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Author Topic: Adventures: first impressions vs. reality  (Read 18692 times)

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jaybeez

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Adventures: first impressions vs. reality
« on: June 14, 2016, 02:39:48 pm »
+4

How have your thoughts on Adventures changed since you first saw the spoiler (or first played with the set, if you're a non-spoiler kind of person)?

Coin of the Realm - didn't think much of it at first, mostly because you can't use it for +Actions the turn you play it.  But wow, this turned out to be a really powerful village.  Like, I'm starting to think one of the best even?  One of the most flexible, for sure.  Only downside really is you can't move your +1 bonus tokens to its pile.

Travellers - no clue at first.  These are both crazy powerful though, especially the Page line.  Teacher is massively game-warping, totally changing the way engines are built.  But it doesn't really affect money or slog or rush-type decks because Disciple and Teacher are both majorly engine-focused in terms of application.  Champion might be the most game-warping card yet though, someone I played a game with recently (forgot who) said that once you get the card into play the game doesn't really feel much like Dominion anymore and I kinda agree.

Amulet - I was one of the foolish people who thought this looked strong.  It's not.  It's not bad at all and can be nice as a Silver gainer, but I think it's only a little better than Trade Route as a trasher.

Transmogrify - looked amazing; is amazing.  It's not the greatest opener because you have to get lucky to both play and call it before the second shuffle, but still, it's often a good option, and it's a card that can trash and help you hit $5 on the same turn, like Junk Dealer, but also in that process gains you a $2 or a $3 for that Estate.  And later in the game it can really save your ass too: turn a Silver into a $4 village to turn a late-game dud hand into a Province-buying turn.  Only downside is that it can't actually thin your deck.

Caravan Guard - looked terrible; is terrible.  The on-play effect is a joke and the reaction ability is nice and all but it's just a Peddler, and there are literally no attacks that it helps mitigate.  Even against Bridge Troll, a reacted Caravan Guard is no better than just a Peddler in hand in place of the CV.

Mission - looked interesting at first.  Now I think it's really really good and maybe even broken sometimes.  Mission + Torturer is bullshit of the highest order.
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Chris is me

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Re: Adventures: first impressions vs. reality
« Reply #1 on: June 14, 2016, 02:56:10 pm »
+3

Caravan Guard mitigates discard attacks very well. Instead of deciding on keeping a cantrip or not, you gain the information right away. It's still not, like, great, but hey it's a $3 cantrip that does well against discard attacks.

Travellers - realizing Teacher is better than Champion was the biggest one for me. Champion is really underwhelming, actually. It's just a thing you both do, and then it's done, and now you both buy and play terminals exclusively, and nobody attacks each other. Yawn.

Amulet I had the opposite opinion of - thought it was weak but it's pretty okay. About Steward tier.

Treasure Trove is definitely a card I thought would be unremarkable but it turned out would be game defining. Same for Distant Lands.
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popsofctown

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Re: Adventures: first impressions vs. reality
« Reply #2 on: June 14, 2016, 03:01:45 pm »
+3

Steward is just ok?!?!!?
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Re: Adventures: first impressions vs. reality
« Reply #3 on: June 14, 2016, 03:04:23 pm »
0

yea, i had the same reaction as pops.  amulet's def a notch below steward and i'd still call it very good

i didn't initially realize just how nice gear could be in engines, and am starting to think the BM with it is maybe a bit overrated?

royal carriage is turning out to be even stronger than i thought, and it's not like i was low on it at first.  at this point i'd say after the travelers, it's the best kingdom card in adventures.

Aleimon Thimble

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Re: Adventures: first impressions vs. reality
« Reply #4 on: June 14, 2016, 03:16:14 pm »
0

Heh. Frankly, I disagree with about everything you say. Nothing personal, don't worry!

Amulet definitely holds up to the expectations imo. I slightly overestimated the trashing, but I also slightly underestimated the Silver gaining at first. It's not just good with Feodum.

Caravan Guard is not a power card, but it's also not Chancellor-level weak, like I thought at first. It's a mediocre reaction that's somewhat okay against handsize attacks, and otherwise just a cheapish cantrip that comes in handy in several places.

Transmogrify looked mediocre at best, and it's even worse than I expected. It's just so horribly slow and the opportunity cost is huge. Easily one of the weakest Remodel variants, only beating Transmute in that class.

Mission can be pretty nice, but it's nowhere near broken. A Torturer chain is probably its best case scenario, and then it's devastating, but that's mostly because of Torturer, not because of Mission.

Coin and the Travellers are awesome indeed. :)
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jsh357

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Re: Adventures: first impressions vs. reality
« Reply #5 on: June 14, 2016, 03:20:46 pm »
+4


Mission can be pretty nice, but it's nowhere near broken. A Torturer chain is probably its best case scenario, and then it's devastating, but that's mostly because of Torturer, not because of Mission.


Torturer is only one of very many insane combos Mission has going for it. Ever played a Horn of Plenty megaturn deck with it?
« Last Edit: June 14, 2016, 05:31:32 pm by jsh357 »
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Re: Adventures: first impressions vs. reality
« Reply #6 on: June 14, 2016, 04:33:46 pm »
+11

Transmogrify looked mediocre at best, and it's even worse than I expected. It's just so horribly slow and the opportunity cost is huge. Easily one of the weakest Remodel variants, only beating Transmute in that class.

As a remodel alone, Transmogrify is mediocre. As a tactical tool, it's amazing. In one game recently, I turned a Goons into a Crossroads so that I could play the three other terminal Actions in my hand.

If you're only considering what your deck needs when using Transmogrify, rather than what your hand needs, you're doing it wrong.
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #7 on: June 14, 2016, 04:35:56 pm »
+2

Sorted by the wiki:
Kingdom Cards:
Coin of the Realm
I initially thought this was very weak, but now I think it is one of the strongest Villages in the game, and one of the strongest $2 costs as well.
Page Line
I knew Champion would be good, but even the other Travelers are solid, though not as good as Peasant's. Champion is now the least fun card in all of Dominion for me, even less fun than losing a Cultist Ruins split 9/1, or playing 3 Rebuild games in a row. There's little thinking, only blind playing. It's just not Dominion when Champion is in play.
Peasant Line
Very strong, and stronger than I first envisioned. I thought this would be weaker because it takes awhile to get to Teacher, but that is not the case. The only real drawback is having to play Teacher to get the bonus once every 2 turns, but this is okay, and not brokenly good like Champion. I also love Disciple.

All in all though, I am beginning to hate the Travelers. You almost always have to go for them every game they are in. If you ignore them, you lose. And yes, this is different from trashing cards because many cards can trash. Going for Page is like a more decorative Rebuild, it's so game warping. At least Peasant feels like you're making some rational decisions sometimes.

