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Messages - sudgy

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7701
Variants and Fan Cards / Re: A few card ideas
« on: December 03, 2012, 01:37:15 am »
Thanks for the feedback!

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If you are interested in fan card design, I highly suggest this article by rinkworks.  It is probably a little bit out of date since the release of Dark Ages, but it is still a great foundation.

I've already read almost every article on the site...

Medium:
Types: Action - Attack
Cost: Maybe 3?
+1 Card, +1 Action
Choose one: Gain a Curse, putting it into your hand.  If you do, +1VP; or each other player gains a Curse.  If they do, they get +1VP.

The uses may not be apparent at first, but if you can trash it (or use a watchtower) you can get rid of the Curse to get one VP (that's why it goes into your hand).  And, if there's no trashing, give it to your opponents to clutter their deck.

This seems very powerful. It's Familiar but it'll give out 4-6 VPs before the curses run out. Most of the damage from curses is being in deck, not the -1VP, so this certainly seems worthy of being a $5 card. Also, this might work better if it used Ruins and not VP tokens, it just seems nicer. I don't think i would usually use the gain a curse option, unless I had say two or three of these in hand plus a good trasher.

The "gain a curse" option was if there were good trashers on the board so you wouldn't want to gain it into your hand.  I realize why it should probably cost more, and agree (but maybe not quite 5)

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As Tables said, this is too strong in general.  -1VP does not hurt as much as the deck clogging, and this card would be extremely spammable since it is low cost and cantrip.  The early part of the game will almost always involve spamming this as much as possible, then rebuilding.

The cantrip was just to add something.  It could easily be changed.

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The specific use case you have in mind with Watchtower is interesting, but may not work as intended.  One thing to note is that the wording right now is ambiguous.  It is easy to read the first part of the text as requiring you to put the Curse in your hand.  If you trash the Curse with Watchtower, then the Curse never goes into your hand so the "if you do" doesn't trigger, meaning you don't get +1VP!  I'm sure that's not what you had in mind.

I wasn't quite sure about the specifics about the Watchtower, is there any easy way to change it other than saying "If you use Watchtower..."

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But actually, even with Watchtower, the stronger choice is to attack the opponent.  +1VP is not all that strong; clogging the opponent's deck is better.  But if THEY have Watchtower in hand, then you would be giving them free VP!  It makes it a card that you don't really want to play.

That's exactly the reason to gain the curse yourself.

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Traveling Merchant:
Type: Action
Cost: 2
+1 Card, +1 Action
        -----
When you buy this, +$4.

This basically allows you to turn an extra buy into +$2.  It would make something like the Woodcutter a lot better...  It could also say "when you trash this, put it back in the supply" to keep them going longer, but I didn't want it to have too much stuff on it...

Such ideas have been considered... there's problems. The first is it's dead too often (Whenever there isn't +buy). So it should probably give +buy itself. The second is it's always available until it runs out, and +$2 is FAR better than +1 buy. And at $2, it's too easy to buy.

I think the first thing I would do is add a buy to this. Probably change the benefit to +$1, +1 buy. Then up the cost (and the buy bonus), say, make it cost $4, and buying it gives you +$5. Or maybe $5 and giving +$6. Now it's harder to set up for, but it self-synergises slightly (but... only into being a terminal silver, so maybe giving $2 more still, I dunno). Also, it makes it better for TFB, which is a pretty cool thing.

The way this card was made was a card that doesn't do anything except for when it's bought.  I could change the benefit to just +$1 coin extra instead of +$2 coins extra, but I could change the cost.  Also, I thought of a way to make it not be in your deck so much by adding after +1 Card +1 Action: "When you play this, return it to the supply."

Also, It could change to using up money for the +Buy...

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[Can't think of a card name]
Type: Victory
Cost: 3 or 4?
Worth 1VP per Curse you have in your deck.

You could buy all the Curses (or better yet, get them through the Medium), a bunch of these, and get a fair amount of VP.

I think ideas like this have been suggested. It's actually a viable idea. I would certainly cost it at $4 at minimum, and would consider $5 (you need stuff to grab these, but you also want to grab curses at some point, which will slow you down. This could also very easily be far better than Gardens or SR at $4). If you're uncontested on the curse pile, each of these can be worth 10VPs, relatively easily, which would make it far too strong at $4 (yes you lose 10VPs, but essentially you can think of that as your first one doing nothing). More in multiplayer. So in fact, I would even consider pricing it at $6. That might be too hard to get. But then you could modify it... perhaps make it an action-victory, giving... +1buy?

