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Messages - humcalc216

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26
Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 01:38:39 pm »
I’ve been working on a lot of these for a personal project, so here’s where I think they all could go.

Duchess: No player interaction, just the +$2.
Beggar: Fine as-is. It’s a narrow card, it can stay narrow, it has uses where it’s amazing.
Masterpiece: I’ve considered making it a $2 cost.
Fortune Teller: The effect is kind of slow, just use the -1 Card token (I also do this for Bureaucrat)
Fool: Fine.
Pirate Ship: Shit dude, I don’t know if this is fixable. I’d consider it always both attacking and paying?
Bureaucrat: -1 Card token instead of weird Victory card thing, top decking the Silver is optional.
Navigator: Fine as is, it’s just narrow.
Noble Brigand: Make it trash treasure that isn’t Copper, rather than only Silver or Gold.
Harvest: LF had a fix I can’t really remember, but really like a lot of bad cards just give it +Buy.
Cache: Give it +Buy and it’s perfectly fine.
Mine: It’s a decent card at $4 cost, and there’s no reason to prevent Mine openings.
Mandarin: It’s always gonna be narrow. Maybe just get rid of the top-deck thing on the top.
Royal Seal: $4 cost as is.
Harem: $5 cost, rename it “Manor”, remove the generally objectifting art. I think this is LF’s idea.
Transmute: I’ve tried a lot for Transmute. +1 Buy, and replace “gain a Transmute” with “gain an Action” makes it really fun. I’ve tried cost-restricting the Action but I honestly think it’s more fun to not do that.
Philosopher’s Stone: $1 per 3 Action cards you have in play. Easier to count, actually sort of does something with Alchemy, and rewarding for certain kinds of decks.

FYI, when I put the list together, most of the cards that people are saying are "narrow, but fine" also seemed that way to me, but I wanted to have a consistent threshold (10%). As a result, I also left off a few cards that I'd love to see fixes for, such as Contraband.

Anyway, I like this Mine fix, and your P-Stone idea is really compelling, but I don't know if the function is quite right. Maybe worth 1 coin base plus $1 for every 3? For what it costs, I feel like it should be easier to get it to Silver.
Contraband is one of those cards that I always think about trying to include in my deck when it's on the board (because I think it's a great concept and I can't resist), and I often try it.  I don't always actually end up using it, but when I do, I often find it's better than I was expecting it to be.

27
Rules Questions / Re: Pathological Donate Questions
« on: March 08, 2018, 08:06:16 pm »
As usual, I strongly recommend not reporting any such bugs.

Too late, I read here as well  ;)

Added:
In addition, finding problems is often team work. In this case, after verifying the original claim, I tested how the 'Keep this unitl Clean-Up' boons behaved when gained on opponent's turn. Guess what, they also don't return to the boon deck at the end of that turn, but incorrectly at the end of your (the gainer's) turn. So the problem is less obscure than previously known.

If humcalc216 hadn't posted, I would never have checked that scenario. I'm pretty sure that I checked boons working when gained on opponent's turn during testing, but I didn't check the time when the 3 'keep out' boons returned. I guess this problem will have executed a few times online, but never realized by a player, because it is such a small deviation. I mean, who's keeping an eye out on the boon deck split, except maybe checking when a reshuffle is imminent.
I'm glad my debugging skills came in handy!

28
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 12:47:56 pm »
A lot of these cards would become more interesting with +1 Buy.  Some (such as Bureaucrat) would have that feel very out of place.  Some (such as Transmute) still feel out of place, though it would make powerful engines on boards lacking other buys think hard about getting one.  Others (such as Mandarin) would get much stronger.  And of course, this would make a couple of them "strictly better" than Woodcutter (quotation marks indicate I'm ignoring edge cases and don't want this thread to turn into that other thread).

29
Rules Questions / Re: Pathological Donate Questions
« on: March 07, 2018, 07:20:48 pm »
During a Donate phase, I trash a Catacombs, gaining a Blessed Village.  I choose to receive the Boon now (after seeing it).
  • It's Wind's Gift, and I discard and react a Faithful Hound.  Do I ever get the Hound back?  (I suspect the answer is no.  This also applies to other methods of discarding Hound during Donate.)
  • It's Forest's Gift, Field's Gift, or River's Gift.  Does it ever get returned?  And, in the case of River's Gift, do I ever get the effect?  (I suspect the Boon gets returned at the next Cleanup phase, and I never get the River's Gift effect.)
You get Faithful Hound back the next time it's the end of a turn.

You return the Boons the next time it's Clean-up (not necessarily yours). You never get the card for The River's Gift.
Just did some testing online.  Game #12365106 shows that the online implementation is correct for Faithful Found.  The Boons get returned at the wrong time, though.  And, in solo mode, I did get a card for River's Gift (after the turn following Donate), but this did not happen against Lord Rattington.
As usual, I strongly recommend not reporting any such bugs.
And I was not planning to.  I only reported the test results here because your official response came in after I had already started testing it.

30
Rules Questions / Re: Pathological Donate Questions
« on: March 07, 2018, 05:11:37 pm »
During a Donate phase, I trash a Catacombs, gaining a Blessed Village.  I choose to receive the Boon now (after seeing it).
  • It's Wind's Gift, and I discard and react a Faithful Hound.  Do I ever get the Hound back?  (I suspect the answer is no.  This also applies to other methods of discarding Hound during Donate.)
  • It's Forest's Gift, Field's Gift, or River's Gift.  Does it ever get returned?  And, in the case of River's Gift, do I ever get the effect?  (I suspect the Boon gets returned at the next Cleanup phase, and I never get the River's Gift effect.)
You get Faithful Hound back the next time it's the end of a turn.

You return the Boons the next time it's Clean-up (not necessarily yours). You never get the card for The River's Gift.
Just did some testing online.  Game #12365106 shows that the online implementation is correct for Faithful Found.  The Boons get returned at the wrong time, though.  And, in solo mode, I did get a card for River's Gift (after the turn following Donate), but this did not happen against Lord Rattington.

31
My opponent yesterday:

y buys an Estate
    y trashes 2 Hovels

32
Rules Questions / Pathological Donate Questions
« on: March 07, 2018, 08:47:42 am »
During a Donate phase, I trash a Catacombs, gaining a Blessed Village.  I choose to receive the Boon now (after seeing it).
  • It's Wind's Gift, and I discard and react a Faithful Hound.  Do I ever get the Hound back?  (I suspect the answer is no.  This also applies to other methods of discarding Hound during Donate.)
  • It's Forest's Gift, Field's Gift, or River's Gift.  Does it ever get returned?  And, in the case of River's Gift, do I ever get the effect?  (I suspect the Boon gets returned at the next Cleanup phase, and I never get the River's Gift effect.)

33
Rules Questions / Re: Watchtower + Gain to hand
« on: March 06, 2018, 01:18:58 pm »
I suspected it was probably correct.  My main concern is whether the "when gain" period is still in effect once the Watchtower is in my hand.  Now that I'm writing this thought down, it feels obvious that it is.  I guess it's kind of like the Cultist/Market Square interaction.

34
Rules Questions / Watchtower + Gain to hand
« on: March 05, 2018, 10:20:44 pm »
In an online game, I played Artisan, gaining a Watchtower.   I then had the option of reacting to the gained Watchtower, with the gained Watchtower.  Is this behavior correct?

35
Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!

36
Dominion Articles / Re: Witch, revised for 2018
« on: February 18, 2018, 12:29:44 pm »
I now propose: nobody ever lost Dominion by playing King's Court on a Mountebank.
Edge case: There are 1-3 Curses left and two empty piles and you're too far behind to catch up this turn.

Another edge case: Your opponent is playing Trader/Feodum and has Trader in hand.

37
Dominion Articles / Re: Leprechaun
« on: February 16, 2018, 10:49:03 am »
So far, I've tended to basically always get a Leprechaun eventually if I have an engine that can reliably get Wishes from it.  I've only gotten Leprechaun with the intention of getting Hexed once: in an Apprentice game.

38
Puzzles and Challenges / Re: Easy Puzzles
« on: February 11, 2018, 09:33:19 pm »
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

I bought a Villa, topdecking a Watchtower, played the Villa, Enchantressed, played the Watchtower, and played a Bat.

I hadn't thought of that one.  Clever!  In addition to that and Doctor overpay, here are a few other solutions:

1. There's one Boon left.  It's Sea's Gift.  Stonemason for Blessed Villages.  Receive Sea's Gift Twice (because you shuffled the Boons and got it again).  Play Bat, trash the other card you drew.
2. There's cost reduction.  Messenger for Lost Cities.  If it's a 2P game, your opponent calls a Duplicate to gain another Lost City.  Play Bat, trash another card you drew.
3. You've played Storyteller.  You play a Crown for Storyteller and use it to play Black Market twice.
  You buy a cheap card from the Black Market, then Storyteller draws you cards.  Play Bat, trash another card you drew.

