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Messages - werothegreat

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7326
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 10:17:23 am »
I wouldn't be surprised if remodel decks became viable with these types of cards.

(hm, just noticed that mining village will consistently give you something worthwhile to graverob)

Infinite Mining Villages!  Infinite Feasts.  I think the "from $3 to $6" clause is to prevent infinite Embargoes.  Unless Dark Ages has a card that increases costs...

7327
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 10:02:38 am »
You know what?  I think Sage is an attempt to fix Chancellor (sort of like how Noble Brigand "fixes" Thief).  It discards, so it does well with Tunnel (if you get costs down), and it gives +1 Action.
But it's hard to get it to work well with tunnel, as there is only 2 cards in the game that will hel you do that.

Three.  Little 'ol Princess.

7328
Highway+Sage+Tunnel = Profit

How is the highway necessary? If the sages draw more sages you can just play them too and hit your whole deck.

Tunnels cost $3.  Meaning the Sage would draw them.  Not discard them.

7329
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:56:07 am »
You know what?  I think Sage is an attempt to fix Chancellor (sort of like how Noble Brigand "fixes" Thief).  It discards, so it does well with Tunnel (if you get costs down), and it gives +1 Action.

7330
Highway+Sage+Tunnel = Profit

7331
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:52:00 am »
Poor House + Gold + Gold = Province

7332
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:49:42 am »
I canīt see the images here at work!!!
Someone can please write down the cards text PLEASE!!!
Thanks!

Graverobber
Action - $5

Choose one: Gain a card from the trash costing from $3 to $6, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to $3 more than it.


---

Poor House
Action - $1

+$4

Reveal your hand.  -$1 per Treasure card in your hand, to a minimum of $0.

---

Sage
Action - $3

+1 Action

Reveal cards from the top of your deck until you reveal one costing $3 or more.  Put that card into your hand and discard the rest.

7333
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:46:42 am »
Later this seems pretty weak. I think this filter mechanic is better in cursing games and it counters Ghost Ship.

With you on all of your observations, but I don't get this one.  Sage still consumes a card slot, so if you keep Sage just to redraw something you put back, well, you might as well have kept the something else and put the Sage back for all the difference it makes.  If you had a Sage but NOT your desired target, you could have drawn it with Sage equally as well regardless of whether you'd been Ghost Shipped or not.  What am I missing?

Say you have two Markets, two Estates, and a Sage in your hand.  Opponent plays Ghost Ship.  Put the Estates on your deck.  When it's your turn, play Sage.  :)

7335
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:41:44 am »
Of course it's no power card, it only costs $1

Cost has nothing to do with it.  Chapel is a power card.  The main thing about cost is how available you want it to be.  Lighthouse is an awesome card, but it needs to be readily available.  Tunnels are better when spammed, so they need to cost $3.  So Poor House could totally be a power card.  Think of Fool's Gold!  Poor House, once you've gotten rid of all your Treasures, is essentially a Fool's Gold that's always activated and can be TR/KC'd.

7336
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:38:55 am »
Oasis, Warehouse, Hamlet = all good friends to the Poor House

Counting House and Poor House = not friends

I was expecting a card to make Counting House better.  This made Counting House worse.

7338
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:23:04 am »
I'm excited for Poor House/ Black Market!

*drool*

7339
BATTLEAXE IN THE CORNER!  WHO CALLED IT?

7340
Dominion: Dark Ages Previews / Re: Celebrate!
« on: August 06, 2012, 08:07:16 am »
See, when Rio Grande released the Dark Ages description, my first thoughts about upgrading cards were: "Wait, doesn't Feast upgrade itself?  Doesn't Remodel upgrade other cards?"

7341
I have never heard the idiom "between the devil and the deep blue sea" before.  I was under the impression Anglophones were supposed to say "between a rock and a hard place."

I searched for an equivalent for that german proverb and found that. As nobody complained the last time, I leaved it in this time.

I'm not complaining.  It adds color!

7342
1st Preview:

Wow.  Um... wow.  So Graverobber is a cheaper Expand that only applies to Actions, but lets you get those Actions back later.  I'm gonna go ahead and say this is a pretty good card (better than Expand, at any rate, except when turning Provinces into Colonies, etc).  Poorhouse?  WTF?  Donald X is breaking all of his own rules with this expansion.  Getting things from the Trash?  Cards that cost $1?  I'm guessing Poorhouse/Chapel is going to be AWESOME.  Sage is going to reward alt VP strategies - particularly Vineyard and VP tokens.  I mean, Vineyard already emphasizes Action-heavy decks - Sage is just going to reward that emphasis.  Of course, Sages will ignore your Poorhouses (like the intellectual elite should, aha, THEME), but seems like a pretty solid card.

Also, is it just me, or do these all look like fan cards?  The art looks like the stuff people have ripped for the Variants sub-forum.

