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Messages - Gazbag

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51
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 18, 2019, 06:43:48 pm »
Assembly
Types: Action, Command
Cost: $5
You may play a non-Command Action card from your hand. Then, if you did, play a non-Command Action card from the Supply costing up to the cost of that Action card, leaving it there.
Does this really need the Command limitation for the play from hand?  Assembly->Assembly doesn't sound crazy.  In most cases, this is +2 Actions attached to a mildly worse Band of Misfits.  If you play a $5 card from your hand with Assembly, your Assembly is a Band of Misfits played without spending an +action.  If you only have $4 Actions to play with it, you can only Band of Misfits $3 Actions.

I'm not sure whether it would be broken with anything if it didn't have the non-Command clause, I didn't really put much thought into it to be honest. It seemed wise to me to have it there so it won't become problematic though. I think you're misunderstanding the card, in the context of Dominion up to $X includes $X. So if you play a $5 with Assembly you can play any card in the Supply costing $5 or less, including another copy of the card you played.

52
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 10:55:59 am »


The idea is that it's like a Throne Room, but you can choose a different card for the 2nd play. It might be too flexible and should perhaps require the card to be exactly the same cost as the first card but it can't play copies of itself, which is a pretty substantial downside vs other Thrones. the wording could probably be better too, I'm not the best at wording these cards.

the way its worded now allows it to play Treasures for the second card; is that intentional?

Nope, that's a mistake! Thanks for pointing it out, I've fixed it.

53
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 10:26:10 am »


The idea is that it's like a Throne Room, but you can choose a different card for the 2nd play. It might be too flexible and should perhaps require the card to be exactly the same cost as the first card but it can't play copies of itself, which is a pretty substantial downside vs other Thrones. the wording could probably be better too, I'm not the best at wording these cards.

54
Variants and Fan Cards / Re: Dominion: Ice Age
« on: October 15, 2019, 04:56:19 pm »
Sleigh: I have other, similar cards I like more.
Tbh I don't see the logic in removing a card for this reason. Unless you're planning on publishing this as a set or something, unless there's really something wrong with a card you should keep it in.
The idea of this set is to be like an official, printable expansion, down to counting the cards so they fit into a printable number. So this is a very good reason to cut a card as far as I'm concerned!


Igloo: I'm not sure about this one, it's seemed okay in playtest games but it still feels off for some reason. What do people think?
I think it's off because you would only want one frozen since another would do nothing, I think it can pretty easily cost $3.
You might want to Freeze a second to make sure you keep the topdecking effect up after first thaws. I have tried it at $3 already and I still didn't like it much. I think it might just be a dud effect to be honest, at least for me.

I don't really like the wording on the cards you freeze on-gain. I don't know what changes this wording has had, but I think it would seem more intuitive if it was like, when you gain this freeze it.
I didn't want them to visit the discard pile because of lose-track nonsense so I tried to make the wording like Nomad Camp and the Night cards which go into your hand which but with the new errata I guess that isn't so much of an issue anymore. Looking over the wording is on the to-do list though!

55
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2019, 09:55:16 am »


I think that an Event Artifact needs to give you an immediate benefit, like the Flag, so players don't pass the Artifact back and forth without it doing anything. Fishing is a little like Travelling Fair, but you only get to topdeck one card, but you can topdeck a card that was in your discard pile already or one you just bought. If you keep the Rod you get a discount on $4s too.

56
Variants and Fan Cards / Re: Dominion: Ice Age
« on: October 12, 2019, 01:51:20 pm »
Here's a long overdue update to this.

Removed cards:

Campsite: I like the concept but think it is better using Debt to pay for the topdecking.
Sleigh: I have other, similar cards I like more.
Pioneer: Slow to resolve and not popular.
Spyglass: It's pretty lame, it might return with a better execution.

New cards:


Cabin: Cabin is back with a brand new effect. I had the idea of terminal draw that gives you a bonus if it's played terminally, the worry of course is making a big money beast that is lacklustre in engines. Hunting Grounds sucks, even for big money and I don't think +Buys improves it too much, +Buys also gives this a reason to be played terminally in an engine so I'm pretty happy with how it turned out.


