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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 03:12:07 pm »
Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.
I think you seriously underestimate the flexibility of this. Play it as village, play the second copy as Smithy and so on.
Also, we usually prefer to use our terminal space for draw and not for terminal Coin generation.

You'd need at least 5 Coppers on your mat to pull off that combo, though, since one of the Coppers is turned over for the turn each time YoP is played.
I am not claiming that it is much better than Miser, which is fairly weak / situational. But the flexibility is strong (and without the turning of the Coppers the card would be an ultimate emulator, a mono-engine card) and makes it a tad better than Miser (around which you often have to build an engine with extra Buys and draw power to make it worthwhile).

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 01:40:22 pm »
Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.
I think you seriously underestimate the flexibility of this. Play it as village, play the second copy as Smithy and so on.
Also, we usually prefer to use our terminal space for draw and not for terminal Coin generation.

3
Variants and Fan Cards / Re: New Card concept- standing army
« on: October 18, 2019, 08:38:41 am »
Edit idea:  From hand, not Duration.
Cost 4
Trashed card must be cost 5 or higher.
This lacks context.

Also, folks already mentioned that engines are a good defense against Bandit and, guess what, Bandit itself defends against Bandit! Of all the trashing attacks in the game, it is the most harmless one because it gains the very stuff that it trashes.

There are overpowered Attacks in Dominion like Mountebank, Torturer and above all Cultist. Bandit is pretty mild in comparison.

4
Variants and Fan Cards / Re: New Card concept- standing army
« on: October 17, 2019, 05:57:53 pm »
This is arguably weaker (terminal, no Coins) than Lighthouse.

5
You might want to make it more clear that Tricks are not general rules, i.e. that they do not trigger automatically.

Blood Moon does not have to specify that the card comes from the Supply and while I think that these Night-Events are pretty cool, especially from a thematic perspective, I'd like to point out that this Trick would work identical if it were an ordinary Event.

I guess that Fence wants to target all cards that you gained during your turn which might run into issues with the lose-track rule (but I never got that rule anyway).

Line of Credit also runs into a rule issue as you cannot buy anything if you have Debt. I mean, you could simply pragmatically ignore this rule in this instance but I wanted to mention the rule issue anyway.

Midnight Sun might be too strong but I'd nonetheless also test it with an extra Buy, if only to make it non-dead in Kingdoms without extra Buys.

Manorialism might also want to be more technical and use a Capital-style wording like e.g.: "During your turn, Victory cards are also Treasures and produce +1 when played."
That also leads to funky stuff with only-Treasure remodelers like Mine.
Among all this is probably my favourite landscape card here. Very simple and cool design.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 15, 2019, 10:29:14 am »
Decompose/Compost (hhelibebcnofnena)
Event, $2 +1 Buy, take Compost.
Artifact, at the end of your turn (after drawing) trash a card from your hand.

One use of Cathedral may not quite be worth $2, considering the one turn hold scenario, but you're also buying it off someone else so there's competitive value. If someone's left with the Compost, they probably have to have good things in hand to trash to it later, so there's always that risk for them to consider.
Overall: simple and effective, consistent yet balanced and interesting competitiveness in almost every game. It's a contender.
I don't wanna diss the design, it is simple and neat. But it is also often forced (T1 to trash before the shuffle unless you open CCCCC) and thus unlikely to be balanced:
Quote
Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers.
http://forum.dominionstrategy.com/index.php?topic=4318.0

This isn't surprising, if you are often willing to pay $3 (Bonfire) in the opening to get rid of 2 Coppers (and actually decrease the economic power of your deck for the next shuffle!) you are likely to often pay $2 to get rid of a dead card.

7
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 10:13:03 am »
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.

8
segura:
Quote
This is nearly identical to a Throne Room with +1 Card and totally crazy at $3.

So being able to play a cantrip/village a second time is still too powerful? For example, if playing strictly base, this card could only play Cellar, Harbinger, Merchant, Village, Poacher, Throne Room, Festival, Laboratory, Market and Sentry when not played as the first Action (and when played first, it can't play anything). Good cards, but that's only 11 of 26 Kingdom Piles it can play. It's situationally weaker than Throne Room. I can see raising it to $4 but I thought the deficit could allow for a $3 price. Might be worth killing the +1 Action.

Edit: Thinking on it, the top decking ability is too much. Took it out. I also clarified the language from "play another Action already in play" to "(other than this)" to make the anti-infinite loop more clear. Also raised it to $4 as it is a more useful Estate.
I think it is still too strong. Just look at the net effects of the vanilla stuff: TR on Pearl Diver is a village, Great Hall 1.0. on Pearl Diver was a Lost City, Great Hall 2.0 on Pearl Diver is a Laboratory.

That extra card is stronger than the implicit extra Action of Throne Room, on top of that there is the VP and the only disadvantage of your Great Hall is that you cannot do TR-TR-x chains or in general play it before you played an Action. I doubt that this liability outweighs the advantages.

tl;dr: Great Hall 2.0 is nearly as good as a TR with -1 Action +1 Card 1VP

9
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 10:03:09 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?
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.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 15, 2019, 09:56:25 am »
OK, so I haven't had an entry in a several weeks, but I came up with what I hope is an interesting idea for an artifact yesterday, so let's try it out:

Official entry version: (after updates)





Original version - kept here for posterity:

Cauldron - Artifact
During your turns, Potions are  "Choose one: +1 Potion or +$3."

Infusion - Event - $P
+1 Buy. Trash a card from play. If it costs $4 or more, take the Cauldron. Play any number of treasures.
I like this a lot. Situations in which you want more than 1 Potion are rare and I actually think that this a key reason for why Alchemy is held in low esteem (although nobody ever explicitly says this). Gee, if there is a new resource, we want to see more than just 1 copy per player and game!
Your cards fix that issue, now you potentially want several Potions per game. It is also versatile, you can get the Potion as overpriced (but who cares about that if there are no other ways to thin) non-terminal trasher as well as source of payload. And it becomes really funky when there are Kingdom cards with Potion cost.

