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Messages - werothegreat

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7251
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 08, 2012, 08:10:44 am »
Sage stops for Ghost Ship - he's interested in investigating paranormal phenomena.

Sage doesn't believe Curses exist, but is certainly willing to find someone to hand them out to others.

7252
Graverobber means you can take any card any player trashed? Is it removed from the trash then? Or can another player still get it with graverobber. Apprentice peddler grave robber or app hoard grave robber just became even more obscene. If you can take any card trashed by any player, just buy apprentice, let him trash the good cards and grave rob them

You can't take Peddler without Highway, Peddler, Bridge, or BM+Quarry.

Graverobber robs graves during your Action phase.  Peddler's cost drop only happens in your Buy phase.  You remembered the little cheat of Black Market to get Quarry into play, though.

7253
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 07, 2012, 09:59:25 pm »
Sage skips over the Moat.


tra la la la laaaa

7254
Man, I think the mere presence of looters in a kingdom will make Golem and HP worthless.  Just a couple of ruins in your deck basically causes these cards to completely dud quite often.  Once it happens a few times, there will be a snowball effect as the looting player keeps adding ruins to the Golem (or HP) deck.  I guess with 200 different types of cards, it's inevitable that the presence of a few cards could render a few other cards obsolete.  (Can anybody think of an example where that happens already? Lighthouse vs Sea Hag maybe?)

On the other hand, maybe I'm wrong, and the effect of ruins won't be as significant as it seems.  Or maybe there are other DA cards that help the situation, if they're available, such as ones that specialize in hunting for and trashing ruins.  Or maybe there's a +actions card which trashes ruins.

You're overreacting, I think. First, at WORST, Hunting Party will be a $5 Lab. Lab is already a $5 card. It'll ruin the traditional Hunting Party DECK (1 silver, 1 gold, 1 terminal silver, lots of HPs) but HP as a card will still be fine even in the presence of ruins. Whenever you get a Laboratory in a ruins-infested deck, HP would probably work no worse. It'll still skip over coppers and estates pretty well.

Likewise, you won't be able to make a "Golem Deck" where you get one or two actions and lots of golems. But there's nothing wrong with using Golem in a more standard way, as an engine component - it's still basically equivalent to Village+Lab (Draw 2 cards which are guaranteed to be actions and play them immediately) with, admittedly, a little less control. You'll want to play a Village before the golem because you won't have as much control over the outcome. But it'll still be playable. Perhaps a little too expensive, but still  reasonable.

They won't be worthless. They'll be weaker, but by no means worthless.

(And, BTW, Masquerade does shut down, like, Sea Hag or something. It's not unprecedented.)

Masquerade shuts down Torturer.  "Oh?  I can take a Curse in hand?  Why thank you!  Just the perfect thing to pass to you via Masquerade!"
Not in my experience. Since Masquerade trashes fairly slowly, a Torturer chain increases your deck size a lot faster than Masquerade can trim it. That's bad news, because the Torturer-chaining player will have a Masquerade too, and end up with a nice trim deck and a draw engine.

Masquerade does make Torturer less scary, but it definitely doesn't make it ignorable.

You misunderstand.  If I have a Masquerade in hand when you play Torturer, I'm just going to take the Curse to pass to you.  Obviously if the Masquerade wasn't in my hand, I'd probably seriously consider the discard option.  And at the same time I'd probably be getting Torturers of my own.

7255
Dominion: Dark Ages Previews / Did... did Transmute just get better?
« on: August 07, 2012, 09:28:43 pm »
Think about it - Transmute a Feodum for the Silvers, and you get a Gold.  The Gold isn't adding to your VP total, but it's certainly helping your economy.  Ruins?  Transmutes own Ruins.  Cultist me?  Thanks, I'll just turn those all into Duchies!  That's probably the best thing to happen to them - no other trasher will give a card a $5 leap in cost.

7256
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 07, 2012, 08:53:17 pm »
Sage skips Native Village; heathens.

7257
Dominion: Dark Ages Previews / Re: The Feel of Dark Ages
« on: August 07, 2012, 08:51:24 pm »
"Moriturus Sumus" also fits in the theme of "Dark Ages", since no one would have known enough Latin any more to correct the phrase's disagreement in subject and verb number.

"Moriturus" = about to die.  It is the future participle.  "Sumus" = we are.  i.e. "We who are about to die."

EDIT.  Got it - should be "morituri."

