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Messages - LibraryAdventurer

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1
Rules Questions / Re: Simple Rules Questions
« on: Today at 06:16:43 pm »
There are 6 Ghosts, which is clearly meant to be 1 per player. Does this mean it isn't possible to gain more than one Ghost with Exorcist?
(Is there only supposed to be one Ghost in the game per player, or is it a pile of 6 Ghosts regardless of number of players?)

2
Dominion General Discussion / Re: Themed Kingdoms
« on: Today at 05:49:46 pm »




could sub Wild Hunt for Catacombs
and/or Sacred Grove for Death Cart (for reliable +buy)

3
Variants and Fan Cards / Re: 4est's Cards
« on: February 13, 2018, 01:30:01 am »
I think Undertaker is a neat card without the weird "if you did" combos with stuff like Trading Post. Don't ditch it.

4
Variants and Fan Cards / Re: Holunder's cards
« on: February 11, 2018, 11:04:22 pm »
On another note, my favorite card of yours is Owl, although I think it needs tweaking (as-is, it's probably too strong for $4 and too weak for $5).
I tried to nerf it via making the 2 VPs conditional on no Silvers in your deck instead of the more or less automatic 2VPs (1VP per empty pile with Provinces and Owls being empty in most games) of the first version but it still feels, as you said, like something between $4 and $5. Perhaps undoing the Victory card and making it a pure Baker-Scout thing?
I like the victory part. There aren't any official night-victory cards. You could easily make it cost $5. Then you can return the VP to how it was originally, and maybe say "You may put any victory and night cards into your hand."
(Having no silvers could occasionally be easier than having more than one empty pile, but the no-silver condition is weird.)
OTOH, I also like that it costs less than $5, so it may be worth dropping the VP to keep it at $4.

5
Dominion Online at Shuffle iT / Re: Idea: Add a card to a rated game
« on: February 11, 2018, 09:43:19 pm »
Asking for automatch to work with created tables would be a lot more feasible. I would totally agree with that.

6
Variants and Fan Cards / Re: Co0kieL0rd's other cards
« on: February 10, 2018, 07:25:21 pm »
Sentinel appears to have disappeared from Imgur. Was this a deliberate removal? Seemed like a popular card.

That was intentional. When Sentry was published, I realized that it fulfilled basically the same role as Sentinel but in a much more elegant way. I wasn't happy with my card anymore, and see no reason for it to exist parallel to Sentry, so I removed it. I can re-upload the card if you're interested though.
I almost agree with you. I liked Sentinel, but haven't used it since I got Sentry partly because they're similar and fill almost the same role and partly because I've printed a lot of fan cards so Sentinel don't come up much in my randomizer (it is still in my custom randomizer). OTOH, they're probably different enough to at least keep Sentinel as part of your post here. Sentinel is terminal, but it (indirectly) lets you trash cards from your hand so it's stronger as a trasher.

7
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

Masquerade does trash a card though  ;)
Oh. yeah. oops.

8
Maybe this is obvious but Monastery/Port is really nice in the early game.

I opened Masquerade/Monastery and couldn't draw the Masquerade until turn 5. Luckily the two connected and buying a Port let me trash 3 total cards in one turn allowing me to thin down super quickly without a source of +Buy in the setup.
Sounds like you should've just trashed two with Monastery. Masquerade doesn't gain cards.

9
Variants and Fan Cards / Re: Holunder's cards
« on: February 08, 2018, 12:23:31 am »
I like Efreet, but Djinn is definitely too strong for $5. Artisan costs $6 and makes you put a card on your deck. Wishes gain cards costing up to $6 (Artisan is up to $5).
Efreet is very strong, but I think it's balanced enough by costing $6 and needing a Djinn. But needing a Magic Lamp is not enough of a drawback for Djinn.

On another note, my favorite card of yours is Owl, although I think it needs tweaking (as-is, it's probably too strong for $4 and too weak for $5). I'd suggesting moving the hex mechanic to Djinn, have Djinn say either "Receieve a hex. Gain a Wish" or "You may receieve a hex to gain a Wish" with some simple alternate effect. Then do something a little different with Owl.

10
Phoenix could lose the card drawing part and then almost be balanced at $5.

Robber Baron could easily cost $3 (compare to Tunnel).

