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Messages - Gazbag

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526
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I was mainly disagreeing with JThorne saying that they almost belong in the "annoying and potentially harmful" thread, which obviously isn't true.

I'm not so sure. Here's the big question: If the kingdom has a good source of +buy, isn't is possible that Silver/Highway/+buy would get more Highways faster than investing in the potion and the University? There's a good chance that the early hands where you draw potion can't afford a Highway, and the early hands where you draw University will gain a Highway, but not buy one. If going the University route causes you to lose the Highway split, then it's definitely harmful.

But in any case, University + any spammable $5 cost, while sometimes useful, isn't exactly a "neat" interaction. It would be like posting Tunnel + Warehouse in this thread. That's not interesting, it's just what Tunnel does. Most of the stuff here is interactions that don't appear in the wiki and are usually one specific card with another specific card doing something interesting together that most players don't see on first glance.

I'm not trying to be a pain; I thought I knew how to play this game before I came to this forum, and the more I read, the more I re-think many of my initial assumptions, and the more I learn strategies, principles, interactions and techniques. Even the arguments are interesting.

This is how you should always be thinking about University though, it isn't something unique to Highway that would warrant the "potentially harmful" badge. Everything in dominion is potentially harmful if you use that logic because nothing is good 100% of the time. Sometimes Uni is good, sometimes it isn't. I'd say that the presence of Highway will more often be a point towards going for Uni than against it as it's a nice thing to pick up once you've gotten all the terminals you need and occasionally the cost reduction will matter.

I agree with you about this not being a particularly "neat" interaction.

Don't worry, you aren't being a pain! This is exactly what the forum is for!

527
Dominion General Discussion / Re: The Fool is a pity
« on: December 26, 2017, 07:20:16 pm »
I mean, you can't have things like werewolf and vampire as treasures.
Werewolf would actually be simpler as an Action reading: "Choose one; +3 Cards; or each other player receives the next Hex." That also sorts out the minor wrinkle that people can react to a Werewolf being played in the Action phase, even though it's never possible for the attack component to apply then.

The big thing with Werewolf is that you can't draw them "dead" with other Werewolfs because of it's nightness, so it wouldn't really work the same as a choose 1 action (it would as a treasure though of course).

528
If Pouch was the only +buy in an engine it would be a consideration.

529
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 24, 2017, 10:50:23 am »
Pawnshop: This has a problem where it's useless if you have no debt, okay if you pay off 1 debt and amazing if you pay off 2 debt. I think this needs to do something when you don't have debt and then not reward you more for paying the debt - paying the debt should be the reward itself. Is paying off debt like this actually different enough to just getting money earlier in the turn? Or maybe it could be a night-action and pay off the debt at night and do something else as an action, there probably wouldn't be enough room for an Heirloom then though so I guess the action would have to involve debt in that case.

Ancient Coin: Haha I find the art amusing, I use coins like that all the time! Does this give the first player to play theirs too much of an advantage? Also do you have a rule for if there are 8 Heirloom cards in a kingdom? 11 card starting deck could be fun.

Secret Plan: A night card gaining to had is a bit strange because you can only play nights at night. I guess if your opponent plays a Secret Plan you can react this to trash itself? You won't have other cards in play all that often. Trashing durations has tracking sadness but Procession is worse for that and still exists. Oh and I don't think this is anywhere near as good as Upgrade, I wouldn't worry about that. I love the name and the Night/Reaction colour scheme too.

530
I mean, sure, but like, University combos with Highway no better than it does with, say, Treasury.

Sometimes there are actions that cost $6+ on the board so that isn't always true. More importantly though Treasury is a really nice card with University and Highway is no worse. I don't think University/Highway is an amazing combo or anything (unless Kings Court or something is on the board). I was mainly disagreeing with JThorne saying that they almost belong in the "annoying and potentially harmful" thread, which obviously isn't true.

531
Actually, I would go as far as to say Highway + University is NOT a helpful combination.

University is expensive and difficult to buy because of the potion cost. It ALREADY gains $5-cost cards, so the cost reduction given to you by Highway doesn't help you gain more Highways, so you're very likely going to be over-investing to get them, and neither card gives you the + buy so desperately needed when there's a cost-reducer in the kingdom. And University only gains actions, so you can't even use it to gain Provinces after playing three Highways!! (Could get a cheap Prince or Artisan or something, though.)

Highway/University is definitely not a thing. In a full-blown engine, with trashing, a good draw card, and a source of +buy, there is some possibility that you might play one or maybe two Universities in a megaturn engine featuring Highway, but the two cards don't interact in any meaningful way. If anything, they almost belong in the "annoying and potentially harmful" thread.

As a general rule, though, just make a mental note of [any cost reducer + any gainer] is usually a good thing. Not really an interesting card interaction; just how the game works.

University is nice with any spammable (usually cantrip) $5's Highway certainly fits the bill there. Whether the cost reduction helps Uni is board dependant but I think you're overthinking this a bit. Obviously Uni+Highway isn't very good on it's own but saying they don't interact in a meaningful way is a bit silly.

