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1151
Dominion General Discussion / Re: Recommended boards
« on: November 19, 2015, 06:37:33 pm »
Royal carriage kinda anti synergises with with other reserve cards. I think that pathfinding should go on herald (I could be wrong) Butcher is an important payload.

1152
Solo Challenges / Re: Golden Deck for Colony
« on: November 19, 2015, 05:31:58 pm »
With events:- 2 cost token on masq
Deck: masq, hamlet*2, native village, copper
Play Hamlet discard native village(hand is hamlet, masq, copper) (discard is native village)
Play Masq.Draw native village; pass copper, get colony(Hand is hamlet, native village,colony)
Play Hamlet:Discard colony (Hand is native village) (discard is colony)
Play Native Village:Mat the colony (Hand and discard is empty)
Buy copper
The way the second person gets his colony is similar to deadlock's
Opponent's deck = 6 fool's gold, copper, ratcatcher*2
Draw 4 cards with two expeditions
Call ratcatcher to trash copper
Play ratcatcher
Have 21$ Buy Colony, Expedition*2, Travelling Fair


Edit: Didn't see that this was under solo challenges

1153
Variants and Fan Cards / Re: Not one shot-Madman
« on: November 19, 2015, 09:06:40 am »
I was thinking of making it terminal except it had the envoy problem. I buffed up  to an advisor type. It works really good with champion because then they can't just discard your villages.

1154
Dominion General Discussion / Re: Rank the Traveller Upgrades
« on: November 18, 2015, 09:56:41 pm »
1)Champion - Unlimited actions is really really good lighthouse effect is good against warrior and other effects.
2)Teacher - Works well with non terminal draw to make it draw more and terminal draw to make it non terminal
3)Disciple - Really good gainer self synergizes
4)Warrior - Really powerful attack without the need of other support than other travellers
5)Fugitive - Really helps you get disciple and teacher
6)Soldier - seems pretty lack luster without attacks like margrave or scrying pool
7)Hero - Gold gainers are ok I guess
8)Treasure Hunter - Man, silvers suck in a engine

How does Disciple self-synergize? It's actually an anti-synergy, as you can't gain Traveller upgrades.
It self synergizes by creating higher action density leting you have better targets to disciple.
I think that the lists were not supposed to be about your fav. traveller but more about the best card.

1155
Counting house has certainly got better with the new adventures cards. New cards that counting house synergizes with (from best to worst)
Quote
1)Traveling fair - Game descends into counting house madness
2)Dungeon - Cycle to find your Counting house or discard coppers to redraw later
3)Treasure trove - this in slog or as part of a engine can be really effective
4)Messenger - (in a non-mirror engine)send coppers around, buy coppers, discard deck before playing Counting House
5)Scouting party - Cycle to find counting house and/or engine components for your counting house engine
5)Guide - Cycle coppers, find key engine components to set up mega counting house power


1156
saboteur, i mean, it's a bad card, but it can buy you time to build an engine or grind an opponent out of the game when there's king's court out. certainly better than tribute, which is just awful.
In engine mirrors with limited villages tribute is pretty good (aka olny village is crossroads/necro)Also against a grand market+non terminal draw deck.

1157
Can someone explain venture to me? I find more strategic uses for most of the cards on here.
I think that venture is completely overrated it is generally worth ~2.5$ if there is trashing this goes up but then again trashing helps engines a lot more than venture
Here are my bottom 15 5$ cards:
Quote
67.) Rogue   [X]
68.) Treasury   [X]
69.) Pillage   [X]
70.) Counting House   [X]
71.) Venture   [X]
72.) Mine   [X]
73.) Trade   [X]
74.) Tribute   [X]
75.) Saboteur   [X]
76.) Contraband   [X]
77.) Harvest   [X]
78.) Royal Seal   [X]
79.) Explorer   [X]
80.) Mandarin   [X]
81.) Cache   [X]
82.) Stash   [X]

1158
Why does everyone hate counting house so much? It makes me cry in my pillow. :'( It is better than harvest, stash, sab. to name a few. Any card that can potentially draw a lot of cards should not be on last place.
With adventures it even has a ~12 turn=8 provinces combo
Edit added combo

