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Messages - Firestix

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1
Edit: Renamed Tower and Cauldron to Forlorn Tower and Alchemical Still

My Submissions:
Quote from: Alchemical Still
Alchemical Still
($0 Reaction - Component)
When you gain a Potion, you may
trash this from your hand to gain
a card costing $4 or less.

Quote from: Extract
Extract
($0 Treasure - Component)
[Potion]
+1 Buy
Gain a Curse.
Trash this.

Quote from: Forlorn Tower
Forlorn Tower
($0 Victory - Component)
1VP

When you trash this, you may put
your deck into your discard pile to
look through it and put a Treasure
from it into your hand.



These are to be used with the Alchemy expansion, replacing your starting Estates.

My goal is hopefully that these cards make investing into potions and potion cost cards less awkward.

(I saw Chappy7 made some for Alchemy already. Taking a quick look, they're both different enough that I'm comfortable submitting this as is.)

  • Alchemical Still allows you to gain a potion without missing out on another purchase.
  • Extract is a one-shot potion treasure that allows you to gain a potion cost card in the opening turns. The downside is that it gains you a curse when you use it.
  • Forlorn Tower is an Estate. Keeping it can help you offset the Curse you could gain with Extract. If you manage to trash it, you can discard your deck to put any treasure in your discard to your hand.

2
Edit: I've changed up my card a little bit. It's now a $3 Necropolis which gains +Card at level 1 and 2+.

My Submission:
Quote from: Industrial Town
Industrial Town ($3 Action - Level)
+2 Actions
At Level 1: +1 Card.
At Level 2+: +2 Cards.
-
Burn: +$1 per Level, then remove all of your level counters from this card's supply pile.


This uses Burn Abilities from FCMW33 and the Level mechanic from FCMW15.
  • This is a Necropolis that can turn into a Village, then a Lost City with enough investment.
  • The card ability itself does not benefit from levels beyond 2, but You can continue leveling it up for it's burn ability.
  • Once you use the burn ability, you lose all of your levels in exchange for $. If you want to burn it again, or turn it back into a Lost City, you'll have to level it up again.

3
Thanks Firestix for the win!

There was some discussion on this thread about when we want to close up Season 4 of FMC. So I will ask here. Do you want me to set up the Season 4 Finale now or wait until FMC week 42?

Personally I'm fine with either. If you have an idea for a mechanic I'd say do that next. But If you don't, you may as well do the finale.

4
This is my first time judging a contest like this. Hopefully my opinions on these aren't too disagreeable.

I will preface this by saying that there were a lot of good submissions. It was tough to narrow down cards for the finalists, and tougher still to pick a winner. Hopefully I did a good enough job!

But anyway, here are the submissions and some of my thoughts:



Manor by Joxeft
Manor - Victory - Blessing - Reaction - Cost:4
2%
-
When you gain a card and you have the Rosary, you may  reveal this from your hand to Exile it.

It seems like the only purpose for this card is to get the rosary and then promptly leave your deck. An interesting idea for an Alt-VP but it doesn’t do much other than that.

Edit: I just realized that the on-gain effect targets the card you gain, not the Manor itself. It makes it a little more interesting but I think my judgement still stands. You're still likely going to use it purely to take the rosary via exiling an estate, but it's a bit more versatile than I thought.



Convent by Erick648

Convent
$3 Action - Blessing
Draw until you have 6 cards in hand.
You may trash or Exile a card from your hand. The player with the Rosary may trash or Exile a card from their hand.

A pretty good deck thinner if you have the rosary. It also solves the problem of gaining victory cards to obtain the rosary. I also like how any player that has the rosary benefits from this card, which is not something I really explored when designing this mechanic.



Pastor // Manse by spineflu
(Finalist)


Quote
Pastor • $2 • Action - Blessing
+1 Action
If you have the Rosary, you may discard any number of Victory cards and/or Curses, revealed; otherwise, you may discard a Victory card. +2 Cards per card discarded.
Quote
Manse • $5 • Victory - Blessing
2%
-
When you gain this, you may put an Action from your discard pile onto your deck, and if you have the Rosary, +1%

I like the flavor of having Pastor be a shepherd-like card. And I like how gaining a Manse can put your played Pastor onto your deck, as well as rewarding you for keeping the rosary. Both of these cards are good.



Paladin by emtzalex
(Finalist)

Quote
Paladin • $5 • Action - Blessing
+1 Card
+1 Action
If you have the Rosary, trash a card from your hand. Otherwise, +1 Card.

