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Author Topic: Is Expand superfluous?  (Read 10195 times)

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Skandrino

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Is Expand superfluous?
« on: April 11, 2016, 02:47:36 pm »
+1

I've been thinking and I don't really get the point of Expand. At cost 7, it can be used as a worse version of a 5-cost card: Mine (but not getting the card into your hand), Graverobber (but not having the option to gain from the trash) or Rebuild (but not being nonterminal and having to expand from your hand rather than by digging through your deck). The only advantage seems to be its flexibility but this seems rather a jack-of-all-trades/master of none situation (no pun intended). Aren't the games where you want to expand multiple types of cards a lot pretty rare?

Then there are two things it can uniquely do: turn curses into 3-costs and turn 5-cost treasures into provinces. In the former case I would think it is a rather slow strategy and the latter case only applies to Stash,Counterfeit and Venture.

This doesn't seem to justify the cost of 7, or am I wrong?
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A Drowned Kernel

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Re: Is Expand superfluous?
« Reply #1 on: April 11, 2016, 02:53:37 pm »
+3

Expand is generally considered to be the worst of the $7 cost cards, basically for the reasons you laid out. That said, sometimes Expand is the card that's on the board and its effect is what you need and you're willing to pay $7 for it. They can't all be the best etc.
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Titandrake

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Re: Is Expand superfluous?
« Reply #2 on: April 11, 2016, 02:55:07 pm »
+15

You're missing Estate -> $5 cost action, which is the big one. Okay, Altar can do that too, but I still believe Expand at $7 is a fair cost. It's not the strongest card, and you could potentially argue it could cost $6, but I think that's pushing it. Flexibility is actually worth that much.
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Awaclus

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Re: Is Expand superfluous?
« Reply #3 on: April 11, 2016, 02:55:54 pm »
+1

It can also turn Estates into $5 Actions. It's weaker than some other cards, but it doesn't mean it's entirely useless, because usually those other cards won't be in the kingdom anyway, and the flexibility of being able to turn Estates into $5 Actions in the early game and $5 Actions into Provinces in the late game is actually really good.
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werothegreat

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Re: Is Expand superfluous?
« Reply #4 on: April 11, 2016, 02:59:09 pm »
+5

Sure, it's a worse version of Mine, Graverobber and Rebuild for Treasures, Actions and Victories, respectively, but it is all three of those cards at once.  Expand is expensive, and often can seem not worth going for, but in a longer game (i.e. no Cultist, Rebuild, Gear, etc), the player who grabs Expand (or Forge) is probably the player who is going to win.
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Re: Is Expand superfluous?
« Reply #5 on: April 11, 2016, 03:06:50 pm »
+3

Expand is expensive

It can also be expansive.
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Re: Is Expand superfluous?
« Reply #6 on: April 11, 2016, 03:08:27 pm »
+2

Definitely not superflous. The following game is an example of a game where expand was the key to victory in the recent league match game between AHoppy and DG

http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160410/log.0.1460319650780.txt
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Seprix

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Re: Is Expand superfluous?
« Reply #7 on: April 11, 2016, 03:11:17 pm »
0

Expand is great, what are you talking about? If it's too slow to Remodel to victory, it's probably too slow to get Expand, but a gain is a gain.
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Re: Is Expand superfluous?
« Reply #8 on: April 11, 2016, 03:40:10 pm »
0

Ya, Expand is good.  Yes, it's often ignorable, but it's certainly much better than Mine or Graverobber.

- Turn Coppers/Curses/Ruins into $3's
- Turn $5's into Provinces in the end game
- Mil Provinces
- Etc.

Of course, these things are sometimes worth Expand's opportunity cost and sometimes not.

I almost never use Expand on Treasures.  In fact, I can't think of a time I ever have.

I think Expand is correctly priced at $7.  $6 would be a stretch.
Expand is generally considered to be the worst of the $7 cost cards
I think Forge is worse, but that's just my opinion.
« Last Edit: April 11, 2016, 03:41:53 pm by Dingan »
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Awaclus

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Re: Is Expand superfluous?
« Reply #9 on: April 11, 2016, 03:50:29 pm »
+6

Ya, Expand is good.  Yes, it's often ignorable, but it's certainly much better than Mine or Graverobber.

- Turn Coppers/Curses/Ruins into $3's
- Turn $5's into Provinces in the end game
- Mil Provinces
- Etc.

Of course, these things are sometimes worth Expand's opportunity cost and sometimes not.

I almost never use Expand on Treasures.  In fact, I can't think of a time I ever have.

I think Expand is correctly priced at $7.  $6 would be a stretch.
Expand is generally considered to be the worst of the $7 cost cards
I think Forge is worse, but that's just my opinion.

But Forge is incredibly good. Its effect is almost as good as Chapel's and it only costs $7.
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Seprix

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Re: Is Expand superfluous?
« Reply #10 on: April 11, 2016, 03:51:59 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.
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Re: Is Expand superfluous?
« Reply #11 on: April 11, 2016, 03:59:50 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

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Re: Is Expand superfluous?
« Reply #12 on: April 11, 2016, 04:00:56 pm »
+1

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

No, really, it is incredibly good. Trashing is that important.
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JW

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Re: Is Expand superfluous?
« Reply #13 on: April 11, 2016, 04:03:33 pm »
0

Here is some useful data compiled by TheExpressicist from about 1-1.5 years ago on gain rates of cards based on the top 20 players on Iso (as of one snapshot).