I have used a fan-made card (by liopoil) very similar to Occupied Village. The only differences are its cost and that it allows you to look at the top card of your deck before deciding if you want to use an action to draw a card. It's a decent card at $3 cost.

11
Variants and Fan Cards / Re: Crazy Night/Victory card idea
« on: February 01, 2018, 11:22:05 pm »
I tried the version in the previous post in an IRL game, and it didn't work very well.
So here's very different attempt at a somewhat similar concept:

Quote
Astrologer
$4 Night - Duration
Reveal a card from your hand or discard pile and put it on top of your deck. If you revealed a victory card, +1VP and take a coin token.
At the start of your next turn, you may discard 2 cards to gain a Duchy.

12
Variants and Fan Cards / Re: Really bad card ideas
« on: February 01, 2018, 10:58:20 pm »
Sometimes I call Duchies "Duckies", so this

Quote
Rubber Duchy
$4 Victory - Reaction
Worth 2 VP
-
When you trash this, exchange it, return it to the supply, or pass it with masquerade, return it to your hand.

Quote
Rubber Duke
$4 Victory - Reaction
Worth 1 VP for every 2 Rubber Duchies you have.
-
When you use the reaction of a Rubber Duchy, you may discard this from your hand. If you do, +1VP and +1 Card.

Quote
Rubber Duchess
$2 Action
+$2
Each player (including you) looks at the top card of their deck and may discard it. Each other player who discarded a Rubber Duchy puts it back on their deck. If you discarded a Rubber Duchy, put it in your hand.
-
In games using this, when you gain a Rubber Duchy, you may gain a Rubber Duchess.



Quote
Toin Coken
$1 Treasure
+$0.
When you play this, you may spend a coin token. If you do, +$1 and you may trash this.
-
In games using this, when you would take a coin token, but you say "Toin Coken" instead, gain this instead of taking a coin token.
(This happens a lot in my IRL games with coin tokens.)
combo: allows playing Coin tokens in the Black Market.

13
Delve + Triumph + Apprentice
game #11180043

14
Variants and Fan Cards / Re: Really bad card ideas
« on: January 30, 2018, 08:47:48 pm »
Just noted that Werewolf is Flowerew backward!

Quote
Flowerew
$5 Action / Night (play in either phase for the same effect)
You may draw 3 cards. If you do, each other player receives the next boon.
Put up to 3 cards from your hand onto your deck. +1 VP and take a coin token for each card you put back.

15
Dominion General Discussion / Re: The Dominion Cards Lists 2017 Edition
« on: January 29, 2018, 11:16:52 pm »
Will the 'favorite cards' rankings be posted?

16
Just gained a Province with Earth's Gift (Tracker + Highway).

17
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: January 27, 2018, 07:55:41 pm »
Also, sheesh, I wasn't expecting people to put my opinion under a microscope. Maybe I worded the OP wrong, but this wasn't supposed to be an authoritative list of best to worst, it's just my personal favorite to least favorite, and I don't care if your list is completely different than mine.
You sound new to fds. Everything posted here gets put under a microscope, knitpicked, edge-cased, commented on, and otherwise picked apart until the horse is not only dead, but tarred, feathered, hanged, electrocuted, burned, and then drawn and quartered and fed to the blue dogs.

My list:
1 Adventures (my favorite)
2 Dark Ages  (I just don't play with Rebuild, at least not the official version)
3 Seaside
4-5 Guilds & Cornucopia  (minus Tournament)
6-8 Intrigue (2e of course), Prosperity & Empires
9-10 Hinterlands & Base (and even these are still great, just not as interesting as the others)
11 Alchemy (Alchemy and Nocturne are the only sets I don't own IRL, and the only card from Alchemy I'd want to use IRL is Apprentice.)

I haven't played with Nocturne enough to rank it among the others, but on first impressions I think it'll be at the level of Guilds and Cornucopia.
I got (1e) Intrigue before getting the Base game, and it was only after getting several other expansions that I finally got the base game (soon before 2e came out).

EDIT: I realized I forgot to rank Prosperity the first time. Added it tied with Intrigue & Empires.

18
If Mountain's gift wasn't bad enough, Bandit Camp Fort turns it into a curse.

EDIT: Yes, I meant Bandit Fort.