I like the dilemma of needing to either have the rosary for trashing or not have the rosary for more draw. I also like how whether or not you trash or draw is decided by the opponents by taking the rosary. Interesting idea.



Hunted Skinwalker by Xen3k
(Finalist)


Quote
Hunted Skinwalker - $5
Action - Night - Attack - Blessing
If it's your Night phase, each player without the Rosary chooses one: Gain a Curse to your hand; or discard a card. Otherwise, +2 Cards and +1 Action, then discard a card.

This one kind of grew on me. I like the idea of an attack that affects everyone, not just your opponents. I also like how you’ve taken the concept of the rosary giving you a bonus and making it so that your opponents can take it to avoid being attacked. An interesting perspective.



Eden by Jonasssss
(Finalist)


Quote
Eden - $4
Action - Victory - Blessing
Gain a Card costing up to $4. The player with the Rosary gets +1 VP
-
1 VP

Like Convent, I like how this benefits the player with the Rosary, no matter who it is. You can also use it to take the rosary immediately and benefit from the full effect, at the cost of gaining at worst an estate or at best another Eden.



The Priories by fika monster

Quote
3$ : Monk
Action- Blessing - Priory
  Choose 1: +2 Cards; Exile a Victory card in hand; +1 Coffers
If you have the Rosary, choose an additional different option.

You may rotate the Priory.


Quote
4$
Victory - Reaction - Priory
+1VP
-
When you gain victory cards or 0$ cards, you may reveal this from your hand to put that card into your hand or unto your deck.


Quote
5$
Indulgence
Action - Blessing - Priory
+2 Buy’s
Non-Victory cards cost 2 less this turn.

If you don't Have the Rosary, Trash this.


Quote
6$
Lords Garden
Action - Duration - Blessing - Priory
+2 Villagers.
At the start of your next turn, you may spend any number of villagers for +1 Card per Villager spent.
-
If this is in play and you have the Rosary, +2 villagers whenever someone gains a Victory card.

I feel like I made a mistake by not restricting split piles, but hey, I like making things unnecessarily difficult for myself. I’ll start with each card individually and go from there.

Monk is a choose one that turns into a choose two with the rosary. Notably it exiles victory cards. It’s pretty good, especially with the rosary.

Bishop’s Weed allows you to take the rosary when you buy it. It also allows you to move any gained victory or $0 cards to your hand or onto your deck. Useful as a defense against cursers, but outside of that, I can’t see myself wanting to pick this up outside of very specific situations.

Indulgence gives +2 buys and reduces the cost of non-victory cards. It trashes itself if you don’t have the Rosary. This is a little strange. On the one hand, two buys with price reduction sounds pretty good. However, it doesn’t affect victory cards, which is kind of hard to justify the $5 price, especially if you don’t have the rosary. Overall I think this is a little weak as it is.

Lord’s Gardener is a duration that gives you villagers. It allows you to spend them for cards at the start of your next turn. If another player gains a victory card while it’s in play, and you have the Rosary, you get more villagers for your next turn. It convert’s villagers into cards which is neat, and you can save your villagers for a big draw later on, but it makes for a pretty slow card, especially without other villager gainers to support it. Like Indulgence, this seems a little on the weak side for $6.

Overall, I commend that you tried to make a split pile like this. However, I think the later cards are either weak or situational.



Parish by Dubdubdubdub
(Finalist)


Quote
Parish • $3 • Victory
2VP
If you have the Rosary, worth +1VP
-
The first time you gain this on your turn, +1 Buy.


I like this. It increases in value if you end the game with the rosary. You also don’t waste a buy getting it (as long as it’s your first buy), which is a plus. It might be a bit undercosted, as buying two will guarantee a 6VP gain (not including the rosary itself). But it’s probably balanced out by the fact that you’re gaining two green cards for this, and you’re more susceptible to losing by having the rosary taken from you.



Pious Village by beri
Pious Village
$4 / Action - Blessing

+2 Actions
If you have the Rosary, choose one: if there are…
- 2+ players: +$2
- 3+ players:+1 Card +$1
- 4+ players: +2 Cards

Otherwise, +1 Card.


I’m a little iffy about designing cards around player count, but I get the reasoning behind it. Other than that it’s a pretty interesting village. Of the three cards you’ve made with this sort of scaling I think this one does it the best by parsing it as a choose one.



Retailer by Galaxi

Quote
Retailer ($4 Action - Blessing)
+1 Buy
When you gain a card this turn, if you have the Rosary(or you take it), you may exchange the gained card for a card costing up to $2 more.