Ratcatcher
It is much weaker than I first suspected, though it isn't terrible by any means. It just trashes .5 cards a turn, and you can only choose from your hand, rather than play it when you wish. If you could play it when you wished, it would be a lot stronger for me.
Raze
I thought this card was going to suck so much, but it's even better than Ratcatcher, if you can believe it.
Amulet
This card is worse than I expected, but not much worse.
Caravan Guard
I still have yet to find a game where I have bought a Caravan Guard and not regretted the decision. It is a cheap Peddler when there are bountiful attacks, but the reaction is just so incredibly weak. It's a shitty money version of Caravan.
Dungeon
Weaker than Warehouse, though not much weaker.
Gear
I underestimated this card. It is quite possibly the best $3 card besides Ambassador and Masquerade.
Guide
I underestimated Guide. Guide never hurts, and is better than Silver. It cycles, and it can help mitigate a bad stall as well. It never hurts to pick up a Guide. The only question is whether you have time to get one.
Duplicate
So incredibly slow to activate, and playing a Terminal with no instant benefits hurts a lot more than you would first assume. It is comparable to Saboteur and Sea Hag in how much it sucks in this regard. However, in a game with no gaining, Duplicate is insanely strong. In a game where cost reducers exist, Duplicate can even easily be a Province. This cannot be understated. All in all, Duplicate should not be picked up en mass until you're drawing your deck. Maybe one is fine. I think it is well balanced.
Magpie
Everyone drastically overrated Magpie. It is not bad by any means, but it is not even close to the automatic Laboratory that people were afraid of, and losing the Magpie split will not cost you the game, only make it a bit harder.
Messenger
One of the most fun Dominion cards of all time is also (predictably) one of the worse cards. There are some parlor end game tricks you can do, but that's about it. And no, sending your opponent an extra Potion does not hurt as much as it helps him.
Miser
I thought this card was going to suck. It's a fixed Pirate Ship. It can be used in an engine for sure. It is best to think of Miser as a Develop. If if is worth picking up a Develop to trash coppers only, it is worth it for sure to get a Miser.
Port
Strong strong strong engine enabler. I never doubted this.
Ranger
Technically 'weaker' than Smithy, you give up one Action card for a fantastic play later, a la Tactician, and you also get a free +buy. I wish the second play of Ranger also gave +1 Action to make the analogy complete, but that is that. One of my favorite cards, which is why it was my avatar for awhile. I also keep forgetting Ranger is a source of +buy. Ranger Big Money sucks.
Transmogrify
About as strong as Remodel, maybe less. It is so incredibly slow, you do not want more than two at the most. I had this card rated higher before, but every time I overbuy Transmogrify, I regretted it. Visions of piling out the Provinces with Transmogrifies ended in only sadness, despair, and jsh's phantom voice laughing over me in sheer delight, that devil.
Artificer
It kind of sucks. It's not worth $5 for the effect, but it's worth more than $4. It's fantastic with Tactician for a guaranteed Province, and there are some parlor tricks you can do with engines, so it's not all bad, but it is underwhelming.
Bridge Troll
Who knew that a lack of virtual coin actually hurts a lot? I sure didn't. The attack isn't that great, which is okay! The nice bit is that it can really enable engines due to the duration aspect of it.
Distant Lands
I had this card tremendously underrated. Seriously. People hyped it up, and then I played some games with it, and I hated it afterwards. Turns out, I was only using it wrong. It's a fantastic game warping alt-VP card.
Giant
I thought I'd hate Giant. I don't. I love it. I wish there were more Dominion cards that used the Journey token.
Haunted Woods
I thought the attack was lame, but you really don't understand how evil it can be until you play with it.
Lost City
if you're going to want tons of Lost Cities, get them all in a single turn. Get the pain over with. I had this card about where I think of it now.
Relic
Wow, is this card better than I thought. It's not the best attack in the world, but it hurts a lot more than it feels like.
Royal Carriage
This proves my theory that you'd pay $5 for a Throne Room. It is a little weaker than Throne Room, sure, but it is a bit more flexible and gives you more options. However, not being able to chain Thrones kills the mood, not to mention the art is so terrible, jsh would pimp-slap whoever did it.
Storyteller
I am still confused about this card, and I think it will be this way for a long time for many. Still too early to tell, but I think it is on the weaker side.
Swamp Hag
Weaker than I expected. It doesn't stop megaturn engines much at all, and if you're wasting time getting this, it means you're desperate and behind.
Treasure Trove
WOW did I underrate this card. I thought it would be like Cache, but it's so much stronger. If Treasure Trove and any draw is available, consider going for that over an engine. Seriously.
Wine Merchant
It's like Baron, but suckier due to not being able to open with it. It has its uses if you need instant payload though. I still think it's underrated a little tiny bit, but that will not be realized until much later on.
Hireling
WOW did I underrate this card. Much much much better than Gold. I don't know how many Hirelings is too many, or when to stop getting them and start winning, but a good way to think of it is how much you are drawing your deck. This card makes it more likely you do, and faster.

Event Cards:
Alms
Pretty much where I expected it to be, very strong in the right situations. You can even get Gardens with it, and Tactician loves this card.
Borrow
Getting an extra dollar at any time is fantastic. It even has the feeling of debt hanging over you, to where you want to use it every turn to mitigate the loss of card. It's worse to have one less card over a dollar, but I love this card anyways.
Quest
Probably the weakest of the Events, though it has it's uses and it is $0.
Save
So flipping strong, even at $1. Save changes the game, almost game breaking. Not even kidding.
Scouting Party
I thought it was a little weak at first, but I have now decided that the card is actually very good and for very cheap. And who can deny the art was really well done? I mean, look at this fantastic rendition of a Scouting Party:


Travelling Fair
I undervalued this card, but for the wrong reasons. It's great, not because it can top deck, but because it gives buys.
Bonfire
Great trasher. Yes, you'll spend $3 to get rid of 2 Coppers. Much better than Silver.
Expedition
I still think people underrate this Event. It's so freaking good. I underrated it before as well.
Ferry
Not as broken as I thought, and it's more fun than I thought as well. I thought I'd hate this event.
Plan
Still underrated, but it is not incredibly strong. This card confused me for awhile.
Mission
It's either OP or meaningless. Try using Mission in games with Cultist, Torturer, Mountebank, Rebuild, and other cards that will have people rethinking their relationship with you!
Pilgrimage
This is so incredibly underrated, possibly the most underrated Event ever. Like, people do not understand that spending $4 twice to get 3 cards of your choice is just flipping fantastic. The only question is when to buy the first dud, which is a total turn off.
Ball
I think it is still undervalued. I cannot say enough that you can buy this as many times as you like with no penalty after the first one.
Raid
It's alright, not the worst Event of all time. (Don't tell anyone I said this, okay? I want it to continue being a joke)
Seaway
I underrated it.
Trade
About as good as I expected it to be, as in not very great at all. It has its uses, but it's going to be a very poor engine game for you to want this most times.
Lost Arts
I underrated this.
Training
Overrated.
Inheritance
UNDERRATED.
Pathfinding
Underrated.

And that's about it, folks. You can take your tickets and demand a refund now.
« Last Edit: June 14, 2016, 04:42:14 pm by Seprix »
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Accatitippi

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Re: Adventures: first impressions vs. reality
« Reply #8 on: June 14, 2016, 04:41:44 pm »
0

I'm re-evaluating Miser. (at least I was when I stopped playing two weeks ago)
It's not too bad, offers very concentrated money, and the awful slowness of the thinning is compensated by not needing to buy payload for the engine. When you want one, you probably want at least another one. 7+7+2 gives a neat sixteen, which is pretty handy.

Not as terrible as I thought.
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aku_chi

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Re: Adventures: first impressions vs. reality
« Reply #9 on: June 14, 2016, 05:13:48 pm »
0

My opinions shifted quite a bit from reveal to 2015 ratings.  It's hard to remember those, and they don't differ significantly from other people.  But I've also re-evaluated a few cards since the 2015 ratings:

Miser: I still haven't seen this work in an engine, but I have seen it work in a slog.  I wasn't expecting that.  The longer the game (in turns), the better Miser becomes.

