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Messages - Kahryl

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101
Dominion General Discussion / Re: Most FUN Cards EVER
« on: August 15, 2012, 10:39:31 am »
Jester. Every play is like opening a christmas present.

102
Dominion: Dark Ages Previews / Re: Rats + Forge
« on: August 15, 2012, 10:36:57 am »
I have a feeling rats are not going to be as good as people think. Okay, Forge two rats into a Province. That requires the collision of THREE cards. And if they don't collide, they're very awkward (Forge often doesn't know what to do with itself, Rats actively destroy your deck). It's like a three way treasure map!

103
Dominion: Dark Ages Previews / Re: Rats + Forge
« on: August 15, 2012, 10:30:20 am »
Rat farms are great, but don't they all require +buys? You need a flow of copper or something to feed to the rats. Otherwise you'll end up with hands like Rat/Rat/Gold/Province/Province, okay now what.

104
Dominion General Discussion / Re: Most FUN Cards EVER
« on: August 14, 2012, 09:08:18 am »
Hunting Party of course!

"Hunting Party of One" should be the alt name for Sage.

105
I'm too depressed at iso retiring to even play another game  :(

106
Game Reports / Re: Duke deck with no Dukes
« on: August 10, 2012, 04:17:26 pm »
I've had this happen a lot. Hoard is the worst offender at doing this for me too. I come up with a Duchy/Duke purchase strategy, hit $8 early and think "meh, might as well not waste it", and grab the Province. Then it happens again, and again and by turn 12 I have 3 Provinces and 3 Duchies. I tend to win these games as least as often as I lose them though.

Advanced players have told me that "if you're going to go for Duke, really commit to it. Don't buy Provinces because you're only helping the other player run out the pile". But is it really so bad to give circumstance some leeway? It's not like the duchies you start out grabbing become useless if you swap to provinces.

107
Dominion: Dark Ages Previews / Re: Self-Referencing Cards
« on: August 09, 2012, 03:32:58 pm »
Man, you guys will make lists out of ANYTHING

108
Dominion General Discussion / Re: Buying Copper w/ Apothecary?
« on: August 08, 2012, 10:31:37 pm »
Step 1: Mindlessly buy out Minions.

Step 2: Call opponent's "straergy" "asssinine and terible"

109
Game Reports / Re: Luck in Dominion strikes again
« on: August 08, 2012, 05:00:28 pm »
I find I've been ragequitting such games more often than I used to.

110
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 08, 2012, 10:29:34 am »
I've said it before; but I definitely think Ruined Library instead of Ruined Smithy. The Ruins would make a lot more sense as buildings or places instead of people. It's effect could be +1 card, or possibly draw to 5 cards in hand.

A smith is a person. A smithy is a location.

Interesting... I've been thinking of it wrong this entire time!

There are two people on the smithy card.. have you been calling it smithyies!?

111
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 08, 2012, 10:16:36 am »
Ruined Village: +1 action
Ruined Smithy: +1 card
Ruined Mine: +$1
Starving Militia: Each other player discards down to 4 cards in hand.

112
Too much fun. I'm liking every reveal more and more. Which makes me angrier and angrier these won't be on Iso!!

113
Variants and Fan Cards / Re: Clasic_Cards #21 - Casino
« on: August 06, 2012, 04:47:10 pm »
"the player to your left chooses a card costing at most $1 less for you to gain."

"the player to your left chooses a card costing at least $1 less for you to gain."

Weird.. no matter which way you phrase it, it sounds like they can give you curses :)

"The card should cost at least $1 less? Okay I'll make it $3 less"

"The card should cost at most $1 less? Okay I'll make it cost NOTHING!"

How about "chooses a card costing at least a much as $1 less"

114
Graverobber: Loves boards with things like Kings Court, Goons, Lab, Nobles. Otherwise no idea how this will play. It will be amusing to have an army of zombie nobles.

Poorhouse: Isn't it obvious? Great with ways to trash copper + villages. Even greater if you find  a way to add card draw and +buy. Moneylender + Village + Margrave sounds like a dream here. Even in BM games this might be good lategame when things are getting cluttered and you have a spare +buy so might as well grab one. With two greens and two treasures this is still a terminal silver. I expect people will have fun finding ways to "conceal" their money, similar to how they hide it from Pirate Ship. For example, play a village, play this, then play your two great halls to draw treasures. So great hall combos with this in a minor way.

