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Messages - DEGwer

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1
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 11, 2020, 07:26:45 am »
Here is an infinite loop:

+1 Card on King's Court
+1 Buy on Lurker
a Watchtower in hand
a King's Court, a Lurker and a Mandarin in Trash
2 Platinums in play


buy Gamble to play King's Court (Draw a Lurker via +1 Card token)
play this Lurker three times, gain Lurker (top), King's Court (top), Mandarin (trash)
gaining Mandarin topdecks 2 Platinums
buy Gamble twice to play them
buy Bonfire to trash a King's Court and a Lurker

Here we gain 10$ and 3 Buys by spending 9$ and 1 Buy. The board is now identical to the begging. That is an infinite loop.

After you’ve bought the Bonfire, how do you restart the loop?

Well, you buy Gamble and so on

Yes, I see, having played the Platina mid-loop. Neat - and only requires KC, Lurker, Watchtower, Mandarin, a card that gives tokens, Colony/Platinum and two events!

Actually, Platinums are not necessary because we can just replace them by bunch of Golds. Tokens can also be omitted because we can do like KC(gamble)-KC-Lurker-Margrave-Lurker. We can do similar things via Toil. Furthermore, we don't even need Mandarin; if we played some number of Priests, we can afford to buy Gamble and Bonfire by Bonfire itself (although I don't like infinite loops that depend on Priests).

2
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 11, 2020, 05:26:52 am »
here's one: http://forum.dominionstrategy.com/index.php?topic=17909.msg740343#msg740343

as far as i am aware there's more

It doesn't work now because the Overlord has changed. It does not trash itself now.

3
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 11, 2020, 05:04:54 am »
Here is an infinite loop:

+1 Card on King's Court
+1 Buy on Lurker
a Watchtower in hand
a King's Court, a Lurker and a Mandarin in Trash
2 Platinums in play


buy Gamble to play King's Court (Draw a Lurker via +1 Card token)
play this Lurker three times, gain Lurker (top), King's Court (top), Mandarin (trash)
gaining Mandarin topdecks 2 Platinums
buy Gamble twice to play them
buy Bonfire to trash a King's Court and a Lurker

Here we gain 10$ and 3 Buys by spending 9$ and 1 Buy. The board is now identical to the begging. That is an infinite loop.


4
Rules Questions / Re: Simple Rules Questions
« on: November 30, 2019, 10:04:42 am »
Is the following argument true?

Assume I already bought the project Sewers. I play Band of Misfits to play Treasure Map. I trash a Treasure Map from my hand, and trash another Treasure Map from my hand by effect of Sewers. I trashed two Treasure Maps before evaluating the "if" clause, thus I can gain four Golds.

I tried it on Dominion Online but didn't gain Golds.

Although this question is so particular in real-play, I am just curious about it.

Online is correct, that doesn't work. Treasure Map only checks what you trashed while resolving it, and ignores e.g. Sewers. Also Band doesn't work with Map, as you can't trash the original Map from the supply.

Things seems to go as following:
- Play a Band of Misfits.
-- Play a Treasure Map by Band of Misfits. It leaves on Supply.
--- Trash a Treasure Map from hand.
---- Trash another Treasure Map from hand by effect of Sewers.
--- Count the number of trashed Treasure Maps. It is two, thus I can gain four Golds.

In this flow, two Treasure Maps are trashed while resolving Treasure Map on Supply.

5
Rules Questions / Re: Simple Rules Questions
« on: November 30, 2019, 09:33:26 am »
Is the following argument true?

Assume I already bought the project Sewers. I play Band of Misfits to play Treasure Map. I trash a Treasure Map from my hand, and trash another Treasure Map from my hand by effect of Sewers. I trashed two Treasure Maps before evaluating the "if" clause, thus I can gain four Golds.

I tried it on Dominion Online but didn't gain Golds.

Although this question is so particular in real-play, I am just curious about it.

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 10:40:45 am »
My entry:



My idea is designing an on-buy Island, though putting starting Estates or late-game Provinces does not provide another 2VP.

