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Messages - faust

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1076
Dominion League / Re: Season 11 - Signups
« on: October 03, 2015, 06:59:13 am »
faust, Europe/Berlin (UTC+1), Season 5

1077
2015 / Re: Game Reports
« on: October 02, 2015, 12:37:41 pm »
Had a couple of interesting games against Eevee, especially the first two.

Game 1

I call it "Graverobber's Paradise". I aimed at thinning quickly and then playing a moneyless deck with Graverobber/Altar to get Provinces and Bureaucrat used to get Altar fuel. I think I could have executed it a bit better, I felt I was lacking villages and draw. Eevee went for a more money-based approach and opened Bureaucrat. I think that was a mistake.

It's neat that Mining Village can turn Graverobber into a terminal Silver that topdecks a Village if needed.

Game 2

This game was amazing. Such a lot going on. The weirdness is demontrated by this:

Code: [Select]
faust - plays Swindler
Eevee - reveals Watchtower
Eevee - trashes Watchtower
Eevee - gains Swindler
Eevee - applied Watchtower to trash Swindler
Eevee - trashes Swindler

Swindler was a pretty bad card here. I still think Eevee was wrong to open with it, even though he won. I realized too late that Armory/Watchtower lets you gain a Fortress in hand (Eevee pulled that trick off first). That's pretty awesome. I also didn't thin quickly enough and would probably have needed a second Altar.

Game 3

I'm not sure what went wrong here. I still believe my opening was a bit better. Maybe my first $5 should have been Stables over Butcher? What do you guys think of this?

Game 4

Getting to play Mercenary on turn 4 is pretty nice, and I think this is what led to me winning this game. Also Eevee had very bad luck never reaching $4. I quickly had a large lead and Eevee resigned.

Game 5

After 4 engine games, it's BM time now. This game actually went very differently to what I thought at the beginning. Originally I believed Journeyman/Masterpiece would be the central pieces for the BM strategy, but I ended up playing Venture/Mint. That early $5 for Mint was very lucky for me.

Game 6

In this last game, I think Eevee just made the wrong call. I considered double Tactician, but decided it was too weak. Squire and Golem as Villages are meh. I might have given it a shot if there at least were attacks on the board. But the way it looked, there were no hopes of beating Stables/Horse Traders/BM.

1078
2015 / Re: Schedule & Results
« on: October 02, 2015, 12:13:56 pm »
faust - Eevee 4:2

1079
Rules Questions / Re: Royal carriage and "in play cards"
« on: October 02, 2015, 08:22:36 am »
5) I pick up Highway (OK noone ever actually does this, but it's how I've always imagined Throne Room is kinda meant to work - it's how Androminion does it for instance), in order to play it again.
5a) Highway has left play; all cards increase in cost by 1.

I don't think this can work; if it would work like that, if I throne a Feast, I would not be able to "pick it up" after the first play and therefore could not play it again.

1080
Variants and Fan Cards / Re: Tomato Patch
« on: September 29, 2015, 04:29:22 pm »
But my proposal is to get rid of one of the vanilla bonuses... I think it would often be less automatic, yet still good enough to be gained if it was one of

+2 actions
+1 buy

+2 actions

Worth 1 VP

+1 action
+1 buy

Worth 1 VP

1081
Variants and Fan Cards / Re: Tomato Patch
« on: September 29, 2015, 04:18:13 pm »
I don't know if it makes terminal draw so much better... if I play BM, I still don't want Tomato Patch. If I play engine, then hopefully the board has a better village than Ruined Worker's Village.

1082
Variants and Fan Cards / Re: Tomato Patch
« on: September 29, 2015, 02:19:07 pm »
I think this might be too strong with too many Alt-VPs. Vineyards? Bonkers. Silk Road? Bonkers. Gardens? Pretty damn good.

It's also interesting that you will almost never buy this card. Thus the pricing is mostly irrelevant, but at $4, I think it is brokenly good with TfB (Apprentice-Tomato Patch is a no-brainer); compare Rats, which are much harder to gain. I would cost it at $2 or even one, but alas, it is strictly better than Estate.