Sage: Similar-ish to Scheme, with the added benefit of working with money, and the lowered benefit of working with greens.


Day 2: Wow these cards look MUCH more fun. Not as weirdly cornercase/exotic as the first preview.

Feodom: You need a LOT of silver to make this work. I'm not going to buy silver for 12 turns just to power up a Feodom. Deck engines with +buy won't help either because my first superturn I'm going to ruin the engine with all the silver I buy! So calling it here, this will be a dead card (or at most, a cheap Duchy) in games that don't have good trash for benefit or special ways of getting Silver (Trader only?)

Cultist: Obviously comparable to Witch, but they don't draw each other dead. You can just keep buying them over and over, and if they're your only terminal source of draw there's no risk! I expect they will play similar to Ill-Gotten Gains: usually you want to rush them with 5+ unless you have a real plan to defend.

I wonder how all these benefits-for-trashing will play. They obviously make trash-for-benefits that care about the value of the card better (like Remodel, Salvager, Apprentice, but not Spice Merchant or Trade Route because you wouldn't want to Trade Route a good card normally anyway, so giving it a bonus for trashing is not game breaking). Did DonaldX think Salvager and the like are too weak and want to boost them? Because they will be *champions* in any Dark Ages game.

Ruined Market: Obvious what the other 3 are going to be. I'm going to guess that the last one is a really weak attack ("Starving Militia: Each opponent discards down to 4 cards in hand"). Of the 4 obvious ruins, I think this is the only one I might buy if I see it on the top of the stack. When you need a +buy you need it from anywhere!

Given how ruins are going to be easier to deal out than curses (if Cultist is any indication), that will make trashing of all kinds even BETTER. It will also make villages better; if you can't get rid of the ruins you might as well make sure they're not completely dead (Village + Ruined Smithy = Lab! Village + Ruined Mine = Peddler, etc)


Day 3: Like these cards too. I wonder if we're seeing power creep here, though - I found that in Magic: The Gathering, cards got more powerful over time not because they had "higher" numbers but because they had more options and more text. Look at these cards: they have lifecycle options for just about every board, and every situation. Their lives are "planned". Compare to Trade Route which doesn't have a coherent plan at all to be useful, or Moneylender which only has a plan early in the game. YOU had to come up with plans for these cards - they didn't come with a prepackaged story.

Squire: +2 actions, +$1 would almost be worth $2 by itself. This would be TOO good as a risk-free village, except that if you're building an engine deck and get this without a drawer, neither of its other options are appealing, either. You won't have enough money to use the +buys, and getting too many silvers interferes with engines. Still, this is a strong $2 even before the "trash for an attack" thing, so this is a pretty dense cake for such a price.

Hermit/Madman: Am I the only one that thinks the "go crazy if you don't buy something" will make this swingy? If I open Hermit/Silver, and draw Hermit-Copper-Copper-Estate-Estate, that's a bad situation. I play Hermit, burn the estate, grab a silver - good so far - but now I have to buy something or I lose my Hermit, and I still have 2 estates to burn! If there's a useful $2 on the board, great - if not, I have to make the painful choice of my Hermit going nuts or buying a copper that he can't even trash.


Day 4:

Rats: Too much fun. "Reveal a hand of all rats" is my new favorite card rule. Play a Rats to gain a Rats, Upgrade a Rats into an Upgrade, and you end up with a 4 card hand, and now your deck has lost a junk card and gained an Upgrade. Yay! Obviously, this will be strong when there's both good trashing and good attacks.

Pillage/Spoils: Looks weak at first. A one-shot to gain two one-shot golds? Uh, okay. However, this will more or less *ruin* your opponents' turn - "discard a card of your choice" is a lot nastier than it looks. Discard the one village in my hand of terminal draw. Discard the minion that you cleverly think you'll use to counter my discard. I guess I'd use this when there are some nice $6/$7 cards that I want to get FAST, rather than slowly growing my economy with the likes of labs and silver. Goons, Kings Court and the like.

BUT WAIT.. is this card political? Two weak players could make a deal to discard only Estates and the like from each other, to gang up on the strongest player.

