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1
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 21, 2020, 08:02:06 am »
Such supposed Golden decks cannot emerge organically. You must have had the payload to buy 4 $7s and 1 $8. Those Coins and Buys do not magically disappear from your deck and you certainly don’t trash all you payload just to repeat a loop while you likely can afford to buy a Colony or two Provinces per turn, while still being able to get the VPs.

2
Variants and Fan Cards / Re: Carts
« on: October 14, 2020, 07:22:58 am »
I’d make it simpler and get rid of the discarding. The average number of turns in which two or more Supply piles are empty (during the Action phase) is fairly low (I’d guess, below 1).

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 13, 2020, 08:26:41 am »
Encampment is also strictly better than Ride which is no issue given how weak Ride is. Twins is basically Encampment and compensates for the lack of possibility to keep it in your deck via being more versatile.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 12, 2020, 09:35:52 am »
I don't understand the supposed problem. As you said, if somebody wants to pool the frozen cards, they can put it on a mat or whatever. It is purely a matter of how you organize stuff on the table and is unrelated to the actual mechanic.

5
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 09:30:45 am »
Caravan had nothing to do with seaside either. Waterfall makes the most sense in seaside if anything
The focus of the expansion contests is first and foremost on mechanics. The theme should ideally match, but that is secondary.
If the focus would be on theme, I could post a Night card named Pirate" that I play with and that uses Spoils and the Treasure Chest.

6
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 09:21:09 am »
What the other payers get, i.e. Reverse Fugitive, is a $4:

+1 Card
+1 Action

Discard a card to draw a card

There is an old discussion about a Lab for $4 that gives each other player a Fugitive. The hunch was that it is too weak.
http://forum.dominionstrategy.com/index.php?topic=4701
http://forum.dominionstrategy.com/index.php?topic=4007.msg97045#msg97045

Waterfall is quite similar, not to mention that Reverse Fugitive is often preferable to Waterfall, especially if terminal space is limited (or you are thin and can only discard good stuff before you draw in which case the card is just a Smithy).

So yeah, this is a weakish $5 without the Reverse Fugitive and totally underpowered with the Reverse Fugitive.

7
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 05:40:14 pm »
Ignoring the Fugitive-like effect for the other players (power level of a $4 and thus too much of a nerf), this is weaker than Embassy unless you discard 3 cards.
Perhaps it is sound at $4 or sound at $5 without the huge bonus for the opponents (although I doubt that this would buff it enough).

Discarding stuff before you draw is a cool idea. As long as you don’t get the power level totally wrong in the implementation.
Also, this has zero to do with Seaside.

8
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 02:08:44 pm »
Thanks, I totally missed that you only want to play one copy per turn.
It neatly illustrates what I already pointed out, how bad the discarding at the next turn is (relative to discarding at the first turn.

Add the collision issue (as we know from other cards, you don’t always manage to play one copy per turn) and the card becomes even weaker. Now I am fairly certain that it is fine at $4.

9
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 11:58:36 am »
Does it being a duration make it worse? Barely, actually, since you only want two of them anyway (unless you have no chances to ever draw your deck).
The notion that you only need two Smithy (variants) in a deck is utterly ludicrous, and even more so when they are Durations. In general, how many terminal drawers you need / you want / are optimal is extremly Kingdom and deck dependent.

10
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 10:25:38 am »
Handsize attacks are in now way merely a „reasonable counter“, they make the card basically unplayable. After Militia hit, you can keep your Village at the start of your turn, and perhaps your village draws into your Steamboat. If it does not, the turn is lost (1 card does very little).

I'm happy to just assume this is true. That doesn't really solve the problem. If a card is busted in 90% of cases but useless in 10%, this doesn't make the 90% any less problematic. You don't average the powerlevel, you still look at just the 90%.

And if we just assume no discard, you have a bonkers effect. The penalty of discarding 2 cards at the start of your turn seems significantly smaller than that of your opponent discarding a specific card now. In other words, even if you took away the buy, it would still be stronger than envoy, probably by quite a bit. Envoy is top tier $4s. Adding a buy to that is nuts.
You seriously underestimate the two huge liabilities of the card.

First, it is a Duration and in a deck-drawing engine it is only half as strong as its non-Duration counterpart.
This is a common fallacy. I thought that Mastermind is busted when I first saw it and it took me quite some games until I understood what I should have known since Seaside has been out, that it is often just a half-KC.

