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Messages - wachsmuth

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76
Rules Questions / Re: Duration Attacks
« on: May 11, 2016, 08:22:25 pm »
Re: Supply piles.

Yes. Teacher, Pathfinding, Lost Arts, Training, Ferry, Plan can all put tokens on empty piles. The only exception is Seaway, which must gain a card from the pile you put it on.

77
Puzzles and Challenges / Re: Easy Puzzles
« on: May 11, 2016, 08:16:34 pm »
In the question as originally posed, I can get to 25 cards.

Storyteller with +Coin token, play Counterfeit-Counterfeit-Platinum-Platinum, draw 1+1+1+2+10+10 = 25 cards

The only way I can get to 10 cards with the rest of the hand worst case is with +Card and +Action on Ranger, which is not possible with Teacher alone.

78
Dominion General Discussion / Re: Awesome Openings
« on: May 10, 2016, 04:07:23 pm »
I really like when you do a goofy opening that out of context seems inferior, but is good on that particular kingdom. My favorite opening ever was opening Chapel/Hamlet, still one of my only 2/2 openings (they will probably become more common now with the introduction of several power 2's in Adventures).

Can you explain the Kingdom, and why opening Hamlet/Chapel was amazing? Was it Tunnel?

The important cards were Hamlet, Chapel, Poor House and Hunting Grounds. Since Poor House was going to be my payload anyway, buying treasure at all seemed bad. And since Poor House only costs 1$, I can trash all the way down to 1 copper before I start building, if I have to. And I might as well get a headstart on Hamlets, the only card likely to run out.

79
Dominion General Discussion / Re: Awesome Openings
« on: May 10, 2016, 02:52:05 pm »
I really like when you do a goofy opening that out of context seems inferior, but is good on that particular kingdom. My favorite opening ever was opening Chapel/Hamlet, still one of my only 2/2 openings (they will probably become more common now with the introduction of several power 2's in Adventures).

80
So, I thought of a combo. It requires 2 cards and an Event.

Bridge, Hermit, Alms.

Essentially you gain Madmen with Hermit and buy Bridges with Alms.

I think the combo here is just Hermit + Alms. Bridge may make it stronger, but it's not in any way essential for this.

You need a $4 or lower megaturn payload though. Bridge and Market Square are the only ones that immediately come to my mind.

Coppersmith also (with +Buy, most obvious sources are probably Squire, Candlestick Maker, Seaway).

81
Game Reports / Re: Giant seems ok
« on: May 10, 2016, 07:07:16 am »

82
Puzzles and Challenges / Re: Easy Puzzles
« on: May 09, 2016, 11:58:12 pm »
There are exactly 4 cards that do this. Two of them are in adventures.

* There are only 4 trashing attacks that hit within a limited cost range, namely Knights, Rogue, Giant and Warrior.

* There are only 4 kingdom cards that can be upgraded into another card (Peasant, Page, Urchin, Hermit), that can typically only be gained in that way.

83
Puzzles and Challenges / Re: Easy Puzzles
« on: May 09, 2016, 11:43:16 pm »
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

Apothecary, Scrying Pool, Madman would all allow this, no?

84
Puzzles and Challenges / Re: Easy Puzzles
« on: May 09, 2016, 11:33:29 pm »
There are exactly 4 cards that do this. Two of them are in adventures.

Here's one answer that I'm pretty sure works:

Cards that can unconditionally gain Gold (e.g. as long as the Gold pile is not empty, when you play this, you can gain a Gold). The 4 cards are Soothsayer, Governor, Hero and Treasure Trove.

Edit: Never mind, forgot about Bag of Gold...

