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Messages - grrgrrgrr

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176
Variants and Fan Cards / Re: Card updating contest
« on: September 18, 2020, 10:04:24 am »
24 h left. (not sure if this is worth continuing)

177
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2020, 10:31:28 am »
Not entirely sure if this is allowed, but here is mu idea.


178
Variants and Fan Cards / Re: Card updating contest
« on: September 05, 2020, 01:02:00 pm »
My entries: (mine will be later)

I may have added the option to come with multiple ideas. This doesn't mean, however, that you have to. If you have no good ideas for Mine, I'd prefer it if you skip the card (it ain't gonna boost your chances for winning the contest).

179
Variants and Fan Cards / Re: Card updating contest
« on: September 05, 2020, 09:16:19 am »
That's fine. The contest is actually a mixture of three contests anyway.

180
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: September 05, 2020, 06:52:28 am »
It would also be nice if there was a button that generates an URL of the generator with the changes you've made being preserved. This would be very useful for the Card Updating Contest that has began recently.

181
Variants and Fan Cards / Re: Card updating contest
« on: September 05, 2020, 06:06:28 am »
Congratulations to grrgrrgrr and thanks to LordBaphomet for your work.

I have a question to your card:

This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.



Could you explain how the first line "Name any amount of card types" works? I understand it literally in that you could name any existing (and even non-existing) card types. If true that would be quite time consuming and would always guarantee a 100% hit; though probably I misunderstood that card somehow.

You can indeed name a lot of different cards. I disagree that it is a 100% guarantueed hit, as it only looks at the top 2 cards. If you name "Action" and "Treasure", then the attack will be literally a weaker Rabble attack. But if you want to play a Bandit or a Pirate Ship after this attack, it can be better to not say "Treasure" (and maybe add "Victory Card" into the mix).

Okay, thank you. What happens when I name the type "Attack"?
Then it looks at the top 2 cards, discards all Attack cards, and topdecks all non-Attack cards.

182
Variants and Fan Cards / Re: Card updating contest
« on: September 05, 2020, 05:46:10 am »
Congratulations to grrgrrgrr and thanks to LordBaphomet for your work.

I have a question to your card:

This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.



Could you explain how the first line "Name any amount of card types" works? I understand it literally in that you could name any existing (and even non-existing) card types. If true that would be quite time consuming and would always guarantee a 100% hit; though probably I misunderstood that card somehow.

You can indeed name a lot of different cards. I disagree that it is a 100% guarantueed hit, as it only looks at the top 2 cards. If you name "Action" and "Treasure", then the attack will be literally a weaker Rabble attack. But if you want to play a Bandit or a Pirate Ship after this attack, it can be better to not say "Treasure" (and maybe add "Victory Card" into the mix).

183
Variants and Fan Cards / Re: Card updating contest
« on: September 05, 2020, 03:53:31 am »
Sick! So I suppose it's my job to judge the next contest. Anyway, next contest will be

Card Updating Contest 2

Make a new version of one (or more) of the following cards:
Explorer
Mine
Royal Seal

I hope you don't mind that I have not put parentheses here. Just use your own interpretation of what those cards should be.

Judging will be in about two weeks.

EDIT: Here are the templates

I have made an Excel file that makes generating those links easier: https://www.dropbox.com/s/5gi45a3vcep6dmb/Dominion%20template%20creator.xls?dl=0

EDIT2: Slightly modified the Royal Seal URL and Explorer URL.

EDIT3: You may edit multiple cards.

184
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 05, 2020, 03:39:27 am »


Quote
Workhouse - $3
Action - Looter
+1 Buy
+ $2
You may play an Action card from your hand. Trash it and +1 Action.
-
When you gain this, gain 2 Ruins. Shuffle them and all Copper you have in play into your deck.

So, a name change and a slight change to the top and bottom half. You no longer get a card for playing an Action off of this. You get an extra Ruins on-gain which will benefit Workhouse, but it makes the turns following your first purchase of this worse and delays the first shuffle. I am not sure if the additional Ruins is a buff or a nerf and am willing to go back to just 1 Ruins if it seems too good now. I still think it is a reasonable alternative to Woodcutter instead of a strictly better Woodcutter. Feedback is welcome.

In terms of the action side of this, it’s a woodcutter or it’s a woodcutter, +2 actions and trash one? I think that needs a change. Maybe it could be more like death cart but +2 actions and either trash the next action card you play or itself?

