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Messages - Commodore Chuckles

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1
Variants and Fan Cards / Re: Really bad card ideas
« on: November 07, 2019, 07:58:16 pm »
Meddling Kids
Action - Attack - $3
+$2
Each other player removes their tokens from Sinister Plot.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 03, 2019, 08:45:24 pm »
A little late on the judging, sorry.

Contest #49: Make a Card with a Custom Heirloom

* Means it's in the Top 5

Noble Son/Fatherís Sword by ShadowHawk
http://forum.dominionstrategy.com/index.php?topic=18987.msg813963#msg813963
Noble Son looks like sometimes fun, sometimes frustrating. Youíre going to get screwed over a lot if youíre relying on it for +Actions. Fatherís Sword will help increase diversity, but it wonít be enough on its own. Other than that, the actual on-play ability of Fatherís Sword doesnít actually help Noble Son, itís just something thatís likely to be good if Noble Son is already good.

*Foundation/Safe by Aquila
http://forum.dominionstrategy.com/index.php?topic=18987.msg813971#msg813971
I really like these. Foundation looks super fun overall. Safe is has a bunch of neat uses on its own, and youíve really done a good job fitting it with Foundation. The top decking helps line up something to upgrade, the Coffers help save up for Foundation and even the $1 price point makes it often a decent target for upgrading itself. My one complaint is that putting ďyou mayĒ on both of them makes the pair seem a bit too easy to use. Forcing the top decking on Safe would be pretty annoying so I can see why you didnít do that. I feel that Foundation would be more interesting if the upgrading were forced, though. That would make the choices more intense and differentiate it further from Transmogrify.

*Farrier/Horseshoe by Fragasnap
http://forum.dominionstrategy.com/index.php?topic=18987.msg813981#msg813981
Another nice pair of cards, although Farrier seems too good for $3. I canít think of much else to say except that I do like them.

Tinker/Tin Snips by spineflu
http://forum.dominionstrategy.com/index.php?topic=18987.msg814004#msg814004
I donít think thereís enough reason here for the cards to be returned to the Supply instead of just trashed. There are very few cards besides Tinker that Tin Snips will interact with. Iím also not seeing any reason for this to be a Night card. It seems annoying that you have to remember to not play Tin Snips if you want to use the Reaction.

Strategist/Strategic Money by Abel_K
http://forum.dominionstrategy.com/index.php?topic=18987.msg814005#msg814005
These are way too complicated. Try to make cards that each implement a simple, singular idea. Be sure to check how your cards compare to existing ones - Strategic Map is strictly better than Estate, so it should cost more. Also, if itís really necessary to refer to a group of cards, make up a new Type for them so that you can just name the Type (which is why Donald made the Spirit Type, for instance).

Haunted Dresser/Drawer by majiponi
http://forum.dominionstrategy.com/index.php?topic=18987.msg814015#msg814015
Drawer is cute - both the name and the effect, though it might be hard to track the effect as the card isnít a Duration. Drawer does seem very strong, though - I might bump the price up to $4 or even $5. Haunted Dresser has some neat uses. Top decking a Treasure or Victory card is usually bad, but Drawer can cancel the effect. I guess itís good then that Drawer isnít a Duration, since it means you can play Haunted Dresser every turn and not worry about top decking something bad. Honestly, though, I think I'd often prefer to just have something good for my extra card next turn. You can top deck an Action card and get Villagers but then you can't play it this turn.

*Dividends/Investment by pubby
http://forum.dominionstrategy.com/index.php?topic=18987.msg814021#msg814021
I like Dividends as an Heirloom. Its effect is neat and making it an Heirloom is a nice way to stop it from getting too crazy. Investment is also nice - normally a simply Peddler but it synergizes well with Dividends. Overall these are simple but still have good interaction.

Mine Worker/Mine Cart by grrgrrgrr
http://forum.dominionstrategy.com/index.php?topic=18987.msg814028#msg814028
These are both rather wordy, but I like the basic idea of them: keep Durations in play with Mine Worker, then cash in on Mine Cart when youíve piled up a whole bunch of them. Mine Cart should maybe be a Duration itself, and Iíd prefer if Mine Worker had a different, less wordy top part.

Galley/Coffee by grep
http://forum.dominionstrategy.com/index.php?topic=18987.msg814079#msg814079
I like Galleyís basic effect. On average itís a bare cantrip that offers a large amount of flexibility. The on-gain and Coffee will help increase your average handsize, but they both come with drawbacks - with Coffee youíll spend the extra draw on the Coffee itself, and if you discard a Treasure card that usually means not playing it. Iím not completely persuaded Galley needs either of these as it already gives Villagers on play.

Senator/Bonds by [TP] Inferno
http://forum.dominionstrategy.com/index.php?topic=18987.msg814091#msg814091
So Bonds is like Cursed Gold, but with an effect that usually isnít as bad. For me, though, it might actually be more annoying to play with, because the bad effect hurts you immediately and it wonít ever stop. Senator is a good way to turn it into a bonus, although for my taste the cards feel a bit too closely bound. Without Senator, Bondsí effect is virtually always bad, and itís hard to think of ways besides Bonds to guarantee that Senatorís effect hits - though itís a good defense against handsize attacks and the interaction with Cathedral is neat.

Novelist/Book by DEGwer
http://forum.dominionstrategy.com/index.php?topic=18987.msg814097#msg814097
These look fun on first glance. I feel that they could be made cleaner, though, either by dropping Manuscript or by making Novelist and Manuscript and split pile and ditching Book.

Wizard/Grimoire by Gubump
http://forum.dominionstrategy.com/index.php?topic=18987.msg814098#msg814098
Iíd like this a lot more if there were other things you could do with the Spell Tokens. As it is, though, spending your Spell Tokens on Curses is something youíll want to do as soon as possible, so this is ultimately just a slower Witch.

*Elder/Locket by Something_Smart
http://forum.dominionstrategy.com/index.php?topic=18987.msg814111#msg814111
An all-around good entry, with cards that have good interaction but that are also good in and of themselves. Elder looks very fun, a Golem-Vassal hybrid that plays in its own different way.  Locket also looks fun. The usefulness is obvious, but it can burn you when you buy a Treasure or especially a Victory card.

Gild/Ingot by Gazbag
http://forum.dominionstrategy.com/index.php?topic=18987.msg814210#msg814210
Gild Iím not too excited about; if Gold is good youíll get it, otherwise not. I do like Ingot though; it looks like a fun thing to try to crack.

Street/Map by NoMoreFun
http://forum.dominionstrategy.com/index.php?topic=18987.msg814466#msg814466
Nice and simple, but too much so? I donít really like that Map is identical to Diadem except for not having +$2. Still, it seems like a good thing to make into an Heirloom to prevent the effect from being overpowered.

*Pelt/Fur Trader by anordinaryman
http://forum.dominionstrategy.com/index.php?topic=18987.msg814482#msg814482
I like Pelt a lot. Itís the sort of thing thatís useful in many games but that you still only want one of. I also like that Fur Trader gains Silvers to your hand. I'm not sold on the rest of the effects, though. Pelt can already effectively replace your gained Silver with something else, so it feels redundant that Fur Trader can as well.

Musician/Lute by Kudasai
http://forum.dominionstrategy.com/index.php?topic=18987.msg814495#msg814495
I like the idea of Lute, but itís really weak. I think it should give an unconditional +$1; that would make it maybe worth keeping around. Musician is also very weak; itís unreliable as a Village and gaining Ruins is awful. Musician should either have some way to trash the Ruins or give a whole bunch of +Actions so that you can at least play the Ruins and it leaving your deck doesnít hurt as much.

Picture Taker/Micro SD Card by Frolouch
http://forum.dominionstrategy.com/index.php?topic=18987.msg814557#msg814557
Micro SD Card looks frustrating and weak; in the beginning its value depends on you having Coppers in your discard, and when you have better Treasures youíre more likely to not have a discard. Picture Taker feels too similar to Mint; the discarding doesnít add anything interesting because the copy is also going in your discard.

Clergy/Teachings by Fly-Eagles-Fly
http://forum.dominionstrategy.com/index.php?topic=18987.msg814572#msg814572
I may be wrong about this, but it seems to me that the optimal strategy for Clergy is to always choose Copper; then your opponent can get rid of their Estates but still has 7 junk cards. The exceptions would be in the odd case where your opponentís Coppers do not outnumber their Estates or if thereís Curses. Either way, the situation where you can trash more than one card at a time with this doesnít seem likely. The cards overall seem fine but donít excite me much.

Plough/Savings by 4est
http://forum.dominionstrategy.com/index.php?topic=18987.msg814634#msg814634
Plough should absolutely be $5. Get an even number of cards in your hand and itís a Lab. Having said that, it does have some interesting strategy behind it: you can either use it as a straight Lab or alternate it with terminal payload for a Lost City effect. Savings looks fine, though maybe a bit too similar to Haven.

