Editing Quest

Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 24: Line 24:
 
Quest gives you three alternative options for gaining a {{Card|Gold}} other than just buying one. They are all fairly mediocre, but assuming Gold is a card you even want (in some [[engine]]s, you won't), if the situation arises at least once per game, Quest did its job.
 
Quest gives you three alternative options for gaining a {{Card|Gold}} other than just buying one. They are all fairly mediocre, but assuming Gold is a card you even want (in some [[engine]]s, you won't), if the situation arises at least once per game, Quest did its job.
  
Discarding the Attack is probably the most useful option, and the only one you can actually try to plan for to some extent. Most Attacks are [[terminal]], so if you buy two of them, for example if you open double {{Card|Ambassador}}, they might [[collision|collide]]. If that happens, you can play one of them, then discard the other one during the Buy phase to gain a Gold. This might be a rare case where Quest is decent in an engine: save a cheap Attack you're not using anymore (maybe an {{Card|Urchin}}, for example), make sure you have enough buys, and get a cheap Gold on top of whatever else you're getting that turn. It's also useful in [[terminal draw]] [[Big Money]] with +Buy, for example with {{Card|Margrave}}: drawing an Attack dead (maybe your other Margrave) is not such a big deal if you can get a Gold out of it.
+
Discarding the Attack is probably the most useful option, and the only one you can actually try to plan for to some extent. Most Attacks are [[terminal]], so if you buy two of them, for example if you open double {{Card|Ambassador}}, they might [[collide|collision]]. If that happens, you can play one of them, then discard the other one during the Buy phase to gain a Gold. This might be a rare case where Quest is decent in an engine: save a cheap Attack you're not using anymore (maybe an {{Card|Urchin}}, for example), make sure you have enough buys, and get a cheap Gold on top of whatever else you're getting that turn. It's also useful in [[terminal draw]] [[Big Money]] with +Buy, for example with {{Card|Margrave}}: drawing an Attack dead (maybe your other Margrave) is not such a big deal if you can get a Gold out of it.
  
 
Discarding two {{Card|Curse}}s is nothing you'll be very happy with - you'd rather just trash the Curses if you get the chance, even if it means not getting a Gold. But if you have a dud hand with two Curses and no way to trash them, you might as well go for the Quest to get something useful out of a bad turn. Just don't try to plan for it, that's just not ever worth it.
 
Discarding two {{Card|Curse}}s is nothing you'll be very happy with - you'd rather just trash the Curses if you get the chance, even if it means not getting a Gold. But if you have a dud hand with two Curses and no way to trash them, you might as well go for the Quest to get something useful out of a bad turn. Just don't try to plan for it, that's just not ever worth it.

Please note that all contributions to DominionStrategy Wiki are considered to be released under the Creative Commons Attribution Non-Commercial Share Alike (see DominionStrategy Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox