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Dominion League / Re: Season 35 - Newsletter: Seeking Feedback
« on: July 22, 2019, 04:09:18 am »
Currently, a When2Meet schedule is posted in the division channel only late into the season (I don't know the exact mechanics.) I don't see why it shouldn't be there the whole season. It's easier to write the times I'm free on a spreadsheet-type thing than it is to describe it with just text.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 11, 2019, 07:20:43 pm »
So, when's the judging?


GendoIkari   Something Something

I mean, you skip chapel when it's on the board, but it makes the game less interesting and breaks the game by conflicting with other cards (How does Remodel work with this on the board?). Points for being snarky though, I guess.

hhelibebcnofnena   Church

This does significantly and targetedly nerf chapel. As broken as Donate and Cathedral, but without as much effect on the game; Donate fundamentally changes the game into a puzzle, and whether to skip Cathedral in favor of longevity can be an interesting decision.

Chappy7   Hoard House

Gives you a sizeable point bonus if you don't trash. The versatility of a thin deck IMO makes one unlikely to pursue a bonus even as large as this one, as it also kills trash for benefit.

ClouduHieh   Bull+Pile of Dung

Yeah no, you buy Chapel with Bull on the board in order to play it more. Gaining copper from the trash to hand makes this a minor TD+BM enabler, and an attack that's only directed at VP is kinda interesting.

LibraryAdventurer   Schoolhouse

Interesting decision whether to go for this or Chapel, though I still feel like Chapel usually wins. Feels like an Island variant.

mail-mi   Trench

Feels like perhaps the penalty needs to be steeper; avoiding trashing your starting cards nets you 10 points by the end of the game. Probably not worth it.

Aquila   Landfill Tax

Nerfs trashing in a more creative way than losing VP. Fun idea.

Awaclus   Co-Cathedral

Effectively opening with 2 Labs and a Silver feels nuts, but not as in-your-face game-warping as donate. It might actually be a good way to introduce newer players to trashing.

Gubump   Exchequer

I like the effect, but the price is too high to be useful, especially as a chapel-deterrent.

naitchman   Regret

I expect to buy Chapel on boards with this as frequently as I buy Steward. Also makes trash for benefit insane if you do trash more than once per turn, which actually sounds really fun to try to pull off; Butcher a province into a province and play a forager to just gain the province.

mandioca15   Vestry

I still get chapel with Vestry on the board. I probably open with both and hope to trash 6 cards after the first shuffle, which adds more swinginess. +buy now and at start of turn is a neat effect.

scolapasta   Apse Chapel

The Worshipper tokens are clever. I don't think gaining a $4 is usually worth the opportunity cost of trashing an extra 2 cards. The benefit of Apse Chapel, of course, is that you can guarantee you hit the exact card you want (You don't need to lament about not trashing estates because you drew your Chapel with 4 coppers). Definitely an

Chris is me   (Unnamed)

Bonus points for describing why it makes you want to skip Chapel, though I'm not sure your reasoning's that compelling; I buy chapel on Highway, Bridge, etc. decks so that I can play those cards more frequently. I really like the design though.

segura   Mausoleum

It's hoard house, but a sliding scale rather than all-or-nothing. I don't think 20 points is enough to outmatch a well-trashed deck though.

Gazbag   Abbey

Feels worse than Recruiter, but Recruiter's a really good card so I'll give it some slack. Regardless, it's not very exciting.

Commodore Chuckles   Income Tax

Ooh! Wanting a deck with cheap cards is not a reason to skip chapel that I'd thought about, but it totally makes sense. Unfortunately, 9 points isn't enough of a swing to make me skip chapel.

majiponi   Poor Land

Feodum but not! Too expensive for a default 2 points, though.

faust   Prayer

You don't buy chapel with this on the board, and it doesn't kill trash for benefit, but I'm not sure how I would use it in a deck. Like, I buy one, trash a goons from the supply, then I trashed a card so I gain the prayer, then later I play the prayer for the goons, but my opponent has time to pick up the goons before me? It's hard to wrap my head around, probably moreso than any printed card.

Kudasai   Blasphemer

I feel like the interactive part doesn't really make you want to skip chapel to avoid giving the opponent VP, and you don't always trash all of your coppers in chapel decks because you sometimes need the extra economy. I like the idea of that trigger for the interaction though.

anordinaryman   Tithings

Similarly complex to Faust's Prayer card, which I guess is a big possibility with fan cards. Nevertheless, It provides a good alternative to chapel, especially on boards with cheap +buy.

King Leon   Dowser+Pendulum

I'm gonna imagine King Leon's thought process as he was creating this pile. "Hmm... I like Commodore Chuckles' income tax's idea of rewarding a deck with cheap cards, but rather than giving out points, I'll instead make it easier to draw.  But opening with a card that can draw 4 coppers is way overpowered, so I'll make it cost debt! Wait, that makes it wordier if I want it to always draw a kingdom card. I can put it under a split pile! Yeah!"

wittyhowlard   Sustainable Living

You don't skip chapel with Forge on the board, so you don't skip chapel with this on the board. And I'm having a hard time thinking of a situation where I'd want to trash a bunch of cards with a combined cost of at least 20 to gain 2 provinces.

NoMoreFun   Reflection

I still think trashing down is worth more than a bunch of VP. I could see myself skipping chapel for this on a tactician board, maybe.

Fragasnap   Coilliery

It's no secret by now that I like rewarding a cheap deck at this point. However, this seems a bit too powerful; unbounded draw works with Scrying Pool because it's kinda hard to fill your deck with actions. It's much easier, on the other hand, to fill your deck with <$5 cards.

artless   Foreman

You buy Chapel even with Junk Dealer on the board, so you buy Chapel with this on the board. This also seems much worse than Junk Dealer; I'd rarely trash an action card for a village effect, and that option is not worth the inability to trash estates, let alone the swinginess added by preventing trashing from hand.

Aaaand, that's everyone.

Winner: Dowser and Pendulum by King Leon

Runner Up: Apse Chapel by scolapasta

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 10, 2019, 08:44:47 pm »
Thanks for y'all's submissions. The final deadline for new entries will be Noon on June 11 Eastern Time.

Prediction for card text:
While this is in play, at the start of your turn, set aside a card under it. When there are 3 or more cards set aside under it, trash them.

Puzzles and Challenges / Re: Easy Puzzles
« on: June 06, 2019, 08:45:59 am »
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?
The first attack was young witch, and lighthouse was the bane.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 05, 2019, 04:57:11 pm »
Sorry for the late reply starting the new chain; Didn't think I'd actually win.

Challenge #32: Make me skip chapel!

Basically, in a kingdom with the card (-shaped object) you design for this contest, and chapel, make it frequently a viable strategy never to buy a chapel.

Printed things that do this that come to mind include (but might not be limited to) Donate, Cathedral, Gardens, Philo-stone, and Fountain. Entries will be judged based on:
* How likely they are to make me skip chapel (You usually buy Chapel even when Gardens is on the board.)
* How much they don't completely break the game (You obv skip chapel in a game with a $2 Event that says "Gain the province pile")
* How much I personally like them (duh)

I'll try to judge on Monday, June 10.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 30, 2019, 08:25:58 am »
Motherly Witch
5$ Action - Attack - Duration
Each other player gains a curse.
Now and at the start of your next turn, +2 cards
While this is in play, when another player plays an attack card, gain a copper.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 02, 2019, 10:31:01 am »
Adventure Seeker
$5 Action - Fame
+$1 per feat you achieved

I feel like this should have +1 buy on it.

Variants and Fan Cards / Re: Remodel variants from a meme
« on: May 02, 2019, 09:49:24 am »
Reuse $3 Action
+1 Action
Play this as if it were a different Action card in play. This is that card until it leaves play.

Overpowering. If I play Necropolis, Smithy, and Reuse, it will be double-lab. You should remove +1 Action.

The same argument could be made for Royal Carriage. Barring scheme, it's hard to be sure you get 2 specific action cards in your starting hand.

Variants and Fan Cards / Remodel variants from a meme
« on: April 30, 2019, 10:08:26 pm »
I decided to actually come up with cards after seeing this reddit thread

EDIT: I lied. Not all of these are Remodel variants.

Reduce $5 Action
Trash a card from your hand. Gain a card to your hand costing up to $1 less than it.

Reuse $3 Action
+1 Action
Play this as if it were a different Action card in play. This is that card until it leaves play.

Repair $3 Action
Trash an Action card from your hand. If you did, gain a card costing up to $6.

Rebuild $5 Action
+1 Action
+3 VP
Trash a Province from the supply.

Refurbish $5 Action
Trash a card from your hand. Gain a card to your hand costing up to $2 more than it.

Refinish $3 Action
+1 Card
+1 Action
+1 Buy
If this is the first time you've played a Refinish this turn, reveal a card from your hand and trash a copy of it from the supply.

Resell $5 Action - Attack
+1 Buy
Reveal a card from your hand, then return up to 3 copies of it to the supply. Each other player gains a copy of it and takes their -$1 token. +$1 per $1 it cost.

Recycle $2 Action
+1 Action
Trash this or a card from your hand. +1 card for each $1 in the trashed card's cost, then discard that many cards.

Compost $2 Action
+1 Buy
Trash a card from your hand. Gain a copper to your hand per $1 it cost.

Restrict 5D Event
Name a non-victory card. That card may not be bought until your next turn.

Redesign $2 Event
Put your Redesigned token on a pile (When you play a card from that pile, first take your -1 card token and +$1).

Removed From Production (Landmark except it doesn't care about points but there isn't an official name for that yet)
Copies of the chosen card cannot be gained outside of your buy phase.
Setup: Choose a random card in the supply costing up to $4.

Old versions
Refinish $3 Action
+1 Card
+1 Action
+1 Buy
Reveal a card from your hand. Trash a copy of it from the supply.
(Changed to avoid excessive pile driving)

Recycle $2 Action
+1 Action
Trash a card from your hand. +1 card for each $1 in the trashed card's cost, then discard that many cards.
(Changed to compare more favorably with Raze)

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 29, 2019, 01:11:51 pm »
Duration cards are orange because they need to be distinguished from other cards during the cleanup phase. I feel like "In games using this" clauses should be better distinguished in the same way. There is precedent for creating a new type for a function that already exists: Lost in the Woods behaves exactly like an artifact.

The Automatic Type
The stuff below the line happens if the card is in the supply. Now let's do some crazy stuff with it!

$3 Action - Automatic
+2 cards
When you gain a silver, gain a Sterling.

$4 Action - Automatic
Trash any number of cards from your hand
When you trash a card without using a Megachurch, put it into your hand.

Nomadic Tribe
$4 Action - Automatic
+2 cards
+2 actions
+1 buy
Put 2 cards from your hand onto your deck.
Cards cost $1 more. At the start of your turn, +$2

Royal Coppersmith
$6 Action - Automatic
+1 buy
Reveal your hand. +1$ per copper revealed
At the start of your turn, gain a copper to your hand, then you may trash a card from your hand.

Underground Witch
$5 Action - Automatic
+1 card
+1 action
+1 buy
Each other player gains a curse
The curse pile starts with 10 extra curses. When you gain a victory card, gain a curse.

Variants and Fan Cards / Re: Really bad card ideas
« on: April 26, 2019, 01:00:26 pm »
Genius $3 action - fate
Take 3 boons and receive them in any order
Heirloom: Unlucky Coin

Unlucky coin $2 Treasure - heirloom
Don't gain a silver.

Tormentor - Spongebob
Faithful Hound - Gary
Hermit - Squidward
Fool - Patrick
Haggler - Mr. Krabs
Scheme - Plankton
Experiment - Karen
Inventor - Sandy
Bridge Troll - Bubble Bass
Noble Brigand - Larry


Non-Mafia Game Threads / Re: Zendo Questions 2
« on: March 15, 2019, 03:28:33 pm »

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 14, 2019, 04:24:24 am »
$1* Action - Duration - Shelter
+1 Action
At the start of your next turn, +1 Buy

$3* Action - Shelter
+1 Action
When you trash this, put it into your hand.
$1* Night - Shelter
If you've gained at least 2 cards this turn, trash this.

