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Messages - brokoli

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Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 10:18:55 am »
Coppersmith is one of the funniest cards of the game, i would be so terribly sad if it were out.
Making coppers better fits nicely the intrigue sub theme "make base cards better" Baron (estate) and Duke (duchy).

Actually I prefer the full-size Hunting party art.

Just had my first hireling lesson :
Familiar game. Curse split : 8-2 in my favor. I was playing a Bazaar-Margrave engine, with one moneylender and a few storerooms. My opponent just took as much hirelings as he could, a few bazaar and storerooms too.
My engine was very slow (and poorly played as well), he had enough time to have four hirelings at the beginning of each turn, and storeroom was of course absolutely amazing for him. He crushed me.

From my earlier experience I thought hireling was weak because in good engine deck, by the time it gets in play you can just buy a lot of cards and play them each turn, sometimes ending up drawing your deck. But now I realize that in deck with no fast thinning and/or junk, hireling can be very powerful.

Quote from: Seprix
Haunted Woods as an attack is great late game. The draw bonus is great. It's a bit wonky when it is the only draw, but hey. It's overall not bad.

Swamp Hag is not very good. The opportunity cost is high and it's just so often worth it to buy something anyways. If Swamp Hags can be stacked, nice. But it's an awful Duration with the likes of what you get next turn. Not high on this one.

I think the opposite. Swamp hag and haunted woods both have the potential of hurting a lot. Swamp hag, with the presence of other cursers, is useless. Haunted wood, with the presence of discarding, can sometimes help the opponent instead of hurting him.
But overall, the attack of swamp hag, especially when stacked, hurt more than haunted woods. I would definitely not say that swamp hag is not very good. The vanilla bonus is ok.


Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.
Distant lands and Relic maybe, time will tell. Haunted wood's attack is quite situationnal (but when it's good, it's really good), I overrated Artificer a lot, very situationnal too. Swamp Hag and Lost City are solid $5, not more than that.

Treasure Trove: The idea of being  treasure flooded does not excite me and usually there is better payload such as Wine Merchant. This card is overrated. Okay, in slogs and BM, this is great, but usually engines win out in the end and if you don't have a way to deal with all the treasures coming your way, your engine is going to get gunked up. So, I would say it has met my expectations and the community is still overrating this card. That's not to say this card is bad. It's roughly on the same power-level as Hoard. But, Hoard usually sucks in an engine and so does this.
I disagree with this, treasure trove is so much better than hoard. Of course, not awesome for engine but treasure trove make very often BM stronger than engines when it is on the board, in a similar way Jack of all trades does. Treasure trove being a treasure, you can add another terminal action card in your BM deck and that's a big benefit. The fact that it gains Copper + Gold instead of Silver + Silver makes it awesome with sifters or even copper trashers.
Even in engines, it could be a nice playload, quite often better than wine merchant I think. Like, if I'm playing some Wharf-Village engine, I would often want a treasure trove (more than wine merchant) and my economy is made for the rest of the game. Also, Tfb...
Right now, I think it's the second strongest $5 of the set, after Bridge Troll.

Let's Discuss ... / Re: Let's discuss Alchemy cards: Vineyard
« on: July 04, 2016, 09:16:45 am »
As a joke, I tried a vineyard strategy using Rats self gaining for points. Did surprisingly well...didn't win though. Probably because that was a colony board.
Rats and vineyard is a well-known synergy, but of course it doesn't work in every board.

Dominion Articles / Re: How to play Lost Arts.
« on: June 24, 2016, 04:00:16 pm »
sometimes it's not about adding lost arts to an engine and do some kind of magic, but it's about playing an engine around lost arts.
For example, if for some reason, I want to play a kind of engine with a lot of different terminal engine pieces, I would consider putting lost arts on pearl diver.

Dominion Articles / Re: Dominion Fundamentals
« on: June 18, 2016, 07:13:06 am »
In any case, cycling accelerates the early game trashing process. Warehouse, for example, gets you three cards closer to the relevant actions.
I think you need to say more about that. It's a very important point and sometimes is really the key.

To answer the questions "how is my opinion avolving since the release of adventures online"
- The travelers are not as strong as I thought : you almost always want to take a page and a peasant, but not always for the last card in the chain. They don't dominate the game the way rebuild or cultist could. And the warrior pin is rarely a thing.
- I find Amulet quite effective. It's better at "building the deck while still trashing" than steward. Steward is still faster I think, but both cards are very close (if both in the kingdom, for engine I would take steward, for other kind of decks I would often chose amulet, also amulet is better at trashing curses).
- CotR : At first I didn't understand that you can play three actions (not two) with one copy of it. This is a big thing, clearly a very good village.
- Guide is very very good, like, the best reserve card of the set. I like to use it as a boost for deck-cycling.
- Swamp hag, in games with no other cursers and no trashing can be pretty annoying and the game can easily be a race for the one who get the most swamp hags in play every turn. Otherwise, it's a (very interesting) average attack.
- I overrated Artificer. It's hard to discard enough cards for middle-turn combos. But it can be used quite nicely as a fake +buy.
- Ranger : weaker than I thought, hard to make it work.
- Mission : more combos than I expected.

