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Messages - tim17

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126
Duplicate + Duke

Pretty much the same idea as rebuild + duplicate.  Here duplicates can also get you more dukes, and let you wait a bit on things to avoid clogging your deck with green as much.  If you're not being mirrored, you can get most of the duchies, building up duplicates on your tavern mat, and when the game is about to end, hit 5, gaining a bunch of dukes all at once.

127
Dominion Articles / Re: Combos/Counters Article list
« on: May 27, 2016, 10:32:10 am »
With regard to duplicate, I think while the gardens rush is viable on some boards occasionally, duplicate + duke actually seems strong.  To illustrate, feast + duke is presumably fairly good, and duplicate seems mostly better than feast for this deck.  When you play a feast, it gives you a duchy/duke that stays in your deck for the rest of the game.  When you play a duplicate, even if you just leave it on your mat for the whole game, it still gives you a duchy/duke on one of your last turns, which is clearly better.  You'd probably also want to use your duplicates early game to get more duplicates or maybe help build your economy.  Not sure exactly how good this is, but I think it at least beats Smithy/BM.

128
Dominion Articles / Re: Combos/Counters Article list
« on: May 26, 2016, 11:51:47 am »
I've tried Highway/Seaway in a solo game, and it's actually a bit slower than you'd think.  For a rush strategy, it doesn't help that every component costs , so you're left opening Silver/Silver.  It might be feasible if you can open with a trasher or at least a cantrip.

Yeah, I agree it really only seems good if you have decent trashing.

Same can be said about Wine Merchant/Distant Lands.  On a board with strong trashing, little or no card draw, +actions, and mission, this could net 8 points a turn by getting down to say village x 2, WM x 3, silver, which depending on the components takes roughly 8-9 turns to get there.  Only 6 distinct constraints necessary for this to do moderately better than BM?  Sounds great to me.

129
Dominion Articles / Re: Combos/Counters Article list
« on: May 25, 2016, 02:56:05 pm »
Haven't gotten too much chance to try them, but other potential adventures combos/synergies that might be decent:

1. Highway + Seaway: This one's pretty straightforward, get a highway, seaway the highways, then get as many highways as possible.  8 highways and you can buy all the provinces.  With good trashing, this might not need much else.

2. Wine Merchant + Distant Lands: This one admittedly might be dubious at best, but the idea of having a deck drawing engine with a few extra actions, and then alternate turns between playing wine merchants to buy distant lands, and playing distant lands, returning the wine merchants to your deck to repeat seems nice to me.

3. Alms + Duplicate + Gardens/Silk Road: A new version of a gardens rush, if you get duplicate on your first two turns, you're netting about 2 cards per turn on average for the rest of the game, and you don't need to buy treasures to keep your economy going.  You can also manage when you call your duplicates to control what you put in your reshuffles if it helps at all.

To me the first one seems actually quite good, not sure so much about the other two.  They're mostly just the result of me trying to find uses for Wine Merchant and Duplicate.

130
Dominion: Empires Previews / Re: Empires Bonus Preview #5: Castles
« on: May 16, 2016, 03:17:30 pm »
Remodel Haunted Castle into a province, then graverobber it back to attack everyone again.

131
Dominion Articles / Re: Combos/Counters Article list
« on: April 27, 2016, 11:57:12 am »
Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?

I simulated this, and apparently it is significantly worse than Vault/BM. Adding a second Vault doesn't help much. So I wouldn't consider this a combo.

Okay, good to know.  This wouldn't have been any fun to play anyway.

132
Dominion Articles / Re: Combos/Counters Article list
« on: April 26, 2016, 11:08:58 am »
Not sure if card+event combos belong here, but Vault+Expedition seems at least decent.  Played in the most boring way possible (Buy a Vault, then province on 8, expedition on anything between 3 and 7), I think it gets 4 provinces in around 12 or 13 turns.  Probably it's not actually good because it never builds any sort of economy and might be easy for opponents to counter (especially with Vault's drawback), but in the absence of anything good on the board maybe it's useful?

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