Fishing Boat: An attempt at a spin on Minion. You get both the $ and the draw, and the benefit of reserves, but there's no attack and the numbers are lower.


Hillside Village: This a simple village to replace Campsite, also similar to Sleigh. I originally had this alternate between Village and Peddler but that basically cut the amount of village you got from this pile in half, which isn't particularly fun. It might be a little strong in this form, although probably still not up to minstrel and Port.


Igloo: I'm not sure about this one, it's seemed okay in playtest games but it still feels off for some reason. What do people think?


Outcast: I think this is pretty cool, either getting stranded on your Tavern mat or getting a bigger effect but losing it forever.


Scarecrow: A Candlestick maker variant with a weak Moat reaction, I think that's kind of thematic for a Scarecrow, only the weaklings are fooled! It works pretty well in this expansion because of the two cheap attacks.

Other changes

Lake Village renamed to Frigid Village and always gives +2 cards (used to only if you had a Frozen card):


Nomad gets new art and wording changed to "gain a cheaper card" to avoid gaining all the copies of itself with cost reduction.


I'm sticking with this version of Glacier:


A Prey marker card for Hunter is added:


Artefact renamed to Crystal Ball (although the card might be removed/reworked at some point.)


I'm going with the cheaper Mountain Outpost:


Archer renamed to Warship, I felt like this set needed a Viking longboat card:

 
The OP has been updated with these changes and cleaned up a bit.

57
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 09:09:41 am »
I don't see the situation in which the "finish your Buy phase" clause of Land Surveying ever matters. If you want to buy other stuff, you can always do it before you buy the Event.
I also don't see the appeal of the degenerate equilibrium this leads to. We know this from other cards like Treasurer that fight over an Artifact (and arguably cards like Relic which make everybody waste resources such that the game becomes slower). But these are Kingdom cards that do not automatically lead to boring to-and-fro.

I think the intent of the "finish your buy phase" is to prevent you from buying two Land Surveying in one turn, but the event should just say  "Once per turn".

58
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2019, 11:50:02 am »


Not sure about the cost, but here's my entry.

Mining is definitely undercosted. In the opening it effectively turns a 3/4 into a 4/4 + trash 2 Estates. It also allows you to trash Gold from play into Province with the money that Gold gave you, which is probably pretty degenerate. I'd suggest a price of at least $5, but I suspect it might be better off even higher than that.

59
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 02, 2019, 05:11:18 am »
95+% cards are worse than margrave. That is really is no Argument against tragic hero.

It's a bit like saying Chapel sucks because Donate exists.

60
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: September 26, 2019, 02:02:20 pm »
Prosperity already has a perfectly functioning topdecking card in Watchtower so I don't think Royal Seal needs a direct replacement. Some more uses for the VP tokens or the coin tokens that come with Trade Route would be nice (although Trade Route is a good candidate for removal too).

61
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 25, 2019, 02:34:46 pm »


 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .

I think it possibly could too but I put it at $3 because unlike Seer this can draw copies of itself that it reveals. I think that kind of self synergy makes $3 a reasonable price. I don't think it should affect the judging much anyway, it isn't a huge difference.

Am I missing something or does this, as worded, not do anything with the named card type?

What are you talking about? It never said that! It's definitely not something left over from the previous version that I forgot to delete when I changed it...

62
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 25, 2019, 01:31:46 pm »


 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .

I think it possibly could too but I put it at $3 because unlike Seer this can draw copies of itself that it reveals. I think that kind of self synergy makes $3 a reasonable price. I don't think it should affect the judging much anyway, it isn't a huge difference.

63
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 25, 2019, 07:57:56 am »


 I got really creative this week and took the +1 Action off Seer.

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 15, 2019, 06:50:48 am »
I'm changing my entry, I'm not feeling awesome about Witching Hour anymore. Too much finicky stuff going on in it.

.

Take ten turns in a row. You're gonna make your deck terrible, give your opponents a bunch of free VP, and have a mountain of debt but whatever, do it.

Just a side note: this with like, Watchtower, or Trader - should I phrase this instead to be "reveal the top card of your deck; if it's a Curse, (extra turn w -1 card token)" to be more Watchtower/Trader-proof?

edit edit: looked up how Soothsayer handles it; changed phrasing accordingly. You gotta take the Curse for your extra turn.

