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Dominion General Discussion / Re: The Dominion Cards Lists 2017 Edition: $6+ cards
« on: January 18, 2018, 08:59:18 am »
I feel like Grand Market should be top 10, but seeing what's ahead of it on the list, I really can't argue.
Having gained IGG, it might be simpler to use it as a source of Copper to throw at your opponent, rather than hurling IGG at them followed by the Curse you receive as a result?
So as right now there are no effects that kick in as you spend money to pay for a card buy, it does not matter whether you will pay 1 coin then 1 potion then 2 coin then 3 coin and then 5 debt and then 4,5 and 6 coins - there is no order by which we must spend our money?
I will always go for hireling if it's in the kingdom. Its as sure as death and taxes.
Is there a reason you always go for Tax?
Well, when Tax is on the board, the starting taxes are pretty sure.
Double Witch is a powerful BM strategy because Witch is sufficiently powerful, Double Jack is a powerful BM strategy, because Jack is sufficiently powerful, and Double Margrave is a powerful BM strategy, for the same reason. I've heard around that Tactician is more powerful than any of those cards. And Tactician can meaningfully be played as your only terminal for the term. Therefore, Double Tactician is a powerful BM strategy.
Logic checks out. Also, all men are Aristotle.
And all f.dsers are Wandering Winder.
And if Wandering Winder is a man, Wandering Winder is Aristotle.
And if Wandering Winder is Aristotle, all f.dsers are Aristotle.
With all the new types of cards in Nocturne, I'm seeing some serious synergy with Courtier, specifically Werewolf.
Don't try to court a Werewolf. It will end badly.
If you're playing with newer players, I would say something as a courtesy the first couple time I trigger an interactive ability. Like the Lost City, the first couple I buy, if announce it and remind other players to draw a card, but I probably won't do that all game. Or if other people are telling me to draw extra cards when they buy Lost City, I'll say it all game. It kinda depends on the group you're playing with.
But there's no choice with Lost City. The other players must draw a card. There exist scenarios where this would be a bad thing for them.
This is different than say, Fool's Gold, which has an optional ability.
So i suppose cards like mining village and Pillage dont work when played from the trash?
Other collectable card games, both online and physical, regularly issue official bans and erratas. I've never understood why Dominion doesn't do the same, though I'm sure there is an explanation somewhere.
That's because Dominion isn't a collectible card game.
Well it's not a trading card game. But how is that relevant?
First, welcome to the site!
But anyway, you made it relevant by starting your post with a comparison about what "other collectible card games" do. That comparison doesn't work because Dominion isn't "another collectible card game". But as was said by others already, the primary reason that MTG bans cards from time to time is that tournaments and such become less interesting if all winning decks include many of the same cards. In Magic, a lot of the skill is finding the best possible deck, and then using that deck in every match. Dominion has a completely different skill involved, which is figuring out the best possible deck on the fly as part of the game itself, and which deck is the best one will always be different every game you play.
I feel 10 cards from my randomizer deck, then 1 more card per player. Then each player gets one veto, they can remove one of the first 10 cards for one of the extras I also dealt.An interesting idea. But wouldn't it be simpler just to deal out 10+N cards and let each player veto one of them, rather than having that notion of the "first ten" and the "extras"?
Sounds like a neat idea.
On pairing perks together... I guess you could either have several competing perks of comparable power so that players have to make a difficult choice between them. Or else you could have different perks that are valuable at different moments of the game.
Solar Eclipse - Last Stand is really powerful, so you basically get it every game, but when to get it is an interesting decision. It would be a more interesting decision if the competing perks were more powerful. Gilded Curse is not very good.
Constellation - I guess this is an example of competing powers, where you choose just one and stick with it. I don't really like Retry, because I don't really like thinking about the order in which I discard cards, especially since you might Retry more than once per turn. I think Dewdrops is way more powerful than the other perks anyway. It's like an infinite supply of optional smithies.
Equinox - These perks are neat but I'm not sure they present an interesting decision between them. If you're trashing, get Recycle. Then you get Well or Gentle Breeze depending on which engine components are hardest to come by.
Falling Star - I think Grow is much stronger than the others. Negate is weak, and particularly so when Grow can just trash your cursers. Clearance is neat though, and there will be some games where you have to decide when to switch.
As an action, discard a card, then gain a card costing up to $4.
Solar Eclipse $5
Place your Solar Eclipse token on the Solar Eclipse board to select a perk.
Solar Eclipse Board
1. Dewdrops: as an action, +2 Cards
2. Gilded Curse: Your curses are now Curse Treasure cards worth $2 (This works like inheritance, curses are still worth -1vp)
3. Last Stand: After the game ends, take one more turn.
Constellation $4
Place your Constellation token on the Constellation board to select a perk.
Constellation Board
1. Peer: At the start of your turn, look at the top card of your deck. Either discard it or put it back
2. Retry: as an action, put the top part of your discard pile into your hand
3. Guards Tower: When another player plays an attack, flip your Constellation token (it starts face up) when its face up, you are not affected by that attack.
Equinox $3
Place your Equinox token on the Equinox board to select a perk.
Equinox Board
1. Recycle: For each card you trash during your action phase, +$1 during your buy
2. Well: As an action, discard up to 3 cards from your hand. +1 card per card discarded.
3. Gentle Breeze: Once per turn, during your action phase, you may reveal and discard an action card for +1 Action
Falling Star $4
Place your Falling Star token on the Falling Star board to select a perk
Falling Star Board
1. Grow: As an action, trash a card from your hand and gain a card costing exactly $1 more than the trashed card
2. Woodworker: As an action, discard a card then gain a card costing up to $4
3. Clearance: At the start of your turns, +1 buy.