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Messages - Graystripe77

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26
General Discussion / Re: Brag Board
« on: August 08, 2015, 10:13:29 pm »
I beat pro MtG player Kevin Jones in a best of 3 match.
At what?

Duck, duck, hand grenade.
I was gonna guess tennis.

No, tennis would be best of 5.

.... of magic. In which I played some super secret tech (Treasure Cruise in a GR deck) that surprised him and won me a game.

27
Dominion Articles / Re: Combos/Counters Article list
« on: August 07, 2015, 02:49:19 pm »
How often is this list updated? Also, what's the strict definition of a 'combo' here? I say that because I believe I wrote something on Nomad Camp/Fool's Gold a long time ago, and if that fits the criteria of a combo, it could be listed.

Also, Baron/Crossroads/Stables is definitely a great combo.

28
General Discussion / Re: Music talk
« on: August 07, 2015, 11:50:03 am »
https://play.spotify.com/user/1261281899/starred

I don't even know what I like.

Edit: btw I write music too, mostly classical-esque piano/orchestral stuff.

29
Hearthstone / Re: List of Hearthstone IDs
« on: August 07, 2015, 11:47:06 am »
SashaHyena#1231

Been rank 1 every season that I bothered to grind, still never legend. I'm so bad.

30
General Discussion / Magic: the Gathering
« on: August 07, 2015, 11:39:18 am »
Just curious, does anyone here play MtG (more than just kitchen table magic though). Ultimately Magic is what ended up ending my time playing Dominion as often as I did. I got into Standard right when Theros came out and fell in love with Gx stompy midrange decks.

Please, feel free to tell stories, or just tell me what your favorite deck/format is.

31
I really like the change/nerf to Archer/Lumberjack. I'm glad my card was well received!

Was the initial draw-before-discard too powerful for $4 and too weak for $5?

Yeah, I think so, but the little tweak makes a significant difference, and we're liking the card now.

I'm glad you like it, and I'll play the new version a bit to try it.

32
General Discussion / Re: Brag Board
« on: August 06, 2015, 09:56:59 pm »
I beat pro MtG player Kevin Jones in a best of 3 match.

33
I really like the change/nerf to Archer/Lumberjack. I'm glad my card was well received!

Was the initial draw-before-discard too powerful for $4 and too weak for $5?

34
Dominion General Discussion / Re: Cards you hate!
« on: August 04, 2015, 03:22:32 pm »
Scout. The only truly bad card in the game. Others may be subpar, but at least they don't require a ton of support just to be mediocre.
Pearl Diver and Duchess, maybe Secret Chamber

Duchess is a terminal silver for 2, pearl diver cantrips, and secret chamber can salvage junk hands. Scout relies on your deck being crap, to put some of that crap into your hand so you can draw more crap faster. They're not good cards, but they're not bad.

35
Variants and Fan Cards / Re: Gray's Cards revisited.
« on: August 03, 2015, 09:46:09 pm »
Archer doesn't seem that much better than Herbalist.  A terminal Market whose weak sifting ability doesn't make it that much stronger.

Honestly, feel free to try that card, it's relatively easy to test. I found it to be very well balanced.

36
Dominion General Discussion / Re: Cards you hate!
« on: August 03, 2015, 04:58:17 pm »
Scout. The only truly bad card in the game. Others may be subpar, but at least they don't require a ton of support just to be mediocre.

37
Variants and Fan Cards / Re: Gray's Cards revisited.
« on: August 03, 2015, 11:28:45 am »
They're all interesting, I have no idea which are balanced. Archer seems like it might be balanced without the "discard a card" part.

Oh, god no. that was the initial version of the card, and it was so strong I considered moving it to $5. But as a $5 card, it was relatively boring, and there were almost always slightly better cards to buy. The discarding is marginal, you'll usually always have a card to discard, but it nerfed the card just enough to keep it at $4.

Can you explain? It seems that on a drawer, 1 more card should be worth more than 1 coin on average. And it seems that giving a buy should basically make up for the fact that you're getting a coin instead of a card.

I'll be honest, I didn't actually do the math, but in testing, at $4, this card out-valued cards like smithy consistently in BM decks (Envoy's the only unbeatable one here), and still fit more conveniently into other decks, because drawing dead is mitigated by the +$1. At $5, the same card failed to be better than pretty much and decent $5 card in most decks.