Quote
Delegate • <7> • Event
Each other player gets +2%. Gain a Curse to the top of your deck. Reveal the top card of your deck; if it's a Curse, take your –1 Card Token and an additional turn after this one.

Pretty much any engine deck that can consistently go off on an Outpost turn can use this to take all the turns.

The extra turn only happens if the top card of your deck is a curse, so you’d have to have some top deck manipulation too. However that could be easily accomplished with Courtyard, Sentry, etc., so I think it would be better to make the extra turn conditional on gaining a curse instead of checking the top of your deck.

It makes you gain a Curse to the top of your deck so you only need the deck manipulation if your consistent engine deck somehow can't win after 11 turns in a row.

65
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 14, 2019, 11:12:21 pm »
I'm changing my entry, I'm not feeling awesome about Witching Hour anymore. Too much finicky stuff going on in it.

.

Take ten turns in a row. You're gonna make your deck terrible, give your opponents a bunch of free VP, and have a mountain of debt but whatever, do it.

Just a side note: this with like, Watchtower, or Trader - should I phrase this instead to be "reveal the top card of your deck; if it's a Curse, (extra turn w -1 card token)" to be more Watchtower/Trader-proof?

edit edit: looked up how Soothsayer handles it; changed phrasing accordingly. You gotta take the Curse for your extra turn.

Quote
Delegate • <7> • Event
Each other player gets +2%. Gain a Curse to the top of your deck. Reveal the top card of your deck; if it's a Curse, take your –1 Card Token and an additional turn after this one.

Pretty much any engine deck that can consistently go off on an Outpost turn can use this to take all the turns.

66
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 14, 2019, 01:28:38 pm »

I tried some fancier things like this that gave your opponent different tokens depending on what you did on your turn but they were way too wordy. I liked the idea of giving your opponent a bonus that scaled with how good your extra turn was, although I'm not sure if this is the best execution.

67
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 05, 2019, 09:46:43 am »


I believe I posted this on the forum about a year ago, if you'd rather have a new card for this contest I'll think of something new!

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 02, 2019, 05:43:56 pm »


So it can sift past Estates for +1 Action but can be a Village with Duchy and Province, which I think is a cool dynamic. It can also just be played for +2 Cards. I thought it would be too good in the opening to cost $3 so it costs $4. The Estate gaining part I feel can add an interesting decision. The Manor alleviates the Estate somewhat but you still risk dud turns adding the extra stop card.

This looks like it will just be an inferior Fugitive most of the time. Extra +Actions aren't going to help you in the Province-buying stage. And assuming round-down, getting an early Duchy will make this a Vanillage that costs $9 and 2 buys and only works if two components collide. As for the Fugitive option, I'll go with trashing my Estates most of the time.

I don't think that comparison makes much sense given Fugitive is a Traveller and is on record as being too strong for $4. A $4 being an inferior Fugitive seems pretty appropriate to be honest.

Extra +actions not being useful in the Province buying stage just sounds wrong to me, maybe in big money but engines often continue building a little as they add Provinces with cards like Workshop or just any extra money and buys they have after buying the Provinces. This also just provides some extra consistency as you add the green, sifting past the Province and providing some actions in case you didn't find a village yet so it's almost always going to make your deck better in that part of the game. You can also use this as just +2 cards, again weak for $4 but not useless if it's the only draw available and you're going to add Provinces eventually.

When you inherit Manor House, you can gain the whole Manor House pile. Is that intended?

I was aware of this but I didn't think about it too much. Now that you mention it I think it should have some kind of once per turn clause.  You gain the Estate pile, not the Manor House, which is probably even more broken because then everyone else can't buy Inherited Estates. Here's an update, thanks for pointing that out!


69
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 02, 2019, 10:48:51 am »



So it can sift past Estates for +1 Action but can be a Village with Duchy and Province, which I think is a cool dynamic. It can also just be played for +2 Cards. I thought it would be too good in the opening to cost $3 so it costs $4. The Estate gaining part I feel can add an interesting decision. The Manor alleviates the Estate somewhat but you still risk dud turns adding the extra stop card.

