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Messages - Something_Smart

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51
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 24, 2020, 05:32:09 pm »


Edit: 10 Mystic Stones in the pile.

This might be tough to play with online because it introduces a situation where you can't track your opponent's points exactly (and intentionally so). You could get around that by showing the range of possible points the opponent could have, but it would be janky. If people think that's too against the spirit of Dominion, I can change Mystic Stone to simply Exile cards. I don't think it would play out that differently.

52
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 20, 2020, 03:52:31 pm »
First, I guess you misread Small Market, it gives Actions and not Cards.
Oh I totally did, haha, my bad. Sorry :P

53
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 19, 2020, 05:31:33 pm »
Contest 73: Mancap Redux Judging
Ruffians & Guard Tower by [TP] Inferno
So Ruffians is kind of a mini-Knight combined with a weak discard attack. Urchin shows us that discard-down-to-4 is very rarely relevant, and War not usually being that bad shows us that the main strengths of Knights is in hitting $5's and $6's. I probably wouldn't go out of my way to add a Ruffians to my deck unless I needed the +Buy.
Guard Tower, on the other hand, is a pretty strong card on its own and is a pretty underwhelming counter to most attacks. Contrasted with Beggar, Diplomat, and Horse Traders, this reaction is pretty much objectively bad in a vacuum. It's only good against attacks that care about the top of your deck, but even with those, it isn't great-- it doesn't stop Fortune Teller or Scrying Pool from hurting, it can neutralize Swindler but that's it, it can lower your chance of getting hit by a Knight or a Cardinal (or a Ruffians). I'm not sure I'd even care about the Ruffians attack enough to get a Guard Tower if these two cards popped up together, unless I wanted it for the DtX (and I might, because that part of it is cool).

Golden Ages & Dark Ages by majiponi
Hey, wait, you can't have a card and an expansion with the same name, that's illega-- oh, right. What a weird combo. The Golden Ages rush to me seems really good-- rush out all the Golden Ages, then use Dark Ages to stuff all the treasures you can on your Exile mat. This seems to be the only strat with a chance of succeeding on board where there are no non-treasure payloads. If there are non-treasure payloads, well, it's likely that this pile gets mostly ignored if nobody is going for it and then Dark Ages never triggers. But it's a really cool and creative synergy nonetheless.

Instruct & Quicksilver by Aquila
Instruct is a pretty cool idea. It seems even worse than Pawn in terms of analysis paralysis; I'm sitting here scratching my head thinking of all the different use cases for it. Quicksilver seems really good for a $4-- it's basically a Silver+ under most circumstances and there's some good reasoning about why those should always cost at least $5. Especially since it's reusable with gainers and Instruct specifically allows you to use it twice in one turn, Quicksilver has a very strong synergy with pretty much every gainer, and an insane synergy with Instruct. The combo would be fun to play for sure, though there might be a lot of calculation required.

Porter & Athenaeum by spineflu
Both of these seem pretty unimpressive on their own. Porter is barely a Woodcutter and while you could probably set up a Porter megaturn the same as you could with Bridge, it just doesn't seem worth the effort (unless there are things that give VP's for filling your deck with actions, like Vineyard or Triumphal Arch). Athenaeum is very unlikely to be better than Embassy, but hey, it's DtX, we like DtX. (I like DtX anyway.) Together they're... slightly less unimpressive? Porter is a village or a lab when discarded. Not bad, but nothing to write home about. I think Village Green probably does what Porter does better.

Tribal Village & Stud Farm by faust
Tribal Village is cool! This is a cool card. It's like Snowy Village but for money. First one's a Gold + Village, the rest are necropolises or worse. Unless you have some way to lower your $ during the turn-- Black Market, Storyteller, Villa, Cavalry... or Stud Farm. But Stud Farm feels pretty weak; when it works out, it's kinda like Storyteller, but terminal, but you can't even play treasures so you might not be able to do anything with it at all. And if you have a deck that can make use of the +2 Buys, you probably don't need the horses to draw consistently (and you'd rather have the money). Putting it all together, this combo would be fun to play, but it would be hard because the two cards don't draw at all until you collide them, but if you add too much external draw then Stud Farm's horses aren't really doing anything for you.