19
Dominion Articles / Re: Underrated Cards in 2018
« on: January 23, 2018, 10:06:31 pm »
Still haven't played with Triumph enough to judge it well, but I really agree with Bishop, Groundskeeper, Royal Carriage, Den of Sin, Legionary, and maybe Borrow (I accidentally put Groundskeeper way lower on the list than I meant to. I don't know what I was thinking.) A couple others (Tracker, Jester, Advisor) were probably slightly underrated, but not enough to go on a most-underrated list.

Knights kinda suck.

21
Groundkeeper is fun and strong (it helps that both these games had strong synergies).

My last game:
Altar to gain Groundskeepers to buy Estates to discard to Shepherds.
Necromancer as Zombie Apprentice to trash Altar when finished with it, then as Zombie Mason to mill victory cards with several Groundskeepers in play.

Game before that:
Courtier reveals Enchantress several times for Gold gain + coin + action to play the Enchantress.
Groundkeepers ignore Enchantress attack. Then Inherit Worker's Villages to buy Estates with several Groundkeepers in play = 30 VP in one turn (and my opponent resigns).

22
Wow, there's a lot of big jumps on this list.
from mint list:
#82 Trade
#81 Triumph
#79 Storyteller
#75 Festival 
#64 City
#53 Soothsayer
#51 Knights
#38 Cobbler  (I've only played with this like twice)
#37 Embassy
#35 Legionary
#32 Bandit Camp
#28 Swamp Hag (overrated here I know)
#26 Jester (Yes, I have trouble separating fun cards from good cards sometimes, but I do quite often play 3-player and Jester gets way better with 3+ players.)

I know I underrated Storyteller and Festival a bit and (slightly) overrated a few others. I still have no idea about Cobbler really. Surprised we haven't seen Knights or Den of Sin yet.

PS: We'd have more voters if people realized how easy it is to keep last year's list, and base this year's list on that in order mode, just making some appropriate changes.

23
From my list:
#99 Mint
#88 Seaway
#86 Mystic
#85 Duke
#83 Inn
#80 Cartographer
#73 Band of Misfits
#65 Giant  (I'm a less skilled player)
#59 Vault
#50 Ball
#49 Treasure Trove
#41 Sacred Grove
#39 Capital
#31 Library  (yeah, I'm biased...)

24
Highlights/ top 10 from my list:

#45 Moneylender.  Great for the first couple shuffles. becomes junk in the midgame. maybe slightly underrated, but
 #29 is too high. I prefer faster trashers.
#43 Shepherd.  Maybe I need to play with it more? Hard to believe it's #18 though.
#31 Caravan.  I like Caravan, but it's isn't super strong.
#26 Transmogrify.  I probably put this a little too high, but it deserves better than #41.
#24 Villa.  It's great, but it's not top 10 material. (Above Fortress and Worker's Village, but below Plaza and Port. -I think I slightly underrated villages in general which is why I'm not listing most of them here...)
#19 Ironworks.  My 2nd favorite gainer (next to HoP of course). I may be a bit biased.
#12 Sea Hag.  I don't really like it, but it's still very strong.
#10 Young Witch.  again, $4 junkers are still strong.
#9 Temple.  I stand by this one. Temple is amazing.
#8 Ironmonger.  One of my favorite cards. not top 5.
#7 Militia.
#6 Sauna.
#5 Throne Room.  The original power card. (well, besides Chapel obviously)
#4 Bridge.
#3 Tournament.  (I still hate it)
#2 Wandering Minstrel.  (I once inherited it and started calling it 'Wandering Minstrate' without thinking...)
#1 Scout Remake

Villages: Plaza is better than Worker's Village (and Villa). Fortress should be closer to the weaker $4 villages.

25
Variants and Fan Cards / Re: Crazy Night/Victory card idea
« on: January 12, 2018, 09:54:38 pm »
Hmmm, I almost decided this card isn't worth doing, but then I started thinking of ways to improve & simplify it. Here is a much-improved version which removes the need for Clear Skies*:

Quote
Astrologer
Cost 4 - Night - Duration
+1VP for every two victory cards you have in play (rounded up). At the start of your next turn: +1 Action.
-
While this is in play, you may play non-action victory cards as actions with "+$1".

*Which makes me wonder if I should change the name...

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