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Messages - binbag420

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Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 28, 2022, 07:02:17 pm »




An heirloom.

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 20, 2022, 06:51:58 pm »
CONTEST RESULTS

This is my first contest and I'm quite tired so this probably wont be amazing judging. I'll do my best though, some strong entries this week.

Voodoo Doll (MrHiTech)
Pretty fun looking possession replacement. Keeps the concept of leeching off opponents deck without being the most obnoxious card ever. Should probably have command type and shouldnt track durations as others have noted. But strong entry.

Delegacy (Augie279)
Interesting. I liked envoys player interaction but this takes the same idea in an interesting direction. Looks very strong in money decks.

Upcycle (xyz123)
I'm not sure how much the +2 cards discard 2 cards adds to this card. It is definitely weak without it, but I'm not sure this does much other than increase the chance of finding a card you want to Upcycle. This seems like it would usually be weaker than Mine, Gravedigger or Rebuild.  I like the concept a lot though, maybe doesn't need the discard 2 cards? That could be really broken though. Also I find it funny this cant be used to trash curses.

Fanatic (NoMoreFun)
Not sure how this relates that much to cultist. I guess because of the on-trash effect? But seems closer to Rats if anything. The card seems fine though, interesting how it interacts with itself.

Marionette (Majiponi)
If I was being really strict about the rules i'd discount this since durations didnt exist in Alchemy, but it doesnt really matter since durations went on to just be a card type as opposed to a set specific gimmick. This one confuses me though. Drawing your hand happens at the end of your go, not the start. So would this just give the player to your left no cards on their next turn. I like the concept but i think it would have to get a lot wordier to work properly.

Harvest Festival (CaptainReklaw)
I think this would be a cool treasure. And even as is it makes for interesting payload, and incentivises diversity in deck. Makes for a good harvest replacement.

Pirate Map (Xen3k)
Cool little buff/nerf to treasure map. Feels less swingy as it will always at least be woodcutter, and it always means the two golds can come with +buy. Maybe feels a bit strong compared to Woodcutter? Doesnt matter too much now that woodcutters gone but I think this couldve come with the downside that you have to trash both.

Henchman (Builder_Roberts)
Less irritating than minion certainly, but still equally as monolithic which im not a huge fan of. Costing 6 certainly helps it out but I think too often this will lead to just trying to pile henchmen, especially with all the +buy it can give.

Circus (Gamer3000)   
I like this one a lot. It's still marginal like Harem but can actually be viable alt-VP. Also treasure - victory is just aesthetically pleasing. Simple but very effective card.

Tent (BryGuy)
Tent is already a card name. Other than that this ones just confusing. I dont really see the hate with necropolis. I guess its annoying as only village since you'll only have one, but also Tent could often be only +buy which would have the same issues. Welcome to the forum btw.

Rest (Spineflu)
Certainly easier to get golds with this than quest, but cant be opened with in most cases which is good. I wonder how often it'll be optimal to just sacrifice your turn for gold. I'm not sure i like that near the opening, but i like how this cant be used in Big Money Ultimate

Joust (Chappy7)
A fixed tournament a still a tournament. These changes are nice though, definitely seems a lot less insufferable. I still dont like how the prizes could hand out the only +buy or only village for the board, or how monolithic it is, or how swingy it is, but you can only polish a turd so much, and this turd actually seems impressively polished.

Venturer (Udzu)
This one looks weak. For 6 youre either getting the adventurer effect (which is garbage), or mediocre treasure trashing. Interesting combination of adventurer and loan though, could be fun if more powerful.

Bal Masque (emtzalex)
Very interesting changes to Masquerade. Looks totally busted but so was Masquerade, costing 4 instead of 5 probably helps so getting 5/2 isnt too unfair. This has the potential to be a really interesting discard attack but i think itll mostly just discard estate and copper. +2 cards and trash a card is insane regardless though and itll still hurt to have those cards out ur hand so you cant trash them. Nice card.

