Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Marcory

Filter to certain boards:

Pages: 1 ... 26 27 [28] 29
676
Variants and Fan Cards / Re: Really bad card ideas
« on: March 25, 2014, 01:52:38 am »
Overgrown Colony
Victory
$10
9VP

When you trash this, +9 cards



677
Variants and Fan Cards / Re: YACI: a literal loan card.
« on: March 22, 2014, 02:15:20 am »
This card is super over-powered in the opening and endgame. After all, who cares if you get a useless card in your deck if you can open Mountebank/Gold, or Cultist/Cultist? And who cares about getting a junk card if it lets you get a free+buy and +$2 in the endgame?

This has most of the problems of the much-maligned 'Get coins/curse yourself' type cards--sometimes there's no downside to the penalty.

One way to nerf this might be to have it give the other players a coin token. So it would now read,


'Loanshark'

Treasure
$0*

'When you play or buy this, +$2, +1 buy and return this to the supply. Each other player gains a coin token.'
_______
You may only gain one Loanshark per turn.


I worded it this way so that it can be used if you gain it by some means other than buying, and so that it can work with Counterfeit.

This nerf is stronger than having you take a curse (which may not exist) or a copper (which won't matter in the end game), but it still might not be enough to keep this card from being OP.

678
Dominion General Discussion / Re: Favorite Alt-VP card
« on: March 19, 2014, 07:24:31 pm »
Sorry, it was late and I wasn't counting correctly.

Unfortunately, there are only 3 people on the forum who can't add--me and one other guy who never posts. :)

679
Dominion General Discussion / Re: Favorite Alt-VP card
« on: March 19, 2014, 11:44:34 am »
Goons scales in a way; if you can play multiples of them, their potential value increases logarithmicly (2 possible points from 1 goons, 8 from 2 goons, 18 from 3 goons, etc). But that only works in an engine where you can buy cheap cantrips or trash the gained Coppers with Watchtower, so it's not really like other Alt VP strategies.

Bishop and Monument can also scale if Throne Roomed. And of course there's the Golden (or Platinum) Deck, which sort of scales because you can play it every turn. 

But these are engine strategies, which don't skew the way you play the game in the way that adding lots of VP cards to your deck does.

680
Variants and Fan Cards / Re: Really bad card ideas
« on: March 18, 2014, 07:22:23 pm »
Big Money Engine

$6

+$2

If you have played at least 4 actions this turn (counting this), +$3, +3 buys

During cleanup, if you did not buy at least one Treasure and one Victory card, trash this


681
Variants and Fan Cards / Re: Really bad card ideas
« on: March 18, 2014, 05:19:04 pm »
This has probably been done before, but:

Well-Wishing

$3

+1 Card
+1 Action

Wish the player on your right good luck and tell him to have fun

682
Dominion General Discussion / Re: Interview with Donald X.
« on: March 17, 2014, 06:20:58 pm »
But that doesn't answer the question of why Farmland is 'exactly $2 more', not 'up to $2' like with Remodel. Presumably Farmland (and Governor) have 'exactly' because they needed nerfing--but while Governor is a powerful $5 card, Farmland isn't necessarily better than the other $6 alt-VP cards.

683
Rules Questions / Re: Contraband and Knights
« on: March 17, 2014, 05:35:36 pm »
Why would you play Contraband here? You could play HOP to gain one Ruin, then buy the other Ruin. Maybe if you were forced to play the Contraband due to Venture--but even then, why wouldn't the opponent just guess the top Ruin?

Maybe I misunderstood the question, though.

684
Rules Questions / Re: Discarding down to X cards
« on: March 17, 2014, 04:27:51 pm »
You always do things one at a time in Dominion. For example, if you have Tunnel and Watchtower in hand and you are attacked by a Militia, you could discard the Tunnel, gain a Gold, top-deck it with the Watchtower, and then discard the Watchtower.

For example, when you buy a Cache with Trader in hand, you first gain the 1st copper--giving you a chance to reveal your Trader to get a Silver instead--then you gain the 2nd Copper, allowing you to reveal Trader again, then you gain the Cache (and you can reveal Trader again to get a Silver instead of a Cache if this fits your strategy--e.g. with Feodum in the Kingdom).

Another example: you can play Ill-Gotten Gains, gain a Copper, and then Counterfeit and trash the newly-gained Copper.

Goko (for all its faults) will perform these actions correctly, if you want to try it out yourself.

685
Everyone who owns Dominion owns either Scout or Chancellor. What if you added one of these to the kingdom as an 11th pile, then said that the 'P' symbol means 'when you buy this, first discard a Scout or Chancellor. If you do not, return this to the supply'

Alchemist could be likewise amended.

This way, you keep the other problems associated with Potion-cost cards--their slowness in coming into play, the problem of $2P, etc. To be sure, Chancellor and Scout make you go through your deck faster, but on the other hand, if you play them, you can't use them for payment, so i don't think this is a major issue.

This would also not change the effect of Remodel and Apprentice on Potion-cost cards, since the 'P' symbol would still be on the card.

You could also state that this 11th pile doesn't count for ending the game, to make up for the fact that you're replacing 16 potions with a stack of 10 cards.


686
Dominion General Discussion / Re: Homage to the Best Card
« on: March 13, 2014, 01:29:09 pm »
When Chuck Norris wins a game of Dominion, he goes first in the next game.