We are not in the first impressions phase. We are in transition to the final current result, which is always subject to change with more experience. Cards change as time goes on too, so it's not like Laboratory is set in stone forever in a certain place. For example, Forum now exists, and it's better than Lab. Thus, Lab falls a little, Forum rises a bit.
Cards are not "set in stone", obviously. That was not my point.
Me and many other members play adventures now for a little bit than a month, it's still fairly early for us. We are not to the point where there is a general consensus for some cards like in previous expansion, for example, almost everyone agree that herald is a strong $4. And even if some people play adventures since a year, they are only a part of the F.DS community.

This thread show that we are still in the "first impressions" phase : there would not be so much disagreement if we were in the "reality" phase.
At least, personnally, I think I still have a lot of things to discover in Adventures, more than in any other expansion.

Let's Discuss ... / Re: Let's Discuss Prosperity Cards: Contraband
« on: June 13, 2016, 08:13:17 pm »
It's a fine card, not a strong five, but I would take one :
- When it's the only +buy - very (very) often
- In good kingdoms where all or almost all cards are useful
- When the time to green is rather flexible
- With multiple villages or draw, that works similarly
- When there are good <$5 cards
- Fairgrounds

I actually think it's more useful than royal seal in many cases (no way it could be worse than stash)

The thing with cartoon art is not that it's cartoon art, but that it's very bad cartoon art.

Let's Discuss ... / Re: Let's Discuss Prosperity Cards: City
« on: June 12, 2016, 11:01:22 am »
I think it's rather a high skill card. I find it hard when city is the only village and you have to decide between rushing to empty the city pile or keep getting engine pieces.

Game Reports / Interesting rebuild game
« on: June 09, 2016, 09:35:47 am »

Code: [Select]
Guide, Workshop, Rats, Silk Road, Butcher, Graverobber, Rebuild, Rogue, Storyteller, Nobles
In this game I play straight Rebuild.
My opponent plays an interesting strategy I wouldn't have expected. With rogues, he take back the duchies I trashed from Rebuild, rush nobles and buy (probably too late) silk roads. I manage to end the game quickly but my opponent could have won if the game lasted a few turns more.
Do you think his strategy is viable ?

Let's Discuss ... / Re: Let's Discuss Dark Ages: Feodum
« on: June 06, 2016, 02:45:20 pm »
I don't think it's cool how it play out. It's so binary: Either there is one enabler that makes Feodum strong or there isn't.
Not at all. Feodum is with fairground and vineyard the least "binary" alt-vp card. A deck full of silvers can grab provinces, not a deck full of alt-vp/duchy/junk.

Let's Discuss ... / Re: Let's Discuss Adventures Cards: Storyteller
« on: June 02, 2016, 04:57:57 am »
I think it's quite a strong card, that work well in big deck. Often in engines, you want a few treasures to give you money to buy things, but not too much so you can draw all your actions cards easily. With storyteller, you feel more comfortable with these silver or gold gainers. They are the fuel you need. I really like that.

Dominion General Discussion / Re: What's the card your best at?
« on: June 02, 2016, 04:50:49 am »
For a long time I was very good with duke, I think its power was not well known.
Now I'm not bad with harvest or farmland.

I don't know why, but seems like I'm very bad with butcher. But that's another topic I guess.

Dominion General Discussion / Re: Early Adventures Impressions
« on: May 27, 2016, 08:25:29 pm »
Okay, Just had a game where I put the +$ and +card token on plaza. So by overdrawing plaza always discard copper and redraw it later. Then started to get all the distant lands and end the game in like 14 turns. Adventures is so much fun !

Let's Discuss ... / Re: Let's Discuss Dark Ages: Rats
« on: May 23, 2016, 09:17:16 am »
Rats is such a well designed card.
I remember the first days of Dark Ages, some people thought that card would be the worst card ever. It turns out that Rats are fine, you only need something else to combo rats with, and that something else appear in a reasonnable amount of games.

I think usually, Rats + Another trasher (when well played) is a little bit faster than the other trasher only. Ok, Chapel clearly don't need rats, but for something like steward or amulet, the answer is not that simple. Rats being a cantrip, it pair nicely with other trashers, you don't fear terminal collision.
So, if Upgrade is in the kingdom, I would often open Rats in 4/3. In 5/2, I will maybe skip rats and go for upgrade directly, but not always because upgrading rats is such a good move. If Junk dealer is in the kingdom instead of upgrade, I would more often skip rats because the fact junk dealer is not a remodeler makes a really big difference.
Also, Rats by itself trashes only 1 card, so you can still build your deck while trashing. It's not like other trasher where you always end up with $2 or $3 buys. With rats, you easily hit $5. Of course, at some point you can end up with crappy hands full of rats, but that doesn't happen early game, at least not before the third reshuffle. So, before being stuck with rats, you can prepare the following of the game, getting that other trasher and maybe some villages if that other trasher is terminal.

