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326
Native Village is underrated IMO. IGG too. I don't get the feeling that IGG is underrated in the forum, but pretty much every time I play with it on Iso, I rush it uncontested and I don't remember a single time someone beat me by ignoring IGG. This seems to happen a lot, too.

327
Game Reports / Re: Lots of power cards... where does one start?!
« on: July 26, 2012, 08:59:39 am »
Yeah, DG, especially with a top-deck inspector like Scrying Pool :D

Thanks for all the input so far, everyone.

328
Game Reports / Lots of power cards... where does one start?!
« on: July 25, 2012, 09:16:24 pm »
Log: http://dominion.isotropic.org/gamelog/201207/25/game-20120725-153053-d577e175.html

Cards: Ambassador, Familiar, Farming Village, Fishing Village, Goons, Jester, Navigator, Potion, Remodel, Scrying Pool, and Transmute

I had no clue where to start here, but since I think Scrying Pool is a lot of fun (and of course Familiar being another important Potion card) and Ambassador not fun, I open Silver/Potion. My opponent opens FV/Navigator (Navigator?!?!). It's obvious he's going for a Goons engine because he is fortunate enough to get Goons on turns 3, 6, and 8. He gets an Ambassador and a Potion along the way, and has a double Goons turn on 10.

Meanwhile, I am out of luck early on with 2P on turn 3, but SP is a nice consolation prize at least... still unfortunate. I would have gotten Familiar on turn 6, but since he Goonsed me I had to settle for another SP. I load up on FVs as well and finally get my first Familiar on turn 8. I get a Goons on turn 9. Jumping ahead, I buy Remodels on turns 16 and 18, hoping to remodel Goons to Province if need be. That proves to be unnecessary, since on a double Goons turn I get to buy the last Goons (FVs long gone) and the last Curse to win it.

This was a really fun game! I had no idea which direction to go, so I chose Potion cards/FV first and then moved to Goons once I saw how effective they were. In the end we were split on FVs and Goons, although he got his Goons much earlier. I went Potion a lot earlier and had 4 Familiars to his 0. Would you have used Ambassador on this board? How would you play this power board differently?

329
Help! / Re: Mandarin/Talisman/Duke on 5/2
« on: July 25, 2012, 03:39:31 pm »
What if you bought a handful of Mandarins in a row, then aimed for a Forge to eventually turn them into Duchies and Dukes? Just brainstorming here.

330
Help! / Re: Tournament vs Duke
« on: July 25, 2012, 03:30:50 pm »
I think I would open like your opponent did, Tournament/Pawn, for Prizes and +Buy for FGs. Then I'd load up on Tournaments, FGs, and Provinces. This is just generally the way I'd go, and I'm only high teens in rank, so take it with a grain of salt. I/You'd have to think about what do do with $5, $6, and $7, taking Buys into account of course. I don't think FG would work well with Duke/Duchy at all, since heavy greening like that will hurt their chance of collision.

331
Help! / Re: Underestimating Great Halls?
« on: July 24, 2012, 05:58:10 pm »
Thanks for the input so far. I guess it was one of those games where I unwittingly fell into Chapel BM+X, and as usual I underestimate deck-cycling cards. I'm also in a phase where I tend to avoid IW, since I've been trapped buying too many of those in a couple of games.

(reading ehunt's replies mid-post...)
Ehunt, that's what I was thinking... would double Militia BM (no Chapel) beat out my opponent's strategy? Would I take Lab over Silver on $5 or no? Hmm, Upgrade you say? Why?

332
Help! / Underestimating Great Halls?
« on: July 24, 2012, 05:09:17 pm »
Log: http://dominion.isotropic.org/gamelog/201207/24/game-20120724-140033-bec47b92.html

cards in supply: Chapel, Courtyard, Feast, Great Hall, Ironworks, Laboratory, Militia, Navigator, Scout, and Upgrade
----------------------
#1 Ptolemy I: 50 points (5 Provinces, 4 Duchies, and 8 Great Halls); 21 turns
           opening: Chapel / Ironworks
           [28 cards] 8 Great Halls, 5 Laboratories, 1 Militia, 1 Upgrade, 2 Silvers, 2 Golds, 4 Duchies, 5 Provinces

#2 thirtyseven: 31 points (3 Provinces, 4 Duchies, and an Estate); 20 turns
             opening: Militia / Chapel
             [19 cards] 1 Chapel, 1 Laboratory, 1 Militia, 1 Copper, 5 Silvers, 2 Golds, 1 Estate, 4 Duchies, 3 Provinces
----------------------
trash: 2 Militias, 6 Estates, 2 Silvers, a Chapel, 13 Coppers, and an Ironworks

My strategy was open Militia/Chapel, get Labs on 5, Gold on 6... a straightforward strategy for a straightforward board. My opponent piledrives Great Halls and also picks up 5 Labs to my 1, since they were low priority for me. I admit I did overlook IW/GH... I'm just wondering if I underestimated Great Halls and Labs, if IW/GH is the way to go here, and how his strategy was more effective than mine.