532
Let's Discuss ... / Re: Let's discuss Alchemy cards: Transmute
« on: December 23, 2017, 11:43:38 am »
Dismantle is sort of like a fixed Transmute. Well it trashes Estates to gain a Gold at least (yes it gives you a Copper too), which is the main thing Transmute does. It can trash Gold to get Duchies later on too, which is sort of like Transmute as well. I suspect that a "fixed" transmute would end up looking a lot like Dismantle.

533
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 21, 2017, 05:31:28 pm »
Avalanche- Please make Avalanche not able to target victory cards, this card being able to trash provinces triggers me. Also I don't think this card has to always hit to be scary/destructive, the constant trashing of cards could make decks not improve well without gain effects or +buys. Seems like a cute card though, I really want to see this card in game to see how it plays out.

Hahaha better get some Seers if you wanna keep your Provinces. Seriously though, I haven't tested this yet, I rarely have Provinces in my deck but I'll see if a more sane player hates that in testing. I want Avalanche to be nasty though.

Seer- The one to one ratio for coin to ice tokens doesn't seem that effective. Maybe just allow a maximum of 1 coin token to be spent for 2 ice tokens. I like it more than the old Barbarian though.

Yeah this is something to keep an eye on, I haven't yet had chance to actually test Seer/Avalanche so I don't yet know how well it works.

Barbarian- Not really a huge fan of Oasis clones since Oasis has the perfect cost for it's effect. It's hard to tell how good this card is, playing 4 of them in one turn still seems a bit rough. But it's much easier to pull off that the last version of barbarian. Would need to see it in game. The coin token effect on Oasis is probably good enough for the cost of 4 already.

The idea of Barbarian was that you have to choose between using the Coin tokens and using the attack, you don't use up the Coin tokens to do the attack so once you have a stockpile of 3 tokens the attack will always trigger because Barbarian adds the 4th itself. You don't have to play 4 in one turn. Coin token Oasis is probably on the strong side for $4 anyway so I'll have to keep a close eye on this one.

Cargo Ship- Very helpful buff but I don't see this card being bought over most other trashers. The cost of 5 while trashing not that effectively with the slowness of the coin tokens are both it's main weaknesses for me. But this buff looks sorta nice on paper.

I think you're underestimating the Coin tokens a little bit - getting a Coin token at the start of your turn is like playing a Baker, a decent $5 card. Anyway I understand that this isn't a powerhouse and trashers are often on the strong side of things so I'm relatively happy with where this is at the moment.

Igloo- Text seems a bit off on this card. But hot damn this card seems extremely good, quickly getting yourself just bought cards while netting you a card for the next turn? This could maybe cost 5.
I'm not happy with the wording on this, but it gets the intent of the card across so it's okay for now. Eh I'm not sure this is that hot? (I guess Igloos are hot inside?) It doesn't seem amazing compared to Tracker, it only works on one card and only on cards you buy. The effective +1 card next turn is nice though but I don't think it makes up for Royal Seal's non-terminalness either so I'm not seeing this at $5. Maybe it'll end up at $4 though if double Igloo openings are crazy.

Anyway thanks for the comments again, you've helped me quite a bit so far  :)


Edit: Woops I forgot, here's a thing.



I've realised recently that I love Copper gaining and Venturer didn't work out so maybe this new Citadel is more interesting. I think I fluffed the wording on the below the line but oh well. Is it too harsh? Not harsh enough? Too boring? Too exciting?

534
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 20, 2017, 09:30:09 pm »
Orphanage: This seems crazy! The on-play is already really strong and you get a free Silver? Topdecked as well? Crazy! Madness!
It’s not as crazy as you think. It decreases your hand size while only trashing one card, doesn’t thin your deck before the third shuffle (because it adds a Silver) and gives a weak bonus compared to other one-card trashers.

Reconvert: Crazy! This is so much better than Salvager, who needs that stupid +buy anyway? Seriously though, this is super powerful because of the versatility.
Not crazy! It’s one of my oldest cards and I rarely buy it nowadays because there’s usually something better available. It’s not even close to Apprentice in power level, using it as a splitter is dissatisfying, and I’m not even sure I’d buy this over Salvager in the opening.

I should probably elaborate on these a little more, you can probably tell where my concentration waxes and wanes depending on when I was writing.

Orphanage: The on-play is similar to Forager, but I'd say it's better. That's what Woodcutter and Monument are telling me anyway, and I guess VP chips stack better than +buy too, which is more important on a non-terminal card. The main thing Forager has over this is that it costs $3, so you can open 2 but wait this topdecks a Silver so you will often be able to open with 2 of these too. The main drawback of early trashers is the tempo loss, mainly that it's hard to hit $5 if you open with them (this is why Masq is so good, no tempo loss) but man that topdecked Silver is a massive boost to tempo! What 1 card trashers at similar price points are you comparing it too? I guess Spice Merchant is better, but that can't trash Estates and doesn't give you a free Silver. Masq is better but Masq is like top 5 crazy cards of all time. I don't think it's ruins the game crazy like Cultist is sometimes (ruins the game get it?). It's more Remake, Masquerade, Spice Merchant: "wow what a great trasher" crazy.