115
Dominion Isotropic / Re: Why is the server so crappy for the last week?
« on: August 03, 2012, 02:43:58 pm »
The lag is ridiculous, I want my money back

116
Dominion General Discussion / Re: Turn 3 Thought with Remake
« on: August 03, 2012, 09:26:06 am »
I think I finally understand why the OP would want to trash a copper (and what "one less card in hand" means), he means one less card in the DECK.. basically if you trash coppers and gain nothing, you'll cycle back to the remake a lot faster than if you trashed estates and gained silvers.

It's a tempting thought, but it'll still take you 5 plays of Remake - 8ish turns? To get to the "silver" deck of 1 Remake 3 silver, and that doesn't seem like enough of a payoff in that time frame.

Plus a silver or two can really help you balance economy growth and Remake. Remake-Silver-(3 copper/estate) will let you trash two cards AND buy a $3 unless you drew 3 estates, Remake-(4 copper/estate) will not.

117
Variants and Fan Cards / Re: Wish List - Just for fun
« on: August 02, 2012, 09:25:19 am »
Scout: Reduce cost to 3, give it +2 actions, 5 card inspection, allow it to pick up curses as well

I like these changes, they seem fun and thematic (Scouts should look for DANGER, not just report how big your harems are..) although with all these buffs I think the price should stay $4. You only need 20% of your deck to be victory/curse cards for this to be a village on average (although slightly worse in that the scout-village can't normally draw a terminal to match its +actions)

118
Variants and Fan Cards / Re: Tax Collector
« on: August 01, 2012, 02:09:23 pm »
Cantrips are boring. How about +1 action, +$1 instead? Collector is an independent actor (like Minion) so doesn't use your attention, and always manages to bring SOMETHING back.

119
Dominion Articles / Re: Scout
« on: August 01, 2012, 01:44:01 pm »
People think Thief is worse than it is because it scales so hard and isotropic people almost always play 2 player.

It's still a poor card but in 3 and 4 player games I've played it is much stronger.

120
Dominion General Discussion / Re: Best Pair With Base Set
« on: August 01, 2012, 01:31:16 pm »
Masquerade, Courtyard, Trading Post, Harem, Steward are all great, but Torturer and Minion make the game warped and boring.

121
Game Reports / Re: Haggler/Royal Seal! Is it a "thing"?
« on: August 01, 2012, 11:02:43 am »
Man. I've always had a high opinion of Seal, but looking at the card rankings, I guess you're right.

122
Game Reports / Re: Haggler/Royal Seal! Is it a "thing"?
« on: August 01, 2012, 10:49:24 am »
This doesn't really look like a combo to me. More like two basically awesome cards being played at the same time for a linear sum of awesome.

123
Dominion General Discussion / Re: Best Pair With Base Set
« on: August 01, 2012, 10:41:26 am »
My Dominion team got Base, Intrigue, Prosperity as our starter pack. I definitely wouldn't include Intrigue - it has some nice cards but overall it's as kludgy as Base without Base's simplicity.

Prosperity otoh was a barrel of fun - although none of us were smart/ruthless enough to get kings court chains set up. That sounds like it would be painful in RL games.

124
Variants and Fan Cards / Re: Wish List - Just for fun
« on: July 31, 2012, 11:43:56 pm »
So Tribute would be a splendid $5 opening. So what! Merchant Ship is even better for 5/2 and nobody complains..

125
Variants and Fan Cards / Re: Wish List - Just for fun
« on: July 31, 2012, 11:22:17 pm »
Transmute: Transmuting money should gain you an "action costing up to $4 or $3◉"

Why not just $4P? It's not like getting a Golem after your second reshuffle is overpowered by any means, and it's maybe slightly better than Transmuting Estates to Gold (plus Golem is very often not in the kingdom).

I was kinda guessing. The other two "prizes" from Transmute are worth $5 and $6, and I figured having a choice on what you gain should push it a bit lower ($4) but that gaining $6-equivalent max ($3◉) would be okay if it's thematic.

Quote
Most of your ideas could fly, but this would be an absolute disaster. It's a non-issue most of the time, but when it would be an issue would be stupidly strong, but even worse super swingy and likely exacerbating first turn advantage to a huge degree. In gardens/silk road rushes where you just need to get 3-4 talismans and then you can unload the green at super speed. If you think Ironworks makes an unbeatable combo with these cards, this will blow it away.

Yeah thinking about it you're right. I'm just wishing for a graceful way to buff Talisman..

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