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Messages - Gubump

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51
So this is a new card.



I wanted to make a Treasure that could toy with Supply-Demand after seeing Tejayes's Rare Earth winner in Design Contest #4. This is my third take on it. To emulate the speculation crash of the Dutch Tulip madness, players can time the plays for big payouts but then someone is going to have to trash their cards.

Is it intentional that Tulips counts other players' Tulips?

52
Going to try this instead after feedback:



Each player (including you) reveals a card from their hand. Note the highest cost of the cards revealed. You may trash a card you have in play or in hand to gain a card from the Supply costing up to $1 more than it. Then all other players may trash a card from their hand to gain a card from the Supply costing up to $1 less than it.

The phrase "note the highest cost of the cards revealed." Was made so that the following sentences could refer to "it" rather than type that twice.



Okay, so now Estates and Duchies can act like Bridges, but to get this you need to pass up on buying a Province.

Feast needs to say something along the lines of "highest cost in ." Neither Overlord nor Estate cost more nor less than the other, so just "highest cost" is undefined in cases like that.

Manorialism needs to be rephrased, because as worded, you could just keep revealing the same Estate over and over again to make all cards free. Here's my suggested wording:
"Once during your turn, you may reveal any number of Estates or Duchies from your hand. All cards cost less per card revealed for the rest of the turn."*
*Doesn't need the "but not less than " clause due to the recent errata.

53
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 02:02:03 pm »
Tinker can't do my favorite feature of Remodel, which is run down the Province pile (remodel province into province), and while it is non-terminal, it also doesn't have the support cards from things like Imp, Conclave, Throne Room, Scepter, etc, which make it not-a-stop card; You have to hang onto it and the target card until you're night phase. Those two play differences - both drawbacks, imo - make it different enough from Remodel to keep at the same price point.

You're right though, it does need the "from the Supply" specification. 

1. Considering that Remodel only costs , running down the Province pile is far from the main point of Remodel.
2. The second drawback you mention only comes into play in the late game, but Remodel and Tinker are both priced such that you can open with them. Needing to hang onto the target card until your Night phase doesn't make any difference unless you'd draw into the card you gain/receive since you wouldn't be playing the target card either way.
Two minor drawbacks do not override two major pluses.

I'm just not seeing it as a $5 card, that's my real issue here. You need the target card in-hand, which absent a draw engine, leaves you 3 other cards to buy or play; if you try to capitalize on the non-terminality, you've got one other card to buy or play. Even in a draw engine, these eat at what you've got available for the rest of your turn, which you've gotta play beforehand.
The non-terminality is simply far more important than Province-Province or drawing into the gained card during the same turn. The reason for the latter is again the limitedness of terminal space: you are rarely able to use a Remodel variant (not even Replace) mid-turn and then still have the Actions left to draw into the gained card (respectively you first gotta spend your draw power to draw into something you want to Remodel).

how do you draw into the gained* card in your night phase?

You don't. That's one of the only ways Tinker isn't strictly better than Remodel.

54
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 01:54:04 pm »
A few editions ago, I posted the Mineworker, which was horribly wordy and broken. Here is the fixed version.



Quote
Mineworker (Action - Duration - Reaction; $5)

+1 Card
+1 Action
Now and at the start of your next turn: you may discard your hand for +5 Cards.

Before resolving the effect of a Duration at the start of your turn, you may reveal this. If you do, the effect will occur at the start of your next turn instead of this turn (the Duration will stay in play).

Mine Cart (Treasure - Heirloom - Reaction, $2)

$1
-
When you play a Duration, you may set this aside. If you do, at the start of your next turn, trash this. +2% per Duration you have in play.

Mineworker's reaction has to specify where it's being revealed from (I assume from your hand).

