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Messages - wachsmuth

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226
Puzzles and Challenges / Re: Guess the Flavor Text
« on: December 04, 2015, 09:42:24 pm »
Treasure Map and Platinum?

Edit: I give up

227
Variants and Fan Cards / Re: The cards keep coming
« on: December 04, 2015, 04:22:30 pm »
Changeling, Regent and Shaman all seem to be absolutely insane combos with Procession. It entirely negates the downsides.

228
Puzzles and Challenges / Re: Guess the Flavor Text
« on: December 04, 2015, 03:54:47 pm »
Quote
"And if I claim to be a wise man"

Disciple?

Quote
"I set a course for winds of fortune,"

Explorer

Could also be a bunch of other seaside cards though, but I think my guess this time is Explorer. Or some events.

Quote
"Nothing equals the splendor"

Treasury?

229
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2015, 08:20:52 am »
Word Upgrade
Action -

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins

Witch into Young Witch (but why??)
Gold into Bag of Gold (or Fool's Gold)
Trader into  Horse Traders or Traderoute
Venture into Adventurer
Bank into Mountebank

Prince into Princess
Count into Counterfeit or Counting House
City into Lost City

Surprisingly Inn can't be turned into anything.

230
Puzzles and Challenges / Re: Strictly better than....
« on: December 01, 2015, 06:23:58 pm »
Village is sometimes better than Worker's Village, because you could use the extra Buy to buy a Curse.

231
Puzzles and Challenges / Re: Easy Puzzles
« on: December 01, 2015, 06:21:20 pm »
Assume all piles are infinite.

How many ways can we get an infinite turn where we never reach the buy phase?

Rules: No Adventures tokens and no Champion. They make it too easy. You could stick +Card and +Action on Workshop, and that's an infinite turn...

232
Doesn't Count only trash 3 cards per play, unless it's combo'd with something else? And that's in the best-case scenario where 3 of the cards in your hand are junk.

In the best case it trashes 3 junk cards and replaces a fourth with a copper. Requires an exceptional draw though.

233
I believe Plan and Doctor (with overbuy) are the only ways to trash an Estate before the first reshuffle.

Travelling Fair and Summon can also do it. You can also do it in terrible ways with Inheritance (e.g. Inherit Embargo on turn 1, play one on turn 2). Can also be done in rather convoluted ways via Trade.

234
Puzzles and Challenges / Re: Strictly better than....
« on: November 30, 2015, 06:57:56 pm »
People have been ignoring on-gain effects recently, but Witherweaver pointed out early on that it does matter because you could trash and gain the card from the trash with Graverobber in a single turn.

I think singletee's list looks right.

If we consider that, it does some funky things with cost, because not all cards can be regained from the trash (cards that are more expensive than $6 in most cases, cards that cost $2 or less and potion-cost cards in all cases). If we consider cost in general, then no cards are strictly better than other cards (the trivial example is Upgrade).

It also impacts Singletee's list, because you can trash and regain a Laboratory, but you can't do that with an Alchemist.

But sure, it matters for comparing cards where both parts can be trashed and regained. That's true I guess.

235
Puzzles and Challenges / Re: Strictly better than....
« on: November 30, 2015, 05:52:47 pm »
If we ignore on-gain effects, then Trusty Steed is better.

Also, because of Vagrant, none of the other cards are strictly superior to any Ruins. Otherwise, all of these would work...

Herbalist, Peasant, Merchant Guild, Pawn > Abandoned Mine
Storeroom, Pawn > Ruined Market
Cellar, Pawn > Ruined Village
Pawn > Ruined Library

On another note

Journeyman > Smithy works, right?

236
Puzzles and Challenges / Re: Strictly better than....
« on: November 30, 2015, 05:37:46 pm »
Compiling everything I've seen in the thread, I get this list:

Mining Village, Plaza, Walled Village, Worker's Village > Village

Is there some obscure edge case where Fortress is a worse card than Village?

Quote
Artificer, Market, Treasury > Peddler
Baker comes really close, but it antisynergizes with Black Market and Storyteller :(

Quote
Port = Village

Also Border Village.

Pretty sure Trusty Steed > Lost City works.

How about Nobles > Necropolis? Edit: Never mind, I think Bureaucrat kills this one.