Also, I love forging two rats into province.

Dominion Articles / Re: Who's The Beatdown? The Dominion Version
« on: May 22, 2016, 01:55:15 pm »
City is a very good example similar to Herald.

Dominion General Discussion / Re: Favorite Attack Bracket
« on: May 21, 2016, 01:18:01 pm »
Jester is not comparable to the other gainers, because you don't really know what you will gain. I see it like a good card that does some random good stuff. It has a really nice and interesting effect. Amazing art. And it's a cornucopia card.

So, Jester.

Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: harvest
« on: May 18, 2016, 12:50:05 pm »
The problem is that Harvest, like Tribute and other 'turn cards over on a deck, get stuff' cards, is quite unpredictable - in a deck with good variation, you should almost always get at least $2, usually $3, and sometimes 44.
It's a lot more predictable than tribute : you know it will be money. And from my experience, it's usually $4, sometimes $3.

Dominion General Discussion / Re: Early Adventures Impressions
« on: May 15, 2016, 06:53:04 pm »
Now I have played all the cards. Funnily, the last two cards to have appeared were the travellers : Page and Peasant were in the same kingdom the first time I played with them. That was too many cards to learn at once. That game was stupid.

Cards I like the most :
I love almost the whole set actually. I hope some cards won't appear to be broken, like Cultist in dark ages (loved it at first, then started to dominate too many games). Right now, all attacks seems to be on the weak side, that's a thing I like a lot. So, Swamp Hag and Haunted Woods are both very interesting. Swamp Hag is close to torturer about the "psychological" attack : sometimes the best move is to buy nothing. That's hard to accept but that's life. Or sometimes you have to take those three curses but it's worth it. Also, this card may have influence late game (penultimate province rule), that curse can make the difference.
I really like Guide. Discarding that bad hand feels so good. And I love transmogrify : take a time to think before starting each turn.
And I already said, Raze is so much fun.
So, let's say Swamp Hag, Guide, Transmogrify.
For the events : Those that add token to a supply pile are absolutely amazing and they are the funniest thing adventures brought us imo. I like Plan and Inheritance a lot too. Also, travelling fair, but I don't have used it well yet.

Cards I dislike :
Relic. I think you often want one, then it's an automatic attack you even don't have to think about. Can be really boring and doesn't add that much to the game. Bridge troll enable funny mega-turn games, but I don't see any reason the attack is there, like scrying pool it's a useless added power.
The fact that warrior can trash warrior bothers me a lot.
All events are cool.

Cards I don't understand at all :
Distant lands. Like Harem, it seems to be something you have to buy somewhere mid-game. Early game you have to build a little. Late game these probably worth nothing. I don't find situations where you really want Distant Lands, except weak boards with no target $5. But maybe I'm completely wrong because 4 points, hey, that's a lot. I don't know. But Island is more straightforward and seems better for me : good pseudo trashing + better opportunity cost + still worth something if you don't play it.
I like the concept of distant lands though, and I look forward to use it with ironmonger/highway+ironworks/Crossroads/evenscout and these things.
Also, the Page line. So, you gain a lot of treasures (which is at the same time a defense against warrior) then you have an amazing bonus for action cards ? Interestingly weird. Maybe it's not always worth the pain to go for the champion, maybe it's better to just stop at hero or treasure hunter. I don't know. Treasure hunter + Feodum in mirror would be crazy.

Strong cards :
I think the strongest card of the set is Treasure Trove. I agree that any board with treasure trove makes some BM strategy viable. For now, all the games that had treasure trove in it were treasure trove + something games. Then I would say Magpie and the Peasant line.
For events : Ferry is ridiculously cheap and you very often want to but it early.

Weak cards :
From my experience, Journey token cards (Giant and Ranger) were mostly trap, but in theory I would say they are ok, because cursing and draw are always good. Caravan guard is not amazing. But miser might be underrated I think. But no real weak cards overall I guess.

Other thoughts :
- I like how a few cards enable silver flooding a lot more than in previous sets (when we had masterpiece and trader mainly). Storyteller + Raid is awesome. Then we have Amulet, Treasure trove and Treasure Hunter. So, feodum gets better.
- I wonder how good or not is to set aside a lot of duplicates and/or royal carriage and go for megaturn. That was a trap in Guilds, when some people (including me) thought keeping coin tokens and go for megaturn was the best strategy.
- Do you think rats-ratcatcher is faster than ratcatcher only ? I would be pretty disappointed if this is a nombo.

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