Coin of the Realm: I thought it would be good.  Usually, it is.  With terminal draw, it's fantastic.  I didn't foresee that.  (Lost Arts and Page are also great for terminal draw, which I either anticipated or learned quickly.)

Mission: Always worth looking out for.  It can be bonkers on a variety of boards.  More game-warping than I foresaw.
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Beyond Awesome

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Re: Adventures: first impressions vs. reality
« Reply #10 on: June 14, 2016, 05:15:26 pm »
+1

I don't have time to give my thoughts on cards just yet, but I find it funny that I disagree with a lot of what posters believe about the current power level of Adventures cards. I mean, I agree on some points, but I feel some cards people think are weak, I feel are strong, and I feel some cards people think are strong, I think are weak.

It still seems after a month, we are still getting used to the cards and players still have very divergent beliefs regarding them.
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #11 on: June 14, 2016, 05:42:11 pm »
0

I don't have time to give my thoughts on cards just yet, but I find it funny that I disagree with a lot of what posters believe about the current power level of Adventures cards. I mean, I agree on some points, but I feel some cards people think are weak, I feel are strong, and I feel some cards people think are strong, I think are weak.

It still seems after a month, we are still getting used to the cards and players still have very divergent beliefs regarding them.

I will be happy to hear your thoughts on this matter.
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ehunt

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Re: Adventures: first impressions vs. reality
« Reply #12 on: June 15, 2016, 07:45:17 am »
+3

i have opposite reactions to almost every card here.

caravan guard sounded terrible to me, but I think it's a pretty good card. I think people are thrown off because the reaction is, in fact, quite uninspiring, but:
1. as others have said, the reaction has its moments against discard attacks, e.g. sometimes it's right to pass up terrible cantrips like pearl diver in the face of discard attacks but caravan guard is truly "free"
2. that's not the point; the point is it's a 3-cost peddler (yes, the delay makes it worse than peddler; no, it's not overpriced at 3). you are never going to build your deck around caravan guard but there are many many decks where you're always buying it over silver with 3 to spend.)

swamp hag sounded game-breakingly awesome but is just not that strong. same for haunted woods.

bridge troll seemed like a strong attack but turns out to be a duration-bridge attached to a forgettable attack.

travelers are about as strong as they seemed. i disagree that they are annoying but i remember liking tournament an epsilon longer than everyone else did too...
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Re: Adventures: first impressions vs. reality
« Reply #13 on: June 15, 2016, 08:10:38 am »
+1

bridge troll seemed like a strong attack but turns out to be a duration-bridge attached to a forgettable attack.

True. Another thing I hadn't noticed in advance: a duration-Bridge is batshit insane. It enables megaturn engines more often than not.
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Re: Adventures: first impressions vs. reality
« Reply #14 on: June 15, 2016, 08:56:17 am »
0

bridge troll seemed like a strong attack but turns out to be a duration-bridge attached to a forgettable attack.

True. Another thing I hadn't noticed in advance: a duration-Bridge is batshit insane. It enables megaturn engines more often than not.

I've noticed this too. What I like about the attack of Bridge Troll and Relic is that they don't overlap with very many other attacks. They can complement pretty much any other attack except Raid in the case of Relic.

I like Caravan Guard a lot in games with attacks or just games with Tokens. Raze and Ratcatcher just don't play well with Tokens.

Speaking of Raze, I find It to be quite effective.

I've had fun inheriting Miser in some cases. All your Estates are now trasher/payload cards.
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Re: Adventures: first impressions vs. reality
« Reply #15 on: June 15, 2016, 09:06:32 am »
0

I like Caravan Guard a lot in games with attacks or just games with Tokens. Raze and Ratcatcher just don't play well with Tokens.

Speaking of Raze, I find It to be quite effective.

I've had fun inheriting Miser in some cases. All your Estates are now trasher/payload cards.

Well, all cheapish cantrips rock in games with tokens. Even Pearl Diver is a rock star with Pathfinding, Training or Teacher on the board (to a lesser extent Lost Arts/Seaway).

And yeah, Raze is pretty awesome. It's actually stronger than Ratcatcher, which surprised me at first since it doesn't draw anything when trashing Copper. But the non-terminal trashing without delay is very strong. And you can't overbuy it; if you ever have too many Razes in your deck, just let one of them trash itself.

Miser doesn't seem like a great Inheritance target btw, you typically want something spammable, usually a cantrip or a Village. That way, you can actually buy Estates without them getting in the way.
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Co0kieL0rd

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Re: Adventures: first impressions vs. reality
« Reply #16 on: June 15, 2016, 10:27:34 am »
+1

I am only going to talk about cards which I remember my initial impression and have a convinced opinion about now.

Coin of the Realm: I thought it would be quite good and it actually is amazeballs. I still keep underestimating it in games where my opponent gains it with high priority and works some magic with it.

Page: I wasn't happy when it was previewed and thought it would be broken, regardless of how long it actually takes to get to it (which was unknown at the time). It's not broken, it just sucks.

Raze: This seemed cute and I came to love this card really quickly. I am probably overrating it but I can't help it. Raze is aRazing.

Gear: I thought it seemed good, not broken or anything. Boy, was I to get overwhelmed by its actual performance!

Duplicate: Compared with Talisman it seemed insane. Duplicate isn't as much better as I thought, though. Certainly a worse opener but much better after your second shuffle.

Magpie: It's a bit worse than I expected.

Ranger: I underrated it similarly to how I underrated Tactitian at first glance. Turns out, one really big hand with 2 buys is very good!

Artificer: I keep overrating this card, probably due to one game where I managed to gain a lot of good cards with it. But I realize most people have already been disenchanted with it.

Bridge Troll: Much better than I expected.

Distant Lands: Just as amazing as I anticipated. One of my favorite cards in all Dominion!

Giant: It's quite good on some boards and I certainly didn't expect to like the card as much as I do.

Lost City: Absolutely nuts with other engine components available. I genuinely don't care about the drawback on-gain.

Relic: I slightly underrated it.

Royal Carriage: I agree with Seprix that Throne Room would have been a decent card at the $5-price point so, naturally, Royal Carriage is a good deal for $5. Flexibility is the key in weaker engines.

Treasure Trove: Who woulda thunk lotsa cash is so sick? I certainly haven't.
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Re: Adventures: first impressions vs. reality
« Reply #17 on: June 15, 2016, 04:05:31 pm »
+1

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Re: Adventures: first impressions vs. reality
« Reply #18 on: June 15, 2016, 07:46:16 pm »
0

the key advantage of royal carriage over any other throne variant is that you only need one of a given payload card in your whole deck, or maybe two

i've worked some magic with monument, which might be the card that benefits most from that sort of thing.

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Re: Adventures: first impressions vs. reality
« Reply #19 on: June 15, 2016, 09:09:48 pm »
+2

I don't have time to give my thoughts on cards just yet, but I find it funny that I disagree with a lot of what posters believe about the current power level of Adventures cards. I mean, I agree on some points, but I feel some cards people think are weak, I feel are strong, and I feel some cards people think are strong, I think are weak.

It still seems after a month, we are still getting used to the cards and players still have very divergent beliefs regarding them.

I will be happy to hear your thoughts on this matter.

