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Messages - Marpharos

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 13, 2020, 05:38:19 pm »
Here's my submission. It had to cost $2 to be exempt from many trash attacks.



Attendant
Action
$2
Quote
You may discard up to 3 non-Action and non-Treasure cards. If you did, choose 1 per card discarded: +1 Card, or +1 Buy, or +$1.
-
When you trash this, +2 Actions.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 05, 2020, 03:11:10 am »

Do you think it is too strong, or too weak? An earlier version had you draw a card if you play and trash a card off it so it could chain multiple actions off of it.



Would this be along the lines of what you are suggesting?

Iíd say if this always gave +2 Actions, itís too strong for $3 and might do better at $5.
I think something more like:

+1 Buy
+$2
You may trash this or an Action card from your hand, that you may play first, for +1 Action.

That way the +Actions are conditional on poor working conditions. I donít know if it should be $3 or $4 like this, itís either a stop card, +1 Action or +2 Actions depending on what you trash. But it giving 2 Ruins on gain is good here in my opinion.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2020, 07:09:18 pm »


Quote
Workhouse - $3
Action - Looter
+1 Buy
+ $2
You may play an Action card from your hand. Trash it and +1 Action.
-
When you gain this, gain 2 Ruins. Shuffle them and all Copper you have in play into your deck.

So, a name change and a slight change to the top and bottom half. You no longer get a card for playing an Action off of this. You get an extra Ruins on-gain which will benefit Workhouse, but it makes the turns following your first purchase of this worse and delays the first shuffle. I am not sure if the additional Ruins is a buff or a nerf and am willing to go back to just 1 Ruins if it seems too good now. I still think it is a reasonable alternative to Woodcutter instead of a strictly better Woodcutter. Feedback is welcome.

In terms of the action side of this, itís a woodcutter or itís a woodcutter, +2 actions and trash one? I think that needs a change. Maybe it could be more like death cart but +2 actions and either trash the next action card you play or itself?

4
Variants and Fan Cards / Re: Card updating contest
« on: September 04, 2020, 05:47:21 pm »
I hadnít noticed this thread before now! I donít think Iím in time for a submission this round but I love the idea of updating cards. My ideas are rough and the wording isnít right I know, but the idea is there!

My Sea Hag would be:
Cost $4
+$2
Each other player reveals the top card of their deck. If itís:
a Curse, put it back.
Anything else, discard it and gain a Curse on top of your deck.

My Spy would be:
Cost $5
+1 Card
+1 Action
+$1
You may reveal the top 3 cards of your deck and discard the Victory cards

5
For what my penny is worth, my ideas have included:

Create a new token
Something that changes card types
Something that lets you play a card in another phase
A card that costs more than $8
Create a (lab) variant
Create a card with x theme
Create a card that alters the use of a resource (like diadem or spend coffers for something else, etc)
A card that changes how another card is played (like enchantress)

I also enjoy coming second!

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2020, 06:18:41 pm »


Brazier
Action, $3
Quote
+1 Buy
+$2
-
When you gain or discard this, you may set aside a Copper from your hand or in play. If you do, at the start of your next turn, play it.

The text might be a bit clunky, but I'm happy with the concept. It's like Baker but can't be used until t2, so you might have:
$3, $5
$4, $4
$5, $3
or
$2, $5

Edit: Rookie mistake, the buy and $ are the wrong way round on the card. Itís a small change and one I might not have time to fix before judging.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 27, 2020, 04:47:12 am »
Still, it is possible and I don't think any way to get infinite VP should exist in this game

There's a lot of possible infinite loops that get infinite VPs, most of them almost impossible to happen in a random game. See this topic:

http://forum.dominionstrategy.com/index.php?topic=20320.0


All that being said, I think the smaller text, infinite-loop version of Canary is better. I don't know if the discrepancy of upvotes the two posts get is an indication of other people's thoughts. If you really must avoid infinite loops, you can try this:

Quote
$1
-
When you trash this, you may replay a face-up Action card you played once this turn that's still in play.

once you replay it, is no longer "played once." All infinite loops with Canary are thus avoided. This then means you can't throne room a card, trash a Canary to then play that card again. Is this nerf worth avoiding the infinite loop? Hard to say.

I have to root for Canary as I had the same idea (although mine [haha] allowed you to discard the Canary instead of trashing it, and it costed less as to not upgrade to gold. I think your version that stays trashed and upgrades to gold is better).

I think I prefer the first version of Canary anyway for simplicity. The idea for turning cards over is there because it makes tracking that much easier but just leaving the infinite loop in is much more fun in my opinion. And in fairness, using Treasurer gives you the option for several choices each time, I'd be happy to leave it in there honestly...



Foal should probably be once per turn, otherwise you can loop it and gain all the horses with way of the mole or way of the mouse.

