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Messages - markusin

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3651
Moneylender: I'd like to speak with the King.
Guard: He's very busy right now, but we shall ask him if he is willing to see you right now.
*a few minutes later, in the Library*
King: Why have you interrupted my research of the land and my studies on economic theory?
Guard: My Liege, a moneylender has asked to see you.
King: Bah, send him away.

Seriously, what in the world is going on with Library thematically? Does the King go there in his spare time or something? And why does it let you skip actions? Is it a central hub for all your staff?

3652
Dominion General Discussion / Re: WW's Power Rankings
« on: August 21, 2013, 04:38:17 pm »
Doctor went from being the surprise newcomer on the #9 spot to dropping below Lookout. IMO, that's where it belongs.

3654
Dominion General Discussion / Re: Card artwork
« on: August 18, 2013, 08:50:21 am »

That sure looks like one strange siege weapon.

That's a fortress from two different perspectives.
Whoops. That's embarrassing for me since I have actually taken a Mechanical Drawing course. So I guess remodeling an Estate into a Fortress would be very thematic.

I always noticed the Village on Pillage, but never on Scrying Pool.

3655
Dominion General Discussion / Re: Card artwork
« on: August 17, 2013, 09:53:55 pm »

That sure looks like one strange siege weapon.

3656
Ugly, but it works:

If the Foo pile is empty, gain a Bar. If the Bar pile is empty, gain a Foo. If neither pile is empty, gain a Foo or a Bar.

3657
So I was playing a game, and then the game froze for a few seconds, then I got disconnected and logged out. When I logged in again, the game I was playing was still in session, and there were two slots with my name on it. I think I've seen other people having their name duplicated in the lobby, and I guess this is how it happens.

Has this happened to anyone else? It kinda sucks that you can be disconnected in a way that the system can't detect and forcing the game to end on timeout.

3658
Idea 1: "Each other player with 5 or more cards in hand draws a card then discards 2 cards."

Less damage to your opponent than Urchin, since they get to draw a card before discard, and it doesn't necessarily drop them down to four cards (if you'd played Governor, Council Room, etc.). Cycle has some chance of helping them... Not sure what base buffs to give this version.

The main risk with this card is that it can pin another player into 0 card hands.  The risk is somewhat mitigated because it takes quite a bit to do it -- 5 plays of a weak terminal is a lot.  But it's something to keep in mind.  This exact idea would rarely be purchased even at $2 because the attack is weak and it provides no bonuses to the player.
You can't pin a player down to 0 cards because it only affects players with 5 or more cards. You can't even get below 4 cards with it. Urchin's attack is already pretty weak. This one's attack is even weaker and is terminal. The cycling your opponent gets is better than having this in your hand, which is essentially a dead card because it gives no bonuses. It can probably work as a cantrip

3659
Variants and Fan Cards / Re: Really bad card ideas
« on: August 16, 2013, 03:43:26 pm »
Sir Scout
$4 Action - Attack
Each other player gets +1 Action, reveals the top four cards of his deck, puts the revealed victory cards in his hand, and puts the rest back on top in any order.


Scout is that bad.
No. Even in the worst case, that's giving everyone a fishing village duration turn minus the +coin. Yay for not having my Hunting grounds deck fizzle

Edit: Oh wait, Crossroads. Now I see the big picture

3660
Variants and Fan Cards / Re: Fixing Dominion
« on: August 16, 2013, 03:40:54 pm »
You know what, I considered that. That possibly can be a plus at times. See, Scout should still kinda suck, maybe even Chancellor Suck, but it doesn't have to Scout suck.

B-...b-but i-i like Chancellor...  :'(
I like Chancellor too! It's just, gosh that lucky Chancellor is elusive. Very elusive. And Scavenger isn't all it's hyped up to be either. It's hard to topdeck cards for use mid turn, and the top decking doesn't change the fact that it's not a card you want for every deck. It can be good for IGG rushes or Duchy slogs or something, but it gets in the way when you're trying to trim your deck with terminal trashers. The top-decking effect can even work against you when you only have weak cards in the discard (say due to use of sifters) and don't want to use the discard effect.


3661
Dominion General Discussion / Re: WW's Power Rankings
« on: August 16, 2013, 02:33:25 pm »
Yeah in Cultist vs. Witch I'd probably go for Witch, since the Cultist chaining is kinda weak in a deck full or curses. I just find cultist to be more annoying. In a game with just Cultist as a junker and no good trashing, the player with a 5/2 opening gets a big advantage over the player with a 4/3 opening. The 4/3 opening player can only get Cultist before the second reshuffle, while the 5/2 player likely gets a second cultist before then, and then a third Cultist after that. To whole thing likely ends in a 7/3 ruins split. Not necessarily insurmountable, but very difficult to deal with if you used up your critical early $5 hands on Cultists.