I would maybe consider having it be $5 (but maybe less, see below).  I feel the strategy can be countered, however.  If you buy Curses first to get maximum points for them, you'll slow down your deck a lot.  If you buy these first, people will start buying curses to stop you.

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I think a bigger issue is that it would simply be too powerful.  In a 2p game, there are 10 Curses.  If one player does not contest, then the VP card will be worth a whopping 10VP.  Since Curses are free, both players have to go for them.

I thought about that.  It could have a lower cost (maybe 3 or 4 still) and give you 1 VP for every two curses.  Or 2 VP for every three curses.  Something like that...  I'm not sure.

And I probably will name it Graveyard.

7702
Variants and Fan Cards / A few card ideas
« on: December 02, 2012, 07:44:54 pm »
Edit: I'm changing these while refining them, if you want the original card ideas, look at the replies when they quote the old version.

So in my mind I've thought up a few random ideas...  I was just wanting to post them here for feedback/suggestions on names and costs (or anything else...). (Sorry if people have already thought of one, I don't want to look through pages of text)

Medium:
Type: Action - Attack
Cost: 4
+1 Card
If there are Curses left in the supply, choose one: +1 Action, +1VP, and gain a Curse, putting it into your hand; or each other player gain a Curse and +1VP.  If there are no Curses left in the supply, +1 Action, +$1.

The uses may not be apparent at first, but if you can trash it (or use a watchtower) you can get rid of the Curse to get one VP (that's why it goes into your hand).  And, if there's no trashing, give it to your opponents to clutter their deck.

Traveling Merchant
Action
Cost: $2
+1 Card
+1 Action
When you play this, return it to the supply.
--------
When you buy this, if you have not bought a Traveling Merchant this turn, choose one: +$3; or, +2 Buys, +$1

This basically allows you to turn an extra buy into +$1, or extra coins into +Buys.  The "if you have not bought a Traveling Merchant this turn" is so you can't piledrive them.  It would make something like the Woodcutter a lot better...

Graveyard
Type: Victory
Cost: 5
Worth 1VP per 2 Curses you have in your deck.

You could buy all the Curses (or better yet, get them through the Medium), a bunch of these, and get a fair amount of VP.

[These were made after the first post]

[some card]
Action
$2P
+2 Cards
Choose one: +$2; or, +P

This all stemmed from wanting something with +potions, I realized it would have to cost some potions and still be a pretty good card without it.

7703
Variants and Fan Cards / Re: Really bad card ideas
« on: December 01, 2012, 11:35:48 pm »
Insane Cemetary Owner:
Cost: 4
Action
+1 Buy
Gain two cards from the trash with the same cost putting them into your hand, then trash this.



Pretty simple what the problem is: have Insane Cemetary Owner in trash and hand, Mining Village in hand, no cards in deck and discard, play Mining Village, trash it, Play Insane Cemetary Owner, get Insane Cemetary Owner and Mining Village in hand...  Buy every card in the game.

7704
Dominion General Discussion / Re: Infinite mining villages?
« on: November 26, 2012, 06:33:08 pm »
I just saw somewhere else saying that about the trashed cards.  Oh well.

7705
Dominion General Discussion / Infinite mining villages?
« on: November 26, 2012, 06:29:50 pm »
I got an account here just to mention this (and I'm sorry if it's already been mentioned somewhere else), but let's say your opponent (to your left) has been building an engine using mining villages (or maybe something else, this is what I thought of) and some other +card cards.  You posses his hand, and use his engine to get all of his cards.  You still have a few mining villages extra, you play one, "trash" it, and it goes into his discard while you get +2$.  You play another one, picking up that one you "trashed," "trashing" this one and getting +2$ again.  With a few +buys, you could get several provinces.  Or if there's a card with +buy that you trash (I'm not familiar with all the cards in the game yet, so I don't know) you could get everything.

So I guess my questions would be:

1. Is this feasible?  Is it worth it to hope he'll go for the engine with the mining villages?

2. Is there a +buy card that would work with this?  One that would give you a card as well, as it would stop you with getting more mining villages if it didn't.

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