38
Variants and Fan Cards / Re: Gray's Cards revisited.
« on: August 02, 2015, 12:35:44 pm »
They're all interesting, I have no idea which are balanced. Archer seems like it might be balanced without the "discard a card" part.

Oh, god no. that was the initial version of the card, and it was so strong I considered moving it to $5. But as a $5 card, it was relatively boring, and there were almost always slightly better cards to buy. The discarding is marginal, you'll usually always have a card to discard, but it nerfed the card just enough to keep it at $4.

39
Variants and Fan Cards / Re: Gray's Cards revisited.
« on: August 01, 2015, 11:13:59 am »
Cards in testing:

[Unnamed]
Action: $3
+1 Card
+1 Action
Gain a ruins or a copper, putting it into play.

The premise for this was to see if a self-junker could be desirable to buy. This guy is obviously potentially very strong early, but the more you use him, the more cluttered your deck gets. I guess if you just want a ton of coppers, then he might be a bit strong.
Edit: After three games with this guy, he feels relatively balanced. he's decently good in kingdom slogs, and combos well (but not insanely) with coppersmith. Feels like an IGG type card, being really good for duchy rush decks.

40
Variants and Fan Cards / Gray's Cards revisited.
« on: August 01, 2015, 11:13:42 am »
After having neglected Dominion for nearly 18 months to play MtG, I've decided to brush up on my skills, and work on my fan set, which still hasn't been completed. These are the cards so far:

Abandoned Village
Action-Reaction: $4
+1 Card
+2 Actions
--------------------
When a player gains a victory card, you may
set this aside from your hand. If you do, gain
a Silver, putting it into your hand. Return this
to your hand at the start of your next turn.

Bath House
Action: $4
+1 Action
+1 Buy
+$1
Trash 1 or 3 cards from your hand

Archer
Action: $4
+1 Buy
+$1
You may discard a card. If you do, +2 cards.
(A suggestion made by LibraryAdventurer. The old version feels farily similar, but I've liked playing with this version as well.)

Missionary
Action-Reaction: $2
Trash 2 cards from your hand.
-------------------
When you would gain a card, you may discard
this from your hand. If you do, instead gain a
card costing exactly $1 more.

Scribe
Action: $2
+1 Card
+1 Action
Name a card. While this is in
play, when you gain the named card, put it on
top of your deck.

Panacea
Action: $3p
+1 Card
+1 Action
Choose one: +1 Card; or +$1, +1 Buy; or trash
a card from your hand.

Assassin
Action-Attack: $5
+$2
You may put your deck into your discard pile.
Each other player gains a curse.

Tailor
Action: $2
+2 Cards
When you gain or play this, you may put a card
from your discard pile on the bottom of your deck.

Prospector
Action: $5
Trash a card from your hand. Choose one: +$2; or draw
until you have 5 cards in hand.

Polymorph
Action: $2P
+1 Action
Return the top card of your deck to the supply. Gain a card
with the same cost as the returned card, putting it into your hand.

Not much has changed since that 2014 expansion, but this will act as the official thread for my set from this point on. Feel free to make suggestions, test the cards and tell me what you found, etc.

41
Dominion General Discussion / Re: The Dominion Cards Lists 2014 Edition
« on: February 16, 2014, 04:12:23 pm »
About 3-quarters through dueling mode, I was frustrated that my list didn't make any sense. But when I was finished, I was definitely happy with it. I like the way it sorted the cards. I value Harem very high apparently.

42
Variants and Fan Cards / Re: Graystripe77's Fan Expansion v2.1
« on: February 02, 2014, 02:14:28 pm »
@LastFootnote , thanks for all the great input.

Quote
Old Archives:

Interesting idea. At $2, I might pick one up. If it's too weak, I recommend adding either +1 Card or +$1 to the "this turn" portion. Also, you shouldn't have a line between the "this turn" part and the "next turn" part. They are both things that happen because you played the card.

I suppose it's possible that it's too weak the turn it's played, I'll consider that when I playtest it.

Quote
Untitled1:

This seems almost certainly too weak. It's basically either [Take a Coin token] or [Each other player gains a Curse]. The first is weaker than Candlestick Maker. The second is weaker than Sea Hag. It's not that I'd never ever buy it at $5, but it compares really poorly to other Curse-giving cards at that price point. I do like how it helps your deck more after the Curses run out. Even if you buff the card, I'd keep that mechanic.

