Thursday, October 6, 2016

On Delve

It's time to make some painstaking inquiries within the Mine.

Introduction


With the advent of Dominion: Empires, many are looking at the strength of Events such as Dominate, Salt The Earth, and of course the biggest current contender for best Event in the game, Donate. However, I wish to focus today on Delve, an Event that has gotten less attention than it deserves.

So what does Delve do? Simply stated, Delve gains a Silver for $2 without costing a buy. This seemingly innocent ability is much stronger than it first lets on. In fact, I will make a bold prediction from my limited playing time with Empires and say that Delve may become almost as game-warping as Save is.

I can hear some objections already. “Isn’t Silver a bad card?” “Why would you ever want Silver in an engine?” Some of you may already know in general what I will write about, but my hope is that everyone learns something new about Delve, including myself. So let’s “Delve” into the world of Silver gaining.

The Opening


Delve is most likely to be bought right at the opening first two turns, whether the strategy is Big Money or Engine. The mechanics of Delve in the opening likely would create an article in itself! Thankfully, a lot of it is common sense. For example, a player can pick up a Hamlet and a Delve for Silver with $4 on Turn 1, followed by a $3 Steward on Turn 2. Or perhaps a Silver/Silver with $4 on Turn 1 followed by a $3 Oracle Turn 2. The presence of the extra Silver helps spike $5 more often. What may come as a surprise is this: It may sometimes be better to open triple Silver over a $4 cost Action Card and a Silver. On a board where hitting $5 is crucial, this is great to consider. In the case of opening with $5/$2 hands, Delve will likely be a must purchase. Mountebank, Mint, Count or Cultist and Silver on the opening buys? Yikes.

With the opening buys, it is important to weigh out the game plan in your mind. Do you want three Silvers in your deck straight away? They may provide more economy and building quicker, but they also may clog up your deck later on. Is there trashing? Is there a crucial attack costing $4 or less? All of these questions and others depend on the board, but Delve is just another opening option, and an effective one at that.

Big Money


Next off is likely the first thing on your mind for Delve: Big Money. Delve is a powerful Event in Big Money Kingdoms, and I'm sure this goes without saying. A free Silver without losing a buy for $2 is very strong indeed. What may be a little less obvious is this: It may be prudent to avoid buying Gold completely on $6. The pure density of three Silvers in your deck increases your average monetary deck value more than a single Gold.

Because of the nature of Delve, there are two more things to consider when playing a Province Big Money game. These things are easy to conclude but worth stating; both stem from the free +buy given with the purchase of Delve. Firstly, there is the ability to buy draw and payload at the same time. A hand of $6 becomes Silver and Smithy. A hand of $7 becomes Silver/Silver/Gear. Secondly, there is a potential fear of overbuying terminal draw. Delve also mitigates this through the sheer volume of Silver it can purchase in a given turn, allowing players to buy more draw if needed.

But not so fast, everything changes when you are presented with a Colony board. While some initial Silver flooding is likely fine, the ultimate goal will be to get Platinum. A hand of 5 Silvers will become more unlikely as the game progresses and you accumulate Victory cards. This effect is somewhat mitigated with stronger draw cards but still generally holds true.

Alright. Delve can be great in Big Money. But is Delve any good in an engine?

Engines


To answer that question outright, Delve may even be better for engines than Big Money. To approach this conclusion, Silver must not be thought of simply as a Treasure but as a payload or a cheap gain. This section of the article will be more abstract; there are many kinds of engines out there in the world and Delve will have many different uses depending on the board.

Firstly, as with Big Money, Delve encourages flexibility with purchasing power, decreasing the opportunity cost of time and coin. The power of building the engine and increasing payload simultaneously cannot be overstated!

Secondly, Delve’s cheap cost encourages more aggressive trashing. Instead of worrying about trashing too many cards, the player can simply trash everything with Chapel and use a spare $2 for Delve. Maybe Embargo is better there, but Delve gives options.

Thirdly, Delve provides quick and instant payload. For example, Upgrade can get more fuel with more Silvers to enable more power $4 gains. This quick payload may not even be specifically for trash-for-benefit, but perhaps even just the simple spending power. Spending $4 for an extra $4 economy with no +buy sacrificed can be huge.

