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Author Topic: Combinations that actually make Scout do something useful  (Read 20907 times)

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Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #50 on: February 06, 2015, 08:49:12 pm »
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Is Scout/Crossroads not a thing?
I once tried a Scout/Crossroads/Great Hall engine, it was pretty bad and made me feel like a Village idiot, played 10 cards, oh I guess all I can afford is another Great Hall!

I felt sort of the same thing the last time I tried to run Rats/Forge...
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Seprix

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Re: Combinations that actually make Scout do something useful
« Reply #51 on: February 06, 2015, 09:04:10 pm »
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Here's a real challenge. Make a board where using Chancellor, Rats, AND Scout is viable. At the same time. GG, F.DS
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TheOthin

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Re: Combinations that actually make Scout do something useful
« Reply #52 on: February 06, 2015, 09:14:50 pm »
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Here's a real challenge. Make a board where using Chancellor, Rats, AND Scout is viable. At the same time. GG, F.DS

All three get along with Scrying Pool. It's not enough alone, but...
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Seprix

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Re: Combinations that actually make Scout do something useful
« Reply #53 on: February 06, 2015, 09:19:07 pm »
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Here's a real challenge. Make a board where using Chancellor, Rats, AND Scout is viable. At the same time. GG, F.DS

All three get along with Scrying Pool. It's not enough alone, but...

It's not like they work with Scrying Pool because they were designed to. They can't HELP but be an Action card.
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Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #54 on: February 06, 2015, 09:24:40 pm »
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Upgrade, Rabble, Nobles, Market Square, some kind of village?
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

liopoil

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Re: Combinations that actually make Scout do something useful
« Reply #55 on: February 06, 2015, 09:26:04 pm »
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Here's a real challenge. Make a board where using Chancellor, Rats, AND Scout is viable. At the same time. GG, F.DS

All three get along with Scrying Pool. It's not enough alone, but...

It's not like they work with Scrying Pool because they were designed to. They can't HELP but be an Action card.
So what? There still is such a board.
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Seprix

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Re: Combinations that actually make Scout do something useful
« Reply #56 on: February 06, 2015, 09:26:23 pm »
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Upgrade, Rabble, Nobles, Market Square, some kind of village?

Wouldn't just a Nobles Rabble deck just stomp on Rats/Chancellor/Scout? :p

I dunno, I'd need some simulator.

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Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #57 on: February 06, 2015, 09:26:29 pm »
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Chancellor isn't that bad if there isn't a better $3 card.  As a terminal Silver, it's better than Silver if you don't have $4 terminals anyway.  Not that I'd miss him that much when he's gone...
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #58 on: February 06, 2015, 09:27:33 pm »
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Upgrade, Rabble, Nobles, Market Square, some kind of village?

Wouldn't just a Nobles Rabble deck just stomp on Rats/Chancellor/Scout? :p

I dunno, I'd need some simulator.

Are you counting on a 5/2 start?
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

liopoil

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Re: Combinations that actually make Scout do something useful
« Reply #59 on: February 06, 2015, 09:30:58 pm »
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Upgrade, Rabble, Nobles, Market Square, some kind of village?

Wouldn't just a Nobles Rabble deck just stomp on Rats/Chancellor/Scout? :p

I dunno, I'd need some simulator.

Are you counting on a 5/2 start?
Nah. Scout is horrible on that board. Scrying pool is definitely the way to go for this. You want great hall, island, ironworks, and weak TfB. Maybe death cart + 10 ruined markets. That leaves two spots, one of which needs to be a village.
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Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #60 on: February 06, 2015, 09:31:54 pm »
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idk, I might go Rats/Market Square instead of Rats/Chancellor.  But Chancellor is safer, since Rats might fail to collide with MS, and then you had a card do nothing on Shuffle 2.  So I would proabably get Chancellor/Rats.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #61 on: February 06, 2015, 09:34:35 pm »
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Upgrade, Rabble, Nobles, Market Square, some kind of village?

Wouldn't just a Nobles Rabble deck just stomp on Rats/Chancellor/Scout? :p

I dunno, I'd need some simulator.

Are you counting on a 5/2 start?
Nah. Scout is horrible on that board. Scrying pool is definitely the way to go for this. You want great hall, island, ironworks, and weak TfB. Maybe death cart + 10 ruined markets. That leaves two spots, one of which needs to be a village.

My thought was that Rabble would get played a lot, but even then it's hard.  Chancellor isn't actually horrible, and Rats is sort of ok with TfB.  Scout is a freaking headache...
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

TheOthin

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Re: Combinations that actually make Scout do something useful
« Reply #62 on: February 06, 2015, 09:39:43 pm »
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Here's a real challenge. Make a board where using Chancellor, Rats, AND Scout is viable. At the same time. GG, F.DS

All three get along with Scrying Pool. It's not enough alone, but...

It's not like they work with Scrying Pool because they were designed to. They can't HELP but be an Action card.

It's not that simple. Chancellor is often just a worse version of Silver, so Scrying Pool's ability to draw it gives it a distinction most cards don't need. If you can get enough villages to play several but have a shortage of other virtual coin, it can be a valuable part of a treasureless deck. Rats can replace starting cards with more Rats, which isn't valuable trashing in most cases but if it's the only way to smooth out a Scrying Pool chain it's a lot more meaningful.

Scout is still the hard one. It doesn't take up much space in your deck with Scrying Pool around, and rearranging the top of your deck can both help arrange your own Scrying Pools and fend off your opponents'. But I don't know how you could be persuaded to actually pick one up. Maybe somehow arranging for you to want Ironworks early and then have little to use it on later?
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Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #63 on: February 06, 2015, 09:43:01 pm »
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If you Cellar enough Victory cards, then Chancellor can give you a chance to Scout them back and Cellar them again.  But this is really stupid and unlikely to be worth attempting.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

TheOthin

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Re: Combinations that actually make Scout do something useful
« Reply #64 on: February 06, 2015, 09:50:49 pm »
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If you Cellar enough Victory cards, then Chancellor can give you a chance to Scout them back and Cellar them again.  But this is really stupid and unlikely to be worth attempting.

Discard for benefit could get along with Scout, but Scrying Pool does it even better; discard like 20 Actions and pick them all back up with one card.

Perhaps Silk Road could be a good way of getting players to want enough green for Scout to matter? Great Hall wouldn't directly help Scout much because Scrying Pool can get it too, but on top of working with Ironworks, it could make Silk Road more prominent to go for in the first place. Meanwhile Island would probably actually be counterproductive by getting other green out of the way.
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Minotaur

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Re: Combinations that actually make Scout do something useful
« Reply #65 on: February 06, 2015, 10:14:06 pm »
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Questionable Scout Enabler (or - Scout's Manual)
Action
Cost: $3

+1 action
Look through your discard pile.  Reveal any number of Victory cards from your discard pile and place them on top of your deck in any order.

With Ironworks and Great Hall...
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.
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