*Updated with once per turn clause*

Old version:

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2019, 07:52:33 am »


It uses a generic token to track its effect similar to Sinister Plot. I think it's on the weaker side but it at least gives you buys and has the potential to go crazy. It also gets stronger with more players which I guess some people hate.

71
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 18, 2019, 11:31:07 am »


Sorry for lack of images/uninventive names, hopefully I won't be judged too harshly on that! The idea is that this is the person who made the Prizes, don't think too much about it though...

I liked the idea of a Remodel because it interacts well with some of the prizes, especially Bag of Gold so that's cool. A non-terminal prize gaining remodel seems pretty crazy but it can't trash Gold into Province which I think is a pretty big downside. Perhaps it needs to topdeck the Prize instead of gaining it to hand, but I thought I'd go for the crazier version even though I'll probably get marked down for it. I tend to make remodels on the stronger side in situations like this because I think they're fun. Originally it gained a Prize when it trashed something costing $6 or more but that gives a big advantage to whoever gets Princess because then they can start turning things into Provinces if they want, so I restricted it to Gold. Obviously now it can turn non-Gold $6's into Province but those aren't too common and it's nice to have a card play differently when certain other cards are around.

Throne (bad name sorry) Kings Courts other Prizes and other non-supply cards as well as any cards with empty Supply piles. It doesn't work with Diadem or very well with Princess unfortunately but I'm not too bothered about that, the Prizes aren't very balanced to begin with. I think it's pretty cool because you probably want to get another Prize first even though this might be stronger later.

72
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2019, 12:12:34 pm »

I think you must not realize that if Cultivate DOES trigger, it's strictly better than Caravan.

It's a big if though.

Not really. It's a pretty small if in the early game and in the greening stage, so you'd mainly be buying them early, which is when price matters most. I'd say it would be justified at .

Even when you do trigger it it isn't strictly better than Caravan, you have to discard the victory.

My take on this is that it's probably too potent in the opening for a $2 cantrip, so I'd start it at $3.

Discarding Victories doesn't really mean much, though, unless it's one of the few Action or Treasure - Victory cards. They were just sitting in your hand doing nothing, anyway.

It can totally mean much, if you trigger a shuffle then you'll have an extra dead card in there! And then there's all the card specific things like Shepherd or any trasher or whatever.

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2019, 11:43:35 am »

I think you must not realize that if Cultivate DOES trigger, it's strictly better than Caravan.

It's a big if though.

Not really. It's a pretty small if in the early game and in the greening stage, so you'd mainly be buying them early, which is when price matters most. I'd say it would be justified at .

Even when you do trigger it it isn't strictly better than Caravan, you have to discard the victory.

My take on this is that it's probably too potent in the opening for a $2 cantrip, so I'd start it at $3.

74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2019, 11:14:09 am »

Fete
Types: Action
Cost: $4
Choose one: +1 Card; or +1 Action. Choose two (the choices can be the same): +1 Action; or +1 Buy; or +$1.
I think the Peddler option makes this too much of a no-brainer, let alone its other very decent choices. Maybe give it a buy restriction ($3 Grand Market?), weird cost (<6>?), or an additional benefit to buff it up to $5 (when you gain this, gain a differently named card costing exactly $5?).

I think the most elegant solution to prevent against the no-brainer peddler is move the money option to the first choice.

I'm revising my entry.


Fete
Action
$4
Choose one: +1 Card; +1 Action; or +$1.
Choose two (the choices may be the same): +1 Action; or +1 Buy.
-
revision 2
This will mostly be used as Village and Market Square and looks good.

I think it will be used as Village or Market Square a huge majority of the time; because forgoing the +1 card option really hurts. Which means that it ends up being a weaker version of Worker's Village, which already gives you the extra action and the extra buy instead of having to choose one or the other.

But that's probably fine... a little weaker than Worker's Village, but not strictly weaker because there is a lot of other flexibility there; even though it won't get used in those other ways very often.

I think you'd use this for +3 Actions pretty often, more often than as Market Square I'd wager.

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 04:48:27 pm »


Let's see how long I can keep up this conditional Lost City streak! At first you only needed 3 unused actions but that felt too easy to achieve, especially in games with other villages. It's pretty difficult to get the draw if it's the only village, and you need to play 2 more just to make up for the non-drawing ones but I think that's fine for a $2.

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