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Variants and Fan Cards / Re: Really bad card ideas
« on: March 19, 2018, 07:01:21 pm »
Hearing aid
$0-Action
Each other player draws 2 cards.
$0-Action
Each other player draws 2 cards.
I really like it as a reserve. That seems to fix the Counting house/Settlers/Harbinger problem nicely.At the cost of making the card terminal. Harbinger might sometimes misfire but it never hurts. With sifting/discarding it can also sometimes be smartly used midturn.
Gatherer can also hurt you if you have only one good card in your discard pile. We know that from Herald's overpay ability.
The other thing about Port is that its special ability only fires if you buy it, and $4 Villages are at their most powerful when you can gain them.You can still gain a Port with a Workshop and it'll still be as good a a regular Village.
I dislike the new Igloo as it is vulnerable to handsize attacks. I also don't consider the old one to have been overpowered. Terminal space is usually limited so you have to think hard about whether that extra card is really worth the action.
You can debate whether Tunnel should cost 3 or 4 but it is obvious why Donald didn't price it at 5: to not make it weaker than Duchy in Kingdoms without discarding.it's got other functionality, even if it isn't usable, so i'm not sure THAT would have been enough.
In a world where gold was great to stuff your deck full of it, it might well have been worth 5$.QuoteYes they do... any card that doesn't give at least 1 card and 1 action when you play it clogs up your deck. No matter how good that card is, that's a true statement.Did you intend to say "OR"?
Is it your belief that festivals and counsel rooms clog up your deck? If so, your definition of a clogged up deck seems...too broad to be useful.
No he meant and, and he actually has a good point. If its not a cantrip then it takes space in your hand. That's why I love cantrips so much. I almost always buy the actions that are cantrips more than any other action.
Right. I may be mistaken about how others use the term “stop cards” but I was thinking of it as anything where if you started your turn with nothing but that card in your hand, then that turn would not let you draw your deck. This applies to terminals and disappearing +action, though in different ways (a hand of 5 Festivals is way better than a hand of 5 terminals).
Ice Queen would still get discarded at cleanup and you'd get the Hireling back after ages and have +2 cards each turn so it's pretty good yeah. I don't think there's any losing track involved.Ice Queening a Hireling looks as if it could potentially be strong.
With the current wording it's identical to Throne Room due to lose-track, isn't it?
I feel the current Mountain Outpost is an improvement.
Igloo is a tad similar to Royal Seal, but at first glance it seems fine.
I feel Outrider has the issue that Donald described about his attempts at buy-reserves: You call it just to get it back.
Sleigh now reminds me of my failed "Barkeep" concept. IIsn't it just so that all Sleighs in your deck -1 ARE Labs? You'll just try to get as many of this as you can, I'm afraid.
I'm not sure how I feel about rediscover. It kinda feels like the type of card you could get away with doing as a Night type, especially as I think it being a cantrip is rather generous. If I'm not mistaken, you can call it to remodel itself.
I'm not discounting it because of your rating, I'm discounting it because I don't agree. I just looked up your rating to get an idea of how you've been approaching the game.Discounting an opinion because you disagree with it isn't any better. But if you want an idea how I approach the game: My current way of getting kingdoms I like against decent opponents is to resign automatches until I like a kingdom. Resigning half my games before turn 1 makes my rating pretty meaningless.
Silver/Gold are the reason it's possible to play any random board. If random boards were impossible, the game would've had to ship with standard ways to seed a board, which I think would be a positive difference by itself, and have positive knock-on effects on how cards were designed. Tacking on a board-seeding system now, to get away from random rated, would be nice but not as good.
But if we're at the point where my opinion is discounted because of my rating, the discussion is probably over.
Gold and Silver don't stop you from designing kingdoms though.
As someone who plays exclusively rated automatch
If you want to play designed kingdoms you should uh stop playing exclusively rated automatch.
card design would have to favor cards that fit with all kinds of other cards, and disfavor cards that make bad to buy other kingdom cards.Because cards are designed to be played with each other anyway so I don't really think anything would be different. Obviously not liking full random anyway and wanting partially seeded boards or whatever is fine, but Silver/Gold aren't the reason for this; as others have already said, at high level play Gold is only really bought under specific conditions which aren't particularly common and Silver is usually just bought as a means to hit $5.
Stables - I was definitely confused to see this higher than Lab in the new list. It's better than Lab if you can't trash your Coppers, but most of the time you can and should. The fact that this relies on treasures gives two ways it can dud: You can either draw a hand with all treasures or draw Stables with no treasures. Lab's consistency will beat it most of the time, I think.
I think part of the reason here is that Stables is much better than Lab in the early/mid-game when you are still building and trashing down. It cycles you much faster and will pretty much never dud early on. You shouldn't evaluate a card solely by how good it is in an already smoothly running engine.
Stable is kind of stupid. It's the same thing as laboratory but you get rid of a good card
Except in the case when you get rid of a bad card.
How about having Ice Queen be a Throne Room that can King's Court instead at the cost of freezing the card? Although probably that could just as well be trashing, maybe? But if trashing would be too weak, freezing seems like an ideal way to make up for it. Like:QuoteIce Queen, 5$, Action
You may play an Action card from your hand twice. You may set it aside with 3 Ice tokens on iit to play it a third time.