Reconstruct (JW)
I like this one. Simple but effective, and probably plays better in Dark Ages since trashing estate for a 5 cost early sounds obnoxious.

Duk (LibraryAdventurer)
Sadly, I do not get where the name is from. I like the changes to Annex, but I still think this is quite unexciting. Simply because Annex is just so boring and weak, its hard to make an enjoyable replacement.

Battlements (Ilstrawberryseed)
The wording confuses me. Is the 'If you didn't ignore the effects of any attack' only taking into account the last turn? And shouldnt this be a duration? If im reading this correct i think its quite weak. The attack doesnt stack, and if it does act as a village its really sad at $6. I guess if it blocks attacks thats nice, but i cant imagine buying this on any board with other attack blockers.

Scrivener (4est)
Cool how this also doubles as sort of a mini-feast. I dont usually like one-short cards but this is a cool one, especially how it can gain itself. Would feel bad to get attacked by this every turn, if opponent kept gaining scrivener, but i cant imagine that would be too strong a strategy.

Rent (Xtra)
Cool interactions with victory cards and curses. One some boards i reckon it would get a bit annoying, like with a powerful $6 card on board, and the fact this can stack may cause some problems, but it mostly seems reasonable. Certainly more fun than tax.

Pickpocket/Assassin (faust)
I love Pickpocket's reaction, it makes it a lot less swingy to get mercenary/assassin, and is very unique. I also like the changes to Mercenary, but I do wonder if this is possibly stronger since the trashing isn't manditory? Still cooler early game but this does seem a little powerful for a card that is easier to obtain than mercenary.

Caravanserai (Marpharos)
I also dont like camel train, but more for the gold exiling on gain. Makes it not very good outside of money and often you just want to exile gold all the time. This is a cooler version, but possibly a bit weak. Hard to tell without testing.

Zealot (AJL828)
I think this would be more balanced (and more similar to Cultist) if it could play a card costing up to 4. I just dont think its often enough you would have many action cards costing $3 or under, and this compares pretty badly to other lab variants at 4 like advisor. Might be too monolithic with those changes though.

Hearding Dogs (nyxfulloftricks)
Looks like a very strong trasher. I think this will be so much more powerful especially in open. The changes to 3 and 4 player are interesting and I didnt consider Goatherd might be problematic in those situations (I only play 2 player). But I dont think this fixes the card enough outside of making it busted early game.

Legendary Fisherman (sumrex)
I like the cost increase stuff but having this scale with amount of cards in play may make it really hard to get this. Since it counts both treasures and actions the price will go up super fast, as well as the fact it counts cards in discard. It is interesting how you can gain it with 1 coffer if you play no cards though.

arowdok (Cargo Ship II)
Huh, I always found cargo ship to be pretty strong. This one does look more fun though, it always felt lame to only store 1 card. Im a bit confused to what the price is, the image and the text say 2 different things. I think this would be balanced at 2, so i'll assume it's that.

Commodore Chuckles (Arctic Forge/Sampo)
I like the changes, but it still seems wildly strong. Instead of providing trashing draw and village if you get enough, you get payload draw and village. It's not much harder to gain the entire stack either, maybe even easier to open with Arctic Forges since theyre pretty strong.

lompeluiten (Cursed City)
I like both this and Lost City. I think this is powerful? Hard to tell but even if you draw the curse with your cursed city it has still functioned as a village, so this is probably a bit nuts at 3.

Wow Im pretty sure thats it. If i misread your entry please let me know. Thanks to everyone for taking part.

Runners Up: Rent (Xtra), Reconstruct (JW)

Second Place: Bal Masque (emtzalex)

Winner: Circus (Gamer3000)


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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 18, 2022, 09:30:19 pm »
yikes 11 entries down and i'll have to give up for today. sorry but ive already fallen alseep twice while doing the judging, and want to make sure i do it properly. Ill finish it off tomorrow.

