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Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 26, 2011, 09:34:16 pm »
Well, here we go.
Aphrodite - Too weak. As in, the opportunity cost of losing a Platinum is not worth it. If the cost was lower, I would like it more, but it still feels odd.
Bacchus - It's an interesting idea. I didn't like it because it does not lead towards ending the game. I thought the card applied to the clean-up hand redraw, but if it did not my opinion of it would be a lot better
Ceres - Thought it was a nice take on the "end game accelerant for $4". I don't know how often you'd use the trashing clause though. 2 dead cards is a lot for a net gain of 2 vp. Seems a tad weak, but I still like it a lot.
Demeter - Honestly did not consider that the curses would slow down your deck. Still, I don't know if any card should ramp up as quickly as Demeter does...
Epona - I like it. The way I see it, if it's mostly a Big Money game, you pick this up, use it as a Silver, and then get some free buys if you need them. I suspect the $2 part would get used the most.
Fortuna - Seems terribly swingy and mean, especially towards the tail end of the game. The rulebook killed it for me as well.
Glycon - Close to the top, except I do not think the $2 cost is right. The issue I see with the reverse City mechanic is that if someone rushes Glycon, and you do not, the other player just stops buying at around 5 copies. If you start buying Glycons, you bought them later, get their effect later, and if you run the pile out your deck is as equally clogged as your opponents. If you don't start buying them, you get steamrolled. So, you both buy them, until someone trashes a bunch of them in one turn while running out the pile. I'm likely being overcritical here, I don't think all of what I said is bad, and I really want to like the card. But I've played with $4 Market before, and it speeds you up so much it's silly. Making it cost $2 is worse...
Hermes - Feels right, just underwhelming
Iris - Hey, it's my card! The lesson here is that designing a Militia effect for $3 is pretty hopeless. The +1 Card was meant to help counteract the discard clause by giving more options ala Young Witch, and to make sure the card was not just a Militia for $3. I couldn't push it up to +2 Cards because now it's just a Militia that cycles more. But the main problem is the double opening. I'm not sure how many people considered how evil opening 2 Irises could be. Performing a Militia effect two turns in a row early on has the potential for a very depressing game. And if you open 2 Irises and they don't collide, you have a reasonably high chance of hitting two $5 hands, albeit at the cost of no chance of hitting $6 (admittedly I haven't done the math on this). If opening 2 Irises is overpowered, then unfortunately opening 2 Irises yourself is actually a reasonably good counter, because after you have a 3 card hand, Iris is better than Militia. If the opening is really that bad, then you open 2 Iris, and then never touch it because after that it's just horrid. I'll tinker with the idea a bit, but I'm likely going to shelve this one. (PS: The original idea came from an MTG card, as if I haven't ripped enough ideas off. Now you get to figure out which one
Jupiter - This was either close to a vote, or part of the vote. I can't remember. Either way, it has some very nice utility, especially with starting up a +Actions/+Cards engine.
Kratos - Eh, I don't know. There's a bit of a paradox in this card. It's best when you have plenty of actions, but you need to have plenty of Kratos to actually abuse it. If you bought it while building your engine, you already have Village type cards, and if you didn't you have to transition to heavy actions at a somewhat late point in the game.
Luna - Hey, I've seen this mechanic before. I like it a lot, if me designing Jewels didn't give it away. My one complaint is that the forced discard punishes you and gives you some annoying decisions. If you're mostly treasure, only discarding Gold stops you from losing money. If you have an action in hand, you just got +1 Action! Do you discard the action or play it? If you have colliding actions, then I don't know if a card based around having multiple terminals is the best idea. It's good in the opening turns (discard Estate), pretty bad in the mid game (discard what?), and then silly late game (Province discarding ahoy).
Minerva - Duchy and Province effects are just too swingy.
Nox - I don't like it on the grounds that it can shut someone down very hard. See, with Embargo, you don't get a penalty for playing it, and you can still buy the card if you want. Outright stopping any use is just mean, especially if you got an early Gold and shutdown Silver or something.
Osiris - Seems like your opportunity cost is too high for this to be good. Even in a Gardens deck, you're going to want the copper with extra buys because you need all the money you can get if you want to end the game early.
Pluto - So, I can play this as a Lab, and in exchange everyone else gets a free Lab. Unfortunately, too weak.
Quirinus - This was definitely in my vote. The power level seems okay, with the only possible issue being that they actually trash the Gold or Silver. Compared to Jester, that could be game-breaking.
Roma - Hey, I've seen this mechanic before too! I do like how it limits the effect to the first line that is true, which helps get around the potential problem of hybrid cards making it overpowered. But it's too swingy in the late game. Discard Colony, gain Province for free much?
Sol - Well my god, that the swingiest card I've ever seen!
Terra - Liked the card, but didn't vote on the grounds that it was not a new card.