-------------------------------

Winner: Elder/Locket by Something_Smart
Runner-up: Foundation/Safe by Aquila

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 02, 2019, 05:24:51 pm »
Judging is in 24 hours.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 06:25:38 pm »
How about an Action - Treasure - Heirloom?

That's fine.

Doesn't seem to me it should have to be a Treasure.

I'm keeping the rule, for these reasons:
1. All official Heirlooms are Treasures
2. It's replacing a Copper
3. Treasures usually have less (immediately) dramatic effects than other types of cards. It's more interesting if you have to gain cards with dramatic effects instead of having them in your deck right away.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 24, 2019, 10:03:06 pm »
Thanks, Majiponi!

Contest #49: Make a Card with a Custom Heirloom
Couldn't think of a snappier title, sorry. Anyway, it's exactly what it says on the tin: design both a card and a new Heirloom that comes with it. Can't think of any restrictions at the moment except that the Heirloom has to have the Treasure type. If this specific contest has been done before, sorry, I'll pick something else. I remember there was a contest for making a card that comes with an existing official Heirloom, but this is slightly different.

6
Variants and Fan Cards / Re: Really bad card ideas
« on: October 23, 2019, 06:19:29 pm »
Yes, I agree. This is something I'd actually want to playtest.

7
Variants and Fan Cards / Re: Really bad card ideas
« on: October 22, 2019, 06:41:21 pm »
Sleuthhound
Action - Reaction - $2
+2 Cards
When one of your cards leaves play, you may reveal this from your hand to put it back in play.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 22, 2019, 06:19:04 pm »
Zealot
$4 - Action/Duration/Attack/Command

At the start of your next turn, +1 Card, +1 Action, and +$1.
Until your next turn, the first time each other player plays a card on their turn that would be unaffected by a Zealot, they ignore its effect and may play a cheaper non-Command card from the Supply sharing a type with it.

This card might be too brutal against cheap Action cards, but it looks neat otherwise. My brain broke trying understand the part in italics though. What would cause something to be "affected" by Zealot besides being hit by the Attack?

Quote
Charity
Action - Command - $4
Trash a card from your hand. Play a non-Command Action card from the Supply costing up to $3 more than the trashed card, leaving it there.

The play of the action from the Supply appears to be mandatory.  Was that intentional? There could be some kingdoms and situations where you'd prefer not to play an action costing $3 or less as a result of trashing a copper (in particular, the most common such situation seems to be when the only actions you could play are forced trashers, and you don't have any other cards you want to trash).

Yes, this is intentional. I think it makes it more interesting.

9
Overlord + Haggler/Highway/Bridge Troll/Tracker/Other While-In-Play
One of the biggest nerfs caused by the errata.

10
Sculptor + Coin of the Realm
Wonderful engine enabler. Gain a Villager along with your two pseudo-Villagers.

11
Rules Questions / Re: Phrasing the new Reaction timing rule
« on: October 21, 2019, 06:27:07 pm »
Incidentally is anyone else dreading playing Urchin followed by another Attack card in an online 4-player game and then having to answer "No" numerous times to the question "Do you want a Mercenary?"

No, because I hate that card so much I banned it :P

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 19, 2019, 08:56:54 pm »


Yes, it seems cooler to set it as if like it can always refer Ruined Library. Thank you for your advise. Now I made it easier to use. Of course, it remains strong with Poor House. It still doesn't break the balance even with Moat, does it?

Yes, this looks much more usable now. And no, it isn't broken at all with Moat, because you'd $6, 2 Buys and collision to get the Lab effect, whereas Lab itself is only $5 and 1 Buy.

13
How is making Victory cards produce $1 similar to Secret Chamber? I'm not making the connection.

Playing a card for $1 is, the majority of the time, exactly the same as discarding it for $1.

14
Variants and Fan Cards / Re: New Card concept- standing army
« on: October 17, 2019, 06:50:21 pm »
Another pretty effective counter to Bandit is to make a Treasureless engine.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 17, 2019, 06:39:45 pm »
Charity
Types: Action, Command
Cost: $4
Trash a card from your hand. Play a non-Command Action card from the Supply costing up to $3 more than the trashed card, leaving it there.
I love trash-for-benefits.  This can trash Estates to play $5 cards which is nice.  Its ability to trash Coppers is strongly dependent on the quality of $3 Actions that appear: Is that limitation intentional?

