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Messages - KingZog3

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3176
Variants and Fan Cards / Re: Ironmelter
« on: March 20, 2013, 08:18:20 pm »
Trash a card from your card. Gain a card of a different type costing at most $2 more.
If it's an...
Action - +1 Action
Treasure - +$1
Victory - +1 Card

Reminds me of a Transmute that doesn't suck.

Except Transmute 1) costs potion 2) can turn estates into Gold, so this wouldn't EXPLICITLY better...but pretty much yeah.

3177
Rules Questions / Re: Mistake on Beggar
« on: March 20, 2013, 04:45:48 pm »
I didn't read every post, but Begger does not say "From your hand" because it says "When an opponent plays an attack card." They can't play an attack on your turn, so you can't discard it for silver. It doesn't need a "From your hand." As pointed out, it could be on the Native Village Mat, but aren't they technically out of play until returned to your hand? This would stop you discarding it from the mat.

3178
Variants and Fan Cards / Re: Ironmelter
« on: March 20, 2013, 04:03:52 pm »
As I've been trying to make cards based on card types, I've also thought of a variant with the same principle.

Trash a card from your card. Gain a card of a different type costing at most $2 more.
If it's an...
Action - +1 Action
Treasure - +$1
Victory - +1 Card

Changed from 2 to 1 for the bonuses because the remodel is now a part of it. This would definitely be a $5 card.

3179
Variants and Fan Cards / Re: Ironmelter
« on: March 20, 2013, 04:00:18 pm »
Your level two city comparison isn't quite right; If you alternatively trash actions and victories with ironmelters you get no net gain of cards. Also it would only work once. I agree that three is probably a good price; it's essentially choose one: +2 Actions/Cards/$2 with a mainly neutral effect added.
Upon reflection I see your (and NoMoreFun) point. $3 would be good. The effect may be neutral in some cases, but the ability to change a card in hand can be quite good. Change a $5 like Junk Dealer into a +card, or something else that help and gain the two actions can be cool, but yes, not more than a $3.

Although it would be quite strong when changing $3 cards to silver, giving a $4 bonus and getting rid of a no longer needed card.

3180
Dominion Articles / Re: Marauder
« on: March 20, 2013, 12:51:23 pm »
So not only does Sea Hag's Curse effectively hit a turn earlier, but also there's a good chance the Ruins first time being drawn won't even be that painful.

I sort of thought this was obvious, since bad action cards will hurt engines more which needs specific cards to collide, especially early in the game. And it's more than a turn earlier, since they may have extra cards in their deck, like if they took Death Cart.

3181
Puzzles and Challenges / Re: Moneylender puzzle
« on: March 19, 2013, 06:39:20 pm »
The question itself puzzles me, since Moneylender has no 'may'.

Just like TR has no "may play an action twice", Moneyleder doesn't because it was in the first set. KC does, only because card wording was more refined in the expansions. So when I play, I consider it to be "may trash a copper".


3182
Game Reports / Procession-TR-TR-TR
« on: March 19, 2013, 04:33:40 pm »
I was playing a game IRL where my opponent had gotten Witches and Goons before I had Witches, so I was losing badly. Nonetheless, I managed to pull of a really cool TR turn.

I had Procession, Throne Room, Witch, Copper, Copper in hand. I Processioned the TR and TR'd the Witch for +4 cards. I picked up another TR+ Witch, so I used my second use of my first TR on my second TR and then from that one my second witch for another +4 cards. I then picked up a third TR and Merchant Ship, using my second use of my second TR on the third TR and Merchant Ship, giving +$4.

1 action to play 7 cards, giving +8 cards and +$4. Not bad in my opinion.

3183
Rules Questions / Re: Mandarin and spoils?
« on: March 19, 2013, 04:22:57 pm »
Although to state the obvious, you can still trash by most other means in order to make your Foragers happy.

No, trashed Spoils go back to the Spoils pile, not the trash, so they can't help Foragers.