All of this considered, engines using Delve may very well be much quicker than engines without.

Miscellaneous


Delve absolutely loves Gardens and Feodum. Delve can mitigate certain junking attacks like Ruins and Curses, as well as trashing attacks like Swindler and Knights. Cultist adores Delve, as does Rebuild.

What about times Delve is not so great? There are plenty of cases where buying Delve is a bad idea. Engines that rely on VP chip payloads like Goons engines and Groundskeeper would do well to stay away from purchasing Delve, if only because there are no chips gained by purchasing Events. Engines that wish to be slim also despise Delve, whether it be because of King’s Court, fragility, lack of trashing, etc. Minion decks in general do not like a flood of Silver. Even with these bad cases and others, anybody might be finding themselves buying Delve with a spare $2 just because it helps more than it hurts.

Conclusion


Delve will likely be purchased at least once in most Kingdoms it is in; it is a very formidable force that is best used as a compliment to a strategy. Will Delve be as game warping as Save? Only time will tell, but the future looks very bright for such a darkly colored Event.

On Pearl Diver


Pearl Diver in action.
Pearl Diver is a sad Dominion card from the Seaside expansion that is one of the worst $2 cost Dominion cards in the entire game. The cheap aspect of the card can sometimes work against new players, who assume that picking up a free Pearl Diver with a spare $2 never hurts. As it stands, having Pearl Divers in your deck can very much hurt, even if it is a cantrip. Sometimes getting a Pearl Diver is worse than not getting anything at all! In fact, if you do not topdeck anything with your Pearl Diver, it is no better than a cantrip in the first place, which does absolutely nothing in your deck, and barring some cases, strictly worse than nothing. However, with the right mindset, Pearl Diver can make your deck just that extra touch of better to squeak out a win. Every Dominion card has their uses, and it is always important to recognize this when analyzing any given board.

Pearl Diver in a nutshell


Pearl Diver simply draws a card and looks at the bottom card of your deck. If it is a good card, you will most likely top deck it. Otherwise, you will leave it on the bottom most of the time, hoping it misses the shuffle. To put simply, Pearl Diver slightly mitigates bad shuffle luck, and only sometimes. A sometimes useful tip is that if there is one card left on the deck and you play a Pearl Diver, you will shuffle to trigger the deck inspection ability. That’s about it.

Certainly, Pearl Diver is not great. Why is Pearl Diver so bad then, if it is at the very least a cantrip? Pearl Diver’s use does not often outweigh the cost it takes to get one. This is not to say that you should not take a Pearl Diver when you can get one for free, but there are scenarios where taking one for free is just worse than nothing.

Suppose an opponent plays a discard attack on you, and you have Pearl Diver and some other cards in hand. You can take a gamble and hope to draw a good card with Pearl Diver, or discard it instead. If you did not have Pearl Diver, you would have known what card you would have drawn anyways with the Pearl Diver, making a more effective choice as to what to discard instead. In those cases, having a Pearl Diver is worse than nothing. There are also conflicts with terminal draw, but any Dominion player worth his salt would not be making this mistake.

Comparables


Ignoring Chapel, $2 cost cards in Dominion generally have some sort of use, even when they are poor. Haven sets aside a card for next turn. Pawn provides flexibility with +buy. Raze trashes and cycles at the same time. Even lowly Herbalist provides a much needed +buy sometimes, and maybe you topdeck a Fortune. Heck, you might put a copper on top to help block Masquerade! Pearl Diver has none of these edgecase uses with its ability. There is nothing in the entire game that makes Pearl Diver's ability all that desirable.

On the bright side


Not to say Pearl diver does not have its uses. Cheap cantrips are a boon for Teacher engines, and Pearl Diver is certainly not the worst card in the $2 category for this. Pearl Diver is also an action card, which can boost Vineyards and help piledrive Peddlers, as well as activate Heralds and Scrying Pools. On a board with no villages, a King's Court, Disciple, or Throne Room provides ample village ability. However, these synergies are more of an effect of Pearl Diver being a cheap cantrip or just being an Action card more than it is for Pearl Diver's ability itself. But sometimes that is all you need to squeak out a win against an opponent.

To put this entire article into a sentence: You generally only pick up a Pearl Diver when it helps another strategy along.