The fact that the Reaction is there boosts the card, but not enough to cost $5. It seems like an obvious reaction effect, and I was a bit surprised that Guilds didn't have such a Reaction. I doubt a Reaction that you have to discard is going to be used on a curser until the Curses are gone (unless you collide two of them and are happy to discard one). So I'm not sure this Action is a great fit for the Reaction.

Yeah, this is certainly too weak, I'm going to have to buff this. Maybe make it gain 2 coin tokens and Self-spy? I dunno.

Quote
Tailor:

I think this would be fine as an online card. In real life, that's way too much shuffling.

Well, maybe if it put the card on top of your deck. At first thought this might seem strong, but being terminal, it might work.

Quote
Prospector:

I like this. At first it seemed a bit weak for $5, but I think +$2 option is probably a good $4/weak $5, and the draw up to 5 cards option likewise. Put the two together and you have a neat little versatile $5 card. Very nice!

Thanks. Originally this gave +$1 and drew up to five, with no options. But I wanted a trasher that was more versatile than most. This card actually plays slightly similarly to JoaT, but it works in more types of strategies.

Quote
Sneak:

The trigger is often automatically going to fire in the late game. I feel that if you're going to have a card that fires under certain circumstances (like Menagerie, Tournament, etc.), then you should have some control over how likely it is to fire. That way you have incentive to build your deck a certain way. Even with City you have some control over how much they upgrade and when. With Sneak it's all up to your opponents.

Tribute is different in that you're getting different bonuses depending on the other player's deck. Here it's the difference between a crappy effect and a good effect. I find that less compelling.

Yeah, I've realized that this card is usually ignored until lategame, then everyone rushes it and it's too powerful. I still like the idea of it turning into a festival, so I'll try to make it so that you build your deck around whatever mechanic it uses.

Quote
Cathedral:

This is basically just a card worth 2 VP that you can gain by paying an extra $2 whenever you buy a card costing at least $1. I guess it might be balanced. I can't say I find it that interesting. Stonemason just does this way better.

Yeah, it is more boring than other cards in this set. I'll scrap it.

Quote
Canal:

I had a similar card at one point that didn't have a cost cap but also was a terminal. As a cantrip, this looks potentially very powerful for running out cheap piles very quickly. Especially since it can gain itself. But then again you're reducing your handsize as you copy cards. So probably it's fine.

Yeah, emptying cheap piles is what this card does best. I have to test this against Ironworks.

Quote
Assassin:

At first I thought this seemed really weak. It might be. But probably it's quite good as long as you're the only one playing it. If other players are playing it, putting your deck into your discard pile is much less desirable because you'll be shuffling in some fresh Curses along with the cards you're buying. And of course you usually won't be the sole player playing a cursing attack.

Yes, this is VERY powerful if you're the only one using it. It creates an interesting conundrum though: Do you give out more curses and shuffle the ones you just got right into your deck, or do you avoid the trouble. So far, the answer hasn't been as obvious as you might think.

Quote
Panacea:

Thinking about the different options, I can see the utility of the card. But when it comes right down to it, it's a collection of vanilla bonuses, which rarely excites me. Especially on a new Potion-cost card, I usually want something more unique. Again, probably fine at this cost.

Yeah it is lame, but it serves as utility, and does it's intended job pretty well. I should venture to be more creative with potion-cost cards.

Quote
Scribe:

At first I thought this was too much of a retread of Watchtower and Royal Seal. It is close to Watchtower, but I think it'll probably play differently enough to be interesting. Why are you limiting it to cards costing up to $5? You don't usually want to topdeck Provinces and topdecking Golds seems fine. In the games where you have $7 cards and Platinums, that's just a cool combo. You often won't know whether you'll be able to afford a specific expensive card when you play the Scribe anyway.

Also, I don't think Dominion's rules even allow you to qualify "Name a card" with things like "costing up to $5". When you name a card, you're just saying one or more words that may not even be a real Dominion card. The information about whether you named a real card and whether it currently costs $5 or less may not be available.

Yeah, the $5 limit was a bit arbitrary, and I suppose, has marginally weakened the card. I'll scrap the cost restriction and see what happens.

Quote
Missionary:

I like the top half for a cheap Reaction like this. This reaction used to rub me the wrong way, but I think I'm warming up to it a bit. It's cool when you're using the reaction on a card you're gaining during your Action phase or on someone else's turn, but during your Buy phase it's an extremely convoluted Copper that you can't, for instance, use to buy a Province when there is no $7 card in the Supply.

Thanks, that's how I intended this card to be perceived.