Second, that's we already went over above. Discarding at the start of your next turn hurts more than discarding at the current turn. It is trivial, you discard the worst 2 out of 5 (instead the worst 2 of out of 9 as it would be on the current turn).
For the sake of argument, let us invert the order of Embassy: "Discard 3 cards. If you did, +5 Cards."
I don't know the strength of this. Is it a $3? Does it suck at any price? No idea, all I know is that I would never ever prefer this over Smithy.


Now the card could very well be too strong, who knows. But it seems pretty clear to me that without a Buy it is definitely worse than Smithy and with a Buy it is weaker than Barge.

11
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 07:41:32 am »
Not to be a broken record, but this is also totally busted. This card is about as strong as Wharf (albeit less mass-able) and costs 4$. The fact that the penalty occurs after discard attacks means that those are a reasonable counter, but absent a militia, discarding 2 cards isn't a serious penalty for something with this kind of an effect. You'll just buy this every game.
I totally disagree, without the extra Buy this would be significantly weaker than Smithy. As you pointed out, discarding at the start of your turn is like anti Duration draw.
Handsize attacks are in now way merely a „reasonable counter“, they make the card basically unplayable. After Militia hit, you can keep your Village at the start of your turn, and perhaps your village draws into your Steamboat. If it does not, the turn is lost (1 card does very little).

12
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 09, 2020, 12:19:16 pm »
Looks like one of those weird Durations that only exists for the sake of nerfing, yet at the same time it is buffed via non-terminality.

13
Mining village does not seem analogous since there is no risk of drawing action cards dead
As Mining Village is the only official card which features a blow-up option, it is a relevant benchmark.

The main lesson from Mining Village is that what looks so strong at first glance (blow up for Double Peddler) is rarely used.

14
I agree, but what's wrong with a 4$ being weaker than smithy? Most 4$s are.
The 1 Debt you have to pay to keep your Smithy alive matters far more than the blow-up option of 1 Villager.
Mining Village is the obvious benchmark. A Village plus double Peddler sounds pretty sweet for a one-shot yet it is rarely used during the game.

15
Covenant is even more busted than stray cat, for similar reasons. +4 Cards +1 Debt is already too strong for 4$, and the optional part is super good.

Sounds about balanced (and pretty good tbh, design-wise) if you make it +3 cards instead.
I agree that the card is too good but at +3 Cards it would be weaker than Smithy.

16
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: October 03, 2020, 05:06:49 am »
Hops is too bland and significantly worse than Lighthouse as it is a Treasure.
There was already a lengthy discussion about this when Ducat (vs. Candlestick Maker) came out.

Stray Cat is likely a $3 although most gainers do of course not care about this difference.

17
This is a plain brilliant, I like all the cards.

About the details, Serf is the most sound and „anchored“ as we have a close benchmark with Hamlet.

Feldscher looks strong and will likely play similarly to Chapel and Donate, i.e. very quick thinning with the need to  get payload/gainers to compensate.

Connoisseur is perhaps too strong. Opening with Expand sounds pretty sweet and the Debt is a small price to pay to trash and gain a $5 at the same time.

18
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 25, 2020, 02:32:02 pm »
Not much to say about it, Suburb is a fine card.

Hatter probably does not work. Alice gains Hatter, Alice plays Hatter as Exiler, Bob buy Hatter, Alice and Bob play Hatter as emulator. Same effects for both, but Alice gets -1 Card and -1 Action.
Nobody has an incentive to start the Hatter game as everybody else can freeride. Note that this is different from Forager, whose Coins are more of a side-effect, and different from Lurker, which is tempo-sensitive.

Wolf looks even stronger than Chapel. That's not an issue, it just seems like a mandatory purchase in most Kingdoms.

19
Variants and Fan Cards / Re: Set Expansion Contest
« on: September 25, 2020, 07:10:02 am »
Seems too harsh / swingy, i.e. part of the card (e.g. the draw) should trigger even when it is not the only card in play.

20
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 23, 2020, 01:31:24 pm »
I think that the card is weak enough to enable these combos. It is not like people complain about Swindling or Butchering Peddlers into Provinces.

21
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 23, 2020, 12:24:25 pm »
I don’t understand the Monarch cost restriction, it is not like the end of the line needs to be nerfed.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 23, 2020, 12:55:15 am »
I think it is a $5. You can safely get two copies and converting played Actions into Imps is a pretty good ability; Exorcist can only do this with stuff from hand.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 03:53:57 pm »
I think they are both too good. With 1 instead of 2 Coffers/Villagers they look less crazy.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 10:21:20 am »
Also relevant rules question for this: Which side is up and available to be played by Command cards while it's in the supply?
Non-issue. As the poster said, it is a card with dual use.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 10:07:07 am »
This needs some reveal formulation to keep all players honest.

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