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Messages - Honkeyfresh

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101
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:05:35 pm »
I'll never say no to more Dominion, and sounds like will be the BIGGEST expansion we've seen so far--40 Kingdom cards! Along with Allies and the 2Es, that's almost 100 brand new Kingdom cards in one year.

I'm guessing Traits will modify piles universally for all players vs. Adventures tokens only modifying the pile for each player. Not sure if they'll be things like Obelisk or Young Witch with Setup instructions where cards from this randomly chosen pile have an additional passive ability for this game, or if they'll turn on and off at different times throughout the game (perhaps through Events or other cards).

We already have Spoils and Horses, so Loot will probably be something different than just another pile of one-shots (and they probably won't be tokens either). My prediction is they'll be unique non-Supply cards like Prizes that can only be gained through other cards. Not sure if they'll be singletons like Prizes or have their own piles like Spirits (perhaps there's different Loot cards that rotate in and out for each game).

With Kingdom cards and randomizers taking up 440-446 cards and Events likely taking up another 14-20, that leaves 30 to 40ish cards for Traits and Loot.

We already have the precedent of Family of Inventors reducing costs for everyone, so an Adventures-style token that's universal wouldn't be unprecedented. It could lead to some interesting strategies if, like Adventures tokens, they can be moved after being placed. I think that would be more strategically interesting than a set-up instruction. Especially if it requires something like an Event to do, where you'd have to spend money (or some other resource, similar to Favors, but presumably not the same as Favors, since if that was the case, the preview would presumably note that Allies return as well as Events)

yeah there are certain decks/cards that could be really interesting if you add +3 buys to a card for eg.

102
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:04:00 pm »
I'm not convinced that Loot is actually its own card type. I could imagine something like Loot is an extra kingdom supply pile that you can only gain from by playing certain cards. That would fit the flavor text.

I would also love it if Loot was a variant on the Black Market deck, but that's less likely.

Like a pile that emulates the actions of the knights, but just the non-trashing actions etc... kind of like a hybrid between spoils and boons.

103
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:01:48 pm »
I'm excited about these Traits! I wonder how they will be different from Adventures tokens? Also, another expansion named after a card from a previous expansion, with lots of existing cards in the flavor text no less.
my guess is that they will modify aspects of cards in the way that family of inventors does, but more like a teacher play where you can probably add Draws/buys/trash/actions/coins/cost reduction etc, based on whether is like Pirate raid for plus action, or merchants plunder for buys etc.

104
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 11:57:47 am »
It seems odd to me when these expansions are also named after cards from other sets. 

That said stoked for this.

105
Not sure if defensive combos count here, but Horse traders is a great counter to archer.  The reaction makes you have 4 cards in hand ergo it nullifies the Archer attack.  Also is helpful against the warrior, but really shines vs the annoying AF archer.

Eta same with Diplomat.

106
Sailor/souk, or church/souk, luckily i had both which was even better!

But sailor helps Souk a lot.  Its a + actions stop card, so you get cards out of your hand which souk likes.  It helps add coins and trash on your next turn, enabling more souk gaining, or trashing with the +2 on duration, or just adding coins to a souk in that hand by lessening hand size.

church is fairly obvious as its a + action card that can pull cards out of your hand to enable your souks, and also trash to lessen the next hand, since odds are you'll have a souk there too. Also helps if you need to collide + action cards and multiple souks.

107
Lord Rattington had a 5/2 on a chapel board. He bought chapel on the 5 instead of the 2.
classic

108
It says when you get this, play this, but since you never gain the second berserker I don't see how colonnade applies since it applies when you get another copy of a card in play, not itself when its only played once.

It doesn't have to be another copy, it just has to be a copy. It's fine if the copy you're gaining and the copy you have in play are both the same copy.
I get it now.  Had to re-read the specific syntax of colonnade a little more but now it totally makes sense.  Thanks for the OG post and for explaining it 7 times, sometimes It takes a while to get through my thick skull....  This combo is actually pretty nasty, especially if you can spring it on someone who doesn't yet have a berserker and can pin them someway (voyage, island folk, seize the day etc).

109
Buying Berserker when you have any Action in play activates Colonnade, since it puts itself into play while Colonnade's trigger window is still open. Then using the Berserker's on-play to gain a copy of the Action you already had in play activates it a second time, which gives you a free +4 VP on top of what would already be probably at least a decent move without the extra VP.

Then, unless someone gains Colonnade points some other way, the points are going to get split unevenly for at least a 4 VP difference.

