Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tristan

Filter to certain boards:

Pages: 1 ... 4 5 [6] 7 8 ... 28
126
The closest comparison is Ambassador as it is also a trasher-junker.

Ambassador pseudo-trashes faster than Incendiarist and hands back Curses. Incendiarist only advantage is that it might kickstart your economy quicker as you get a Spoils for a Copper (but you'd rather want the Coins immediately like e.g. via a Moneylender) and that it curses when it trashes Estates ... but as already mentioned, Ambassador can hand back Curses whereas Incendiarist trashes then without junking "back" (i.e. Ambassador defends well against its own junking whereas Incendiarist does not in the case of Curses). Its Ruins-junking will probably rarely happen.

So I am with LA on this, this card is definitely not a 5$.

127
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 23, 2016, 04:01:38 am »
Ehm, both Cartographer and Cantrip Scout improve your next draw / hand. You'd rather have the green in your hands than discard pile if there are discard for benefit cards and if there are alt-VP Cantrip Scout becomes obviously crazy.

I would virtually always open with Cantrip Scout. Hell, a potential double Lab for a mere 4? Sign me in.

128
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 23, 2016, 02:58:58 am »
Getting Scout to work could be as simple as giving it +1 Card.
That would make a weak card into a crazily overpowered card.
Eh, I'd doubt it. It'll look like a net lab often, but the cards drawn are still useless. Same problem as vagrant, although that one's a 2 cost. Although the similarity to vagrant means that that change isn't a very appealing one.

It'll actually be pretty similar to Apoth too, but again it's drawing estates most of the time instead of coppers.
So? You still gotta draw through your green stuff. ^^
A Lab for 4 is brilliant. A Double Lab (happens often enough, with cantrip Scouts you do not even have to trash your Estates) for 4 is cwazy. And deck-rearrangement is a cherry on top of all that very sweet cake.

When would you ever not open with a cantrip Scout? And if you play Intrigue only with all that Victory cards Scout would be even more kick-ass.

All of this is kinda like with Cellar. Cellar is OK at 2 whereas a cantrip Cellar would easily be a 4 or 5.

Scout isn't always a Lab even if you gave it +1 Card, in a lot of decks it would still be pretty mediocre if there's any decent Estate trashing.
You are right. In the beginning Cantrip Scout is quite likely to be a Double Lab. For 4. Taking about cwazy squared.

Cantrip Scout isn't just extremely overpowered in combination with Great Hall but with virtually any hybrid Victory card.

It might be too good for $4, but it's just a different Cartographer, rmost of the time.
The comparison with Cartographer seems obvious but Cantrip Scout is more of a conditional (Double-)Lab with deck rearrangement whereas Cartographer is a sifter with deck rearrangment.
I totally agree that Cartographer is better than Cantrip Scout at 5$ in the absence of alternative Victory cards and in the presence of junkers. But with Cantrip Scout costing 4$ it is a different ballgame.

129
Kinda strange to get offended. I did after all point out twice that I don't care much about cosmetic stuff like this, whether it's your typos or LA's lack of use of Dominion lingo. Some folks here are really so anal about it that they forget everything else. Like thinking about whether the card idea is good in the first place or not.

And this is where LA shines. He has cool idea, none of his card are already broken from the start, he tests his cards and updates them.

130
There are also quite some typos in your new cards. All I am saying is that it is hypocritical to accuse LA of imprecise wording when one's one texts are full of typos.
For instance?
If you are too lazy to go over your cards I cannot help you. Buy phase is not cpaitalized in Canal, +x Cards is virtually never capitalized, Garrison should say including and so on.

131
There are also quite some typos in your new cards. All I am saying is that it is hypocritical to accuse LA of imprecise wording when one's one texts are full of typos.
This is just trivial cosmetic stuff though.

132
Pot calling the kettle back. I just have to scroll up, stumble upon your first card and tata, three typos in Fortified Bridge.

Not that it matters. LA test and updates his cards. That's far more important than your abundance of typos or his lack of use of Dominion lingo.

133
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 07:00:50 pm »
Getting Scout to work could be as simple as giving it +1 Card.
That would make a weak card into a crazily overpowered card.
Eh, I'd doubt it. It'll look like a net lab often, but the cards drawn are still useless. Same problem as vagrant, although that one's a 2 cost. Although the similarity to vagrant means that that change isn't a very appealing one.

It'll actually be pretty similar to Apoth too, but again it's drawing estates most of the time instead of coppers.
So? You still gotta draw through your green stuff. ^^
A Lab for 4 is brilliant. A Double Lab (happens often enough, with cantrip Scouts you do not even have to trash your Estates) for 4 is cwazy. And deck-rearrangement is a cherry on top of all that very sweet cake.

When would you ever not open with a cantrip Scout? And if you play Intrigue only with all that Victory cards Scout would be even more kick-ass.

All of this is kinda like with Cellar. Cellar is OK at 2 whereas a cantrip Cellar would easily be a 4 or 5.

