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Messages - Jfrisch

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51
Dominion: Dark Ages Previews / Dark age predictions, day 3
« on: August 08, 2012, 11:16:42 am »
You know the rules of the game. Try not to look at other people's guesses before you guess how valuable the cards are. If it's for another day's cards do it in that thread.

52
Dominion: Dark Ages Previews / Re: Dark Ages Predictions, Day #2
« on: August 07, 2012, 11:07:31 am »
cultist, seems... quite strong, fairly clear you really want stacks of them, so sort of like minion. Feel like they could work well as a sort of engine enable with village, very fun. A (pseudo)lab-junker just has to be amazing. Better when you already have a big hand/several so likes sifters/non-term drawers. Probably reasonably good for engines
Feodum definitely more niche than other alt-vp cards (9 silvers to make it a duchy, 12 for 4) the trashing ability will need something to combo with it. Feels like you will need to design your deck specifically around it being good to get value out of it. In an ordinary, say, BM game, I can't imagine it getting to 3 all that often and if it doesn't work for BM it clearly doesn't work in general. Obviously some nice synergy with remodel/expand/salvager... but still.

53
poor-house: it actually looks quite weak to me, a terminal action for 4$ is nice, but it will be quite, quite, hard to pull off. With villages and good copper trashing (and ideally +buys) I'm sure it will be viable, but I suspect a very Niche card.
Grave-Robber, the action is obviously a huge restriction, clearly needs good trash for benefit (or upgradables or whatever) to be truly good, when it is good will probably be quite good. nice combos with dead witch/mountebank/upgrade/trading post, but the expand is still fairly limited. Our experience with gainers shows they tend to be weak, so I really think this one will need to rely on intra-set combos.
Sage, a nice looking engine utitily card, possibly slightly weaker than scheme, but better at finding the card in the first place, will actually be okay with greening the cards you skip are copper and estates which have average value .7, in general probably a good utility sifter, maybe not as good as warehouse but actually probably quite comparable to scheme.

54
@chwhite, how in the world do you justify Hunting-party over wharf? That one just confuses the heck out of me?

55
Dominion General Discussion / Re: Best Dominion Tracking App?
« on: August 06, 2012, 03:41:19 am »
@people snarking about the point counter. If everyone agrees to some form of point counting and, given that these people are playing IRL I would assume that they all agree. What in the world is the harm in it? Maybe YOU prefer to play without the point counter because you like the memory aspect/find it a hassle/ would rather play closer to the rules than a variant. But if his/her group is fine with it does it really matter?
TL:DR: Donald X said that if a group is all okay with a variant, it's fine to use it, otherwise standard rules should apply. We are in the former situation here...



56
reasons not to go duke:
colonies
rushes
trash for benefit cards
mega-turn engines (though it depends, duke can do really well with bridge mega-turns)
engines which have tremendous 3 pile ending control
Sab/swindler
reasons to go duke:
hand discard attacks
cursers
BM game
engine which is too slow for provinces

I think the latter beats out the former.




57
11 duke/duchies is obviously no easy slog... but neither is 8 provinces. The difference is three cards which, while significant, is counteracted rather heavily by just how much easier it is to get to 5, than to 8. Also, re-denial, if you can deny your opponent a few duchies and still go province, why not just go duke instead? you need at least 2 duchies for it to really be denial, and 2 duchies 8 provinces, is 10 cards vs 6 duchies, 6 dukes, 12 cards. For essentially any BM strategy Duke is better than province (the exception being masquerade/envoy, but hey if you are playing for 8 provinces envoy and masquerade are actually, much, much weaker so it doesn't really matter). As for duke and engines, I just don't understand people's point of view here. Alt-VP is necessary for a whole bunch of engines which otherwise don't have time to kick in, rarely is the relevant alt-vp great halls/nobles. 11 non-estate cards is a heck of a lot of green to have in your deck... but so is 8 provinces

58
Dominion: Dark Ages Previews / Celebrate!
« on: August 06, 2012, 01:45:05 am »
Previews are that special time in Dominion where you realize how, despite having played thousands of games, we still have no ability to properly judge cards on seeing them. Without the aid of isotropic, expect massive mis-judgements by players strong and weak. (many of whom discounted jack/IGG/remake/sea hag...) The power cards will not be what you think they are. The cards that look meek may turn out absurdly strong (or, they can turn out horrible). In any case once tomorrow comes let the guessing games begin!

59
Dominion General Discussion / Re: Ambassador-C-C-C-E
« on: August 04, 2012, 09:11:35 pm »
@jonts, sure, but don't return double copper twice in a row. That's sort of the critical point, I didn't realize this for a long time and it really hurt my gameplay as a result.

60
Dominion General Discussion / Re: Ambassador-C-C-C-E
« on: August 04, 2012, 03:58:54 pm »
I'm actually a bit surprised at the comments here. I finally started winning with ambassador when I realized that you need to build a bit of economy while fighting the war. amb/silver does this, and then you are fine to start throwing coppers at your opponent. amb/amb is also fine but then you need to use one of the ambs on estates if they don't conflict. You need some economy by the end of the second reshuffle. You really do.

61
I've never fully understood the claim that venture lets you green earlier. Most (but not all) of the time venture is worse than gold in terms of average yield, granted, adding green cards doesn't affect that value but neither does it affect the value of, for example, gold/merchant ship/silver/hoard. Now granted greening does adversely affect cards that draw, and many (nearly all) attacks are significantly less damaging to an opponent in a greened deck. But the statement that (non-ridiculously chained ventures) significantly help with greening is no different than the statement that high value treasure helps with greening.