55
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 01:52:06 pm »
Tinker can't do my favorite feature of Remodel, which is run down the Province pile (remodel province into province), and while it is non-terminal, it also doesn't have the support cards from things like Imp, Conclave, Throne Room, Scepter, etc, which make it not-a-stop card; You have to hang onto it and the target card until you're night phase. Those two play differences - both drawbacks, imo - make it different enough from Remodel to keep at the same price point.

You're right though, it does need the "from the Supply" specification. 

1. Considering that Remodel only costs , running down the Province pile is far from the main point of Remodel.
2. The second drawback you mention only comes into play in the late game, but Remodel and Tinker are both priced such that you can open with them. Needing to hang onto the target card until your Night phase doesn't make any difference unless you'd draw into the card you gain/receive since you wouldn't be playing the target card either way.
Two minor drawbacks do not override two major pluses.

I'm just not seeing it as a $5 card, that's my real issue here. You need the target card in-hand, which absent a draw engine, leaves you 3 other cards to buy or play; if you try to capitalize on the non-terminality, you've got one other card to buy or play. Even in a draw engine, these eat at what you've got available for the rest of your turn, which you've gotta play beforehand.

Remodel is worse because you don't even have the option to capitalize on its non-terminality because it doesn't have non-terminality. I agree that Tinker is too weak for , but even without the Heirloom I think it's too strong for . I think you'd be best off buffing Tinker into the range. My suggestion would be giving Tin Snips another +Coffers.

56
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 01:16:34 pm »
Tinker can't do my favorite feature of Remodel, which is run down the Province pile (remodel province into province), and while it is non-terminal, it also doesn't have the support cards from things like Imp, Conclave, Throne Room, Scepter, etc, which make it not-a-stop card; You have to hang onto it and the target card until you're night phase. Those two play differences - both drawbacks, imo - make it different enough from Remodel to keep at the same price point.

You're right though, it does need the "from the Supply" specification. 

1. Considering that Remodel only costs , running down the Province pile is far from the main point of Remodel.
2. The second drawback you mention only comes into play in the late game, but Remodel and Tinker are both priced such that you can open with them. Needing to hang onto the target card until your Night phase doesn't make any difference unless you'd draw into the card you gain/receive since you wouldn't be playing the target card either way.
Two minor drawbacks do not override two major pluses.

57
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 11:39:39 am »
Some stiff competition already this week. I think I mostly want to play Fragasnap's entry because I'm p sure I can get Lord Rattington to masquerade some horseshoes over to me.

My entry: Tinker, Tin Snips



Quote
Tinker $4 Night
Exchange a card from your hand for a card costing up to $2 more than it.
Heirloom: Tin Snips
Quote
Tin Snips $2 Treasure - Reaction - Heirloom
$1
-
When you return a card to the supply, you may discard this from your hand for +2 Coffers

The Heirloom is pretty closely coupled to Tinker, but it also works with the Nocturne exchangers (bat/vampire/changeling) and Travellers, Ambassador, and vanishing cards (experiment, encampment, etc), although not with Not-In-Supply vanishing cards like Madman or Spoils.

I think that Tinker compares too favorably to Remodel. Tinker is both non-terminal and synergizes with Tin Snips, and exchanging isn't that different from trashing most of the time.
More importantly, Tinker needs to specify that you can only exchange for cards from the Supply. As worded, you can use Tinker to exchange an Estate for a Warrior.

58
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2019, 02:06:31 am »


Menagerie variant that can assist the heirloom in producing a greater $.

First Born is either a worse Fugitive (discard first is worse than discarding after) or a Villa without the + or the on-gain effect. I think First Born is too weak to cost and should probably cost .

59
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 23, 2019, 03:01:22 pm »
Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.
I think you seriously underestimate the flexibility of this. Play it as village, play the second copy as Smithy and so on.
Also, we usually prefer to use our terminal space for draw and not for terminal Coin generation.

You'd need at least 5 Coppers on your mat to pull off that combo, though, since one of the Coppers is turned over for the turn each time YoP is played.