I guess there are a few more soft counters for ruins that there are curses. Vineyard was mentioned, but there's also gardens.

3662
2. Attack for $2

Ok, obviously it's maybe too strong, the attack must be really weak or some kind of penalty, but still like the idea and wondering why there isn't an official card for it.
According to the Dominion outtakes, there was this card.

Kennel
Action - Attack - $2
+1 Card
+1 Action

Each other player reveals the bottom card of his deck, and puts it on the bottom or top, your choice


Donald X. had this to say about it:
"The little Spying Kennel quickly teaches you just how weak and poor for gameplay the Spy effect is."

I guess the attacks for $2 that were tried out were either too weak, or too strong, or too inconsequential, or perhaps just uninteresting.

3663
Variants and Fan Cards / Re: Really bad card ideas
« on: August 15, 2013, 03:22:54 pm »
Henchman, $2P
Action-Treasure
Reveal the top three cards of the black market deck. Choose one of them. This is that card until it leaves play.

That...  Would be a really interesting mechanic.  Very swingy, though.

I'm trying to think of the worst three cards you could pick up from this. Obviously if you have a good hand, Trading Post-Remake-Ambassador would be awful.
Treasure Map-Island-Baron is horrific if you don't have any Estates in hand. Trash this, or exile this and another card, or gain an Estate and +1 Buy.

Rats-Transmute-Remake could be really bad if you only have good treasures in hand

3664
Dominion General Discussion / Re: WW's Power Rankings
« on: August 15, 2013, 03:15:20 pm »
Swindler/Swindler opening is decent fairly often.
Indeed, but I think it's strength depends largely on what your opponent does and what cards can be turned into what. I've also been burned really badly by Ambassador/Ambassador openings.

I'm really happy to see Steward so high. Once you've used it to help set up an engine, the +2 cards option is not nothing. And there's even the +2 coins option once you've drawn your deck. Those extra options make me prefer it over Chapel when I'm going for a BM-ish deck.

3665
Variants and Fan Cards / Re: Fixing Dominion
« on: August 15, 2013, 11:03:24 am »
While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:

Scout
--------
Action - Duration - $4

+1 action

Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Ooh, I do it at the start of the turn I play it?  Excuse me while I go in my time machine...
it has the duration drawback of missing the reshuffle more often.
Except its scout, so it's actually a plus.

Kidding aside though, that is a cool concept, and theoretically fixes Scout well.
You know what, I considered that. That possibly can be a plus at times. See, Scout should still kinda suck, maybe even Chancellor Suck, but it doesn't have to Scout suck.

3666
Dominion General Discussion / Re: WW's Power Rankings
« on: August 15, 2013, 10:58:10 am »
So anyway, this was a great endeavor and a fun ride while it lasted. Thanks WW.

Now about Masquerade, I'm thinking it should either be #1, or behind Rebuild. It's just that Ambassador really does get weaker in shelter games. For Masquerade, I think it's worth noting that the pass-a-card think can be good for you whenever your opponent goes for a really thin deck, not just when you play a discard attack before. I only remember winning one game where I didn't get Masquerade but my opponent did, but that was a game where there was no real engine potential and my opponent didn't open with it (we both got 5/2). Then again, that's the only game I remember where I even ignored Masquerade. I think, when going for Masquerade, it's key to open with it.

Also, I'm finding it hard to justify Witch over cultist. I remember reading that, in the simulator, Witch against Cultist wins a bit more often. Still, in most games the speed at which Cultist junks is more devastating, because it forces you to get your act together really quickly. And then if you don't retaliate with a junker of your own, powerful Cultist chains are very likely to go off.

3667
Dominion General Discussion / Re: WW's Power Rankings
« on: August 15, 2013, 10:37:09 am »
It's tough to call what #1 will be here. I'm guessing either Rebuild or Ambassador will be #1. It takes a disproportionate amount of effort to beat the Rebuild rush, and Ambassador is good for so many decks, though it takes a hit when shelters are in the game.

Goons needs extra actions to really be worth it, although it's still a very strong card when played every turn. KC needs other actions, but can usually do something neat. Can't say for sure if Mountebank and Witch will make the top 10.

Rebuild and Ambassador ended up being the top 2 cards. Oracle power.