Man, I was almost done typing my response and then I accidentally hit refresh.  :( I guess tomorrow I will post my thoughts.
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brokoli

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Re: Adventures: first impressions vs. reality
« Reply #20 on: June 16, 2016, 06:09:57 am »
+1

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.
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Re: Adventures: first impressions vs. reality
« Reply #21 on: June 16, 2016, 06:58:59 am »
+2

Treasure Trove is what Explorer would be if Explorer was actively trying to be the best $5-cost card ever.
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Re: Adventures: first impressions vs. reality
« Reply #22 on: June 16, 2016, 08:08:35 am »
0

the key advantage of royal carriage over any other throne variant is that you only need one of a given payload card in your whole deck, or maybe two

i've worked some magic with monument, which might be the card that benefits most from that sort of thing.

I mean, obviously Bridge is the best card to combo with Royal Carriage, but basically Royal Carriage makes any attack into Cultist. This effect can't really be understated. Swindle eleven cards at a time? Torturer just keeps going until their hand is shit or they have seven Curses? The possibilities are endless.
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #23 on: June 16, 2016, 11:08:20 am »
0

This thread shows 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, personally, I think I still have a lot of things to discover in Adventures, more than in any other expansion.

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.
« Last Edit: June 16, 2016, 11:10:40 am by Seprix »
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brokoli

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Re: Adventures: first impressions vs. reality
« Reply #24 on: June 16, 2016, 12:29:21 pm »
0

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.
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Re: Adventures: first impressions vs. reality
« Reply #25 on: June 16, 2016, 12:32:48 pm »
+6

First experience with enchantress: we had a great time and awesome blt sandwiches.

Reality: I woke up next to a pig. What gives?
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brokoli

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Re: Adventures: first impressions vs. reality
« Reply #26 on: June 16, 2016, 12:50:01 pm »
0

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.
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SCSN

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Re: Adventures: first impressions vs. reality
« Reply #27 on: June 16, 2016, 01:25:49 pm »
+9

Treasure Trove is definitely a card I thought would be unremarkable but it turned out would be game defining.

Treasure Trove
WOW did I underrate this card. I thought it would be like Cache, but it's so much stronger. If Treasure Trove and any draw is available, consider going for that over an engine. Seriously.

Treasure Trove: Who woulda thunk lotsa cash is so sick? I certainly haven't.

Treasure Trove is what Explorer would be if Explorer was actively trying to be the best $5-cost card ever.

Somehow this reminds me of a book.
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #28 on: June 16, 2016, 01:56:48 pm »
+5

Treasure Trove is definitely a card I thought would be unremarkable but it turned out would be game defining.

Treasure Trove
WOW did I underrate this card. I thought it would be like Cache, but it's so much stronger. If Treasure Trove and any draw is available, consider going for that over an engine. Seriously.

Treasure Trove: Who woulda thunk lotsa cash is so sick? I certainly haven't.

Treasure Trove is what Explorer would be if Explorer was actively trying to be the best $5-cost card ever.

Somehow this reminds me of a book.

https://www.amazon.com/HATE-Money-Understanding-Financial-Personality-ebook/dp/B004YX9UA0 I also found a book that reminds me of you. :)



That being said, what a poorly designed book cover.
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Re: Adventures: first impressions vs. reality
« Reply #29 on: June 16, 2016, 02:24:37 pm »
+2

The thing I don't understand about the treasure-trove-enables-money-strategies discussion is that trade is so much better for terminal draw big money and yet has been passed over while treasure trove has gotten so much attention.

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Re: Adventures: first impressions vs. reality
« Reply #30 on: June 16, 2016, 02:30:51 pm »
+1

The thing I don't understand about the treasure-trove-enables-money-strategies discussion is that trade is so much better for terminal draw big money and yet has been passed over while treasure trove has gotten so much attention.

this this this


like i forgot to mention trade before but i seem to get more use out of that event that many here.  adds more payload to your deck than buying a gold!

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Re: Adventures: first impressions vs. reality
« Reply #31 on: June 18, 2016, 11:26:35 pm »
0

I think the card I underestimated the most is Royal Carriage. Its been mentioned a couple of times already in this thread, but the ability to only have 1 copy of a payload card in your deck but still play it 5,6,7 times in a turn can be insane, particularly with cards like Giant. I'm still underestimating Coin of the Realm: I know that it is better than I believe it is, which is fine when I slow down enough to play with my head over my gut. In a similar vein, I'm still overestimating Artificer; I've played a couple games where its insane and its led me to playing a bunch of games buying $5 Peddlers. Gear is pretty much always good; Gear-BM less so. Treasure Trove has actually been slightly less powerful than I thought, I thought it was going to be insane and lead to BM+copper trashing, and then I played that deck a few times and it sucked. The Page line is annoying, the Peasant line is fun but a tad centralizing, I also underestimated Miser, its been good sometimes which is better than I thought it was going to be. I also have developed an irrational love for Wine Merchant; must be the art.
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #32 on: June 19, 2016, 02:31:53 pm »
0

I don't have time to give my thoughts on cards just yet, but I find it funny that I disagree with a lot of what posters believe about the current power level of Adventures cards. I mean, I agree on some points, but I feel some cards people think are weak, I feel are strong, and I feel some cards people think are strong, I think are weak.

It still seems after a month, we are still getting used to the cards and players still have very divergent beliefs regarding them.

I will be happy to hear your thoughts on this matter.

Man, I was almost done typing my response and then I accidentally hit refresh.  :( I guess tomorrow I will post my thoughts.

Still waiting. :(
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Beyond Awesome

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Re: Adventures: first impressions vs. reality
« Reply #33 on: June 19, 2016, 10:30:44 pm »
+3

I don't have time to give my thoughts on cards just yet, but I find it funny that I disagree with a lot of what posters believe about the current power level of Adventures cards. I mean, I agree on some points, but I feel some cards people think are weak, I feel are strong, and I feel some cards people think are strong, I think are weak.

It still seems after a month, we are still getting used to the cards and players still have very divergent beliefs regarding them.

I will be happy to hear your thoughts on this matter.

Man, I was almost done typing my response and then I accidentally hit refresh.  :( I guess tomorrow I will post my thoughts.

Still waiting. :(

Sorry for taking so long on this. After I wrote that long description and accidentally refreshed, I was kind of not in the mood to type everything again. But, here goes.

One quick note. Initially, I thought there would be a fair amount of duds in Adventures. It ends up, I was wrong, and Donald X. has gotten better at making sets. I feel this expansion has the least amount of duds which is surprising considering we have 30 kingdom cards and 20 events. Even the cards that dud-like still have their uses such as Miser. I mean, hey, it's still a trasher and on some boards you can actually get decent money from it.

And, one more thing before I get to the cards, I still feel we are far away from the reality stage. I think it will take us a at least a year of playing before we can really nail down how good certain cards. I mean, it is easier now since we have so much more experience with past Dominion but Adventures introduces some game-breaking stuff with Events and Travellers and tokens and all that jazz. Anyway, onto the cards

$2 Costs
Ratcatcher: I thought this looked amazing, and it is amazing. A non-terminal cantrip $2 trasher that removes itself from the deck is amazing, and unlike Raze, you get to trash a hand of 5 cards. A lot of people say Raze is better. I felt that way at first, but right now, I have them roughly at the same power ranking which is super strong.