Sneaky design. It allows you to take the rosary without taking the junk card and instead gain a more useful card. I like it. It could allow you to pretty much buy provinces for $6, but that would require you to keep control of the rosary, which could be a problem if someone else picks up a Retailer.



Pilgrim by infangthief

Quote
Pilgrim
$2 Action

+1 Card
+1 Action
+1 Buy
Exile this.
----
When you discard this from Exile, if you have the Rosary, +1VP.

Discard-from-exile effects sound really cool! I do like that the effect is dependent on the rosary being in your possession. A simple but effective VP generator.



Runner Ups: Pastor // Manse by spineflu, Paladin by emtzalex, Eden by Jonasssss, Parish by Dubdubdubdub

Winner: Hunted Skinwalker by Xen3k

5
The contest is now closed.
I will do the judging in the coming days. It will hopefully be done no later than Wednesday.

Submissions:

Let me know if I missed anything.

6
Go ask someone to choose a single child of theirs :(
I’ll pick Pious village, but let the world know I like all three of them.

Your choice has been noted. Thanks!

7
The contest ends in 24 hours.

Also @beri, you’ve made 3 cards in this thread but if you could pick just one of them to be your submission I would appreciate it. The choice has been made.



Here is a list of the current submissions. If I’m missing anything please let me know.


8
Variants and Fan Cards / Fan Mechanics Week 40: Blessings upon you
« on: June 11, 2022, 10:33:54 pm »
This Week's Challenge: Create a Blessing, a supply card that interacts with the player that has the Rosary.

The Rosary is an Artifact that can be obtained by gaining a Victory card costing $4 or less. It's also worth a little VP.
Quote from: Rosary
Rosary (Artifact)
2 VP
Whenever a player gains a victory card costing $4 or less, they take this.

Essentially, whenever a kingdom has a Blessing card in it, the Rosary is put into play. The blessings will typically have an effect along the lines of "if you have the Rosary..." or "the player with the Rosary...". Below are some examples of cards that have these effects. These may not be remotely balanced but hopefully this will give you an idea of what I'm going for with this:

Quote from: Example 1
Example 1 ($5 Action - Blessing)
+2 Cards

If you have the Rosary:
+1 Action
+$1

Quote from: Example 2
Example 2 ($2 Action - Blessing)
+1 Action

Choose one: +1 Card; or, if you have
the Rosary, put a card from your
discard pile into your hand.

Quote from: Example 3
Example 3 ($5 Action - Attack - Blessing)
+2 Cards

If you have the Rosary, Each other player
gains a Curse. Otherwise, the player with
the Rosary gains a Curse.


Notes and Guidelines: (I'll update this list as needed)
  • Blessings can be any other type of non-landscape card, not just Action cards.
  • I'll allow the use of fan made mechanics as long as you provide a short explanation of how the mechanic you are using works.
  • I'm willing to consider any and all feedback about the Blessings and Rosary mechanic in general. If you have a suggestion that could make it better, please let me know.
  • The deadline for the contest will be on Sunday, June 19th, at 10:00 AM EDT (or whenever I remember to close it.)

9
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 11, 2022, 08:49:46 pm »
This was a very interesting contest. A lot of good entries here!

I may have a few ideas for the next contest. I'll see if I can make something presentable enough. Shouldn't take long.

10
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 03, 2022, 09:21:48 am »
My Submission

Quote from: Ranch
Ranch ($4 Action - Season)
+3 Cards
+1 Action

In Spring: Discard 3 cards.
In Summer: If you have 8 or more cards in your hand, trash this.
In Autumn: Each other player draws a card.
In Winter: Gain 2 Snow.

This uses the Seasons mechanic from FCMW14 using the 12 Turn variant suggested by X-tra and The Alchemist.
  • A powerful draw card with +1 Action with a downside that changes each season.
  • In spring, it's a Warehouse that costs $1 more.
  • In summer, you need to be careful to make sure you don't overdraw, or risk losing your ranch.
  • In autumn, you can play with no restrictions, but it benefits everyone else as well.
  • In winter, you can play as many as you want at the expense of snow cards for your future turns.

11
I like this, but isn't Crusader strictly better than Militia?

Based on them calling it a "slightly more expensive Militia," I'm guessing they think Militia costs .

Whoops. I'll fix that.

12
*Edit 1: Changed the cost from $4 to $5.
*Edit 2: Changed the wording on Divine Right to account for mechanics such as Exile, Emulation, and others.

My Submission

Quote from: Crusader
Crusader ($5 Action - Attack)
+$2
Choose one: Each other player discards down to 3 cards in hand; or take Divine Right.