1083
Dominion General Discussion / Re: The Dominion Cards Lists 2013 Edition
« on: September 27, 2015, 08:19:50 pm »
That's awesome! I would have loved to do it as well, but what matters most is that it happens. I'm looking forward to voting! Thanks Qvist!

One thing though: frankly I disagree with ranking Events as kingdom cards, because, well, they're not kingdom cards. They just play a completely different role and playing with them at all is optional. I would just make a separate list ranking all Events.

Playing with any card is optional. Even playing Dominion at all is optional. I therefore conclude that no list is needed.

EDIT: Or, if you must have lists, every card should be put on its own list. I could be persuaded to put basic treasures and victory cards on the same list.

1084
Variants and Fan Cards / Re: Alternate win conditions
« on: September 22, 2015, 04:43:30 am »
I think cards like this should, if at all possible, work on a VP basis. That way, they sometimes give a completely alternate win condition, sometimes they help a VP-based strategy, sometimes they do nothing. Consider the following card:

Fair - Action - $4

Gain one VP token per card you have in play. Trash this.

I think this has more appeal than:

Unfair - Action - $4

If you have more than 30 cards in play, you win.

Though often they will play out similarly.

1085
2015 / Re: Signups
« on: September 15, 2015, 10:44:04 am »
/in

1086
The card is pretty similar to Scheme. Scheme is slower to set up, which means that it doesn't help as much with cursing attacks. $3 might be a better price point. Also something like Accolade - draw with +buy is going to be pretty strong. Like Accolade-Margrave gives you an 8 card hand every turn (unless the opponent uses Margrave as well). So making it a bit more expensive would be good.

One consideration is how this works with Reserve cards. You can use this to call a Reserve card every turn, which will be pretty strong with stuff like Duplicate, Transmogrify or Royal Carriage. Probably not broken though.

1087
Variants and Fan Cards / Re: Quick sanity check:
« on: August 17, 2015, 09:54:44 am »
"While this is in play, you must pay $4 to buy an Action card, regardless of its cost."

This of course annihilates gaining and TfB uses and thus makes the card significantly weaker.

1088
Dominion General Discussion / Re: JSH's True Art Rankings
« on: August 11, 2015, 02:22:54 pm »
Even war has changed.

+1 for Fallout reference.

1089
Help! / Re: Something went wrong and I'm not sure why
« on: July 28, 2015, 06:13:56 am »
I think it's a couple of things.

- he had pretty good luck in the mid-game, connecting his engine pieces.
- I noticed that you overdrew your deck on a couple of turns. Your deck could have sustained three or even four additional Coppers at that point. That means that the second Junk Dealer was probably a mistake.
- eventually, his deck was better due to having more Peddlers. He won the long game; maybe you should have forced an end sooner.
- I think you could have still won on your last turn if you had discarded with your second Catacombs play (at that point, there were still two Peddlers in your deck that would have been very helpful) and trashed Scheme for Farmlands instead of Gold.

1090
Variants and Fan Cards / Re: Dominon: Frontier
« on: July 27, 2015, 01:01:58 pm »
Farm 
+1 Card
+1 Action
+1 Buy
Action

This is just a Market Square without the reaction...

1091
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2015, 05:38:25 am »
It's Dominion: Hogwarts edition!

Fawkes
$4 Action
+1 card
+1 action
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's a Curse card, trash this and the Curse.

When you trash this, put it on top of your deck.

Chosen One
$5 Action - Reaction
+1 card
+1 action
+1 coin

When another player plays an attack, you may reveal your hand. If you revealed exactly one Chosen One, you are unaffected b the attack.

Common Room
$2 Action
+1 action
You may play an action card from your hand. If you did, +1 card.

Chamber of Secrets
$4 Action - Attack
Discard any number of cards. +1$ per card discarded.
Each other player draws two cards and reveals his hand. You choose two cards that he has to put on top of his deck.

Room of Requirement
$3 Action - Reaction
Draw up to 5 cards in hand.
Gains buys until you have two buys.

