Hello World,
This is my first post, so before I blather on about a card combo that everyone already knows (and knows 19 different faster counters) I just wanted to say thanks to all the dedicated people that make Dominion awesome. In case you're wondering, yes that's you (unless you resign before I can earn my achievements, then you go to hell).
Also: THANK YOU CAPTAIN_FRISK for taking the time to teach me the basics!
http://councilroom.com/game?game_id=game-20120128-140821-8e5e9f76.htmlThis is a story about how I, an admitted (but reforming) Noob, bought a bunch of Fishing Villages, and Bridges and married them in a Chapel. It seemed pretty fast (12 turns) although I won on a 3 pile. Please bear with me as I try to briefly illustrate what I see as the strengths of this deck. I'm treating this as a learning exercise. I would also love to hear what the more experienced players have to say.
Caveat: My opponent let me get 8 FV, but I think this deck is still strong with a more competitive number like 5.
Trashing was important to the speed of this deck, but I don't think the holy grail of trash (Chapel) was necessary. Ambassador could be a fun variation, someone who knows the cards better could probably think of another couple. Admittedly I don't think a different trashing option would be quite as fast, but rather that the deck would probably still be optimal with a decent trasher, and perhaps even without. (see CR notes below)
That brings me to
FV, The virtual coin (now and later...mmm tasty now and laters!) is great, but what I love is the ability to load up on terminals. Once the saturation of FV is high enough you will never starve for actions. By the end, when I was playing my whole deck, I had something like 16. The virtual coin provides the standard benefit against something like PS, and the persistent coin against things like Torturer. Although a 5 coin attacker might be too slow against this deck.
Ahh
Bridge, and who doesn't like playing 5 of them in a turn? Jerks who resign before I get my achievements, that's who!
Council Room surprised me here. I hadn't thought of a terminal card draw as an "engine" before, but it kinda was. Once I started playing CR on turn 9 the deck exploded. It doesn't hurt that CR is THE BEST (so far as I know, which isn't very far) +card for this kind of deck (the +buy really seals the deal). However, another drawer would totally work, perhaps a Lab. Actually on a board with a lab but less than stellar trashing, an early lab might help you cycle through to what you need. Although since it's 5 coin, one of the cantrips or villages might serve better. On this board the cantrip ended up being a pile I wanted anyway!
So that's it really. He/she/it helped me (a little) buy out the FV. Then we both bought out the bridges. Then I bought every GH (almost in one turn, I could have bought them all in one turn, but f'ed up cause I'm a noob). I considered stalling to get an obscene point score, but the turn 12 end was too tempting.
Strengths•FAST, if I were a better player I think a turn 11 is def. possible, and a turn 9 or 10 just maybe.
•Virtual coin and actions to help against attacks
•3 pile ending likely, which
I think makes this a viable strategy on any board where it's present, including colony (esp. if one of the emptied piles is an alternate VP) . It also really helps that FV is so spammable, that's a pile right there.
Weaknesses•Mirroring, kinda like Minion games, reduces your odds closer to luck
•Maybe an early curser? But then that's just another pile...
•I dunno, finding weaknesses is the mark of a higher tier player, and guess what I'm not...so COMMENT!!!
Thanks for reading, peace.
Argonaut Adams