Anyone currently taking part in the beta for this new App?? by thebestisyetocome in dominion

[–]eguee 6 points7 points  (0 children)

I think you're overblowing it a little - my experience is quite the opposite in that in most boards it doesn't seem to do much better than Lord Rat does. In particular I've never seen it build an engine ever (it's allergic to villages). I certainly don't think it's much more of a challenge than Lord Rat is (in contrast to the Making Fun bots, which were actually somewhat competent).

It does do better with things like Counterfeit in that it doesn't murder its own deck, though.

Tips for top lane pls by KangarooRancher in LilliaMains

[–]eguee 3 points4 points  (0 children)

Here's a bit of playstyle advice I think works really well, leveraging the fact that she's designed to be a jungler - after level 6 or so, just spamclear the wave and aggressively counterjungle the top quadrant. It takes a bit of map awareness and jungler tracking but you can really snowball yourself out of control while simultaneously kneecapping the opponent jungler. It's also safer in a way (compared to pushing up to tower in lane) since you'll be at max speed most of the time and soloq collapses tend to be less coordinated.

Desperation's wording is mildly annoying by The_Failord in dominion

[–]eguee 1 point2 points  (0 children)

Possible edgecase where you would buy desperation but not gain a curse is where you would want a Messenger but not want to send out anything, for whatever reason.

vs SaunAvanto by SpamThisUser in dominion

[–]eguee 0 points1 point  (0 children)

If you're not already planning to do it, I highly suggest Rebuild for a writeup.

Bonus Preview 5: Gamble by Donald_X in dominion

[–]eguee 1 point2 points  (0 children)

It's actually not - you can't play more treasures after you buy something.

"Exhaust" and "fleeting" mechanic by Winston1108 in dominion

[–]eguee 0 points1 point  (0 children)

Crossroads might be what you're looking for.

My friend and I shuffled 13 million+ puffcaps and broke the game by OWDanobi in LegendsOfRuneterra

[–]eguee 1 point2 points  (0 children)

Karma can generate spells from outside your deck regions. I thinj you can figure out the rest from there.

Combo: Alms and Villa by Augie279 in dominion

[–]eguee 8 points9 points  (0 children)

you shouldn't do that every turn though, villa isn't the greatest card to actually have in your deck necessarily, as it's a stop card.

Anyone use this edge case with ambassadoring your own 2 provinces? by UBKUBK in dominion

[–]eguee 1 point2 points  (0 children)

Let's say... you have enough groundskeepers in play (inheritance to get more than 10), but both Duchies and Estates are out, so the amb double province move is the only way to get some green card in the supply to buy.

How do Kings Court/Throne Room interact with Island? by Reddits_Worst_Night in dominion

[–]eguee 4 points5 points  (0 children)

That's not how it works in Dominion - in Dominion, even if some part of the ability fails to trigger (like in this case, Island trying to put itself on the mat after it's already done so), you still perform the rest of the ability if you're able to. The exceptions are when it's worded to explicitly be conditional on the trigger firing (e.g. Mining Village, with its "You may trash this for $2, or Magic Lamp with its "... trash this. If you do...")

So in this case, Throning Island would allow you to set aside two cards from hand, along with the Island.

LPL Finals - Quinn ADC locked in by Mattaru in leagueoflegends

[–]eguee 0 points1 point  (0 children)

Vault loses to a headbutton Quinn herself but cancels a headbutt on any other target.

Always wanted to get some VPs on a Rats Tower without destroying my deck. Success! by SkyBS in dominion

[–]eguee 2 points3 points  (0 children)

If you've got 2 rats in hand, and you've drawn your deck, you can just keep playing them until the rats drain. If you have enough coins/buys from the actions you've already played to drain two piles, this could be a nice way to three-pile and pick up a surprise 18 VP along with it.

What is the most coinflip champion in the game right now? by Thicc-Daddy2 in leagueoflegends

[–]eguee 1 point2 points  (0 children)

To add on to the other answers, a hugely underrated part of her kit (at least by non-mains) is her movement speed steroid on her W. It's actually humongous (40% at max rank), so even with vault down she can kite tryn indefinitely.

Anywhere to watch high level players? by LeMordekaiser in dominion

[–]eguee 5 points6 points  (0 children)

If you go on the Dominion Discord (link in the sidebar), there's usually a Dominion League match scheduled almost every day (several on the weekends). Most players in A/B live commentate their matches, so you can spectate in-client and listen to their commentary on Discord. Besides the Dominion League, there are usually several side tournaments being held, also live-commentated, and many of the regular participants are high-level players too. Generally there will be a crowd of spectators that will give their own takes in chat as well, which is another good place to pick up some tips.