Non-Mafia Game Threads / Re: Zendo Questions 2
« on: March 14, 2019, 02:56:04 am »
Just joining this, hoping I can contribute.
I feel numbers on the edges might be particularly weird.
1 a 1?
1 aa 111?
a 1 a?
a 00 aa?
11 won one.

What did 0
ever do?

Non-Mafia Game Threads / Re: Color or Country
« on: March 14, 2019, 02:27:57 am »

How about this?

play Ambassador
your opponent plays Caravan Guard (from Black Market)
she calls Royal Carriage 4 times
reveal Emporium

This game doesn't use any other Durations or Reserves. Emporium cannot be 1st to 3rd order interaction in this game.

If Emporium counts as another order of interaction here, then so would a Duplicate on the tavern mat.

Dominion League / Re: Season 31 - Signups
« on: November 25, 2018, 07:25:10 pm »
I'd like to join. I'm a new player.

Dominion Online: MeNowDealWithIt
Discord: @MeNowDealWithIt#5197
Timezone: US/New York

Puzzles and Challenges / Re: Guess the kingdom
« on: September 22, 2018, 07:37:14 pm »
Interesting, but I feel like there are so many kingdoms with more than one viable strategy that it's hard to come up with a solution, as well as varying opinions on what is a "reasonable" strategy.

As for your post, here's what I could come up with:

Hamlet, Beggar, Trade route, Young Witch(Bane:Pearl Diver) Moneylender, Salvager, Contraband, Counting house, Knights, Artisan, Event: Pathfinding

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 17, 2018, 07:00:57 pm »

+1 buy
When another player plays an attack, you may first set this aside from your hand. If you do, then at the start of your next turn, +1 card and return this to your hand.

Cost: 5$
Type: Treasure - Reaction

Puzzles and Challenges / Re: Easy Puzzles
« on: April 18, 2018, 08:00:15 pm »
In a kingdom with no black market, reserves, or durations except tactician, I play 3 action cards on my turn, the first of which is a tactician. What events are in the kingdom?

Alms and Pathfinding; in a previous turn, I put pathfinding on Villa, then on the turn I just described, I used alms on a villa and played it, drawing another action card and playing that.

Rules Questions / Wish/Royal Carriage interaction?
« on: March 11, 2018, 05:49:54 pm »

Online, I played a wish, and it didn't let me use a royal carriage on it. Should I have been able to gain 2 cards?

Variants and Fan Cards / Re: Masseuse: For when you need to relax
« on: March 03, 2018, 08:56:53 am »
I probably should have made this more clear. Each of these possible effects are supposed to be very rarely useful, but they should prevent something frequently annoying from happening, when you get it into your hand.

+1 card is for when you get Throne Room/Kings Court in your hand without any other Actions and is also to prevent one player from getting too much of an advantage based on the split at the beginning, although I realize upon further reflection that replacing all 3 of the starting estates with cantrips is problematic.

The Necropolis effect is for when you run out of terminal Actions but want to play more Actions.

The sifting is so that good cards like witch don't "Miss the shuffle."

The Price decreasing is for hands where you have 7 or 4 coins and it's in the endgame.

Trashing the Black market deck is to prevent the luck-based aspect of Black Market, but playing treasures during the Action phase is still a worthwhile effect most of the time.

Variants and Fan Cards / Masseuse: For when you need to relax
« on: March 02, 2018, 09:54:34 pm »
There are frequently times when playing Dominion where something is just kind of annoying, like you can almost do something but you can't quite.

Well, the Masseuse gets rid of that stress:


+1 Action
Choose only one of the following effects:

* +1 Card
* Play an Action from your hand.
* Draw cards until the number of cards in your deck is divisible by 5. Discard as many cards as you drew this way. Discard a card.
* Trash an Action card from your hand.
* If no other Masseuses have been played this turn to decrease the price of Duchies and Provinces, Duchies and Provinces in the supply cost $1 less until the next time you buy a card.
* If there are 4 or fewer Provinces in the Province Pile and a Duchy was gained last turn, trash a Province from the Province pile.
* Trash the Black Market deck

I'm thinking it should cost $3 and replace the starting Estates, but not be in the supply Thoughts?

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