Forge has a 37.5% gain rate. Expand has a 42% gain rate.
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Marcory

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Re: Is Expand superfluous?
« Reply #14 on: April 11, 2016, 04:43:37 pm »
+1

Most trashers fall into the category of 1) brute-force trashing (Chapel, Steward, Count, even Remake), which burn lots of cards but normally give you nothing in return, or 2) Remodeling, which turns a single card into something better.

Forge is the only trasher that can do both. It can trash lots of junk at once, like the brute-force trashers, but it can also turn some of your early buys (Silver, Steward, Moneylender, Sea Hag, Familiar, etc) into either stronger mid-game engine parts, or late game VP, while getting rid of junk in the process. And of course, it can also be Upgraded into a Province.
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Re: Is Expand superfluous?
« Reply #15 on: April 11, 2016, 04:51:12 pm »
+2

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.
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Re: Is Expand superfluous?
« Reply #16 on: April 11, 2016, 04:52:08 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.
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DG

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Re: Is Expand superfluous?
« Reply #17 on: April 11, 2016, 04:55:31 pm »
+4

I've been thinking and I don't really get the point of Expand. At cost 7, it can be used as a worse version of a 5-cost card: Mine (but not getting the card into your hand), Graverobber (but not having the option to gain from the trash) or Rebuild (but not being nonterminal and having to expand from your hand rather than by digging through your deck). The only advantage seems to be its flexibility but this seems rather a jack-of-all-trades/master of none situation (no pun intended). Aren't the games where you want to expand multiple types of cards a lot pretty rare?

Expand is fairly priced as a 7 cost card, just as remodel is fairly priced as a 4 cost card. When they're good they are genuinely good but if they are not good then you just don't need them. The main advantage of expand is the gaining of cards along the 2-5-8-11 path. Two cost estates are good to trash, the 5 cost cards in a kingdom are usually important, 8 cost and 11 cost are vp.

Generally, when looking at a kingdom you have to work out what those 10 cards do together rather than worry about other cards doing better things. In that sense it isn't important that mine is a better mine than expand is. The versatility is important however although I wouldn't say it was a feature unique to expand. To reshape your deck, rather than just improve your deck, you often do want to remove types of cards that don't fit your deck and gain types of card that do fit your deck. Trashing an estate (or silver, or chapel) to gain a laboratory can really speed up the cycling of your deck and will help you draw your good cards more often. Removing curses is usually good. Trashing any type of high cost card to get end game vp is usually excellent.
« Last Edit: April 11, 2016, 07:01:50 pm by DG »
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Re: Is Expand superfluous?
« Reply #18 on: April 11, 2016, 05:00:50 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.

UNLESS you hew to common wisdom and buy no payload until you're already drawing your deck.

Just sayin'.
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Re: Is Expand superfluous?
« Reply #19 on: April 11, 2016, 05:16:04 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.

UNLESS you hew to common wisdom and buy no payload until you're already drawing your deck.

Just sayin'.

Yet sometimes I feel the right move is to get Forge asap and then finish building. It might be wrong, though.
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Re: Is Expand superfluous?
« Reply #20 on: April 11, 2016, 05:17:25 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.

UNLESS you hew to common wisdom and buy no payload until you're already drawing your deck.

Just sayin'.

Yet sometimes I feel the right move is to get Forge asap and then finish building. It might be wrong, though.

Hey, I'm not saying I agree with common wisdom. It's just what I've heard several top players say in the past.
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Awaclus

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Re: Is Expand superfluous?
« Reply #21 on: April 11, 2016, 05:28:30 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.

UNLESS you hew to common wisdom and buy no payload until you're already drawing your deck.

Just sayin'.

Silver isn't payload, it's economy. You need economy to get to the point where you're drawing your deck. Payload is what you need to take advantage of the fact that you're drawing your deck.
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LastFootnote

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Re: Is Expand superfluous?
« Reply #22 on: April 11, 2016, 06:02:19 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.

UNLESS you hew to common wisdom and buy no payload until you're already drawing your deck.

Just sayin'.

Silver isn't payload, it's economy. You need economy to get to the point where you're drawing your deck. Payload is what you need to take advantage of the fact that you're drawing your deck.

Last I checked, economy was a kind of payload. And pretty much any payload card provides economy, with very few exceptions (e.g. Sea Hag and Saboteur).
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AdrianHealey

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Re: Is Expand superfluous?
« Reply #23 on: April 11, 2016, 06:06:06 pm »
+1

Expand is great: it can turn anything into anything that costs $3 more.
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Awaclus

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Re: Is Expand superfluous?
« Reply #24 on: April 11, 2016, 06:10:49 pm »
0

Forge is garbage. By the time you get to $7, you're already humming along. It's rare where you really want one.

Your ideas are bad, and you should feel bad.

It is ridiculously easy to spike in the first few turns given the right kingdom.

UNLESS you hew to common wisdom and buy no payload until you're already drawing your deck.

Just sayin'.

Silver isn't payload, it's economy. You need economy to get to the point where you're drawing your deck. Payload is what you need to take advantage of the fact that you're drawing your deck.

Last I checked, economy was a kind of payload. And pretty much any payload card provides economy, with very few exceptions (e.g. Sea Hag and Saboteur).

It is tremendously useful to think of them as separate things. Silver is not strong enough payload to justify playing an engine strategy, and buying a Merchant Guild with your first $5 is awful.
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