333
Dominion General Discussion / Re: Mandarin Start
« on: July 06, 2012, 11:20:28 am »
This board seems very opponent-dependent. Silk Roads look like the way to go here, but your opponent could easily multi-Embargo them. In a mirror match, Smugglers, not Mandarin, would be important (your opponent smuggles some silk on turn 20). If your opponent is going for provinces, though, perhaps Mandarin is better than Smugglers for a Silk Roads strategy, but I'm not experienced enough to know. Either way I'm pretty sure you only want a max of 1-3.

334
Game Reports / Re: Golem/Tunnel/Tactician -> 25 Golds
« on: July 03, 2012, 06:27:25 pm »
Nice. I wonder why your opponent didn't Border Village into a Duchy on his last turn... it would have prolonged the game or even won it for him if you happened to not be keeping track of points...

335
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 1!
« on: July 02, 2012, 11:24:57 pm »
Quote
Pollux
$6 - Action-Attack
Upon playing this card, you may reveal and discard a Province from your hand.  If you do, each other player must discard a Treasure or reveal a hand with no Treasure.
+1 Card
+1 Action
+$1

This card is like a cantripped Cutpurse that gives $1 not $2 and rarely attacks, or an ever-so-slightly improved Peddler. The attack just seems too weak, and the cost $1 or even $2 too steep. The attack will mostly happen during the endgame, where it probably won't matter much, especially against playing an engine or no trashing (still has Copper).

336
General Discussion / Re: Game: 1001 random posts
« on: July 02, 2012, 03:33:58 pm »
Next note needs nine nifty neologisms.

337
Help! / Re: Wharves and young witches
« on: July 02, 2012, 01:25:56 pm »
I would go Governor/Wharf. Since Wharf takes care of hand size, you can use Governor to gain Golds every time except in the late game where you're remodeling the Golds into Provinces. Always prefer these Power $5s over Golds. I would have totally ignored Young Witch... with your opponent's Nomad Camp in play on Turn 4 he was able to buy 2 protection cards, so your YW didn't slow him down at all. I think even if you got a couple more curses in, it wouldn't have affected things much. If he goes for YW, pick up Oases on $3 and $4 instead of Silvers (gets in the way of Governors while not even protecting you) or Moats (terminal collision).

338
Dominion General Discussion / Re: Homage to the Best Card
« on: June 30, 2012, 12:17:32 pm »

(Edit: got the image to show now, thanks!)

339
Dominion General Discussion / Re: THE Dominion Card List(s) 2.0
« on: June 27, 2012, 08:09:00 pm »
It should be O(n log n) in complexity
+1 for using big O notation  8)

If this hasn't been mentioned yet, could you also list the change in rank of each card since last ranking?

340
Variants and Fan Cards / Re: 22 cards that need your input
« on: June 27, 2012, 12:42:07 pm »
I wanted Silo to be a beefed-up Scout, since Scout often gets ripped for being the weakest card in the game. But I made it way too strong, as many of you have pointed out! I'll use Kahryl's first revision, which will be open to further tweaking.

341
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 1!
« on: June 25, 2012, 09:31:11 pm »
But if we post cards this week for this week's contest, it'll be a lot more obvious what's happening and akin to disclosing your submissions before the results are in.  Additionally, to address your final point, I suspect most people will be submitting "cold."  So I'm inclined to disallow this.  I'm open to arguments to the contrary, but let's say no for now.

I've been working on a set of cards that I happened to be ready to post today, just as this contest came up. I submitted my cards to you as well as posted a thread about my set. To be honest I'd rather get feedback on my cards even if it means being disqualified for the contest, but the disqualification is your decision to make. No hard feelings if you do.

342
Variants and Fan Cards / Re: 22 cards that need your input
« on: June 25, 2012, 09:13:59 pm »
Wow, thank you so much for all the feedback so far, keep it coming!