During your action phase, when you have no actions left, you may discard this from your hand. If you do, +1 action.

Polyjuice Potion
$PP Action - Treasure
Play this as if it were an Action or Treasure card in the Supply that you choose.
This is that card until it leaves play.

Felix Felicis
$8P Action
At the start of your next turn, trash this.

While this is in play, when you would draw a card, instead do this: Name a card. Reveal cards from your deck until you reveal the named card. Put the card in your hand and discard the rest.

Half-Blood Prince
$4P Action
You may set this aside. If you do, set aside an Treasure card from your hand costing up to $5. At the start of each of your turns, play that Treasure, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)

Quidditch Tournament
$3 Event
+1 buy
Each player may reveal a Snitch from his hand. Each player who did may gain a Prize from the Prize pile, in turn order.

In games using this, at the start of the game, each player chooses a supply pile and shuffles a Snitch card into it (in turn order).

Snitch
$3* Treasure
$4
Shuffle this into a supply pile of your choice.

This is not a supply pile.

Triwizard Tournament Cup
$0* Treasure - Prize
$3

When you gain this, trash your hand.

1092
Variants and Fan Cards / Re: Seprix's Card Creation Emporium
« on: July 27, 2015, 04:29:22 am »
But a card that works well with Potions should obviously be called Snape, not Potter.

1093
Variants and Fan Cards / Re: Seprix's Card Creation Emporium
« on: July 27, 2015, 04:27:46 am »
I gotta say I like the fact that Potter is the first card that makes it a viable strategy to empty the Potion pile.

1094
Variants and Fan Cards / Re: Seprix's Card Creation Emporium
« on: July 27, 2015, 04:27:06 am »
Potter is interesting. My first thought was that it would be too weak, but then I thought about how it would play in a Gardens rush, and that would actually be pretty strong I believe. Though I imagine that it's hard to balance this ot so that it's not crazily overpowered in a Gardens rush and at the same time not a complete dud on boards without other Potion costs (and without Gardens).

Acolyte... I'm not a big fan of cards that help BM, but this may have enough other nice interactions to be worth it. With gainers, you can still build an engine. It's also a very good pickup once you're engine is running and you only want to green. In fact, It may be a bit too strong in that case, especially with other Potion costs around. It also slightly combos with Philosopher's Stone.

1095
Rules Questions / Re: Discarding all at once
« on: July 23, 2015, 03:53:46 pm »
You may discard all the cards in a stack and your opponents will only see the top card.

Really, that's the ruling? Seems a bit weird as it makes it harder to control how many cards I discarded.

1096
General Discussion / Re: Upgrading to Windows 10?
« on: July 22, 2015, 09:10:14 pm »
We should make an unpopular opinion meme out of Awaclus's avatar.

1097
Introductions / Re: YO!
« on: July 22, 2015, 11:44:05 am »
Welcome to the forums!  Have you checked out the Dominion threads?

Thanks. Haven't had the chance yet, but prolly will eventually.

Being that you are new here, may be unaware that this post was intended to be humorous. You see, around here, when new people introduce themselves, someone always asks them if they have checked out the Forum Games. You however, have joined our forum because of the forum games, so SwitchedFromStarcraft was able to reverse our usual meme here.

Being that you are new here, may be unaware that this post was intended to be humorous. You see, around here, when somebody makes a joke, someone else always writes a lengthy explanation of the joke, especially if somebody else doesn't get it. Legend has it that explaining the joke makes it funnier.

Also, welcome! I look forward to playing with you.

1098
Variants and Fan Cards / Re: an 8$ card
« on: July 22, 2015, 06:31:54 am »
Nope. First, to get actually good at writing, as with anything in else in life, you have to do it constantly over years. This is why people who only do it for a few hours a week in their spare time cannot become good at it.
Second, if you compare fan fiction, something which is derivative and unimaginative, to proper literature you are direly begging to not be taken seriously.
Same with Dominion fan cards. If any of us were good at designing games they would, big surprise, actual design their own game and not do derivative work. Then again I am not really surprised that fan(atic)s overestimate their skills.