Setup: Set aside an extra kingdom pile outside of the supply that has only victory cards. Cards from that pile are Holy Land cards.
Quote from: Divine Right
Divine Right (State)
During your turn, cards in the Holy Land pile are considered in the Supply and can be gained, bought, or otherwise interacted with.
  • It is either a slightly more expensive Militia or a terminal silver that can give you access to a source of alt-VP.
  • Cards from the Holy Land pile cannot be gained or bought unless you have the Divine Right.
  • There is only one Divine Right. It can be taken by other players that play Crusader (like Lost in the Woods).
  • The caveat "that has only victory cards" is to prevent the use of split piles that have cards that aren't victory cards in them. The Odysseys, despite containing Distant Shore, would be ineligible for Holy Land. The Castles are eligible since they all have the victory typing.

13
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 19, 2022, 11:27:01 am »
Pawnbroker looks like it is superior to Priest in a huge majority of Kingdom. So it has to cost $4.

That's a good point, I'll edit the post.

14
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 19, 2022, 11:03:27 am »
*Edit: Changed the cost of Pawnbroker from $3 to $4.

My Submission

Quote from: Pawnbroker
Pawnbroker ($4 Action - Liaison)
+$2
Trash a card from your hand. You may look through your discard pile and trash up to one copy of it.

Heirloom: Keepsake
Quote from: Keepsake
Keepsake ($0* Treasure - Heirloom)
You may discard a treasure for +1 Favor.

When you trash this, +4 Favors.
  • A terminal silver deck thinner with an heirloom that gives +favor.
  • The heirloom doesn't give you +$, but you can either keep it for gradual favor gain or trash it for a one time boost.

15
My Submission

Quote from: Financier
Financier ($6 Action - Duration)
At the start of each of your turns, choose one: +1 Buy; or +$1.
(This stays in play.)

You can't buy this if you have any Financiers in play.
  • A duration money maker that you can't use toward buying more of itself.
  • Can also be a source of permanent +Buy.
  • You can get around the restriction with some high cost gainers like Advance, or other gainers with cost reduction.

16
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 26, 2021, 01:35:58 pm »
My Submission:
Quote from: Colossus
Colossus ($8+ Victory)
3VP

When you buy this, you may overpay for it. Add VP equal to the amount overpaid to the lowest numbered space without VP on your Colossus mat.
Quote from: Colossus Mat
Colossus Mat
When scoring, only count VP on spaces with a number equal to or less than the amount of Colossus cards in your deck.

  • There are only 8 Colossus cards in the supply with any amount of players.
  • Each player gets their own Colossus mat.

Do you ever just have, like, too much money? Why don't you just build a really big statue?

Basically, this card is overpay for additional VP with a high price point. To make it worth more than a province, you'll have to spend over $10. To make it worth more than a colony, you'll have to spend over $14. It's not really worth trying to match either a province or a colony, but if you have an absurd amount of money laying around, it might just be worth it.

The colossus mat is to prevent players from just remodeling their colossus into a higher value card without losing the VP they gained.

17
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 05, 2021, 08:57:03 pm »
Thanks everybody for the feedback! I've modified my submission a bit to prevent it from comboing off itself.

Quote
Parole Officer ($6 Action - Command)
You may play a non-Command, non-Duration Action card you have in Exile twice, returning it to Exile at the start of Clean-up.

When you gain this, you may Exile a card from the Supply costing less than this.

18
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 04, 2021, 10:04:12 am »
My Submission (Updated):
Quote
Parole Officer ($6 Action - Command)
You may play a non-Command, non-Duration Action card you have in Exile twice, returning it to Exile at the start of Clean-up.

When you gain this, you may Exile a card from the Supply costing less than this.

Old Submission:
Quote
Parole Officer ($6 Action)
You may play a non-Duration Action card you have in Exile twice, returning it to Exile at the start of Clean-up.

When you gain this, you may Exile a card from the Supply costing less than this.

(Action cards played from Exile using this are removed from Exile until the start of Clean-Up.)

Uses:
  • An exile throne room that can exile actions on gain, allowing you to play it without needing the other action in your hand.
  • You can gain Duchies/Alt-VP with the on-gain effect at the cost of potentially having a dead card in your hand, nullifying the benefit.
  • The aforementioned weakness can be mitigated with other cards with Exile abilities, like Camel Train.

19
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 11:10:02 am »
Would designing a card that Exiles cards costing $5 count for this, or do you want it specifically to gain cards?

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