576
Tournaments and Events / Re: Dominion World Cup 2018 Sign-Ups
« on: November 22, 2017, 12:13:06 pm »
Gazbag
UK/England
UK/England
I agree with Awaclus here, Bard has seemed way better than Monument in my limited experience with it. It's certainly stronger than Navigator and Fortune Teller at least.
There are 8 Fate cards in the whole of Dominion, out of which only Tracker and Bard straight up give you a Boon on play (even then Tracker's topdecking changes a decent number of the boons). Boons are a pretty complex mechanic on their own so I really don't see what the problem is.
Bard is a better opener than Monument, but I don't see Bard changing the way you approach a board in the same way that Monument sometimes does. I agree that it's stronger than Navigator and Fortune Teller, but both of those are weak.
Sacred Grove also gives a Boon on play. Bard is boring because there are two more interesting terminal actions (Tracker, Sacred Grove) that also give coin(s) and a Boon.
I found this relevant quote from Julius Caesar, full of wordplay:QuoteSecond Commoner. Truly, sir, in respect of a fine workman, I am but, as you would say, a cobbler.
Marullus. But what trade art thou? answer me directly.
Second Commoner. A trade, sir, that, I hope, I may use with a safe conscience; which is, indeed, sir, a mender of bad soles.
Marullus. What trade, thou knave? thou naughty knave, what trade?
Second Commoner. Nay, I beseech you, sir, be not out with me: yet, if you be out, sir, I can mend you.
Marullus. What meanest thou by that? mend me, thou saucy fellow!
Second Commoner. Why, sir, cobble you.
Flavius. Thou art a cobbler, art thou?
Second Commoner. Truly, sir, all that I live by is with the awl: I meddle with no tradesman's matters, nor women's matters, but with awl. I am, indeed, sir, surgeon to old shoes; when they are in great danger, I recover them. As proper men as ever trod upon neat's leather have gone upon my handiwork.
I'm bringin' synergy back (yeah)
This thread split is amusing, I did not think I was saying anything remarkable when I mentioned the analogy. It never occurred to me people would call things like Village+Smithy a synergy.
But if some want to debase the term to apply to a [Dominion Intrigue 1st Edition] Coppersmith working on coppers, or Village being a support card for generic terminals...I guess I can't stop them.
I'll just note that it does not relate to the greater-than-additive meaning I use when I talk about card synergies, and move on. Maybe I'll add an adjective like "multiplicative synergy" so it's clear that I'm talking about something more than just chaining one card's basic use with another's.
And on the subject of this being "an awful thread about nothing", to me this is actually key thought process when looking at an initial board and deciding what to do with it. Searching for synergy is like looking for known "combos", but more wide-encompassing.
Maybe the people who use synergy to talk about basic card interactions (meh) would be happy to call what I'm talking about with the word "strong synergy". I guess that works.
I will note that all the "Witch" cards (Witch, Sea Hag, Young Witch, Soothsayer, Swamp Hag) are female, with the exception of Familiar, which appears to be male, and Mountebank. I'm counting a "Witch" card to be one that explicitly has the mechanic of giving other players curses and is an attack, disagree if you wish.
I wouldn't count Torturer to be a Witch card since it is possible to play a whole game being tortured without gaining a curse. It is entirely up to the poor tortured soul whether a curse is gained or not.
I think revealing Trader with an empty Silver pile "un-gains" the card and lets you trigger the 1-gain effect of Devil's Workshop multiple times (not a rules expert so I might be wrong) , but unfortunately doesn't let you get multiple 4 costs.If I use Devil's Workshop during a Possessed turn, will I only ever get Gold?If you use Devil's Workshop while possessed, you won't get anything. You're possessed!
If you make another player use Devil's Workshop while possessing them, they have not gained any cards this turn, so they would gain a Gold, except then you gain it.
Yes, that's what i meant. Thank you!
I was looking for a way to trigger the 1-gain effect (up to 4-cost card) on DW multiple times on a turn to successfully gain multiple cards, but it seems like it's impossible (currently).
Outpost and mission but that's technically two turns.
Duplicate can let you get two of the gained card, but that's not triggering the 1-gain effect.
As far as I know there's no way to un-gain a card. Trashing it with a watchtower or something doesn't change the fact that you gained it.
I feel like Draft Horses/Building Crane needs more thematic tie-in for a split pile.
I agree, maybe the top card could be the crane and the bottom whatever the crane is building?
Are you just talking about the names of the two cards and not about mechanical synergy, because I think they got the latter?
I feel like Draft Horses/Building Crane needs more thematic tie-in for a split pile.