Gaoler & Gold Mine by Gazbag
The biggest downside of Gaoler is that you're gonna be forced to put bad cards from Exile into your hand a lot. On its own it strikes me as a Trade Route type, "if this is the only thinning I GUESS I'll take it" kind of card. It's very hard to use for tucking away green cards once you have deck control-- even harder than Native Village-- because you can't make any progress unless you can discard at least three cards for it to exile. Gold Mine does solve the main problem, for sure. This combo will very quickly swap out your bad cards for Golds-- that seems like a money deck that's pretty hard to beat. Although, the question is, is this that much better than just big money with Gold Mine + some other thinner? My intuition says it's not that different, because in big money you are buying Gold a lot anyway. Gold Mine is gonna be a very fast money card in any event, especially since you can open with it and by the time you can afford a Gold you'll probably have all the Golds you need in Exile.

Fertile Village & Midwife by grrgrrgrr
Fertile Village is pretty unimpressive, but it's a Village+ for $4. Sometimes you buy Village Green or Fortress when you can't trigger them, because a village for $4 is still worthwhile. You can maybe use it to grab a few extra copies of itself by the time you have overdraw.
Midwife, on the other hand, is even worse when you can't trigger it. Sometimes you take the Smithy+ for $5 when you need the draw, but you're really not going to be happy about it. On the other hand, with pretty much any trigger at all, this becomes +4 Cards +1 Action which is mega nuts. I guess the Fortress comparison is apt-- either you can't trigger it and it's meh, or you can, and triggering it is probably gonna be centralizing. The synergy between the two cards is there, though I think Midwife synergizes more with non-terminal discarders like Artificer and Mill, because then the fact that revealing it is nonterminal matters more.

Recycle & Goblet by mandioca15
Both of these are kinda nuts. Recycle is a trasher with Recruiter/Sentry levels of unskippableness, and you can keep it as a powerful DtX if you can't feed it, or you can just toss it out once you've thinned. Goblet is just insane with pretty much any trasher. It's reminiscent of HoP; it can gain copies of itself, but it's a LOT easier to trigger a megaturn-- rather than having 8 unique cards in play, you just need to trash a $5 and with enough Goblets in hand you can empty the Provinces. These cards do work well together, insomuch as they are both extremely powerful.

Schoolteacher & Dullahan by D782802859
Schoolteacher's pretty cool. A terminal silver for $2 means that even if it doesn't happen to hit it still helps. The Victory effect is by far the strongest, the Action one is okay if you desperately need a village, and the Treasure one will almost never be useful. Dullahan, aside from having accountability issues (you can't look through your discard), is incredibly swingy, and is certainly worth buying on a board where you can't draw deck without it, but the game will probably be determined by whoever draws their Dullahans at the bottom of the shuffle more often. Schoolteacher does definitely help it, especially if you're trying for a megaturn, so that interaction is pretty cool.

Assembly Shop & Monk's Village by artless
Aside from certain boards where consistently hitting $5 is important (Duke comes to mind, but Minion as well, especially because Minion is DtX that likes discard-for-benefit), this feels very slow-- if you can draw enough of your deck to make the discarding possible, then it might be equivalent to adding like an Artisan or a HoP, but you can only get one, and you have to spike all the way up to $7. Monk's Village is a cool concept, rewarding you for emptying your hand, but I don't know how good this synergy even is. If you use Assembly Shop in the Action phase, Monk's Village will draw you a card before Assembly Shop gains you one, so you can't even predict it, and you've basically given up your turn anyway so the card you draw probably won't matter. In the Buy phase, it's a little better, but you're unlikely to have enough cards to discard there.

Comptroller & Market Day by Fragasnap
Comptroller reads as pretty unlikely to trigger. Even if it comes up with an Event, most Events aren't ones you want to buy a lot, especially late in the game. And if you have a big enough deck to want +Buy, you probably have enough deck control that its reserve nature doesn't help THAT much. (Or you're in a Gardens rush, and you don't care when the +Buys come because they're going to be Coppers anyway.) Market Day is really good, though not really game-warping, on boards where +Buy is plentiful (Worker's Village, Margrave, Spices, etc.). Which I guess is the case for Comptroller, but it doesn't have to be. If Comptroller isn't worth getting because you can't build to where the +Buys matter, Market Day probably isn't going to change that.