39
Scrying Pool and Crown

Crown is an action, so Scrying Pool can draw it.  And, with +buy, you can opportunistically Crown your Potion to win the Pool split.

40
Puzzles and Challenges / Re: Easy Puzzles
« on: February 10, 2018, 12:42:21 pm »
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

41
It did some work, but the only extra gains on this board, aside from +buys, were from Noble Brigand, Artisan, and Develop.  So it was slow to get going, unless you also went with another trasher (Develop).  I managed to kill my Estates, but not many coppers.

42
Sure, Haunted Woods counters Nights.  But, Haunted Woods REALLY counters Monastery.

43
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 05, 2018, 09:04:08 pm »
h plays a Trading Post
h trashes 2 Trading Posts

(Having this many Trading Posts was probably correct on this board, and I won this turn.)

44
Puzzles and Challenges / Re: Easy Puzzles
« on: January 21, 2018, 11:17:39 am »
That doesn't work, as Ferry applies during a turn, not to a player.  Learned that the hard way yesterday when I hit my opponent's Skulk with Locusts and they gained a Highway because I had Ferried Highway.

45
Puzzles and Challenges / Re: Easy Puzzles
« on: January 20, 2018, 11:59:24 pm »
I can get all 13 during action phases of a single turn.

Setup: 1 Tormentor in supply, 9 in your deck, 10 Villas in the supply, Lighthouses in play for each opponent, You have 84 Coin Tokens

Play 2 Madmen so your hand contains 9 Tormentors, 4 Overlords, 1 Ambassador

Repeat 10 times:
    Play Tormentor (or play Overlord as Tormentor), gaining an Imp
    Buy Travelling Fair, Bonfire (trashing Tormentor), Villa

Play Tormentor, gaining an Imp
Play Ambassador, returning 2 Villas to the supply (you had spare actions from the Madmen)
Buy Travelling Fair, Bonfire (trashing Tormentor and Ambassador), Villa
Play Tormentor, gaining an Imp
Buy Travelling Fair, Bonfire (trashing Tormentor), Villa
Play Tormentor, gaining an Imp

46
Puzzles and Challenges / Re: Easy Puzzles
« on: January 19, 2018, 10:48:54 am »
Prerequisite: You've Processioned 4 Champions. +buy token on Death Cart.  Inherited Cultist.  You have a -1 Card token.

Play Death Cart, trash Hunting Grounds, gain 3 Estates, reveal Watchtower to trash 2 of them.

If you instead want to have a net hand-size increase of 5 cards, you can just not use the -1 Card token.

47
Summon + Grand Market + Cost Reducer

Duh, cost reducers work well with Summon.  But, the moment I realized I could Summon a Grand Market, even though I had Coppers in play, was glorious.  (The cost reducer in this particular game was Quarry.)

48
Stonemason + Keep

Stonemason can't gain (non-Crown) Treasures via overpay, and be careful when trashing Treasures to pile out!

49
Rebuild/Tournament:
Went 2/5 on a board with Urchin an Tournament and a strong engine that looked like it could beat Rebuild.  The only 5 worth opening was Rebuild.  Soon realized that I could use Rebuild to rapidly get Prizes, Followers to get extra Estates (it was a Shelters game), and then Tournaments to get extra Duchies.

50
Puzzles and Challenges / Re: Empty the Changeling pile with one Action
« on: November 22, 2017, 11:06:51 am »
Starting hand is Shepherd and 4 Tunnels.  Play Shepherd, discarding 4 Tunnels, gaining 4 Golds, exchanging 4 Golds for Changelings, drawing 8 cards, 6 of which are Tunnels.  Buy Quest, discarding 6 Tunnels, gaining 6 Golds, exchanging 6 Golds for Changelings, and then gaining another Gold (which you cannot exchange, since the Changeling pile is now empty).

EDIT: How many Changelings can this gain if the Changeling pile is infinite?  You can Seaway Shepherd prior to this turn, and you can assume that you actually drew 8 Tunnels off Shepherd (since you can redraw the ones you discarded).  Then, you can buy Quest twice (failing to gain anything from Quest the second time, since you only discarded 2 cards).  Over the course of this turn, you gained 13 Golds, so this can get you 13 Changelings.

EDIT 2: I guess my EDIT solution doesn't satisfy the requirement of the fact that the Changeling pile "must be entirely in your discard pile afterwards."  Four of them end up in your deck.

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