11
Great Hall
It's worse than Throne Room. It can only replay an Action already in play, so this card's special ability is useless if it is the first Action played. In fact, thinking on it, the cantrip should be in there so the card is not a dud without a cantrip/village/lab around. So here is the new wording: "+1 Card, +1 Action. You may play another Action card currently in play a second time, or place it on top of your deck. 1%"
This is nearly identical to a Throne Room with +1 Card and totally crazy at $3.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 12, 2019, 09:01:36 am »
I don't see the situation in which the "finish your Buy phase" clause of Land Surveying ever matters. If you want to buy other stuff, you can always do it before you buy the Event.
I also don't see the appeal of the degenerate equilibrium this leads to. We know this from other cards like Treasurer that fight over an Artifact (and arguably cards like Relic which make everybody waste resources such that the game becomes slower). But these are Kingdom cards that do not automatically lead to boring to-and-fro.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 12, 2019, 08:09:47 am »
At least it favors engines over BM.
Not necessarily. When you engine already works and draws nearly the entire deck, Unleash is like a Villa, you buy it for the Action and not the cards.
In a money deck with a source of extra Buys on the other hand, this can potentially yield 2 Provinces or more.

I think that this very strategic flexibility, the universality of the two cards, is the main asset of Kudasai's design.

14
Chancellor + Woodcutter = Messenger. No need to fix those base cards, they already were
Night-topdeck the $5-Feast is arguably too good in 4/3. I'd topdeck the gained card, not the Feast itself.
I like the new Thief.
Adventurer sucks at neatly every price and so does the new one. In an engine you'd prefer the blue dog.
I like the new Island Scout but would consider leaving the green permanently on this Tavern mat (and then nerf it in some other way).

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 11, 2019, 08:05:26 am »
Now it seems like a less elegant version of a Throne Room thingy. I also feel that it is more expensive / hard to get / swingy than Citadel.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2019, 05:37:28 pm »
This would function virtually identically and much smoother if Supervision occurred when you bought it
Yeah, you are totally right. I screwed up the timing badly and changed Supervision.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2019, 09:44:35 am »


Gives you an extra buy and special access to cards. Like many cards in Dominion, it may or may not be worth it depending on the kingdom.
I like the flexibility of this. Sometimes you only want the Travelling Fair style extra Buy, sometimes you want temporary access to a good $4.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2019, 09:42:30 am »
Holy Land, man that's a stupid powerful curser.
I don't think so. I posted, and since played a bit, Parade here, a $4 Project which curses when you gain green. It is good but not overpowered. Holy Land is significantly weaker as you gotta fight for it and as you have an out-option.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 08, 2019, 02:19:58 pm »
       
So does Supervision take effect on next turnís  buy phase?
Yes, once you buy stuff, the start of the Buy phase is over.
It could be too conservative but I did not want to make it too easy to just discard a Mill or whatever to grab whatever VPs are on Sandals.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 08, 2019, 10:15:35 am »
       

21
a more complex kingdom, including cards from Base, Intrigue, and potentially Prosperity and/or Adventures and/or Dark Ages.
As you wrote in the other thread that your fellow players have experience with deck builders, yet were underwhelmed by the lack of complexity, the obvious path forward is to throw all expansions together and play total random.

22
Variants and Fan Cards / Re: Contest #46: But it Wasn't Even Your Turn!
« on: September 29, 2019, 05:39:15 am »


Outside of alt-vp or colony games, this feels better than duchy. I'll probably just save all of my totems until the end and cash them out when my opponent buys his last province (probably last or 2nd to last province bought). As long as you play right, it's not likely you'll get left with these on the mat. So basically totem is worth 4 points (to duchy's 3), isn't a dead card in your deck (unlike duchy), and in the event where you need some fodder for TfB, totem can be called early and trashed without losing VP (unlike duchy).
So? Distant Lands is nearly always better than Duchy.
I don't think that the card is particularly exciting, being a bit like a reverse Distant Lands (instead of leaving your deck, it starts out of deck and somewhen enters your deck). But being often better than Duchy is definitely not an argument against it.
Also, play isn't as simple as you made it out: in pile-emptying situations, whoever bought too many Totems can be screwed (empty piles, buy Duchies instead of Provinces).

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 28, 2019, 07:47:59 am »

I don't think that this is any good in Kingdoms without handsize attacks (but it is easy to defend against this in Kingdoms with handsize attacks).

The other players can set aside unplayable stuff (green and purple) to make the card a petty Ruined Library or weak stuff like Coppers and Silvers which is far weaker than the DoubleLab they get. But even if they set aside good stuff, they arguably get something better or similar out of it as the active player:

For example, suppose it is a 2P game and the other dude sets aside a cantrip. For them it is a net effect of +2 Cards whereas for you it is just +1 Card.
Suppose it is a 3P game and the other dudes set aside cantrips, then for you it is +2 Cards +1 Action.

So I think that you have to nerf the +2 Cards for the other players. Two Laboratories is simply too good.

24
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: September 27, 2019, 12:10:24 pm »
Patron is only strictly better than Silver when no dead draw is available.
If you want to make this an action with "+1 Action, +2$, while this is in play, when you gain a card, put it on top of your deck," that seems ok.
I disagree. Action Silver is on average better than Silver. See Candlestick Maker vs Ducat.

25
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: September 27, 2019, 01:02:19 am »
Strictly better than silver at 4$ is icky.
Before Patron that was indeed the case but after Patron, Royal Seal could easily be a $4.

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