Reconvert: This is so much better than Salvager in the opening because of +2 cards, it's very difficult to make a card that trashes and draws and for it to not be crazy. Do you rarely buy it because there's something better, or because there's something you think is better? Apprentice is obscene so there is a lot of room for this to be crazy and not be close to Apprentice. Anyway, this has power and versatility in spades so it's crazy in my book.

You're probably right about Orphanage. Would it still be crazy if it couldn't trash Treasures? It would obviously still be a great opener but maybe not for two of them. It might also somewhat discourage you from cursing if the curser doesn't accelerate deck building, like Sea Hag.

Perhaps I'm actually underestimating Reconvert or the recent games with it also happened to include cards like Masquerade, Steward and Forager. Either way you still have to convince me it's too powerful at $4 because as I see it, it's not strictly better than any similar $4-cost card. Are you even saying it's imbalanced? If so, would it be balanced with an on-gain penalty like "topdeck a card" or "each other may trash a card from their hand"?

I guess it depends on how fun they are, I doubt either of them is as ridiculous as Remake, it's not like they'd break the game or anything. So if they're fun then it doesn't matter so much that they're powerful. Orphanage would be so much worse if it couldn't trash treasures, maybe not useless but it would become more like Jack than an actual deck thinner because it's replacing one Estate with a Silver, the other with itself and only thinning you by 1 card.

Oh and you have tabletop simulator? I'd be interested in playing some test games with you if you have time for that sort of thing.

535
Dominion League / Re: Season 25 - Results
« on: December 20, 2017, 09:28:23 pm »
B1: PerryGreen 5 - 1 Gazbag

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Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 20, 2017, 02:14:21 pm »
Orphanage: This seems crazy! The on-play is already really strong and you get a free Silver? Topdecked as well? Crazy! Madness!
It’s not as crazy as you think. It decreases your hand size while only trashing one card, doesn’t thin your deck before the third shuffle (because it adds a Silver) and gives a weak bonus compared to other one-card trashers.

Reconvert: Crazy! This is so much better than Salvager, who needs that stupid +buy anyway? Seriously though, this is super powerful because of the versatility.
Not crazy! It’s one of my oldest cards and I rarely buy it nowadays because there’s usually something better available. It’s not even close to Apprentice in power level, using it as a splitter is dissatisfying, and I’m not even sure I’d buy this over Salvager in the opening.

I should probably elaborate on these a little more, you can probably tell where my concentration waxes and wanes depending on when I was writing.

Orphanage: The on-play is similar to Forager, but I'd say it's better. That's what Woodcutter and Monument are telling me anyway, and I guess VP chips stack better than +buy too, which is more important on a non-terminal card. The main thing Forager has over this is that it costs $3, so you can open 2 but wait this topdecks a Silver so you will often be able to open with 2 of these too. The main drawback of early trashers is the tempo loss, mainly that it's hard to hit $5 if you open with them (this is why Masq is so good, no tempo loss) but man that topdecked Silver is a massive boost to tempo! What 1 card trashers at similar price points are you comparing it too? I guess Spice Merchant is better, but that can't trash Estates and doesn't give you a free Silver. Masq is better but Masq is like top 5 crazy cards of all time. I don't think it's ruins the game crazy like Cultist is sometimes (ruins the game get it?). It's more Remake, Masquerade, Spice Merchant: "wow what a great trasher" crazy.

Reconvert: This is so much better than Salvager in the opening because of +2 cards, it's very difficult to make a card that trashes and draws and for it to not be crazy. Do you rarely buy it because there's something better, or because there's something you think is better? Apprentice is obscene so there is a lot of room for this to be crazy and not be close to Apprentice. Anyway, this has power and versatility in spades so it's crazy in my book.

Edit: I had a couple more things I was going to say, but I had to go.

I didn't realise Realm Tax counted everyone's cards, seems busted in 3+ player games with durations and hard to remember so I would say remove that.

Oh yeah Cursed Village is pretty overrated, it sucks with terminal draw, which is usually the best thing to do with villages, it's expensive, occasionally Delusion makes you lose the game and it needs specific cards to be an engine itself. I've found it really situational - although if it's the only village you'll still go for it. But I probably shouldn't be talking about Cursed Village here... I think Provisioner is fine though.

Reparations would be fine without the "at the time you play it" clause I think. I thought it was saying that at the time you play it you haven't gained the card yet, so if that empties the pile then don't count that, but if it does count a pile that it empties itself then it doesn't  need the clause.

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Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 19, 2017, 05:58:36 pm »
Okay I had it my mind that you had about 50 cards here but it's actually only about 20, which is much more reasonable to go through. I was probably getting confused between you and Asper because you're the Seasons guys.

Realm Tax: I like that this doesn't fall into the trap of giving +$1 per action in play, that would get ridiculous fast. I also like kingdom treasures that give some utility other than just money and this gives +1 buy which is nice. It seems like a strong card in an engine, Contraband without the restrictions, but you would prefer to buy it later, but then it'll be expensive later so you want to buy it sooner, but then it's just a Pouch which isn't great. I really like this actually. Only real nitpick is the name, because the card has nothing to with the Tax Event, but I can see the logic behind the name. This is a great start though!