237
Puzzles and Challenges / Re: Strictly better than....
« on: November 30, 2015, 03:28:08 pm »
Platinum instead of gold can also trigger an unwanted shuffle if Storytellered, if we are still caring about that.

Same deal with Grand Market vs Market, Bazaar vs Village, and so on, sometimes you don't want that extra card drawn.

So I guess it also applies to, say, Necropolis versus Ruined Village, because of the Storyteller/Diadem interaction. Or Festival versus Woodcutter.

Yup. I think we're down to Mining Village, Worker's Village, and Butcher as the only cards that work.

Is there reason why Messenger isn't better than Woodcutter, Chancellor and Nomad Camp? (I think we're ignoring on-gain abilities, yes?)

Or Walled Village?

238
Puzzles and Challenges / Re: Strictly better than....
« on: November 30, 2015, 03:01:01 pm »
Platinum instead of gold can also trigger an unwanted shuffle if Storytellered, if we are still caring about that.

Same deal with Grand Market vs Market, Bazaar vs Village, and so on, sometimes you don't want that extra card drawn.

So I guess it also applies to, say, Necropolis versus Ruined Village, because of the Storyteller/Diadem interaction. Or Festival versus Woodcutter.

239
Solo Challenges / Re: Opening 3/7
« on: November 30, 2015, 12:06:41 pm »
Man, that was hard. There has to be an easier solution than this.

Turn 1:

First hand is 5 Copper. Spend Baker token and Borrow to get to 7. Buy Travelling Fair, Mission, Poor House. Top deck it.

Mission turn is Necropolis, Poor House, Overgrown Estate, Hovel. Play Poor House. Borrow to buy Travelling Fair, Ferry on Band of Misfits, Alms to gain Death Cart. Top deck Death Cart and a Ruin.

Turn 2:

Hand is Copper, Copper, Death Cart, Ruined Village

Trash Ruined Village with Death Cart. $7 now, inherit Band of Misfits.

240
Solo Challenges / Re: Opening 3/7
« on: November 30, 2015, 09:46:43 am »
Like this?

First hand is 5 Copper. Spend Baker token and Borrow to get to 7. But Travelling Fair, buy Ferry and put it on Death Cart, buy Death Cart. Top deck the Death Cart.

Second hand is Copper + Copper + Estate + Death Cart

Play the Death Cart and get 7, buy Inheritance.


Agh, the challenge got changed just as I posted this.  :'(

241
Solo Challenges / Re: Differently named Potion-cost cards after turn 3
« on: November 30, 2015, 09:21:14 am »
I meant in the same game. So during turn 3, you'll gain a bunch of different Potion cards.

242
Siege Machines is extremely close to being strictly better than Rogue. The only one way it's worse is that it can't trash Golds, but often 5-cards are better anyway. And the gaining isn't forced either, which is occasionally a downside of Rogue. I'd say it's too much better, since it makes Rogue totally obsolete in games with both.

243
Solo Challenges / Re: Golden Deck for Colony
« on: November 30, 2015, 08:59:46 am »
Events are easy-mode

Put Seaway, Pathfinding and Lost Arts on Poor House.

Deck is 10 Poor Houses, 1 Crossroads (assume we trash our Chapel with a self-removing trasher like Ratcatcher).

Buy 2 Colonies and 2 Islands. Then on every subsequent turn, Island away the two Colonies and buy 2 Colonies and 2 Islands again.

244
Solo Challenges / Differently named Potion-cost cards after turn 3
« on: November 30, 2015, 08:37:21 am »
How many different Potion-cost cards can you gain after 3 turns in a solo game?

Following rules: All expansions allowed, Mission and Outpost turns count as extra turns, assume perfect shuffle luck.

My highest score is 5.

245
Puzzles and Challenges / Re: Most Cards from One Buy
« on: November 30, 2015, 06:51:23 am »
Slight improvement from above


Mostly the same strategy. Incidentally I can now drop the Watchtower.

Kingdom is: Death Cart, Cache, Border Village, Haggler, Band of Misfits, Duchess, Embargo, Prince, Black Market, Market Square, Duplicate

Events used: Ferry, Inheritance, Plan

Black Market deck contains: Page, Hermit, Graverobber, Candlestick Maker (these 4 together can guarantee we have infinite money, infinite actions and can start with 10 madmen on top of the deck). It also contains Trader, Young Witch and Cultist. There's also a gainer and a King's Court so we can gain the last few cards without ending the game.