This event has various usage. We can use it simply as Estate (or Hovel) trasher keeping VP, even on our first turn. We can keep consistency of deck with $12, 2 buys and it makes easier to even building a golden deck. On the supply with Curser, it can be a another source of VP. Gaining a Curse by Haggler or Stonemason can be reasonable playing.

I considered several version of bonus. Since I like tricky things, it is intentional to make a Curse into something which is sometimes better than an Estate.
Giving 4VP is too strong against Duchy (and I wanted to give $4 cost to make it possible to buy it at the first turn), thus it gives 3VP.
1: this still hits Night cards
2: this is approaching Remodel levels of "too good" as an anti-junker
3: given that you can net 2VP when you Drift a Curse, this may discourage using cursers at all  in games where it's present. It may even encourage people buying Curses with extra buys to try to Drift them in future turns.
Oh, I completely forgot about Night cards. I'll fix it. Although I don't buy Ill-Gotten Gains when Drift exists, I don't consider to ignore Witch.
Maybe it is better to make it Night card.

7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 10:28:26 am »
I won't disqualify cards that use "reveal" when they could use "look at," though I may take it into account.

Also, Cavern isn't strictly better than Hunting Grounds because Hunting Grounds has the on-trash ability.

It is, however, strictly better on play, and you don't exactly buy Hunting Grounds for its on-trash ability like you do for Fortress.
Once I did it on the Supply with Groundskeeper and no +Buy.  Although it is very rare case, theoretically it can be a reason to keep Cavern $6.

8
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 09:52:10 am »
My entry:



My idea is designing an on-buy Island, though putting starting Estates or late-game Provinces does not provide another 2VP.

This event has various usage. We can use it simply as Estate (or Hovel) trasher keeping VP, even on our first turn. We can keep consistency of deck with $12, 2 buys and it makes easier to even building a golden deck. On the supply with Curser, it can be a another source of VP. Gaining a Curse by Haggler or Stonemason can be reasonable playing.

I considered several version of bonus. Since I like tricky things, it is intentional to make a Curse into something which is sometimes better than an Estate.
Giving 4VP is too strong against Duchy (and I wanted to give $4 cost to make it possible to buy it at the first turn), thus it gives 3VP.

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2019, 02:11:11 pm »
Novelist
Types: Action
Cost: $5
+3 Cards. If you have a treasure in play, +$1 and +1 Buy.
Heirloom: Book
Quote
Book
Types: Treasure, Heirloom
Cost: $4
$1. You may choose one: Play an action card from your hand; or gain a Manuscript.
Quote
Manuscript: 16
Types: Treasure
Cost: $2*
$1. You may play an Action card from your hand.
(This is not in the Supply.)
I'd recommend Novelist state "if you have any Treasures in play" or "at least 1 Treasure in play" for clarity.  +$1 and +1 Buy should be swapped for standard bonus order.  Card types should be capitalized (Treasure on Novelist, Action on Book and Manuscript).  Book needs to specify that Manuscript comes "from its pile" or else you can't gain it unless Manuscript appears in the Supply.
I like this set.  Offering a way to increase the effect of the Heirloom by gaining Manuscripts is nice, though card intensive.
I think Novelist should cost $6, though.  Its benefit is a bit sideways, but +3 Cards and +1 Buy and +$1 is very strong--especially when the card necessitates a way to activate it is present in the Kingdom.



Fixed wording problems. Thank you for your suggestion. But I don't think Novelist should cost $6: Novelist seems to have similar strength as Swashbuckler. (+1 Coffer) and (+1 Buy and +1$) are judged as similar strength (as Market/Baker) and I cannot say that the bonus condition of (Swashbuckler / Novelist) are far harder to be satisfied against the other, even with the heirloom.

10
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2019, 07:30:00 am »
I could make the Menagerie option more like a weaker Festival (add +$1) or make it +2 Actions. The Village default is probably fine unless it would be more interesting to use a gainer option, gaining an Action costing up to the number of differently named cards in hand.

Edit: made the Menagerie option Festival. Left the Village option intact rather than make it a Smithy + Action, but I did move the discard to after the draw. Dropped the price to $4.


