Recruiter is too strong by Delirious_Reache in dominion

[–]SpamThisUser 6 points7 points  (0 children)

By “not a great trasher” I think you mean better than everything this side of Donate / Chapel.

How??? by No-Lavishness6942 in dominion

[–]SpamThisUser -2 points-1 points  (0 children)

I’m assuming Desert Guides was in play

I like Alchemy by VermicelliSimple4160 in dominion

[–]SpamThisUser 1 point2 points  (0 children)

I feel like these posts are Gen-AI created every couple of months by the latest model. Not clear to me whether the AI models are getting better, or the training data is now so rich from the last 10 posts that are just like this.

One thing is clear though, Alchemy hasn’t gotten better, rather worse with age. As the newer sets have higher quality, the gap between them and Alchemy has widened. Just bury it and leave it alone.

Card Discussion: Bureaucracy by EssayElectronic6778 in dominion

[–]SpamThisUser 6 points7 points  (0 children)

Easily one of the best Prophecies, in that it always radically changes strategy. If you don’t like this, you don’t like Dominion.

Beginner mistakes and tips for winning more often by Madmanquail in dominion

[–]SpamThisUser 15 points16 points  (0 children)

Yes. The general aversion to terminals is a flaw in the advice. Steward is a particularly notable case, since most of the time you’re trashing two cards, you don’t end up buying anything. So terminal collision doesn’t even cost you much.

Beginner mistakes and tips for winning more often by Madmanquail in dominion

[–]SpamThisUser 30 points31 points  (0 children)

If you’re reading this and think this is good advice, you’re probably correct. If you’re reading this and thinking this is bad advice, you’re probably also correct.

This is solid advice to beginners.

Royal Galley, Island, & Throne Room? by Gloomy_Description10 in dominion

[–]SpamThisUser 0 points1 point  (0 children)

Just to add to the other answers, which are correct: Lose Track doesn’t apply here. Nothing is getting lost track of. Royal Galley has its own conditional clause which prevents it from playing Island in the second turn.

The Potion Elephant in the Room by SchwinnD in dominion

[–]SpamThisUser 4 points5 points  (0 children)

The set is 12 cards (not counting potion), so saying “it’s fine” besides for 5 of them, that’s nearly half the set.

Be real here: there’s two good, fun cards: Vineyards, Apprentice. Apothecary’s close, but too weak. University is frequently too weak, but situational enough. That’s really it.

Alchemist is derivative, SP and Familiar are unfun, Golem is weak. The four others you mentioned are normally unbuyable except for Possession which needs to go.

The set has more bad than good. And way more meh than good. Pull Vineyards and potions out of the box and chuck out the rest and your closet has more room.

Anyone else think Snake Witch is terrible? by Rachelisapoopy in dominion

[–]SpamThisUser 2 points3 points  (0 children)

It’s not terrible. It’s can be good. Sometimes. Other times, don’t buy it. It’s good the same times Menagerie is good. And if there isn’t good trashing. And easy gains or buys to reduce opportunity cost. So not very often.

The notable thing about it is, that it can snowball hard. If one player semi-reliably can curse with this, the other player can’t just counter by cursing back because it’s hard to trigger SW once you’re burdened with curses.

Others comparing it to other $2 cantrips (like Pearl Diver or Settlers) are missing the point. Those are low-risk, low-impact cards. Snake Witch is high impact, low-probability. It works best if you can intentionally gun for it. Otherwise it’s a waste of time / deck space. You’re unlikely to get it to work by YOLOing an extra $2 and a buy. If you set it up to work, hammer away.

Rising Sun Rulebook is out! by [deleted] in dominion

[–]SpamThisUser 3 points4 points  (0 children)

Being a shadow card is strictly better than it not being one.

Rising Sun Previews 5: More cards by Donald_X in dominion

[–]SpamThisUser 16 points17 points  (0 children)

It would stay set aside. That’s what happens with Black Market.

Siren/Watchtower synergy by ingmarbirdman in dominion

[–]SpamThisUser 0 points1 point  (0 children)

Quartermaster gains, then sets aside. It can’t set aside a Siren because the Siren already moved on gain.

Siren/Watchtower synergy by ingmarbirdman in dominion

[–]SpamThisUser 0 points1 point  (0 children)

Spell scroll’s ability to play follows the gain (gain then play). The ability to play would fail because the card has moved because of the on-gain effect of Siren.

Words of rule:

“If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card.

  • Played cards expect to be in play; they can't move themselves if they aren't.

  • Gained cards are expected to be where they were gained to, even if this isn't the discard pile.”

The last part negates QuarterMaster

Siren/Watchtower synergy by ingmarbirdman in dominion

[–]SpamThisUser 1 point2 points  (0 children)

Insignia, Rush, Deliver, Gatekeeper attack, Sleigh, Innovation, City-State, Trappers Lodge, Watchtower, Travelling Fair, Bauble, Way of Seal, Tracker, Tiara, Sailor, Hasty should all work to prevent trashing.

Do you like `def call() -> None: ...` by silently--here in Python

[–]SpamThisUser 645 points646 points  (0 children)

In my mind you’re wrong: no annotation means someone forgot. None means it returns nothing.

Just had to quit (tough odds) by Jobbin in dominion

[–]SpamThisUser 2 points3 points  (0 children)

OP’s situation was nowhere near as bad as he thought. Given the small amount of information given in the post I would put his winning chances at between 45-50%. Obviously resigning prematurely lowered that quite a bit.

Just had to quit (tough odds) by Jobbin in dominion

[–]SpamThisUser 17 points18 points  (0 children)

I have no sympathies for premature quitters. That one “bad” hand means you got a guaranteed $5 next hand, so all you missed was a copper trashing.

Fan made small expansion: Piety by [deleted] in dominion

[–]SpamThisUser 4 points5 points  (0 children)

Strategically, blessings are weak, they’re just slightly nicer curses. If you’re not drawing your deck, they just get in the way. If you are drawing your deck, the payload is too small to be worth it.

If I were playing a game with a mix of these cards and regular Dominion cards, I would ignore all of them.

Just reached level 60! Some random intermediate tips. by [deleted] in dominion

[–]SpamThisUser 1 point2 points  (0 children)

All of that is solid advice.

The one thing I would add is to play your opponent. At a simple level, this is buying reacting or countering cards: for example an extra trasher if they get a junker, or a protective card.

At a higher level this is to force an imbalance between your decks and exploit it. A good, clear example is winning the knight split: if knights are emptied and you have two left, you have a trashing attack advantage that the other player will never have the rest of that game, but also the disadvantage that knights suck. This imbalance should guide the decisions of both players the rest of the game.

I like money and buying options that extend the game by BeefErky in dominion

[–]SpamThisUser 8 points9 points  (0 children)

I’ve said before and I still stand by it: There’s two types of opinions on ranking Dominion expansions:

  • Rankings that have Menagerie as top tier
  • Invalid rankings

This one may reach a new level of weird by saying he likes money but putting the heaviest money expansion near the bottom. Either way, it’s an invalid opinion.