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Messages - Aleimon Thimble

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651
Dominion General Discussion / Re: The Dominion Cards Lists 2013 Edition
« on: September 03, 2015, 11:48:26 am »
The only cards I would feel good about ranking would be Magpie and Guide, especially Magpie. It's good, very good.

I'm especially fond of Haunted Woods. It's one of the strongest $5 cards imo, about on par with Wharf, maybe even slightly stronger. It provides no benefit on the current turn, but +3 cards on the next turn is HUGE, and it has a (somewhat mediocre) attack to boot. If you can play one each turn, it's almost a Double Tactician engine without the discard. And if you have Villages (Port is awesome with it because you get two of them, but any Village works), you can stack them and get megaturns with huge hands more easily than ever.

652
Dominion General Discussion / Re: The Dominion Cards Lists 2013 Edition
« on: September 03, 2015, 06:44:48 am »
Alright, fair enough. I'll definitely rank them, I played Adventures a lot more than, for example, Guilds already. :)

653
Game Reports / Re: Unstoppable Torturer Chain
« on: September 02, 2015, 06:31:39 pm »
Man, the Swindler/Urchin vs double-Urchin debate comes up a lot lately. :P

654
Dominion General Discussion / Re: The Dominion Cards Lists 2013 Edition
« on: September 02, 2015, 05:59:45 pm »
What I'm somewhat fearful of, is that many people may not have played Adventures at all. I'm all for ranking the Adventures cards as well, as I'm really curious what everyone else thinks of them compared to the older cards, but not if it means that we lose a significant amount of votes.

655
I got 194. That's lower than I usually got in the other quiz, unfortunately... my personal best there is 217. I blame the fact that the cards are no longer sorted by type here. :( Still, it's probably more fair this way.

656
Dominion Articles / Re: key cards in Dominion: a report card.
« on: September 01, 2015, 11:17:58 am »
I am willing to believe that, with decent Curse-trashing on the board, an Ill-Gotten Gains rush is very seldom the way to go. You might still buy them opportunistically, but probably you're not rushing them.

Without Curse-trashing, getting as many Ill-Gotten Gains as possible is nearly always a priority. The idea that it "junks you almost as much as your opponent" is rubbish (sorry, Aleimon). Copper is worlds better than Curse, and Ill-Gotten Gains is at least slightly better than Copper.

I know, I was exaggerating. Still, IGG is not a card you actually want in your deck, you only buy it for the on-buy effect. I guess it would also be good with Watchtower or Trader. Boards where you cannot trash Curses at all are rare, and even bad trashers make IGG not worth it a lot of the time, especially because of the opportunity cost associated with relatively mediocre $5's.

657
Dominion Articles / Re: key cards in Dominion: a report card.
« on: September 01, 2015, 09:57:49 am »
That said, we badly need a new rating of the strongest cards aswell  :)

Yeah! Definitely. I'm looking forward to it, it would be the first time that I get to vote ^^

Would the Adventures cards be included already, or is it still too early? And Prince?

658
Dominion Articles / Re: key cards in Dominion: a report card.
« on: September 01, 2015, 07:47:41 am »
I also agree with almost all things AdamH said, but I'm not so sure about Sea Hag. It's not the best curser in the game, but it's still a curser, and it's pretty cheap for one as well. It's still stronger than Young Witch because it topdecks the Curse and doesn't have a Bane card, which imo makes up for the sifting. Also, wasn't it voted the best $4 card in the game once or twice? Would be kind of weird to rank it B then.

Cursers tend to have the game revolve around them in general.

Sea Hag does absolutely nothing for you except take up an Action. If your opponent can get rid of that Curse, then he's better off doing that instead of getting Sea Hag (unless it's something awful like Trade Route). Young Witch does something for you and that's a big deal.

Sea Hag was voted best $4 card in the game at one point, and I'm of the opinion that that was a giant mistake made by the community (myself included, I remember ranking it high at one point). I've said it before and had people reeling, but I stand behind it: Sea Hag is not a very good card. If I'm challenging your basic intuition about these cards, if I'm saying something that feels really off-base to you, then good. That's exactly what I want to do. The "conventional wisdom" surrounding these two cards is wrong. Maybe I should write an article about it? Hmm...

Sea Hag and IGG are the two more ignoreable Cursers. More so than Familiar and Soothsayer; the fact that they hand out purples and can still be ignored as often as they can speaks to how weak they are.

Yes, Sea Hag takes up an action, but your opponent also needs to spend an action trashing the Curse he got. That is assuming he was lucky enough to have the Curse and the trasher collide. Your Sea Hag takes up one card slot, but your opponent needs to spend two - both the Curse and the trasher take up a card slot. And it gets worse with multiple plays of the Sea Hag. Of course, this is moot if there is very strong trashing like Chapel on board, in which case Sea Hag isn't too great... but this is only the case in a small number of games.

I do agree IGG is not too great, because it junks you almost as much as your opponent. The only exception is with TFB cards (Apprentice/Salvager or Remodel family), in which case IGG's $5 cost is an asset instead of a liability.

