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26
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 26, 2021, 07:44:41 pm »
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"

The victory part seems a bit tacked-on to me.  Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one.  Plus, the ability to scheme any number of cards already makes this incredibly powerful.  Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck!  And since it's a Prize, only one person can own it.  This seems incredibly overpowered even without the VP.  I'd suggest putting some kind of limit on the top-decking

I don't think that's true. In games using DCT, Followeres is always available. You have to discard a Province to gain a Prize, so you have to draw a Province again to gain Followeres to stop other players gaining it.
What do you discard if you have DCT when another player plays Followeres? DCT doesn't earn a single $. That's why I think DCT is not broken.

27
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 26, 2021, 11:20:59 am »
Quote
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

This entry is withdrawn.

28
Golden Goose
cost $5 - Treasure
$2
Gain a Golden Goose.
You may trash this to gain a card costing up to $5.


Super Feast like Rats or Magpie.

EDIT: renamed, rephrased a bit.

29
Sandwich Shop
cost $2 - Action - Reaction
+1 Action
+$1
+1 Buy
Take an extra buy phase immediately.
---
When another player plays an Attack card, you may first play this from your hand.


Ex1.
play a Sandwich Shop
(You can play Treasures.)
play 2 Coppers
buy a Silver
(Return to your action phase.)
play a Library to draw 6 cards


Ex2.
Another player plays a Militia
You play a Sandwich Shop
You play 4 Coppers
You buy a Duchy
You don't discard your hand (you have 0 card).


Note: After another player's turns, you have $0.

30
Supermarket
cost $5 - Action - Night - Duration
If it's your Action phase, +$3 and +1 Buy.
Otherwise, at the start of your next turn, +$2 and +1 Buy.

31
Abandoned stone
cost $6 - Action - Duration
At the start of each of your turns for the rest of the game, look through your discard pile, reveal any number of cards costing less than this, put them onto your deck, discard any number of cards, and draw that many.

(This stays in play.)


EDIT: added the last sentence.

32
Investor
cost $4 - Action
You may discard a card costing up to $6, to gain a copy of that.
---
When you gain this, gain a Gold.


Plain Gold/Duchy gainer.

33
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 02, 2021, 02:15:46 am »
Beginner
cost $4 - Action
Trash a card from your hand.
Gain a card costing up to $2-per-empty-supply-pile more than it.


For example, if no pile is empty, when you trash a Curse, you cannot gain an Estate. If 4 piles are empty, you can gain Province.


Beginner
cost $5 - Action
Trash a card from your hand.
Gain a card costing up to $2 more than it.
Gain another copy of it per empty supply pile.

34
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 23, 2021, 08:11:59 pm »
Lupin
cost $4 - Action - Attack
Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure you choose, and discards the rest.  You play one of the trashed Treasure, leaving there; each time that would give you +$ this turn, you get +Coffer instead.


A thief you want to play early.  Instead of junking your deck, you get one-shot Coffer immediately.  Use it to earn $5 or $8!

This seems a lot better than Pirate Ship.  You can trash an opponent's Platinum and get +5 Coffers during the same turn that you attack, which is amazing.  Or you could trash an opponent's Bank after having a bunch of Treasures in play with Storyteller or Black Market and potentially get a lot more Coffers.

Who buys Platinum or Bank in games using Lupin?  In most games, the best Treasure is Gold.  Pirate Ship can earn $5 each time (after playing 5 times), but Lupin can't.

35
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 23, 2021, 12:43:10 pm »
Lupin
cost $4 - Action - Attack
Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure you choose, and discards the rest.  You play one of the trashed Treasure, leaving there; each time that would give you +$ this turn, you get +Coffer instead.


A thief you want to play early.  Instead of junking your deck, you get one-shot Coffer immediately.  Use it to earn $5 or $8!

36
Chancellor
cost $3 - Action
+$2
+1 Buy
If you have no debt, +$1.
You may put your deck into your discard pile.
---
When you gain this, take <2> debts.

37
Jetty (Action, $4)

+2 Cards
+2 Actions

Return an Embargo token.
------
When you gain this, take 3 Embargo tokens. You can't buy cards while you have any Embargo tokens.

This can kill one player easily.

play Swindler to make your opponent gain Jetty
play another to make your opponent trash that

Maybe gaining a Curse per an Embargo token is better.

38
Gentleman
cost $5 - Action - Attack - Duration
At the start of each of your turns for the rest of the game: gain a Silver to your hand, and each other player gains a Copper to their hand.

39
Replacing my submission with this, new Kingdom Action card:



Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?

40
Zombie Goat
cost $3 - Action - Zombie
After drawing your next hand, trash a card from your hand.

41

I have modified my submitted card (updated in my original post):


   
Revenant
$2 - Action
Quote

+2 Actions
+1 Buy

  You may set this aside. If you
    do, +1 Card per empty Supply   
pile and return it to the Supply
 at the start of Clean-up.
--------------------------
Setup: 3 copies per player.


Minor functions: A cheap card that can provide Actions and an extra Buy, features important in many Kingdoms and playerís decks that should not be undervalued.
Revenant can be activated for additional card drawing when Supply piles are empty.

Main function: The ability to manipulate how many Supply piles are empty and thus, having some control over ending the game via 3 empty piles. This can be achieved by gaining Revenants, and by playing and returning them or not.

A note to the tactical use:
A player, who wants to force ending the game by 3 empty piles, or who just wants to have an empty pile for activating other cards (e.g. City, Paddock) tries to empty the Revenant pile or, if already empty, wants to keep it empty by not returning their Revenants to it. On the contrary, a player, who does not want to end the game via 3 empty piles or who does not want to activate other cards, tries to avoid an empty Revenant pile.
Additional options to manipulate the Revenant pile are trashing, remodeling, Exiling (particularly interesting), and (in a few cases) gaining Revenants back from the trash as well as cost reduction of cards.