I think that this is too good now. Festival is a $5, Fugitive is a $4.5. Perhaps stick with discarding before drawing?
It is not easy to control which option is chosen. This fact weaken the card. Ironmonger is a Spy with additional effect of Village (3+Spy) / Peddler (4.5+Spy) / Laboratory (5+Spy), but it is $4 because we basically cannot choose which is chosen.

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2019, 06:27:52 am »


Wizard acts like a cheap Witch, but you have to play your Grimoire twice per Curse you want to give out.
Seems so slow. It is difficult to distribute even five curses until the game ends. I'd rather throw Grimoire by Catapult to send a Curse.

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2019, 04:29:22 am »
My submission:



Manuscript pile contains 12 cards of Manuscripts.

My idea is making a smithy with less fear of collision and accidents. Using it by a Book or Manuscripts produces extra source of +Buy, so we also have less fear of $16 and 1 Buy. A Book is not enough to enable Novelist's additional effect consistently, so we can copy it to Manuscripts.

Dominion already have eight ways to play treasure before Novelist: Black Market, Storyteller, Capitalism, Scepter, Innovation, Crown, Coin of the Realm, and Villa. The heirloom is the ninth one and we can enable additional effect every time because it is heirloom, but there may be tricky local strategy with these cards.

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2019, 04:09:13 am »
Zealot
Types: Action, Duration, Attack, Command
Cost: $4
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, they ignore its effect and may play a cheaper non-Command card sharing a type with it from the Supply, leaving it there.

I think this attacking concept is cool. It sometimes hurt so much (Seer) and sometimes help so much (Smithy into Village!) and change the opponent's strategy like Embargo.
By the way, I think the non-Command restriction is not needed. Playing Zealot from the Supply to help the next turn is reasonable defense strategy and doesn't make loops.

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 18, 2019, 09:00:50 am »

Traitor
$3 - Action - Command
The player to your right reveals their hand.
You may trash this. If you did, play a non-Command Action card from their hand, leaving it there.
If you didn't, +1 Action, +1 Buy
Heirloom: Bribe

Bribe
$3 - Treasure - Heirloom
$1
When you play this, gain a non-Treasure card costing up to $3

It cause the same infinite loops as General, which I posted above. Lurker accidentally kills all self-trashing Commands.

Bribe is very strong (it is often stronger than Gold because it works like +$4 and +1 Buy), but I think it is good card and does not break the balance because it is Heirloom. But it doesn't help Traitor much, because we can simply gain another useful Action.

15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 18, 2019, 08:33:19 am »


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?


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.
But it can turn any terminal into non-terminal, and that's pretty good. But yeah, you'll need low cost +cards or you discard your hand just playing successors. Or a draw-to-x could pair with these cards extremely well.

This concept is so cool. You can have a monolithic strategy that results in you playing almost all the cards in the supply. Dope! I wonder if you could strengthen it slightly to give +1 card if it's the first successor you have in play?


16
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 10:49:29 am »
Quote
General
Types: Action, Command
Cost: $4
Choose one: Trash this to play a non-Command non-Duration Action from the Supply, leaving it there; or play up to 2 differently named Actions you played this turn before you played this that are still in play.

General with +1 Card token will produce very simple infinite loop with Lurker. We can
- Play General1.
-- Draw General2 by effect of +1 Card token.
-- Use a Lurker by General1 and Gain General3 from the trash.
-- Trash General1.
- Play General2.
-- Draw General3 by effect of +1 Card token.
-- Use a Lurker by General2 and Gain General1 from the trash.
-- Trash General2.
...and so on.

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 10:06:03 am »
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.

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 09:49:32 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.

19
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 09:45:11 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.

I think the intent of the "finish your buy phase" is to prevent you from buying two Land Surveying in one turn, but the event should just say  "Once per turn".

I wanted to prevent from buying three or more Land Surveying without having Map, but I don't want to prevent it with having Map: Opponent should take Map to prevent megaturn.

20
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 08:24:51 am »
My submission:



I am new to here and enjoyed making images!

21
Dominion League / Re: Season 36 - Signups
« on: October 03, 2019, 09:30:52 am »
DEGwer
Japan/Tokyo
DEGwer#1165
New to the League

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