Raze: Looked amazing, and is amazing. Again, a $2 trasher that has the ability to trash itself is strong. Plus, in the early game your estates draw you a card while also providing cycling. Solid card.

Coin of the Realm: Stronger than I thought it would be. Most reserve cards seem to offer a lot of ways to make sure your deck keeps firing. I think CotR is best used as a backup plan. Sure, you have some villages, but it's good to have one or two CotR's just in case your cards just don't line up. As the only village, it's pretty reasonable, allowing you to play one more action than most villages and unlike Crossroads, you can call multiples in the same turn.

Page: I think I slightly overrated this,but not much. The card looked super strong, and it is super strong. Some people say that it doesn't feel like Dominion when playing. It felt that way at first, but now it does feel Dominion-like to me. I think Warrior is likely overrated, or players don't yet know the proper Warrior into Champion strategy yet. I'm not sure.

Anyway, as far as Page and it's game-breakingness goes, I am reminded of four cards, Thief, Witch, Gardens, and Chapel. These are the original pillars of Dominion. These are considered pillars because their presence tends to change your strategy and make you go in a different direction. Obviously, as time went on, people realized Thief was weak. I feel cards like Goons and KC are pillars, but so is a card like Rebuild or Cultist. Some pillars are monolithic and don't let for much diverging strategies. These kind of cards I think are unfortunate Dominion cards. Other pillars open the doors for lots of strategies. For instance, Chapel is the ultimate engine enable. Champion is somewhere in the middle. On some boards, it can appear to be a monolithic strategy. On other boards, I think it opens up potential strategies. So, I like that it changes the game so much because I think one core aspect of Dominion is having cards that dramatically sift the direction of the game in a direction different than we are used to.

Peasant Stronger than I thought. I thought Page would be the crazy powerful line, and it is crazy powerful, but I think Peasant is a smidge more stronger. Or, maybe I just like it more. Anyway, Disiciple is nuts. I knew it looked strong, but I had no idea how strong it is. Teacher is also stronger than I thought it would be, although, I had a feeling the token effects would be strong.

$3 costs
Amulet: A smidge weaker than I thought. I felt this would be on the same power level of Steward, and it's not, but Steward is crazy good. Amulet still trashes very well and is a solid trasher.

Guide: It's exactly as good as I thought it would be. I thought it would be a great card to help you get the hand you want, and it is. Like CotR, this helps your engine fire off.

Gear: Better than I thought. The card doesn't only draw two cards, but it can remove crap cards from shuffles or help set up the next turn. I feel this is a bit overrated right now, but it's still a solid card.

Caravan Guard: I thought this looked meh. It ends up it's a decent card to buy when you have a spare $3. It's an average card. Doesn't really hurt your deck. I think though I figured that all out from looking at it. So, I guess it is just slightly better than I anticipated, but not much really.

Dungeon: A lot of people are saying Warehouse is better. I actually think a lot of the times this is better because it helps set up your next turn. As far as how I felt, I think my initial impression was that this seems good. So, overall, I will say my initial impression has not changed much from when I first started playing.

$4 costs
Miser: Roughly as good as I thought it would be. I thought it would be a situational trasher, and it pretty much is. Slogs and Colony games like it. Also, if it is your only trasher, getting one of these is usually a decent call.

Messenger: I really need to buy this card more. I think it's stronger than I give credit for. I'm just so hesitant to ever buy it. But, a Woodcutter Chancellor might be decent. Right now, I have not formulated a strong opinion on it because of my hesitancy to purchase it. My initial impression though was that this is the worst card in the set.

Port: I severely underestimated this. Winning the split can be huge, especially when it is the only village. This is the second best $4 Village just behind Wandering Minstrel.

Duplicate: I tend to overbuy this which means I'm still figuring this card out. I really, really want to do some weird mega turns with this, but the reality is that is not easily possible. So, I will say I slightly overrated this. This is just a Smugglers with a little more flexibility, and if you're lucky the occassional mega-turn potential. It does feel nice though to gain 4 Duchies at once.

Magpie: I overrated this. I thought this would be crazy strong. It's strong and winning the split almost always is important, but it's not as good as I thought. With that said, I think people have gone from overrating this card to now underrating this card.

Transmogrify: Way, way, way better than I thought it would be. This card is amazing. It not only remodels your early estates, but later on, you can help kick off your deck by changing the contents of your hand as needed. Occasionally, you can even pull off weird three-pile endings. But, pretty much, this card offers a lot of flexibility to your engine making sure you have the right components at just the right time.

Ranger: I don't know what it is with me and $4-costs, but I also tend to under buy this card. My initial impression was that this seems okay, and well, it still is okay. Drawing 2.5 cards is weaker than 3-cards. The +buy is nice, but usually if there is another source of +buy like Market, I tend to buy smithy over this. The card is okay, and I think my initial impression was that this would be an okay card.

$5 costs
Bridge Troll: This is much stronger than I thought it would be. Bridge at $5 seemed weak to me, but really getting the effect over two turns is actually really good and makes pulling off a mega-turn much easier. Also, the -$1 token can really hurt sometimes.

Artificer: I had dreams of pulling off HoP like megaturns with this card. While it is possible to pull off a mega-turn, you really need  cost-reduction to make it work or be able to draw a zillion cards. This card is a tricky card requiring good deck-tracking skills to get to work. This card is wonkier than I thought it would be. I still think it is solid, but nowhere strong as I first hoped.

Wine Merchant: I thought this card would be woodcutter level bad but worse since it costs $5. I was so wrong. $4 with +buy is amazing payload. This card isn't always worth getting, but this is actually pretty strong.

Haunted Woods: I thought this would be okay. After reading comments from playtesters, I thought this would be strong, and it is. Being able to start your next turn with 3 cards is so much better than drawing 3 from a Smithy on the same turn. Really helps set up the next turn well. This card is really good. Not Wharf good, but it's pretty up there as far as terminal draw cards goes.

Royal Carriage: Way, way, way better than I thought it would be. This isn't a TR. It is so much more. This isn't KC-level strong, but does help engines kick-off if you save one on your mat, and can also help you play the same card multiple times in the same turn. Calling multiple RCs on MB is pretty nice. My advice, don't think of this as just a Throne Room.

Giant: I thought this card would be crap. It's usually not worth going for, but sometimes it is the only attack and there is a way to play it at least twice in a turn. So, I would say, overall, it is better than I thought, but still on the weaker side of $5-costs, but not total crap.

Relic: I thought this would be Royal Seal bad. Man, I was so wrong. The attack can really hurt. This is like a Ghost Ship. You can even combine this with other attacks. Making it non-terminal is what makes this strong.

Distant Lands: When I first saw this card, I thought it would be bad. Then, Stef said this was the strongest card in the set. I think he was trolling, but this card is strong, arguably the second strongest alt. vp card behind Vineyards. DL is great. There are so many Adventures cards like this that seem weak on the surface and then end up being very good once you start playing with them.

Lost City: I would say this is roughly at the power level I thought it would be at. It's draw and a village at the same time. What more is there to say. I guess the penalty helps the opponent, but the card is nice.

Swamp Hag: Seeing as how this is a junker, I really thought this would be better than it is. Surprisingly, this card is pretty ignorable. I mean, you can't always ignore it, but usually by the time the curses matter, the game has already won. This card is much weaker than anticipated. Not terrible though, but takes the right board for it to really work.

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.

