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Messages - JW

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51
Somebody has to do Scyrim. It still hasn't gotten old for me.
Quote
Dragonborn
$5 - Action - Command
+2 Cards.
+$1 per empty supply pile.
You may trash a card costing at least $3 to replay a non-duration, non-command Action card you have in play.

Where do you trash the card from? Your hand?

52
Vampire Lord
- Night Attack
If you have another Vampire Lord in play, each other player with 4 or more cards in hand discards a card.
Choose one: Gain a card costing up to $5; or trash up to two cards from your hand.

Notes: Super fun prompt! Inspired by Heroes of Might and Magic III (which I have seen Donald X mention he is also a fan of).

I don’t see a simple and balanced way to do the Vampire Lord’s iconic and overpowered self-resurrecting life-drain attack. But Dominion's Vampire could certainly be simplified, and that’s what I’ve done here. The card attacks when you have more than one, like how Vampire Lords in Heroes III were more powerful when you had a bunch of them. Once you trigger it, the discard attack mirrors Soldier.

Edit: weakened the card a bit. Original:

Vampire Lord
- Night Attack
Each other player with 4 or more cards in hand discards a card.
Choose one: Gain a card costing up to $5 (or you may instead gain two cards costing up to $4 if you have another Vampire Lord in play); or trash up to two cards from your hand.



53


I suggest that you just remove the “takes 2 actions to play” requirement. $7 already counts as very expensive, and currently it is both too weak and cannot be played without +Action in the kingdom.

54
It has been four days since the contest closed with no further word. If tomorrow there’s still no word, can a mod choose a winner so that the next contest can get posted?

55
Covetous Witch
- Action Duration Attack
You may discard a Duchy or a Gold. If you do, each other player gains a Curse.
At start of your next turn, +4 Cards.

Notes: The combination of requiring the discard and it being a duration limits how quickly it can curse. It also costs $6 so that you won’t pick up a lot of them quickly, and so that it competes with purchasing the Gold required to start cursing.

56
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 31, 2023, 11:10:22 pm »
Fairy Assembly

Action
+1 Card and +2 Actions.

In games using this, at the start of your Clean-up, you may exchange two Fairy Assemblies and a Gold you have in play for 3 Wishes.

Notes: If it’s the only source of +Actions, by the time you can reliably convert it to Wishes, you might find that the trade is not that beneficial because the pile is empty and doing so gives opponent the chance to gain the Fairy Village you returned.

57
Crooked Jeweler
- Action Duration Attack
Until your next turn, the first time each other player plays a Silver or Gold, they set it aside and, at the start of Clean-up, exchange it for Copper or Silver, respectively.
At start of your next turn, +3 Cards and you may exchange a Treasure from your hand for a Treasure costing up to more than it.

Notes: Inspired by Corsair. The attack might be oppressive as an opener (as turning a Silver into a Copper hurts more than trashing it per Corsair), which is why it is designed such that it costs $6. The theme is that the Jeweler steals the fancy jewels for their own benefit.

FAQ: For the attack part, they still get the benefit of the played Treasure. If they play a Silver and then a Gold, the attack only applies to the Silver. For the duration effect, note that the exchanged-for Treasure is put into your discard pile.

58
Destitute Village

Action
+1 Action and +1 Buy.
+1 Action for each differently-named Action you have in play, including this.

Notes: I think this card can cost $2 because it's generally bad to have it in your deck until you have a few differently-named actions, some of which are terminal. As with any non-drawing source of +Actions, it can also be bad to get too many of them. Knowing when to pick up the first one will be important.

Like Plunder's Swamp Shacks, it really likes being paired with Actions with +1 Card, +1 Action. However, unlike Swamp Shacks, you're going to have to pick up a variety of those actions to realize its potential. Fun prompt this week!

59
Does it check the uniqueness before or after resolving the next played card? That matters for things like Sauna/Avanto.

My recommended wording is either "..if it's the only copy you have in play, you first get +" or "After the next time..." depending on your intent (I'd further recommend the first for simplicity's sake).

I think it also needs "this turn."

60


I was just thinking about how busted gaining one of these is with a Fortress in hand (gain the entire rest of the pile, plus that many other $5 cost cards). 2e Farmland can only gain non-Farmlands as a way to avoid similar (but lesser) issues, while 1e Farmland only triggered on buy (not gain). A third potential solution is to not trigger its Remake ability if it was gained with itself. 

61
Granary
$5 - Action
+1 Card and +2 Actions
You may discard up to two cards, revealed. For each Action or Gold discarded, +2 Cards.

Notes: You can use your Actions or Gold to fuel your draw, but (as with "Shy" trait cards) it's not clear that you always want to. I like that it lets you use Gold as way to fuel your draw, but with lower stakes about not finding a Gold than, say, Encampment.

62
Vernal Blossoms and Poem Notes by Ethan
Big fan of the flavor here, and I love that keeping your Poet Notes around can help you better enjoy Vernal Blossom's full majesty. As a VP card, Vernal Blossoms works nicely, and the minigame of getting the bonus VP is a compelling one, especially when Villagers are more scarce--when is it worth exchanging them for VP vs. holding onto them for +Actions? And Poem Notes is an excellent Heirloom--it's still just a Copper and there's still the question of keeping it or not (especially if you're planning to trash your Estates), but it also can change up the opening a bit by making you more likely to open double terminal. If there's any concern, it's that Villagers can become extra plentiful on some boards (such as with Recruiter), such that Vernal Blossoms bonus becomes automatic. Aside from that though, I think it's a fantastic entry.

Congrats to Ethan for such an interesting and thematic entry!

My concern would be the opposite: in most (full random) games, Poem Notes will be the only source of Villagers. And then you won't accumulate enough Villagers for Vernal Blossoms' "spend Villagers for VP" option to matter much (because it's rarely a good strategy to accumulate several Villagers with Poem Notes instead of using them).

63
Granary
$5 - Action Victory
+1 Card and +2 Actions
You may discard a card. If it is an Action, +2 Cards.
1

Notes: You can use your Actions to fuel your growth, but (as with "Shy" trait cardS) it's not clear that you always want to. 

64
Peon

Action
Choose one: +2 Cards; or +2 Actions and +.

Notes: Inspired by Nobles, with the name inspired by Pawn. A versatile but unexceptional card that can play a supporting role in a lot of decks.

65
Rules Questions / Buying Rush twice - can it help?
« on: April 03, 2023, 07:41:16 pm »
I buy Rush twice. I then buy Workshop, playing it with Rush to gain Militia. Can I then play Militia because I bought Rush a second time? Temple Gates Games seems to think it does work, but I would have thought it didn't.

66
Dominion General Discussion / Re: Combo for two Tacticians in a turn
« on: March 23, 2023, 05:41:53 pm »
Another way is: Golem playing Tactician and Laboratory, which draws into another Tactician (and gives you a card to discard to it) .

67


Considering playing the Estate is the equivalent of playing a single Village, maybe there are games where you'd rather trash said Estates and use Sanctum as an expensive Great Hall for scoring extra.

It's the equivalent of playing a Village and a Laboratory (assuming that the Estate would otherwise sit irrelevant in your hand). Which, to me, makes this too strong for (but too weak for ).   

68
Granary
- Action Victory
+1 Card and +2 Actions
You may discard 2 cards, revealed. If they are both Actions, +2 Cards.
1

Notes:
Inspired by Mill and Witch's Hut. Both the VP and discarding are eventually relevant, but you probably won't use the discarding a high percentage of the time except with "draw to X" or card that play similarly like Menagerie.

69
Reckless Trait cards stack with "play twice" and "play three times" effects. I used King's Cache on a Reckless Bank to play it six times for $66, and had enough buys to buy all 8 Provinces. 

70
Fawning on Mint. In a game with few sources of +Coins, no less!

71
Mansion

Treasure - Victory
and +1 Buy
Worth 2 for each set you have of Gold-Duchy-Mansion.

Notes: A Victory card that counts itself, kind of. While it looks a little like Duke, it won’t play out similarly. You’ll generally want to buy Duchies after Golds and Mansions, not first. Mansion could be a replacement for Harem in Intrigue, but it doesn't have to be.

Thoughts on the power level appreciated. As with Duke, it’s weak in games that are likely to end on three piles before you have the chance to buy many Victory cards (and where avoiding those likely-to-empty piles is not an option). But it can be worth an enormous number of VP when given time to set up.

72
While Rug Chest is not strictly better than Hoard it is nonetheless far better. No matching risk matters more than a Silver not having to stay in nirvana until you green and the extra Buy of Rug Chest as well as the advantages of Loot over Gold are huge.

Rug Chest seems far better than Hoard, but Hoard is a very weak card. Sack of Loot is a more reasonable comparator. Sack of Loot isn't an unusually strong card, and Donald X. made it even though it far outclasses Hoard. 

73
Prospector
$5 - Action
+2 Cards and +1 Action
If you have cards in play with a total cost in coins of exactly $10, $11, or $12, set this aside. If you did, return it its pile at the start of Clean-up to gain a Loot. 

Notes: If it gained the Loot immediately, it would typically be stronger than Laboratory. Gaining the Loot at Clean-up makes it weaker and forces more interesting tradeoffs, because on the turn you use it for draw you don’t yet have the Loot that you’d like to draw. You might also have to choose whether to trade Prospectors for Loot relatively early in your turn, before you know precisely how good your turn will be, or if you draw a hand of only Prospectors you might be forced to trade one or more in to continue your turn.

FAQ: The cost of cards you have in play will typically count this card itself.

Tapestry
$7 - Treasure Duration Loot
+
+1 Buy
At the start of your next turn, you may play an Action from your hand twice.

Notes:
I considered allowing it to also play Treasures twice, but that seems like it would make it too strong and too easy to integrate into any deck. I consciously chose it to have +Buy because there are games where whether your Loot has +Buy loot can be decisive. Sorry if giving only 2 coins messes up your planning! It seems on the strong side for Loot, but it’s weaker if you get it early because you don’t yet have the Actions to reliably support it.

74
<Harbor>

I think that'll be super strong on boards with a lot of revealing and/or sifting.

Revealing, quite possibly. But with sifting you typically want to discard your worse cards, not your actions with +3 Cards. Eventually it can be very strong with sifting, but you need to accumulate a lot of Harbors and other draw first. 

75
Harbor

Action - Reaction
+3 Cards
____
When you trash this, discard this (other than in Clean-up), or something causes you to reveal this (using the word “reveal”), +1 Villager. 

Notes: Inspired by Trail, which is such a well-designed card. I think it would have interesting interactions on most boards (though not as many as Trail itself!).

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