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Messages - wachsmuth

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101
Golem/Counting House kinda works if you also buy 1 Scavenger and an extra Golem. Even then, it's a three card combo that's not even going to be the best thing on the board much of the time.

102
Let's Discuss ... / Re: Let's Discuss Alchemy Cards: Golem
« on: April 24, 2016, 04:58:28 pm »
I once played a Scrying Pool/Golem deck. Those cards have really weird interactions. Golem was the only village, so I had to play Golem before I drew my deck to play the payload (Merchant Guild). But I also had to ensure that I hit non-terminals mostly. But not Scrying Pool, because then I risked drawing my deck. It was weird, but because the payload was explosive enough, it worked.

103
Dominion League / Re: Season 14 - Results
« on: April 24, 2016, 04:48:32 pm »
B2: Wachsmuth 4 - 2 Geronimoo

104
Dominion General Discussion / Re: Combo: Merchant Guild/Goons
« on: April 20, 2016, 06:21:14 pm »
I thought you were concerned about discussing strategy with others.  Given your skill, that will be you giving strategy advice more often than you receiving it.  Using the common terminology will be helpful there, while using your own language that nobody else uses is not.  But if you're only concerned with yourself, then what does it matter what other people are saying?  Just mull over strategy on your own then.

It is not the terminology I'm using that makes other people better or worse at Dominion, it is the terminology that they themselves use. The strategy advice that I'm giving here is that people should stop using the kind of terminology that keeps them from being better players.

I know of one thing that certainly makes people worse Dominion players: arguing with Awaclus.

105
Dominion General Discussion / Re: Favorite big terminal draw bracket
« on: April 20, 2016, 05:05:25 pm »
Hunting Grounds. I'll take any opportunity to vote against Wharf.

106
Help! / Re: Beggar Counting House?
« on: April 19, 2016, 05:42:21 pm »
Beggar/Counting House seems disgusting. There's no plus buy, and there's a whole lot of junk in your deck as well.

Actually I sometimes play Beggar/Counting House on colony boards. It's shuffle luck dependent, but in my experience it beats most weak money strategies and weak engines on colony boards. Beggar/Beggar is a pretty hilarious opening, but it's not terrible. The fact that this is a province board makes me a lot more sceptic of the strategy though.

107
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Village
« on: April 19, 2016, 05:32:07 pm »
People tell me one of the problems with Scout is that Scout BM is apparently worse than straight BM.


I look at Village then look back at them.

I have certainly never used that as an example for why Scout (or any other card) is bad.  Forager is an amazing card, but Forager-BM isn't happening.  Similarly Ironmonger at $4, that would be a terrible BM game.

Ironmonger-BM is much better than Vanilla-BM. Sifting, money and potentially draw makes it a pretty solid and quite spammable BM enabler. It's apparently about as good as Smithy according to the wiki. The reason that Ironmonger-BM is rarely seen is that Ironmonger also enables or helps a lot of other strategies, and they are often going to be better.

108
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Throne Room
« on: April 18, 2016, 09:00:06 pm »
Probably the third strongest card in the base set, after Chapel and Witch. Took me a while to realize, when I started reading about and experimenting with engines, that Throne Room can play the role of a Village. It was quite The revelation.

Militia is higher than Throne Room on the Qvist card rankings (just barely as of the last one, earlier they were further apart).

109
Help! / Re: Beggar Counting House?
« on: April 18, 2016, 08:42:48 pm »
I would probably go Masquerade, Fortress, Militia, Scavenger (and caravan can never really hurt). But that's not a particularly strong combo, so that's probably why Beggar/Countin House was a thing.

And cellar helps to get Counting House more/faster.

Glad I'm not the only one who had that thought. Would your buy order differ from mine?

Mine was different. I wanna go for setting up the very strong discard attack as fast as possible. I think you bought way too many stop cards that don't help set up the Masquerade-Fortress-Militia deck. You end the game with very little draw, which makes the possibility of hitting with the discard attack pretty unlikely. My deck ended up looking something like 2 Fortresses, 1 Masquerade, 1 Gold, 4 Caravans, 2 Silvers, 1 Copper, 1 Militia + VP cards. Since there is no +Buy, getting more money than 8$ doesn't do much if you're drawing your deck. The attack is so powerful against most strategies that it's still worth it to delay greening in favor of setting it fully up, hence I think I bought Caravan over Province once. I also think Scavenger is pretty superfluous, if you wanna play it you just have to get more Fortresses, and it doesn't do that much in your deck once you're drawing it. Caravan is however a key card here in my view, since it is the only consistent draw (Masquerade and Adventurer also draw, but bleeeh). I opened Caravan/Masquerade, then delayed getting silvers and only prioritised getting my draw up, trashing and playing Militia as often as possible. Maybe Counting House/Beggar could be good on a 5/2? Probably still loses to the engine.