Refugees: The top is decent, I don't think there's a card in Dominion that let's you pick the same thing twice like this does so that's something unique. It seems fairly strong for a $2 cantrip actually, +2 actions can be powerful at the right moment. The bottom is interesting, I guess it makes it hard to gain a bunch of these but also means the pile is always empty after you get one, so you have to watch out for those 3 piles! I wonder if the Refugees could just start out in the trash instead of on the mat. Interaction with other cards should be rare (just Lurker and Necromancer right?) and removes the need for the mat. I suppose you've probably already thought of that though!

Salesman: Woooo Prime token! I have no idea how strong the effect of moving the prime token is. Calling this is like playing a Highway, which is great but obviously balanced by this being a crummy terminal on the previous turn (or whenever you played it). Oh and I guess the point is that the Prime token is unaffected by the cost change so you can make something expensive and then call these and Remodel it into something big, or make it so your opponent can't make it cheaper with their Salesmen. My guess is that this can be nice on the right board, but is weak without support, which is a totally fine place for a $2 to be. Hard to say without playing with it.

Trapper/ Forest Hut: I'm not sure about this one, I think I would open 3 of these with the Forest Hut almost every time. It seems kinda similar to Urchin in that it's correct to open with them most of the time and then hope yours line up bettter than your opponents. I like that this costs $2 so Forest Hut can let you get more, but Forest Hut is a bit less exciting now that Heirlooms (Pouch mainly) are a thing. Also I assume that Forest Hut replaces the same shelter for each player? I wouldn't be thrilled if  I lost my Necropolis and my opponent lost their Hovel.

Deposit: This seems quite strong, although I suppose it's hard to make a weak trasher. It trashes 2-3 cards on turn 3 or 4 and then becomes worse as you add more cards to your deck. I don't see the second ability being relevant all that often - apart from this trashing itself. I would guess this is slightly weaker than Steward, but pretty similar in terms of powerlevel and how it plays out (strong trasher that has another use later on). Oh wait it has a below the line - the second part seems more relevant now, I retract that statement. I would guess that 3 piles rarely happen in games with this still.

Provisioner: A non-terminal draw to X thing that gets a bit better when piles empty. The novelty is a little bit lessened by Cursed Village, but this is an uncommon ability anyway so that's not too bad. Based on my experience with Cursed Village I'm going to assume that this is weak, at least until a pile empties. The on-gain is really nice though, so the card should probably be weak to compensate for that. Seems really nice on a $3/$4 open.

Builder/Battlement: Builder's on-play effect seems fine, a mini Embassy. Weird that a card that says +4 cards on it doesn't increase your handsize. It seems on the weaker side of things, but I guess it's one of those things that is stronger when your deck is worse. I doubt Builder BM is ever a thing. I'm not sure on the whole Battlements thing though, you can only get them if your opponent plays an attack, which is already super swingy, especially with junkers and then the battlements can destroy discard attacks or if there's other stuff going on it can destroy the duration attacks too and then there's nothing to track the duration effect. I don't know, maybe it plays out differently to what I'm envisioning, you'll have to convince me on this one.

Mining Camp: This is a weird one. It reminds me of Leprechaun a bit, as a cheap Gold gainer with a penalty that's a bit random when you play it. Gaining a Ruins to hand and playing it is almost like a Boon, apart from that it junks you of course. This being a village is a bit weird at first, but I suppose that is to let you play the Ruin. I don't think the Gold gain has to stop when Ruins run out, I doubt that is too strong? I'd rather have a Silver than a Gold+Ruins a lot of the time so I doubt this is very strong. I have to say I do like the overpay on this though. It avoids the Counting House problem because it's on-gain, very nice.

Orphanage: This seems crazy! The on-play is already really strong and you get a free Silver? Topdecked as well? Crazy! Madness!

Reconvert: Crazy! This is so much better than Salvager, who needs that stupid +buy anyway? Seriously though, this is super powerful because of the versatility.

Reeve: Ah, the $4 village with a marginal bonus, a true dominion classic. There's actually a bit of tricky play with the Estates on the opening turns, depending on whether you want to shuffle on turn 1 or not. That could be cool, I'd be very interested to play with that. I doubt you gain Estates with this very often, but I suppose just starting the game with 3 Action-Estates increases the value of a village. How does this interact with Inheritance? I assume you move the token and Estates become the inherited thing? I guess this marks the end of the crazy cards too.

Shire: I live in shire, well I guess it's a metropolitan borough now, but historically it was a shire! Ah it's like a Smugglers type thing, but it's easier to track which is nice. But it can't gain Duchies so boo. But it's non-terminal which is nice. It'll be worth at least 1VP and often 3. Seems strong to me, and maybe crazy.

Beachcomb: Hmmm can this lead to infinite combos? Oh can it not discard any Beachcombs, or just itself? I think that could be a bit clearer on the card. I guess it can't discard any Beachcombs because otherwise you can get infinite VP with Monument and Bustling Village or a +1 action token. Not sure I'm a fan of that ability in general though honestly, seems like a pain to track. The on-gain is weird too, I guess it's useful with mid-turn gaining or Horn of Plenty or something? Seems like the kind of thing tht would be better suited on a card that can trigger it itself.