85
Dominion General Discussion / Re: Best Dominion moments 2016
« on: May 07, 2016, 06:06:27 am »
---------- Accatitippi: turn 10 ----------
Accatitippi - plays Page
Accatitippi - draws Copper
Accatitippi - plays Champion
Accatitippi - plays Saboteur
Riphia - shuffles deck
Riphia - reveals Copper, Copper, Copper, Page, Page, Champion
Riphia - trashes Champion

Opponent resigns.
I feel like a huge jerk, even more so since it was only a 25% chance. (he had 4 3+ cards in his deck and one in his hand)

In an effort to catch up, my opponent gains a Rogue trying to steal my Teacher. I smuggle it, and the next turn this happens:

wachsmuth   plays Disciple
wachsmuth   plays Rogue
wachsmuth   gains Minion
wachsmuth   plays Rogue
Kyle Mullins   reveals: Disciple, Necropolis
Kyle Mullins   trashes Disciple
Kyle Mullins   discards Necropolis
wachsmuth   gains Rogue
wachsmuth   plays Wandering Minstrel
wachsmuth   draws Rogue
wachsmuth   draws Copper
wachsmuth   shuffles deck
wachsmuth   reveals: Copper, Loan, Overgrown Estate
wachsmuth   discards: Copper, Loan, Overgrown Estate
wachsmuth   plays Rogue
wachsmuth   gains Disciple

86
Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: harvest
« on: May 06, 2016, 08:49:17 pm »
I have won a couple of games using Harvest, which is apparently more than most others can say. Every time, it has been because of Procession or King's Court. If there is no other virtual coin, then Harvest can be useful. Procession also helps with gaining them. I mean, there are King's Court engines where people buy Chancellor and Navigator just to king them, so why not Harvest, a card that at its best on average generates more +coin than almost all other actions in the game.

Harvest also has a place in weird good stuff decks where you have tonnes of actions and some amount of diversity (so that the expected value is at least 3). Might be a decent buy with Champion or Coin of the Realm in those decks? It usually has a lot of competition though, cause Harvest is underwhelming compared to virtually all other 5's and even many 4's and 3's.

87
Dominion General Discussion / Re: Early Adventures Impressions
« on: May 05, 2016, 04:43:37 pm »
I think you should generally just put +Action on the terminal card you have the most of in your deck. If you have 3 Council Rooms and 6 Goons, I wouldn't put my token on Council Room.

It doesn't even have to be terminal. Putting +Action on some non-terminal you play before all your terminals is also pretty good, if you have more of that card than your most common terminal. I had a decent game with +Action on Hunting Party. Basically put it on some card you have a lot of, as a very general rule. Of course the restrictions from Teacher makes this a lot more complicated.

88
Dominion General Discussion / Re: Early Adventures Impressions
« on: May 05, 2016, 04:23:46 pm »
Lost Arts on Goons - The frees up the terminal space to be used on draw. I was able to consistently get 5 Goons in play every turn.

Someone else mentioned this in relation to Miser (which is nowhere near the best), so I think we can expand it to strong terminal payload in general. +Action token on spammable payload cards is pretty good - you know, the ones that just get better the more you get in play. So other than Goons, there's also Merchant Guild, Bridge, Wine Merchant and possibly Bridge Troll.

Almost always, if you have the option between putting Lost Arts on terminal draw or terminal payload, you should put it on terminal draw. It just makes your deck so much more reliable. That's why Laboratory is so much more expensive than Moat, whereas Silver is only marginally more expensive than Duchess.

Yes, this is obvious. Putting +Action on Goons is mainly good if you don't need it for your draw, of course. But I think the situation arises relatively often with Teacher, since often your best draw is going to be +Cards on some cantrip, and then +Action on terminal payload looks pretty good.

89
Dominion General Discussion / Re: Early Adventures Impressions
« on: May 05, 2016, 04:06:24 pm »
Lost Arts on Goons - The frees up the terminal space to be used on draw. I was able to consistently get 5 Goons in play every turn.

Someone else mentioned this in relation to Miser (which is nowhere near the best), so I think we can expand it to strong terminal payload in general. +Action token on spammable payload cards is pretty good - you know, the ones that just get better the more you get in play. So other than Goons, there's also Merchant Guild, Bridge, Wine Merchant and possibly Bridge Troll.

