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Messages - fika monster

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1
Quote
Hospital - Project - Cost: 6

During your turns, when you gain a card you may Exile it.

Feedback is appreciated.

Looks superstrong. Buy this before Greening and you dont even have to worry about green cards diluting your deck.

2
An origin card that interacts with Province gaining.

Quote
Merger - Origin
During your cleanup phase, you may return this to combine two cards you would discard from play.
-
When a player gains a province, they take a merger.

Combing is VERY strong. But i wanted a card that would enable quick early combining an interesting decision, but not just be out of the game after that. so hence: merger. You can choose to thin two coppers if you desperately want, or spend it on when you have Action cards in play that could get mega strong. But if you want to get another merger, you need to gain a province, thus making the inherent "+1 Card" part of combing offsett, while making the end get closer.

I also considered making this trigger for douchies, since provinces are worth so much vp anyway. Anything cheaper would be to easy to get and use the combining with, since Combine is such a strong mechanic

3
Tried updating the Cards a bit, heres the changed Priory cards:

Bishops weed v3

Changed so that it affects cards costing 4 or less, and getting to put it or another card from hand onto your deck. So you can setup your next turn.

Indulgence v3

Just straight up buffed so Cost reduction is universal. I thought that cost reduction was too good, so that why i made it "non victory cards" but it doesnt seem to have been a good idea

Lords garden v3

I was pretty happy with this one, and since indulgence is heavily buffed i just made this one get an extra villager, so its at minimum a smithy at the next turn. I considered making it +4 Villagers, but That felt like too much.

4
How come snow isnt included? i dont mind it, just curious

5
GG Xen3k!

6
Rotating split pile time baby
Edit: Mostly just grammar and wording fixes. Biggest change is Bishops weed, which can now topdeck 0 cost and victory cards.


Minor update to cards.

7

Quote
Chain reaction - 3$
Action - Duration
Either now or at the start of your next turn, choose 1:
+2 Cards; or +2 Actions.
-
Setup: Put a token on each Action Supply pile (other than chain reaction) per player. When you gain a card from that pile, remove the token, and gain and play this.

8
On the same theme (cards that scale):

Pious Village
$4 / Action - Blessing

+2 Actions
If you have the Rosary, choose one:
- 2+ players: +$2
- 3+ players:+1 Card +$1
- 4+ players: +2 Cards

Otherwise, +1 Card.


Another option is to remove the "otherwise" part and bring the cost down to $3. Feedback appreciated.

I think a simpler language would be "choose 1 + if you have the rosary, an extra option per player"

9
Rotating split pile time baby
Edit: Mostly just grammar and wording fixes. Biggest change is Bishops weed, which can now topdeck 0 cost and victory cards.


Quote
3$ : Monk
Action- Blessing - Priory
  Choose 1: +2 Cards; Exile a Victory card in hand; +1 Coffers
If you have the Rosary, choose an additional different option.

You may rotate the Priory.


Quote
4$
Victory - Reaction - Priory
+1VP
-
When you gain victory cards or 0$ cards, you may reveal this from your hand to put that card into your hand or unto your deck.


Quote
5$
Indulgence
Action - Blessing - Priory
+2 Buy’s
Non-Victory cards cost 2 less this turn.

If you don't Have the Rosary, Trash this.


Quote
6$
Lords Garden
Action - Duration - Blessing - Priory
+2 Villagers.
At the start of your next turn, you may spend any number of villagers for +1 Card per Villager spent.
-
If this is in play and you have the Rosary, +2 villagers whenever someone gains a Victory card.

Same setup and rules as the other rotating split piles: 4 of each card, 3$ card is on top, etc.

10
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 12, 2022, 10:23:46 am »
Nice judging.
I was wondering why Snow has a cost of $3? Is the idea that it should be good fodder for remodeling?

Interestingly, Beri's entry could be worded more naturally if Snow cost $5, while my entry would be better if Snow cost $0 (I didn't like that you could Ice-Crystal your starting Coppers into cards costing $6).

huh, good point

I just copied Horse's Stats generally to try and get the formatting right

11
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 11, 2022, 05:58:54 pm »
JUDGEMENT POST HAS BEEN MADE: Winner is Ranch by Firestix

12
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 11, 2022, 04:57:28 pm »
Sorry i got a cold, but ill try to release it today or tommorow

13
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 09, 2022, 06:01:38 am »
Judgement time
I got a cold so the judging isn't quite to the standard i wanted, but i hope its adequate.

