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Messages - LibraryAdventurer

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1
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 08, 2020, 06:14:08 pm »
"super-rat"

Capybaras?
R.O.U.S.es

I argued for the set to be called Bestiary, but apparently that was too close to Bestiality for some peoples' tastes

I personally think they made the right call on that one.

Really?  If you see the word "Bestiary" and think of "Bestiality", you've got a pretty sick mind.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 07, 2020, 12:19:36 am »
I realize that some of the feedback is somewhat ill-formulated, but I think that Tramway is still a valid choice for a winner.
I didn't mean to imply your choice was invalid. When you're the judge, it's up to you. My 2 cents is nothing more than my 2 cents.

My card for this week:
Quote
Night Stocker
$5 - Night - Duration
Pay up to . Return a card from the trash to the supply for each coin you spent this way.
At the start of your next turn: + and +1 Buy.
While this is in play, +2 when you gain the last card in a supply pile.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 05, 2020, 10:47:11 pm »
I don't know about anyone else, but I think Forest Path being able to make Provinces cost $6 is pretty good and definitely worth $5...
Oh I missed that. I'm used to the -$2 cost token being only usable on action card piles.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 05, 2020, 06:37:16 pm »
I agree with most of what you said. Here's my 2cents

Pioneer by Fragasnap
This could work as a $6 cost, as it is basically a Peddler+ when drawn with another Action card. Being able to move your +1 Card token mid turn is a scary feat, but it really needs to connect probably in order to be that impactful. And using your +1 Card token on a card that appears once isn't super impressive (but not bad either)
There's no way this is strong enough for $6. A peddler+ is usually $5 cost (see Artificer, Treasury, Baker...), so $5 would probably be good here.

Archaeologist by LibraryAdventurer
Very very very broken. After four purchases, ruins are going to be absolutely amazing. I mean, Abandoned Mine becomes a free Grand Market for crying out loud. Getting there shouldn't be difficult in 2P: the card itself is a cantrip and, afer two purchases, Ruins aren't going to be a hindrance either and Archaeologist becomes a superior Lost City. Not sure how to balance it; getting rid of the ability to gain ruins to the hand and to play $3 costs would be a start I suppose. Right now, it's probably superior to The Forbidden Card: Superlab.
You're probably right that it's too strong, but I don't think it's quite as broken as a Superlab. I'll make it slightly weaker.

Forest Path by Something_Smart
On face value, this looks pretty horrible, as it's a Woodcutter that cost $5 that can do something else. But woodcutters are helpful at depleting the pile with the -2$ token on it. And on turns you move the -2$ token, it could be essentially equivalent to +$4, +1 Buy, which is nice. Playtesting needs to determine if this card is good enough (it's almost certainly not broken), but I think it will be on the weak side (though certainly not Harvest-tier weak).
I think you misread the card. You either get +$2 or place the -$2 cost token, never both. Which IMO makes it too weak for $5, but I think it'd be fine at $4.

My favorites (with appropriate tweaks): Pioneer, Shipwright, Forest Path, and my Archaeologist of course.

But congrats to NoMoreFun anyway...

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 29, 2019, 12:48:21 am »
Quote
Archaeologist
$5 Action - Looter
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
You may play an action costing $3 or less.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
The first two of these you buy are weak, but once you buy four of them, you'll have all four tokens on your ruins pile which should make them pretty strong.

Posting the entry now. I might do a mock-up later so it looks nice.

I quite like this. I suspect it might get strong from the get go unless it gets affected by the variable top card of ruins? I mean does it only apply if the ruins card played is the same as the top card?
No, the tokens affect all the cards in the pile. See the rule here: http://wiki.dominionstrategy.com/index.php/Adventures_tokens

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 28, 2019, 07:29:42 pm »
Quote
Archaeologist
$5 Action - Looter
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
You may play an action costing $3 or less.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
The first two of these you buy are weak, but once you buy four of them, you'll have all four tokens on your ruins pile which should make them pretty strong.

Posting the entry now. I might do a mock-up later so it looks nice.

7
Dominion General Discussion / Re: Defining the difference between levels
« on: December 20, 2019, 10:06:48 pm »
L47 and below: Often doesn't see the combo at all.
Under 50: what are you even doing

Wow. I mean, I can usually beat anyone I play with in person. It's only the competitive players who play online who beat me a lot. You must understand the spectrum of how good someone is at this game is a lot wider than levels 50-60...
(I'm currently at level 47 if I remember correctly. I made it to level 50 once.)