$6 costs
Hireling: Weaker than I thought. This card is kind of slow to get going. I thought it would be easier to get many of these in play, and well, simply that isn't as feasible as I first imagined. It's a decent card, but not a great card. It helps to have one or two out.

Events
Alms: This is probably weaker than I thought it would be because gaining a free $4-cost sounded amazing. In slogs, this is great. Sometimes, you get the double $4 or open $5/$4 or have virtual coin and get an extra card. This card does make the game a little faster though, and it's really good in Ambassador games. Still though, I feel like I overrated this one. Maybe it's strong, but I find it's effect kind of boring.

Borrow: I think I overrated this one as well. I really don't buy it too often. Losing that card hurts, so you have to have a really good reason to Borrow such as really needing that Province or the $5 cost is just that important. Some people seem to think it's amazing, so maybe I just don't know how to optimally play this event.

Quest: Weaker than I thought. It's not a bad card though like some people suggest. There have been many games where I gained a gold. Okay, usually, I only ever gain a single gold in a game, but that's not terrible. It's weak, yes, but not the worst event ever. Okay, maybe tied for the worst, but Raid and Quest are nowhere near as bad as the weakest kingdom cards such as Navigator or Scout or even Pearl Diver (with the exception of tokens on its pile).

Save: Holy crap did I underestimate this. I will go so far as to say this event is probably broken. You can set up future turns, get an extra coin, or make crappy estates miss the shuffle. This thing is amazing and is essentially a lab for $1 each turn.

Travelling Fair: I underestimated this not realizing how good +Buy is. Also, the top decking is nice.

Scouting Party: This effect actually seemed really good to me. I think though I buy it more than I thought I would, so I will say I slightly underestimated it.

Expedition: This seemed pretty strong, but the effect is more situational. Knowing when best to buy it can be challenging sometimes. Still though, its decent, just not as great as I hoped.

Ferry: Probably as strong as I thought, maybe a little weaker because it ends up even when you make a $5-cost $3, you still want Villages and stuff for your engine. So, yah, I think I actually overrated this. It does change the games it is in though.

Bonfire: I thought this looked like an amazeballs trasher. It ends up I was right.

Plan: I thought this looked crazy strong, and then I played with it and thought it was horrible, and then I got better with it and realized that it is probably even stronger than Bonfire. This card is crazy good. So, I will say it roughly met my expectations, perhaps slightly under because when I first read it, I had fantasies of trashing my entire deck.

Mission: This is stronger than I thought it would be because it ends up there is a lot more you can do on an extra turn that does not involve buying.

Pilgrimage: Weaker than I thought. It ends up, you usually only gain once with this in a game. Sometimes twice if you're lucky. Okay, there are some games you can gain, gain, with this but those games are pretty rare.

Ball: Seemed strong, and it is strong. Getting two Ironmongers for $5 feels so good, or really gaining any two $4-costs is great. I feel this met my initial expectations.

Raid: This seemed weak to me. It still is pretty weak, but maybe more useful in BM games than I thought. Still though, it looks weak and is weak.

Seaway: Roughly as good as I thought. I pretty much figured that when you wanted +buy this would come in handy. I guess there are some boards where getting a lot of +buy is a thing, so I guess that makes it potentially slightly better than I thought, but not by a lot.

Trade: Wow! I way underestimated this card. Being able to upgrade crap cards for silvers is really good. It beats the pants off of buying gold. I really like this event a lot, and is a great way to add economy to your deck without actually adding additional cards to your deck. I feel right now, this is probably the most underestimated event.

Lost Arts: Before reading playtest comments, I wasn't sure what to think. I didn't really consider just putting this on a Smithy. So, I guess this exceeded my first impression. Though, by the time this came out online, I knew this card was really strong, and well, it is.

Training: Better than I thought. Buy this over Gold. If you have 3 of something, you are essentially adding a gold to your deck without actually adding a gold to your deck.

Inheritance: I wasn't sure what to think. The cost seemed expensive. I would say I underestimated this. There are some boards where Inheriting stuff is huge!!!

Pathfinding: I understimated this. You can draw so many cards from Pathfinding. This card is crazy nuts. You can turn 5 of any cheap cantrip into 5 labs for just $8. A lot of people say Lost Arts is the best event, but I really like Pathfinding a lot. They're both super strong though. And, for $8, you're really getting a bargain for the amount of draw you get out of this.

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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #34 on: June 19, 2016, 11:17:22 pm »
0

I have not bought Trade more than once, and I have certainly underestimated the Event.

As for Pilgrimage, I think you are underestimating it so far. Think of it this way:

You either spend $4 on a dud, then gain a free $5, a $3, and a $4 for another $4. You save time with gains and cut costs. Yes, that dud $4 can hurt over your 3rd Ironmonger, and that is why I think someone who duds out on freak misfortune is going to love Pilgrimage much more than someone who is comfortably ahead. The opportunity cost looks so bad up front, but you'll just have to swallow and take the plunge. It is so worth it later on.
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Beyond Awesome

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Re: Adventures: first impressions vs. reality
« Reply #35 on: June 19, 2016, 11:46:14 pm »
+1

I have not bought Trade more than once, and I have certainly underestimated the Event.

As for Pilgrimage, I think you are underestimating it so far. Think of it this way:

You either spend $4 on a dud, then gain a free $5, a $3, and a $4 for another $4. You save time with gains and cut costs. Yes, that dud $4 can hurt over your 3rd Ironmonger, and that is why I think someone who duds out on freak misfortune is going to love Pilgrimage much more than someone who is comfortably ahead. The opportunity cost looks so bad up front, but you'll just have to swallow and take the plunge. It is so worth it later on.

Oh, I understand how Pilgrimage works. I never thought of it as paying $8 over two buys to get stuff. I was saying though that usually I end up using it once or twice for the gain effect in games it shows up. Perhaps, you're right though. Maybe it's possible to get more gains off of it.
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ehunt

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Re: Adventures: first impressions vs. reality
« Reply #36 on: July 04, 2016, 06:41:43 pm »
+2

I thought Magpie was going to be brokenly good, but I think "rats with wings" was accurate in more ways than one: Magpie is most important on boards where you can find some combo with them -- on the kinds of boards where your deck is mostly treasure (so Magpie is most likely to do something good for you) it's unlikely that you'll gain a bunch of free magpies, and in an engine deck, it's unlikely to  actually do anything for you (and even when it does, the card you draw is rarely the one you want). But as soon as you get something that cares about having lots of Magpies (e.g. the various tokens) they become awesome again.

Now, this is not as extreme as Rats, which are literally going to break your deck without certain helpers: even without helpers, Magpie is good. But it's not game-breakingly good, and sometimes not worth the opportunity cost of, say, winning the port split.
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Re: Adventures: first impressions vs. reality
« Reply #37 on: July 05, 2016, 02:18:00 am »
0

I thought Magpie was going to be brokenly good, but I think "rats with wings" was accurate in more ways than one: Magpie is most important on boards where you can find some combo with them -- on the kinds of boards where your deck is mostly treasure (so Magpie is most likely to do something good for you) it's unlikely that you'll gain a bunch of free magpies, and in an engine deck, it's unlikely to  actually do anything for you (and even when it does, the card you draw is rarely the one you want). But as soon as you get something that cares about having lots of Magpies (e.g. the various tokens) they become awesome again.

Now, this is not as extreme as Rats, which are literally going to break your deck without certain helpers: even without helpers, Magpie is good. But it's not game-breakingly good, and sometimes not worth the opportunity cost of, say, winning the port split.

