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51
Unlike Torturer the card does not say that you could choose an option which you cannot do. So the second option is only for choice if you actually trash a card.

You can always choose options you cannot do, that's just a clarification on Torturer, not a modifier.
It is pretty obvious that this is not the intent behind the design.

Considering that LibraryAdventurer did in fact end up fixing the wording to have accountability, I'm pretty sure that you are supposed to be able to choose an impossible option.

52
Unlike Torturer the card does not say that you could choose an option which you cannot do. So the second option is only for choice if you actually trash a card.

You can always choose options you cannot do, that's just a clarification on Torturer, not a modifier.

53
Quote
Impaler
$5 - Action - Attack - Duratiion
Each other player chooses one: Reveal their top two cards and trash an Action or Treasure costing at least $2, trash a card costing at least $3 from their hand, or discard 2 cards.
At the start of your next turn, gain an Imp and play it.

This has accountability issues since players can (and have very good reason to) choose the 2nd option when they have no such cards to trash.

54


A conditional Bazaar similar to Harbor Village. Maybe not that exciting, but does every card need to be?

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).

55

Most similar to Way of the Pig, it is essentially a cantrip, but you discard a card from play after drawing, which makes the conditional +1 Action easier to activate. It also allows you to play treasures in your action phase since that seems to be all the rage nowadays.

In addition to what other people have already pointed out, this also causes issues by being able to discard Durations that still have their effects on future turns.

56
Quote
Foreigner • $5 • Action
Choose one: trash an Action card with a copy in play to gain two non-victory cards costing up to $1 more; or trash an Action card with no copy in play to gain a Silver and an Action costing up to the cost of the trashed card.
:) Both choices care about what is in play. The first seeks a collision and provides a better reward for this less likely occurrence. The second choice offers the opportunity to improve their deck.

You forgot to specify where to trash from; I assume from hand?

Also, is it intended that it counts cards other players have in play?

Lastly, this lacks accountability; what if I play a Foreigner via Herald and have no Actions in hand to trash?

My recommended wording:
Quote
You may trash an Action card from your hand. If you have any copies of it in play, gain two non-Victory cards each costing up to $1 more than it; otherwise, gain an Action card costing as much as it or less and a Silver.

57

Took inspiration from hireling, think its balanced but may be slightly cheap.

"Slightly cheap?" This would already be a reasonable even without also having Barracks added on.

58



Updated because of feedback from the Discord.

59
New submission (Cow withdrawn).



I this needs to have a "set this aside", or something like "discard this" so this doesnt enable autopiles. But i like the card.

Or he could make it so it only works on Actions you don't have any copies of in play.

60


This needs to say "when you gain a Victory card this turn, trash this."

61
The prompt doesn't say that being a Village has to be unconditional.
I think it does:
A couple other points about exactly what I'm looking for:
- Your card should provide +2 Actions or more without any real difficulty. See the Villages with no restrictions section on the Dominion Strategy Wiki for a list of examples.
- This means no [...] cards that need some condition to be fulfilled (for instance, Ironmonger, Herald, or Conclave).

I stand corrected.

62
The prompt doesn't say that being a Village has to be unconditional.

63


Spring cleaning time! Out with the old, in with the new. Improve may not be the best card, but when you've got free reign to not deal with a terminal Silver in your deck, maybe you can get more use out of it.

Saying "in play" twice is redundant. You can just say "trash any number of Action cards you would discard from play this turn," as you obviously can't discard cards from play that aren't in play anyway.

64
Quote
Odd Octopi
$5 Action
Choose three different: +1 Card; or +1 Card; or +1 Action and +1 Buy; or +1 Action; or +1 Buy and +$1.
This is strictly better than Lab.

It's also strictly better than Market. You can straight up get +1 Card, +1 Action, +2 Buys, and +, which is Market with an extra +Buy. (And similarly, the effects yielded by the first three options are Lab with a +Buy.)

Forget being strictly better than existing cards for the same price because of being able to choose between various effects, it lets you choose between various strictly-better-than- effects.

66
Variants and Fan Cards / Re: Card Fusions
« on: March 25, 2023, 01:24:50 am »
Bounty autopiles with cost reduction, "costing up to $2 less" fixes it

It also should probably set aside the gained card in the non-Treasure case instead of relying on being able to fish the gained card out of your discard pile next turn.

67

68


I have no idea how to make that $4 not so huge...if I add more text it shrinks to normal size, but with this text it just gets huge.  Pretend it's normal.

Anyway, Hoarder.  It's a workshop, and it can also be a terminal Gold.  Could be good in slogs or garden games etc.  Maybe it will only be used for an early spike and then never again.  Who knows.

Ending your sentences with periods would fix the big $4 issue.

69
Nitro+
cost $7 - Treasure - Looter - Victory
Choose one: +$3, +1 Buy; or Exile this.
---
If this is in Exile, worth 3vp when scoring.

I assume this is supposed to be Loot, not Looter. Looters give out Ruins.

70
Variants and Fan Cards / Re: Card Fusions
« on: March 05, 2023, 02:14:45 pm »
Strategem looks like a $3 to me.
I had a hard time figuring out how to value it when I made it; seems to be a more fair price, looking at it now.
I'd even argue that it's weaker than Scheme.
It's pretty much a sidegrade from Scheme: another reason to price it at .
It doesn't stack as easily, as a terminal action vs a cantrip -- you can flood your deck with Schemes, no problem. I think it maybe stacks more powerfully, though?
But maybe it really sucks enough that I could make it nonterminal and still price it at .

A key thing that makes it weaker than Scheme is that it can only Scheme a card every other turn rather than every turn.

71
Variants and Fan Cards / Re: Card Fusions
« on: March 04, 2023, 08:22:23 pm »
Strategem looks like a $3 to me.

I'd even argue that it's weaker than Scheme.

72


Travelling Fair, now coming in card format in a Theater near you.

(Yes you can React multiple times.)

Can I play Treasures before revealing this?

No, because then it would no longer be the start of your Buy phase.

73
Variants and Fan Cards / Re: Card Fusions
« on: February 23, 2023, 12:55:33 am »


Arsonist is basically a way better Apprentice for the same cost...

74


Quote
Open Plains - $4
Victory - Reaction
2VP
----
When you discard this other than during Clean-up, you may reveal it to gain 2 Horses.

Considering that Experiment costs and Gold costs , I don't think this needs to cost more than Tunnel.

75


A janky Silver trasher that has a couple interesting interactions. Get two Golds off the same Remodeled 2-cost, turn that Gold a Bandit trashed straight into a Province... at the very least, two of these will always work as a Remodel, but usually you can do something better.

It would probably be a good idea to limit the gaining to non-Victory cards so that you can't gain a whole ton of Provinces off of one trashed Gold/Thrift Store.

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