Santas workshop by segura
Quote
Santa's Workshop
$4 Action

Gain a non-Victory card.
For each $1 it costs more than $4, gain a Snow.
For each $1 it costs less than $4, gain a Horse.
A fun card that can gain you quite a lot of horses or snows: The non-vicotry part is good to have as to make it not just a "gain a province" in the end. However, From what i see, you can gain potion and debt cards for no Snow penalty, and that makes it lose a lot of points for me. Still, seems fun!
6/10

Frozen City By Joxeft
Quote
Frozen City - Action - Cost: 4

+1 Card
+1 Action
Name a card, then reveal the top card of your deck and put it in your hand. If you did not name it, gain a Snow.

A fun lab variant. It doesn't quite excite me, but i can see it in an snow-themed expansion pack.
7/10

Blizzard by spineflu


Quote
Blizzard • $5 • Action - Attack - Duration
Now and at the start of your next turn, +1 Card per Blizzard in play (anywhere).

On each other player's turn until then, when they play a card that gives them +Actions, they gain a Snow.
-
🔥: Put your deck into your discard pile and trash any number of Action cards from it. +$1 per card trashed this way.
XYZ
I like this attack a lot: Combines snow and another mechanic well. The attack part is interesting as it punishes cantrip heavy decks, altough i think its a bit much to give other player snow cards if they play snows.
The Burn effect is an interesting one, as you can use it to get rid of all the snows (and maybe some other cards like ruins...). Theres plenty of fun things i can see one doing with this card. Nice job.
(also, great theme on this one)
9/10

Icefisher by Xen3k


Quote
Ice Fisher - $4
Action
Draw until you have 6 cards in hand.
Gain up to 4 Snow. Reveal that many cards from the top of the Fish pile, gain up to 2 of them, then return the rest to the bottom of the Fish pile in any order.
XYZ
Im a sucker for Black market Games, and this one Feels like a fun card in the same spirit: Designing new Draw to X cards is hard, but the way that this generates usable cards makes for a fun  interaction. it seems like a lot of fun.
PS: i like the logo in the bottom. Maybe the expansion could be themes around nordic expeditions and some Antarctica action?
9/10

Snow imp by commodore chuckles
Snow Imp
Action - $4
+2 Cards
Reveal the top card of your deck. If it's an Action card, play it, otherwise gain a Snow.
A simple but fun card. I like it. Funnily enough, if you overdraw it's a mote.
9/10

Ice sculptor by BERI
[/quote]
Snow sculptor
Action - $4
Trash a card from your hand. If it is a Snow, gain a card costing up to $3 more than it to your hand.
Otherwise, gain a card costing up to $1 more than it.
Gain a Snow to your hand.
[/quote]
A wacky Remodel variant: the fact that you gain cards to your hands is strong! But the snow part limits it a lot. It can still do quite a few tricks, and if you draw two of these with a village you can get a lot going. The fact that you can't trash Golds into Province probably makes this pretty weak overall.
It might just be my cold, but im confused as if you still gain cards to your hand if you didnt remodel a snow.
8/10


Ranch by firestix
My Submission
Quote from: Ranch
Ranch ($4 Action - Season)
+3 Cards
+1 Action

In Spring: Discard 3 cards.
In Summer: If you have 8 or more cards in your hand, trash this.
In Autumn: Each other player draws a card.
In Winter: Gain 2 Snow.

A strong lab that changes it's drawback depending on when in the game you play it. I have no clue as what its Power level is, but it seems fun! And cards that makes everyone else draw cards is quite fun as well. It probably has a high skill ceiling, and quite a few fun interactions with Cards like Necromancer. Probably busted with overlord and Band of misfits, but thats not a big problem.
9/10

Mountain road by aquila

Quote
Mountain Road - Action Level, $4 cost.
+4 Cards
+1 Action

Gain 5 Snows -1 per level.
A mega drawer card you have to invest quite a lot in. To make it the same as a normal lab, you have to buy 3 levels, or 12$ and 3 Buys: Im not sure about this card, but i dont see anything wrong with it right now.
7/10