Do you think it is too strong, or too weak? An earlier version had you draw a card if you play and trash a card off it so it could chain multiple actions off of it.



Would this be along the lines of what you are suggesting?

I like the original a lot better and I disagree with Marpharos.

The only gripe with this I have is card that the on-gain effect is too harsh, as you really don't wanna feed Actions to this thing too often. I'd say that "gain 2 ruins" is more than sufficient, although that would disallow it from entering the contest.

185
Variants and Fan Cards / Re: Cache change
« on: September 02, 2020, 03:34:49 pm »
I suggested this change, but other rightfully pointed out that this would be too good. Cache+4 Coppers would yield a Province, so this would encourage really boring strategies.

Another change could be the on-gain part:

"When you gain this, +2 Coffers and gain 2 Coppers"

186
Variants and Fan Cards / Re: Card updating contest
« on: August 29, 2020, 12:54:07 pm »
This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.


187
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2020, 08:02:36 am »
Contest 85 - Results
Lots of interesting ideas, so judging was very hard.

Paperwork (bureaucrat) by X-tra
This definitely provides a neat interaction with Bureaucrat, as it is a guarantueed extra $4 when those two cards collide. Problem is that it is very common to just buy a Silver. In those instances, this Heirloom will occasionally provide a massive tempo boost that is out of the player's hands. In other words, the swinginess is too great in those instances.
Also, 2 VP is kinda odd, and so is the $5 price tag. I'm not too keen on the anti-synergy with opposing Bureaucrats either.

Studies (scholar) by Something_Smart
This Heirloom is nice when it collides with Scholar, as that allows you to play the Treasures rather than discarding those. Otherwise it will be fairly useless; it doesn't prevent you from drawing actions dead. Therefore, a mild synergy. This Heirloom on the other hand has extremely potent synergies with Tactician, Cursed Village and Minion; all the sudden these cards "combo" with Scholar.

I think that this is great design. You chose a card that definitely can use a boost, but doesn't get too much of a boost by the heirloom. Meanwhile, greater synergies exist with other cards.  Finalist

Shilling (Counting House) by mail-mi
This Heirloom is a nice attampt to make Counting House less niche: it enables the money CH provides to grow, and it provides a much needed +Buy. Meanwhile, it also slows down all strategies that despise Copper (except Donate). And still, Counting House will remain hard to use.

I think this is pretty cool overall. It definitely alters CH quite significantly, so playtesting is required to judge how well balanced it truely is.

Bale (Harvest) by LordBaphomet
That's a very unusual color scheme you have for the Heirloom. The bottom-of-the-line part is also a clever way of merging a Night effect and a Tunnel-type activation. And it fits well with Harvest.
I'm not very excited about the top part, though. The penalty for having 4 of a kind is extremely mild, to the point no strategy is going to care about it at all. Compare with Orchard, which rewards having 3 identical cards with a staggering 4 points. You should probably make the card give no points at all when there is at least one non-Victory card you have at least 4 copies (excluding Coppers and Curses)

Loot Chest (Pillage) by pubby
This is a fairly nice way of making the effect of Pillage last longer. Problem is: this effect is pretty easily neutered by opposing Pillages. On top of that Spoils are very narrowly used, which means that the vast majority of the cases, this Heirloom is essentially a Copper. It is definitely going to be quite potent in Bandit Camp driven engines, though.

Tithe (Bishop) by D782802859
This card looks like a nice synergy with Bishop. It makes Bishop more attractive early-game, as it generates 3 VP from trashing Tithe, and the Gold gaining makes it easier to get a potential Golden Deck going.
The fear I have with this card is that it trivializes the trashing portion of Dominion. Normally, you have to make sure that your economy remains healthy. Now you can go completely carefree, and have a good buying turn when you hit that gold. I think it makes games with heavy trashing more boring.

Sextant (Navigator) by chronostrike
This Heirloom will have the same problems as Harbinger has: it only does something when you hit it at the end of the shuffle. With Navigator, this is even more problematic, as it will trigger a reshuffle when you have 4 or fewer cards in your deck. It can be quite good with Vault or Wandering Minstel, but even then, it's probably not THAT exciting. Also, it should be a Reaction.

Scroll (Sage) by LibraryAdventurer
Another Heirloom that synergises with sifters. This one is probably the most potent of the bunch, as getting $2 extra out of your extra card is huge! With Sage itself, this boon can lead to some early game swinginess: will the sage just find the other card of your deck, or also provide $2 in the process? I think that is a rather ugly effect, something I'd rather not see on every Sage game.