Privatize & Customs House by LordBaphomet
Privatize doesn't do anything without Villagers/Coffers already in the game; this is a problem. It's not unfixable, but a fix would be awkward (a setup line saying to include a Villager or Coffer card, maybe, but that would make the text smaller than it already is). As for a viable source of alt-VP, well it probably isn't? Sure in Masterpiece/Guildhall or Merchant Guild madness, but the majority of the time it's too slow. And converting your villagers to coffers means that you can't even rely on villagers for deck control. Customs House is a Silver with extra steps, as each coffer that goes on due to it probably comes off when one is in play and grants a villager and a coin. It's kinda cool. The synergy lets you bounce them around forever, which is also cool, but Privatize is just so unlikely to be useful at all in a random kingdom.

Ledger & Favorite by grep
Ledger's neat, it scales similar to Courtier based on the number of different types available. There's probably some silliness with Bonfire? There's also silliness with gain moving (Watchtower, Royal Seal, etc.) because I think as written if Ledger loses track of itself it can still be played (similar to how Vassal/Faithful Hound can set aside the Hound and still play it), and then it can be looped. That's a bit of a problem, and I would probably rather word Ledger like Outpost where "if you haven't yet played a Ledger this turn." Favorite's a card with a lot of types, that's cool. Cantrip receive a Boon is probably balanced/on the weak side at $5, but it also slows the game down a ton. This one's probably even worse in terms of game enjoyability? But it seems pretty balanced; you lose some of the power for the flexibility. The synergy is great and makes a deck that would be very powerful and also interesting to play. Until you have six Favorites and are flipping over the Boon and Hex piles every two turns... maybe Favorite would also want to have a "if this is the first time you played a Favorite this turn" clause. There's a reason Donald X. didn't do cantrip Boons, aside from Pixie which is one-shot.

House & Merchandise by X-tra
House is cool, a weak village with some payload built in. Sometimes you'd take a necropolis, and you're happy to have one that also gives some cash. Merchandise is really abusable. Anything that lets you load up on a cantrip is gonna make this explode and fast. House is almost certainly not the best target for it-- pretty much any cantrip is better-- but the synergy is there because both cards want you to have a lot of cards in play, and Merchandise does need a village. But it would prefer a drawing village, for sure, so that synergy is pretty weak.

Small Market & Innkeeper by Rhodos
Small Market is fine. It's a Moat with a buy, sometimes you'd pay $2 for that. (Sometimes I pay $2 for a Moat on a board with no attacks.) The reaction is a nice boost that's distinct from the other on-discard reactions. Innkeeper is cool but it seems like more trouble than it's worth to get and hold onto Accommodations, though I will admit that it synergizes with Small Market nicely-- Small Market's reaction lets you keep up a steady supply of Innkeepers to continue to add Accommodations. Accommodation requires a very high action density to be that useful, but even when it's one-shot, it is two horses, so maybe it's worth going for. But it's gonna get pretty awkward when you run out of Estates and each Innkeeper is one-shot.

Deacon & Knave by alion8me
Deacon is a Sauna variant, not contingent on any other card, but it can only trash cards that are played. It's basically a Junk Dealer on trashing a Copper, but in return it can't get rid of Estates or Curses. Seems all right. Knave is a pretty weak attack, it doesn't really seem worthwhile unless you can trigger its on-trash. Oh well. Deacon makes it easier to trash, though it would be cooler if Knave's on-play attack would synergize with its on-trash attack so that it meant more that you would get them both in the same turn. Knave will probably be most useful in a rush similar to IGG-- you don't have to hit $5 this way, but you do have to line up the Knave with the trasher. Also pretty good with Lurker.

Cargo Vessel & Port Market by Carline
Cargo Vessel is essentially a Lost City. That's very good. The fact that its first draw doesn't come until next turn slows it down a bit, but it's made up for by the fact that you get to pick what the card will be. I expect this pile to disappear rapidly in every game it's in. Is that fun? Maybe, but there's really no downside to stuffing your deck full of these. You get actions, draw, reliability, basically an engine handed to you. As for Port Market, it's a neat Peddler variant with an extra once-per-turn bonus unless you can evade the bonus by removing it from play. Seems reasonably strong, you certainly want one, and the synergy with Cargo Vessel is definitely there, though I think the overpowering strength of Cargo Vessel mostly overshadows it.