90
I predict that this card is going to have lots of swings in the card rankings. It has so far been extremely difficult for me to judge how good this card is, though I have noticed that it is very hard to play well. Possible candidate for 'most difficult card to play correctly in Dominion' (last time someone asked that question, Procession seems to have won).

91
Wharf/Outpost is bonkers if you have enough +Action, maybe some trashing.  Especially if you win the Wharf split.

It's not so much Wharf/Outpost as it is [any reliable engine]/Outpost.  It's generally a weak or mediocre card, but with the right deck a single Outpost can literally double your deck output.

I think Wharf works especially well with it because you can play your Wharves before you play Outpost, rather than hoping to draw your starting pieces in your 3 card hand.

That's why I specified reliable.  Wharf alone doesn't work well because (as you pointed out) you need a lot of village support.  You could also do something with Scheme (especially with stuff like KC or SP).  But again, these are just examples of the general "reliable engine".

And there are many other ways to guarantee a starting hand that allows you to kick off - Alchemist, Caravan, Hireling, Haven, Save, Dungeon, Gear, Prince and Expedition come to mind, and there are more obscure, difficult ways to do it such as involving Scavenger.

92
Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: hamlet
« on: May 05, 2016, 11:17:38 am »
The worst part about Hamlet is remembering you have to click through two discards lest you discard the action you were intending to play afterwards.
Are you listening, Stef and SCSN?  I'm feeling a "You are about to discard an Action card.  Was this your intention?" pop-up.  That'd be cool.

That would be horrible in an engine where you actually have to discard lots of Action cards to Hamlet, which happens relatively often.

93
Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: hamlet
« on: May 04, 2016, 06:59:06 pm »
The main interaction I've noticed with Adventures is Pathfinding (or Teacher). Hamlet is simply incredible with the +Card token. I might tentatively say that it's the single best card in the game for that token.

94
Dominion League / Re: Season 14 - Results
« on: May 03, 2016, 04:20:14 pm »
B2: Wachsmuth 2 - 4 Qvist

95
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Port
« on: May 03, 2016, 04:46:43 am »
So after playing a lot of Adventures online for the first day of Dominion Online, I've noticed that this card is apparently a huge trap card for many players. I think at least 3 times I saw different people playing some variant of Port-Big Money, which is obviously awful. Not to say that there aren't many village idiots online, but apparently Port is particularly attractive to them. Maybe it's because it's a new and exciting card that's also easy to understand, and it'll disappear soon. But maybe Port appears significantly more attractive in decks where villages are weak than other villages.

96
Coin of the Realm/Tribute or Golem

This feels pretty obvious, but cards where it's uncertain whether you end up with Actions after having played them love Coin of the Realm. Tribute is suddenly a lot better when playing it is guaranteed to not end your turn prematurely.

97
Dominion General Discussion / Re: Fools Gold/X Combos
« on: May 02, 2016, 12:33:36 pm »
Margrave/Fool's Gold is a pretty strong Big Money deck. Journeyman/Fool's Gold is alright. The rest are dubious at best.

98
Let's Discuss ... / Re: Let's Discuss Alchemy Cards: Apprentice
« on: April 26, 2016, 08:59:10 pm »
Weirdest draw I ever used with this was Treasure Maps. Bought or gained 8 Treasure Maps that game if I recall correctly.

99
Dominion League / Re: Season 14 - Results
« on: April 26, 2016, 04:09:34 pm »
B2: Wachsmuth 3,5 - 2,5 teamrocketgrunt

100
Goko Dominion Online / Re: Waiting for Adventures On-line
« on: April 25, 2016, 07:07:00 am »
Lord Bottington indeed took over MF. And soon he will turn all of us into rats, he had enough practice over those years. With Stef and SCSN in charge of the AI, that wouldn't have happened.

True. With SCSN in charge of AI we'd get a bot that never buys Silver instead.

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