Benefit: Seems at it's best with a $2 cantrip on the board to pick up with a $5, or a good $3 and $4 card. It seems potent on the right board, but quite well balanced to me. I wonder if the reaction should exchange the gained card now that that's more of a thing? I suspect that if Trader was a new card in Nocturne it would exchange the gained card for a Silver.

Building Crane: Did I already talk about this one, or was that a different version? $5 is steep for a one-shot, although it does make itself cheaper. This might be crazy with +buys?

Juggler: This is odd, you'll return the Curse unless you need that $2 or have something else to do with the Curse. Keeping a Curse around to try and block opponents Juggler seems bad. It's weak next to Witch and Mountebank but I suppose they're pretty good so that's fine and there are tricks to do with this so it might be fun.

Reparations: If you gain a card with this and empty a pile do you get +$2? The "at the time you play it" wording is confusing me. If you aren't supposed to then I'd switch around the abilities so the +$ ability is on top. This is weak until it starts giving money, but it's a gainer so it's going to have utility when that's a good thing to be doing. I like it apart from the confusion.

Revaluate: Isn't the word Reevaluate? Anyway, I'm a big fan of Remodels. I still don't know how strong moving the Prime token is but this is obvs way weaker than Butcher (what card isn't though?) and seems weaker than Replace to me, but Replace is super good so that's okay too. I also could very easily be underestimating the Prime token. I think the idea is to make an action expensive with the token and then trash it to turn this into an Expand. Graverobber expands actions, but this can also trash other things too. I'll have to play with these Prime token cards to get an idea on how good/fun they are.

Riverside: I used to live on a riverside, although it was in the middle of a city so it wasn't as nice as this one. I suppose you would have to do a calculation, but I guess in most kingdoms this will end up being 4VP without too much work.  I guess the Prime token movement isn't that strong then, because this is usually worth enough VP to justify the $6 cost?

Chancellery: Very similar to Obelisk, but it makes the pile cost more, which is cool. Then in games with Prime token cards this becomes more tricky. Maybe you could have this in the setup of a Prime token card because that seems like the most interesting case for this, to make sure it's different enough from Obelisk. I can see why you wouldn't want to do that though and this is fine as is anyway.

I'll talk about Petty Lord another time because there's so much going on there.

In terms of an overall set I think it could do with another terminal draw card? We normally get about 2 per expansion I think, right? Not much terminal payload either actually, like your Wine Merchants and your Farmers Markets and your Sacred Groves and the like. There's a good number of villages and trashers though. Well there's a lot of stuff I like here, the cards seem pretty coherent with clear concepts for the most part. A few things I'm not convinced by and a couple that I think are crazy. Nocturne might have made a few a little redundant too, but nothing glaring there. I would love a Peddler variant too, everybody loves those! That was my main gripe with Nocturne, although I suppose 2nd edition base is now 50% Peddler variants so I guess we needed a break from that. Oh and this a tree card to justify the Roots and Renewal name. Err well there's my thoughts, hopefully you find them at least slightly useful! Feel free to tell me that I'm an idiot too, if I've just said a load of rubbish.

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Dominion General Discussion / Re: The Fool is a pity
« on: December 19, 2017, 06:29:41 am »
This reminds me a bit of the first game people play with Seaside; Pirate Ship  ruins the game and everyone forgets to keep out their durations. Now Pirate Ship is rarely bought and nobody has a problem with durations. I suspect a similar thing is going to happen with Fool and Night cards in your case.

 I really don't understand the problem with Night cards though. In games with multiple buys I assume you're okay with people buying more than one thing and waiting until they're done. E.g. I don't see how someone buying a card and then buying Scouting Party is fine, but someone buying a card and then playing a Night Watchman "destroys the rhythm of the game".

539
Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 18, 2017, 07:04:01 am »
Dragon Tamer- Seems Good. But I am not 100% sure if a duration moneylender is balanced at 3 cost. And dragon tamer slightly more flexible. In most 2 player games I don't really see 5 Dragon Tamers being bought which is a shame.
It's made to be in-line with the other Durations that give the same bonuses as more expensive cards but split over two turns. Compare Caravan and Laboratory, Caravan Guard and Poacher, Ghost Town and Lost City. I actually think Dragon Tamer is weaker than Money Lender, and quite weak in general. I intentionally made it a trasher so that it's harder to ignore.
Whether or not five Dragon Tamers will be bought depends on a lot of things - how slow is the game going to be, how important trashing Treasures is, how strong players perceive Dragon to be... your next assertion suggests it's rather strong for $7 so there you go.

I did guess that's why you costed it at 3. My concern came from is that I could not think of a trasher at the cost of 3 that nets more than 1 coin while trashing a correct me if I am wrong. When a card does something not comparable at a cost it always leaves me with a question mark. It's doesn't seem extremely powerful at 3 so it's probably fine. Also, I don't find it stronger than moneylender, I just called it more flexible since it isn't as dead as moneylender can be once you stop drawing it with coppers.
Three and four are virtually equal price points.  It's just, kind of no big deal whether you put cards at 4 or 3.  Generally the main distinction is whether you want people to be able to double open with it, or load up on copies of it.  Moneylender is 4 to rescue players from their own newbtrap opening more than anything.  I suspect Salvager is 4 so that Salvaging salvager is cool, but it might be because loading up on them leads to some unusual strategies that aren't as interesting as when salvager is a light feature. 
Like urchin, this card needs to be available in good quantities for it to do its thing, so you want it to cost 3.  It's similar to Forager in this regard too, where it's really important to be able to get multiple Foragers to validate the work you do powering them up.  And you'll notice that Forager breaks the rule as you've composed it, you can easily trash a Silver and a Copper and then start trashing estates for and curses for 2$.  You can double back and complain about that Silver, but that'd be missing the point that putting something at 3$ is about having the right reasons more so than power level assessments.

