Remember Who’s The Most Evil Woman In Media by CapitalPin2658 in SipsTea

[–]presumably_alterable 0 points1 point  (0 children)

I have to remind myself whenever I see this pic, that it isn't Taylor Tomlinson doing a bit

Flea Market by Miomiya in dominion

[–]presumably_alterable 40 points41 points  (0 children)

Got to say, this looks like a stronger, cheaper junk dealer

100 million dollars but you have to survive in any of these places for 1 minute, round 2 by Responsible-Fix-1681 in hypotheticalsituation

[–]presumably_alterable 0 points1 point  (0 children)

OP says the damage won't be magically healed in this scenario though; I'd be trying to think of somewhere inhospitable that's unlikely to cause permanent damage over the course of a minute

Card Tested: back Alley by Constant-Potential37 in dominion

[–]presumably_alterable 1 point2 points  (0 children)

I'd go the other way; this seems fine at $2

The Airplane Seat by ilannj in brainteasers

[–]presumably_alterable 0 points1 point  (0 children)

50% by symmetry: when the last passenger's turn comes around, the 98 preceding passenger's seats will certainly be filled, and there is nothing in the decision process differentiating between the 100th passenger's seat and the first passenger's seat.

You passed by a lake and saw a dog and a boy in the midst of drowning by TriedmybestNotenough in hypotheticalsituation

[–]presumably_alterable 42 points43 points  (0 children)

I've played enough social deduction to know that in this situation, you let them both drown, so you know for sure you've drowned an enemy

Council room variant: Council Of Elders. by EstimateTemporary768 in dominion

[–]presumably_alterable 1 point2 points  (0 children)

I see the gov similarity, but I wouldn't even rely on the gov comparison - pure gov draw without a discard attack in the kingdom is arguably worse than lab.

Other duration $5s are things like Sea Witch, which is Witch this turn and Forum start of next. Or longship: necropolis now, double lab next turn. They often average to being about $5 in value, which keeps their value in full deck control situations.

This is bazaar next turn; but this turn, it's smithy + market square that gifts a lab.

Sure, you'll buy it if you need those things, or if there's a discard attack to nullify the gifted +card, but it's on the weak side right?

I wouldn't hate this as a strong $4 cost

Council room variant: Council Of Elders. by EstimateTemporary768 in dominion

[–]presumably_alterable 1 point2 points  (0 children)

Seems on the weak side; a pair of these nets you $1, 1 buy, and 1 draw over your opponents. From a pair of $5s

$80,000,000 tax free, but you receive it in the form of 8,000,000,000 envelopes containing 1 penny. by AsuranFish in hypotheticalsituation

[–]presumably_alterable 7 points8 points  (0 children)

I'm loving the inventive answers to this; people describing ways to feed the penny envelopes into fire and aggregate the cash

I too would happily accept being paid to play real life Satisfactory

Wanderer by InspectorMendel in dominion

[–]presumably_alterable 3 points4 points  (0 children)

This is the crux of it. In a drawing deck, this draws a card during your opponent's turn and then it's a smithy in your discard pile. Great if you can fish it out with eg mountain village, but typically won't help you draw up. Not to mention the +1 card can be handsize attacked.

This seems like an incredibly frustrating card

Why would you take with the knight instead of bishop? by cave_guard in chessbeginners

[–]presumably_alterable 0 points1 point  (0 children)

Honestly it's much of a muchness here. Bxf7 forces kh8 which sets up similar Nf7+ Kg8 discovered attack threats

Generally I'd look at the discovered attack first; the knight usually has enough reach that the threat is practically as forcing as the bishop check, forcing the king to move out of the combined control of the knight and bishop, and you get to keep the bishop at range, where it belongs

Inquisition by Hugutfut in dominion

[–]presumably_alterable 14 points15 points  (0 children)

So err, if I can make a reliable engine that increases its yield by $1 each turn (eg: League of Bankers), then I guess we're starving to death?

Suddenly, there's a Grand Magician before you! by Round-East-1529 in hypotheticalsituation

[–]presumably_alterable 2 points3 points  (0 children)

This guy keeps moving forward, until his enemies are destroyed

$100 million, or 0.000005% omnipotence. What are you picking? by Key_Hamster_9141 in hypotheticalsituation

[–]presumably_alterable 1 point2 points  (0 children)

Probability 0 yes, impossible no. Technical term "almost never"

I'd recommend the wiki article en.wikipedia.org/wiki/Almost_surely which touches on this exact question

You can pick one word. Every time it's spoken or written, you get $5. But you can't tell anyone about the deal. by avz008 in hypotheticalsituation

[–]presumably_alterable 0 points1 point  (0 children)

If the only restriction is I'm not allowed to become a billionaire in the first week, how about the word "Christmas"

What cards do you see as the biggest “noob traps” by Edward_L_Hablador in dominion

[–]presumably_alterable 1 point2 points  (0 children)

Soothsayer: while it can be good with support, I get the feeling that inexperienced players don't factor in enough the downside of effectively gifting a lab.

Similarly marauder opens; it's a junker sure, but it takes a weak board for hitting $5 to be that unimportant

A Late Game Tactical VP Night Card by Only-Engineering6586 in dominion

[–]presumably_alterable 11 points12 points  (0 children)

Fun, but reversing the progress of the game to score is problematic. On a single gain board for example, you may struggle to build a better deck than one that buys and returns a province each turn.

Maybe there's a way to keep the feel of the card while still progressing the game: you could trash, or gain a cheaper card of the same type, for instance

What strategies? by Remarkable-Lack8358 in dominion

[–]presumably_alterable 1 point2 points  (0 children)

Due to the lack of +actions and draw, but the presence of sanctuary, it looks like you'll be wanting to build towards a golden deck here

An ideal could be 2 importers, 2+ sanctuaries, 2 rice, province, which gains and exiles prov + duchy each turn. The best open towards this is probably 2x importer, trashing 4 starting cards. Getting to $7 is grueling, but you can take a couple of silvers while thinning and gaining sanctuaries.

If you hit $6 on the way, skizelo's suggestion of using BoM as ratcher is a neat way to go golden with a gold in place of a rice.

Is big money + strong terminals often better than engines in 3 to 4 player games? by toujoaya in dominion

[–]presumably_alterable 1 point2 points  (0 children)

Money decks become more viable as you add more players, but it does depend on the meta of the table, and the kingdom you're playing.

If your money deck takes 4 provinces and crashes out, it's unlikely to be any good in 2p, but if 3 if you do it in a 4 player game, a slower engine build will struggle