Fragasnap, concerning the +1 Coin of Drone not being good enough, what if it were +$2 instead of +$1? Should it then be priced at $3? Tables, how is Fragasnap's rewording of the card?

With Deuce, I valued simplicity over complexity, perhaps to a fault here. I'm fine with a Base-like card, but I certainly see it's not... The Most Interesting Card in the World  8)

I like your rewording of Feedbag, Fragasnap. I forgot about having a clean-up clause. I agree the action effect is bland, so perhaps you or I or someone else can find a better card in this set to attach the reaction to, and scrap this card. With discard attacks, One Armed Man, my intent was for the player to draw 2 cards then and there, and not have to re-discard them unless another discarding attack was played. Does that need to be put on the card, and if so, how should I word it? Finally, does anyone agree with Tables that this is too powerful for its cost? I disagree, but I could certainly be wrong.

Homesteader and Comradery I will reword as suggested. I wasn't initially worried about Tables' concern about Comradery being "too good," but with King's Court and a good draw it would be absolutely brutal. What do you all think?

Yes, Dilemma is a poorly-named card; I knew that when I made up the name. Any ideas for a new name? One Armed Man's idea of top-decking the Silver is an interesting idea, since Dilemma is a cantrip and another Dilemma would draw it into your hand. Would the card be better (design-wise) if this change were implemented? I'm a little afraid people would choose the Silver option more often, and perhaps almost always, if it top-decked.

I'm fine with making Mutator cost $3 instead of $4. How does everyone else feel about the price of this card? (Glad you all like this card, btw!)

I agree with One Armed Man that Guilded Witch is too Big Money oriented. Any ideas on how to fix that?

Cards I'll have to give more thought to: Old Hag, Conquistador, Prohibitor, Dealer, Silo, Placer Mine (to make it less similar to Mint).

Cards I'm scrapping: Refurnish, Gilded Village, Streets of Gold, Entrepreneur.

343
Variants and Fan Cards / 22 cards that need your input
« on: June 25, 2012, 03:57:29 pm »
I don't plan on playtesting these cards, but I'd still like to get constructive feedback on them, whether it's about card name, wording, price, balance, awesomeness, terribleness, originality (or lack thereof), etc. They are in price order, and if a card price changes I will rearrange it accordingly. Thanks in advance for helping me improve these cards!

Baked Goods
$0 Treasure
+$2
Trash this card.


I feel like this idea isn't new... would it work?

Drone
$2 Action
+1 Card
+1 Action
If this is in your hand during your Buy phase, +$1, +1 Buy.


Similar to Pawn; I like the idea of withholding a card from play and having it still be useful.

Deuce
$2 Action
Choose one: +$2; or gain a Silver.


I wanted a card that would give the choice of a later benefit or an immediate benefit.

Feedbag edited wording
$3 Action-Reaction
+$2
----
When you discard this or trash this except during a Clean-Up phase, you may reveal this. If you do, +2 Cards.


The only Reaction card I made. Is it balanced? I feel it could be way too weak on most boards and possibly too strong on some boards...  :-\

Refurnish
$3 Action
Trash a Treasure card from your hand. Gain a Victory card costing up to $2 more than the trashed card.


More of a late-game benefit... would it be too little too late?

Gilded Village
$3 Action
+2 actions
Reveal your hand. +1 Card for every Gold in your hand.


Village that is mostly weaker, sometimes on par, and sometimes stronger than Vanilla Village, and obviously encourages buying Gold.


Dealer
$3 Action
Each player chooses a card in his hand. The person to your right reveals their chosen card, then you reveal yours. +$1 per total cost in coins of those cards. Each player passes his chosen card to the left. You may trash a card from your hand.


In my opinion this adds more strategy to an already great card in Masquerade.

Homesteader edited wording
$3 Action
+1 Card
+1 Action
Reveal your hand. If you reveal any Estates, +1 Card.


I just like interactions with Estates.  :)

Comradery edited wording
$4 Action
+1 Action
Choose one: +1 Card; or reveal your hand. For each Comradery revealed, +$2.


Inspired by Minion, and like Minion, you want as many Comraderies as possible. 2 in hand at once gives you $2, 3 in hand at once gives you $6. I'm wondering if price and card balance are okay here.

Old Hag
$4 Action-Duration
+2 Cards
If another player reshuffles his deck before the start of your next turn, he gains a Curse on top of his deck.