659
Dominion Articles / Re: key cards in Dominion: a report card.
« on: September 01, 2015, 06:46:30 am »
I also agree with almost all things AdamH said, but I'm not so sure about Sea Hag. It's not the best curser in the game, but it's still a curser, and it's pretty cheap for one as well. It's still stronger than Young Witch because it topdecks the Curse and doesn't have a Bane card, which imo makes up for the sifting. Also, wasn't it voted the best $4 card in the game once or twice? Would be kind of weird to rank it B then.

Cursers tend to have the game revolve around them in general.

660
Dominion General Discussion / Re: Ruins
« on: September 01, 2015, 06:33:11 am »
Well, frankly, I feel there should have been only 4 types of Ruins. The fifth one is going to be the oddball either way.

But I guess Survivors can be kind of interesting, so there's that.

661
Dominion Articles / Re: key cards in Dominion: a report card.
« on: August 31, 2015, 11:25:49 am »
Counting House is so, so much stronger than the other cards in C- it's not even funny. Yes, it's situational, but if it's good, it's really good. It should be at least C+ and maybe even B-.

662
Dominion General Discussion / Re: First game engine
« on: August 31, 2015, 07:03:48 am »
I remember that Woodcutter was the only card the optimized first game engine bot did not use. With Remodel, (possibly) Workshop, Mine, Militia and a bunch of Smithies your deck is full of terminals already, so you definitely prefer a non-terminal for the +Buy.

663
Dominion General Discussion / Re: Trade Route vs Forager
« on: August 17, 2015, 06:36:24 am »
Meh. They're both the same cost and they're both trashers, but I feel they're easily different enough to defend the existence of Trade Route. Forager isn't even close to strictly superior.

First of all, Forager gets stronger by trashing, while Trade Route gets stronger by buying. You might green just a bit earlier than you usually would if you want to power up your Trade Routes, but at least you're not forced to destroy a 6-cost card (Gold) if you want to make it strong. Second of all, they're both kingdom-dependent: Trade Route gets stronger with alt-VP, especially functional alt-VP like Great Hall and Nobles, while Forager likes alt-treasure, especially early-game stuff (Quarry, Talisman, Loan) or stuff you might want to trash anyway (IGG). Those are pretty different kinds of boards.

In general, I agree Forager is stronger, but they're not as similar as they might seem.

664
Dominion General Discussion / Re: JSH's True Art Rankings
« on: August 14, 2015, 08:05:32 am »
I actually think it looks pretty okay, but you're right they're cutting the tree in a slightly roundabout way..

665
So I've been thinking about something. It has happened more than once that I built a pretty cool engine, but just when you've finally started to get it going, it's already time to green because the game is coming to an end. Kind of demoralizing if you ask me.

That's a bit like sprinter complaining that he's only getting up to full speed at the end of the 100m and the race is already at an end. If you want to win you need to be quick out of the blocks and get up to speed quickly. That's one skill of engine building.

Another skill of engine building is to make sure your deck is strong enough to overtake an opponent who takes a lead, even if it's a lead of two provinces or more.

This is not a completely fair comparison, because not everyone is a sprinter. I prefer the middle ground: 5Ks, 10Ks, stuff like that. Dominion is sometimes a bit like a 2K or 3K: pretty awesome but it would be even better if it were just a bit longer. It's not a full-fledged sprint like Metropolis or something, and it's definitely not a marathon like Twilight Imperium.

It's not that my engines are too weak and I should have played Big Money, it's just that it would have been more fun spending even more time on engine building without feeling the necessity to green or risk a loss. Well, sometimes I make mistakes and lose, of course, but that was not what I was talking about.

I'm also not complaining or anything, I was just sincerely wondering if there were more people who prefer Colony games. Turns out that there are, but we're a minority. Good to know!

666
Dominion General Discussion / Re: JSH's True Art Rankings
« on: August 13, 2015, 01:40:22 pm »
"You may immediately laugh at the Chancellor's face. If you do, put your deck into your discard pile."

667
Dominion General Discussion / Why don't we usually play with Colonies?
« on: August 13, 2015, 01:37:52 pm »
So I've been thinking about something. It has happened more than once that I built a pretty cool engine, but just when you've finally started to get it going, it's already time to green because the game is coming to an end. Kind of demoralizing if you ask me.

Colony games, however, are different. You can get away with building up your engine just a bit more, because (preferably) you want to reach $22 with 2+ buys anyway, and it takes longer for the game to end. Therefore, in general, I find Colony games a lot more fun, and I imagine most engine players would.

So why isn't Colony the standard? I understand the official rules say you can only play with Colony if you include Prosperity cards, and even then you have to raffle for it.. but can't we bend the rules just a little bit if it makes the game so much more fun? I mean, it's not like we're changing something big, rule-wise. Of course, some boards prefer no Colonies, but I'm not saying we should play Colonies every single game, just that it should be the standard from which we can deviate when needed.

I'm not an expert though, just started playing a bit more serious the last couple of months, so I wonder what the people here think. Do you prefer Colony games in general, and do you also think it would be more fun if it were the standard? Or is everything fine the way it is?

