It's time for another round of collecting power level data! The idea here is to focus on how perceptions of the Allies and Seaside/Prosperity/Hinterlands 2E cards have changed since the first impressions a few months ago; I'd urge you to give all of the cards up through Captain some thought and rank them all. Feel free to rank all of the cards if you'd like, all ratings will be recalculated in early September 2022.
If you've already a power level rating, just put in the same or a similar name to what you did last time -- you don't have to re-rank all of the cards, only the ones you feel like adding or changing. I'll merge the data for you. If you'd like to check your previous rankings, you can find a list of all rankings I have here:
https://docs.google.com/spreadsheets/d/1R9eApE1O1977H6h8RvvoVl_PIMltWxlQDzdYPF3PQDEThis may be helpful for looking up what cards do:
http://wiki.dominionstrategy.com/index.php/List_of_cardsInfo on previous power rankings, including write-ups like the one I'll be doing for these results, can be found here:
http://adamhorton.com/flog/card-power-levels/---
Rate each Dominion card (or card-shaped-object) on a scale from 0-10, with 10 being the most powerful. The cost of the card, not just the effect, should be taken into account for your score. I have a few suggestions:
1. Your name is "required," you can put anything there though -- I'd prefer some username that I can recognize so that I can make sure submissions are unique. If you troll me, I reserve the right to not count your input :-P
2. You can pick and choose which cards you rate -- feel free to leave some cards blank if you don't want to rate them for whatever reason.
3. You may use whatever criteria you like for your ratings, but I have a guideline that can be used as an example or a template if you would like something to get you started -- the examples in parentheses are just my opinions, feel free to disagree!
0 - Adding the card would make most decks worse than adding nothing (Scout, Secret Chamber)
1 - The card almost never sees play in good decks, and when it does, its effect is marginal at best
3 - The card is not necessarily bad, but usually doesn't play a key role in any deck; still not worth picking up some of the time
5 - The card plays a minor supporting role in many decks, or has some synergies that make it good in a few situations
7 - The card plays a support role in most decks, plays a critical role in many decks, or can be the backbone of good or mediocre decks with proper support
9 - The card is almost never ignorable, and usually plays a large role in the best decks that can be built
10 - The card warps the strategic and/or tactical landscape, causing most games to revolve around it. Ignoring or misusing the card will almost always result in a clear loss (Donate, King's Court)
Landmarks, Ways, and Allies can sort of be judged on a similar scale, kind of, but feel free to rate these using whatever criteria you want.