Scout isn't always a Lab even if you gave it +1 Card, in a lot of decks it would still be pretty mediocre if there's any decent Estate trashing.
You are right. In the beginning Cantrip Scout is quite likely to be a Double Lab. For 4. Taking about cwazy squared.

Cantrip Scout isn't just extremely overpowered in combination with Great Hall but with virtually any hybrid Victory card.

134
I think I said it somewhere else in this thread, but Fountain Gargoyle... "this turn and next". When this turn? When next turn?
Pretending to not get what perfectly unambiguous English means just because one prefers fan cards to feature Dominion lingo is quite pathetic.
I mean, gee, I don't complain that half of ThetaSigma12's cards feature typos or are dubiously changed cards from somebody else. If he is happy with what he does so be it. Same applies for LA. He might not use Dominion lingo but so what, at least he has cool ideas and tests and changes his cards.

135
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 06:09:46 am »
Getting Scout to work could be as simple as giving it +1 Card.
That would make a weak card into a crazily overpowered card.
Eh, I'd doubt it. It'll look like a net lab often, but the cards drawn are still useless. Same problem as vagrant, although that one's a 2 cost. Although the similarity to vagrant means that that change isn't a very appealing one.

It'll actually be pretty similar to Apoth too, but again it's drawing estates most of the time instead of coppers.
So? You still gotta draw through your green stuff. ^^
A Lab for 4 is brilliant. A Double Lab (happens often enough, with cantrip Scouts you do not even have to trash your Estates) for 4 is cwazy. And deck-rearrangement is a cherry on top of all that very sweet cake.

When would you ever not open with a cantrip Scout? And if you play Intrigue only with all that Victory cards Scout would be even more kick-ass.

All of this is kinda like with Cellar. Cellar is OK at 2 whereas a cantrip Cellar would easily be a 4 or 5.

136
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 05:42:30 am »
Getting Scout to work could be as simple as giving it +1 Card.
That would make a weak card into a crazily overpowered card.

137
Variants and Fan Cards / Re: And Intrigue-ish card
« on: September 21, 2016, 02:06:51 pm »
So I guess this required the extra rule that, if only Victory cards have been revealed, you gotta take the VP card with the lowest value in the case of unconditional VP cards and any card in the case of conditional Victory cards.

It would be better if players who revealed Victory cards were just exempt. "Each player who revealed a non-Victory card sets it aside; put one of those cards into each such player's discard pile."
Given that the card is explicitly designed to be political and mess with the score: nope.

138
Variants and Fan Cards / Re: Prince in the Form of an Event: Coronation
« on: September 21, 2016, 01:57:53 pm »
It would make Prince less risky. But it would also shut out Coronation ould of some games in which you never reach 12$. It might also make Prince weaker as the moment at which you reach 12$ might on average come later than the moment at which you play Prince.

You can always hit $12. $15 is the highest you can go with the worst possible circumstances. I mean, that doesn't take into account attacks but you know.
In a junking intense Kingdom you might not even hit 8 or even 6.

He was talking about possibility, not probability. There doesn't exist a Kingdom in which you can say "Coronation is unbuyable this game; it's never possible to hit $12". I mean, Dominate costs , and that's still always possible. But if you made a card or event that costs $16, it would be possible that in a given Kingdom, it is literally impossible to ever buy it.
So? My point still stands, namely that you reach 12 on average rarer and later than 8. This might very well make Coronation weaker than Prince in many situations.

139
Variants and Fan Cards / Re: Prince in the Form of an Event: Coronation
« on: September 21, 2016, 01:51:44 pm »
It would make Prince less risky. But it would also shut out Coronation ould of some games in which you never reach 12$. It might also make Prince weaker as the moment at which you reach 12$ might on average come later than the moment at which you play Prince.

You can always hit $12. $15 is the highest you can go with the worst possible circumstances. I mean, that doesn't take into account attacks but you know.
In a junking intense Kingdom you might not even hit 8 or even 6.

140
Variants and Fan Cards / Re: Fan Card Mock-Ups 2.0
« on: September 21, 2016, 09:10:41 am »
Expedition is a terminal Event, i.e. you need to spend a buy for it. Arsenal is a normal terminal card which you can play several times. You can hardly directly compare them.

+2 Cards is weaker than Moat so it is weaker than a 2$ (which doesn't really mean much). As Duration or Reserve card Aresenal could be slightly better in some circumstances but this hardly justifies a price increase to 3$. I cannot imagine buying Arsenal over Oracle in many Kingdoms.

141
Variants and Fan Cards / Re: Fan Card Mock-Ups 2.0
« on: September 21, 2016, 08:41:49 am »

Arsenal was by far my favorite, so it's fitting to be at the top of the list. I bumped the cost to because it seems too much better than Expedition at .
Huh? How can you directly compare an Event with a terminal Reserve card?
Arsenal was by the way fine at 2. The problem with Reserve terminal draw is that you virtually always wanna call them immediately so they are only very slightly better than duration terminal draws. And duration terminal draws are probably roughly equal in strength to ordinary terminal draw ... and +2 Cards is really not all that strong.