110
Dominion General Discussion / Re: The Face of Dominion
« on: April 14, 2016, 02:38:43 pm »
My best attempt at picking one for each expansion (excluding Adventures). They should be fun cards that are commonly used, as well as representing the themes of the expansion in question, I feel.

Base: Village
Intrigue: Ironworks
Seaside: Caravan
Alchemy: Scrying Pool
Prosperity: King's Court
Cornucopia: Horn of Plenty
Hinterlands: Margrave
Dark Ages: Rats
Guilds: Herald
Promo: Black Market

111
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Moat
« on: April 13, 2016, 08:05:13 pm »
When is Moat actually good? I know when it's good as an engine piece (many of the same situations where you buy Witch for draw), but when is the reaction part good? Sometimes I have lost to people who bought Moat entirely for the reaction and barely used the on-play effect, and apparently that sometimes works. I just have no idea when it actually works. Any general hints?

112
Dominion League / Re: Season 14 - Results
« on: April 13, 2016, 04:52:49 pm »
B2: Wachsmuth 4 - 2 Burning Skull

113
Dominion General Discussion / Re: Favorite Action-Reaction Bracket
« on: April 12, 2016, 08:12:11 am »
Watchtower (though my actual favorite is Beggar, but it seems I am alone in that)

114
Dominion General Discussion / Re: Favorite Action-Reaction Bracket
« on: April 09, 2016, 04:15:18 pm »
14

115
Dominion General Discussion / Re: New Best & Worst Openings?
« on: April 07, 2016, 07:46:01 pm »
Urchin/Urchin isn't even the best Urchin opening.

Okay, any other cantrip attacks that cost $4 or less? Baker Tokened Minion/Urchin is broken strong, but what else would there be?

Well there's Spy. Spy/Urchin is a worse opening than Urchin/Urchin though.

116
Dominion General Discussion / Re: Favorite Action-Reaction Bracket
« on: April 06, 2016, 03:58:48 pm »
1347

117
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Bureaucrat
« on: April 04, 2016, 08:37:13 pm »
Silver is better than Loan and Masterpiece though.

118
Dominion General Discussion / Re: Fun Kingdoms
« on: April 04, 2016, 04:27:21 pm »
Here is another kingdom, this one Seaside and Cornucopia, which to me vaguely resembles singletree's kingdom.

Treasure of the Sea

Native Village, Menagerie, Island, Horse Traders, Bazaar, Merchant Ship, Treasury, Harvest, Horn of Plenty, Hunting Party,

Horn of Plenty megaturn! This board looks so fun. Love this kind of boards  ;D

119
I voted for Torturer, because that one can paralyze a player.

With Mountebank or Cultist, you can get a bit behind, but still only lose the split 6-4. If someone gets their Torturer chain up and running faster than you, it's either: swallow all the Curses or never have a hand.

Torturer's attack is much more ignorable, though. Even middle-strength trashers mean that Torturer hurts lot less (though I'm still likely to get it for the +3 cards), while Cultist and Mountebank can outpace even the best trashers. If you're talking about which cards worst-cast scenario is worst, then it's Torturer, but Cultist and Mountebank dominate the game's strategy more often.

I also find that without villages on the board, Torturer isn't even bought very much. It's only really a harsh attack when you can chain it. It's OK in Big Money and a bad slog card, and too slow for many rushes.

120
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Chapel
« on: April 04, 2016, 04:26:00 am »
One of my favorite cards and one of the best. I wonder though if Chapel and silver is the right opening, considering that increases your odds of Chapel missing the shuffle.

If it misses the shuffle due to that Silver, those are pretty lowish odds. Chapel trashing 4 Copper on T3/4 is still the correct move, and because lame things like that happen, I think it's worthwhile to pick up the Silver with Chapel in the opening over not doing it. Not to mention tempo and more time wasted building.