Aphrodite - Too weak. As in, the opportunity cost of losing a Platinum is not worth it. If the cost was lower, I would like it more, but it still feels odd.
Bacchus - It's an interesting idea. I didn't like it because it does not lead towards ending the game. I thought the card applied to the clean-up hand redraw, but if it did not my opinion of it would be a lot better
Ceres - Thought it was a nice take on the "end game accelerant for $4". I don't know how often you'd use the trashing clause though. 2 dead cards is a lot for a net gain of 2 vp. Seems a tad weak, but I still like it a lot.
Demeter - Honestly did not consider that the curses would slow down your deck. Still, I don't know if any card should ramp up as quickly as Demeter does...
Epona - I like it. The way I see it, if it's mostly a Big Money game, you pick this up, use it as a Silver, and then get some free buys if you need them. I suspect the $2 part would get used the most.
Fortuna - Seems terribly swingy and mean, especially towards the tail end of the game. The rulebook killed it for me as well.
Glycon - Close to the top, except I do not think the $2 cost is right. The issue I see with the reverse City mechanic is that if someone rushes Glycon, and you do not, the other player just stops buying at around 5 copies. If you start buying Glycons, you bought them later, get their effect later, and if you run the pile out your deck is as equally clogged as your opponents. If you don't start buying them, you get steamrolled. So, you both buy them, until someone trashes a bunch of them in one turn while running out the pile. I'm likely being overcritical here, I don't think all of what I said is bad, and I really want to like the card. But I've played with $4 Market before, and it speeds you up so much it's silly. Making it cost $2 is worse...
Hermes - Feels right, just underwhelming
Iris - Hey, it's my card! The lesson here is that designing a Militia effect for $3 is pretty hopeless. The +1 Card was meant to help counteract the discard clause by giving more options ala Young Witch, and to make sure the card was not just a Militia for $3. I couldn't push it up to +2 Cards because now it's just a Militia that cycles more. But the main problem is the double opening. I'm not sure how many people considered how evil opening 2 Irises could be. Performing a Militia effect two turns in a row early on has the potential for a very depressing game. And if you open 2 Irises and they don't collide, you have a reasonably high chance of hitting two $5 hands, albeit at the cost of no chance of hitting $6 (admittedly I haven't done the math on this). If opening 2 Irises is overpowered, then unfortunately opening 2 Irises yourself is actually a reasonably good counter, because after you have a 3 card hand, Iris is better than Militia. If the opening is really that bad, then you open 2 Iris, and then never touch it because after that it's just horrid. I'll tinker with the idea a bit, but I'm likely going to shelve this one. (PS: The original idea came from an MTG card, as if I haven't ripped enough ideas off. Now you get to figure out which one
Jupiter - This was either close to a vote, or part of the vote. I can't remember. Either way, it has some very nice utility, especially with starting up a +Actions/+Cards engine.
Kratos - Eh, I don't know. There's a bit of a paradox in this card. It's best when you have plenty of actions, but you need to have plenty of Kratos to actually abuse it. If you bought it while building your engine, you already have Village type cards, and if you didn't you have to transition to heavy actions at a somewhat late point in the game.
Luna - Hey, I've seen this mechanic before. I like it a lot, if me designing Jewels didn't give it away. My one complaint is that the forced discard punishes you and gives you some annoying decisions. If you're mostly treasure, only discarding Gold stops you from losing money. If you have an action in hand, you just got +1 Action! Do you discard the action or play it? If you have colliding actions, then I don't know if a card based around having multiple terminals is the best idea. It's good in the opening turns (discard Estate), pretty bad in the mid game (discard what?), and then silly late game (Province discarding ahoy).
Minerva - Duchy and Province effects are just too swingy.
Nox - I don't like it on the grounds that it can shut someone down very hard. See, with Embargo, you don't get a penalty for playing it, and you can still buy the card if you want. Outright stopping any use is just mean, especially if you got an early Gold and shutdown Silver or something.
Osiris - Seems like your opportunity cost is too high for this to be good. Even in a Gardens deck, you're going to want the copper with extra buys because you need all the money you can get if you want to end the game early.
Pluto - So, I can play this as a Lab, and in exchange everyone else gets a free Lab. Unfortunately, too weak.
Quirinus - This was definitely in my vote. The power level seems okay, with the only possible issue being that they actually trash the Gold or Silver. Compared to Jester, that could be game-breaking.
Roma - Hey, I've seen this mechanic before too! I do like how it limits the effect to the first line that is true, which helps get around the potential problem of hybrid cards making it overpowered. But it's too swingy in the late game. Discard Colony, gain Province for free much?
Sol - Well my god, that the swingiest card I've ever seen!
Terra - Liked the card, but didn't vote on the grounds that it was not a new card.