I disagree the 3 and 4 costing being interchangeable. My main points about cost: 4/3 split, it doesn't just allowed you to double buy, but also allows you to start with a 4 cost; it's much easier to get multiple copies of cards that cost 3 with +buys; 3 costed cards are generally easier to buy; some design choices are just left at 4; 4 costed cards are generally more powerful. I didn't include Forager and Trade Route, since they're both situational and required set up, I was looking for pure stats to go along with trashing. Sure the gap between isn't big as 4-5 or 7-8. Support you claim and tell me some 4 costs that could or should cost 3 that aren't scout or spy.

Here's what Donald had to say on the matter, although it's from years ago so it might be a bit outdated.

http://forum.dominionstrategy.com/index.php?topic=84.0

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Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 17, 2017, 08:25:03 pm »
Sorry I was a bit rushed when I posted that, I should have waited till I had time to write something more constructive.
First of all I should have said that I think the idea of a card that "Locks" supply piles is quite interesting and having an Heirloom tied to the unlocking is very clever.

The point I was trying to make is that if you don't care particularly about Caretaker being strong then the second ability really isn't pulling it's weight to be worth the extra words on the card. I already made the comparison to Stonemason - a card that is so weak that gaining it is basically a downside to balance it's crazy overpay ability. I wouldn't describe it as versatile, quite the opposite really. So if you do care about the power of Caretaker then it probably wants something more than that, I'd suggest just giving it +$1 to keep it simple. I think we might just have different design philosophies on this kind of thing though, I'm a big fan of keeping things as simple as possible.

I'm just going to have to flat out disagree with you on the complexity of this though. It's a split pile, which already means you have to learn twice as many cards as the average card. It then also has an Heirloom, so now in order to know what this is doing you have to learn 3 cards and then on top of that there are weird pile-blocking things going on and gaining from the trash. I can't really think of a way to make a more complicated supply pile - apart from travellers I suppose, maybe Fool and Vamp too. I'm going to use LilbraryAdventurer's initial misunderstanding as evidence for this point  :P

Yeah, I guess you're right, the whole spilt pile with Heirloom is pretty complicated. I thought you were only talking about Caretaker when saying that.

Our design philosophies differ some but not a lot. I can get behind simplicity and perceive many other fan cards as too complex. Not my Caretaker on its own though, as both his abilities are unique and they wouldn't really make sense on two separate cards.

Ah yes that makes sense, I wasn't very clear at all was I? Sorry about that!

I might be underrating trashing Gold with Caretaker and then gaining it back actually. You don't get Provinces like with Graverobbering $5's but you can gain more Caretakers so it should be easier to pull off and I guess 2 Duchies is the same VP as a Province too. I didn't really think about that before, there is synergy between the abilities, I was being a bit of a doofus.

Anyway, I also came up with alternative effects for Caretaker which still stick to the basic concept. They should give you an idea of what I want him to be like:

Quote
Caretaker A, $5, Action
+$2. You may gain a Treasure from the trash onto your deck. You may trash a Treasure from your hand, to gain 2 cards each costing less than it.

Quote
Caretaker B, $5, Action/Attack
+$2. You may gain a Treasure from the trash onto your deck. You may trash a Treasure from your hand. If you do, choose a Kingdom card costing less than it. Each other player gains a copy of it.

The wording of Caretaker B isn't the greatest but makes sure the card you choose is the same for each other player. Both alternatives are probably stronger than the current version but neither is simpler. So they're probably not for you either.

Thanks for the constructive criticism anyway. When are you going to check out my other cards? :)

I guess the idea behind the topdecking is to make locking slightly harder to do, which could be a good idea if it's a bit much at the moment and it also means if you draw the treasure then you get an extra +$2 so I guess it's a buff. I think I prefer A to B, B is a little strange to me because it doesn't really reward you for trashing higher value things because I assume you'll want to give out cheap and nasty things? Catapult does the treasure-trashing attack already, I'm a bit tired now so I'm probably missing something though.

Yes I started writing a post a while ago but I lost it somehow and haven't quite found time to have another look, there's a lot of stuff I like skimming through again. I'll try and gather my thoughts soon, it's taken me about 3 hours to write this so maybe not now though!

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Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 17, 2017, 07:07:44 pm »
Okay here's a new thing and some changes/updates/thoughts. I've updated the OP with stuff too.

Seer

Here it is the Seer, now the on play effect is very similar to Barbarian, but I have a new Barbarian because the old one wasn't going down well. So hopefully this is a bit better. When you pay the tokens you only add Ice tokens to your Avalanche, if that wasn't clear.