3668
Variants and Fan Cards / Re: Fixing Dominion
« on: August 14, 2013, 10:32:34 pm »
While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:

Scout
--------
Action - Duration - $4

+1 action

Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Ooh, I do it at the start of the turn I play it?  Excuse me while I go in my time machine...
Yeah, that should read "your next turn". I honestly think that would make Scout a bit more of a player.

It's that cantrip Scout we always wanted, but only on the duration turn, and it has the duration drawback of missing the reshuffle more often.

3669
Variants and Fan Cards / Re: Really bad card ideas
« on: August 14, 2013, 08:19:35 pm »
Bad card ideas? How about bad expansion ideas. Here's a preview of "Day of the Duchy":

Deku
Victory - $5

Worth 1 Victory Point per Duchy in the supply.
------
When you gain this, gain a Curse.


Dooku
Action - $5

+1 Action
You may discard a Duchy. If you don't, gain an Estate. Otherwise, +$3, +1 Buy. Every other player who doesn't reveals the top 3 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.


Manager
Action - $6

While this is in play, if you buy a victory card, set it aside. Return it to your deck at the end of the game.


Redesign
Action - $5
+1 Action

Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Duchy.

edit: Added price of Redesign.

3670
Variants and Fan Cards / Re: Fixing Dominion
« on: August 14, 2013, 08:03:06 pm »
Most cards that degrade the quality of dominion really are the high-power outliers, not the low-power outliers.

I second that!

Quote
If you wanted to make changes regarding the weaker cards, it'd be better to nerf high power cards and let them get stronger as a result, or to experiment with different rules regarding what gets included in the kingdom and what doesn't.  If you want to see Counting House induce more variety in the game, then give it a 30% chance of appearing in addition to the other 10 cards, Counting House is good in like 3% of the games it appears in so you'll get your 1% shakeup.  I'm actually quite interested in the prospect of a Dominion variant that includes nothing but weakish cards, and a large number of them, I think it would create lots of decision intensity.  Stuff like Bureaucrat, Harem, and such, and unpopular engine cards like Walled Village and Council Room.

This is why I enjoy non-uniform random games like subbing out certain cards, drafting cards in person, veto mode, building your own kingdom, etc. A lot of those "other" cards actually get more play, and you can get more varied games because the strategy-dominating cards aren't on the table as often.
Yeah I enjoy playing this way too. When we would play IRL, we'd often start with a random kingdom (or like, veen distribution of sets we own), then maybe swap out a card or two for a card that looks more interesting for that board.

While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:

Scout
--------
Action - Duration - $4

+1 action

Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

3671
Dominion General Discussion / Re: WW's Power Rankings
« on: August 14, 2013, 07:18:24 pm »
We know that Junk Dealer is better than Upgrade at trashing coppers.

I want to upgrade all of my Coppers into Poor Houses.
Whoops, forgot about that edge case.

3672
Dominion General Discussion / Re: WW's Power Rankings
« on: August 14, 2013, 06:25:18 pm »
We know that Junk Dealer is better than Upgrade at trashing coppers. It can be better at trashing estates. But don't forget, it's also better at trashing curses and ruins. Also, the price points don't always work out for Upgrade. But then Upgrades into Gold is a strategy in itself. Junk Dealer doesn't have one of those, but I think it's still better overall.

Also yeah, discard attacks really hurt both of them.

3673
Dominion General Discussion / Re: WW's Power Rankings
« on: August 10, 2013, 12:03:50 pm »
Of course the knights are killer when you get most of them in an engine. Against a player trying to rush for provinces, you can just trash all their good treasure and maybe any Duchies they have too. Then you can pick up the remaining victory cards pretty leisurely. The best defense (other than getting knights of your own or good reactions) seem to be decks that use a lot of 2$- and 7$+ cards.

The thing I find with Knights is, you want to be in a position where you can get lots of them, without actually getting them. Most of the time, I'd rather strengthen my deck than get Knights. Once my deck picks up, it's not that hard to get Knights of my own as a response to my opponent getting them. What follows is a knight war that usually still leaves me ahead when it's over.

I just find they are such a win-when-you-are-ahead kind of card. trying to get a bunch of them in the hopes of catching up doesn't seem to work out so well. So to me, they seem a bit overrated here.

3674
I got a perfect score on the A-Z blitz the first try. Around 80% of the cards I named came from Dark Ages.

I only missed one on the super quiz; "Card that is an entire category unto itself" is the one I missed.

3675
Goko Dominion Online / Re: That Wacky Leaderboard
« on: August 07, 2013, 07:30:03 pm »
But I thought they happily obliged to break their own ranking system by removed the whole lose-points-on-a-win thing, due to complaints.

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