Bonsai (Hermit) by schadd
This heirloom's synergy with Hermit is spot-on, as it mores those turns you don't wanna buy anything to get Madmen more useful. Plus, it can power up those madmen. I like this interaction. I do think it's a little on the weak side, but it gives underspending some extra merit, which is a nice touch for any game. Finalist

Ritual Sword (Cultist) by faust
This is a very interesting Heirloom, but I'm not sure if pairing it up with such a strong and centralizing card is a good idea. On one hand, it is a decent way of trimming your deck from Ruins, as you spend an Action to trash a Ruins for $3; similar to playing a Moneylender. However, spending terminal space on this kind of trashing will remain hard to justify on single terminal boards. This simultaneously buffs Cultist as well, it gives your Cultist some very sick endgame potential, utilizing its on-trash effect. Overall, it warps the effectiveness of Cultist quite a bit, not sure in what direction. Mmmm.

Tricorn (Explorer) by Aquila
Explorer definitely needs a buff, especially with Falconer and Sculpter existing. However, this sounds like quite an unreliable way of buffing Explorer. It is definitely interesting for engines that rely on terminal virtual money as payload. However, Explorer is of no use in these situations.

Minecart Coaster (Mine) by majiponi
This card definitely helps Mine bolster its role as a Gold gainer, as the card itself can be upgraded into a Gold, and there is an extra $3-costing target. That said, it also slows down Mine even further, as trashing this card with it actively thickens your deck. And other trashers will find this card OK but nothing more (except Catapult, that thing is going to be quite savage with it). Overall, decent idea but kinda boring.

Pink Himalayan Rock Salt (Mine) by JimJammer
The PHRS on-play effect looks like an attempt to make Mine actually trim your deck. However, it seems very worthless in comparison to the on-trash effect. Given that colliding your Mine with PHRS isn't overly likely to happen, you really wanna get the most out of it when it does happen, which renders the on-play effect pointless. (I keep mentioning "Mine", but it applies to all trashers really).
On top of that, the on-trash effect seems overkill to me. Especially with stronger trashers like Recruiter or Junk Dealer, this is just too much.

Booty (Pirate ship) by spineflu
It is definitely a way to make those ships hit good money quite reliably, since you can increase the income by $1 every single shuffle. And Pirate Ships probably don't have to rob anything by themselves. I'm afraid that this is too much of a buff. It also doesn't help that this Heirloom has no effect whatsoever on other cards, and that a Pirate Ship play has the offchance to kill this Heirloom.

Ledger (Counting House) by Titandrake
This Heirloom is certainly interesting. It is a bit like a one-per-game version Banquet. In those rare instances where Copper is your friend, you'd likely wanna pop it fast. In other instances, it will be probably used to give one of your final turns some extra leverage. Although it is nowhere near enough to make Counting House viable, it is still quite an improvement to the card. Finalist

Well (Courtyard) by grep
This Heirloom is definitely going to impact the viability of Courtyard big time early game. This Heirloom will definitely stand out on its own, also mucking opening theory. Given that Courtyard is already very decent, I'd have preferred it if you chose a more underpowered card, like Bureaucrat. I mean, seeing Courtyard becoming a Smithy early game is cool and all, but not something I'd like to see every game that features Courtyard.

Also, nice strategy for taking the picture, just zooming in on the heirloomee (same for next nomination).

Rack (Tormentor) by NoMoreFun
Not sure if a Heirloom like Rack is a good idea to begin with, as this Heirloom in itself is going to accumulate a decent chunk of villagers early on. And if you do want to include a Heirloom like this, it is probably best used on an underpowered card that absolutely hates to collide in Shuffle 2 (like Bard or Nomad Camp). The synergy with Tormentor is definitely nice, but I think it is better if Tormentor "on average" is a card that gives a few Imps early on and then has to switch to his Hexing duties.

Cursed Mask (Masquerade) by Xen3k
This is a pretty interesting touch on the Masquerade, putting emphasis on the "Potato" aspect of the card. Problem is, Masquerade is already one of the best cards, and the presence of this card puts Masquerade at an even more favorable position among the trashers. Other trashers probably loathe this card immensely, whereas Masquerade has great use for it. Masquerade can try to stuff the opponent with it, or strategically pop it up to give the deck some extra juice to fend off opposing Masquerades (when the deck can handle it).
It should have an extra color. Whether it's green or purple is still conjecture to this day.