Avalanche


Yep there it is, Avalanches are very similar to Saboteurs it turns out. 15 seems like a good number for Avalanche, not too fast that it becomes oppressive every time and not too slow as to never matter. There are also ways to make this hurt not so much, mainly just gaining expendable cards, Silver gainers and stuff like that. I'm using Violet CLM's image generator for these which doesn't have a template for States, so sorry about that.

New Barbarian


Okay so Barbarian is now a Coin token Oasis. That is very probably too good for $4, but maybe it's borderline? It could have an on-gain penalty maybe if it's a little too powerful. It should be much easier to get the attack going now that it's non-terminal. Also a note that I think I forgot to mention before is that this particular attack is very devastating early on, when your hands are basically one $3-$4 card and Estates/Copper. Which is the logic behind why I chose this particular attack to be delayed by the tokens like this.

Cargo Ship buff


Cargo ship was on the weak side, but was in an awkward position where it was a bit too good at $4 so I made it a little better at trashing Coppers.

Igloo

This snowy themed expansion needs an Igloo right? It was surprisingly hard to find a picture actually. This is a pretty simple idea, although as usual the wording sucks. This is isn't the best thing ever but it's not too bad, I've had it since before Nocturne but forgot to post it earlier, I now worry that Tracker is a bit similar to this and more exciting with the Boons.

Hunter
I'm not overly pleased with Hunter at the moment, perhaps switching the bonuses would make it better. Action for +2 cards, Treasure for +1 action and Victory for Coin token. Discarding an action for +1 action does rub me the wrong way a bit and currently hunter is terrible without a Victory card. We'll have to see, I worry that it'd be hard to remember which goes with which if they're switched like that though.

@Co0kieL0rd: Thanks for the post! I agree with most of what you said - hopefully you like the changes I made this time. Apart from cantrip Cargo Ship, that'd be cwazy! Oh and I'm thinking of making Pioneer blow itself up for a Coin token if it fails to find a Copper - the Copper searching is functionally quite different to just a Peddler and it is a great subtle effect so It'd be a shame for it to die due to physical issues. But at same time I'm of the opinion that Hunting Party was a mistake and isn't worth the hassle so I guess that's still on the cards for sure.

Ah yes I almost forgot Venturer and Ice Cave have been retired for now, Venturer was strange and not very popular so I figured it should go and Ice Cave wasn't very interesting. Cold storage and Rediscover will get more attention soon.

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Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 17, 2017, 05:03:13 pm »
The treasure trashing option on Caretaker is very weak - it's a limited Stonemason, it only really seems good when used on Gold. I suppose you get Caretaker to gain locks from the trash and that's just a situational extra though, so it's probably not too bad.
Having unlocking Locks tied to an Heirloom means things will get unlocked faster with more players, which may or may not be bad, just different.

Everything you mentioned is the result of deliberate decisions and careful consideration when designing these cards. Caretaker isn't meant to be strong, just unique in its function, and to synergize with Lock, of course.

I don't see the point in adding a very weak situational ability onto an already complicated card.

I don't think it's a complicated card. The Lock/Caretaker combination certainly benefits from both of Caretaker's effects. Also the Treasure trashing option is very versatile as you can gain two Duchies (6VP) by trashing a Gold, for example. Or any other $5-cost cards.

Sorry I was a bit rushed when I posted that, I should have waited till I had time to write something more constructive.
First of all I should have said that I think the idea of a card that "Locks" supply piles is quite interesting and having an Heirloom tied to the unlocking is very clever.

The point I was trying to make is that if you don't care particularly about Caretaker being strong then the second ability really isn't pulling it's weight to be worth the extra words on the card. I already made the comparison to Stonemason - a card that is so weak that gaining it is basically a downside to balance it's crazy overpay ability. I wouldn't describe it as versatile, quite the opposite really. So if you do care about the power of Caretaker then it probably wants something more than that, I'd suggest just giving it +$1 to keep it simple. I think we might just have different design philosophies on this kind of thing though, I'm a big fan of keeping things as simple as possible.

I'm just going to have to flat out disagree with you on the complexity of this though. It's a split pile, which already means you have to learn twice as many cards as the average card. It then also has an Heirloom, so now in order to know what this is doing you have to learn 3 cards and then on top of that there are weird pile-blocking things going on and gaining from the trash. I can't really think of a way to make a more complicated supply pile - apart from travellers I suppose, maybe Fool and Vamp too. I'm going to use LilbraryAdventurer's initial misunderstanding as evidence for this point  :P

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Dominion Articles / Re: Bard is not weak
« on: December 16, 2017, 02:36:53 pm »
Bard is kinda like a friendly Swindler, you don't know exactly what it's going to do, but it's usually better than Silver.

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Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 02:15:00 pm »
The treasure trashing option on Caretaker is very weak - it's a limited Stonemason, it only really seems good when used on Gold. I suppose you get Caretaker to gain locks from the trash and that's just a situational extra though, so it's probably not too bad.
Having unlocking Locks tied to an Heirloom means things will get unlocked faster with more players, which may or may not be bad, just different.

Everything you mentioned is the result of deliberate decisions and careful consideration when designing these cards. Caretaker isn't meant to be strong, just unique in its function, and to synergize with Lock, of course.