Mouse & Cat by somekindoftony
A Mouse that eats your Coppers and gives extra actions, and a Cat that eats cards costing $2 of which Mouse is one. Cute! Your fear is justified, though-- Cat is very good. Probably better than Apprentice, at least in the early game. Mouse does give it a small boost, but you almost certainly can't skip it anyway. Mouse is good when there is strong terminal draw; I'd be fine swapping my coppers all for necropolises as long as I had the draw to back it up. The synergy works similarly to Rats, because Cat likes to have $2's rather than $0's and Mouse turns all your $0's into $2's. Cat is already very strong and this makes is that much stronger.

Turtle & Road by mad4math
So Turtle is just as many +Actions as you can muster. Seems pretty reasonable, albeit obviously very good with strong draw, similar to Coin of the Realm. Road is very annoying to work with, and it's good with other cost reducers and other +Buy. I agree with people saying the +$5 is too strong; it gives you way too much flexibility as a payload. As for the synergy, I guess the idea is that you draw enough to get four Roads in hand, then buy a Turtle and win next turn a la KC/KC/Bridge/Bridge/Bridge. Like KC and Bridge, it's pretty swingy depending on who manages to collide the right cards at the right time first. But they are pretty creative cards, with a pretty creative synergy.

Winner: Mouse & Cat by somekindoftony

Runner-up: Schoolteacher & Dullahan by D782802859

54
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 19, 2020, 09:14:01 am »
Sorry for the lack of 24-hour warning; I was out of town and couldn't post it.

Judging will be in about 6 hours.

55
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 02:11:27 pm »
I hope this isn't too cheeky but given I wasn't very happy with the judging of Gaoler last week, it's back! If that isn't okay I'll withdraw it.
You're fine!

56
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 02:06:00 pm »
I thought the idea was to create cards that can also stand on their own.

Something_Smart, please clarify this point: Is the idea to create cards that can also stand on their own or it's ok to create mutually dependent cards as I did?
I was thinking that people would create cards that can stand on their own, but you don't have to-- split piles are fine, and this Partner idea is creative and cool as well. Go for it.

57
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 03:36:59 am »
Eyy thank you! I personally feel Valley Town is a little too powerful after thinking about it, but it's probably in reasonable range and it would be fun to play with. Congrats to the runners-up, I liked those cards as well.

Anyway, moving on.

CHALLENGE #73: Mancap Redux
Design two card-shaped objects that have very interesting interactions-- either a powerful synergy, or one providing a very strong counter to the other. For examples of this, well, go look at the wiki under Combos and Counters. It doesn't have to be as flashy as those though, I would accept something as simple as Ironworks/Mill.

If you don't feel like designing two cards, you can reuse one card you've previously designed, but the other one should be new.

Judging will be approximately 7 days + 12 hours from this post because I'm up at an ungodly hour and I definitely don't want to force myself to judge at 3am next week :P

58
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2020, 12:15:39 pm »
You're right though that in practice it shouldn't matter, but I could hypothetically imagine a card that can instantly discard a card from Exile as a Reaction or something, and then you can have a case where you play Viceroy to empty a pile and your opponent uses this effect and then you have to play a card despite it not being visible anywhere on the table.

I guess my version doesn't really fix that though, and the problem already exists with something like Crown on Crown on Artisan for Mandarin. So maybe it's not a big deal.

59
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2020, 12:10:28 pm »
Quote
Viceroy -$4
Action/Command

Name an Action card. Each other player Exiles a copy of it. If they did, play it twice, leaving it there.
I think a card played has to be in a specified place... maybe say "if the player to your right Exiled a copy of it, play it, leaving it there."

I guess that's not actually true a la Vassal/Village Green (and Vassal/Faithful Hound I suppose), but it certainly seems simpler to refer to a specific copy of the card as being played.

60
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2020, 01:57:50 am »

God, so many infinite combos...
Mining Village, Raze, any other self-trasher with Champion or Adventures tokens (Death Cart, Pillage, Engineer, Treasure Map), Procession is maybe not infinite but certainly absurd, Apprentice is crazy, Rebuild is crazy, Bishop is pretty crazy, Salt the Earth is disgusting, Lurker is disgusting.

Although, in the absence of these cards, and the presence of more reasonable trashing like Remodel variants or other TfB, it seems pretty fun, but those seem like a minority of boards. I assume that's why Fortress is a village; to make it so you want it even if its below-line isn't relevant.

I think you could fix the worst problems by making it "the first time each turn that you trash...", though that doesn't fix Salt which is probably the worst non-infinite combo. Maybe you could also word it like Market Square, where the trashed card has to be YOURS.