Put 50 Embargo tokens on Prince by playing Band of Misfits as Embargo and retrieving them with Graverobber.

Put Ferry on Haggler. Put Inheritance on Haggler. Put Plan on Prince.

Play 9 Hagglers, 10 Band of Misfits and 11 Estates as Hagglers. Hold all 10 Market Squares in hand. Hold the Cultist in hand also.

Buy Prince, gain 40 silvers by revealing Trader and also gain 10 curses. With the on-buy trash ability of Prince from Plan, trash the Cultist, discarding 10 Market Squares for 10 Golds first, then draw 3 of the Market Squares again with the +3 cards and discard them again, for 13 Golds in total.

With the 30 Haggler gains, we do mostly the same thing

Gain 10 Border Villages, 8 of them gaining a Duchy and a Duchess. Gain 2 Coppers also. Call Duplicate on the Coppers to gain 10 more.

Gain 5 Death Carts for another 15 cards.

Gain 10 Caches for 30 more cards.

With the last 5 gains, get 5 coppers.

40 Silvers + 10 Curses + 37 Coppers + 10 ruins + 5 Death Carts + 10 Caches + 13 Golds + 10 Border Villages + 8 Duchesses + 8 Duchies + 1 Prince = 152 cards

246
Puzzles and Challenges / Re: Most Cards from One Buy
« on: November 29, 2015, 10:12:54 pm »
Ok, lemme try


Kingdom is: Death Cart, Cache, Border Village, Haggler, Band of Misfits, Duchess, Embargo, Hunting Grounds, Black Market, Market Square, Duplicate

Events used: Ferry, Inheritance

Black Market deck contains: Page, Hermit, Graverobber, Candlestick Maker (these 4 together can guarantee we have infinite money, infinite actions and can start with 10 madmen on top of the deck). It also contains a Watchtower, Trader and a Young Witch. There's also a gainer and a King's Court so we can gain the last few cards without ending the game.

Put 50 Embargo tokens on Colony by playing Band of Misfits as Embargo and retrieving them with Graverobber.

Put Ferry on Haggler. Put Inheritance on Haggler.

Play 9 Hagglers, 10 Band of Misfits and 11 Estates as Hagglers. Hold all 10 Market Squares in hand.

Buy Colony, gain 40 silvers by revealing Trader and also gain 10 curses.

With 30 Haggler gains, get first 1 Hunting Grounds, trashing it for a Duchy and a Duchess. Discard 10 Market Squares, gain 10 Golds.

Gain 10 Border Villages, 7 of them gaining a Duchy and a Duchess. Gain 3 Coppers also. Call Duplicate on the Coppers to gain 10 more.

Gain 5 Death Carts for another 15 cards.

Gain 10 Caches for 30 more cards.

With the last 4 gains, get 4 coppers.

40 Silvers + 10 Curses + 37 Coppers + 10 ruins + 5 Death Carts + 10 Caches + 10 Golds + 10 Border Villages + 8 Duchesses + 8 Duchies + 1 Colony = 149 cards

247
Puzzles and Challenges / Re: Most Cards from One Buy
« on: November 29, 2015, 09:40:54 pm »
How do you get 30 Haggler gains? Haggler is one of those 'while in play' cards.

248
Dominion General Discussion / Re: Scout Synergies
« on: November 29, 2015, 09:37:10 pm »
The Peddler 'synergy' seems to be that's Scout is a non-terminal. So it's the same kind of synergy Ruined Village has with Scout.

249
However, I can't think of a single deck that wouldn't benefit from a GM.

Beggar-Gardens? Masterpiece-Feodum? I don't think I'd stop by Grand Market for those.

250
My major disagreement with the list is Forge -- if you spike one unreasonably early it can be gg, you can build a strategy around 3 + 5 = 2 + 6 = 8, sometimes it's the only trashing and it makes up for its price with its speed, and it gives great endgame control. But it can certainly be a trap, too; Forge isn't going to get you out of your Sea Hagged misery deck that takes 17 turns to reach the next shuffle; you'll just draw it with two silvers a copper a militia and be sad.

I find Forge to be a trap far more often than not - though it may be a card I misplay.

It very often ends up being rather sad.

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