7258
Also - what the hell is on the Cultist's face?

7259
Man, I think the mere presence of looters in a kingdom will make Golem and HP worthless.  Just a couple of ruins in your deck basically causes these cards to completely dud quite often.  Once it happens a few times, there will be a snowball effect as the looting player keeps adding ruins to the Golem (or HP) deck.  I guess with 200 different types of cards, it's inevitable that the presence of a few cards could render a few other cards obsolete.  (Can anybody think of an example where that happens already? Lighthouse vs Sea Hag maybe?)

On the other hand, maybe I'm wrong, and the effect of ruins won't be as significant as it seems.  Or maybe there are other DA cards that help the situation, if they're available, such as ones that specialize in hunting for and trashing ruins.  Or maybe there's a +actions card which trashes ruins.

You're overreacting, I think. First, at WORST, Hunting Party will be a $5 Lab. Lab is already a $5 card. It'll ruin the traditional Hunting Party DECK (1 silver, 1 gold, 1 terminal silver, lots of HPs) but HP as a card will still be fine even in the presence of ruins. Whenever you get a Laboratory in a ruins-infested deck, HP would probably work no worse. It'll still skip over coppers and estates pretty well.

Likewise, you won't be able to make a "Golem Deck" where you get one or two actions and lots of golems. But there's nothing wrong with using Golem in a more standard way, as an engine component - it's still basically equivalent to Village+Lab (Draw 2 cards which are guaranteed to be actions and play them immediately) with, admittedly, a little less control. You'll want to play a Village before the golem because you won't have as much control over the outcome. But it'll still be playable. Perhaps a little too expensive, but still  reasonable.

They won't be worthless. They'll be weaker, but by no means worthless.

(And, BTW, Masquerade does shut down, like, Sea Hag or something. It's not unprecedented.)

Masquerade shuts down Torturer.  "Oh?  I can take a Curse in hand?  Why thank you!  Just the perfect thing to pass to you via Masquerade!"

7260
Ruins should give us a new Max Fairgrounds score, if anyone cares to calculate it. And Menagerie is gonna be a decent counter to ruins attacks.

No point to calculating Fairgrounds at the moment; in the middle of a new set being previewed. How many cards would you count from the new set? We don't yet know how many differently named cards Dark Ages has for sure.

True. Considering that this set has 35 kingdom cards instead of the usual 25, and five of these cards are Ruins, it wouldn't surprise me if another five cards are Shelters.

Ruins aren't Kingdom cards.

7261
Dominion: Dark Ages Previews / Re: Dark Ages Predictions, Day #2
« on: August 07, 2012, 05:23:25 pm »
I'm very confident that the other Ruins cards will be:

+2$
+2 Cards
+2 Actons
???

Not +1 whatever like everyone else has been saying.

A terminal Silver for $0?  I'd buy those by the assload.

7262
Odd thing - Poor House cannot serve as a Bane...

7263
Ruins should give us a new Max Fairgrounds score, if anyone cares to calculate it. And Menagerie is gonna be a decent counter to ruins attacks.

10 + 1 (bane) + 4 (treasures) + 4 (victory) + 1 (potion) + 5 (tourney) + 5 (ruins) + 1 (curse) = 31

31/5*2=12 each.

I'm ignoring Black Market for sanity's sake.

7264
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 07, 2012, 04:52:24 pm »
Sage skips Duchess -- no time for shenanigans when you've got books to read.

But they'll certainly stop for a Harem.

The Sage can appreciate the working woman.

7265
Dominion: Dark Ages Previews / Sage Jokes
« on: August 07, 2012, 04:27:21 pm »
Since Sage skips over cheaper cards, this seems to fit thematically to me.  And it can be the butt of jokes.  I'll start:

Sage skips Chapel - they know there is no God.

Sage skips Fool's Gold - they're not fooled.

Sage skips Poor House - the intellectual elite can't be bothered with the needs of the poor.

7266
Ruined Possession.  The player to your left takes an extra turn after this one, in which you can see all cards he does, just to spite you.  When he trashes a card, he can choose to set it aside, putting it in his discard at the end of his turn, if he feels like it.  Also, he can play Outpost to infinity.

7267
I'm pretty sure +1 Buy is the only one you might buy, seeing as it's the only one not every board has.  +$1 is a worse copper, +1 Card wastes your action, +1 Action wastes a card.