Yes, it is intentional. If you were guaranteed some sort of cantrip ability every time you trashed a Copper, it would probably be too strong.

My Entry:




The first play of this will basically be ruined village, but it becomes strong when stacked.
In the second play it can be a Laboratory (Moat), in the third play it can be a Bustling Village (Village), in the fourth play it can be +3 Cards, +1 Action (Smithy), and from the sixth, it can be Goons with +Action! (Although Lost Arts are the easier way)
In first play, Ruined Library can also be used as a cantrip.

Another purpose is providing pseudo-villages in the kingdom with no village. Playing two successors as nothing-Perl Diver works like a Necropolis.

This looks extremely weak. Yes, the second play is a Lab (if Moat or Faithful Hound happen to be there) but the first play cancels out that effect completely. Then the Bustling Village effect is something you have to pay $9 and 3 Buys to get. If this is the only Village in the kingdom, I suspect playing Money will be more effective a lot if not most of the time.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 16, 2019, 08:23:59 pm »


Quote
Charity
Action - Command - $4
Trash a card from your hand. Play a non-Command Action card from the Supply costing up to $3 more than the trashed card, leaving it there.

17


There is, in fact, something in Empires that turns $ into Debt: it's called Capital. It also costs $5, so $0 is way too cheap for this.



This is basically Secret Chamber turned into a Project, without the Reaction. Secret Chamber was cut mostly because it wasn't as useful as it seemed. The game continues to favor strategies with short Green periods. I suspect this will have a similar problem.

18
Triumph + Duplicate
First Duplicate the gained Estate, then gain the VP.

19
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 07:45:51 pm »
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.

Sea is also rarely good here, and Flame is nerfed. For it to work at all, it would have to be a Duration effect.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: October 13, 2019, 05:50:11 pm »
Duck Typing
Project - $6
During your turns, cards that produce +$ are Treasure cards, cards that produce +VP are Victory cards, cards that affect other players are Attack cards, and cards that stay out of your deck when your turn ends are Duration cards.

21
Variants and Fan Cards / Re: Really bad card ideas
« on: October 13, 2019, 12:35:38 pm »
Realism
Landmark
Whenever you play a treasure, return it to the supply afterward.

This is what I've always thought was funny thematically, ever since being introduced to the game. How can you keep reusing the same pieces of Treasure when you buy stuff? Are people so hypnotized in awe of your wealth that they just give you stuff for free?

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 13, 2019, 09:14:34 am »
By "gain a Victory" do you mean "gain any Victory card, including a Province or Colony"? That's way too powerful.

Gaining a Colony might be too strong, but at least gaining a Province is not so strong. It might be better to make "Gain a Province", but sometimes we want a Vineyard (or a Duchy) instead.

In a game without Colonies, gaining a Province is every bit as strong as gaining a Colony. Probably stronger, in fact, because without Colonies it's the only pile that can end the game on its own.

Think about how this card would actually play out in a game. Imagine that you're the only one who's buying this. You're then guaranteed a Province every time you hit $4, which is trivial even with a 4-card hand. You'd need no deck-building beyond buying Silvers and maybe a trasher. If you absolutely have to buy a card to have even a hope of winning, that's a sign that it's too strong.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 12, 2019, 09:21:20 am »
By "gain a Victory" do you mean "gain any Victory card, including a Province or Colony"? That's way too powerful.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 09, 2019, 11:50:07 pm »
Okay, let's try this again:





Quote
Accolade
Event - Looter - $0
If there is no Debt on this, take 6 Debt, putting it on this (it remains yours.) If you did, take the Sword and gain a Ruins and 2 cards each costing up to $4.

Quote
Sword
Artifact
At the start of your turn, play an Action card from your hand (or reveal you can't), then trash it and gain one costing exactly $1 more.

Clarification: When you buy Accolade, you take 6 Debt and put it on the Accolade card. The Debt is still yours and you still have to pay it off before you can buy anything else. I did this so that you can insure that you can use the Sword's effect at least once before somebody else snatches it away.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 08, 2019, 09:39:28 pm »


Quote
Redecorator
Action - $4
Trash a card from your hand. Gain and play an Action or Treasure card costing exactly $1 more. If the gained card costs $5 or more, take the Ladder.
Quote
Ladder
Artifact
The first time you trash a card on your turns, gain and play a cheaper Action or Treasure card from the Trash.

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