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Messages - majiponi

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1
Rules Questions / Re: Simple Rules Questions
« on: October 02, 2021, 06:33:08 pm »
Border Guard is set aside with Way of the mouse.
I have Lantern, and have a Haunted Woods in play.
I gain a Province.
My opponent plays a Black Cat to play Lantern.
Does she reveal two cards?

(Isn't Lantern's effect different from "during your turns" effect, right?)

2
Rules Questions / Re: Simple Rules Questions
« on: September 30, 2021, 11:34:48 pm »
I played an Opulent Castle and discarded a Tunnel.

Am I FORCED to gain a Gold?
(An Opulent Castle forces me to reveal what I discard.)

3
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 29, 2021, 09:44:12 pm »
Quote
Warlock by Majiponi
http://forum.dominionstrategy.com/index.php?topic=20912.msg878230#msg878230
Interesting idea. I can see this being very powerful, the question is how long it takes to set up by getting the right cards onto your Warlock mat. I wonder if this could be a golden deck enabler by getting the right cards onto the Warlock mat.

This is not my card. I just said it needs fixing.

4
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 27, 2021, 07:48:18 pm »


Quote from: Warlock
Warlock -- $5
Action - Night
If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]

Sorry this is last minute (I was trying the get the Fan Mechanic Contest judged). Here's my entry: a twist on Necromancer, it puts your Action cards onto a mat, and later lets you throne those Action cards from the mat. Like Mandarin or Monastery, it moves cards that are in play.

You need Command type to stop infinite loops.
You play set aside Warlock to play itself twice, once to play a Smithy, once to play itself twice, ...

5
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 19, 2021, 11:00:07 am »
This was a tough one!  I'll post the results now, as I'm feeling sleepy now...
I'll post detailed feedbacks later...zzz.


WINNER:xyz123's Shaman
Congraturations!

2nd place:Mahowrath's Altruist
3rd place:Boomyday's Orchestra&Instruments


Thank you for all your works, everyone!


Foraging Village
$3 - Action
+1 Card and +1 Action. Trash a card from your hand. If it is a Victory card, trash this and +1 Card. Otherwise, +1 Action per differently named Action card in the trash.
 
This is similar to Hideout. Instead of gaining Curse, this is one-shot and $3-cost. Interesting, but +1 Action per a trashed Action card won't work well in most games; who wants to trash their precious Action card to help their opponents?


COMMODITY
$5 - Treasure
+1 Buy
Choose one: +$2; or +$1 per copy of Commodity in the trash; or trash this for +2 Coffers.

+2 Coffers is nice, but we usually don't like sacrificing $5-cost card. I think the second option rarely works.


Mausoleum
Landmark
When scoring, 1 VP per Action card you have that has a copy in the trash.

Good.


Shovel
$5 - Treasure
Cards in the trash cost $2 less this turn. You may buy a card from the trash.
-
Setup: add to the trash a random unused Supply pile costing $5, and one Gold per player.

Sounds nice. Maybe you should imply that you can play Treasures before buying.


Junk Shop
$4 - Action
Choose one: Trash 2 cards from your hand, or gain a card costing up to $1 per differently named card in the trash. If it costs more than this, trash this.

Fair.


Tannery
$4 - Action
You may trash a card from your hand for +1 Card per differently named non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

Maybe you should say "differently named Action card trashed in this game in the trash" to go crazy with Shovel and Knights..., but not bad.



Altruist - $5
Action - Duration
Trash any number of Treasures from your hand for +$1 each.
At the start of each of your Buy phases for the rest of the game, you may gain a Treasure from the trash to your hand.
(This stays in play.)

Excellent! This works very well with other trashers like Remodel or Salvager!


Relic Excavators
$4 - Action
Exile a non-Victory card from the Trash. If it is an...
Action card, play it twice from Exile, leaving it there.
Treasure card, +2 Coffers.
Copper, discard all Action cards from your Exile.
(Heirloom: Worn Shovel)

Worn Shovel
$4 - Treasure - Heirloom
Trash a card from your hand. If it is an...
Action card, gain 2 Horses.
Treasure card, +$2, +1 Buy.
Victory card, gain an Action card costing $4 or less.