1159
Dominion General Discussion / Re: Rank the Traveller Upgrades
« on: November 18, 2015, 04:42:08 pm »
1)Champion - Unlimited actions is really really good lighthouse effect is good against warrior and other effects.
2)Teacher - Works well with non terminal draw to make it draw more and terminal draw to make it non terminal
3)Disciple - Really good gainer self synergizes
4)Warrior - Really powerful attack without the need of other support than other travellers
5)Fugitive - Really helps you get disciple and teacher
6)Soldier - seems pretty lack luster without attacks like margrave or scrying pool
7)Hero - Gold gainers are ok I guess
8)Treasure Hunter - Man, silvers suck in a engine

1160
Variants and Fan Cards / Not one shot-Madman
« on: November 18, 2015, 08:52:25 am »
Black magic
- Action
+ 1 action
+ 1 card per card in your hand;Reveal your hand; the person to your left names a card;discard all copies of that card

1161
Game Reports / Re: What to take away from reviews
« on: November 17, 2015, 11:52:05 pm »
Draw engine with coppersmith as payload, or native village/ coppersmith with herbalist as + buy.

I don't see that. The problem for the engine is that the villages don't draw, so you only increase your handsize by 1 after playing a village and a Nobles.
For Coppersmith you need a reliable deck, good villages or really big draw. So treasures seem the way to go, getting a Mint to get thin and later to mint Gold sounds better than Coppersmith to me, here. Also, Counterfeit is just much better so you don't need Herbalists.
But still, BM-Vault is really good (Counterfeit helps as well) and will do its thing.
For the coppersmith strategy I meant a megaturn strategy.

1162
Dominion General Discussion / Re: Recommended boards
« on: November 17, 2015, 11:33:34 pm »
Now for the next kingdom:
Queen of Tan

 

Which strategy is best?

1163
Edge case: Treasure hunter is a non terminal that can add more value to your deck than Bag o' gold. So is hero+mint with an action token on it.
Anyway I agree with this post for the most part. The thing is that it is really rare that it is worth getting it over duchy that late in the game even in a kingdom with moderate synergy.

1164
I think that bag o' gold needs to become something that is good even if it's only situationally good. No one is ever going to get tournament to get bag of gold.
For example:
Quote
Riches
prize-action-duration

At the start of your turn until the end of the game +

1165
Mini-Set Design Contest / Re: 2015/2016 Card Design Contest?
« on: November 17, 2015, 09:19:47 am »
What about a traveller chain?

1166
Dominion General Discussion / Re: Letting a computer program make cards
« on: November 16, 2015, 06:50:27 pm »
Using simple control+f I find 5 cards that can "play the action cards in your deck" Here is one of them:
Quote
Trading Coltreun
$7, Treasure

Worth $1.
When you play this, reveal cards from your deck until you reveal 2 Treasure cards. Discard the other cards, then play the Action cards in your deck (rounded down).
First you can play treasures during your action phase. Now you can play all your action cards during your buy phase. OP much?
Quote
Sagl
$5, Action, Attack

+$2, Each other player discards the top card of his deck, trashes one of them costing from $2 to $6, trash the Black Market deck in any order.
Introducing a new mechanic: Trashing the black market deck. I'm sure AdamH loves this one.
Quote
Dertino
$4, Action, Duration

+1 Action, Reveal your hand. If you discarded the lank your turns't butt costs your next turn, put it into your hand.
Something tells me this is a high skill card
Quote
Dame
$4, Action

+1 Card, +1 Action, +1 Buy
---
When another player plays an Attack card, you may put them on top of your deck.
lol
Quote
Working Village
$4, Action

+1 Card, +1 Action, +1 Buy
+$1
Play ale token of the Preveroce that you choose.
Apparently they have read http://mic.com/articles/108978/the-scientific-case-for-pouring-yourself-a-drink-after-work#.lZ2RF7nbe
Quote
Working Seal
$4, Action

Trash a card from your hand. Gain a card costing up to $2.

1167
Game Reports / Re: What to take away from reviews
« on: November 16, 2015, 05:51:59 pm »
For game 1: Game 1 you should either do big money vault, Draw engine with coppersmith as payload, or native village/ coppersmith with herbalist as + buy.
For game 2: If your feeling foolish then open mine/fool's gold. Opening mountebank is ok because the economy you get from them.

1168
Adam putting port below farming village makes me sad. :-\
Code: [Select]
18.) Farming Village   [X]
20.) Port   [X]

I try not to look too much into the really small deviations. The new interface for making lists is really good but it results in a little less precision than a good old-fashioned bucket sort.