62
Game Reports / Re: I've never smiled this much when playing Dominion.
« on: August 03, 2012, 03:35:28 am »
greatest isotropic moments?

63
@DG, unless you play venture directly after a top-decking attack (e.g. sea hag/rabble/etc) or it causes a reshuffle venture does not help your deck any more than harvest does. (excluding the coin benefit)

64
Dominion Articles / Re: Scout
« on: July 26, 2012, 08:03:49 pm »
adventurer is much, much better than scout. Adventurer is merely over-priced, most of the time, scout is actively bad for your deck.

65
Dominion Articles / Re: Scout
« on: July 25, 2012, 09:22:50 pm »
But is it really that bad?
yes, it really is that bad.
Quote
Are there cases where even the lowly Scout shines? 
no, there are  very, very infrequent edge cases where it is the right buy though
Quote

When Scout is Good
basically never, even in the cases you note its still, the vast majority of the time, not even worth it.

The problem with scout is that, even if your deck is 25% green, it's probably still an actively bad card for your deck. In the sorts of alt-vp/vp heavy strategies that, ideally, scout would shine it, it's still basically never going to get you more than 1 and a half cards, and very infrequently even that. Furthermore, if you are playing that green a deck, there is almost certainly a green card you want more than scout. Sure ironworks/greathall/scout might be marginally okay if nothing else is on the board. But a card whose ideal three card combo's are still really meh is not a card that I want. For comparison, compare scout to caravan and apothecary. Note that apothecary increases your likelihood of getting cards WITH value into your hand. It comes with a free can-trip, and you start with 7 of the findable cards, a number of green cards you are unlikely to get until late game. Even with this apothecary isn't an ungodly strong card because of the 2p cost. Also compare to caravan, another 4 cost cantrip which (ideally) increases hand size. Note that you would need a 50% green deck for scout to gain as many cards as caravan. Even in the situations where scout does gain a lot of cards, they tend to be weak cards, victory cards, even on a board with kingdom victory cards, tend to be weaker than your non-victory cards.

66
GokoDom / Re: IsoDom 5: Round 4 Results Thread (Vacation Edition)
« on: July 21, 2012, 02:15:45 am »
I'd like to reiterate apologies to Fabian. I didn't want the games to be un-fun. And honestly, set-wise/playwise they were pretty interesting. Thanks for putting up with the B.S. with my internet.

67
Dominion Isotropic / Re: The point counter/game tracker
« on: July 21, 2012, 02:13:33 am »
as somebody who does use the regular point tracker but does not use the mega-point tracker. This makes me a bit sad. Though, honestly, I wonder how much of a difference it makes. If the game had been written with the rule that "you can look in discard piles" point-tracker would be unneccessary (and, beyond that, you would get a tiny bit of extra information) the extent to which this changes the game is very minor. Why do people get SO worked up over which way they play?

68
clearly moneylender is much better on the first reshuffle, and spice-merchant is much better for basically the rest of the game. I value the rest of the game over the first reshuffle.

69
vp cards, in general, are hard to rate because of there value as late game strong duchy/cheap duchy/nerfed duchy equivalent. This is obviously super important late game, but in a sort of different way from other cards.
I also agree with spice-merchant>moneylender, lab is (slightly) better than term gold for an engine, spicemerchant obviously can get you into more trouble but it's over-all increase in flexibility (woodcutter/can use other coins) makes up for it's slightly weaker opening behavior.

70
Game Reports / Re: Can you beat Scout on this board?
« on: July 20, 2012, 01:49:02 am »
so, I guess this leads to the question...
if scout is better than witch does scout need to be nerfed?

71
Variants and Fan Cards / Re: Pricing dilemma - terminal +cards/+$
« on: July 13, 2012, 04:52:45 pm »
cough, merchant ship, cough. (duration, but an extra coin, heck the second hand's coins aren't dead so are actually a bit better)

72
Game Reports / how do you play this silk roadsrush?
« on: July 13, 2012, 01:53:27 am »
http://dominion.isotropic.org/gamelog/201207/12/game-20120712-225144-3d1cfbf5.html
I'm positive I misplayed rather egregiously here and only won by winning the split. Some sort of silk road rush seems obvious with this much green on the board, but I'm completely at a loss how to play it.

73
GokoDom / Re: IsoDom 5: Round 3 Results Thread
« on: July 11, 2012, 01:10:31 am »
jfrisch beats eevee 3-2, a bunch of luck all around. Very fun games none-the less. Including eevee coming back to win from p2 with a 4/3 vs 5/2 split on a mountebank chapel board! and an engine vs envoy BM game which was decided by ironworking an estate.

74
@Personman somewhat confused by your beliefs. Is there an explicit rule in the tournament against, for example, using dominion simulators to deterine an optimal strategy. I don't think it was explicitly mentioned but it is clearly against the rules. Is asking a strong friend for help explicitly against the rules? Would you do those?

75
maybe it's just my style of play but courtyard seems clearly, clearly, better than hamlet (and chapel obviously does). hamlet's a cheap source of potential +action/buy which works well with draw to x and menagerie. It's good but it feels really overrated to me. I mean, in the majority of games workers village is a lot better (excluding cost). Whereas courtyard is a premier BM enabler which combos decently well with other BM stuff as well, helps with tournaments, can act as a pseudo-haven... Can someone explain hamlet over courtyard, I mean, what metric are you using?

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