668
Dominion feels pretty complete. The newest expansion is really awesome, but I don't think we really need any more anytime soon. Maybe in a couple of years or so.

I agree there should be more VP token generating cards, though. And maybe some stuff that comboes well with cards that are currently very weak, or counters cards that are very strong.

669
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: August 03, 2015, 09:20:28 am »
She came from a Duchy in another kingdom, and now decides to join your harem. That's also why she gives you money.

Speaking of which: Why do Harems give you money instead of taking it, literally?

670
Dominion General Discussion / Re: Cards you hate!
« on: August 03, 2015, 09:12:45 am »
I dislike cards that encourage simple strategies (only that card+Big Money, for example). Things like Cultist, Jack of All Trades, to a lesser extent Minion (it does function with a few other Action cards).

I'm also annoyed by cards that are simply too weak to ever bother with, such as Chancellor, Thief and Scout.

Cultist+Big Money is not a simple strategy.

It isn't? How? I'm not an expert so I may be overlooking something, but it's just buying Cultist at 5 and other than that just Big Money, right? At some point you have to switch to Duchies but that's really the only difficulty I can think of...

671
Dominion General Discussion / Re: Cards you hate!
« on: August 03, 2015, 08:23:30 am »
I dislike cards that encourage simple strategies (only that card+Big Money, for example). Things like Cultist, Jack of All Trades, to a lesser extent Minion (it does function with a few other Action cards).

I'm also annoyed by cards that are simply too weak to ever bother with, such as Chancellor, Thief and Scout.

672
Dominion General Discussion / Re: Custom Cards
« on: July 30, 2015, 05:24:59 pm »
Assuming you mean 'the fronts', like LastFootnote said; still no.

- Copper runs out in a few cases, especially in multiplayer Mountebank games. So it would affect the game.
- There are actual blank cards in every box as far as I know.
- It's just blasphemy.

673
Dominion General Discussion / Re: cantrips
« on: July 29, 2015, 01:20:25 pm »
While all of the above is true, I would still say that when the choice is between buying a cheap cantrip or nothing, I will almost always go for the cheap cantrip. I rarely play terminal draw without Villages anyway, and the other situations are mostly rather niche, so yeah.

(of course, Rats is a notable exception)

674
I would love to see what the community thinks about the new cards, although I understand that most have insufficient experience with Adventures right now.

675
Dominion General Discussion / Re: IRL Adventures stories
« on: July 29, 2015, 01:08:39 pm »
Kingdom: Hireling, Distant Lands, Treasure Trove, Haunted Woods, Storyteller, Duplicate, Magpie, Amulet, Guide, Page // Ferry, Inheritance

So I’m now officially in love with the Adventures expansion. I just played the most awesome game of Dominion ever with the kingdom above.

I opened 4/3, buying Magpie/Page. My plan was to get a Champion as quickly as possible, which would require lots of cycling, and exchanging whenever possible. I bought Storyteller on the first 5, which is a pretty good cycling card, although with my low-income deck it turned out to be not as strong as I had hoped. In hindsight, I could have bought a single Treasure Trove to feed it and the Magpies that were starting to accumulate some more money, although I didn’t really need the money to buy stuff anyway, as we’ll soon see.

Anyway, I go for Ferry on the next 3, making Haunted Woods cheaper for me, and after some time (I almost depleted the Magpies at this point) I hit 7, buying Inheritance and turning my Estates into Duplicates. Soon after, I finally gain a Champion and get unlimited Actions. This is where the fun really starts.

With two Haunted Woods in play, I start my turn with an 11-card hand, almost drawing through my entire deck with the Magpies and the single Storyteller. I manage to play all three Estates and another Haunted Woods, buy a Distant Lands and call the Estates to gain three more Distant Lands.

Meanwhile, my opponent – who had opened 3/4, buying Ferry/Hireling, also an interesting strategy – is buying Provinces (after getting 1 Distant Lands early-game). He is playing a Big Money-ish strategy with a couple of Hirelings and an Amulet thrown in, but the large handsize and lack of +Buy makes his turns somewhat inefficient, spending 13 on a Province for example. What’s more, with me playing at least one Haunted Woods each turn, he is forced to put more and more Provinces back on his deck at the end of his turn. He had started greening a bit earlier, though, and he is still ahead as we reach the endgame.

Next turn, I manage to draw all three Estates again, and empty the Distant Lands pile. After my opponent grabs the sixth province, I gain four Haunted Woods. Next turn, I finally draw my entire deck, playing no less than five Haunted Woods, finishing up my Distant Lands, and buying four Estates.

After my opponent grabs Province number seven, I end the game with a bang. With five Haunted Woods entering play, I start with a 20-card hand, easily drawing my deck. I play seven Estates, buy a Duchy, gaining seven more Duchies in the process and finishing the third pile. I win the game 59-46, without ever buying a single Province against my opponent’s seven Provinces.

I love this expansion. Building up an insane engine like this is just so rewarding. :D

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