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Messages - wittyhowlard

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1
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 28, 2019, 02:13:37 pm »
No Attack submissions yet! Guess I'll have to make one:

A handsize attack and a curser for $3? What a bargain! Only problem is, you have to also discard something out of your hand to curse others. And it can't be that old moldy Estate that's just sitting around in your deck - it has to be at least a pawn or peasant if someone else discarded a copper. And you don't get any benefits out of playing the action so you better hope your curser activates...



Intimidate
Action - Attack - $3
Each other player with at least four cards in hand discards a card. You may then discard a non-victory card from your hand that costs at least $2 more than one of the discarded cards. If you did, each other player gains a curse.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 19, 2019, 03:26:25 pm »


The discarding should be before the overpaying. Otherwise there's no accountability.

I think that's only necessary when you get a benefit from overpaying. In this case, without Tithe there's no benefit to players for overpaying for actions (absent any other overpay cards in the Kingdom).

I'm not clear what you mean... without Tithe, you wouldn't be allowed to overpay for a card. So when you buy a card, you should have to discard (or at least reveal) Tithe in order to be allowed to overpay for it. Then you would get the benefit for overpaying. As worded, it just says you are allowed to overpay, but it doesn't say what's actually allowing you to do that. Presumably, you want having Tithe in hand to be the thing that allows it.

Also, it's not clear how this will work with overpay cards. If you buy Doctor and overpay by 2, can you get both the Tithe benefit and the Doctor benefit?

Thanks for the feedback. You're right, you can only overpay if the cards say so. I've simplified my submission and removed the overpay mechanic, I think this is a lot better.



Tithe
Reaction - $1
When you buy any Action card in the supply, you may discard this from your hand. Trash a card from your hand for each $1 the Action cost.
-
When you buy this, +1 buy and put this into your hand.

3
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 18, 2019, 03:56:55 pm »


Tithe
Reaction - $1
When you buy any Action card in the supply, you may overpay for it. If you do, discard this card from your hand. Trash two cards from your hand for each $1 you overpaid by.
-
When you buy this, +1 buy and put this into your hand.



The discarding should be before the overpaying. Otherwise there's no accountability.

I think that's only necessary when you get a benefit from overpaying. In this case, without Tithe there's no benefit to players for overpaying for actions (absent any other overpay cards in the Kingdom).

4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 17, 2019, 10:19:47 pm »
EDIT: The card below has been modified. I've replaced the below with the new image, and there's also a new post

Never mind - thought of another idea. I dislike boards with limited or no trashing, so this is another entry to help out what that, especially in the opening rounds. This also pays homage to overpaying, an oft-neglected mechanic but one of my favourites in the game.



Tithe
Reaction - $1
When you buy any Action card in the supply, you may overpay for it. If you do, discard this card from your hand. Trash two cards from your hand for each $1 you overpaid by.
-
When you buy this, +1 buy and put this into your hand.


Not sure what the power level is like, but I liken it to a Bonfire, except the Reaction takes up space in your deck until you get rid of it later. I also see this as a quasi-Villa of trashing.

5
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 17, 2019, 09:45:57 pm »
Quick question - does a Reaction-Duration card not qualify? I have an idea, but could always use it another time.

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 10, 2019, 05:34:37 pm »



Sustainable Living -
Event - $3 2D
-
(Once per turn)
Trash up to five cards in your hand. If their total cost is $20 or more, gain two provinces.

I would argue that this would make Chapel even more desirable. Chapel will let you get cheap cards out of your deck more easily than this, since it's cheaper and you only need to buy it once. (Not to mention that you can't trash your Coppers if you need to play them to use the trasher.) Chapel can quickly remove the cheap cards from your deck so you can more easily use this event to gain Provinces quickly.

That's a fair point since Chapel helps you convert from low-cost to high-cost average cards. One particular use case I was thinking this is in a 4/3 opening where you buy a useful $4 card, then use Sustainable Living in the $3 turn on the two estates. By T3 you've already gotten rid of most of your estates, a leg up over Chapel.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 10, 2019, 05:02:07 pm »
Here's my submission to a Chapel competitor - Sustainable Living! Why bother with Chapelling cards when you could feel just as sanctimonious by reusing your pork rinds, reducing your taxes on the peasants, recycling your cycles; you get the idea...