This is really good to know.  But isn't it s glitch?  Colonnade is supposed to only activate when you gain a card with it in play.  You gain the Berzerker before the berzerker plays, and thus don't have a berserker in play until after the gain? so how does it count itself for colonnade?

It works exactly like it's supposed to.

  • 1. Gaining Berserker opens the "when you gain a Berserker" trigger window
  • 2. Then everything that triggers from "when you gain a Berserker" keeps triggering until the window closes, which it does when there are no more things that trigger from it:
    • 2a. Berserker itself triggers from "when you gain a Berserker" and puts it into play
    • 2b. then we check if there's anything else that can trigger from "when you gain a Berserker" and if there is, it triggers, otherwise the window closes
    • 2c. we see that Colonnade can now trigger from "when you gain a Berserker" because the Berserker is a copy of an Action you have in play
    • 2d. then we check if there's anything else that can trigger from "when you gain a Berserker", but now we've finished resolving everything so the window closes

Everything from 2 on makes sense to me. But I just don't see why 1 is true.  I mean I believe you, but reading word by word it seems that the "when you gain a berzerker trigger window" is considered activated as by the wording of the card the berserker occurs first.
It says when you get this, play this, but since you never gain the second berserker I don't see how colonnade applies since it applies when you get another copy of a card in play, not itself when its only played once.

110
Garisson + populate = bonanza.  Obviously loading your deck with 7 or so action cards and then drawing about half of them the next turn has some advantages...
I had a 9 action board and with a garisson in play and a few good gainers (Governor, hill fort--always w/garisson too, falconer) drew me something like a 14 or 15 card card bonus on the next hand. 19/20 card hands turn out to play pretty well!

111
Buying Berserker when you have any Action in play activates Colonnade, since it puts itself into play while Colonnade's trigger window is still open. Then using the Berserker's on-play to gain a copy of the Action you already had in play activates it a second time, which gives you a free +4 VP on top of what would already be probably at least a decent move without the extra VP.

Then, unless someone gains Colonnade points some other way, the points are going to get split unevenly for at least a 4 VP difference.

This is really good to know.  But isn't it s glitch?  Colonnade is supposed to only activate when you gain a card with it in play.  You gain the Berzerker before the berzerker plays, and thus don't have a berserker in play until after the gain? so how does it count itself for colonnade?

112
Tide pools and Guide/desert nomads. B/c you can choose to resolve the tide pools discard first, u can just use the guide to draw an entirely new hand. It's like putting everything on a credit card, but never having to actually pay it off.

113
Dominion General Discussion / Re: What cards do you ban and why?
« on: August 13, 2022, 07:51:52 am »
Banned: Lurker, Coin of the Realm, Graverobber, Rogue, Royal Carriage, Tomb, Keep.  Room for another landscape - had Basilica for a bit until it got fixed.  I don't like the reliability of Coin/Carriage and the other cards allow the game to move forwards less. Lurker is particularly annoying for also being swingy/powerful.  Could welcome Rogue back in if I needed the slot since it usually doesn't do that much.  Keep is just annoying to track.

Disliked: Possession, Villa, Procession, Cultist, Stonemason, Lost Arts, Pathfinding, Training.  Sad about possession - in some senses it and Mindslaver are my favourite cards in their games, Possession a much improved version - but in practice in modern Dominion there's just too much ability to make a mess with it.  The others are very explosive.  The Adventures tokens again lead to too much consistency and don't feel like they fit in to me.

Is Mindslaver Mastermind?   

114
Monkey and Black cat has a super nasty interaction.  Because you get a card when they draw the curse too, which also enables you to draw more black cats to add to the carnage.

115
Got a colony with 0 coins in play from 7 unique Vp cards.  Had a warlord in play and drew opulent castle , estate, duchy, province, territory, colony and haunted castle.


116
I think we all know by now that Trail interacts with trashing. It, like, says it right on the card itself.

This is off topic.  This thread is to discuss Neat and potentially useful card interactions, not what you think that we all know.

117
Trail plus virtually any trash for gain card. Some noteworthy I have actually encountered:

With each you of course get to play the trail and get a card and an action.

Scrap - pick 4 options
Salvager $4,
Bishop - 3 points
Trader - 4 silvers, (very useful with a Feodem)
Forge - trash 2 and get a Province
Expand - gain a card up to $7
Remake - gain a $5 card or 2

The more of these I discover, the more ridiculously potent I think this card is.

research is pretty great. get a village and 4 cards next turn

118
This one is nasty af.  Messenger and Defiled Shrine.  Always has been a good combo on its own as you get the extra buy to buy the curse and get the messenger buy to add vp to the file.  Well, that option is still avail, but new errata adds a nasty hook.  You can also now just opt to gain the curse as the messenger gained card.  Since you gain yours first you take all the vp and get to hand out a curse to boot! Plus you get to spend all remaining coins on cards not just wasted like usual when u choose to buy the curse.

