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Messages - ShadowLancer

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Variants and Fan Cards / Re: Fan Card Mock-Ups 2.0
« on: September 24, 2016, 08:54:20 pm »
I love it! Pretty much all the changes you made (card names, art, wording, prices) were super great improvements.

Now I realize I was probably overvaluing Disassemble (originally priced at $5) just because you can trash an estate and get $3 early on. Later on, it becomes not-so-great, so I think the $3 price is good.

I also like the old version of Contest better. I wonder if it would work even better as a landmark? Something like "Once per game, when you have at least $12 available, you may gain a prize from the prize pile." It feels much cleaner than paying a bunch of money and getting it back instantly.

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Variants and Fan Cards / Re: ShadowLancer's fan cards
« on: January 06, 2016, 06:29:18 pm »
Boomerang: I'm not sure as worded this would produce the result you want. i.e., I don't think you'll get the 3 Actions, just 1. Cf. Caravan Guard. You might need to make it a Reserve, or have you set it aside and play it at the start of your next turn (without using an action to do so).

I forgot about if you discard Boomerang on other people's turns. I think to make it simpler, I'll just change it to "when you discard this from your hand during your Action phase, then play this" or something like that.

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I'd hate to be on the other side of a Genie turn, especially if decks aren't tiny. Too easy to set up your mega-engine and kill the game when you have a marginal lead early.

You're probably right about that. Maybe if Genie returns cards to the supply instead of trashing them? Either way, it might be not worth keeping.

Quote from: Roadrunner7671
Fire pit is super duper overpowered.

I agree, Fire Pit is overpowered. I think I'll have to completely redo it or just scrap it.

Quote from: GendoIkari
No reason for Reimburse to have "once per turn", I don't think. The only way you could get a benefit out of buying it more than once on a turn is an edge case combo with Boomerang, and that seems like a fun little combo you want.

Oh yeah, I made Reimburse "once per turn" back when Boomerang went back into your hand instead of playing it, haha. And I might want to make it cost $1, so it's not automatic.

Quote from: LibraryAdventurer
Pioneer looks way too much like my card that even has the same name

Oh yeah, sorry about that! I saw your post one day, wrote it down, and then forgot where I'd gotten the idea from. I might as well just remove it from the OP.

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Variants and Fan Cards / Re: ShadowLancer's fan cards
« on: January 06, 2016, 03:59:10 pm »
Mad Scientist is strictly better than Warehouse.

Sorry, I should change the wording of Mad Scientist and Forbidden Gold. What I wanted is "Discard a curse. If you didn't, gain a curse. If you didn't discard or gain a curse, discard 3 cards."

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Disassemble is a great name for that effect! I don't know if this is an issue or not, but if you play 4 Highways... Play Disassemble, trashing anything. Gain a Disassemble and a Copper. Play Disassemble, trashing the Copper. Gain a Disassemble and a Copper. Play Disassemble, trashing the Copper.. etc, until all Disassembles are gone.

Wow, didn't think of that, haha. I suppose it's not too bad of a problem, since you need 4 Highways, and having 10 Disassembles isn't that great.

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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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