2nd Preview:

I'M SAYING WOW AGAIN.  I really like Feodum - I can definitely see this combo-ing with Graverobber - find a way to trash Feodum for the Silvers, then pick it right back up with Graverobber.  Cultist seems delightfully overpowered, but maybe Ruins aren't quite as bad as Curses, maybe?  I doubt it.  I'm not sure how I feel about the "Looter" subtype.  Also, Grujah must feel at least slightly vindicated - you don't ruin other people's victory cards, but there are different types of Ruins.  Like Ruined Market...  not much to say here, other than... I don't want that in my deck.  Unless I'm playing a PH or CH engine without +Buy.

3rd Preview:

Very interesting...  me likey Squire.  Well, I like Steward, so that's not really a surprise, and what other card will give you +2 Buys?  Wacky!  As for Hermit, I'm glad we finally have the "trash from your discard" card that we all wanted since we played Ascension.  And I just can't help laughing when I say "Madman."  I am very interested in trying these cards out, though I am still curious as to what Shelters are.

4th Preview:

I'm trying to figure out how Rats can work to your advantage... obviously, they're just cantrip trashers that gain themselves.  Once your deck is all squeaky clean (except for your Rats), you'll have to find some way of getting rid of them, which will probably involve not playing them.  If your hand is all Rats, you're basically screwed, since any card you draw will be trashed by the Rats (here's where a Cultist would come in handy), and each use will just give you ANOTHER Rats.  Get me an exterminator.  Pillage the Village!  Here's another rule broken, though I'm very curious about how else one might acquire Spoils.

5th Preview

Um?  I can't say I see the point of ever putting these in my starting deck instead of Estates, except maybe Necropolis.  This seems... silly.

7343
One hour...

7344
I have never heard the idiom "between the devil and the deep blue sea" before.  I was under the impression Anglophones were supposed to say "between a rock and a hard place."

7345
Pirate Ship is underrated.  It's so often dismissed out of hand, but it can be very powerful when fully charged, particularly in longer games, or games where there are little or no other sources of Action coin.  Sure, the first couple hits will be Coppers, helping your opponent, but trashing only three Coppers turns it into a cheaper Mandarin that doesn't make you put a card back.  Of course, they're better if you can play them more often (Golem, Throne Room, King's Court and Scheme all help with this), but most cards are like that anyway.  Not all cards have to be knockouts with just one play per shuffle (I thumb my nose at you, Jack of all Trades).

7346
Variants and Fan Cards / Re: Warlock
« on: August 05, 2012, 11:46:34 pm »
one idea on how to solve the "no attacks" problem is to, instead of making it "when another player plays an attack card", make it "when you gain a curse". it makes it not the world's biggest overreaction to spy, but it lets you always use it by just buying a curse if you have the extra buy, or use any other gaining mechanism. you could even make it replace the curse-gaining, so you don't actually fall behind, letting you use it with Wharf to craft your own witch.

I gain a Curse.  I reveal Warlock.  Players 2, 3, 4 gain Curses.

Player 2 reveals Warlock.  I and players 3, 4 gain Curses.

Player 3 reveals Warlock.  I and players 2, 4 gain Curses.

Player 4 reveals Warlock.  I and players 2, 3 gain Curses.

I reveal another Warlock...

Silly, isn't it?

7347
Dominion Isotropic / Black Market?
« on: August 05, 2012, 06:53:18 pm »
Was just thinking - is there a prize on iso for buying every card in the Black Market deck?

7348
Dominion General Discussion / Shelter and Baron?
« on: August 05, 2012, 05:58:30 pm »
I just realized something...  if Shelters are supposed to replace starting Estates, then in games using them, Baron is essentially useless.  The chief thing Baron has going for it is that it can make Baron/Estate magically turn into Silver/Silver with a +Buy, and if you don't have any Estates in your deck to begin with, it gets a lot harder to collide the two.  I mean, you could always use it to gain Estates and as a source of +Buy, but who just wants to accumulate Estates?

7349
Yeah, how did City get rated so low?  In any engine-favorable board, or any board where at least one pile is sure to empty, you ignore City at your peril.

7350
Variants and Fan Cards / Re: Warlock
« on: August 05, 2012, 04:46:27 pm »
Maybe it was something Donald X. said, but I can't find his post nor do I dare misquote him.

I guess it had to do with targeting, but also that Attacks need to be strong and you shouldn't have to worry about playing them. A Moat only helps the defender, but doesn't hurt you. When your own Attack can hurt you, that's not good.

I can't find it either, but as I recall the gist of it was that if you have a card like this on the table, it only does anything if people are buying attacks. But if this card is on the table, people are going to be much less likely to buy attacks. And if as a result, people don't buy attacks, then nobody buys this either. So the goal is to add an interesting new dynamic, but in practice it often is going to result in two dead cards, which is no fun.

Well, that's usually what happens with Thief.  Thief is on the board, oh, I better not buy Treasures.  He's not buying any Treasures, oh, it would be pointless to buy Thief.

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