Quote
Archer:

Well, this is a very vanilla card. It doesn't really excite me, but then again it's a vanilla card. So, yeah. Looks balanced.

Yeah, vanilla, boring I'm aware. I've always loved plain cards as much as convoluted ones.

Quote
Bath House:

Huh. I'm not super captivated by the "1 or 3" mechanic, but it is unique, I'll give you that. It seems like it would just be adding swinginess for the sake of it, though. If you have 3 cards you want to trash, yippee! If you only have 2 (and at least one card in hand you don't want to trash), then you can only trash one of them, grumble grumble. But without that mechanic this is basically a retread and either way it's very close to Forager.

Yeah, the 1 or 3 is almost gimmicky, but at it's cost, the mechanic seems to work well. It actually plays fairly differently from Forager, due to not relying on the trash pile.

Quote
Abandoned Village:

I guess "gain a Silver into hand" is probably sufficiently different from Beggar's reaction. And of course it reacts to a different trigger. The fact that you also effectively keep your Abandoned Village in hand makes it quite powerful. I think maybe the fact that this reacts to any Victory card gain might be too much. It's basically [+1 Card; +2 Actions; +$2; Gain a Silver] if any of your opponents gained a Victory card. That's incredibly good. Perhaps just gaining or topdecking the Silver might be better, but maybe those would be too weak. For what it's worth, you'd usually be drawing a topdecked Silver with the Abandoned Village itself, which may or may not be desirable depending on the circumstances.

The initial reaction was based off of Horse Traders. Because of the timing of when people start buying victories (typically), this is not too powerful at all, rather it gives a slight boost once or twice during the endgame, which is worth paying an extra $1 for a village.


Thanks for all the input, this is great.

43
Dominion General Discussion / Re: What cards would you happily do without?
« on: February 01, 2014, 05:27:05 pm »
Scout, duh.
Black market, because it's too annoying IRL.
Doctor.
Mandarin, because Count exists.

That's it.

44
Variants and Fan Cards / Graystripe77's Fan Expansion v2.1
« on: February 01, 2014, 03:39:41 pm »
After extensive testing, then completely forgetting about it, then more ideas, then being lazy, I've expanded on my set of fan cards.

Completely tested cards:

Abandoned Village
Action-Reaction: $4
+1 Card
+2 Actions
--------------------
When a player gains a victory card, you may
set this aside from your hand. If you do, gain
a Silver, putting it into your hand. Return this
to your hand at the start of your next turn.

Bath House
Action: $4
+1 Action
+1 Buy
+$1
Trash 1 or 3 cards from your hand

Archer
Action: $4
+2 Cards
+1 Buy
+$1
Discard a card.

Missionary
Action-Reaction: $2
Trash 2 cards from your hand.
-------------------
When you would gain a card, you may discard
this from your hand. If you do, instead gain a
card costing exactly $1 more.

Scribe
Action: $2
+1 Card
+1 Action
Name a card costing $5 or less. While this is in
play, when you gain the named card, put it on
top of your deck.

Panacea
Action: $3p
+1 Card
+1 Action
Choose one: +1 Card; or +$1, +1 Buy; or trash
a card from your hand.

Partially tested cards:

Assassin
Action-Attack: $5
+$1
Put your deck into your discard pile.
Each other player gains a curse.

Canal
Action: $3
+1 Card
+1 Action
You may discard a card costing $4 or less that
is not a victory card. If you do, gain a copy of it.

Cathedral
Victory: $3+
2vp
-------------
When you buy this, you may overpay for it.
When you buy this, gain a card costing up to
$2 less than you paid for this.


Sneak
Action: $3
+2 Actions
+$1
Each other player reveals their hand. If and cards
costing $6 or more were revealed this way, +$1, +1 Buy

Prospector
Action: $5
Trash a card from your hand. Choose one: +$2; or draw
until you have 5 cards in hand.

Untested Cards:

Tailor
Action: $2
+2 Cards
When you gain or play this, you may shuffle a card
from your discard pile into your deck.

Untitled1
Action-Attack-Reaction: $5
Gain a coin token.
You may pay a coin token. If you do, each other player
gains a curse.
--------------------
When another player plays an attack card, you may discard
this. If you do, take 2 coin tokens.

Old Archives
Action-Duration: $2
+1 Action
Set aside the top 4 cards of your deck.
--------------------
At the start of your next turn, return the set aside cards
to your hand, then discard 4 cards, then trash this card.

