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Dominion Articles / Re: Chariot Race
« on: April 01, 2019, 06:13:43 pm »
What is this a reference to?
Losing track doesn't mean the card can't be played anymore, but as that only plays a role for one-shots and the Project can only be triggered once per game, I suppose it's half so bad.
I don't understand the point you're trying to make here.
You say that if the card leaves the play area that means the Project "just loses track" of it. While that's true, it does nothing. The card will still be played each turn, set aside or not. And my remark was that this only matters for one-shots (or to be more precise, cards that remove themselves from play), so it doesn't come up too often.
So, lose track does nothing and I don't see why you mention it, but it should still be fine.
If the terminal payload is so strong that the Village is mandatory and SaunaVanto is your only option, then make sure you get one or two SaunasNit to pick: Well of course in that case you need at LEAST two saunas, and ideally you win the sauna split. One sauna does not make a village.
Otherwise nice article.
Losing track doesn't mean the card can't be played anymore, but as that only plays a role for one-shots and the Project can only be triggered once per game, I suppose it's half so bad.
Your opponent has more than 50% of all available VP.
The wording on this is very unclear. I think it's saying that during cleanup you upgrade one Action card in play (and it's not optional) but the "when" is confusing; it could be interpreted to mean that you have to upgrade all of your Action cards in play. I would reword it to something like "During cleanup, choose one Action card you have in play..."
You do upgrade all actions, I don't see how this isn't clear?
It just doesn't seem that good if you do it to all your actions and it's not optional. Because that means all your best cards become one-shots. Say there's no Actions. Then you're now paying for an Lab which is really an Experiment, when normally you can pay for 2 of them. Your cheaper cards get a bit better as they progress, but you still only get a few turns with them. If you want any engine to be effective, I think you need huge amounts of +buy and just to keep your actions around, and if that's available in big enough quantities your deck, it's probably time to green anyway. Maybe I'm missing something, but that's just how it seems to me.
I think the problem with "milling provinces" is I don't think there's an established, orthodox term for it that everyone uses.
QuoteCozener
Action - $3
--
+1 Buy
+$1
-
While this is in play, when you buy a Curse, gain a card costing up to $5.
"Cozener" is another word for Swindler; the idea here is that the Cozener sabotages a pricier item, then claims to be able to take the cursed object off the owners hands. Honestly, I couldn't think of a better word. Anyway, it's a somewhat different idea at the very least.
Cozener rewards players for gaining curses, it doesn't cause players to gain curses, and the prompt was the latter. I don't think this qualifies.
I just won a game by buying Donate and trashing all my sources of coin, leaving myself in inescapable debt and unable to buy anything for the rest of the game.
(Trashed down to four Provinces and one Transmogrify in hand, and one Transmogrify on the tavern mat, and milled Provinces till the pile was empty.)
Challenge: get enough points vs. Lord Rattington to overflow a 32-bit integer and see what happens with the ShuffleIt client.
Could Lucky Coin become a normal Supply pile? Is it possible to pick a price people would pay? $2, and when you gain it, +1 Buy?
Admittedly, that loses the cuteness of seven Heirlooms to substitute for seven starting Coppers.
I like it (and I'm not a fan of Gathering cards usually), but I think it could just use the trash.
Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
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Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.