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Messages - grrgrrgrr

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276
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 01, 2019, 05:59:56 am »
I hope Ruins gaining counts.

Junkyard
Action - Looter - $4
+1 Card
+1 Action

You may gain a Ruins to your hand.
Discard any number of cards. +2 Cards per action card discarded, +1 Card per other card discarded.
You may trash this

When you trash this, +2 Cards

Sounds broken af. Imagine a hand full of actions. I discard my entire hand for a whopping 10 cards. Then I can easily redraw my actions again.

277
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 03:44:23 pm »


Treasure Map that gains an engine piece rather than Gold, to kinda try and bring the experience into the engine meta. Handsize increase won't be so good for connecting the Volumes up so going for it won't always be a strong move. It should be worthwhile often enough though. +Action on Volumes lets you remove them if they didn't connect up in good time, but hoarding them until they connect becomes a possibility. And draw to 6 may be too tame compared to 4 Golds.

Edit: Encyclopedia gained to hand and made optional (in case you just use Volumes to decrease handsize)

You could consider the following buff to Volume:

Quote
Volume (Action, $4)
+2 Actions
You may return this and a Volume to the supply. If you did, gain an Encyclopedia from its pile to your hand.

Encyclopedia needs non-drawing villages to be worthwile, so why not let Volume be a helping hand?

278
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 02:45:07 pm »


I'm not sure how much this improves your deck... having Copper instead of Estate in your hand is slightly better; but you'd still really rather trash that Copper. And if trashing is available; I don't think you'd take the time with this to avoid losing the Estate points.

Then again if trashing isn't available; turning an Estate into a Copper is kind of like gaining a Peddler.

I wonder if it would be better and still balanced if the Copper were gained to your hand?

I considered this, but I think that that'd make the card way too strong. Imagine this:
T1: I open 4/3. Buy Traveling Agency for $4
T2: I get rid of my first estate and hit $4
T3: I draw CCCCE. Bye bye second estate and hit $5
T4: I draw CCCCE. Ok, my estates are gone, and I hit $5 again.

This project isn't that great at getting rid of estates, but it can remove cards simply by drawing them. Staples likes that. Pooka likes that. And remember that sending to the island mat =/= trashing. It can effectively make a singular province produce $1, AND make it trashable.

279
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 01:26:28 pm »

280
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2019, 04:29:44 pm »
I changed the effect of Phantom Village. Thanks for the input!

281
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2019, 04:10:23 am »

Quote
Phantom Village
+1 Card
+5 Actions
The player on your left names an Action. For the rest of this turn, when you play a copy of the named card, discard a card.

EDIT: changed from discarding 2 cards to discarding 1 card.

282
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 05:09:19 pm »
My nom for this week.



Quote
Rat King (Action, $5)
+1 Card
+1 Action
Trash any amount of Rats from your hand. If you have trashed 3 or more Rats this way, gain a Prize (from the Prize pile) or a Duchy, onto your deck
-
When you gain this, +2 Rats
-
Setup: If there is no Rats pile in the supply, add one.

The Rats king wants to become stronger, sacrificing his folk to the gods. If he sacrifices enough, he grants you a delicious Prize.

Quote
Frog (Treasure - Duration - Prize)
$1
If you have played another Prize this turn, you may set aside this and a non-Duration Action costing up to $4. If you do, at the start of each of your turns, play the set-aside Action, leaving it there.

This is a Prince once it kisses a Princess. I know that involving a Harem is kinda not-done Dominion card design, but it fits so well flavor wise.

UPDATE: I redid the frog, as it is obviously silly to restrict it to Princess. Also toned down to $1, as Prince can be quite strong.

283
Death Cart+Necromancer: My opponent trashed his Death Cart after I bought two Necromancers. I changed my plan: buy Province whenever I have Necromancer in my hand. Clean victory.

Fool's Gold+Storyteller: Probable the second best Fool's Gold synergy. Use Fool's Gold as your source of draw and at the buy phase, your remaining Fool's Golds immediately produce $4.

Doctor+Sewers: This makes Doctor an absolutely phenomenal trasher, to the point you have to be careful to not run out of economy. It is especially funny when your opponent uses a Curser, just to enable you to trash an extra card from your hand.

Alms+Rats+Vineyard+Militia: Always wondered if it is possible for Rats to be viable without an additional trasher? Here you are! Get rats and a couple of Potions. Play Rats whenever there is something to trash. Then, when you draw Potion, grab Vineyard and otherwise grab a Militia. Militia slows your opponent down if he tries a conventional strategy.

284
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2019, 01:12:19 pm »
My submission for this week:

Quote
Mine Worker ($5, Action-Duration-Reaction)

Now and at the start of your next turn: you may trash a Victory Card from your hand, to gain a card costing up to $3 more than it. If you don't, 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 from your hand. If you do, the duration will stay in play and effect will occur the start of your next turn as opposed to this turn.
-
In games using this, when you start a turn with 3 or more Durations in play, you may gain a Duchy or 3 Estates.