A Duration-Curser! This is a regular Duration card in that it doesn't get cleaned up until the end of the player's next turn, but I didn't know how to put that information on the card, or if it even needs that wording at all. I wanted to make other players take the reshuffle in consideration even more than they do. I have no idea how strong or weak this card would be in practice, just that the earlier you get it, the better!

Dilemma
$4 Action
+1 Card
+1 Action
Choose one: gain a Silver; gain 2 Estates.


I love the idea of a card that gives an early or late-game benefit. It's 2 Estates instead of 1 because I don't think just 1 would be significant enough. I made this a cantrip to further differentiate this card from Deuce, if I remember correctly. What do you think?

Mutator
$4 Action
Trash a card from your hand. If it's an Estate, Copper, or Curse, gain a Silver; otherwise, gain a Gold.


This is one of my favorite cards of this bunch, sort of inspired by Transmute.

Cheapskate
$4 Action
Choose one: gain a card costing $2 and a card costing $4; or gain a Silver and a card other than Silver costing $3.


I feel like this would be a fun Workshop-related card. I think this would be really strong in Garden and Silk Road games, which is great because I love alt-VP!

Streets of Gold
$4 Victory
Worth 1VP per every 2 Golds in your deck, rounded down.


Simply an alt-VP dependent on Gold... what do you think?


Conquistador
$4 Action-Attack
+$2
Each other player reveals their hand, trashes any Gold in their hand, and gains that number of Silvers, putting them into their hand.


I'm afraid this attack will often not do too much, and is discouraging buying Golds a good idea?

Prohibiter
Action-Attack
Cost: $4
+1 Card
+1 Action
+1 Buy
Each other player discards a Gold (or reveals a hand with no Gold).


Another Gold-discouraging card... is this card better or worse (design/balance-wise) than Conquistador?

Silo edited wording
$4 Action
Reveal the top 4 cards of your deck. Place revealed cards costing $6 or more on the top of your deck, in any order. Draw the other revealed cards into your hand.


This card would suuuck with most or all top-deck attacks. Other than that I like the idea of drawing some cards and leaving some good cards on the deck.

Gilded Witch
$4 Action-Attack
+2 Cards
Reveal your hand. If you have any Gold in your hand, each other player gains a curse.


Here's a card that encourages Gold-buying. The cursing effect will have a slow start. The +2 Cards will help Gold collision somewhat. I'm curious as to what you think of this card.

Entrepreneur
$4 Action
+1 Buy
Gold is worth $1 more this turn.


Shaky on this card, which is too similar to and weaker than Coppersmith (except with heavy trashing?), but maybe the +Buy would make this card sometimes worth it? Would it be better or broken at $3?


Placer Mine
$5 Action
You may reveal a Gold from your hand. Gain a copy of it. You may trash any number of Coppers from your hand.


I love the name Placer Mine, and I love how it can do different things for you at different times, or sometimes even both things at once. Is it better priced at $4 or $5?

Golden Village
$6 Action
+2 Actions
When you buy this, gain a Gold.


Inspired by Border Village, one of my favorite cards.

Acreage
$7 Action
Trash this card. Gain a Province. Each other player gains an Estate.


Just missed the $8 needed for a Province? Have no fear! :P Estates could be bad for other players (early game) or good for them (late game), and I like how this card changes over time in that respect. But the problem is, if you have $7, how often would you take this over Gold?

344
Dominion General Discussion / Re: The Best Designed Card
« on: June 25, 2012, 09:54:38 am »
I agree : village is one of the best designed card.
But I can't support it...

Why not?  ???

345
Dominion General Discussion / Re: The Best Designed Card
« on: June 25, 2012, 09:21:35 am »
I'd like to nominate Village.
  • Mechanics - no problems here
  • Art - really detailed and well-done as you can see below
  • Thematic fit - fits because "village" seems "action-y" to me
  • Expansion fit - fits because it is the most "Base"-ic village :)
  • Simplicity - hmm I'll get back to you on this ;)

346
Dominion General Discussion / Re: The Best Designed Card
« on: June 25, 2012, 08:58:46 am »

347
Nice. So satisfying, isn't it? Here's mine, involving KC, GM, and Rabble... I love how the 10 VP chips from Bishop offset the 10 curses in the end: http://dominion.isotropic.org/gamelog/201204/30/game-20120430-184547-fbda8647.html (btw, lurker for months, first post!)

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