Do I think Port is better than Farming Village? Yeah I think I do, and I think it's really close too. There are a lot of little details I would change about my list if I went back and took a close look at it, and a couple of big ones (Quarry and Magpie, anyone?).

But I think we get the big idea from this, and that's the point. The top three $3 cards are Amb, Masq, and Urchin. If you ever see more than one of them on a board then you're not going to this list to decide which one to open, this will just help people realize that those three cards are super-powerful.

For the record, I believe Wandering Minstrel is an order of magnitude better than any other $4 village. Herald doesn't count on that list, but that's because Herald doesn't quite fit the definition I'm looking for here (+1 Card/+2 Actions plus effect). Herald is about as good as WM. Hey look at that I put them right next to each other on my list! Wooo!
Farming Village is Village + small cycling effect.
Port is village + village. Not even close.

1169
Adam putting port below farming village makes me sad. :-\
Port should be up with wandering minstrel and herald and procession.
Port is two villages with on purchase which is really good
Code: [Select]
1.) Jack of all Trades   [X]
2.) Remake   [X]
3.) Throne Room   [X]
4.) Ironmonger   [X]
5.) Wandering Minstrel   [X]
6.) Herald   [X]
7.) Conspirator   [X]
8.) Procession   [X]
9.) Smithy   [X]
10.) Worker's Village   [X]
11.) Spice Merchant   [X]
12.) Marauder   [X]
13.) Bishop   [X]
14.) Moneylender   [X]
15.) Envoy   [X]
16.) Mining Village   [X]
17.) Armory   [X]
18.) Farming Village   [X]
19.) Monument   [X]
20.) Port   [X]
21.) Caravan   [X]
22.) Transmogrify   [X]
23.) Mission   [X]
24.) Salvager   [X]
25.) Fortress   [X]
26.) Gardens   [X]
27.) Militia   [X]
28.) Plaza   [X]
29.) Ironworks   [X]
30.) Remodel   [X]
31.) Advisor   [X]
32.) Young Witch   [X]
33.) Magpie   [X]
34.) Walled Village   [X]
35.) Sea Hag   [X]
36.) Bridge   [X]
37.) Ranger   [X]
38.) Quarry   [X]
39.) Duplicate   [X]
40.) Scavenger   [X]
41.) Trader   [X]
42.) Baron   [X]
43.) Death Cart   [X]
44.) Cutpurse   [X]
45.) Silk Road   [X]
46.) Feodum   [X]
47.) Horse Traders   [X]
48.) Island   [X]
49.) Messenger   [X]
50.) Nomad Camp   [X]
51.) Talisman   [X]
52.) Miser   [X]
53.) Coppersmith   [X]
54.) Rats   [X]
55.) Noble Brigand   [X]
56.) Feast   [X]
57.) Spy   [X]
58.) Pilgrimage   [X]
59.) Bureaucrat   [X]
60.) Treasure Map   [X]
61.) Taxman   [X]
62.) Pirate Ship   [X]
63.) Thief   [X]
64.) Navigator   [X]
65.) Scout   [X]

1170
Port is amazing! Two villages for the cost of one is really really good.
True, but you only get the benefit on buy.  Port anti-synergizes with gainers.  I think Port is where it belongs: right next to Worker's Village.
Have you played many games with port?

1171
Port is amazing! Two villages for the cost of one is really really good. It's so good I think that it will go up a ton after adventures goes online. Why is smithy so high? Smithy and envoy should be closer. They are pretty close in power level.

1172
Dominion General Discussion / Re: Letting a computer program make cards
« on: November 14, 2015, 11:50:31 pm »
Quote
Copterfiran
$5, Treasure

Worth $1.
---
While this is in play, when you buy a card, gain a card costing up to $4. Each other player plays an Action card from the trash costing from $3 to $6, gain one of them. Discard any number of cards. +$1 per card discarded. - When another player plays an Attack card, you may play this from your hand. If you do, gain a Gold.
Fixed:
Quote
Copterfiran
$5, Treasure

Worth $1. Each other player plays an Action card from the trash costing from $3 to $6, gain one of them. Discard any number of cards. +$1 per card discarded.
---
While this is in play, when you buy a card, gain a card costing up to $4.   - When another player plays an Attack card, you may play this from your hand. If you do, gain a Gold.
The king of gaining golds and self attacking.

