happened later as a consequence:

---------- Ceviri: turn 10 ----------
Ceviri - plays King's Court
Ceviri - plays Mandarin
Ceviri - places Copper on top of deck
Ceviri - plays Mandarin
Ceviri - places Copper on top of deck
Ceviri - plays Mandarin
Ceviri - places Copper on top of deck
Ceviri - buys King's Court
Ceviri - gains King's Court
Ceviri - draws Copper, Copper, Copper, Copper, Copper
 
---------- Dan Brooks: turn 10 ----------
Dan Brooks - plays Possession
Dan Brooks - draws Gear, Hunting Grounds, Copper, Warehouse, Magpie

 

71
Game Reports / Re: Possession, Ambassador, Messenger, Lost City
« on: November 02, 2016, 09:58:11 pm »
Would be fun to buy Messenger just to give someone an Ambassador to use on Possessed turns. :)
Exactly happened to me midgame, which lost me 2 of my 3 possessions at that point.

72
Game Reports / Possession, Ambassador, Messenger, Lost City
« on: November 01, 2016, 06:27:20 am »
Code: [Select]
Pathfinding, Ambassador, Hermit, Sage, Envoy, Messenger, Remake, Lost City, Margrave, Pillage, Possession
And why remake is great. From my FDS Ro16 match last week.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161027/log.0.1477575243898.txt

73
2016 DominionStrategy Championships / Re: Quarterfinal Matchups & Results
« on: October 30, 2016, 05:41:20 am »
Ceviri 4 - markus 2

74
2016 DominionStrategy Championships / Re: Round 4 Matchups & Results
« on: October 27, 2016, 10:38:32 am »
Ceviri 4 - Robz888 2

75
Rules Questions / Re: Multiply modified gain
« on: October 27, 2016, 04:10:04 am »
I'm deferring to my memory of the nomad camp ruling, since that should work the same. You will get the choice if you're trying to gain to 2 separate locations, since it happens simultaneously. The card goes straight to the final destination, without 'visiting' the other. The exception is watchtower, where the gain fully resolves before watchtower moves it.

Yea, it's pretty weird with villa but dominion's full of weird stuff, like processed hirelings working forever from the trash.

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