About the cards:

Abandoned Village: I wanted a village that was a reaction, and I wanted more cards that gain silver to be in Dominion. I decided to combine the ideas, making a village that can be used to generate money lategame, when your engine begins to stall out.

Bath House: Trash 1 or 3? Originally, the card said 'up to 3' but that was too lenient. A basic trasher that has been tweaked over time. Since often people like to trash 2 cards, the 1 or 3 mechanic makes this an interesting card to play.

Archer: I really, really, really like vanilla cards, and I knew there was still room for some in Dominion. Hence this card. The 'discard a card' was added after it was found to be too powerful for $4 but too weak for $5.

Missionary: Some of you might know this from the fan cards set contest. I wanted a weak trasher that could turn into a treasure later game, and after a while, I turned the 'treasure' part of it into a reaction.

Scribe: Well, not all $2 cards are amazing. This one stays because it has potential use in speeding up engine/combo decks.

Panacea: Another one of my cards that placed in the fan card set contest. I wanted versatility, but little complexity. Kind of has an intrigue-esque flavor to it.

Assassin: I wanted a curser that could be played often, but offered little benefit to the person playing it. It's fairly strong in engine decks, hurting the other players and marginally accelerating your own deck.

Canal: My friend's creation, this card can sacrifice being able to play something from your hand on the current turn, for a later game benefit.

Cathedral: Designed before Guilds came out. I wanted a new mechanic to use in a few cards for the set. This is the only one that has stuck

Sneak: Designed to be slightly more powerful in 3-4 player games, it's a weak +Action card that can act as a cheap festival lategame.

Prospector: This card was designed to counter Assassin, and functions fairly nicely as a trasher.

Tailor: A recent idea. No clue how it should work.

Untitled1: A recent idea, inspired by guilds.

Old Archives: A one-shot better-than-Warehouse duration. Basically.


Please make suggestions, ask questions, and tell me what you think!

45
Dominion General Discussion / Re: Have I gotten worse?
« on: January 18, 2014, 01:18:55 pm »
Also, Dark Ages is probably fairly new to you, and its cards are the hardest, and usually a powerhouse, so it is likely it will take a while for you to catch up.

Oh I have Dark Ages, it's nothing new. Guilds is what's vexing me mostly.

Also, within a few hours of my original post, my rating climbed to over 5000.

46
Dominion General Discussion / Have I gotten worse?
« on: January 18, 2014, 11:50:55 am »
I've recently started playing Dominion again, after just ignoring it for a few months (thanks to Magic the Gathering), playing maybe 1 or 2 games in that time. Now I've decided to start playing it on Goko, despite how much I didn't like it.

After over 300 games, some against people and some against bots, I'm fairly high in the casual leaderboard, but I'm struggling to increase my rank (4424 currently) in pro. On isotropic, I peaked in the top 100, but now I feel I've gotten worse, but I'm not sure why.

Is there any way for me to re-improve my skill, without reading EVERY article again?

47
One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.

I've had a similar idea to this, but you could gain any card type.

48
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: June 13, 2013, 10:21:06 pm »
Right, duh. Still think it should point out that that effect is on official cards now, though.

49
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: June 13, 2013, 10:08:27 pm »
I know this is kind of a dead thread, but I can't help it. Rule 12 needs to be gone now. DA, gaining-from-the-trash kind of broke that.

50
Mini-Set Design Contest / Re: The Contest Set Card List
« on: June 06, 2013, 08:13:50 am »
Hello all. I just registered to ask this question. Can someone who's still paying attention to this post please explain to me how Missionary is not extremely under-priced? Ex.: I draw Gold, Gold, Missionary, Copper, Missionary. I choose to skip my Action phase and buy a $7 Forge. I reveal and discard both Missionaries and instead gain two Provinces. Am I reading this incorrectly?

Thanks for the awesome fan cards. There are plenty that I would print as-is and plenty that could use some moderate to heavy modification.

The text on missionary seems a little ambiguous. But I think that you could only activate one missionary to get a province. Though you could then activate the second missionary to get a Platinum.

The order is, buy the Forge. Both missionaries give you the option of activating them, so you pick one and do what it says. Gain a province instead of a Forge. Then you can choose to activate the second one, but now you're gaining a province, so if you do, you'd have to gain something $1 more than a province. This isn't particularly strong since if the missionary is basically just a copper.

This is correct. I had a bit of trouble with the exact text, trying to make it unambiguous, but I guess it's just one of those cards that people may have trouble with.

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