60
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 20, 2019, 09:37:59 pm »
Here's my quick made submission:

Kind of like a miser, you can save up during a year of plenty and make your next YoP better (diminishing returns on YoP when you start cashing them in though).  Hope it's clear what it does.

I think to make it more clear you should say "turn one Copper on your Tavern mat face down. At the end of your turn, flip it face up." That is more align with Dominion cards that specifically instruct rather than imply what to do. "Keep it down for the turn" is satisfied by keeping it down for the turn and next turn and forever, technically. So, it'd be a little clearer to instruct the turning back of the Copper.

I think this card is very cool!

Necromancer uses the same "turn it face down for the turn" wording.

61
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 19, 2019, 10:52:26 pm »
New Entry

Shadow Realm

Action/Command - $3
You may reveal an Action from your hand to play it, then play the Shadow card with the same cost, leaving it there.
-
Setup: For each Action card cost present in the supply, set aside an extra non-command Action with that cost; these are the Shadow cards.

Note: Sometimes there won't be a card available to set aside as a Shadow (eg Poor House or Engineer or Golem is in the supply, or Artisan is and you only own the base set). "Do as much as you can" - Shadow Realm is just a Ruined Village to those cards.

I would personally price this at . I might even say that it's better on average than a Throne Room.

62
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 17, 2019, 01:25:18 pm »
Falconer
Types: Action, Command
Cost: $3
The player to your left reveals a non-Command Action card from their hand (or reveals they can't). Choose one: +1 Card and +1 Action; or play the revealed card, leaving it there.
Delegate
Types: Action, Command
Cost: $3
Each other player reveals their hand. Play a revealed non-Command, non-Duration Action, leaving it there. If you couldn't, +2 Cards.
The old "play Actions from another player's hand" trick doesn't work very well because you stop if from working by not buying Actions, so the question is how you general combat a largely Treasure-centered strategy in the design of the card.
4est's Falconer gets around it by making it a cantrip instead of the worst Action in the player to your left's hand.  I think the limitation is huge.  If you play Falconer terminally they can reveal a terminal card the you can't play.  If you play Falconer non-terminally, they reveal a minimally useful non-terminal, again making Falconer of only marginal use.  I think a strong money-centric Strategy will make Falconer a waste of time.
Gubump's Delegate instead turns into a Moat instead of the best Action in any other player's hand.  Hitting anyone's any card means that this scales poorly into multiplayer.  The save of Moat is probably even worse than Falconer's cantrip, so I would likely still run good money against Delegate.
I recommend the catch for not having an Action to play be better than the Action play, honestly.  Me revealing an Action to your Command-card should make your Command card worse.

I think that people will still buy Action cards just as much as normal even with Delegate/Falconer in the Kingdom (and my experience playtesting Delegate shows that this is true). A key thing that I don't think you're taking into account is that in order to play an opponent's Action with Delegate, you have to have a Delegate in hand while your opponent also has that Action in hand, whereas to play that same Action card, your opponent just needs to have it in hand. So overall, having the actual Action itself is still better than having a Delegate, and thus having Action cards is still well worth doing.

63
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 16, 2019, 10:15:09 pm »
Notes:
  • Bow lets you bypass Potion costs. This is intentional.
  • Rosin probably doesn't need the reminder text

Big shout-out to Fragasnap for making me think what an event/command card would look like.

Is it intentional that Bow also lets you bypass Debt costs?

Hm. no. That probably shouldn't happen. Although... that's what, Engineer and no others since there's no cost reduction on debt cards? and you can't trash it since it stays there, so you can't get the double-up, so it's just a workshop? That's not the worst. Should probably fix it so it plays nice with everyone elses fan cards though. edit: nope, it's all debt cards that aren't Fortune or Overlord. need to fix it.

maybe "At the start of your turn, +1 Buy. When you buy Practise, you may play a card whose cost in coins and debt is $5@0 or less instead."? kind of inelegant. I'll sleep on it. Feel free to make suggestions.