This card is similar to Governor in that it does many things and has a strong self-synergy. It has the following functionalities:
* Remodeling: Used to turn your Estates into Mineworkers (or other $5 costs). Or to turn your Duchies into Provinces.
* Reaction: Keeps the Mineworkers in play so you can trigger the "in games using this" effect. This reaction motivated me to design this card.
* Cycling: Used if you fail to have a Mineworker in your hand. Also a consolidation price if you have no Victory cards in hand when playing the card.

285
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 01, 2019, 03:01:39 pm »
Developing Village
Types: Action
Cost: $2+
+1 Action. Reveal the top card of your deck. You may trash it and gain a differently named card with the same cost to your hand. If you do, +1 Action; if you don't +1 Card.
When you buy this, you may overpay for it. For each $1 overpaid, +1 Villager
This doesn't need to reveal the card. You can just look at it.
While it shapes itself somewhat like a splitter, I think Developing Village is really hiding an immensely frustrating Estate trasher, largely because it costs $2+. I'd recommend a cost of $3+ instead just to avoid the ability to turn Estates into Developing Villages. I think I disagree that it doesn't need the overpay. There will be a fair number of boards where triggering the +Actions in this will be difficult. The overpay benefit might even need to be larger for an increased cost.
Exchanging the card instead of trashing it would be fine, but don't forget to specify that you exchange for a card in the Supply, because exchange does not imply that (existing Exchanges being the Travellers and Changeling with exchanges for a specific card).

Yes, I can change "reveal" to "look at".

Can you explain what you mean by a "splitter"? I've not heard that term before.

And why is do you suggest turning off the ability to turn estates into DVs? I had thought of that as advantage, in particular on boards with no other $2s.

It is a very luck based advantage, considering this card does absolutely nothing when you hit Copper (unlike Necro). I honestly think you should pair it with a Goat, because hitting an Estate here is very similar to hitting the Flame Gift with Pixie. Goat also makes turning Coppers into Curses when the +Action is needed less unappealing.
(It would add an Heirloom on top of Overpaying and Villagers though; do you want that?)

As far as wording goes, I would say something like: "Put the top card of your deck into your hand" so you can remove the "if you don't..." part.

286
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2019, 02:17:37 pm »
Theatre
Types: Action
Cost: $4
+1 Action. Play the card on the Theatre mat
Setup: Put a $2 costing Action that gives +1 Action unconditionally onto the Theatre mat.
A comprehensive list of the 15 existing cards that Theatre could play: Cellar, Lurker, Haven, Lighthouse, Pearl Diver, Hamlet, Vagrant, Candlestick Maker, Page, Ratcatcher, Raze, Patrician, Settlers, Pixie, and Border Guard.
I assume from the wording that you mean for Theatre to "Play the card on the Threatre mat, leaving it there." a la Necromancer. Under that assumption, Page, Ratcatcher, and Pixie (20%) make Theatre into an expensive Village with no further effect (except churning the Boons, I guess). Lighthouse and Haven being Durations will leave no cards out so that there will be untrackable Duration effects. The most powerful options I don't think are too unreasonable except for Lurker which sounds really unfun to deal with.

I changed the wording to adress compatibility issues with Durations and Reserves. Thanks for pointing it out.


Quote
Theatre (Action, $4)
This card has the same types and abilities as the card on the Theatre mat, but gives an additional +1 Action when played.
---
Setup: Put a $2 costing Action that gives +1 Action unconditionally onto the tavern mat.

I don't think it will be overpowered with Lurker, as it is a $4 Necropolis if it doesn't align (an $4 Lurkers are harder to amass). It can certainly be annoying though.

287
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2019, 01:24:39 pm »
This one can be phrased a LOT more easily. Do something like this:

Quote
Bookkeeper
Night/Duration, $5
The first time you play a card next turn, if it is an...
...Action: +1 Card, +2 Actions
...Treasure: +1 Buy, +2$
---
This is gained to your hand (instead of discard pile)

The card itself looks like a fairly decent Ghost Town upgrade. Sounds a bit weak for a $5 cost though.

1. That doesn't function the same. Read my note.
2. Like I said, it's been playtested, and it's been worth in every game with it so far.

I would not make it more convoluted to cover cases where you forego playing Actions AND treasures during a turn (which basically doesn't occur untill the end). But hey, it's your submission. (and I can certainly believe this being worth $5)

288
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2019, 04:23:57 am »
That's obviously not the intention so the card could come with a FAQ that says, as there is no space on the card:
"In games using this, Ruins are in the Supply."

Another way would be counteraction instead of amplification, i.e. make Actions the trigger for trashing (and don't do anything with the Reaction trigger at all or something else).