3184
Dominion Articles / Re: Marauder
« on: March 19, 2013, 03:27:39 pm »
My view on Sea Hag vs. Marauder is that if Sea Hag is out, it's probably a better choice unless there is easy trashing. Otherwise, Marauder is better because it gives you a Spoils to counter opponent's Sea Hag or Marauder, or to make up for your loss of buying Marauder over the trasher card.

3185
Variants and Fan Cards / Re: Ironmelter
« on: March 19, 2013, 02:41:23 pm »
Very interesting idea. It probably would be ok at $3. I can imagine it being good for gaining Silvers from early terminals, and Duchies late game, or for setting up engines, but it's not exactly a spammable card or an early power card, except in some kingdoms, like with Fool's Gold.

It's not spammable like Minions, but many Ironmelters could trash a $5 card and Duchy over and over again to draw an entire deck (since the card goes into your hand). Similar to a level 2 City but requires some setup and is limited to #of cards in the Kingdom.

This with Graverobber and Band of Misfits, plus a village and a $4 drawer (or $4 curser) in the kingdom, could get really, really messy.

Man, where's Celestial Chameleon on this?
That's a pretty specific setup. Nothing is like BoM, so without it this wouldn't work. There are also not many $4 Cursers, so while this specific combo can get crazy (and there are other messy/crazy combos with the published cards), I don't think  it would really affect the card enough to change it much.

3186
Variants and Fan Cards / Ironmelter + Expansion
« on: March 19, 2013, 12:22:19 am »
I've extended to original post and added 9 new cards. Still need a lot of testing, but some are showing to be fun and interesting. The theme is Card Types, with a sub theme of hybrid action and treasure decks and moving between them. For clarification, card types are Actions, Treasure, Victories, Curses, Shelters, Ruins, Reactions, Attack etc.

Names are themed on a Dominion world moving toward industry, or early factories. Not modern machines, but pulleys or advanced metal working. Something like that. You'll see.

Edited a lot of things.

Cog - Action:
Costs $2
+1 Action
Trash a card from your hand. If it’s an…
Action card gain a Silver into your hand.
Silver gain a Duchy.

EDIT: Changed the effects of trashing. It now works well with itself. It may not be a 2$ card anymore.

Smithing Village – Action:
Costs 2$
+3 Cards
+2 Actions
Discard 4 cards.

Simple card. Just wanted a +2 action in the mix of cards. EDIT: Changed the +cards and discard amount.

Scrap Metal - Action:
Costs $3
Discard 2 Action cards or 2 Treasure cards. If you do, gain a card equal to their combined costs.

EDIT: Removed Self-Trash. Added "only treasures or actions"

Pulley – Action
Costs $3
+1 Card
+1 Action
Reveal your hand. Reveal the top card of your deck. If it does not share types with any cards in your hand, put it into your hand. Otherwise put it back or discard it.

A cantrip that can be a lab. Pulls up things usually in a way you don't need though, hence the $3. One silver won't help much, and 1 action isn't great, unless it's a power card or attack. The discard ability is so that it doesn't have to put VP back on top if you have VP in hand (or whatever you don't need on top of your deck). Still needs some testing, but $3 seems right. Maybe $4, not 100% sure yet. Has a likeness to Wishing Well. EDIT: Changed wording.

Iron Melter  -  Action:
Costs $3
Trash a card from your hand. Gain a differently named card costing the same amount.
If it’s an…
Action +2 Actions
Treasure +$2
Victory +2 Cards

This is from the original post. I changed the price down to $3. Still feels it needs a change since it's only really good in specific setups. As mentioned in the comments, I had an idea to make it a sort of Transmute that isn't so bad.

Laborer – Action – Reaction:
Costs $4
+1 Action
+1$
+1 Buy
-----------------
When another player plays at least 4 cards of one type you may discard this from your hand. If you do, gain a Silver on top of your deck.