Offering (Temple) by Fragasnap
I think both effects are interesting, but they shouldn't be there simultaneously. The upper line part does a nice job at improving the value of Temple as a purchase and could be the tempo boost it needed. It is also interesting for luring the opponent into wasting their turn buying a "stupid" Temple. This makes Temple even more of a noobtrap than it already is.
The lower line part is probably a little too explosive in Goons or Groundskeeper games. Timing the popup will be tricky - you want to do it as late as possible, but before your deck stalls or the game ends. Mistiming will be extremely detrimental for your chances of winning the game, maybe a little too much. The game could boil down to whoever piles first wins, leaving any potential lead irrelevant.
Overall, nice idea, but the trashing effect is probably too centralizing.

Scrap Metal (Junk Dealer) by Fly-Eagles-Fly
This is a cute way of making Junk Dealer relevant after trashing. However, you still don't want to use your Junk Dealer when Scrap Metal isn't in your hand which can be rather frustrating. In general, your deck performance will be probably worse with usable JD+Scrap Metal than with unusable JD. If you want a card that is immune to being trashed, just include Fortress in your kingdom.

Pearl (Pearl Diver) by xyz123
Pearl Diver, unlikely to be more than a Page with growth failure, now gets an Heirloom that is even more unlikely to be more than a Copper. How cute. It is thematically very spot on, and it has nice interactions with Courtyards and opposing Ghost Ships, but it is too unimpactful overall.

Canary (Mine) by Marpharos
This looks pretty nice and has the potential of giving Mine the much needed tempo boost, as turning two coppers into a Silver and a Gold is very powerful. Even better is that for most of the already-powerful trashers, this isn't much more than trashing a second card. It still needs playtesting to judge how swingy this is, as being able to trash this in Shuffle 2 is much better than trashing this in later shuffles. Fun fact: when you replay the Mine with Canary's effect, you can't do it on the Treasure that Mine gained for you. This is because replaying the Mine happens between the trashing and the gaining.

About generating infinite loops, this is a legitimate concern, as all it takes is drawing Treasurer+Watchtower, while having a Canary in your hand or in the trash. That said, it is pointless to spit too many hairs on this, as there are countless of methods of fixing this when this card would go into production (like starting with "when you trash this, and haven't already this turn,..."). Finalist

Bronze (Monument) by gambit05
This does an awful lot early game, as losing a Copper and having an extra Villager prior to T3 is pretty sick. The fact that it only leaves you with $6 to spend in the opening makes up for it (unless you don't use Bronze... you gotta have a very good reason for that). What it also makes interesting is that the Villager supply it provides depletes at some point, which means that Monument can still be hard to justify when the terminal space is tight. Definitely needs playtesting to verify if the early game acceleration is too much, but very solid entry overall. Finalist

Penny (Highway) be Segura
The fact that it doesn't provide $1 will make the early game very stiff, and makes it inferior to Pouch in effect and design. On top of that, Highway synergises better with +Buy than any other card in the entire game, so giving it a +Buy Heirloom is kinda strange as well. On the flipside, Highway is nothing but a glorified Peddler, so always having single-use +Buy with it isn't completely unreasonable. That said, I think that other cards that need +Buy to function (Delay especially) would've been better choices.

Moonstone (Bureaucrat) by silverspawn
An heirloom that turns Silvers into Golds is probably too much of a boon for Big Money strategies, leading to boring games. And I'm not sure how badly it elevates Seer. The decision to put it with Bureaucrat is quite sound, but I don't think I want to play with his heirloom at all.

Equerry (Knights) by alion8me
Cool and creative way of nerfing the knights. The effect itself is quite neat, as it enables those with a 4/3 opening to get their hands on their first knight faster. It's otherwise not an effect you can really build around, or means night and day like Pouch, but it is still a cool way of making Knight games more peaceful.

Lucky Ticket (Fairgrounds) by lombeluiten
Having to show 3 distincts is quite a tall order. In typical Dominion games, having 3 distinct victory cards just doesn't happin 'till the endgame. And even if you do, trying to draw them together can be extremely painful. Prizes are also not really the best mechanic of Dominion. So, not a fan, sorry.

Foal (Stables) by Archetype
The community has spoken: this is just plain ridiculous. Stables is already a good drawing machine, and letting it effectively draw 5 cards by discarding a Foal is just crazy. The Horse gaining also ensures that drawing a Stables without treasures is less likely. It also doesn't help that this isn't nearly as great with terminal discarders like Vault or Embassy. It is also fairly wordy for an Heirloom.