61
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 10, 2020, 10:59:26 pm »

62
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 03, 2020, 10:49:46 pm »

63
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 25, 2020, 10:56:15 am »

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 16, 2020, 11:02:04 am »

Yes I know two highways can autopile them. You get a really awesome next turn (though you can't set it up to include any cards you have in play!), but then you have a deck full of these.

65
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 30, 2020, 02:27:11 am »
How many copies of Toy are there?
Can you explain the use case for the Loyal state? Why would I want to have that?
Hadn't thought about the number of Toys, probably just 10.

As for Loyal, the use case is the same as Way of the Pig-- it mitigates terminal collisions and lets you put more copies of a terminal in your deck than you need without clogging it up. Remember that using Loyal is optional.

66
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2020, 05:27:08 pm »
Oh yeah, +tokens. I'll likely add differently named then. I did just noticed this would be fun with Knights. Don't like the one you have, exchange it for the next one! (barring of course, poor Sir Martin)
Would that even work? Wouldn't the Knight you're returning cover up the one you're trying to take, and then you end up getting nothing?

67
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2020, 01:40:45 am »
Probably not remotely balanced, but I love States and Artifacts and wish more had been done with them. And I love the theme of Nocturne.




(One copy of each State, like Lost in the Woods.)

Quote
Companion - Action - $5: Exchange this for a Toy. If you did, take Loyal, Friendly, or Naive.

Toy - Action - $1*: +1 Card, +1 Action. While this is in play, when you gain a Companion, you may exchange this for a Companion. (This is not in the Supply.)

Loyal - State: When you play an Action card, you may ignore its instructions and instead get +1 Card and +1 Action.

Friendly - State: When another player gains a card, you may discard a copy of it for +2 Cards.

Naive - State: At the start of your turn, you may discard any number of cards for +$1 each.

(One copy of each State, like Lost in the Woods.)

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 23, 2020, 04:02:32 pm »
Yield • $5 • Treasure-Reaction
$2
+1 Buy
-
When you discard this other than during Clean-up, you may reveal it to put it into your hand.
Can be used with Diplomat's reaction to cycle through your entire deck and pick out exactly the cards you want (even worse if Tunnel's in the game as you can autopile Golds). Probably safer to do it like either Faithful Hound or Village Green.

69
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 19, 2020, 03:25:53 am »
Image later maybe

Quote
Observatory - $5 - Action

+1 Action, +$1. You may play a Treasure from your hand. If you don't, draw until you have 5 cards in hand.

Pile starts with 5 copies of Oasis on top and 5 copies of Observatory on the bottom.

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 03, 2020, 04:00:24 pm »
As for my entry, how's this:

Mountaintop Outpost
$4
Action-Duration
Once per turn: If the previous turn wasn't yours, then take an extra turn after this one, in which you can't play Action cards.
What happens if piazza/ghost/innovation/venture instructs you to play an action?

71
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 24, 2020, 12:48:37 am »


Yes, I see the Fortress interaction. I don't think it even cracks the list of top 5 dumbest Fortress interactions, though.

72
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 22, 2020, 12:12:29 pm »
Nickel Silver needs a dividing line above "while this is in play."

Also, I agree with the people who have said it's weak and usually not useful. While I like the flavor justification, mechanics should always come first and it seems much better as a non-terminal action to interact with TfB's like Apprentice, Research, and Raze. (Raze in particular can become super fast at getting rid of Coppers.)

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 14, 2020, 09:36:21 am »
Scolapasta, since you're tightening up the wording, do you need "When you play this" in there? By default, cards take effect when played.
A lot of (possibly all?) official Treasures with special effects say that, so it was probably just to be consistent.

74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 14, 2020, 12:58:52 am »
Updated my Enchantment cards to make them more powerful. I tried to make them more self-synergistic, as well, just to make sure there's something that combos with them to some extent.

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 13, 2020, 10:35:48 am »
both the enchantment & the gained card are still in your deck?
Yes.
Quote
and do you gain an additional copy of it to mske up for the set-aside one?
No, the idea was that you don't gain another copy. If you did, I think they'd be too similar to the token Events or Projects.

They're supposed to be slow but powerful; if you think any of them are too weak, the feedback would be welcome. Keystone does seem a little weak in retrospect, maybe it should be allowed to target any card rather than just Treasures.

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