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 17, 2022, 10:23:52 am »
CONTEST CLOSED

Ive got a party on tonight but tomorrow (or tonight if i can be bothered) I'll judge the entries.

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 16, 2022, 09:04:43 am »
24 Hour Warning

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 04:23:54 am »
I'll just clarify now, Events and other card shaped things are very much allowed

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Weekly Design Contest / Weekly Design Contest #163: Cleaning The Banlist
« on: September 10, 2022, 07:31:16 pm »
Weekly Design Contest #163: Cleaning The Banlist

Design a card to replace your least favourite card (or a disliked card).


It should keep at least some aspect or idea from it the same, like Explorer being replaced by Pirate. It doesnt need to be a widely hated card, just one you personally dont like for whatever reason and think you can improve the concept of.

Keep the mechanics to the set you're replacing the card from. For example you cant replace an intrigue card with one that gives horses. And please tell me the card youre replacing with your submission.

Im mainly judging cards on how much I think I'd enjoy it, and how well it replaces the terrible one. I dont mind complicated submissions but im more excited by simple but effective ideas.

Judging ends about a week from now (midnight 18th September BST).

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Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 10, 2022, 03:17:01 pm »
Oh wow, didn’t expect to win. A lot of very strong entries, Medium especially looks very fun. I was pretty proud of farrier though. Good job everyone.

Never won one of these, but i’ll try and come up with something and hopefully post new round tonight.

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Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 05, 2022, 07:38:06 pm »




Farrier. A sort of cantrip throne. You'll usually have at least something unique in your hand. Sometimes its harder to use but you dont need a card to be useful every kingdom.

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Updated wording, thanks to segura and gubump for feedback

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The Gatherers. A series of cards, most of which interact with the other Gatherers.

Bounty acts as a mini non-terminal vassal. The effect be used now or at the start of your next turn, including the pile rotation. Isn't particularly strong but has good control over the Gatherers, which increase in power.

Huntsman is an Oasis variant, which is a card that is usually weak, however Huntress allows for DtX combos to always be in kingdom. It can also gain Gatherers, which is useful as most Gatherers are powerful when gained in multiples.

Huntress combos with Huntsman and sometimes Deerstalker, with it's DtX. If you don't have a Gatherer in hand, it can still trash, but terminally. In combination with the other Gatherers it can be very powerful.

Deerstalker is a double lab with +buy, but makes you discard a card, and gets less powerful when played in multiples.

EDIT: Added semicolons to Huntress and Deerstalker now draws an extra card and has updated wording.

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 19, 2022, 04:27:48 pm »
I personally prefer it on the curse pile, seems more interesting. I don’t see it being that much less swingy in power with your changes.

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 19, 2022, 04:13:57 pm »
No? I didn’t claim the reason it was good was because it hurt you. I just clarified it started on the curse pile since i thought you missed that since you were arguing it was too weak.

I don’t think it’s too automatic in games without cursers, sometimes you go for three-piles or alt VP or just green late enough that Empire isn’t worth gaining. Ofc it’ll be strong in a lot of boards but hardly as automatic as many other powerful events. And yes it’ll be weaker in games with cursers. I don’t see the issue with this.

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 19, 2022, 03:20:44 pm »
Quote
think this needs to be able to gain $5s. Workshopping while greening is not very impressive


Note that that the token starts on the Curse pile. I’d buy this extremely often whenever i wanted to go for provinces. I don’t want it to be a total autobuy anyway

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 19, 2022, 05:43:40 am »
Empire - Event

Cost: 8Debt

Move your empire token to a non-Victory supply pile costing up to $4.

Setup: Place your Empire on the Curse pile. (When you gain a Province gain a card from the pile with your Empire token.)



An old event concept. not as centralising as it seems but pretty powerful. Helps to maintain an engine while greening, if ur willing to pay the price.

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Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 29, 2022, 09:53:34 pm »
https://imgur.com/a/bhd1tVn


A Reserve-Night card for Adventures. Combos with itself and all the new night cards that have just been added to every expansion.

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