Too easy to forget to return. Encampment wording, or immediate returning is better, I suppose.

42
Devilís advocate
cost $2 - Project
Put your Devil token per a cube on this.
Gain a Reverse Hierarchy.

Reverse Hierarchy
cost $0* - Action
X is the number of your Devil tokens on Devil's advocate.
+$(3-X)
Trash up to X cards from your hand.
(This card is not in Supply.)

Reverse Hierarchy is a 46-card pile.

43
Green Shelter
cost $3 - Action
You may exile an Estate from your hand.
+1 Card per an Estate on your Exile mat.

44
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 19, 2021, 11:14:48 am »
Ghost Smithy
cost $5 - Action - Attack
+2 Cards
Each other player chooses one: discard their hand and draw 3 cards; or trash a non-Victory card from their hand (or reveal they can't).

45
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 07, 2021, 07:03:13 am »
Penglai Medicine
cost $2P - Treasure
Reveal your deck until you reveal a non-Treasure card. +$1 per a revealed card. Discard the Treasures, and put back the rest.

46
Puzzles and Challenges / Re: Best Asymptotic Point Scoring
« on: January 29, 2021, 09:53:18 am »
It turns out that the Expand approach is flawed, and you don't even need Platinum/Colony.  Province will suffice as I pointed out way back here in a post about an improved kingdom.
  Alas, Expand Fortress to Gold, Expand Gold to Province, Stonemason Province to 2 Golds, Stonemason 2 Golds to 4 Expands yields a gain of 2 Expands, hence another unbounded engine.

Stonemason Golds to Expands?
Some days, I can't seem to get my foot out of my mouth.  The quote was from a kingdom that considered using Ferry.  Without the price reduction, it would be Expand Fortress to Gold, Expand Gold to Province, Stonemason Province to 2 Expands.  And that would yield no gain.  So the kingdom in the original thread was valid after all, since it did not contain Platinum/Colony.  Now I have to go edit it again.

Sorry, but I've noticed that your Kingdom goes infinite even without Ferry.

Expand Alchemist to Possession
Stonemason Possession to Golem and Gold
Stonemason Golem to 2 Alchemists
Expand Gold to Province
Stonemason Province to 2 Expands

Removing Alchemist, no infinity, but no interest either.

47
Puzzles and Challenges / Re: Best Asymptotic Point Scoring
« on: January 28, 2021, 09:38:02 pm »
It turns out that the Expand approach is flawed, and you don't even need Platinum/Colony.  Province will suffice as I pointed out way back here in a post about an improved kingdom.
  Alas, Expand Fortress to Gold, Expand Gold to Province, Stonemason Province to 2 Golds, Stonemason 2 Golds to 4 Expands yields a gain of 2 Expands, hence another unbounded engine.

Stonemason Golds to Expands?

48
Puzzles and Challenges / Re: Best Asymptotic Point Scoring
« on: January 28, 2021, 11:21:37 am »
play Hero to gain Philosopher's Stone (topdeck)

There have been a lot of Scrying Pool/Stonemason engines posted here.  I really like the usage of Hero, though.  That's novel.  It takes 3 turns for gained Pages to be used as Heroes though.  That really dampens the growth.  Imagine that you could buy Heroes directly and use them the very next turn.  And also, imagine that they generate 3.5 Scrying Pools instead of just two.  Then the growth would be on par with an engine I posted in this thread earlier [Reply #24 on: November 10, 2018, 11:12:10 pm].

But having said that, I like when people post new ideas and yours has potential.  It has two things going for it that I see.
One:  Warriors produce a lot of coin.  Try calculating how much (and remember that Scrying Pools are also attack cards).  Once again, though, you would be looking at a two turn delay in Warrior growth;  training on Stonemason may generate more.
Two:  With Capitalism purchased, Hero is considered a treasure and may be returned to your deck by gaining a Mandarin.  Unfortumately, I can not come up with any way to limit Mandarin gains, in this kingdom, off the top of my head.

The idea is non-Kingdom cards avoids infinity.  Your Expanding post is nice, but using Platinum/Colony will spoil it (Stonemason Expand to Gold, Expand Gold to Platinum, Stonemason Platinum to 2 Provinces, Stonemason them to 4 Expands). I first tried Tragic Hero, went inf. Next Treasurer, inf. Then, Mint, inf. Then I realized that depending Kingdom cards creates infinite loops too often. That's why I posted Heroes idea.

49
Puzzles and Challenges / Re: Best Asymptotic Point Scoring
« on: January 26, 2021, 10:49:35 am »
How about this? infinite?

Kingdom: Page, Stonemason, Scrying Pool, Scheme, Watchtower, Philosopher's Stone, Fortress
Landmark: Tomb

Turn:
play Schemed Scrying Pool to draw all
play n Stonemasons to gain 2n Stonemasons (topdeck)
play Hero to gain Philosopher's Stone (topdeck)
play Scrying Pool to discard Philosopher's Stone to draw all
play Stonemason to gain 2 Scrying Pool
play 2n-1 Stonemasons to gain 4n-2 Stonemasons
repeat this until you have no Hero in hand
play all Pages, Treasure Hunters, Warriors to draw all
play Stonemasons to gain Pages

50
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 20, 2021, 10:24:15 am »
Blessed Coin
cost $4 - Treasure - Duration - Reaction
Either now or at the start of your next turn, +$2. While this is in play, when another player plays an Attack card, it doesn't affect you.
---
When another player plays an Attack card, you may first play this from your hand.

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