119
Any doppleganger card (captain, overlord etc) and way of the horse.  Get to use as way of the horse and then get card back.  Captain gets really bonkers here as your option is play any card or a just use it as a lab.

120
With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)

I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)

just played a swindler tax game.  funny to tax curses and then give a debt with curse on the next turn.  JOAT was also on board.  Taxing the silver becomes a pretty strong attack, especially if you don't get a JOAT yourself.  But in that game he swindled me one b/c he was so sick of me doing it.

With Tax you only take the debt if it’s your Buy phase. So Swindler, JoAT, and any gainers/Attacks played in the action phase won’t give debt.

I am pretty sure that you gained the tax when you gained the silver, but I'm high a lot so I may be misremembering. Maybe it was something else that caused the silver gains as I definitely know the debt got assumed.

i think I may be confusing two games here.  I think they actually swindled me a swindle b/c I had loaded up on so many market squares. I still coulda swore the JOAT took the tax on the silvers, and I am almost positive that I've taken debt with gainers under the new rules. Gonna have to watch this again next time closer.

eta I think the gains were coming from Lucky Coin which I still think of as a gainer, but it does gain from the buy phase, and I just didn't notice that all the tax gains were still coming from buys. 


121
One that doesn't draw cards.

doh.  I call em terminals.  I was thinking like stopping the opponent through an action a la warlord or archer

A terminal and a stop card aren’t the same. Native Village and Gold are both stop cards, while also both being non-terminal. And on the other hand neither Moat nor Merchant are stop cards, even if one is terminal and one is not. Terminality is a key characteristic of cards useful in any discussion. “Stop card” is a phrase mostly relevant in discussing engines. I used to not care about what a stop card was, content to leaving it to MtG elitists (my POV at the time) from which these terms (like Cantrip) come from. But now I’m very much one of them :P ;D

Yeah cantrip really includes the +1 card thing, but yeah for cards like NV, merchant camp coven etc I can see this being a useful term.  Thanks.

122
With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)

I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)

just played a swindler tax game.  funny to tax curses and then give a debt with curse on the next turn.  JOAT was also on board.  Taxing the silver becomes a pretty strong attack, especially if you don't get a JOAT yourself.  But in that game he swindled me one b/c he was so sick of me doing it.

With Tax you only take the debt if it’s your Buy phase. So Swindler, JoAT, and any gainers/Attacks played in the action phase won’t give debt.

I am pretty sure that you gained the tax when you gained the silver, but I'm high a lot so I may be misremembering. Maybe it was something else that caused the silver gains as I definitely know the debt got assumed.

i think I may be confusing two games here.  I think they actually swindled me a swindle b/c I had loaded up on so many market squares. I still coulda swore the JOAT took the tax on the silvers, and I am almost positive that I've taken debt with gainers under the new rules. Gonna have to watch this again next time closer.

123
Had a game with Tent + Way of the Mouse being Secret Cave. You could use Secret Cave's duration, but then also topdeck Tent, so you'd get the duration effect without the card staying in play. Fortunately it was an online game, but in an IRL game, tracking would probably be pretty tricky. This would apply to any other Duration card as Mouse, and to Merchant Camp, Walled Village, and Border Guard with Horn (the other self-topdecking cards have the self-topdecking as part of their on-play effect, which would be replaced by Mouse's effect)

weird.  seems like you shouldn't be able to top deck it with the card moved thing or something.  this is kinda huge. thanks!

124
Just had a game with Haggler and Guildmaster + Architects' Guild. One of the few times where you actually see one card being strictly better than the other.

...and then my opponent went for Haggler and just to make sure I would not go for the inferior version too they Taxed Haggler three times  :o
It's not strictly better because it costs 2 favors to gain a cheaper card and guildmaster only gives one favor when you buy a card.
This is wrong. Guildmaster gives a favor when you gain a card. So if you play Guildmaster, gain a card, and use Architects' Guild to get a cheaper card, you spent 2 Favors and gained 2 Favors. Since you start with a favor, you can already do this the very first time you play Guildmaster.

Unrelated:



Now imagine you could merge these two boards and you have a Guildmaster in play with architects guild. :0

125
One that doesn't draw cards.

doh.  I call em terminals.  I was thinking like stopping the opponent through an action a la warlord or archer

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