8
Variants and Fan Cards / Re: Dominion: Small Hands
« on: October 27, 2019, 02:32:33 pm »
"If you can't too bad."
I like that wording. I should start using that on my cards... ;D

9
IRL, I play with a modded version of Wild Hunt. But I just played an online game with Wild Hunt with no villages and only two non-terminal actions, but it also had the Peasant line. So I put the +action token on Wild Hunt and destroyed my opponent.
(A big reason I don't like Wild Hunt and Farmer's Market is they heavily favor the person who's already ahead. First person to be able to play a few Wild Hunts in one turn has a huge advantage.)

On another note, it's hard to find an even match online. That game I destroyed my opponent. The game before that I got completely crushed. It's seems to go one way or the other most of the time.

10
Hearthstone / Re: Semi-interesting Hearthstone moments
« on: October 22, 2019, 10:23:22 pm »
Free arena tickets just remind me how horrible I am at playing arena. (0-3 both times)

11
Variants and Fan Cards / Re: Really bad card ideas
« on: October 22, 2019, 08:02:07 pm »
Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
I still like the old wording better:

"This is this card until it leaves play."

12
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 07:07:23 pm »
Two of the cards I hate are Wild Hunt and Farmer's Market. mandioca15 recently posted a card that I think works well as a replacement for Farmer's Market, so I thought I'd come up with a replacement for Wild Hunt. I kind of turned it into a crossover Empires/Nocturne card...

Quote
(modded) Wild Hunt
- Action - Night
If it's your action phase: +3 Cards.
If it's your night phase: Receive the next boon.
Either way, you may put a card from your hand onto your deck to take a token from here.
-
Setup: This pile starts with 6 per player.

PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
I like the original Wild Hunt better. This comes with a fixed supply of VPs and behaves a bit like a Landmark on a card. You can play with it fairly solitaire-ish. Sure, keep the decks of the other folks in mind and think about how often they want to topdeck for VPs to judge how quickly the VPs will empty but that's it.

Wild Hunt on the other hand comes with a player-driven supply of VPs and is far more interactive which is, at least to me, the main appeal of the card, as well as all other Gathering cards in general.
The official Wild Hunt (and Farmer's Market) are interactive in a bad way. not fun to me at all.

PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
Just go over them: Earth, Field, Forest, Wind and to some degree Sky suck (i.e. do nothing) at Night.
Hmmm, yeah, maybe it could say receive the boon at the start of your next turn. It's already pretty wordy though.
OTOH, I'm of the opinion that there's no real need to print "Setup" parts on fan cards.

13
Variants and Fan Cards / modded Wild Hunt
« on: October 15, 2019, 02:18:39 am »
Two of the cards I hate are Wild Hunt and Farmer's Market. mandioca15 recently posted a card that I think works well as a replacement for Farmer's Market, so I thought I'd come up with a replacement for Wild Hunt. I kind of turned it into a crossover Empires/Nocturne card...

Quote
(modded) Wild Hunt
- Action - Night
If it's your action phase: +3 Cards.
If it's your night phase: Receive the next boon.
Either way, you may put a card from your hand onto your deck to take a token from here.
-
Setup: This pile starts with 6 per player.

PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 11, 2019, 01:33:56 am »
Here is an edit based on the above. I changed the wording, and limited it to the first action played per turn.


I like this version. And now that Holy Relic isn't OP, you can tweak excavation to make it a little easier to get.

15
Hearthstone / Re: Semi-interesting Hearthstone moments
« on: October 04, 2019, 10:47:05 pm »
The plague lord of wrath was the first one I defeated in one try. He was really easy compared to the others.

16
Hearthstone / Re: Semi-interesting Hearthstone moments
« on: October 02, 2019, 11:45:20 pm »
I didn't buy them either. I used in-game gold. I don't pay real money for Hearthstone except the one time I bought the intro pack (I forget what they actually call it).

17
Variants and Fan Cards / Re: Another Duration-Reaction-Attack
« on: October 01, 2019, 08:13:51 pm »
Exchanging an estate, curse, ruins, and usually copper for a pig would actually be helpful. So this will usually help your opponents not hurt them.