I would say winning the Port split is really worth it if either a) it is the only village b) there are tokens to put on it, in which case winning the Magpie split is often just as important.
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Re: Adventures: first impressions vs. reality
« Reply #38 on: July 05, 2016, 05:36:45 am »
0

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.
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Re: Adventures: first impressions vs. reality
« Reply #39 on: July 05, 2016, 06:06:31 am »
0



Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.
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Re: Adventures: first impressions vs. reality
« Reply #40 on: July 05, 2016, 06:19:22 am »
0



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.
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Re: Adventures: first impressions vs. reality
« Reply #41 on: July 05, 2016, 06:26:40 am »
0

I am also on team treasure trove. One added bonus is that when you have a couple of treasure troves, your deck is hurt less by green because you just have so many cards.
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Re: Adventures: first impressions vs. reality
« Reply #42 on: July 05, 2016, 10:40:46 am »
0



Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.

Lost City is great because it gives you draw and a village in one purchase. Great opportunity cost.

Distant Lands just keeps getting better the more I play with it.

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.

Relic is fantastic in certain cases. If you can pin your opponent every turn with Militia and Relic, congrats, you probably won the game.

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.

Artificer? You're going to say it's better than Treasure Trove? Nope. No way. Its effect is rarely used well. It can be a nice $2-$3 gainer, but most times that only applies to Hamlet/Fool's Gold. I have used Artificer to topdeck an Urchin and get my Merc quick though.

Treasure Trove is currently overrated, but it's not by too much.
« Last Edit: July 05, 2016, 10:42:20 am by Seprix »
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Re: Adventures: first impressions vs. reality
« Reply #43 on: July 05, 2016, 11:04:52 am »
+1



Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.

Lost City is great because it gives you draw and a village in one purchase. Great opportunity cost.

Distant Lands just keeps getting better the more I play with it.

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.

Relic is fantastic in certain cases. If you can pin your opponent every turn with Militia and Relic, congrats, you probably won the game.

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.

Artificer? You're going to say it's better than Treasure Trove? Nope. No way. Its effect is rarely used well. It can be a nice $2-$3 gainer, but most times that only applies to Hamlet/Fool's Gold. I have used Artificer to topdeck an Urchin and get my Merc quick though.

Treasure Trove is currently overrated, but it's not by too much.
Artificer is olny great with cost reducers and draw to x.
Menagerie is great with it.
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Re: Adventures: first impressions vs. reality
« Reply #44 on: July 05, 2016, 02:45:17 pm »
0



Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.

Lost City is great because it gives you draw and a village in one purchase. Great opportunity cost.

Distant Lands just keeps getting better the more I play with it.

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.

Relic is fantastic in certain cases. If you can pin your opponent every turn with Militia and Relic, congrats, you probably won the game.

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.

Artificer? You're going to say it's better than Treasure Trove? Nope. No way. Its effect is rarely used well. It can be a nice $2-$3 gainer, but most times that only applies to Hamlet/Fool's Gold. I have used Artificer to topdeck an Urchin and get my Merc quick though.

Treasure Trove is currently overrated, but it's not by too much.
Artificer is olny great with cost reducers and draw to x.
Menagerie is great with it.
Don't forget pool.
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Re: Adventures: first impressions vs. reality
« Reply #45 on: July 05, 2016, 07:02:56 pm »
+1

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.
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Re: Adventures: first impressions vs. reality
« Reply #46 on: July 05, 2016, 11:00:29 pm »
0

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.

Think of it this way.

The opportunity cost for Swamp Hag is $5 and a buy. This effect gives you no bonus on the turn you play it. It hurts very much as a terminal to play. No bonus. On the next turn, you receive $3. On average, you only get $1.5 out of Swamp Hag, and you only get to play it once every two turns. That's not very good.

But there's more. The opponent has to make the agonizing decision of whether to take a Curse with his purchase or not. Swamp Hag becomes more daunting when it is stacked. But there's another problem. Swamp Hag is often not worth pursuing. And when it is worth pursuing, the opponent will pursue it as well.

 I have often seen games where the opponent takes time to buy Swamp Hag because he is behind and wants to junk me. By the time he gets his plan in effect, I am already much further ahead, further than before. Swamp Hag does not accelerate a plan. It slows a plan down, and it takes time to get it into play.

Once the Curses are gone, Swamp Hag is also pretty bleah.
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Re: Adventures: first impressions vs. reality
« Reply #47 on: July 06, 2016, 02:44:48 am »
+2

Swamp Hag is the weakest curser in the game. I have won many games by ignoring Hag while my opponents have gone for it. The reason it is so bad most of the time is that the curses are usually gained at a point in the game where the engine can easily deal with them. You want to curse early and quick. Swamp Hag curses late, but tends to hand out a lot of curses at once because your opponent has a nice engine with a lot of buys. I can remember at least two games where I gained 4 curses in a single turn because I bought four cards at once. Guess what, I ended up winning both of those games. By the time Hag takes off, it's usually too late.

Artificer is more situational, but likely better than Trove. Sure, Trove is good with Wharf, but in most engines, Wine Merchant will be better payload for you, especially if other sources of +buy suck or are non-existent.

Trove is a decent card, but really mostly shines in BM. Unless you have great trashing, it becomes a liability in an engine, and really, you don't want treasures clogging your engine.
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Re: Adventures: first impressions vs. reality
« Reply #48 on: July 06, 2016, 01:21:13 pm »
+3

the treasure trove hype goes hand-in-hand with the gear-BM hype, i think. not big on either.  also agree with seprix & beyond awesome on swamp hag, we may finally have a worse junker than sea hag or IGG

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Re: Adventures: first impressions vs. reality
« Reply #49 on: July 06, 2016, 04:06:50 pm »
+2

Gear-BM hype was misplaced, but Gear hype was not.  It's very similar to Jack of all Trades in that way.  Gear BM is strong, but when Gear is present in the kingdom, there is often a stronger engine that includes Gear.  Draw and smoothing buys between multiple turns is important for money strategies, and Gear delivers on that.  But Gear also provides one of the strongest ways to set up your next turn, which benefits engines tremendously.

Treasure Trove, I think, is less good in an engine.  You really need a way to benefit from the Coppers (e.g. Spice Merchant, Forger) for it to be worth it.  On the other hand, it's really good in a slog situation with good sifting.

As for Swamp Hag, I still think it's strong.  On some boards, it is brutal (no/weak trashing with no other cursers).  On other boards, it can still mess up your opponent's building phase.  I think it's stronger than Soothsayer and IGG.  Like Soothsayer, it takes a certain kind of board to shine, but on that board, it shines brightly (in an evil way).
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Re: Adventures: first impressions vs. reality
« Reply #50 on: July 06, 2016, 06:40:07 pm »
+1

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.
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Re: Adventures: first impressions vs. reality
« Reply #51 on: July 06, 2016, 06:41:46 pm »
0

It feels the correct lesson that hireling + sloggish + discard for benedit = good?
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Re: Adventures: first impressions vs. reality
« Reply #52 on: July 06, 2016, 07:04:21 pm »
0

The power of an extra card in hand is very strong. It is so much more often more powerful than gold.
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Re: Adventures: first impressions vs. reality
« Reply #53 on: July 06, 2016, 10:42:36 pm »
+2

The power of an extra card in hand is very strong. It is so much more often more powerful than gold.
But then again gold is about as bad as curse.
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Re: Adventures: first impressions vs. reality
« Reply #54 on: July 06, 2016, 11:02:58 pm »
0

The power of an extra card in hand is very strong. It is so much more often more powerful than gold.
But then again gold is about as bad as curse.

