Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - itchiko

Filter to certain boards:

Pages: [1]
1
Variants and Fan Cards / Attack against other attacks
« on: February 03, 2014, 04:11:42 pm »
I have seen a lot of posts saying that you should not design a fan card that will punish other player for playing attacks.
The reasoning behind it being that by having such a card on the board the other player would not buy an attack cards in the first place thus prevent interaction and leads to less interesting boards instead of creating interaction.

But i am a little obstinate so i will try my version of it anyway ^^

Poisoner
Action - Duration - Attack
Cost 4$

+2$
Until the beginning of your next turn, each time an other player discard an attack card from play: Trash it.


The exact wording may need to be refined but i think the concept is clear.

Why do i think that would work:
1) It is a duration and not a reaction so you have to play it beforehand and you opponent knows that the effect will be there for that turn.
2) It doesn't prevent the attack for that turn, the penalty for playing the attack is only seen on the next shuffle.
3) Mostly because it is an attack card itself. Being a duration it even kill the opponent poisoner played the turn before so that if you want to play that attack card you should go and grab the poisoner for yourself.

So what do you think. Should i move that idea in the bad card idea thread or is viable?

2
Dominion General Discussion / [poll] Scout's opportunity price
« on: May 07, 2013, 01:37:25 pm »
Just because i am really curious "bad" cards in Dominion and Scout is the most clear example of one.

I know that sometime scout will not do anything for you and be even worse than a copper but there is some situation were it is useful:
- Dual victory/action or Victory/treasure cards where it is actually useful to draw them.
- Slug game with lot's of victory cards in the deck where scout can actually improve next hand enough to make a difference (eg: duke/duchy slug)

Problem is even in those cases where Scout is useful, the opportunity cost is hard on the poor card that nobody buy it anyway.

So what do you think would be the decent cost of scout so that you will actually buy some on regular basis in the cases were it is useful?

Pages: [1]

Page created in 0.33 seconds with 18 queries.