18
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 27, 2019, 06:44:13 pm »
I don't think Band of Misfits was a mistake. [snipped semantics] ...even if it's a mistake for DXV's goals, the card was really exciting for me when I first saw it, and fun to play with in the games I played, Dark Ages being one of very few paper sets I own.  "This is that card" was such silly fun.  "This plays some of other card" wouldn't have given me the absurd abstract art joy and may have required more explaining to my family. 
I second this.
BOM/Overlord/Inheritance are some of my top favorite cards (& card-shaped thing).

19
Hearthstone / Re: Semi-interesting Hearthstone moments
« on: September 26, 2019, 09:45:52 pm »
First time I got to the plague lord of death, I did 6 points of damage to him before he killed me. At this rate, it's gonna take a while to beat him...

EDIT: 2nd try I destroy his deck with the final seal and after a few turns of fatigue, he gets a new deck. wth?
I died from an endless stream of corrupted blood...

20
Hearthstone / Re: Tavern Brawl Discussion
« on: September 26, 2019, 01:13:45 am »
Yay! A tavern brawl based on my favorite hero power!  (Deathstalker Rexxar)

21
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 24, 2019, 07:50:47 pm »
ugh. I was afraid of this.

I really don't like the changes to BOM/Overlord/Inheritance and will not be using them IRL. I'm sure I'm going to forget and get confused when I play with those cards online as some points but oh well. Anything unclear or weird about the old rules came up pretty rarely (I don't think I ever had it come up in a game), so I wish they hadn't been changed.

While the new rules make interactions with certain cards (like one-shots) stronger, they kill the interaction with anything that has "While this is in play" (and reactions in the case of Inheritance) which is a lot more common than one-shot cards. I'm going to miss using those cards online with the original rules.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 23, 2019, 11:38:47 pm »
Ok, new card:

The +1 card doesn't hurt since you can reorder and choose what you draw. Thus if you have no actions, you can topdeck a treasure and draw it.

Started out closer to navigator +1 card, but then needed to make a few tweaks. What do you guys think of the price/ number of cards inspected? Should either of those be tweaked?
Looks good, but I think it should cost , maybe even . It's a lot like a card from my fan expansion, Minor, which costs , but also gives +.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 21, 2019, 10:40:33 pm »
Quote
Shanty Library
cost $2 - Action
+1 Card
Put this into your hand.
If this is the first time you played Shanty Library, +2 Actions.
Revised a card named Animal Trail from https://s456.hatenablog.com/entry/2019/08/29/171427 .
It converts Actions to Cards.
Super strong? Maybe yes, but the second Shanty Library in hand will be useless. Not broken.
Super strong with Champion? Of course yes!

You really should try to avoid putting cards back into your hand (or discarding them) after playing them. You even mention that champion + this provides infinite draw (an infinite combo with only 2 cards), but imagine if you have your +1 coin token on shanty library too. I'm of the opinion that infinite combos should be avoided as much as possible (the ones that exist usually require 5 or more fairly specific cards)

Champion is broken anyway. I don't think anyone should change their fan card ideas because of an interaction with one or two official cards. Just don't put those two cards in the same kingdom.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 20, 2019, 08:16:25 pm »
Quote
Shanty Library
cost $2 - Action
+1 Card
Put this into your hand.
If this is the first time you played Shanty Library, +2 Actions.
Revised a card named Animal Trail from https://s456.hatenablog.com/entry/2019/08/29/171427 .
It converts Actions to Cards.
Super strong? Maybe yes, but the second Shanty Library in hand will be useless. Not broken.
Super strong with Champion? Of course yes!
Play it twice and you get +2 Cards, +1 Action, so this is strictly better than lab, but not better enough to cost $6. [EDIT:]Oh nevermind, it's not strictly better than lab because the 2nd one in your hand does nothing. Still, it should probably cost more than $2.

My entry:

Quote
Ancestral Crypt
Cost $5 - Action
+1 Card.
Trash up to two cards from your hand. For each card you trashed, take a coin token per $2 in its cost.

25
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 15, 2019, 10:14:18 pm »
Cornucopia
1. Tournament
2. Remake
3. Hunting Party
4. Menagerie
5. Horn of Plenty
6. Hamlet
7. Farming Village
8. Young Witch
9. Jester
10. Fairgrounds
11. Horse Traders
12. Fortune Teller
13. Harvest
I'd agree with almost all of this except Tournament and Remake should be swapped and Horn of Plenty could maybe be a little higher. As much as I like Jester, I think I agree with its placement.

Also, I always thought Grand Market was one of the strongest cards in the game. Seeing that people value Worker's Village more than Grand Market is  ...interesting.

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