When Chuck Norris plays 2P, you get the 9-12th provinces in your deck at start--and he still wins.

687
Dominion General Discussion / Re: Homage to the Best Card
« on: March 13, 2014, 12:43:28 pm »
When Chuck Norris plays Ironworks, he can gain a Nobles--and a Harem.

688
Rules Questions / Re: Contraband and Knights
« on: March 12, 2014, 10:31:04 pm »
Maybe if you returned Sir Martin with Ambassador so that your opponent can't buy Sir Michael?

689
Dominion General Discussion / Re: Homage to the Best Card
« on: March 06, 2014, 01:43:13 pm »
Apparently Chuck can play Band of misfits as a curse  :)

690
Goko Dominion Online / Re: Legal Advice
« on: March 03, 2014, 09:57:56 am »
I've been trying to read all the new threads about fries, but I just can't ketchup.

691
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 20, 2014, 01:17:05 pm »
Would it help to make Scout a Victory card worth 0, so that it combos with itself? Would making it 1 VP be to strong?

692
Dominion General Discussion / Re: Counter to pirate ship?
« on: February 15, 2014, 02:58:34 pm »
I think that you mean you should stop dissecting my comments . . . .

693
Dominion Articles / Re: Let's talk about Golem
« on: February 13, 2014, 12:58:50 am »
Golem and Goons works decently. You only get 2 goons per turn, so you don't get the quadratic effect as much, but you can buy lots of extra coppers that Goons will skip over. And the Goons themselves will give you the coins when you have a potion in hand to buy more Golems, while you can happily discard coppers when you get Gooned yourself.

694
Dominion General Discussion / Re: 206th card
« on: February 12, 2014, 11:47:10 am »
So you're comparing Goko to Hitler? There's so much meta going on that I don't know where to begin  :P

695
Dominion General Discussion / Re: Question about 'trash' cards
« on: February 01, 2014, 08:02:49 pm »
The correct idiom is 'give me a hand', but his translation isn't too far off

696
Dominion General Discussion / Re: Homage to the Best Card
« on: January 21, 2014, 04:36:48 pm »
As if this thread weren't cheesy enough already . . . .

697
Dominion General Discussion / Re: Other types of attack?
« on: January 21, 2014, 04:35:40 pm »
This card would need to be priced at $5 or $6, so that it can't be spammed with Workshops. If you're going to buy 10 of them, then the other player has a decent shot of buying 5 duchies--for the win--while you're buying cards that don't help yourself at all. In the meantime, how are you going to regularly get to $5 if you are frequently drawing one or more of these cards dead? It's hard enough to get 5 Labs or Wharves--and those are cards that help you get to $5 to get more of them--but this card hinders you from getting to $5.

If you build an engine that can play one of these cards every turn, then yes, you can guarantee your win--just like you can guarantee a win with a Goons/Masquerade/King's Court pin or almost guarantee it with a Golden Deck (or its Platinum variant). But building such an engine takes a long time--in the meantime, your opponent can be buying reactions (Moat/Lighthouse), or VP chip cards, or Duchies to go for a three pile win, or some other exotic strategy (or he can just go for 3-4 of these, enough to keep you from playing one every turn.)

Remember that on the turns he can't buy VP, he'll be able to buy Gold or good engine parts instead--so when he does have a chance to buy VP, he'll be able to buy a lot of them.

698
Dominion General Discussion / Re: Other types of attack?
« on: January 21, 2014, 02:39:12 pm »
It might be worth buying, but as written, Throne Room-type cards don't work on it, and you can't usefully play more than one per turn. So when these collide, they're dead, even if you have villages. With 10 of these, your deck will get horribly clogged with dead cards. Meantime, your opponent will just buy duchies when he can and then pile out to win. Also, it is of course useless against vp-token cards.

This card would be game-breaking in multiplayer though. If you change it to 'the player on your left/right', then it becomes extremely political.

So this card is either way too good or really bad, with not much in between. That's why I downplayed it.

699
Dominion General Discussion / Re: Other types of attack?
« on: January 21, 2014, 02:02:31 pm »
Instead of 'vp cannot be gained next turn,' you could have, 'each other player draws and sets aside the top card of his deck. While that card is set aside, when he would gain a Victory card, he gains X instead. During his cleanup phase, he discards the set-aside card.'

X could be a curse or estate or something else.

The set-aside mechanism helps keep track of this effect in multi-player games.

I'm not sure that this attack would be worth buying, though--because gaining VP cards is almost always optional (edge cases for Swindler, Golem+Baron/Remake/Rebuild, or forced trashing of Hunting Grounds). At worse the opponent just buys a gold/silver instead of Province/Duchy--so not much of an attack unless you can play it every turn--but if you can play a given action every turn, you probably have better actions to choose from than this.

700
Variants and Fan Cards / Re: The card that can't be drawn dead
« on: January 17, 2014, 12:38:47 am »
You could very well be right. But I was thinking of this card as useful in engines with terminal draw. You've finally played all your villages, you play your last smithy, and then you draw a smithy/village/sentinel. All of a sudden, you get to restart your engine.

Pages: 1 ... 26 27 [28] 29

Page created in 0.048 seconds with 18 queries.