EDIT: On hiatus. Other cards are more interesting and probably more useful, so I'll just leave this here unfixed for the world to see. I may come back to it at some point.

Tax – Treasure:
Costs $4
Worth $1
You may trash a treasure card from your hand. Gain an action card costing up to $2 more.

Remodel is $4 and is terminal. This doesn't take an action as it's a treasure and is worth $1. However, it can only trash treasure into actions. Good for turning silvers in $5's, but I feel it's too rigid. I would consider taking out either "Trash only treasure" or "gain only actions." Depends how it plays in future and what people say.

Paper Boy – Action – Attack:
Costs 4$
+$2
Each other player with 5 or more cards in hand reveals the top card of their deck, discards it, and places a card from their hand that does not share types with the discarded card on top of their deck. If all cards share one type, they reveal their hand put a card back on top of their deck.

Strong at the start of the game. It'll either Bureaucrat you, or sort of Cutpurse you, putting the copper back on top. It's good late game too, but in money heavy decks, players will probably just have all money and put their lowest one back on top, or in action heavy decks just be able to draw what ever they put down. Like Cutpurse, good early, ok late but probably better off trashing it depending on what other people do.

Lead Figurine – Action:
Costs $5
Discard any number of cards. +$1 per different card type discarded.
---------------
When you gain this, immediately have a buy phase with +$2 and +1 Buy in which you may use treasure cards that were used to buy this card. This cannot cause you to have more than two consecutive buy phases.

EDIT: As pointed out to me, this card wants to be annoying and confusing. I'm going to remove it.

Protest – Action – Attack:
Costs $5
+$2
Each other player with 5 or more cards in hand reveals two cards that do not share types and discards them. If all their cards share types, they reveal their hand and discard two cards.

This is definitely a strong card. Looks sort of, kind of, like Ghost ship. While you'll probably discard a VP as your first card, you'll have to discard a good card after (or at least something that could be used this turn). Otherwise it's always just a militia, which is usually not a bad card to play. I think it still needs a little boost though, so I may give another small bonus to the attacker, like maybe +buy, not sure. EDIT: Fixed wording.

Otherwise, I still plan to add 2 cards to make 12. I would like a curser, but it's been hard to get one in theme with card types. Any feedback or suggestions will be much appreciated, even if it's negative. Seriously, it's probably the best kind =P

3187
Dominion Articles / Re: Combo: Counterfeit + Forager
« on: March 18, 2013, 06:37:21 pm »
A better combo is Loan+Forager, as they can both be bought early, and Loan is not useful late in the game. The problem I've seen with straight Forager strategies is having enough stuff to trash. It's fine if you have a fortress in your hand, but otherwise you'll be buying coppers again to fuel your Foragers, and unless they're +$4 or +$5, it's probably not a great strategy. And because it helps everyone else, you better have most of the Foragers which mean more coppers to trash which means you'll need luck to pull up a good hand of Forgers+stuff to trash.

Also, even if you use Counterfeit to trash your Golds, you're still trashing Golds. You better get a lot of use out of those Foragers, otherwise you would have been better off just not trashing it. Actually, even if Forager is +$3, its just a Gold that requires trashing. You do get the buy I suppose, but I'd rather not base my game around only Foragers.

3188
Dominion Articles / Marauder
« on: March 18, 2013, 06:06:03 pm »
     I'm not new to Dominion, just to the whole online community. This is my first article on a Dominion card, although I do like to think of myself as a decent writer in general. Before I got all the expansions, I had DA as one of my first and so I've played hundreds of games with those cards. So all in all I know a bit about them.

     I saw somewhere someone saying that Marauder is not a good card because "it's way too slow." I'd like to show that in fact, Marauder is not too slow to attack, and not too slow in gaining Spoils, and is in fact almost a must buy in many kingdoms without lots of attack cards.

Slow attack? I think not!
     
