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Messages - Augie279

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1
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 19, 2024, 11:03:18 pm »
Does it have to mention Silver by name, or do cards that synergize with it but don't (e.g. Seer) qualify?

2


Horses from Menagerie, differently named from Cornucopia, "in games using this" and Coffers from Guilds.

The “games using this” is tacked on imo
The base effect is cool but way to strong. Have it be “gain one horse per X differently named cards  in play (rouding down)

Well so is Footpad's. Is it really that strong? Usually with Coppers it's a non-terminal gain 2 horses, comparable to Caravan. You have to line it up with other Treasures to get any more. It could probably cost $5 though.

Caravan's main downside is that it stays in play and frequently misses shuffles, not that its draw is delayed. You also underestimate how easy it is to have another Treasure (usually Silver) in play, especially since this will be giving you a good bit of draw in the first place. Especially as it currently stands, you can, like, open Silver-Horseshoes? And luck into gaining 3 Horses turn 3 or 4? At the very least, make this not count itself and price it at $5.

3


Horses from Menagerie, differently named from Cornucopia, "in games using this" and Coffers from Guilds.

Given that "Gain X Horses" is about equal in power to +X Cards, being able to gain 4 off a single Treasure play seems, like, really good. At worst this would be "Gain 2 Horses" non-terminally (about the same power level as Laboratory for $4) and at best this could easily gain you the entire pile. I would change this to "every 2 differently-named Treasures" but that comes with its own issues.

4
Wouldn't this be much more elegant and pretty close in strength if it were a Treasure that said "+1 Buy, gain a Treasure to your hand"?
It probably would. Would have to add an "other than a Cache" clause though, and even then there's probably a loop to be found with it and Silver Mine.

5


Cache
Action - $7*
+1 Action
+1 Buy
Gain a Treasure; you may play it.
-
During your Buy phase, if you have no duplicate cards in play, this costs $3 less.


Reusing a deprecated card's name/art because I'm lazy. In any case, here's a Bag of Gold-type deal that you can get early if you do things right! Not as easy as just gaining a Workshop and being done with it, but hey, you've gotta put in the work somehow. Or just get an Anvil. Either way.

6
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 01:54:05 pm »
GGs! Maybe I'll get the chance to judge again eventually, who knows.

Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.

Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.

7
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 16, 2024, 11:04:23 pm »
Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.

8
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 16, 2024, 03:35:58 pm »


Plains
Victory - $4
1 VP
-
When you gain this, gain a non-Victory card costing up to $6.


Banquet's a fun card! Shame it sucks. More versatility than Skulk, but at the cost of being more useless in your deck. If you plan on trashing the Plains, though, that's probably not gonna matter, and you get to choose any card costing up to $6 rather than just being stuck with Gold! After all, once you've built something, the land underneath doesn't need to stay in pristine condition, right?

9
Ay, congrats Fika!

It's nice that there's a little bit of unpredictability a la Vassal or Herald, however I think this will usually be significantly stronger than both Vassal and Merchant Camp since you basically get both of their potential benefits without too much downside.

I would like to mention a pretty significant downside: This reveals the top card of the deck instead of discarding it. Thus, if you hit say an Estate, all future Butlers in your hand will fail unless you have a cantrip or something in hand.

10


Butler
Action - $3
+1 Action
+$1
Reveal the top card of your deck. If it's an Action, play it. Otherwise, you may play an Action from your hand.


A Vassal-Village type deal! At best, Bazaar. At worst, Merchant Camp without the ability that makes it worth buying. Will you prepare your deck with good cards for him to serve to you?

11
Like Shepherd, this needs to reveal the discarded cards, since only the top one is public info by default.

OP has been edited, thank you.

suggestions:
add "setup: set aside a random 2$ cost action card. This game, Estates are also action cards that can play the set aside card"

I am going for a simple card based on Way of the Sheep, not Shepherd or WotMouse. Not only would this be a bit too complex, it would easily be the most busted setup instruction in the game.

12


Sheepherder - Action, $3
+$2. You may discard any number of Action cards for +$2 each.

Tied to a Way, which I don't think any other submission does here. Unlike my previous entry, this one's short and sweet.

13
24-31ish hour warning

Let me know if your entry is not on this list:

Countess by Augie279  (which I'll let you know right now is way too wordy to have a chance at winning)

yep, figured, but at least it was fun to make

14


Retracted semi-joke entry. Submission is Sheepherder, below.

Countess - Action, $6 + 6 Debt
Choose one: Trash two cards from your hand; or discard three cards; or look at the top four cards of your deck, discard any number, and put the rest back in any order.
Choose one: Gain a card costing up to $5 on your deck; or gain a Gold to your hand; or gain a non-Victory card with cost exactly equal to the total cost in $ of the moved cards.


A lot of words for something that's... probably broken, but still worth submitting at the very least so I can know how garbage it is. An obvious partner to Count, though Altar has a bit of snuck-in inspiration there as well.

FAQ: If you move cards in multiple ways through Elder (e.g both trashing and discarding), the total cost in $ counts all of them.

15


Not the first time I've created a card named Jeweler. Also not the first time I've created a card with +1 Card but not +1 Action. Initially, you'll be using this to take out your Copper as sort of a poor man's Junk Dealer, but later on you'll be able to Throne your Golds and Platina and other fun stuff. A good fit for Prosperity, despite it not using Durations.

FAQ: If you have multiple Jewelers in play, they'll only be able to trash the first Treasure you play. If a Jeweler trashes a Treasure, I don't think future Jewelers can play it since it's not where it's expected to be (in play), but correct me if I'm wrong about this.

16


Scavenger's weak. This probably is too, but being able to guarantee one of the cards you draw is a Silver must be good, right? Certainly worth making the Silver gain that comes with it mandatory.

17
A good bit late. Oops. Let's get this show on the road, then!

Note: If your wording is messy or unclear, I tried to clean it up. Hopefully this didn't impact anything you're going for.

Dog Breeders - Ally
At the start of your turn, or directly after playing an Action, you may spend an Action and a Favor for +2 Cards.

An interesting Ally that benefits both BM and engines in two completely distinct and separate ways. Village + Underling with this becomes basically Village + Smithy with a lot more lenience due to being able to save the Favors for future turns and not spend them immediately. Where I think this shines though is in a deck with minimal +Actions. There, every Action is more valuable, and spending it for Cards is a risk you have to consider taking or choosing not to. Nice work!

Contender

Queen's Court - Action, $5
Choose one: gain up to two differently-named cards costing up to $4, or you may play an Action from your hand twice.

A nice Workshop variant/Throne Room. I really like this card as Ball put into card form, but even without the Throne Room effect, it's probably pretty powerful. With it, it effectively removes the Throne Room stack of doom problem all together as you can just Queen another Queen's Court for lots of gains. I want to like this, I do, but it's too busted at $5. Might still be at $6.

Smithy Village/Goldsmith - Action, $4; Action-Duration, $6
+1 Card, +3 Actions
You may let all players trash a card from their hand.
---
Now and at the start of your next turn: +2 Cards, all players may discard a card for +1 Card, and you may discard a card for +1 Action.


A split pile based around giving out bonuses. Smithy Village easily draws comparisons to Port and Bishop because I like comparing cards to existing ones in that you get net 2 extra Actions added to your deck and can let everyone trash. This seems pretty balanced compared to both of those. The upside feels like enough to balance out the downside of having it tied to one card instead of spreading your villages among two cards. Goldsmith works as a weird form of draw that I really have nothing to compare it to, and honestly? I really like it. Good but by no means busted, the free sifting to your opponents and ability to make it non-terminal (or even a village) roughly balancing each other out. Right at home as a $6 cost. Good work!

Contender

Two-Faced Assistant/Banned - Action-Duration, $4
+1 Card, +1 Action
At the start of your next turn: +2 Cards, then look through the discard pile of the player to your right and put the Banned marker on whichever non-empty Kingdom card pile they have the most copies of in their discard.
---
You can't buy or gain any cards from this pile. At the end of your turn, remove this.


Double Caravan, but limits your ability to buy whatever pile your opponent is going for if you use even one. ...I'm gonna be honest, this seems a bit too good compared to Caravan on boards with good variety, and on boards without, it suffers the Tournament problem of not being fun to play with but a necessary buy because it's effectively a delayed double-Lab. I want to like this, and I can tell you put a good bit of effort into it, but there's too many problems with it for me to be able to say it's a good card.

Coach - Action, $5
You may gain an Action costing up to $5 other than Coach from the Supply and play it twice. Each other player may discard two cards from hand to gain a copy of it or a Horse to their hand.

This feels... monolithic. Cards that can gain $5-costs usually have some restriction to prevent them from mass gaining $5s too quickly (Artisan costing $6, University costing Potion, Horn of Plenty only activating when you have a good amount of uniques, War Chest preventing you from gaining the best $5, etc.) Your opponent being able to gain a copy of the card to hand for two cards from hand is... a fine cost; it'd make it alright, a bit weak solo, but would go up in power as your opponent lost cards from their hand; but being able to immediately Throne the Action you just gained kills any semblance of balance this may have had.

Night Market - Action/Duration, $4
The next time you gain a Curse in your Buy phase, trash this. At the start of each turn this is in play, +1 Buy, +$1. | While this is in play, you can't buy Provinces.

Solid! Looks fun to play around the restriction of when to trash this so that you get the most Buy and Coins out of this you can, but are still able to buy Provinces. Having it still use "While this is in play" is nice because you can use the Buys and Coins it gives you after you buy a Curse that turn. One interesting aspect of this that I don't think was considered is that you can shut your opponent out from buying Provinces if you drain the Curses, but I actually think I like that. Given that there's a good amount of alt-VP and ways to threepile, being stuck without Provinces isn't the death sentence it seems like at first glance. Overall, a very dynamic card with lots of ways to play it. Nice work! I do agree with segura that this would probably be better at $3, but given how much this card does right, I think a slight mispricing is negligible.

Contender

Slumlord - Action, $5
+3 Cards, +2 Actions
This turn, you can't play Actions costing $5 or more from your hand.


Simple yet strong. Very much a powerhouse in the earlygame when this may be the only $5 you have, but being unable to play other copies of itself is a balanced restriction. Seems very nice in a BM game where your draw is short anyway. My only concern is that this seems too powerful with cost reduction, and with being able to chain up copies of itself after just one Bridge play... this might be too good with cost reduction. A clause to make it so that you can't play Actions costing as much as this or more might be necessary, but good card aside from that nitpick.

Shady Market - Action, $5
+2 Cards, +1 Action, +1 Buy, +$1
This turn, you must spend all your Buys.


Short, simple, and sweet. One of the rare few cards to use "must" in this contest and does it well. High skill cap... on a good amount of boards, with playing around having to add a bunch of low-cost cards or Copper to your deck a key feature of this card. Or just get a bunch of money so the buys are a benefit and not a hindrance! Big concern for this one, and it's that you can burn all your Buys on 0-cost events such as Advance to completely ignore the downside of this. Comparing this to other cards, is the quality of this over Lab to the point where that's a game-breaking interaction? I say no, and what we have here is a card that's more swingy in terms of power level yet still just as fun. Nice work!

Contender

Royal Forest - Victory-Reaction, $5
2 VP
When you gain a card, you may discard this to gain a differently named card with the same cost.


Discard for a Charm effect. Seems about right at $5. You could buy this with some in hand to drain e.g. Duchies, but that tends to not be a concern with Charm itself. Nice card. Not flashy, but not every card needs to be.

Contender

Locked Treasure - Treasure-Liaison, $4
You may spend a Favor for +1 Buy, +$3.
Setup:Choose an Action Supply pile. When you play a card from that pile, first get +1 Favor.


Makes a pile a Liaison! Uh, this feels a bit too good? If the pile is weak or has cards that are hard to play (e.g. Search) this seems fine, but if this hits something like the Village of the board, then this is just a Gold with +Buy, which certainly is good at $4. I do like the dynamic of spend the Favors or get the money here, but it seems like you'd unlock the Treasure too many times over using the Favors. Try this at $5, I think it'd be alright there. Good card, though!

Contender

Mining Company - Action, $5
+4 Cards, +1 Buy
The first card you buy this turn must be a Treasure.


Man, I like this, but it compares too favorably to Council Room. Council Room's downside of allowing your opponents to draw a card does have counterplay, but it importantly is stackable so that there's a downside to playing too many CRs. Contrarily, no matter how many Mining Companies you play each turn, you only have to buy 1 treasure to trigger its effect. This is just too powerful, unfortunately.

Annuit Cśptis/The Eye - Event, $0; Artifact
Take the Eye and put a Token on it. Gain a card costing $1 per Token on the Eye.
---
You can't buy Annuit Cśptis.
Setup: Put 3 Tokens on here.


Other people have made better commentary than I could on this Event. tl;dr: Either this doesn't get touched because there's too much benefit from letting your opponent buy it, this gets bought a couple times and unfairly biases one player, or both players use this to drain the Provinces. In all cases, this isn't healthy design for a card. Sorry. This looks cool, but absolutely doesn't play well.

Taxidermy - Project, $3
Once per turn: During your Action phase, you may spend an Action for +1 Card.

Feels similar to Dog Breeders, submitted before this, but there's a good bit of distinction here. For one, this is limited to once per turn, where Dog Breeders can be done as many times as you want given you have a Champion or something. This also costs money and can be opened with, whereas Dog Breeders you can just do turn 1. Already talked about the spend-Actions-for-draw thing that Dog Breeders did, so I'm not gonna repeat myself and just say that this is good.

Contender



Honorable Mentions: Dog Breeders, Shady Market, Royal Forest, Locked Treasure, Taxidermy

Runner-Up: Smithy Village/Goldsmith

Winner: Night Market

Congrats to anordinaryman on the win, and thank you to all who entered!

18
Judging's taking longer than expected, apologies. Should be done by two days from now.

19
Submissions Closed!

I'll have part 1 of the judging in by tomorrow at this time.

20
24 Hour Warning

Get those cards in!

21
Completely forgot about "You may" for some reason. That's been added.

FYI, official cards that would qualify includes Contraband, Grand Market, Souk, Poor House, Mission, Mountain Village.
I am not sure if Bad Omens, Fear and Deluded did.

These three qualify.

So how do we handle “you must”?

Didn't realize that that specific wording hasn't been used on a card yet. Uh, there's probably some way to get use out of it (e.g. requiring the player to do something specific on an extra turn), but if not, then there's two other clauses you can use as well. Might not get used, and if so oh well.

22
Weekly Design Contest / Weekly Design Contest #205: Permission Requested
« on: November 20, 2023, 07:20:15 am »
Weekly Design Contest 205: Permission Requested

Challenge: Design a card(-shaped object) that uses the phrase "You must", "You may", or "You can't".

Simple one this time, but I think this can be pushed pretty far. Anything goes: Travellers, split piles, whatever. Contest closes on November 27th. Good luck to all entrants!

23
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 20, 2023, 07:14:07 am »
Ay, thanks for the victory! I'll get the next contest posted soon.

24
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 16, 2023, 09:50:27 am »
While this is in play, cards cost $1 less per card with the same name in Trash.
Due to Ways being introduced and Throne Room shenanigans, it's recommended to use "This turn" instead of "While this is in play".

25
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 10, 2023, 11:11:22 am »


Simple and sweet! At best, +1 Card and +2 Favors, but those Favors start disappearing the more Actions you spend. On the other hand, if you've got a different Village in the Kingdom and have the Actions to spend, you might get a lot of Favors all at once.

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