142
Variants and Fan Cards / Re: Prince in the Form of an Event: Coronation
« on: September 21, 2016, 04:12:12 am »
It would make Prince less risky. But it would also shut out Coronation ould of some games in which you never reach 12$. It might also make Prince weaker as the moment at which you reach 12$ might on average come later than the moment at which you play Prince.

143
Gold Rush is the most innovative idea here. In a Kingdom without extra buys and the cheapest card costing 2 or 3 the Event might never be bought but this is not a big issue.
About the other cards, there are some repeating themes like debtification, (half-)Villa as Event or discard for Province.

144
Variants and Fan Cards / Re: And Intrigue-ish card
« on: September 19, 2016, 04:10:21 pm »
So I guess this required the extra rule that, if only Victory cards have been revealed, you gotta take the VP card with the lowest value in the case of unconditional VP cards and any card in the case of conditional Victory cards.

145
Variants and Fan Cards / Re: New mechanic I've been thinking on
« on: September 19, 2016, 04:00:10 pm »
Just like with Landmarks playtesting is not that relevant as costs are absent so it is more of a "is this card fun and interesting" kind of thing. I also would have to come up with card names, art and so on and I am Dominion wise too busy to test my own cards.

146
Variants and Fan Cards / And Intrigue-ish card
« on: September 19, 2016, 04:38:03 am »
Illusionist
Types: Action-Attack
Cost:

Turn your Journey token over (it starts face up).
If it's face down, +2 Actions.
If it's face up, +1 Card and each player reveals the top card of his deck.
Pool them and put a non-Victory card of them into your hand.
Put the other cards into the discard piles of each other player; one card per player.

This is clearly inspired by cards like Masquerade and Swindler. As it is not strong early in the game Debt costs are IMO justified and I worried that in Kingdoms with gainers (the Coin cost I considered was 4) you might too easily get too many of them. I made it split up cantrips (+2 Actions, next time you play it +2 Cards; with the second card being the best selection out of the top cards of all decks) before I chose the Debt costs so the Journey token thingy might be unnecessary and overcomplicate the card.
One rule issue arises when a player has his entire deck in his hand. This probably only happens in a few Chapel games so I don't worry about it and if it happens one of the players will simply not get a card. Of course the card is explicitly political (while you cannot get Victory cards you can shift Victory cards to the weakest player) which is not an issue for me as my gaming group doesn't mind political games (they have more of an issue with run-away leader games which are no perceived as fun and which are amended by such political cards) so if you dislike political Dominion cards this is obviously not for you.

147
Variants and Fan Cards / Re: New mechanic I've been thinking on
« on: September 18, 2016, 06:17:14 pm »
I play with such classical events but yours are so much better, not at least due the discard thingy that makes them stay in play for a non-fixed period.

148
Variants and Fan Cards / Re: Dragon
« on: September 16, 2016, 04:47:40 am »
There's still a problem with the Valyria Landmark. It requires you to "play all treasures" and gives for the most . That's fine for Basic Treasures, but it can create some weird issues with Venture. In addition, how do you handle Potion and cards like Diadem that depend on your Action phase?
At the end of the game you are not in any phase (no idea about whether you are technically at the end of the Clean-up phase of the last player; this is simply how I would FAQ this card) and you have no actions and no buys. You also have no deck/hand anymore.
So Diadem is worth 2 and Venture is worth 1.

149
Variants and Fan Cards / Re: Dragon
« on: September 15, 2016, 04:29:42 am »
I think you could simplify the concept in an elegant way by just counting the number of treasures (or cards) on your dragon mat. It's probably not very common that it would result in a different outcome anyway (people will be likely to have more Coppers than anything on their mat).
I thought about that but it would create an asymmetry between the Event and the Landmark.
The question you should ask yourself is whether you should kill a dragon to spend the money or keep the money to compete for the 4VPs. If the two values are different that becomes messy or trivial. If you had e.g. 3 Gold on your mat you certainly wouldn't keep them for Valyria if the Landmark only counted the number of Treasures.

I don't think that it is worthwhile to simplify this to "number of Treasure cards" just to deal with rare cases of Treasures that tell you to play or gain something. My rule, for the FAQs of the card, would be that as the game is over you cannot draw or gain anything.

150
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 15, 2016, 04:05:11 am »
It also makes sense to compare the relative impact each card has on the situation you are considering if you are assuming they are both present. In the case of a board where a engine enabled by Herald is present, you could replace Ironmonger with Pearl Diver and build essentially the same deck. It is true you want to open with Ironmongers over Herald in this case, but that fact does not support the conclusion that Ironmonger is a better card, or more important in this scenario.
Why would I want to buy Pearl Diver, a card that does virtually nothing? Until my deck has a decent enough Action density (something that is easier achieved if there are trashers or gainers present) Ironmonger is a great card. In the beginning it is better than Peddler or Lab!
Now once the Action card density is high enough I do of course not want Ironmongers to be my village but Heralds to be my (slighty inferior) Lost City.
In quick games that tipping point might come very late in the game.

Pages: 1 ... 4 5 [6] 7 8 ... 28

Page created in 0.24 seconds with 18 queries.