I would put something like"when you discard this, other than during clean-up, set this aside. If you did, gain 2 Horses." It stops you looping Foals and doesn't gain to hand. If you did want it to gain to hand, I'd just gain 1 Horses total.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 25, 2020, 11:56:53 am »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
This is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VP

With small I mean that if you randomize the chance that this kingdom hits is very small.
Still, it is possible and I don't think any way to get infinite VP should exist in this game

While I want to promote reusing this effect in turns because it sounds fun, I agree there shouldn't be a way to receive infinite VP. I thought about Exiling vs trash and I think I like bringing it back if possible. Also, I know it's a small thing but in games where each player is only able to Exile a Canary and never bring it back where Canary is the only card that can be Exiled seems like a waste of setup time and table space.

I took a page out of the Necronomicon and figured turning cards over works just as nicely. No confusion with what cards are set aside that way and the loop becomes finite.



Quote
$1
-
When you trash this, you may replay a face-up Action card you played this turn that's still in play. Turn it face-down for the turn.

Edit: I just wanted to include that I'm fully on board with lompeluiten's sentiment of if you can pull it off, you've earned it!

EDIT: I prefer the original submission, even if it's missing the Heirloom text across the bottom:


9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 24, 2020, 04:31:34 pm »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

Yup, done it again haven't I. I had it discard the card after being played but the text becomes tiny no one can read it. It should be replay it and set it aside in that order so that it's no longer in play I think

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 24, 2020, 01:44:37 pm »

Canary
Heirloom: Mine
$3 Treasure Heirloom
Quote
$1
-
When you trash this, you may replay an Action card you played this turn that's still in play.

This, Treasurer and Watchtower make an infinite loop.


Good spot, I've fixed it now so it is a Treasure - Heirloom and the possibility for infinite loops are reduced:



Quote
$1
-
When you trash this, you may set aside an Action card you played this turn that's still in play and replay it.

The wording feels a bit clunky but setting it aside stops the loop you found. Also, I've been on the fence about whether it costs $2 or $3 and I'm happy with it at $3. Mine isn't that great, and I'd say a similar level to opening Skulk or Silver/Wedding in terms of getting a Gold in your hand by t3. Also, you may not be trashing it with Mine, you may not want to replay Mine, and other $5s are generally better than Mine. There's got to be some incentive to get Mine I feel, it's so slow normally.

EDIT: I'm sticking with my original submission

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 22, 2020, 05:46:53 pm »
I've seen a number of heirlooms for Mine, but I already had this idea so here's another one...



Canary
Heirloom: Mine
$3 Treasure Heirloom
Quote
$1
-
When you trash this, you may replay an Action card you played this turn that's still in play.


Edit: itís supposed to have the heirloom type, whoops

Edit: I'm sticking with my original submission, it's more fun and simple

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 14, 2020, 10:06:02 am »
Submission for this week:



Maritime Trade
$3, Event
Quote
Discard any number of Actions, revealed, from your hand for +1 Buy and +$2 each.

The numbers might be off, but to get a real payload from it you need to sacrifice your actions which seems like a decent balance.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 07, 2020, 07:44:40 am »
Does this qualify?
The effect is REALLY big.



That's definitely one way to win, I suppose Lord Rattington would have to take over in these games?

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 04, 2020, 02:17:24 pm »
Assuming this fits with the theme this week, here's my submission:



Bank Teller
Action - $5
Quote
Play up to 3 Treasures from your hand. Then pay all of your $ and +1 Coffers per $1 you paid.
-
At the start of Clean-up, take per Treasure in play and then you may pay off .

This is probably horribly broken, but I thought Storyteller was a good basis for a card becoming big. And obviously this is the theme for 'teller cards...
Absolutely no playtesting involved with this one, and seeing as this can go big with either Coffers or Debt I'm inclined to leave it as long as it fits the competition this week. I used Storyteller and Capital to figure out the wordings of these, so should be good!

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 02, 2020, 01:34:47 pm »

You seem to be confused about how the game works: you can spend Coffers before you buy anything, i.e. you can play a Honey and then immediately spend the Coffers independent of whether you played a Honey before or not. You can also first spend the Coffers you got in a previous turn before you play Honey.
There is no downside at all, Honey is strictly better than Gold (ignoring the aforementioned edge cases like Gamble, Venture and Black Market).

Good point, I tend to leave Coffers to the end because I don't think about how much money I'll have before playing all my treasures beforehand.

There's a way to get it to work well, and I like the ideas I've been given but I don't think I'll get it sorted in time for the deadline. I'll keep working on this one as I like the concept though.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 12:41:59 pm »
I've never bought Leprechaun without intending to gain wishes, I believe.
Leprechaun misfires far more often than it hits and I have witnessed better players than me open with Leprechaun and win.