Pedantic Man!
Not every board draws you cards. Well, you say, it only gets the one card back, so that does nothing - true... normally! But there are two cards for which you actually get to draw EXTRA cards this way: Golem and King's Court. So, with no other +cards, but you COULD build some enormous actiony enginey awesomesauce, except that there are NO +CARDS CARDS AT ALL (like, no cantrips, no nothin' - I guess there are some kinds of +action cards that aren't cantrips, a la lighthouse, festival, fishing village), and there is at least one of golem and king's court, in that situation, you might want those ruined smithies (or whatever they will be called.






What do you mean that will never happen? Didn't stop them from printing Scout!

Hey, in Harem/Nobles games, you'll be very glad of a Scout.  And they can help you get those Estates in hand for Chapel/Remodel/Ambassador.

7268
The easiest way to game the system is to set up a conspiracy ...

Or hide it all in your Secret Chamber.

Just don't play at the airport.

Mattress
Action - $3

When you play this, put any number of Treasure cards from your hand on this card.  Return them to your hand at any time this turn, or discard them at the end of this turn.

7269
The easiest way to game the system is to set up a conspiracy ...

Or hide it all in your Secret Chamber.

7270
Estates.

Copper does NOT hurt poorhouse until you're playing multiples at a time.

(If you play PH with no coppers in hand, you get 4 coins from it. If you play ph with one copper in hand, you get 3 coins from the ph and one from the copper for a total of four. And so on and so forth - if you're playing a single ph in a turn, you get $4 regardless of the number of coppers in your hand (as long as it's below 5)).

This seems to make thematic sense - the Poor House gives to the poor - it evens out the social inequality to make sure you have at least $4.  So if you have nothing, the Poor House gives you $4.  If you have two Coppers, well, the Poor House gives you $2.  If you've got five Coppers, well, you definitely don't need anything, and for good measure, we're taking the revenue you got from your Market.  So there.

7271
Query:  Are all the Looters going to be Action-Attacks as well?

Because if Shelters do protect against Looters, as I expect they will, it would be more interesting if there were some Looters that only Shelters could protect you against, and not Moat or Lighthouse.

7272
I'm about to buy all the remaining expansions and I want to sleeve them all and thus order the appropriate number of sleeves with the games.

Where I might I find a single source that tells me the card counts for each boxed set?

Each Standalone, and Dark Ages, has 500 cards each.  Each normal expansion has 300.  Alchemy and Cornucopia have 150 each.

7273
I was about to post it in the "really bad card ideas" topic, but I thought it wouldn't be relevant.

Let's ruin everything !

-Ruined Tribute- (Action)
The player to your left reveals and discards the top card of his deck. If it is...
an action card, +1 action
a treasure card, +$1
a victory card, +1 card

-Ruined Coppersmith- (Action)
The first copper you play this turn produce an extra $1

-Ruined Contraband- (Treasure)
+$1
When you play this, reveal your hand. The player to your left names two cards, you can't buy those cards this turn.

Ruined Thief - Each other player puts their deck in their discard.  They then go through their discard, and trash any and all Treasures they like.

7274
Okay, the problem with Feodum is that you need 9 Silvers to get it up to Duchy level, which is always a good benchmark.

9 Silvers may be no problem with Trader, which can get you that by trashing a Platinum, but with cards that just gain one Silver at a time, it's going to be a real task.

What Feodum needs is to always appear in conjunction with a card that can net you 3 Silvers a pop.

Trader/Cache.

That gets you 2 Silvers, maximum. Also, please tell me you got Voltgloss's clever joke.

3.  Trader the Cache as well, not just the two Coppers.  And yes, I got the joke.

Never mind that - but at least the Cache will give you good fodder for the Trader's Action.

7275
Okay, the problem with Feodum is that you need 9 Silvers to get it up to Duchy level, which is always a good benchmark.

9 Silvers may be no problem with Trader, which can get you that by trashing a Platinum, but with cards that just gain one Silver at a time, it's going to be a real task.

What Feodum needs is to always appear in conjunction with a card that can net you 3 Silvers a pop.
Yes, but that's quite a niche and the more cards come out, the less (barring Dark Ages helpers) likely it is that you will have Trader or something else.

It just seems a bit like Tunnel without the reaction to me in that you will likely grab it over Estate as it's almost always going to be at least one point, but you won't often create a strategy especially for it.

Rush Silver/Feodum.  See if that can beat big money.  Once Feodums are gone, get Silver/Duchy (or Province if you've got 4 Silvers).

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