Okay, let me stop you right there. First, writing a lot does not mean you will become good at it. If you write trash and are successful, people will buy it, you will write more of the same trash and not have improved at all. There are plenty of examples for that out there.
Second, it's not like everyone needs to put in the same amount of work to become good at something. Some people are more talented than others. There are examples of very well-written and successful newcomer authors, which in your world should not be possible.

To our second point: All art is derivative. There's always inspiration taken from somewhere. You can call Tolstoy's War and Peace fan fiction for the Napoleon wars. By dismissing all fan fiction as "unimaginative", you are behaving much more arrogant than anyone else in this thread.

Your last point also does not hold water. I can be good at two things, big surprise.

1099
Variants and Fan Cards / Re: Witchcraft Expansion [13 Cards]
« on: July 21, 2015, 06:11:12 am »
Some commentary.

Salem - Village/IGG. It might be okay on a power level, but I feel that on many boards, this is either ignorable or a must-buy where the player winning the split has a big advantage. I'm not sure if a Salem/Duchy slog is worth playing, but if it is, that will be an awful experience, because unlike IGG, this doesn't even help you reach $5. I guess that makes the slog less automatic though.

Pentacle - I don't think it compares well to Cache, and Cache is not a very strong $5.

Broomstick - Pretty sure this exact card has been proposed somewhere before. It feels a bit too strong for $2.

Cauldron - the TfB aspect seems very ignorable, and other than that this is just a worse Chapel with a buy that you won't need when you want to play this.

Coven - nonterminal Curser at $3? This is pretty much a mandatory double opening. It should at least cost $4, and I'm not sold on the concept. The wording below the line is confusing, it should either be "when you gain" or you need to leave out the "return to the supply" part, because at the point where you would gain something, it's still in the supply imo.

Ouija Board - I really don't think we need a Scout variant. Without Cursers, you will buy this only if it's the only +buy. With Cursers I don't think much changes. The Scout effect is just bad.

Magick Wand - another nonterminal attack. At least this one doesn't stack. But it's pretty cruel for $3. The effect will often be close to Pillage. I think it's too strong.

Voodoo Doll - I think the idea is to use this card's on-play effect to trigger its reaction, and duplicate an expensive action. For that, you need 2 copies of this and the card you want to duplicate in hand. Seems like a lot of trouble for a minor benefit. It also defends against trashing attacks (very weakly), but it is not clear to me how this would interact with Swindler or Saboteur. I think this is too weak. It could cost $2 and would probably be fine. Fun fact: It helps against Looters.

Cemetery - I think Donald X. commented once that counting cards in the trash doesn't work. This is either a cheap Province or completely ignorable. The "trash a Curse" part is sort of arbitrary and will do nothing most of the time, since this gives no way of having Curses in our deck.

Candle Ritual - might be fine. A bit boring and possibly too easy to stack.

Charm - I like how this can warp openings if you want to. I don't like that it's just a plain old Silver otherwise.

Haunted Castle - seems weak in general, and I don't think it scales well with multiplayer. A card like this should give out Curses or something.

Grimoire - In engines with decent trashing, this is better than Grand Market for $5. That seems broken to me.

In general the set seems at places a bit too vanilla to me. There are some interesting ideas like Charm, but most of the time the cards are just a collection of effects we already know. It also doesn't work as a set I think. It has way too many non-terminals (only 3 cards are terminal, and one of them is a Victory card!) It has two scaling VP cards, that's too much. It could really use some terminal money or some other terminal effect.

1100
Variants and Fan Cards / Re: Edicts: Straight-up Rule Changes
« on: July 20, 2015, 02:24:45 pm »
Charity: Edict
At the start of your Buy phase, you may reveal a hand with no Treasures. If you did, gain a Gold, putting it into your hand.

I reveal a hand with no treasure, gain a Gold, reveal Watchtower, put it on top of my deck. I reveal my hand again, gain another Gold, putting it on top of my deck...

This needs a "once per turn" clause.

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