I totally agree that gaining any stop card should be viewed critically. But Honey is better than Gold, money decks do still exist and +1 Villager and +1 Buy is a decent secondary option.

My thinking with Honey is that if you only gain 1 and always spend the coffer when it comes round then youíve gained a single Gold, or if you save the Coffers for another turn you risk it being a Silver which is fine.
If you gain 2+ Honey, youíre really hoping they donít collide and that you can spend the Coffers consistently enough. Apiary doesnít allow them to collide directly, but the Villager it gives does encourage other draw cards to be played which increases the likelihood of drawing more Honey. Taking away the duration also stops you from gaining Honey too quickly probably makes it stronger, and also stops you gaining Villagers too quickly which affects its strength depending on the kingdom. (Ie, couldnít quite work that one out...) If you flood your deck with Honey, youíve mostly gained a ton of Silver.

Still, opening with Apiary the earliest you get the Honey in play is turn 5 most likely. Opening Skulk gets you a Gold turn 3 if youíre lucky.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 31, 2020, 05:52:53 pm »
I like it, but +3 coffers is too much. You really don't want players stockpiling large amounts of coin tokens so easily.

Suggestion: "+$2. If you have no Coffers, +1 Coffer."

I think I like this idea the most - it's clean and simple, stops stockpiling coffers and still limits the power of subsequent Honey played. One idea was for a Devil's Workshop-like effect which worked well too, but I think this is more streamlined!

UPDATED SUMBISSION



Apiary
Action
$4
Quote
Choose 1: +1 Villager and +1 Buy; or gain a Honey.

I took the duration off this because technically it wouldn't count towards the competition with it on but I still like it.

Honey
Treasure
$5*
Quote
$2
If you have no Coffers, +1 Coffers

(This is not in the supply.)

It pleases me that both cards fit under the rules for this week, and that you pubby for your idea! :)

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 30, 2020, 12:40:24 pm »
My submission:



Apiary
Action - Duration, $4
Quote
Now and at the start of your next turn, choose 1: +1 Villager and +1 Buy; or gain a Honey.

Honey
Treasure, $5*
Quote
+3 Coffers
-
Provides 1 Coffers less per Honey in play, other than this.

(This is not in the supply.)

I kept wanting to do something with Coffers and Villagers and Buys, this was the best way I could think to work it.
...

Unless I'm misunderstanding Honey, it starts off as a Coffer-gold and just gets better in multiples. This seems way too strong to me - even if Honey was only a Coffer-silver and couldn't scale I still think it would be very strong to gain with Apiary.


Edit: I misread Honey as providing more coffers per copy of Honey in play rather than less. It still seems pretty strong though, especially given that the other mode of Apiary isn't completely terrible to have a copy of in your deck.

It also seems like it would encourage money strategies a lot but if that's what you're going for it's not an issue.

I think the intent is to have it scale down, so the second Honey played gives 2 Coffers, the third gives 1 Coffer, and the rest played gives 0. Maybe the text below the line should read "Provider 1 fewer coffers for every Honey already in play"? Perhaps baking the reverse scaling into the Coffers gain?

Edit: You already got it. Disregard.

Iíve seen there are issues with how my submission reads and will update Honey so it functions better, Iíve had some really good ideas from Dominionaer too. I intend on updating it before the competition closes but itíll likely be tomorrow if I do. Iíd do it now but Iím at work...

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 29, 2020, 06:03:57 pm »
My submission:



Apiary
Action - Duration, $4
Quote
Now and at the start of your next turn, choose 1: +1 Villager and +1 Buy; or gain a Honey.

Honey
Treasure, $5*
Quote
+3 Coffers
-
Provides 1 Coffers less per Honey in play, other than this.

(This is not in the supply.)

I kept wanting to do something with Coffers and Villagers and Buys, this was the best way I could think to work it.





A simple 2-cost card. Now or later duration are great fun and the buy clause seemed interesting.

I really like this a lot, but I don't think it fits under the rules:

Short list of not valid cards:
  • Caravan: 3 vanilla effects, which is one too many (+1 Action, +1 Card and another +1 Card).
  • Merchant Guild: 3 vanilla effects, which is one too many (+1 Buy, + and +1 Coffers).

I could be wrong with this though, if someone would like to correct me?
It might be worth making the effect above the line either now or next turn instead of splitting it up like that?

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 24, 2020, 02:26:59 pm »
Not sure if this is in time but I've updated mine so it is an attack.

Updated Submission (maybe in time?)

Quote
Marooner
+$3
Exile this and another card from your hand. Each other player reveals the top card of their deck and discards it if it costs $3 or more.
-
When you discard this other than during Clean-up, you may reveal it and each other player with 4 or more cards in hand puts a card from their hand onto their deck.