Basically this card is both an early- and endgame card. The debt part allows this event to be more powerful than Bonfire and encourages early trashing. But the endgame is where this card shines as it will disrupt the usual province/duchy dance tempo. Sure, $20 is expensive to buy two provinces, but trashing $20 worth and gaining the last two in the pile? That could be a gamechanger.

Naturally, drawers and strategic gainers such a Artisan can help you reach that $20 in your hand. And how can you reduce your opponents' chances of hitting $20? Discard attacks and junkers hurt more than regular games.



Sustainable Living -
Event - $3 2D
-
(Once per turn)
Trash up to five cards in your hand. If their total cost is $20 or more, gain two provinces.

8
Sentry + Native Village

Not sure if this has been mentioned before, but man I'm really appreciating the synergies of those two cards. Just finished a game where the opponent rushed Saunavanto while I went for the Sentry trashing route. Picked up an NV as well which really helped with the endgame - each time I bought a Province I managed to squirrel them away with my Native Village.

Support pieces: Rabble (for the draw) and Oasis (for discarding Provinces so they could be sent to the NV mat)

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 20, 2019, 08:26:48 pm »
Lacking some much needed Buys on your board? Well worry no more with the topdecking Scraps of Cloth, which keeps mysteriously finding itself back into your hand! Get that shopping spree you always wanted with this (otherwise worthless) treasure.


10
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 14, 2019, 07:55:48 pm »
while a +1 card, +1 action card is usually priced at $0
There is no cantrip which costs less than $2.

Yes there is no cantrip card costing less than $2. I based my assessment on Rinkwork's guide on fan cards here: http://forum.dominionstrategy.com/index.php?topic=699.0
  • +1 Card
As implied earlier, the value of +1 Card can only be assessed if you know if the card is terminal or non-terminal. With at least +1 Action, each additional +Card is ridiculously powerful. +1 Card, +1 Action is probably balanced at $0,

the +1 buy allows multiple copies of Instigators to be picked up and adds to the utility of the card once they're all gone from the supply.
I think that Market Square without the Reaction would be too good at $2.
You probably cannot fix this via making your card more expensive though as it would probably be too weak at $3; the ability seems less useful and more situational than that of Market Square. But I might overestimate the matching problem and underestimate the Mountebank-style attack.

I would put Market Square without the reaction as equivalent to Hamlet at $2. Yes, for Hamlet you need to discard a card to get the + Buy, but you can also discard a card to get the + Action, which can be valuable and something Market Square cannot do. 

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 14, 2019, 12:15:08 pm »
Instigators is a powerful attack, but like in any instigation-situation you need not one, not two, but three to really make a statement! That's why the card is priced at $2; while a +1 card, +1 action card is usually priced at $0, the +1 buy allows multiple copies of Instigators to be picked up and adds to the utility of the card once they're all gone from the supply. 



Quote
Instigators
Action - $2
+1 card
+1 action
+1 buy
If there are two or more copies of Instigators in play (not counting this one), trash this and each other player gains a curse and a copper.

Absent any shenanigans from Ball or Summon, you're unlikely to trigger the attack until turn 5/6, which is different from a Mountebank. Also, the fact that you have to trash a copy for the attack means that it's not underpriced IMO.

I hope this counts as a one-shot, on-play trash ability. Happy to submit another idea otherwise :)

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 10, 2019, 05:31:32 pm »
Alrighty then! Here are my remarks on each entry. Yes, you will notice a lot of discussion about theming (how the name matches the mechanics, or vice versa) because I'm a sucker for good theming.

==

Quote
Refinery
Action - $3
+2 Cards
Discard two cards. You may trash two Coppers in your discard pile. If you did, gain a Silver to your hand.

A specialized Trading Post variant like this could have some early game use, especially with the discard effect. However, once your Coppers are gone, this is a pretty poor card. Smelter may have more uses later in the game, at least. Both themes are good, though. As for shrinking, when you put in the image code, add “width=200” or some similar number after the “img” in the first set of brackets (no quotes, of course, and make sure there’s a space between “img” and “width”). You don’t need to do anything to the /img tag. Does that make sense? Anyway, welcome to the contest, wittyhowlard!


