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Variants and Fan Cards / Re: A musing: value of 'trash a card from hand, +2 cards, +1 action'
« on: October 17, 2014, 04:24:52 pm »(no one bring up possession ok)You just did.
(no one bring up possession ok)You just did.
I only did a Prince of Mercenary in that game because it was already lost and I was basically like "gee whiz, I could just resign or try to have at least a tiny bit of fun by playing with Prince!"Been there, done that. My Bureaucrat pin was 60% complete before I lost.
anybody want to play this right now?Sure, if you have the cards. I'll be in Outpost.
Building engines is extremely straightforward. Trash your bad cards, gain splitters and +cards and that's it. There are some decisions involved, but they are hardly relevant. The difficult decisions in engine games are choosing between continuing to make your engine stronger, adding a payload into your deck and greening. You also have to do essentially the same choices in Cultist+BM games (where making your engine stronger = buying a Cultist, adding a payload = buying a Gold and greening = greening), but there are more factors involved because of the Ruins, and because you're not going to get into a state where you can buy all of your payload in one turn and end the game in a couple of your next turns, you are also more likely to have to make a decision like that more often than in a typical engine game.BM+Cultist isn't that good if there's a splitter in the kingdom, and even if there isn't and BM+Cultist is the dominant strategy, it's definitely not "simple". You have to know when you want Gold over Cultist, and that depends on everything and very often is a non-trivial decision.
Which is why I said many/most kingdoms, but not all. As for simplicity, I believe that Cultist-BM deck (and BM+X decks in general) where your main concern if whether to buy another Cultist or Gold pale in complexity compared to engine-making or even certain types or slogs, where much more choices are available and room for mistake is way bigger.
Cultist is also one of way overpowered cards, IMHO. Consider Laboratory and Witch, both strong $5 cards from base set. Now consider Cultist, which (pseudo)combines their abilities, and then adds on trash benefit. It suffers from the same problem as Rebuild (also rightfully on the list) - it's so powerful that simple BM+Cultist is dominant strategy on many, if not most, boards it appears in (and so is Rebuild or Rebuild+X). This significantly reduces variety and enjoyability in Cultist-containing kingdoms.BM+Cultist isn't that good if there's a splitter in the kingdom, and even if there isn't and BM+Cultist is the dominant strategy, it's definitely not "simple". You have to know when you want Gold over Cultist, and that depends on everything and very often is a non-trivial decision.
And also worlds better than +4 cards, bottomdeck a card. I think that without the Action-gaining, Printing Press would be comparable to Journeyman and Catacombs, definitely weaker than Torturer.
Journeyman and Catacombs are pretty good cards. I would also say bottomdecking is usually worse than discarding, although it has its nice uses for enabling combos.
+4 cards, discard a card is worlds better than +3 cardsAnd also worlds better than +4 cards, bottomdeck a card. I think that without the Action-gaining, Printing Press would be comparable to Journeyman and Catacombs, definitely weaker than Torturer.
Your hand size will be the same as if you used smithy.That's also true for Journeyman, but Journeyman doesn't gain you free Actions.
I would rather take Scout than Thief on must boards too, but that's not what matters. The powerlevel of a card isn't based on how often it's better than nothing, it's based on how often it's the best card at it's price level. The utility of Thief is negative in the majority of games, which means that, even if Scout only looked at 2 cards, you'd likely take it over thief on the majority of boards (at least early), because the utility of Scout is (almost) never negative. But thief is sometimes really good, and that makes it better than Scout.I assume that with the "utility of Scout", you mean just the ability, and not the whole thing including the fact that it takes up a card slot in your hand?
What are the other cards? I'm dying to know!Well, I like the fact that there's a card that can screw up my opponent's plan even when he has seven million Lighthouses in his deck. Might have something to do with the fact that I'm not particularly fond of Lighthouse. Maybe it doesn't have to be Masquerade, it could be another card instead, but it's certainly nice that it exists and it also fits well with the +2 cards and the trashing.
Awaclus's Design Rankings
206. Lighthouse
...
I don't know if I should come in and say something sensible, or stay outside and go get me some popcorn.Yes, you should.
Duchess
I know some people on here make videos, and things like this are annoying to google, does anybody know a good-enough free video editor? I don't need to do much, I'm just doing a cover of a song and it has multiple voices and I want all voices on screen at once.AviSynth. It's brilliant, although it might be a bit difficult to use if you're not familiar with programming (which, if I'm remembering correctly, shouldn't be a problem).
@Awaclus : This is not "silverspawn's favorite cards" it's a design ranking, and I'm pretty sure I can give my opinion on that.
Masquerade is just fine... What's so bad about having to pass cards ? It really only makes you feel bad when comined with discarding attacks, which is a thing but it's not like it happens every game Masquerade is on the board, not even close.How do you know what cards should be high on silverspawn's list?
I mean it certainly shouldn't be high on this list, but second to last ?
what about only allowing to discard a Taboo card when you don't buy any cards >$3 in a turn?Or simply when you don't buy anything at all.
How does Prince play into this? Outpost generally makes a good prince enabler.The only Princeable card you might want to Prince is Urchin, and Princing it probably isn't worth it.
Right now Printing Press just looks like better embassy to me.It doesn't have the on-gain attack though.
Because Argent Commander has been ended by Sludge Belcher.It's funny how Sludge Belcher single-handedly ended Argent Commander. Our 5 drops aren't 4 health any more ...
Which makes drake that much stronger.
Which drake? Azure? Why does it make it stronger?