Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: Gubump on February 01, 2016, 10:44:09 pm

Title: New Card: Granary
Post by: Gubump on February 01, 2016, 10:44:09 pm
This has been playtested ~3-4 times.

Granary:
+1 Card
+1 Action
If there is a card on your Granary mat, put it into your hand. Otherwise, look through your discard pile and put a card from it onto your Granary mat.
Cost: $4
Action
Title: Re: New Card: Granary
Post by: Marcory on February 01, 2016, 11:46:45 pm
How did it play when you tested it? And did you test it vs. Haven, Courtyard, Gear, and other 'save for later' cards?

I say this because on the whole Granary seems weaker than Haven. Haven lets you save a terminal for a later hand, similar to Granary, but on the other hand you don't have to wait until another Haven comes up to use the saved card. And two Granaries in the same turn seems like a waste of hand space.

Maybe this would be stronger if Granary could play the card from the Granary mat, instead of simply returning the card to your hand.


Title: Re: New Card: Granary
Post by: Limetime on February 02, 2016, 12:09:39 am
How did it play when you tested it? And did you test it vs. Haven, Courtyard, Gear, and other 'save for later' cards?

I say this because on the whole Granary seems weaker than Haven. Haven lets you save a terminal for a later hand, similar to Granary, but on the other hand you don't have to wait until another Haven comes up to use the saved card. And two Granaries in the same turn seems like a waste of hand space.

Maybe this would be stronger if Granary could play the card from the Granary mat, instead of simply returning the card to your hand.
Granary  draws half a card that you get to choose from your discard pile. It is closer to lab then haven/gear.
Title: Re: New Card: Granary
Post by: tristan on February 02, 2016, 03:41:26 am
I like the card. On the first glance it seems to be a mixture of Haven, Scheme and half-Lab but it is really too unique to be able to be compared too closely to existing cards.
I also think that it is safe to say without any playtesting that the price is right. As Limetime has pointed out it is a half-Lab so it has to cost less than 5$ but as you can choose a card from your discard pile you can influence what you get so 3$ would probably be too cheap.
Sure, the closest 3$ card is Menagerie and it is a condition double-Lab but it takes effort and time to design your deck such that Menageries work whereas Granary is probably a decent buy in the middlegame (I cannot imagine a Kingdom where it makes sense to open with it).
Title: Re: New Card: Granary
Post by: Aleimon Thimble on February 02, 2016, 05:11:15 am
How did it play when you tested it? And did you test it vs. Haven, Courtyard, Gear, and other 'save for later' cards?

I say this because on the whole Granary seems weaker than Haven. Haven lets you save a terminal for a later hand, similar to Granary, but on the other hand you don't have to wait until another Haven comes up to use the saved card. And two Granaries in the same turn seems like a waste of hand space.

Maybe this would be stronger if Granary could play the card from the Granary mat, instead of simply returning the card to your hand.
Granary  draws half a card that you get to choose from your discard pile. It is closer to lab then haven/gear.

This.

Granary is a cantrip, so it won't ever be a waste of hand space (you only need to worry about opportunity cost). After playing two Granaries in a turn, your handsize is increased by one - it's like playing two Nobles, only Granaries don't give you VP, but you get to pick one of the three drawn cards from your discard pile.

It's still weaker than Lab - raw draw is more important in most cases - but that just makes the $4 price justified even more.
Title: Re: New Card: Granary
Post by: wachsmuth on February 02, 2016, 08:26:27 am
Sure, the closest 3$ card is Menagerie and it is a condition double-Lab but it takes effort and time to design your deck such that Menageries work whereas Granary is probably a decent buy in the middlegame (I cannot imagine a Kingdom where it makes sense to open with it).

I think it's also closely comparable to Advisor. Advisor draws more than Granary but gets you worse cards.

Granary is way better in weak decks though. I could potentially see something like Philosopher's Stone - Granary being a thing (on boards where nothing better is going on).
Title: Re: New Card: Granary
Post by: Gubump on February 02, 2016, 10:57:01 am
I'm glad to see that you guys like it. My mother was unlucky last game and kept getting them only when she had no discard pile.
Title: Re: New Card: Granary
Post by: dedicateddan on February 02, 2016, 02:35:46 pm
Could add "Discard the top card of your deck"