Honestly, I would just drop the whole "ignoring--costs" functionality. I wouldn't have noticed it if it weren't for your notes, and I'd say it would probably be overpowered to let Practise ignore costs.

If you insist on allowing Potion-cost cards, though, you could just do "At the start of your turn, +1 Buy. When you buy Practise, you may play a card costing up to instead."

64
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 16, 2019, 09:53:30 pm »
Notes:
  • Bow lets you bypass Potion costs. This is intentional.
  • Rosin probably doesn't need the reminder text

Big shout-out to Fragasnap for making me think what an event/command card would look like.

Is it intentional that Bow also lets you bypass Debt costs?

65
Variants and Fan Cards / Re: Contest #48: Design a Command
« on: October 16, 2019, 09:18:22 pm »


I came up with this one about 3 months ago, but just recently changed it into a Command type. The Command type is present to prevent an infinite loop (play Delegate, play opponent's BoM, play Delegate from Supply, play same BoM, repeat ad infinitum). It also happens to be one of my most playtested fan cards if not the most.

67
Dominion General Discussion / Re: Epic Fails Thread
« on: October 07, 2019, 06:14:48 pm »
I just had a classic example of failing to do basic math: I went for Masterpiece-Feodum in a game with Bandit Fort. I was thinking enough Feodum points would outweigh the Bandit Fort penalty. Then I actually did the math and realized I would need at least 7 Feodums for that to happen... which was no longer possible because my opponent was pursuing the same boneheaded strategy I was!

Fortunately in this situation you can always just trash the feodums and pivot to a new strategy.

Except that he would then lose all of the points from the Feodum and gain three more Silvers, losing at least a Province worth of points and exacerbating the situation.

68
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 06, 2019, 12:17:12 am »
Captain is way overrated. Dismantle is a tad underrated.

How? It only costs more than BoM yet is a now-and-next-turn BoM. Even better than that, actually, since it synergizes with cost reduction. I think Sauna/Avanto should be #1 and everything above it should just shift down 1 spot, and Walled Village and Dismantle should switch places. Other than that, I completely agree with this list.

69
Dominion General Discussion / Re: Epic Fails Thread
« on: October 04, 2019, 05:44:28 pm »
There was one time where I accidentally called a Duplicate to gain an extra Curse when I bought a Gold because I didn't realize that my opponent had played a Swamp Hag on their turn. I really wish Shuffle iT made it way more obvious that Duration attacks like Haunted Woods and Swamp Hag were played, because I never notice them. Adding a little ant-sized icon to their VP/Villager/Coffers/Username bar really doesn't cut it.

I'm still mad that my opponent wouldn't let me take back what was obviously a mistake.

Haunted Woods and Swamp Hag put the icon into the bar of the affected players, not the player who played them. So when it's your turn and you are affected, it sits there in the central status bar.

Also with the new update, it shows you an (admittedly small) picture of the card you are gaining.

But I also often misclick, because I want to do Action X and I forget that before something else happens (like trashing for Cathedral the card you actually want to play).

This happened about 2 months ago, so it was probably before that update, and the very small icon in the central status bar is hardly noticeable (or at least it was when this mistake occurred).

70
Dominion General Discussion / Re: Epic Fails Thread
« on: October 03, 2019, 10:00:06 pm »
Bought Mint with multiple Crowns in play.

Ouch, that sucks. I especially hate making on-gain/on-buy mistakes like this online, because I really want to ask for an undo (yes, I should have realized that would happen, but I truthfully didn't notice it), but I've already seen my next hand by the time the effect goes through.

There was one time where I accidentally called a Duplicate to gain an extra Curse when I bought a Gold because I didn't realize that my opponent had played a Swamp Hag on their turn. I really wish Shuffle iT made it way more obvious that Duration attacks like Haunted Woods and Swamp Hag were played, because I never notice them. Adding a little ant-sized icon to their VP/Villager/Coffers/Username bar really doesn't cut it.

