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Messages - Trogdor the Burninator

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151
Variants and Fan Cards / Re: Mill: A spinoff of Workshop and Hamlet
« on: February 12, 2014, 03:11:56 pm »
It was just something I thought of that seemed like an interesting concept for a card.

152
Variants and Fan Cards / Re: Mill: A spinoff of Workshop and Hamlet
« on: February 12, 2014, 02:54:54 pm »
The core concept of the card is to be a combo/variant of BOTH Hamlet AND Workshop.

153
Variants and Fan Cards / Re: Mill: A spinoff of Workshop and Hamlet
« on: February 12, 2014, 12:17:27 pm »
The way it's written, you must discard a card, then gain a card, then discard another card, then gain another card. Why not just discard the 2 cards up front?

If the discards are meant to be optional and then you only get the gains if you discarded a card for each, that's better, but the card still seems…disjointed. Sometimes you can cobble two cards together and come up with something that feels coherent, but I don't understand the central idea behind Mill.

I'm…guessing it's too powerful? On any board where there are $4 components to load up on, anyway. Without other $4 cards, it's a weak Workshop.
The discards would be mandatory, if they were optional, it would say "you may discard a card..."

154
Variants and Fan Cards / Re: Mill: A spinoff of Workshop and Hamlet
« on: February 12, 2014, 11:35:23 am »
Are there any wording change ideas that you could think of to make this card still have its gaining ability, but not be as powerful?
How about:
"Discard a card from your hand, +1 Card.
Trash a card from your hand, gain a card costing up to $4, putting it on top of your deck"
Would it still be worth $4? The change from gaining a card to drawing a card makes it more of a Hamlet-style card, with the tfb text making it a tfb Workshop variant.

155
Variants and Fan Cards / Mill: A spinoff of Workshop and Hamlet
« on: February 12, 2014, 10:03:16 am »
I thought of a card just now that would be interesting.
Mill
Discard a card, gain a card costing up to $4
Discard a card, gain a card costing $4, putting it
on top of your deck.
$4 Action
Would this be broken? Is it priced too low at $4?
Your thoughts?

156
Game Reports / King's Court + Monument FTW
« on: February 10, 2014, 03:59:26 pm »
http://dominionlogs.goko.com//20140210/log.513be14ee4b079bc05b0423f.1392065636233.txt
Kingdom Cards: Cellar, Embargo, Moat, Pearl Diver, Gardens, Monument, Throne Room, Laboratory, Bank, King's Court.
My opponent opened Laboratory/Cellar off of a 5/2 split, and I opened Embargo/Monument off of a 3/4 split. I was able to get a KC pretty quickly, and then get it to collide with the Monument. The game was pretty close (I won 39 to 33), but I still won, and I attribute that to my Monument coming up several times with my KCs.

157
Variants and Fan Cards / Re: Silversmith: A Jack of All Trades variant
« on: February 05, 2014, 08:25:55 am »
Very nice. I'm sure his has been asked before, but where did you get the template for the nice card art?

158
Variants and Fan Cards / Re: Silversmith: A Jack of All Trades variant
« on: February 04, 2014, 09:47:28 pm »
That's what I realized just this evening looking at it more closely, what sort of edits would you recommend to make it more interesting and unique?

159
Variants and Fan Cards / Silversmith: A Jack of All Trades variant
« on: February 04, 2014, 08:49:07 pm »
I decided to make a card that would be like a Coppersmith, but for Silver. That would turn Silver into Gold for a turn like Coppersmith turns Copper into Silver. Then I eventually realized that that would be kinda broken, so then I changed it into a sort of cross between Jack of All Trades and Trading Post. (Disclaimer: I have yet to playtest this card, but am planning on doing it soon, I don't sleeve my cards, so that does create some difficulty with playtesting as you might imagine)

The card text is as follows:
+1 Card
Trash a card from your hand that is not a treasure card and
gain a Silver, putting it into your hand.

(The cost of Silversmith is $4)

Thoughts?

160
Variants and Fan Cards / Re: Fancy Cost Corner: Borough
« on: February 03, 2014, 07:09:57 pm »
I think it's intended as a take on Grand Market, and that the "you can't buy this if..." clause is to prevent it from being accumulated too quickly, thus being broken. It's sort of like City as well, and, well, we all know where those games can go

161
GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 31, 2014, 10:45:59 am »
Dates aren't set, you have a week to set up a match with your opponent, sending them a message through the forum's the easiest.

Ok Thanks

162
GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 30, 2014, 11:17:58 pm »
I've never done anything like this before so I have a n00b question:
- How will I get notified of the dates/times of any games I'm in?

163
GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 30, 2014, 10:12:02 pm »
I'm in. I don't have any expansions on Goko, though. Is this a problem?

164
Dominion Articles / Coppersmith Strategy, Anyone?
« on: January 30, 2014, 06:21:38 pm »
I've had some trouble finding any use for Coppersmith. It seems like basically a very swingy dead card to me. Anyone have any tips on how to use it so it's actually decent/good?

165
Dominion Articles / Re: Chapel/Poor House
« on: January 30, 2014, 02:56:25 pm »
what you have is a combo that's immune to Knights and is capable of gaining Provinces ridiculously fast (like turns 3-5, I can't quite remember)
No idea how he was doing this so fast.

The perfect setup for Poor House combo is having Workers' Village available. Even then, if you open Chapel/WV, then trash 4 Copper turn 3, use WV to buy 2 Poor Houses turn 4, you need a bit of shuffle luck to gain a Province turn 5 (as you end up drawing one leftover card and five cards from the deck shuffled after Poor House buys and you need to have WV, both PHs and no Copper among those).

The thing that he was probably getting a lot of was Fortress, and I don't remember if their were Knights in that game or not, it was a long time since we played that game and I may be forgetting a thing or two

Poor House + strong trashing + extra actions is decent, but rarely so powerful that it is clearly the dominant strategy.

166
Dominion Articles / Chapel/Poor House
« on: January 29, 2014, 09:15:18 am »
This is a combo that a friend of mine played on us, and after he played this combo on me and my other friends, we decided to always veto having both of them in the game at once because it's such a powerful combo.
As (most) of you know Poor house is a card in Dark Ages that costs $1. It's function is:+$4
"Reveal your hand. -$1 per Treasure card in your hand, to a minimum of $0." Not too special. When played with Chapel ("Trash up to four cards in your hand"), this card can work wonders. There are a few things that make this combo tick, and when it ticks it's incredibly powerful as I've already stated before:
1) Chapel and Poor House cost $2 and $1 respectively, making this a super easy combo to get started (note: you only need ONE Chapel)
2) Trashing ALL of your starting copper and estates, making Poor House give you +$4
3) Maybe get a Village/cantrip or a source of +Buy (not absolutely necessary)
4) Lots of Poor House
And what you have is a combo that's immune to Knights and is capable of gaining Provinces ridiculously fast (like turns 3-5, I can't quite remember). The main downside of this combo is that in colony games it's not going to be as good, but I could see it benefiting a rush strategy immensely in these sorts of scenarios.
Thoughts? 

167
Help! / Help with Coppersmith Strategy tips
« on: July 06, 2013, 08:53:00 pm »
Any ideas for strategies that involve Coppersmith?
I'm a deck-thinning type of person and just don't think Coppersmith is a very good card, so any strategy tips would be useful.
Thanks.

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