Too nice for $4.  +2 Coffers is a $5-cost effect.


Foundry
$4 - Action
+1 Action
Trash a card from your hand.
Choose one: +1 Card; or draw until you have 2 cards in hand for each differently named Treasure in the trash.

Good.


Carpenter
$5 - Action
Trash a card from your hand. Gain a card costing up to $2 more than it.
Choose a non-Victory card from the trash. You may Exile it's copy from the Supply.

Good, but I don't see why you gain from the Supply. Just saying "You may Exile a non-Victory card from the trash." isn't simpler?


Shaman
$4 - Action
Choose one: trash 2 cards from your hand; or look at one card from the top of your deck per card type in the trash. Trash or discard any number of them. Put the rest back in any order.

Wow! Strong Lookout or Doctor! It kills Looters almost completely! Very nice!


Way of the Vulture
Play a non-Command Action or Treasure card from Trash costing less than this, leaving it there.

Fine, but it'll be dead without a trasher.


Book of the Dead
$4 - Project
When you play an Action, if you have no other copies in play and at least one in the trash, play it twice instead.

Zzz...will it work often?


Ritual Tithe
$2P - Victory
Worth 1vp per differently named Treasure in the trash.
-
When you gain this, you may trash a card from your hand. Gain a Spoils per $1 it costs. Gain a Spoils onto your deck if it has P in its cost.
Heirloom: Chalice

Chalice
$3P - Treasure - Heirloom
+P
-
When you discard this from play, +1 Coffers.

Seems interesting, but as other players suggests, Chalice sometimes makes games too swingy.


Orchestra
$4 - Action
Trash a card from your hand, and gain a card costing exactly $1 more from the trash.
-
Setup: Put the instruments in the trash.

I don't fully understand Orchestra and its Instruments, but they "sound" nice. Great work!


Tomb Defiler
$5 - Action - Attack - Command
Choose 1: Play an non-command Action card in the trash twice; Or Trash a card from your hand. Each other player discards a copy of it, or reveals a hand with no copy of the card.

Fmm... I don't think the first option will be used so often.


Chain Reaction
$2 - Action - Reaction
+1 Card
Trash a card from your hand.
-
When one of your cards is trashed, you may play this from your hand. If you do, +2 Cards and gain a non-Victory card from the trash.

Fair.


Invention
$5 - Action
+$2
Trash this or a card from your hand. If there are no cards in the trash which cost more $ than it, gain a Wish from its pile. Otherwise, gain a card costing exactly $1 more than it.

Nice work.

6
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 18, 2021, 11:43:46 am »
Submission Closed!
The result will be posted within 48 hours.

8
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 09, 2021, 09:56:43 pm »
I don't really see how Thief qualifies, considering that it only cares about what it trashed.

It gains from the trash, not from your opponent's discard pile or revealing zone. So I have to admit that Thief qualifies.

9
Weekly Design Contest / Weekly Design Contest #128: Look at the trash!
« on: September 09, 2021, 08:29:36 pm »
Design a card or a landscape that refers to cards in the trash.


I do like Trash-for-Benefits like Graverobbers and Salvager. Let's enjoy trashing!

Your card has to look at the trash; gaining from it, counting Treasures in it, playing a card in it (leaving there), or a kind of thing is accepted.


Official cards that would qualify include:
Thief,
Forager,
Necromancer

Official cards that would not qualify include:
Swindler (it just cares the cost of the trashed card),
Treasure Map (it just cares what you trash),
Possession (it doesn't use the trash)

10
Oh, I've never imagined I'd got a first prize! We've enjoyed this week's contest. Thank you X-tra!

Contest 128 will be posted within 2 hours.

11
You are both correct. I don't spend money on Dominion Online (nothing against it, I just vastly prefer in-person play), and I haven't had menagerie for very long, so I didn't realize that card already existed. Sorry folks, I'll think of something new.

Also, just a quick note on how Landscape cards are exceptionally not accepted for this week's contest, sorry!


Castle Town
cost $4 - Action - Reaction
+1 Card
+2 Action
---
When you trash a card, you may discard this to put that card into your discard pile.

Just to make sure, this is using picture 3, right?
Right. I forgot to write.

12
Castle Town
cost $4 - Action - Reaction
+1 Card
+2 Action
---
When you trash a card, you may discard this to put that card into your discard pile.


EDIT: picture 3

13
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 03:06:36 am »
Bridgestone
cost $3 - Action
+1 Action
+$1
+2 Buys
Heirloom: Stone

Stone
cost $3 - Treasure
Cards cost $1 less this turn.

14
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 16, 2021, 08:54:19 pm »
Agency
cost $2 - Action
Discard any number of cards, then draw that many.
Then discard any number of cards for +1 Action and +1 Buy each.


Is it acceptable?

15
at the end still some inspiration:

Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.

I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?

16
Interest
cost $5 - Treasure - Attack
+$2
Each other player reveals the top 2 cards of their deck, trashes one of those Treasures, and discards the rest. You may gain and play one of the trashed Treasures.


Strong Thief! It earns at least $2! Prepare not to be Thiefed your Interest!

17
Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.


A 6-cost Kiln! You can copy another Duration card like Mastermind.
This has a somewhat problematic interaction with Hireling.

Also, the gaining should probably be dependent upon successfully setting the card aside, otherwise it may cause tracking issues with one-shots.

How about this?
Quote
Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or leave it into play until the start of your next turn, to gain a copy of it into your hand.

If you play Smithy with Imitation, Smithy stays in play this turn, gain another Smithy at the start of your next turn, and is discarded next turn's Clean-up.
If you play Embargo with Imitation, Imitation fails.
If you play Hireling with Imitation, Hireling stays in play.

18
Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.


A 6-cost Kiln! You can copy another Duration card like Mastermind.

19
Industrious Guide (Action)
Reveal your hand. Discard all non-Action cards. Draw until you have 6 cards in hand.
Looks tough to use in an engine (you’ll have mostly Action cards) and undesirable in a money-centric strategy (you’ll draw more, at the expense of discarding all of your Treasures). In your engine, this might net in being a +2 or +3 Cards, which, okay. But if you utilize stuff like Native Village, Fishing Village, Necropolis, or Inn, then it looks better. These are the cards to be on the lookout for. Anyway, pretty straightforward card, albeit looks a little difficult to use efficiently, perhaps.

It lets me discard useless cards like Provinces or untrashed Coppers, and cycles my deck to let me play Action cards faster.

20
Industrious Guide
cost $3 - Action
Reveal your hand.
Discard non-Action cards.
Draw until you have 6 cards in hand.

21
Helper Knight
cost $3 - Project
When you end your turn without having played an Action card, +1 Card.

22
Quote
Mine Digger
cost $4 - Action - Duration
Gain a Copper to your hand.
At the start of your next turn, gain a Silver to your hand.
At the start of your next turn after that, gain a Gold to your hand.

EDIT: rephrased

Mine Digger
cost $4 - Action - Duration
Gain a Copper, a Silver, a Gold, setting aside.
Now and at the start of your next two turns, put the cheapest into your hand.

23
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 26, 2021, 07:44:41 pm »
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"

The victory part seems a bit tacked-on to me.  Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one.  Plus, the ability to scheme any number of cards already makes this incredibly powerful.  Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck!  And since it's a Prize, only one person can own it.  This seems incredibly overpowered even without the VP.  I'd suggest putting some kind of limit on the top-decking

I don't think that's true. In games using DCT, Followeres is always available. You have to discard a Province to gain a Prize, so you have to draw a Province again to gain Followeres to stop other players gaining it.
What do you discard if you have DCT when another player plays Followeres? DCT doesn't earn a single $. That's why I think DCT is not broken.

24
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 26, 2021, 11:20:59 am »
Quote
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

This entry is withdrawn.

25
Golden Goose
cost $5 - Treasure
$2
Gain a Golden Goose.
You may trash this to gain a card costing up to $5.


Super Feast like Rats or Magpie.

EDIT: renamed, rephrased a bit.

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