Just to check how Gem is meant to work. Suppose:No, it's different. Gem doesn't count cards in play but cards you played, while it's in play. Let me supplement your example:
I play Village
I play Gem
I play Village
I play Gem
-> at this point, do both Gems go back into my hand?
Now I play Gem again. This is the 5th card I've played this turn, so it - and any future Gems I play - won't return to my hand again. Correct?
I play, in this order: Village A, Gem A, Village B, Gem B.
At this point, no Gem returns to my hand because I only played 3 cards while Gem A was in play and 0 cards while Gem B was in play.
After the original 4 cards, I continue to play: Village C, Gem A, Smithy, ending my Action phase. Then, in my Buy phase, Copper, Gem B, Copper, Gem A, Copper.
Gem A returns the first time after Village C, since at this point I played exactly 4 cards while Gem A was in play. I then play Gem A again, Smithy and Copper, causing Gem B to return. I play Gem B again (this time as a Silver) and Copper, which makes Gem A return yet again so I can play it a third time (as a Silver).You are right that Gem is a weak Action card which only works well if you have a decent village density. But if you view it as Silver+ for $4 it seems pretty good.Now that I think about it again, in the above example it doesn't seem hard at all to return Gem to your hand at least once per turn. And it compares very favourably to Royal Seal. Royal Seal sucks but anyway Gem should probably cost $5.
Building Crane X, $3<2>, Action
+3 Cards. +1 Action. Return this to the Supply. Building Cranes cost $3 less this turn, but not less than $0<2>.
Smeltery, $4, Action
Trash up to 3 cards from your hand. Return up to 3 cards with the same name from the trash to the Supply. +$1 per card you returned.
Games using this can’t end on 3 empty piles unless the trash is empty.
Recruiter, $4, Action/ Looter/ Gathering
+2 Actions. You may gain a card costing up to 5. If you do, return this to the Supply and add 1 VP to the Recruiter/Crusade Supply pile.
When you buy this, if there are any VP on the Recruiter/Crusade Supply pile, take them, instead of gaining this.
Split pile
Crusade, $5, Action/ Attack/ Looter/ Gathering
+2 Cards. Each other player gains a Ruins. Add 2 VP to the Recruiter/Crusade Supply pile.
Bootlegger 2, $3, Action
+2 Cards. +1 Buy.
Setup: Add an extra Kingdom card pile costing up to $2 to the Supply. When you gain a 2nd card in one of your turns, also gain a card from that pile. When you trash a card from that pile, return it to the Supply.
Maybe this explains the art on Envy. A leprechaun did it!But unless you’re careful, the Leprecaun will also play a prank on you.
I love those pranks where my friends end up miserable and engulfed in a destructive war.
Is Prince a Throne variant?It's a stretch, but I suppose this can be the case. Say, you have Princed Imp play Workshop before your Caravans/Wharves draw and cause a reshuffle.
To generalize my edge case, the advantage of Imp vs Labs is that it allows you to insert an action play in situations where you would normaly had to resolve a chain of effects before being allowed to play the action.
A common chain of mandatory effects happens „at the beginning of a turn”. It involves durations and similar. We can create an example showing that it might be advantageous to Prince an Imp instead of a Labs.
That still makes it an edge case though. Generally, Lab is going to be better except for things that care about cost e.g. Will-o-Wisp can draw Imp but not Lab.
I actually made lists (before Nocturne art started) of artists that should be allowed to do Dominion art, those that should be allowed to do art without people/faces, and those who should never ever do art again. At the time, Marco Morte was on the no-faces list, but this maybe bumps him down to "no more art". Again, this is all just my opinion and has/had not much impact on what actually gets done.Maura Kalusky should be on this list. So long as he isn't allowed to do hands.
My current list of artists that should be allowed to do faces:
• Claus Stephan
• Elisa Cella
• Franz Vohwinkel
• Garret deChellis
• Grant Hansen
• Jeff Himmelman
• Lorraine Schleter
Imp is probably one of the most useful, versatile draw cards in the game.
Um, it's strictly worse than lab.
The opportunity cost is generally a lot lower than getting a Lab. Granted, that’s mostly with Devil’s Workshop out, but even with Exorcist there are tons of boards where you’re happy to get semi nonterminal draw. Drawing cards is so good, especially usually non terminally.
How many Imps you can support depends on what other non-terminals are on the board. Generally, turning Estates into Imps will be a very good deal. If you board sucks for Imps, there are at least Will-o-Wisps to gain. Trashing with Exorcist for Wisps honestly doesn't sound like enough on its own, but it helps get around the problem of not wanting more Imps.
So there's no way to get a Wish without +Actions/Durations? Interesting...You can also call a bunch of reserves
And now for the most important question....how many Wishes in the pile?There are 12 on Dominion online