1173
Dominion General Discussion / Re: Recommended boards
« on: November 14, 2015, 08:49:15 am »
I'd also go for the Vineyards crazyness. Open Market Square/Armory, get one Potion ASAP, and Rats  and then more Potions, and aggressively buy out the Vineyards. If I lose the Vineyard split, I've lost here, I think. Then, I'll concentrate on exploding my deck/ending the game, which is really easy here and is the strategically interesting part (in case of evenly split vineyards). I think the fastest way to grow is to buy a few Scrying Pools, Market squares and Rat them Treasures. Problem is this empties only the Rats pile, so I'll have to WM/Armory anyway to end it. I might want to skip the other Market squares and go directly to the WM/Armory/SP engine then.

But I have played very little Dark ages against humans so I'm kind of very unexperienced.

Here engine is much better as you could delay getting vineyards, So open market square armory and gain first rats then potion. Then quickly trash starting hand, get golds for market squares and two potions for as many scrying pools as possible before greening. I would wait with vineyards until I could triple or quad vineyard for two turn to win split unless opponent reliably double-vineyards or could triple-vineyard. For example game I emptied vineyards that in turns 11-12 and ended with 20 point ones.

https://dominion-game-logs.s3.amazonaws.com/game_logs/20151113/log.0.1447417065105.txt
Apprentice market square is incredibly quick at draining provinces.
Calimero drains 5 provinces + 1 duchy in 13 turns
http://dominion-game-logs.s3.amazonaws.com/game_logs/20151026/log.0.1445903510648.txt
Ela drains 6 provinces in 13 turns
http://dominion-game-logs.s3.amazonaws.com/game_logs/20151017/log.0.1445062718303.txt
You have to be able to get enough high point vineyards before the apprentice player finishes the game off.
The engine is probably better but it is pretty close.

That isn't problem, in few games vs bots when I pulled megaturn it was like 4 ten point vineyards in turn 10, So engine is much better unless there is severe bad luck like minstrels skipping potion lot of times.
Rats improves apprentice/market square a lot, that said I think that the vineyard rush is best.
What about a hybrid?(Skip SP, use apprentice market square for draw, rush vineyards earlier)

1174
Trader's good against Mountebank--instead of getting two junk cards, you're getting Silvers. Plus, Trader improves your economy in the early game to make it easier to get Mountebanks in the first place.
Trader doesn't help early game economy. It helps late game endurance. If you want to get mountebank asap you should open double silver.

1175
Dominion General Discussion / Re: Recommended boards
« on: November 13, 2015, 09:21:46 am »
I'd also go for the Vineyards crazyness. Open Market Square/Armory, get one Potion ASAP, and Rats  and then more Potions, and aggressively buy out the Vineyards. If I lose the Vineyard split, I've lost here, I think. Then, I'll concentrate on exploding my deck/ending the game, which is really easy here and is the strategically interesting part (in case of evenly split vineyards). I think the fastest way to grow is to buy a few Scrying Pools, Market squares and Rat them Treasures. Problem is this empties only the Rats pile, so I'll have to WM/Armory anyway to end it. I might want to skip the other Market squares and go directly to the WM/Armory/SP engine then.

But I have played very little Dark ages against humans so I'm kind of very unexperienced.

Here engine is much better as you could delay getting vineyards, So open market square armory and gain first rats then potion. Then quickly trash starting hand, get golds for market squares and two potions for as many scrying pools as possible before greening. I would wait with vineyards until I could triple or quad vineyard for two turn to win split unless opponent reliably double-vineyards or could triple-vineyard. For example game I emptied vineyards that in turns 11-12 and ended with 20 point ones.

https://dominion-game-logs.s3.amazonaws.com/game_logs/20151113/log.0.1447417065105.txt
Apprentice market square is incredibly quick at draining provinces.
Calimero drains 5 provinces + 1 duchy in 13 turns
http://dominion-game-logs.s3.amazonaws.com/game_logs/20151026/log.0.1445903510648.txt
Ela drains 6 provinces in 13 turns
http://dominion-game-logs.s3.amazonaws.com/game_logs/20151017/log.0.1445062718303.txt
You have to be able to get enough high point vineyards before the apprentice player finishes the game off.
The engine is probably better but it is pretty close.

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