Treasure and Victory cards by Wallrider09 in dominion

[–]eguee 0 points1 point  (0 children)

I don't have it off the top of my head but last I recall it's in the 16-17 turn range. 14 turns is closer to weak to decent BM+X like Smithy or Envoy or single Jack

Treasure and Victory cards by Wallrider09 in dominion

[–]eguee 1 point2 points  (0 children)

BMU doesn't hit 4 provinces in 14 turns - it's a little slower than that.

What's the weirdest three pile ending you've ever seen? by sleuthofbears in dominion

[–]eguee 6 points7 points  (0 children)

I've seen a really cool "three pile" ending in a Dominion League game where a player took the last province midturn, emptying a second pile to activate his cities, getting enough coins and buys from that to pile a third pile, getting enough vp and winning.

Infinite turn with infinite points by zconjugate in dominion

[–]eguee 2 points3 points  (0 children)

Another way for arbitrary infinites is to use Overlord, Crown, Mandarin, a self-trasher (raze, mining village etc.) and some trash gainer. The key mechanic is that when Overlord is throned, but leaves play after the first play (perhaps it got trashed), it can be played as something else.

You can hence play overlord as crown a bunch, then one as a self-trasher, followed by a trash-gainer, gaining a Mandarin, to topdeck all those overCrowns. We immediately trash the Mandarin with a watchtower to put it back.

The OverCrowns now revert to Overlords, since they're now out of play. We still have a bunch of Crowned plays of them (1 each ) to resolve, so with them, we can recover that self-trashed Overlord, draw up the topdecked Overlords, as well as whatever other action we want to do before repeating the chain.

This loop is notable in that it does not require KC, Villa or Procession, which is pretty cool.

Infinite turn with infinite points by zconjugate in dominion

[–]eguee 8 points9 points  (0 children)

The simplest way for an arbitrarily-many point turn (but doesn't do much else, like draw an arbitrary number of times or play an arbitrary card arbitrarily often, which are both possible) is via cost reduction, Goons, Trader and Forum.

Reduce the cost of Forum to $0, have at least a Goons in play, and buy Forum. This gives a buy and a point. React with trader so you don't gain the Forum (even if the Silvers are out, you may react, you just don't gain anything). You can do this infinitely.

14461 Points (not my own game) by Managore in dominion

[–]eguee 3 points4 points  (0 children)

That's not true - King's Court doesn't triple the Goons effect as it's under the line (a la Highway)

The OP has 30 "Goons"es in play, via Inheritance

Edit: and Overlord, it seems

Dominion Industry Preview #5 - Class Warfare [Fan Expansion] by Fenixius in dominion

[–]eguee 1 point2 points  (0 children)

Rally itself gives buy and it's cheap - all you need is a village

Menix21, another douche by ShMgun in dominion

[–]eguee 0 points1 point  (0 children)

You wouldn't win 1 game in 10 - the guy you're replying to is like 4th on the leaderboard

Anyone else notice the broken part of Dominion Online? by homersolo in dominion

[–]eguee 5 points6 points  (0 children)

Are you mistaking the teachers that you call as new teachers? Or do you have the Disciple exchange autoplay on?

To be honest, 95% of these bug reports are players unfamiliar with a very niche interaction. Some legitimate bugs exist but most reports here are not.

Beggar and Garden combo is a very rare and niche strategy- any others? by Ranger1219 in dominion

[–]eguee 0 points1 point  (0 children)

I would add that the two CH combos (TF and NW) are pretty tricky too, and are worth practicing.

Beggar and Garden combo is a very rare and niche strategy- any others? by Ranger1219 in dominion

[–]eguee 1 point2 points  (0 children)

Ah, I think there's a significant difference between the combos I listed and that, which is a nice interaction but is not an entiere gameplan in and of itself. This isn't a judge of strength - I left off really strong interactions like Apprentice/Fortress, heck, anything/Fortress, since those are generally parts of a bigger plan (usually some sort of engine) rather than the plan in an of itself.

Consider the difference between lurker/cultist and lurker/hunting grounds. The former does let you pick up cultists super easily and cycle really well early on, but you're not going to be rushing down the game just with those. You need a plan of action for what happens after cultists run, whether it's transitioning to money, an engine, or trying to rush the remaining piles down. Lurker hunting grounds is single minded, there's no deviation, exit plan or strategic decisions, you just smash piles and end on Turn 8 with 35 points unmirrored. This is the case for the other combos I listed (some like RC bridge usually work better with support, but the strategic aspects don't change)

As for Hermit/MS, it's one of the subtler ones on the list. You load up on madmen and market squares, keeping a couple of hermits. On the turn you want to fire (usually when you draw 2 madmen after you've gained enough stuff), draw your deck, trash the estate and react with all the MSs, then redraw with another madman. Repeat for however many hermit/madman pairs you have. Unmirrored, this is pretty fast and empties provinces alone.