There's a lot of text on the card, but I think I'm happier with how it is now.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 19, 2020, 05:51:28 pm »
Note: reactions would only be able to react to the card being played, not discarded from exile, so the Attack type is useless on the card.

I don't think this needs a reaction type at all, since all it reacts to is itself. It could just be a standard dividing line, similar to when-gain.

The Reaction typing is that it reacts to a stimuli. Black Cat requires the card to be played to stop it from handing out all the curses in 1 turn with very few Black Cats. Not all reaction cards require it to be played, like Tunnel. Speaking of, the Tunnel wording is much more in line with what I'm trying to do I think. Also, if Ghost Ship is an attack then this is an attack, and you can attack if it's your turn or not.

Updated Downthread



Quote
+$3
Exile this and another card from your hand.
-
When you discard this other than during Clean-up, you may reveal it and each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.

It's effect can't really be triggered more than once per round unless something allows you to draw back up like Council Room, and even then you're going to be putting the same things back most likely. I didn't want to put too many more words on there as it's very crowded already, and I checked that it's effect would still happen if discarded from Exile. It just opens it up to more shenanigans too.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 18, 2020, 07:01:31 pm »
Having done some playtesting, Waterwheel is too strong for $5, so will increase the price. I will also reword the below-the-line effect (thanks for the suggestions).

Waterwheel (Action, $6)

+3 Cards
You may trash a card from your hand.
óóó
When you gain this, trash a card from your hand. If you didnít, return this to its pile.

I was thinking of doing something really similar to this and have a below the line effect of "when you gain or trash this, trash a card from your hand." I like the idea of not gaining it if you can't trash something, so keeping it as it currently is maybe it should say "When you gain this, you may trash a card from your hand. If you didn't, return this to its pile." If there are still shenanigans to have with this then they're probably fine and edge-case scenarios anyway.

[Edit - I missed that there was a later version of this...]



My submission this week is Marooner. It's like a returning island with a Ghost Ship below the line effect.

Marooner $5 - Action - Attack - Reaction



Quote
+$3
Exile this and another card from your hand.
-
When you discard this from Exile, each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.

Maybe it wants to cost 4, or maybe it wants to give +$2 instead of +$3. I'm not sure how to value Exiling cards so any advice is appreciated!


UPDATED LATER

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2020, 12:49:48 pm »
Very in depth, and well done to alion8me! I know my night hag needed some more work to make it either less better than witch or something but I didnít have the time to give to it in the end. Maybe it needed to cost 6 or just have a weaker effect (probably the latter). Idk. Was lots of fun though, thank you Carline!!

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 12, 2020, 06:20:45 pm »
I've redone my design. Thanks to pubby, LordBaphomet, grep, anordinaryman, alion8me, and sorry I don't entirely understand how quoting multiple people works on this.

I wanted Night Hag to be something that wakes you from sleep, it's thematic and I like it so I wanted to keep the night phase and not make it a Treasure. I also wanted it to have a cursing effect, like all good(?) hags. I also wanted there to be a reason to go back to the Action phase and not just to be a gimmick. This is what I've got now:

Night Hag



Quote
If it's your Night Phase, you may trash a Curse from your hand or gain a Curse to hand. If you do, return to your Action phase. Otherwise,
+2 Cards
+1 Buy
Each other player gains a Curse.

I am still torn about gaining a Curse to hand. I had it as gain a Copper/2 Coppers to hand, or gaining a Spirit of some sort. This seemed to be a fix. So, you might have some unfinished business in the action phase and really want that Curse, or want to trash that earlier curse you gave yourself. Most importantly though, I don't think it matters if that locket is cursed anymore...

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 08, 2020, 06:11:19 pm »
Thank you NoMoreFun for the challenge this week and congrats on the win Carline, definitely deserved with the amount of effort you put in!

Updated downthread

My submission this week is Night Hag:



Quote
Night Hag
If it's your Night Phase, return to your Buy phase for +2 and each other player gains a Curse. Otherwise,
+2 Cards
+1 Buy

My concern was that this might be too powerful, so I added an heirloom to it. I don't think the heirloom needed to be cursed now that I think about it, but I've already put it on the cards... Oh well, here's Cursed(?) Locket:



Quote
Cursed Locket
$1
The first time you play a Copper this turn, +$1
-
While this is in play, when you return to a previous phase, each player may trash a Curse from their hand.

I wanted the heirloom to be $1.5 and figured that having a Merchant-like effect would achieve that nicely. It can't stack in the way Merchant can too, which I like. It can also trash those pesky Curses you have in your hand, but allows everyone else to do so as well. Maybe the locket is cursed because it eats curses? It was my way of trying to balance having lots of Night Hags played in the Night phase.

Any feedback is greatly appreciated. I don't know if Night Hag should cost $6, or whether the locket really is cursed...

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