Yes, I'm well aware you want to trash 4 coppers if that is what you're handed. Anyway, as far as my silver comment goes, Dan Brooks and I were having a conversation about Chapel a couple of days ago. He brought up, how if possible, he would prefer to open with a Caravan or Tournament or something that draws because, well, they don't really cause your Chapel to miss the shuffle. However, if you open Silver, you slightly increase the odds of Chapel missing the shuffle which oftentimes can have a huge impact on the game. If you open Chapel/Silver, you have a 1/6 chance of having Chapel miss the first shuffle. Chapel/ means you have a 1/11 chance of it missing the shuffle. You almost double the chances of guaranteeing it makes the shuffle. Another thing Dan Brooks brought up, was that even if it doesn't miss the shuffle, there remains a chance the silver and chapel collide which means you trash one less card as well.

I might open Tournament/Chapel. I would never open Caravan/Chapel. The problem with draw is yes it decreases the chances of Chapel missing the shuffle, but after the third shuffle you will have trashed 8 cards, which leaves you with maybe 5 to 6, and at that point, your draw will be mostly useless for a couple of turns. Since that is exactly the point when you want to start building your deck, having a useless card in there over one that help you gain engine pieces is pretty bad. IMO the first choice to open with Chapel are always gainers, and the next best thing is payload.

If there is a very cheap and easily gained payload, then I'm more inclined to open Caravan/Chapel, since trashing all or most of my coppers doesn't negatively impact my economy anymore, and I can just trash as fast I want to. Maybe the best two examples are Alms and Poor House.

121
Game Reports / Re: Really fun Adventures Board
« on: April 04, 2016, 04:23:49 am »
Pirate Ship might actually be good here. It can be King's Courted to great effect and you don't want that many terminals, except maybe one or two Haunted Woods. It's especially strong if your opponent uses Treasure Trove as payload.

I thought so too at first, and then I spotted Lighthouse, which can just completely shut that down. If not for Lighthouse, I would have gone for the Pirate Ship, but now I think it looks pretty sad. Maybe you can get it up to terminal gold or something, and then it might not even be better than Tribute to king.

122
I've got it narrowed down to Jester, Rogue, Giant, or Soothsayer. But I may be forgetting a few.
Are there any $5 attacks as powerful as those?

I'll just say that good ole Sab will always have a place in my heart.

Let's not forget Pillage.

123
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Adventurer
« on: April 04, 2016, 03:08:42 am »
Another thing that slightly bothers me about Adventurer is that it's not even that fun. Many other situational or weak cards at least have pretty interesting and novel effects that few or no other cards can do, such as Coppersmith, Treasure Map, Scout, Contraband, Counting House etc. Adventurer is just weak terminal draw, a weaker and more expensive version of many other cards. Even when you do get Adventurer to work, it's rarely worth the reward, because the card's just not that interesting.

124
So by some sort of consensus, almost everybody thinks that either Mountebank or Cultist is the best. How do you guys counter them when they are on the board (apart from just getting them yourself)?

Vineyards sometimes doesn't mind Ruins, and Gardens sometimes doesn't mind the junk Mountebank gives you. If you can use Save repeatedly on a Moat or something that works too. But this is very rare, the counter almost always involves going for them yourself.
The thing with the gardens is they like Mountebank once the curses are out. Avoid discarding a curse, get copper, and potentially increase the worth of gardens? Chancellor is worth more with that kind of board.

Edit: at the endgame, I mean

I'd argue that there a surprising amount of boards where you can ignore Mountebank entirely if going for Gardens. Obvious example is the 3-card kingdom of Beggar/Mountebank/Gardens. Going Mountebank on that board is losing.

Another thing you can do is Scheme/Moat or Scheme/Watchtower. If you have no other terminals, you can keep on topdecking a Moat with Schemes. Never used it myself, but I have played against it. Barring tricks like this where you can guarantee having it in hand, Moat just doesn't cut it on its own.

I've got it narrowed down to Jester, Rogue, Giant, or Soothsayer. But I may be forgetting a few.
Are there any $5 attacks as powerful as those?

Dame Josephine has them all beat I believe.

125
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Chapel
« on: April 04, 2016, 02:54:05 am »
Chapel has an 88% gain rate. Chapel-Big Money is not strong without other support, such as straightforward big money boards (e.g., Big Money + terminal draw + Provinces). Furthermore, Chapel is actively harmful on slog boards like a board where Duchy/Duke + money is dominant.

Rebuild is another card that makes me want to ignore Chapel. In some uncommon cases Fool's Gold (e.g. if I can open Fool's Gold/Mint).

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