Thank you for the welcome and the feedback Tejayes! Also for the tips on how to make the cards more normal sized :)

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 07, 2019, 11:16:46 pm »
Yes, you have to pick one and only one to be your official submission.

It's unclear what "if you did" refers to in the first version.

"If you did" should only be for trashing two silvers.

I'm going to stick with the Refinery anyways as I think that's an interesting opening card. Wondering if it should cost a dollar or two higher though as gaining a silver to hand has a baseline with Trading Post (which costs $5). That said, you can only do this three times and afterwards it only turns into a terminal sifter.

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 07, 2019, 10:32:55 pm »
Couldn't decide between one or the other to submit as they're similar but each have their unique uses. If I'm forced to pick one let me know!

EDIT: I'm submitting Refinery (second card)

Also, how do I shrink the images? (Aka it's my first time posting, thanks :) )



or


15
Dominion Articles / Re: Combo: Seer/Vassal
« on: March 01, 2019, 08:04:29 pm »
Thanks for all of the feedback! Looks like I've truly underappreciated Seer and will be using that a bit more often in games. And yep, there are actually a bunch of cards that pair up better (i.e. Vassal-Wandering Minstrel as pointed out above).

In terms of card article topics, it looks like the discussion has branched out from combos/counters to different aspects of Dominion card play. I guess this makes sense given all the new expansions; any pair of cards showing up together are much rarer than they would be before. I will be focusing on profiling single cards or a particular mechanic in my future articles.

Appreciate all of your reads and suggestions!

16
Dominion Articles / Combo: Seer/Vassal
« on: February 24, 2019, 11:04:27 pm »
Seer is hardly seen as a power 5-cost card. Compare Seer with Lab which is at the same price point. Lab is guaranteed to draw two cards, while Seer draws at least one, but can draw up to four. The caveat is of course, that three of the four cards must each cost between 2-4. So you’re not going to get four power-5 cards (or golds for that matter).

To make it worse, the 2-4 cost landscape is pretty… spotty. You have some gems like Ironmongers but also real duds like Chancellor (unless you’re running Chancellor/Stash). So just like almost any other card in Dominion, Seer’s use is Kingdom specific, and sometimes it feels like it’s only use is to pick up silvers. Luckily, one specific power card that matches with Seer is Vassal, especially in an action-heavy deck.

These two cards are almost made for one another. Use Seer to vacuum up Vassal, and rearrange the rest, putting the 5-cost actions at the top of the deck. Then play Vassal, and voila, you get to play that powerful action plus get an extra 2 coins to boot. Without Seer, Vassal would be flying in blind and likely a terminal action, and without Vassal, Seer wouldn’t generate much money by itself (although it can suck up silvers as mentioned before).

Of course, you need a bit of trashing before using this combo, or else your Seer will just be rearranging coppers. And cursers/looters aren’t ideal for this strategy – your Seers will also be stuck sorting curses or ruins and your Vassals will also be weakened significantly.

Seer-Herald and Seer-Mystic both also combo, but are slightly less effective than Seer-Vassal because of different reasons. Seer-Herald doesn’t provide the extra coin, and Seer’s scrying is pretty shallow; because Herald draws a card first before revealing for the action, that might be beyond Seer’s three-card scry already. On the other hand, Herald does guarantee that extra action already unlike Vassal. Seer-Mystic is an even better combo than Vassal, but then you must collect two 5-cost cards to use the combo, so this probably won’t be used until the later in the game.

Synergies:
-   Power 5-cost (or higher) cards, especially cantrips like Hunting Party, Grand Market, or Highway
-   Copper trashing
-   Thin-deck engines that need some virtual +coin

Antisynergies:
-   Cursers or Looters
-   Lack of trashing

Thanks for reading my first combo post y'all! Any feedback is either content or writing style is greatly appreciated.

17
Dominion League / Re: Season 32 - Signups
« on: January 18, 2019, 09:55:11 am »
Registration as new player:

Dominion username: howwit
Discord: @howlard#4335
Timezone: North America/Eastern Standard

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2016 DominionStrategy Championships / Re: Signups 2016 f.ds Championship
« on: September 22, 2016, 03:48:54 pm »
I'm in; username: howlard

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