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Variants and Fan Cards / ShadowLancer's fan cards
« on: January 06, 2016, 03:41:56 pm »
Hey guys! For my first forum post, here are a bunch of card ideas I came up with. I haven’t really playtested any of them, so they might be terribly imbalanced. Tell me what you guys think!



Arsenal

A simple Reserve card. Pretty much like Coin of the Realm, but it draws cards instead of giving actions. I’m kind of surprised that Adventures doesn’t already have something like this. Yes, it actually makes it possible to play multiple Tacticians in one turn!





Demagogue

Lets you draw cards when you trash cards. It’s pretty good with trash-for-benefit, and it’s a nice defense against trashing attacks. Playing multiple Demagogues in one turn can make your next turn pretty crazy. Also, it makes infinite turns possible if combo’d with Procession and Graverobber. Not sure how to deal with that, other than just making sure that the kingdom doesn’t have all of those 3 cards together, haha.





Disassemble

Divides a card into 2 cards and puts them back into your hand, and gives you +1 action so that you can play them. Early game, it can be used to trash an Estate and gain a Silver and a Copper, which gives you a whopping $3 for that turn. Certainly not useful for trashing Coppers though.





Pioneer

Lets you buy cards that will be one-shots for your next turn. Pretty wild with Noble Brigand and Pillage. If you don’t feel like doing any crazy strategies, you can still use Pioneer’s ability to buy a free Copper, and you’ll have +$1 next turn. I’ll need help with the wording so that it’s not weird with Duration cards.





Fire Pit

It makes Curses good, and it also lets you turn Coppers into Curses! I have no idea how well-balanced this is, or how viable it is to have a Fire Pit strategy without a curser in the kingdom.





Forbidden Gold

This kind of thing is probably a bit cliché, but here’s another idea I have for making Curses good. It can propel you to get super expensive cards really early, but then you’re bogging yourself down with Curses. Obviously very good against cursers when there are no trashers on the board. The last part is just to make sure that Forbidden Gold isn’t overpowered when the Curse pile is empty. No idea how well-balanced this is.





Mad Scientist

Also makes Curses good. The +3 cards is nice because it makes it easier to find Curses in your deck to discard them. Once again, the last part is just to make sure that Mad Scientist isn’t overpowered when the Curse pile is empty. No idea how well-balanced this is.





Prison

An attack that pretty much turns opponents’ cards into Wine Merchants. I think it’s kinda cool, but I’m not sure how fun it is, or if it’s worth the wall of text, haha.





Boomerang

A normal village, but if you discard it, then it practically gives +3 actions instead of +2. Earlier, I tried putting it back into your hand when you discard it, but then I realized that was absolutely ridiculous, especially with Storeroom.





Village Idiot

An action card that’s actually better when you don’t play it.





Contest

A less swingy alternative to Tournament, in my opinion. If you get $12 in one turn, then you can get a prize for free.





Reimburse

A nice consolation prize for dead action cards left in your hand. Very nice with Village Idiot, and a splendid defense against Looters.





Genie

Probably the craziest card in this list, and it might just be bad design, but I’d like to know what you guys think. It’s really good with coin tokens, victory tokens, trashing, attacks, Duration cards, Reserve cards, or if you want to suddenly cause a 3-pile ending. The only problem is its cost of $6, which makes it difficult for it to support early-game trashing, and any coin tokens you get probably aren’t worth the $6 you paid. Fortress is immune to the trashing, which I think is cute. And you can buy a Messenger just to give people Curses (trolololol).

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