If measures like this are necessary, you should just not involve Ruins on this one. In fact, just make it not having any special interaction with Attacks and Reactions. It makes the card unnecessarily convoluted for something that occurs sparsely.

289
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2019, 03:40:16 am »


A mildly playtested card from a fan expansion I'm working on.

Note: If you don't play any non-Night cards during your next turn, Bookkeeper stays in play. Bookkeeper will be discarded during the Cleanup phase of the turn in which you play a non-Night card.

This one can be phrased a LOT more easily. Do something like this:

Quote
Bookkeeper
Night/Duration, $5
The first time you play a card next turn, if it is an...
...Action: +1 Card, +2 Actions
...Treasure: +1 Buy, +2$
---
This is gained to your hand (instead of discard pile)

The card itself looks like a fairly decent Ghost Town upgrade. Sounds a bit weak for a $5 cost though.

290
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 27, 2019, 03:41:54 pm »

Quote
Theatre (Action, $4)
This card has the same types and abilities as the card on the Theatre mat, but gives an additional +1 Action when played.
---
Setup: Put a $2 costing Action that gives +1 Action unconditionally onto the tavern mat.

The idea is that this card reads identically to the card on the Theatre mat, but with "+1 Action" being replaced by "+2 Actions". With "unconditionally", I mean that cards like Pawn and Squire are not eligible. It is kinda tricky to phrase properly.

EDIT: Changed the wording to avoid compatibility issues. This is the original version:

291
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 22, 2019, 12:39:35 pm »
My submission:



Is activating the Magic Lamp too hard? Make it smaller! Shrunken Lamp is much easier to activate, but yields a smaller amount of Wishes. In addition to that, downsizing your Lamp takes an entire buy that cannot be done when you hit $2 in a 5/2 opening.

Not necessary, but perhaps you'd want to consider making trashing the lamp for wishes optional, in case you want to try for the full 3 wishes in a future turn.

The idea is that a shrunken lamp loses the ability to provide 3 Wishes. If you do want to get 3 Wishes out of your lamp, just don't buy this Project.

292
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2019, 06:06:21 am »
My submission:



Is activating the Magic Lamp too hard? Make it smaller! Shrunken Lamp is much easier to activate, but yields a smaller amount of Wishes. In addition to that, downsizing your Lamp takes an entire buy that cannot be done when you hit $2 in a 5/2 opening.

293
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 05, 2019, 03:04:54 pm »
My submission:


This card is obviously Intrigue themed. It is better than witch when there are curses, but completely dead when the pile is empty. The name choice refers to extra mobility, which is represented by the extra choices it has.


294
Dominion General Discussion / Re: The Dominion Cards Lists 2018 Edition
« on: December 22, 2018, 05:35:21 am »
Shouldn't we sticky this thread and unsticky the 2017 one?

Also, now I am thinking, we could actually also make a list for the 7 heirlooms.

I think the ranking would go faster if we start from previous' years list (rather than from nothing).

295
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 11, 2018, 05:30:45 pm »
My idea:

Servant
$4 Action/Reserve
2$, +1 Buy
Put this on your Tavern Mat.
-----------------------
At the end of your Buy phase, you may move this card from the Tavern mat onto your deck.

296
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: October 10, 2018, 05:50:49 pm »
Mine/chapel is a farily OK opening actually. It allows for some super aggresive thinning, while generating a decent amount of gold rather quickly. Not amazing by any means, as they can collide.

297
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Storyteller
« on: October 09, 2018, 12:15:59 pm »
I think we have to refresh this topic since its article is still conjecture based. My list of synergies and antisynergies:

Synergies:
- Scheme and Star Chart are very good.
- Cards that enable topdecking are good substitutes for above (and Royal Seal is definitely the superior one here).
- Fool's Gold, especially with +Buy
- Cards that benefit from shifting like Travellers or Highway
- Silver gainers, like Lucky Coin and Jack of Trades
- Gold Gainers, like Treasure Trove and
- Almost any Kingdom treasure, really.

Antisynergies
- Traditional engines.
- It's generally poor with virtual money.
- Cards that dislike treasures, like City Quarter and Poor House 
- Slogs

298
Sewers+Transmute

Sewers can even make this trasher viable (albeit extremely outclassed). If luck is with you, three uses of Transmute will turn your starting Estates into Gold, eliminating 3 coppers in the progress. It's Duchy gaining can be fairly powerfull as well. Definitely worth considering when other trashers are abscent.


299
Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: October 06, 2018, 07:11:23 am »
This probably should have been in Alchemy, since its best friend resides there.

300
Do you know what Nocturne and Renaissance have in common?

a) They both came out after Feast has been cut.
b) They both feature a card that synergizes with Feast.

Is Donald going to continue this trend?

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