You're in the SCSN cult!?
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Re: Adventures: first impressions vs. reality
« Reply #55 on: July 06, 2016, 11:10:32 pm »
+1

The power of an extra card in hand is very strong. It is so much more often more powerful than gold.
But then again gold is about as bad as curse.

You're in the SCSN cult!?
It is the truth.
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Re: Adventures: first impressions vs. reality
« Reply #56 on: July 07, 2016, 08:52:39 am »
+3

The power of an extra card in hand is very strong. It is so much more often more powerful than gold.
But then again gold is about as bad as curse.

You're in the SCSN cult!?
It is the truth.

I'm at the point where I genuinely think in the majority of cases, Gold is worse than Silver.

I'll defend this point later when I have time (at work?), but for now I wanted to make the sweeping generalization to see how people react.
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #57 on: July 07, 2016, 10:35:14 am »
+2

I'm at the point where I genuinely think in the majority of cases, Gold is worse than Silver.

I'll defend this point later when I have time (at work?), but for now I wanted to make the sweeping generalization to see how people react.

I am not going to take your case seriously until you actually present it.
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Re: Adventures: first impressions vs. reality
« Reply #58 on: July 07, 2016, 10:49:03 am »
0

I'm at the point where I genuinely think in the majority of cases, Gold is worse than Silver.

I'll defend this point later when I have time (at work?), but for now I wanted to make the sweeping generalization to see how people react.

I am not going to take your case seriously until you actually present it.

The short version:
- There's a lot more ways to gain Silver (low $ hands, Silver gainers, Workshop variants, Delve)
- Silver does not compete at cost with most powerful engine components ($5s) and thus is easier to obtain as part of your payload while building
- Gold only reduces the number of dead cards you have to draw by 33% versus Silver. Assume an all Treasure engine payload for a second - 8 Silvers versus 6 Golds to hit $16 - many boards can tolerate drawing 2 extra cards in exchange for getting your $5s sooner or not using a buy on Golds

Times when this isn't true:
- Many BM variants (discard attack, etc)
- Gold-gainers (duh)
- When you value high cost cards for some reason

But generally, I like Silver more, and prefer to avoid both if I can in an engine.
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Re: Adventures: first impressions vs. reality
« Reply #59 on: July 07, 2016, 10:52:58 am »
+3

I'll defend this point later when I have time (at work?), but for now I wanted to make the sweeping generalization to see how people react.

Well at least you're being upfront about trolling us? I'm not sure that makes you any less of a troll, though.
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Re: Adventures: first impressions vs. reality
« Reply #60 on: July 07, 2016, 10:54:22 am »
+1

I'll defend this point later when I have time (at work?), but for now I wanted to make the sweeping generalization to see how people react.

Well at least you're being upfront about trolling us? I'm not sure that makes you any less of a troll, though.

Well I posted some words above to clarify.

I was on my way out the door for work, and I was really curious if the reaction would be more "HOW COULD YOU SAY THAT?" versus "Actually I kind of get that".
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #61 on: July 07, 2016, 11:06:26 am »
0

The short version:
- There's a lot more ways to gain Silver (low $ hands, Silver gainers, Workshop variants, Delve)

There are also tons of ways to gain Gold. Soothsayer (ew), Wedding, Windfall, Governor, etc. Empires is the crazy Gold gaining expansion. Anyways, it is easier to gain Silver simply because of its price. It is more economical to obtain 2 Silvers over a Gold ($4 vs $3), but at the price an extra buy and one extra potential dead card in hand.

Quote
- Silver does not compete at cost with most powerful engine components ($5s) and thus is easier to obtain as part of your payload while building

Yes. This is not a consequence of Gold being bad, but a consequence of pricing.

Quote
- Gold only reduces the number of dead cards you have to draw by 33% versus Silver. Assume an all Treasure engine payload for a second - 8 Silvers versus 6 Golds to hit $16 - many boards can tolerate drawing 2 extra cards in exchange for getting your $5s sooner or not using a buy on Golds

Yes, in this one case that is true.

Quote
Times when this isn't true:
- Many BM variants (discard attack, etc)
- Gold-gainers (duh)
- When you value high cost cards for some reason

Those are a lot of times. Also consider this:
-When there is no +buy or gaining

Quote
But generally, I like Silver more, and prefer to avoid both if I can in an engine.

I avoid gaining Silver and Gold unless it is painfully obvious I will not be "gaining cards"/"getting to a price point" any faster with another option. As bad as Gold and Silver can be, they are still potential non-terminal payload.
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Re: Adventures: first impressions vs. reality
« Reply #62 on: July 07, 2016, 11:07:59 am »
+5

I'm at the point where I genuinely think in the majority of cases, Gold is worse than Silver.

I'll defend this point later when I have time (at work?), but for now I wanted to make the sweeping generalization to see how people react.

If you are saying "Silver is a better $3 card than Gold is a $6 card," then I agree. Gold is like the third-worst $6+ card, and worse than about half the $5s.

I'd also agree with "Silver has a bigger impact on the game than Gold."

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Re: Adventures: first impressions vs. reality
« Reply #63 on: July 07, 2016, 07:28:16 pm »
+1

I'd probably also agree with a claim along the lines of "In many kingdoms with alt-VP, you're more likely to skip Gold than Silver".
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Re: Adventures: first impressions vs. reality
« Reply #64 on: July 07, 2016, 09:53:27 pm »
+1

Yes. This is not a consequence of Gold being bad, but a consequence of pricing.

Uh, pricing is a pretty huge part of judging the badness of a card, isn't it? (Adventurer says hi)
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Re: Adventures: first impressions vs. reality
« Reply #65 on: July 07, 2016, 10:49:57 pm »
0

Yes. This is not a consequence of Gold being bad, but a consequence of pricing.

Uh, pricing is a pretty huge part of judging the badness of a card, isn't it? (Adventurer says hi)

Literally my whole argument about Gold being worse than Silver is predicated on limited accessibility and scarcity of $5+ buys. Of course the cost matters. You can't say cost isn't part of the strength of a card.
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Re: Adventures: first impressions vs. reality
« Reply #66 on: July 08, 2016, 09:15:35 pm »
0

Gold is not worse than Silver. Gold is not as useful as Silver, but it is not worse.
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Re: Adventures: first impressions vs. reality
« Reply #67 on: July 08, 2016, 09:17:18 pm »
0

Some might argue that Gold is #StrictlyBetter

eHalcyon

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Re: Adventures: first impressions vs. reality
« Reply #68 on: July 08, 2016, 09:33:04 pm »
+2

Some might argue that Gold is #StrictlyBetter

#ignoringcosts #thuglife
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Seprix

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Re: Adventures: first impressions vs. reality
« Reply #69 on: July 08, 2016, 09:35:56 pm »
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Platinum is clearly worse, it costs $9! Who has time for $9!?
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Re: Adventures: first impressions vs. reality
« Reply #70 on: July 09, 2016, 11:08:20 am »
+6

Platinum is clearly worse, it costs $9! Who has time for $9!?

$9! is a lot of money indeed.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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