I don't see the point in adding a very weak situational ability onto an already complicated card.

545
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 01:45:22 pm »
The treasure trashing option on Caretaker is very weak - it's a limited Stonemason, it only really seems good when used on Gold. I suppose you get Caretaker to gain locks from the trash and that's just a situational extra though, so it's probably not too bad.
Having unlocking Locks tied to an Heirloom means things will get unlocked faster with more players, which may or may not be bad, just different.

546
Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 15, 2017, 01:24:04 pm »
What if you skip your Clean-up phase with Ravaged? That seems really wacky.
Make sure you don’t get rid of all your actions, so you can do something next turn?

You wouldn't draw a new hand right? So you better have some Wharves in play! Or something...

Skipping cleanup seems confusing and begging to be broken. Maybe this should just be Action or Buy phase? It would mean you can avoid having the ugly non-Night wording too.

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Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 15, 2017, 12:31:55 pm »
I like that Dragon gains you Golds, making it harder to play one every turn. When I saw Dragon was a reserve, I thought you were going to need a Dragon Tamer in play to call it, that seems quite thematic. Although with Dragon Tamer blocking Dragon I suspect Dragon is actually very weak, soit probably doesn't need further restrictions.

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Dominion General Discussion / Re: Tom Vasel Nocturne Review
« on: December 14, 2017, 08:52:45 pm »
Bit of shame that he didn't mention how much more thematic Nocturne is than previous sets. That has always been a big criticism of Dominion. Although I never really understood it myself.

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I find Raider strange, if you can't trash Copper then it's just a big Cutpurse thing, but if you have trashed your Coppers then your deck is often in a state where discarding 1 card doesn't do much either and it hurts about as much as Urchin. I can see a small window where your deck is starting to kick off but you still have a few Coppers/Estates left where the attack could be devastating, but things would have to line up right and I'm not sure how often I'd want to spend a $6 buy on a stop card at that stage. I guess it can punish early greening maybe?

It seems better than the first 1 or 2 Golds in Big Money, but that's only come up for me once so far and my Raiders missed the shuffle a few times so it didn't work out well on that occasion. But if they don't miss it's clearly better than Gold so I assume that was just a bad game, small sample and all that.

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Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 14, 2017, 05:30:14 pm »
I mean there's only 10 in the pile y'know, getting 7 Pioneers seems rare. It's significantly better than Peddler until you trash Coppers

Maybe it was more of a nitpick comment on the Pioneers. But my line of thought was that most of the time you would draw into copper(s) during the end of your turn limiting Pioneers spamability, pairing that with any amount of trashing and it could quickly turn into a card that you don't want many copies of. Which makes me think a vanilla peddler is better (Not counting the coin token effect).

I don't want this to become a generic strategy discussion, but this is a terrible way to evaluate cards. Pioneer is better than Peddler in some situations and worse in others, more importantly though they have different roles in deckbuilding. The main problem I have with Pioneer is that it can take a while to resolve - especially if you trash your Coppers and it becomes a cantrip Chancellor, which can lead to multiple shuffles per turn.

It's pretty much a worse Wishing Well as an opening, I don't really understand the RNG factor comment either. It seems worse than Wishing Well to me in general but I have been called Luckbag on numerous occasions, so maybe Wishing Well is worse for other people.

Well wishing well has the same RNG factor of hitting a estate during it's first use which makes both of them way less impactful. But I do not see how Wishing Well is much better, Sleigh always has copper as a target and is much easier to build around later into the game. However I am assuming that Sleigh is a pretty decent card to spam which is where I am drawing most of it's power, which I might be wrong on.

You can wish for more than Copper with Wishing Well, the first Sleigh is just Wishing Well for Copper. The RNG isn't really any more than you're average card, perhaps it's a bit more in your face though. When you start chaining multiple Sleighs together the first few are very unlikely to trigger as you are likely to be trashed down if you're lining up so many Sleighs. I'm not saying it's a weak card but it seems very similar to Wishing Well to me - Wishing Well is very strong mind. My main disagreement with you was when you said it was such a good early game card.

It has the magic words "trash a card" although I might try this at $4. I suspect that's too good in the opening though, maybe a bonus for trashing Coppers would be better.

I don't think the strength of this card is in trashing starter cards. Having multiple of these out at once seems like the most ideal use of this card to me, which is why I compared it to glacier. The best normal target for this card seems to be estate like most other Remodel clones, however remodel itself gains you a 4 or lower costed card while cargo ship just gives you 2 coin tokens over two turns and most of the time they both trash coppers for nothing. But on the other hand, trashing high valued cards for cargo ship seems too slow for me unless you have a strong gainer. Even degenerate combos such as rats and fortress could be done better with remodel, apprentice, etc since they're not duration cards. Idk maybe I am just seeing this card under a bad light.

Trashing your starting cards is amazing, so yes that is where a lot of strength comes from, although this is very inefficient at it. I think I agree with you that this is a little tame in it's current form but it's not terrible, it would certainly be too good at $4, Coin tokens are really strong! This is more of a Salvager than a Remodel though, that's what it started out as at least. Also Remodel has to gain a card, so it can't trash Coppers for nothing. Hmm being weaker than Apprentice is a place most cards want to be, I think.

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