Gold Schemes...

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Gold Schemes...

Post  Moto Damasko on Mon Dec 30, 2013 1:58 pm

So I unwrapped the cards that came with my holiday box (the cards not the packs) and was looking at the holdings... 


Really liked family dojo for any deck that wants to run followers.



What other holdings do we see as "core" for a majority of decks, can we categorize them into a nice list?  Any suggested synergy between them?


How do folks feel about the oracle of the void?  what about the assorted champion holdings...
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Re: Gold Schemes...

Post  panku on Mon Dec 30, 2013 2:07 pm

Based on the games ive played with the L2P and from goldfishing, you will feel gold starved in comparison to before. Its extremely important to set up a good economy in the early game.

I think you will end up with even less utility holdings than before due to the need to run multiple 444s leaving just a few slots for cards like temple to tengen.

Not a fan of most 342s, too clunky. They need to be extremely good to warrant use.

Unicorn is a whole different ballgame since you have 5g. I have no clue what your economy will look like.

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Re: Gold Schemes...

Post  panku on Mon Dec 30, 2013 2:10 pm

Oracle looks bad. 6g to draw 1-3 cards looks pretty poor. Better off with house of destiny, at least it'll produce gold.

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Re: Gold Schemes...

Post  Moto Damasko on Mon Dec 30, 2013 2:45 pm

One thing to keep in mind with the temple to tengen is that bamboo harvestor xp and border keep xp might be worthwhile alternatives to it, if you can accept the increase in cost of one.  Just a thought.
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Re: Gold Schemes...

Post  Kakita Hideo on Mon Dec 30, 2013 3:37 pm

unicorn gold scheme is going to be bad. Either you go for the 444 holdings and lots of 1 or you go for 343 and 242/clan holding start. its wonky.
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Re: Gold Schemes...

Post  panku on Mon Dec 30, 2013 3:48 pm

Unicorn also gets the option for colonial dojo which is super nice.

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Re: Gold Schemes...

Post  panku on Mon Dec 30, 2013 3:56 pm

Here is the gold scheme I'm going to start pkaytesting with:

3 jade pearl
3 productive min
2 house of prophecy
3 shinomen
3 slave pits
1 bamboo harvester
1 deep harbor
1 hit springs

Bamboo is clunky and hard to purchase the first 2 turns. It may be dropped for tengen.

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Re: Gold Schemes...

Post  Moto Damasko on Mon Dec 30, 2013 4:12 pm

panku wrote:Unicorn also gets the option for colonial dojo which is super nice.

Is it really an option? It's a second turn buy only sadly. 


Better if you're not looking at any attachments or very cheap ones only.
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Re: Gold Schemes...

Post  panku on Mon Dec 30, 2013 5:55 pm

It looks like it might be the best option for unicorn.

Lets assume you are running a pure 3/2 split scheme. Turn one you would want to flip at least 1 3g and 2g holding. Then on turn 2 you would need to see 4 holdings to maximize your gold. That's 6 holdings over 2 turns.

A 4/2/1 scheme would need to see 5 holdings over 2 turns to maximuze gold. This scenario is less realiable do to the variance in gold costs though.

With a 3/2 scheme and the dojo, your turn 2 holding options are much better as you can flip the dojo and any other holding and come close to spending all your gold.

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Re: Gold Schemes...

Post  Sleep on Mon Dec 30, 2013 7:22 pm

Great topic for discussion, but in the wrong forum.  This belongs in the Dojo forum.

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Re: Gold Schemes...

Post  Moto Damasko on Tue Dec 31, 2013 3:12 pm

So something to think about...  All gold production is an ability now... so utility holdings like yukihime's and coastal pearl bed shutting it off, would be back breaking.  

With this change to the gold production being an ability instead of a trait, it's kind of interesting...  I'd hate to buy a colonial and roll over and die to a yukihime's bought off jade pearl.
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Re: Gold Schemes...

Post  panku on Tue Dec 31, 2013 3:34 pm

I don't think that's how its going to work but I'm too lazy to look up the rules to verify.

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Re: Gold Schemes...

Post  Moto Damasko on Tue Dec 31, 2013 3:59 pm

panku wrote:I don't think that's how its going to work but I'm too lazy to look up the rules to verify.

Update from Mophat over at the Unicorn clan forums: 

An ability is anything with an action designator. e.g. Limited, Open, Battle, Engage, Interrupt. Colonial Dojo only has a trait not an ability.  Was worried the change in structure to how they handle traits (it now shows the bow as a cost, and the effect, but is not considered an action) might be considered an ability.  


Here's the ideas from the Unicorn forum on the gold that meimei is testing: 
Horiuchi MeiMei wrote:Holdings: 15
3x Travelling Market (3 for 3)
3x Fudoist Temple (3 for 3)
1x Bamboo Harvesters Exp. (3 for 2)
3x Stables (2 for 3)
2x Family Dojo (2 for 2)
1x Coastal Pearl Bed (2 for 2)
1x Temple of Tengen (2 for 2)

3x Jade Pearl Inn
3x Productive Mine
3x Nexus of Lies
3x Stables
2-3 Abundant Farm
1-2 Yukihime Hot Springs
with maybe 1-2 copies of a utility holding like Temple of Tengen.


It's big, blocky gold but it's easier to manage with gold pooling than in previous arcs. JPIs are kind of like 4for4s so I included the other 4for4 options. And getting a true 4for4 and a 1G holding on turn 1 works out just fine. I'll go a bit heavier on the number of Holdings at 17-19 in this scheme but JPIs should balance the numbers a bit by thinning the deck. Also, 1G holdings are pretty easy to sneak in as an extra purchase in a turn, putting more Dynasty cards into play at minimum cost.

The other point of note I've noticed from tinkering with Ivory gold schemes is there most decks will have very few Events or non-gold-producing Holdings in them. There just isn't much room for that kind of stuff with the loss of the second mulligan that the Border Keeps provided. We need enough gold-producing Holdings in the deck to make sure we see 1-2 of them on turn 1 and those deck slots have to come from the Event/Region/Celestial slots we had in past arcs.

Interesting....
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