     Sea Hag is great as it can be bought in the first two turns and can deal Curses on top of other people's decks, putting the Curses "into play" very fast. While Marauder is the same $4 price as Sea Hag, it only gives Ruins and not on top of people's decks. Opponents will only get the ruins in their hands on their second reshuffle, which may seem like a long time away, but those ruins hurt more than you think. This is because Ruins, while still giving marginal benefits, are totally pointless in the early game. Great, I can play Ruined Market for +buy. Yay! (The exception being Abandoned Mine, since it can help players early on...ish). And without fast trashing, there is a good chance that the Ruins will stay around for quite a while. If they don't play the Ruins, it has the same effect as a Curse in their hand, which leads to the second point of why early Ruins are still very harmful.
     At the start of the game, playing those action cards you bought is very important to get Golds or $5 cards or whatever else they do. That leaves little time for playing ruins, even if they give you $1 extra to spend, or and extra buy to pick up...um... two Pearl Divers. Most of the time, Ruins are still just junk, so dishing them out early is a good thing. And Chapelling may get rid of them easily, but then your opponents are still left with Coppers or Estates that they didn't get to trash because of the Ruins.
     There are other attacks that hurt more at the start of the game (Militia, Sea Hag etc...), but this is only half the card.

But...Spoils is just a Gold...

   Yes, it is just a Gold, but it's not what Spoils is that matters, it's how you get it. There are two things which make gaining spoils from Marauder a great thing.
     Firstly they help boost your economy, possibly skipping Silvers. Unlike Bandit Camp, you can't rely on playing Marauder every time it comes up, so turning the Spoils into real Gold is essential. But if you buy Marauder on the first two turns, then play it as soon as it comes into your hand, you're looking at a Spoils in your second reshuffle. Is that slow? That's the same as if you had just bought the Gold (Which would require some luck in pulling up 6$ on the third or fourth turn). Sure the Spoils goes away, but just play Marauder again and it's back. Once it's replaced with a real Gold, you can trash Marauder. Now you've got a Gold and your opponent has a bunch of Ruins. Even if you only manage to give him 3-4, that's enough to slow him down for a while, especially without a cheap trashing card.
     Secondly, the "price" of the Spoils is important. Marauder costs $4 and gives you Golds. $4 Gold is a great deal! It costs you an action to keep the Gold, but it gives your opponent Ruins in the process. Just like Bandit Camp is a $5 Gold which gets delayed, Marauder is a $4 Gold that is delayed and costs you an action. It's just a price you pay for how cheap it is.

How to Counter it?

     The best way to counter the junk you'll get is heavy trashing. It's pretty lame I know, but other than Lighthouse or Moat, that's the best way to deal with Ruins so early in the game. You may want to keep some if you're going for a Gardens strategy, but in general you'll want to trash them. If there's no trashing, get a Marauder yourself. There is nothing more boring than playing a game with all 10 Ruins while your opponent uses his cheap Gold to buy the more powerful $5 and $6 cards. What I'm trying to say is don't look at Ruins and think "Oh, they're not that bad. They give me a little effect when I play them." Take them seriously, especially when they can be given to you so fast.

Quick Summary

     In the end, there are faster, better attack cards that can be bought at the start of the game. However, by buying Marauder you guarantee yourself a Spoils(Gold) in your second reshuffle, eliminating luck factor for getting $6, and you give (mostly) useless cards to your opponents. Sea Hag is better, but Marauder is up there in terms of starting cards. The important thing to lookout for is other Marauders, since then everyone will just have tons of Ruins and Spoils.

Works with
- Buying it early
- Counters action based cards like Wandering Minstrel and Golem
- Fast deck cycling
- Scheme or Sage (can skip the Spoils with Sage, but plays Marauder more)

Does not work against
- Other, better, 4$ attack cards
- Opponents Scrying Pools
- Heavy Trashing
- Your Bishops
- Your Rabbles

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