Ice fisher by Nomorefun
Ice Fisherman
Action/Aquatic - $3
+2 Cards
+1 Action
Gain a Snow
An interesting lab variant, As i't would be way too strong in most circumstances, but with snow it becomes more balanced, maybe even bad, since it's a cantrip in the long term. Its probably a strong opener that enables new strategies. I was unimpressed at first, but it has depth (drumroll)
9/10


ice chrystal by Infangthief

Ice Crystal
$4 Treasure

$1
You may combine, in order, a non-Duration card from your hand with a Silver and a Snow from their piles.
This is essentially is a non-terminal trasher. Quite interesting, as normally cards like these only trash other treasures. But having to draw the "trashed" card before getting rid of it again is a big cost, even if you get +2$ with it. I like it.
8/10

My Submission:

Artic Citadel by Emtzalex
Quote from: Arctic Citagel
ARCTIC CITADEL
Play an Action card costing up to $4 from your hand twice. Gain a Snow per $1 it costs
A fun throne-room event, that gives you quite a lot of flexibility now but with a steep cost in the future. Kingdoms with this would be radiclly altered most of the time, but the snow drawback seems like a good balance. And the last few turns would probably get pretty bonkers. i like it a lot.
9/10


Runner ups:
Blizzard by spineflu
Artic Citadel By Emtxalex

WINNER: Ranch by firestix!

14
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 08, 2022, 05:15:53 pm »
Subbmissions are closed: My judgement will probably be up on the 10th juni, aka friday

15
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 07, 2022, 03:22:18 pm »
Deadline is in 24-hourish

16
Heres an Ally that uses Artifacts
v2


And an artifact (well its really just transmogrify as an artifact)




Changed Scientist association so it now requires just 2 Favors for the first artifact, but you can choose to invest extra to get another artifact. This should fix the "importer" game issues, but still reward players for getting a lot of favors.

17
Heres an Ally that uses Artifacts
v2


And an artifact (well its really just transmogrify as an artifact)


18
I had a cold the last day of this contest and didnt have the energy to update the card further, but i changed it a bit now


How does this look? Now, if you use it on a silver or other +2$ treasure, you have to choose between +4 Cards, +4 Actions, or +4$.


Is this better?

19
I had a cold the last day of this contest and didnt have the energy to update the card further, but i changed it a bit now


How does this look? Now, if you use it on a silver or other +2$ treasure, you have to choose between +4 Cards, +4 Actions, or +4$.

20
good judging!

21
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 02, 2022, 02:47:06 am »
Added note: You dont strictly have to have another fan mechanic, but its strongly encouraged in order to make unique cards

22
Variants and Fan Cards / Fan Mechanics week 39: Snowy Mac-snow
« on: June 01, 2022, 03:56:39 pm »
Im recycling an Old WDC entry i judged some time ago: A concept Called...
SNOW

This weeks challenge: Design a card of any sort that uses Snow in some way, and preferably uses a previous Fan Mechanic that has been featured in the past.

There are 30 Snows, +10 per player, in a kingdom.

Deadline is 2022 8th June. Good luck!

23
nice! thanks, ill whip something up quickly

25

Update 1:

Quote
Risky Bet
Action - 3$
You may play a treasure costing up to $5 from your hand twice. For each $1 it would give you, instead get $1, +1 card, +1 action. You cannot play any more copies of it this turn.

A storyteller variant that can turn coppers into a lost city of sorts, and similar for other treasures, but you are barred from playing more copies of the card. limited it to 6$ treasures cause platinums are so expensive and good that the drawback doesn't matter there.

Unsure about the power level of this card: On some boards, it seems super strong, and its drawback doesn't matter really (like if you just got one gold or plunder anyway). On others, especially ones you can't thin and get rid of coppers, it seems weak as you can't play the other coppers you draw. But i like the core concept a lot.

Treasures/combos its busted with potentially:
Capital (12 Cards and actions!!! and gold wtf); Stockpile(?); Some heirlooms like goat; Counterfeit; philosophers stone, but that seems fine tbh cause that card sucks; and of course, capitalism.

Potential ideas to fix it: Remove the money gain, similar to storyteller; Change the "$6" treasure limitation to "treasure that gives $2"

i await feedback.[/size]
Updated to V2

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