This leaves us with the following top 5.
5. Bonsai (Hermit) by schadd
4. Ledger (Counting House) by Titandrake
3. Canary (Mine) by Marpharos
2. Bronze (Monument) by gambit05
1. Studies (scholar) by Something_Smart

Congrats, Something_Smart, for winning this contest and good luck with judging the next one.

188
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2020, 05:50:43 pm »
Judging will be done within 12 hours. Sorry for the delay.

189
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 04:25:17 pm »
24 hours left!!!!

Also, I have a couple of questions:



Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)
The heirloom itself is worth 1 VP less, not the cards. What do you mean final version in the original post?
Also, that is not the final version. The final version says 4 or more, instead of at least 4.

I think they're asking, if I had a deck of 4 Scouts and one Bale, would the Bale be worth 3 VP or 0 VP?

Yes. Thank you.

190
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 01:09:39 pm »
24 hours left!!!!

Also, I have a couple of questions:

 

Quote
Ritual Sword - $2
Treasure/Heirloom

+$1
Trash an Action you have in play. If you did, +$2.

Are you forced to trash an action you have in play? Or can it also function like an ordinary copper?

Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)

191
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2020, 02:10:49 pm »
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!!!!!!!!!!!!!!!!!!!

Anyway, next contest will we:

Contest nr 85: Maybe this will help

Design a Heirloom that is used on an official card.
Some clarifications:
* The official card can be a card that already has an Heirloom. Then you may either choose to get rid of that Heirloom, or to add a second one.
* With an exception of above, you cannot alter the official card in any way.
* You may create multiple Heirlooms for one card. However, you cannot create an Heirloom for multiple cards.
* The official card can also be a Landscape. Even a Way.
* Removed cards can also be used.

Example (very bad one):

Quote
Scout's bane (used on: Scout) (Treasure - Reaction - Duration, $0)
$1
-
When you reveal this using the word "reveal", gain a Curse.

With this, the Scout gets the words "Heirloom: Scout's bane" in its text. Scout's bane will replace one of your starting Coppers; and Scout finally gets the nerf it needs  ;D.

192
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 17, 2020, 03:51:01 pm »
Bankrupt Smithy
cost $5 - Action
+2 Coffers
Remove any number of tokens from your Coffers, and draw that many.

I'd honestly add "+1 Card" as a vanilla bonus, so that it acts like a proper Smithy when you spend the Coffers immediately. Right now, it's kinda week for a $5 cost, whereas +2 Coffers would make it iffy for a $4 cost.

193
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 16, 2020, 04:59:41 am »


Could be a $4, I don't know.

I think the price is right. It is very powerful with good draw and little to no good Estate trashing.

194
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2020, 03:57:41 pm »

195
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2020, 04:56:27 pm »
An odd idea I first posted on the Discord in the "Variant" subcategory. Coincidentally, it fits like a glove within the rules of this week's contest, so hey, why not!

   

  • Those blue spheres are not tokens, they are a vanishing-per-turn resource, just like Treasures are.
  • The 3 Shop Kingdoms do count toward a 3-piles ending, just like a Young Witch's Bane pile does.
  • There are no cost restriction on what can be on the shop mat. All 3 of them could thus be cards. Or King's Court might be on there. Anything goes!

Adding a new resource in this way seems really sketchy, why not use a wording like "You may spend $ to buy cards from the shop mat costing up to 3$ per Speciality Shop you have in play. If you do: +1$ per $ you spent"? It is still very similar, gameplay-wise, but much less messy.

You can simplify this as follows:

Quote
Specialty shop
This stays in play
-
Setup: Add 3 unused kingdom piles onto the Shop mat, each costing up to $9.

Quote
Shop
At the start of your Buy phase, you may gain a card from here that costs up to $3 per Specialty Shop you have in play.

196
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 18, 2020, 06:03:31 am »

197
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 12, 2020, 05:27:11 pm »

198
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 05, 2020, 05:08:51 am »

199
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2020, 04:05:48 pm »
I updated my submission, based on the feedback.



EDIT: Too late lol.

200
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 21, 2020, 03:43:19 am »


Quote
Way of the Blue Jay

Follow this card's instructions. Gain and play a Trinket.

edit: Changed card.

I'd honestly make it a project, especially considering this is quite busted with stuff like Market Square or Worker's Village.

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