I'm still mad that my opponent wouldn't let me take back what was obviously a mistake.

71
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 03, 2019, 09:56:30 pm »
Online against a bot, I created a Kingdom specifically designed so that I could quickly and easily get the game into an infinite loop state where Captain and Band of Misfits can only play each other. Playing BoM or Captain causes the game to freeze.

72
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 09:43:41 pm »
Whoa, the Renaissance list is also surprising. Silk Merchant at #2? Hideout is considered weak?

Here are my top 5, in order:
1. Recruiter
2. Mountain Village
3. Inventor
4. Patron
5. Scholar
Border Guard and Silk Merchant are #6 and #7, respectively, but Recruiter is SS-tier (the only other Kingdom cards in that tier, for reference, are Chapel, King's Court, and Cultist), #2-4 are S-tier, and Border Guard and Silk Merchant are both A-tier.

I don't think Mountain Village, Border Guard and Silk Merchant are that great. And I'm curious about your opinion on Library based on how highly you rated Scholar.

I don't think Library is anywhere near as good. Scholar lets you discard all your Victory cards so you can replace them with something useful, whereas Library does not. Library also doesn't stack nearly as easily. It's far easier to redeem a bad hand with Scholar than with Library.

73
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 09:02:25 pm »
Whoa, the Renaissance list is also surprising. Silk Merchant at #2? Hideout is considered weak?

Here are my top 5, in order:
1. Recruiter
2. Mountain Village
3. Inventor
4. Patron
5. Scholar
Border Guard and Silk Merchant are #6 and #7, respectively, but Recruiter is SS-tier (the only other Kingdom cards in that tier, for reference, are Chapel, King's Court, and Cultist), #2-4 are S-tier, and Border Guard and Silk Merchant are both A-tier.

EDIT: Forgot about Sauna/Avanto; they're also SS-tier. Also forgot to mention Scholar as A-tier.

74
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 09:00:16 pm »
Okay, Renaissance is the new most wrong list, no contest. Mountain Village and Patron should be way higher, Lackeys and Research are way too high, especially Research (Research really is F-tier), and both Scholar and Hideout should be higher. Looking at all of them at once, Renaissance has the best cards on average IMO. Most cards in Renaissance are at least high B-tier.

75
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 06:31:03 pm »
In the grand scheme of things, Big Money is just way too narrow a scope on which to base card judgements. In Big Money, Patron is strictly better than Conclave. Quarry is barely distinguishable from an overpriced copper. All throne variants and village variants rank among the worst cards in the game.

We don't currently live in a world where the Big Money strategy in Dominion is all that relevant, especially after the 2nd edition revisions to base and intrigue. Even mostly money decks have little trouble finding card interactions within the non-basic kingdom cards that do better than Big Money + X.

I know. I never actually play Big Money. My main point was that it stinks in engines because it "rewards" you for building a successful engine by removing an important engine component.

It removes an engine component, but replaces it with payload. Is that worth it? It depends on what kind of mid/endgame expected. In a race for provinces, it combines well with other draw to help you draw your deck while having extra money to sneak in an extra VP card. The drawback of gaining a stop card is more detrimental on the turn after TH blows up. Maybe the game has already been decided by then.

If however you foresee needing draw for a good while, and endgame is still far in sight, then okay that's when you take the other smithy variants over TH. Like, don't start popping THs when you are in the middle of an ambassador war or pop it while in the process of cleaning up after a junker across several turns.

If TH happens to be the only handsize increaser on the board, then it doesn't matter how much worse it might be than other smithy variants because it's probably better to get it than do the thing on the board that doesn't give you extra cards to hold in hand.

Agreed. Like I said, it can be really good, but I think it's rarer than most other Smithy variants. I've reassessed it into a B-tier, I would say.

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