Talk:Bandit Camp

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
(Notable synergies)
(Notable synergies)
Line 3: Line 3:
  
 
* When you have more than two Bandit Camps in your deck (which you very likely do if it's the only village), buying Guildhall is better for your [[money density]] than Grand Market! And sure, buying a fourth Bandit Camp is better ''if'' you have sufficient overdraw, but that's not always the case! I mean, if you want to argue that Triumph is better than Guildhall in general, that's very likely true. But it's hard to think of a better synergy for Guildhall than Bandit Camp: Guildhall wants a deck where you're gaining a lot of Treasures all the time, and Bandit Camp is a cantrip Treasure-gainer that doesn't permanently stall your engine: what could be better? [[User:Ajd|Ajd]] ([[User talk:Ajd|talk]]) 23:44, 8 July 2021 (EDT)
 
* When you have more than two Bandit Camps in your deck (which you very likely do if it's the only village), buying Guildhall is better for your [[money density]] than Grand Market! And sure, buying a fourth Bandit Camp is better ''if'' you have sufficient overdraw, but that's not always the case! I mean, if you want to argue that Triumph is better than Guildhall in general, that's very likely true. But it's hard to think of a better synergy for Guildhall than Bandit Camp: Guildhall wants a deck where you're gaining a lot of Treasures all the time, and Bandit Camp is a cantrip Treasure-gainer that doesn't permanently stall your engine: what could be better? [[User:Ajd|Ajd]] ([[User talk:Ajd|talk]]) 23:44, 8 July 2021 (EDT)
 +
 +
* In addition to Ajd's remarks, Triumph is reliant on a strong Engine, and strong draw cards tend to cost {{cost|5}}, which competes with Bandit Camp, so it would be slow to set up.  Meanwhile, a Money strategy involving Bandit Camp and Guildhall would work independent of the rest of the Kingdom, but would definitely be helped by the presence of a cheap trasher that can remove the starting stop cards to keep the deck cycling about once every 2 turns.  The Villages also provide a little more freedom with terminals than you would normally have in a Money strategy.  Also, +1 Coffers is far more valuable than +{{Cost|1}}.  As with any Money strategy, it will start to choke on green if it needs to gain more than 4 Provinces, so if there is an alternate form of VP in the game (such as Triumph), an opponent could ignore Provinces and go for that instead.  I agree that Triumph is better under the correct circumstances, but Guildhall is definitely worth a Synergy mention. [[User:SignError]] ([[User talk:SignError|talk]]) 23:25, 8 July 2021 (MDT)

Revision as of 01:26, 9 July 2021

Notable synergies

Guild Hall doesn't seem very notable, especially when compared to Triumph. One gives 1VP, the other gives a Coffers. That doesn't seem comparable in terms of magnitude of effect. Practically speaking, $5 to increase the cost generation of your Bandit Camps by $1 when they already generate $3 with sufficient overdraw doesn't seem that great: why not just buy another Bandit Camp? Or if you already have a bunch of them, why not just get more draw? I think the intention of "notable synergies" was "this is something you must consider in Kingdoms in which it appears" and I'm not sure this qualifies.

  • When you have more than two Bandit Camps in your deck (which you very likely do if it's the only village), buying Guildhall is better for your money density than Grand Market! And sure, buying a fourth Bandit Camp is better if you have sufficient overdraw, but that's not always the case! I mean, if you want to argue that Triumph is better than Guildhall in general, that's very likely true. But it's hard to think of a better synergy for Guildhall than Bandit Camp: Guildhall wants a deck where you're gaining a lot of Treasures all the time, and Bandit Camp is a cantrip Treasure-gainer that doesn't permanently stall your engine: what could be better? Ajd (talk) 23:44, 8 July 2021 (EDT)
  • In addition to Ajd's remarks, Triumph is reliant on a strong Engine, and strong draw cards tend to cost $5, which competes with Bandit Camp, so it would be slow to set up. Meanwhile, a Money strategy involving Bandit Camp and Guildhall would work independent of the rest of the Kingdom, but would definitely be helped by the presence of a cheap trasher that can remove the starting stop cards to keep the deck cycling about once every 2 turns. The Villages also provide a little more freedom with terminals than you would normally have in a Money strategy. Also, +1 Coffers is far more valuable than +$1. As with any Money strategy, it will start to choke on green if it needs to gain more than 4 Provinces, so if there is an alternate form of VP in the game (such as Triumph), an opponent could ignore Provinces and go for that instead. I agree that Triumph is better under the correct circumstances, but Guildhall is definitely worth a Synergy mention. User:SignError (talk) 23:25, 8 July 2021 (MDT)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox