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Messages - MrHiTech

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1
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 09:33:25 am »
I think Taskmaster is the first time we've seen the phrasing of "repeat this ability" on a Dominion card. Is there a reason it's not just "at the start of your next turn, play this again."?
To keep it from being the first card played for the purposes of Landing Party.
I think that a better wording would be:

Quote
At the start of each of your turns while this is in play:
+1 Action
+$1
If you end your turn without gaining a card costing up to $5, discard this from play.
This wording is no good because it would mean Taskmaster is always discarded at the end of your turn (there is no future effect that it needs to remain in play for).

Oh whoops I meant to write "for the rest of the game" not "while this is in play"

2
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 08:47:25 am »
I think Taskmaster is the first time we've seen the phrasing of "repeat this ability" on a Dominion card. Is there a reason it's not just "at the start of your next turn, play this again."?
To keep it from being the first card played for the purposes of Landing Party.
I think that a better wording would be:

Quote
At the start of each of your turns while this is in play:
+1 Action
+$1
If you end your turn without gaining a card costing up to $5, discard this from play.

3


https://shardofhonor.github.io/dominion-card-generator/?title=Portcullis&description=%2B1%20Coffers%0A%2B1%20Villager%0AYou%20may%20trash%20a%20card%20from%20your%20hand.%0A-%0AWhen%20another%20player%20plays%20an%20Attack%20card%2C%20you%20may%20first%20play%20this%20from%20your%20hand.&type=Action-Reaction&credit=Illustration%3A%20Wikimedia&creator=v1.0%20MrHiTech&price=%243&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fi.imgur.com%2FJACV5fe.png&expansion=&custom-icon=&color0=3&color1=0&size=0

One of the things that I really like about Watchtower, Secret Chamber, Horse Traders, etc. is how they're anti-Attack cards, but they don't just tell you that outright like Moat does. Instead, they just counter different Attack card types.

Take Watchtower for instance. The top is draw-to-X, which removes the penalty from discard attacks (albeit in a terminal way). The bottom is a defense against junkers, since it lets you trash a gained card.

Portcullis is kind of like a reverse Watchtower. Its top trashes junk, and its bottom protects against discard attacks (playing it and trashing a card gets you down to 3 cards in hand). It also has some of that Caravan Guard next-turn stuff without ripping it off too completely.

this is far too strong for $3. Compare to other $3 trashers like Trade Route, Forager, Goatherd, Student, Loan and you see Portcullis is far stronger just based only on the top-half (villager and coffer giving a huge advantage of the others). AND it is conditional trasher. It would be a good $4 with just the top half, the bottom half makes it a strong $4

I would recommend making it $4 and mandatory trashing
Agreed–thanks for the feedback!

https://shardofhonor.github.io/dominion-card-generator/?title=Portcullis&description=%2B1%20Coffers%0A%2B1%20Villager%0ATrash%20a%20card%20from%20your%20hand.%0A-%0AWhen%20another%20player%20plays%20an%20Attack%20card%2C%20you%20may%20first%20play%20this%20from%20your%20hand.&type=Action-Reaction&credit=Illustration%3A%20Wikimedia&creator=v1.1%20MrHiTech&price=%244&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fi.imgur.com%2FJACV5fe.png&expansion=&custom-icon=&color0=3&color1=0&size=0

4


Kind of a loose connection here, but I love Trail because it's a Reaction card with lots of cool combos, designed specifically around said combos. So, this is a Reaction card with cool combos, designed specifically to enable said combos.

Am I missing something? How does this enable its combo? It can't even trash!

5
My favorite card is tournament.
In games with tournament I'm more interested in winning prizes than actually winning the game.
I like the tricky to trigger concept and unique cards with no other way to get them.
So here's my submission: the Lost City Explorer


And the Lost Cities:



They're a little wordy, Should probably get simplified down.

Firstly, I LOVE THIS IDEA SO MUCH.
Secondly, mechanics:
I'd recommend switching the +1 Card and +1 Action on LCE. Donald X. explained in the secret history that Tournament used to not give +1 Action when another player revealed a Province, but it was no fun since you'd be stuck wondering whether you should risk your last Action on Tournament or not.

In terms of the lost cities, I honestly think they're all way too overpowered. To be concise: El Dorado, FoY , and SL are probably fine by comparison. Don't get me wrong, though. They're still really strong. They just aren't game-ending. Meanwhile, Atlantis is absurdly broken in any context and Machu Picchu is a big "fuck you" to your opponent if they spent all turn making an Engine deck. In that case it's basically an instant win card.

Thirdly, presentation:
VP amounts should be under what the card does when played. So Atlantis' and FoY's top and middle should be switched. El Dorado should be flipped. Machu Picchu's first segment should go after its (current) third one, and the (current) second and third segments should be combined since Duration effects don't cause a dividing line.

Fourthly, wording:
Atlantis should read "Gain a card to your hand" (*cough* overpowered *cough*) since "gain a card" implies that the restriction that gained cards have to be from the Supply is in place, whereas saying "gain any card" implies that that restriction is out the window and you can also gain the card from your opponents' cards, the Trash, the Lost City pile, etc.

The bottom should also be something more concrete and not subject to interpretation. For example, if you moated (or didn't moat) an Attack and that caused your opponent to change their strategy and end the game, did you end the game? It needs to be less vague and more measurable, for example:

Quote
If the game ends on your turn, trash this before scoring

Or:
Quote
When the game ends, if you were the last player to gain a card, look through your cards and trash this.

El Dorado should say "costs", not "cost"

There should be a comma in Machu Picchu's bottom. The wording in its (currently) third part (*cough* overpowered *cough*) is also extremely vague. Opponents can only play one Action card? Is that one Action each or one Action total? What if they play a Throne Room? Can they play another Action with it? I recommend the unambiguous "during each other player's turn, they ignore any +Actions they get".

Shangri-La should read "Worth 1% per...", not "1% per..." to keep it consistent with cards like Gardens.

Oh and of course finally: There's already a card called Lost City. Just something to keep in mind. I love the flavor though.

6


https://shardofhonor.github.io/dominion-card-generator/?title=Portcullis&description=%2B1%20Coffers%0A%2B1%20Villager%0AYou%20may%20trash%20a%20card%20from%20your%20hand.%0A-%0AWhen%20another%20player%20plays%20an%20Attack%20card%2C%20you%20may%20first%20play%20this%20from%20your%20hand.&type=Action-Reaction&credit=Illustration%3A%20Wikimedia&creator=v1.0%20MrHiTech&price=%243&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fi.imgur.com%2FJACV5fe.png&expansion=&custom-icon=&color0=3&color1=0&size=0

One of the things that I really like about Watchtower, Secret Chamber, Horse Traders, etc. is how they're anti-Attack cards, but they don't just tell you that outright like Moat does. Instead, they just counter different Attack card types.

Take Watchtower for instance. The top is draw-to-X, which removes the penalty from discard attacks (albeit in a terminal way). The bottom is a defense against junkers, since it lets you trash a gained card.

Portcullis is kind of like a reverse Watchtower. Its top trashes junk, and its bottom protects against discard attacks (playing it and trashing a card gets you down to 3 cards in hand). It also has some of that Caravan Guard next-turn stuff without ripping it off too completely.

7
   
Quote
Gilded City Guardian
$5 Action
+1 Card
+2 Actions
You may receive the next Boon now or at the start of your next turn.
Gilded Staff
$4 Action
$3
Receive the next Hex at the start of your next turn.
These should be Durations

8
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 29, 2022, 09:37:42 pm »
Contest closed

Here are the submissions I have received:

Eldritch Dealer (Builder_Roberts)
Night Market (Augie279)
Blood Ruby (nyxfulloftricks)
Landlord (X-tra)
City of Gold (4est)
Freshman (xyz123)
Runaway (emtzalex)
The Gate (sumrex)
Corrupt City (Commodore Chuckles)
Crumbling City (NoMoreFun)
Storebox (majiponi)
Sombrero (faust)
Virus Lab (MrHiTech)
Icy Venture (LibraryAdventurer)
Affair (exfret)
IlstrawberrySeed’s Card
Swineherd (D782802859)
Treasure Island (Udzu)
Mad Alchemist (Xen3k)
Clothier (AJL828)
Gilded Reef (arowdok)
Serf (binbag420)
Slum City (lompeluiten)

If I missed your card, please let me know as soon as possible. I will attempt to get the results in sometime over the weekend.



Quote
Virus Lab - $3 - Action

+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.

In games without a possibility to get rid of the Curses, this is worse than a do-nothing cantrip. (The lab's card draw and the when-gain curse cancel each other out over each shuffle, except for the -1VP, and you will likely not be able to play Virus Lab or get further curses several times).

In the more common case where you can trash curses, Virus Lab may be worth buying, but you still risk a Rats-like cascade of Curses if you're unlucky to draw a Curse from playing Virus Lab itself.

Yeah. Don't bother judging this. I don't have time to make it better.

PLEASE DON'T WASTE TIME JUDGING THIS




9
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 28, 2022, 09:01:54 am »


Quote
Virus Lab - $3 - Action

+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.

In games without a possibility to get rid of the Curses, this is worse than a do-nothing cantrip. (The lab's card draw and the when-gain curse cancel each other out over each shuffle, except for the -1VP, and you will likely not be able to play Virus Lab or get further curses several times).

In the more common case where you can trash curses, Virus Lab may be worth buying, but you still risk a Rats-like cascade of Curses if you're unlucky to draw a Curse from playing Virus Lab itself.

Yeah. Don't bother judging this. I don't have time to make it better.

10
Quote
+1 action
+(2r)
Take a law

Action - Hero - Leader

(4)

(2r) is 2 strength, from D:Hero’s by X-tra. Laws are from D:New World, also by X-tra.

Quote
Until the end of your 7th turn, your manual can only hold 3 monsters. Then it may hold 5.

I am not partial to X-tra, but thought a hero fit, and making it a leader seemed more interesting that cantrip, +buy, or any other mechanic fan or not I could think of.

Heroes:
http://forum.dominionstrategy.com/index.php?topic=21381.0

New World:
http://forum.dominionstrategy.com/index.php?topic=21002.0

11
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 25, 2022, 10:08:26 pm »

Quote
Icy Venture
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
A Venture that can't hit copies of itself. (not sure about the best wording).

What about "reveal cards from your deck until you reveal an Action or Treasure other than an Icy Venture"?

12


Quote
Insane Witch - $5* - Action-Attack
+3 Cards
Each other player may reveal a Mirage card from their hand. If they don't, they gain a Curse.
-
If there are no Mirage cards in the Supply, this costs $6.

Premonition: Fata Morgana


I added the stipulation that the Mirage card had to be $2 or $3 so that players would have the chance to get it before it ran out.

13
Maybe i'm missing something. Is there a separate marker board to track turns? Otherwise i'm not sure when i'd know how many turns had occurred.

I'd assume so. For the purposes of the contest, probably.

14
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 24, 2022, 08:28:44 pm »


Quote
Virus Lab - $3 - Action

+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.

15
Variants and Fan Cards / Re: Dominion: Barter & Trade
« on: September 22, 2022, 08:50:08 am »
Adding cards is done with the [ img ] tag. Put [ img ] at the start of an image and [ /img ] at the end (remove the spaces in the tag names).

Between the [ img ] and [ /img ] tags, put the URL of the image. If you are using imgur, that is the "direct link", not the "image link". The link should end with the image's file type.

An example of such a link would be:
https://i.imgur.com/6pnCyxt.png

Then you put [ img ] before the URL and [ /img ] after it (without spaces).

You can see this example under here by clicking "quote" on the top right of this comment. It'll show you the markup I did in order to post the image.



As you can see, this image is too big. I can fix that by adding "width=something" inside the first img tag.

[ img width=250 ] (IMAGE URL HERE) [ /img ] (without spaces between the words and the [ or ])

If you clicked "quote" you can see the complete markup under here:


16
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 21, 2022, 11:32:35 pm »
Ayyyyyy thanks!

17
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 21, 2022, 03:22:34 pm »

NOOOOOO My last minute edit was within the time limit though pleaseeeeeeeeee???

18
Lodestone is very close to strictly better than Venture, as it:

1. Makes $2 instead of $1
2. Lets you pick the Treasure instead of giving a random one.

The only time it's worse is if you don't have any Treasures discarded. In a BM deck, that's pretty unlikely.

Also, it should stipulate that you can't play a Lodestone, as that would let you play a Lodestone, which plays a Lodestone, etc, and gives you +$2 for each. This is OK with Venture as it is a) subject to randomness, so you can't chain them with 100% accuracy and b) only makes $1 per card.

Finally, why does it make you reveal you can't play a Treasure rather than just saying "you may"?

19
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 11, 2022, 10:09:54 am »

Quote
Indulgences • $2+ • Treasure
$1
-
Overpay: +1 Piety per $1 you overpaid

I hope this isn't too similar to Masterpiece. I couldn't think of another top that would fit with the flavor at $2, and I didn't want to increase the price because I like how this would affect openings.

20
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 10, 2022, 11:56:36 pm »


We need more Woodcutter Treasures.

Would Piety cost a buy in this case? Would it be 1 buy per Piety or 1 buy and then you can buy as much as you want?

21
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 10, 2022, 09:37:29 pm »
Voodoo Doll, replacing Possession

22
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 03, 2022, 11:52:22 pm »
Is this too close to being a lab variant?  (If so, I'll try to think of something else. But this one of my favorite cards that I've made.)

Quote
Mad Scientist
$5  - Action
+1 Card
+1 Action
You may trash a card costing at least $2 for +2 Cards. If you don't, gain a Silver.


To be as impartial as possible, I'll let the Wiki determine what is a pure cantrip and what isn't. More specifically, I'm basing myself upon this list:



Still, this list is far from being perfect. For instance, I fail to see how Rats is not a cantrip.

Moreover, while Oasis is considered a Peddler variant, Mill isn't. It's a little confusing. In the light of that confusion, I won't make things more complicated than they already are and gladly accept your entry. :)

The obvious difference between Mill and Oasis is that Oasis' +$ is mandatory, while Mill's isn't. We can tell from this that if +$ is mandatory, it's a Peddler variant, but if it's not mandatory, it's not.

I think that going by this logic, the same should be true for Lab variants. If the drawing cards will happen every time you play the card, it's a Lab variant. If not, not.

Therefore, because you won't draw every time, it's not a Lab variant.

(For the record, I disagree. I'm just going by the logic of the contest. I myself think that this, Oasis, and Mill should all be considered Lab/Peddler variants, but it's X-tra's contest, and going by their logic, it should be allowed)

23
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 02, 2022, 11:56:29 pm »

Does this cost a buy?

Edit: From the Black Market FAQ:
Quote
\A card bought during the Action phase does not count as a card bought in your Buy phase, so you do not need an Action card giving you +1 Buy to still buy a card during your normal Buy phase.

http://wiki.dominionstrategy.com/index.php/Black_Market#Official_FAQ

25
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 01, 2022, 03:36:52 pm »
Sure, Gold gaining has decreasing returns and this is in a split pile but I nonetheless think that this is too good.

Honestly, I agree, especially with the gold-stacking. Topdecking a gained card gives you a gold next turn. Bottom-decking it gives you a hand of 3 golds pre-shuffle.

I tried to avoid that with my new version.


The other thing is that a lot of this card's "cost" was the opportunity cost of having bought five Pearl Divers beforehand (possibly split, but still), but the players who didn't buy Pearl Divers could still buy Pearls and get most of the benefit (barring late game, a Gold is a Gold no matter where in your shuffle).

This new one requires you to invest in Pearl Divers if you want more than one Gold per shuffle.

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