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Messages - alion8me

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126
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2019, 05:47:45 pm »
Do Curse attacks count as monogainers?

127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2019, 02:23:07 pm »
For this week's contest, I decided to make a Plan variant with the twist that you get the benefit not just on your buys but on anybody's gains.


Quote
Prepare

Move your Prepare token to a kingdom supply pile. (When any player (including you) gains a card from that pile, +1 Coffers.)

Event
$4

128
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2019, 12:51:33 pm »
...
Let me know if exchanging cards for a prize isn't allowed, I know it isn't *technically* gaining but it seems to fit the spirit of the challenge.

...

How's the card-that-comes-with-an-heirloom (Agora) fit in to the rest of this? The traveller line itself seems pretty good and I love the idea of a downgrading traveller for a prize, but I don't like that you start with a traveller via heirlooms; any insight into that design choice?
...


I'm glad you asked! There were actually two reasons that I did that. The first is that (for multiplayer games in particular) it would feel really bad to get all the way to a Curio and then have all of the prizes gone. This seems particularly plausible in a four player game. The second is that I was finding it hard to come up with a downgrading traveler with the prize at the end that you would actually want to spend a buy on early game: making Old Medallion a heirloom sidesteps this issue.

129
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2019, 06:42:44 pm »
Let me know if exchanging cards for a prize isn't allowed, I know it isn't *technically* gaining but it seems to fit the spirit of the challenge.

For the first part of the challenge, I made a card that comes with an Heirloom-Traveler which culminates by giving you a card that exchanges itself for a prize. One or arguably two of the travelers are downgrades from the previous line to (hopefully) make it an interesting decision whether to go for a prize or not.


Quote
Agora

+3 Cards
+1 Action
+$1 ⠀
Discard 3 cards.
-
Heirloom: Old Medallion

$5
Action

Quote
Old Medallion

$1
-
When you discard this from play, you may exchange it for a Trinket.

$2
Treasure - Heirloom - Traveller

Quote
Trinket

$2
-
When you discard this from play, you may exchange it for a Collector.
(This is not in the supply.)

$3*
Treasure - Traveller

Quote
Collector


Gain two cards, each costing up to $3.
-
When you discard this from play, you may exchange it for a Junk Heap.
(This is not in the supply.)

$4*
Action - Traveller

Quote
Junk Heap

+$2 ⠀
Gain two coppers onto your deck.
-
When you discard this from play, you may exchange it for a Curio.
(This is not in the supply.)

$5*
Action - Traveller

Quote
Curio

+1 Action
Exchange this for a Prize, putting it into your hand.
(This is not in the supply.)

$6*
Action

For the second part of the challenge, I just made a treasure that does the villa thing.


Quote
Affluent Village

$3
+2 Actions
If it's your buy phase, return to your action phase.
(This is not in the supply.)

$0*
Treasure - Prize

130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2019, 12:45:31 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.

Thank ya'll for the feedback! I was wondering if people would think it was too strong at $2, it took me a while to decide on the price when I was writing it up.

This conversation made me want to simulate how the card would do on the first/second shuffle. It turns out that the card fires 88% of the time on turn 3 and 80% of the time on turn 3/4, assuming you buy one non-victory card per turn (which is obviously not always the case). I also did it with a 25 card deck (3 estates, 21 other cards, and one cultivate) and it still fires 52% of the time.

Those percentages are way higher than I thought they would be when writing the card up, which makes me agree with those who think Cultivate should cost $3 - I'm going back to edit my original submission to reflect that after this. Even with these rather large percentages I still don't think a cost of $4 is appropriate though, given how poorly the card works with any decent estate trashing.

131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 10, 2019, 01:40:00 pm »

Quote
Cultivate v2

+1 Card
+1 Action
-
At the start of your next turn, you may reveal and discard a victory card from your hand. If you do, +1 Card, + $1.

$3
Action - Duration
Quote
Cultivate (old)

+1 Card
+1 Action
-
At the start of your next turn, you may reveal and discard a victory card from your hand. If you do, +1 Card, + $1.

$3
Action - Duration

132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2018, 06:59:11 pm »
Fugitive as token looks sound except for Barrel, that is arguably a bit too cheap and thus too automatic if you have left-over Coins.
Agreed. It could add diversity in playstyle despite being a must-buy, but I think it's a little too monolithic for my taste. Perhaps remove the buy and make it a 3 for 3 type of thing, or add some type of drawback:
Quote
Barrel -
+1 Buy
Discard any number of cards, then take a Mulligan token per card discarded.
Quote
Barrel -
+1 Buy
Take a mulligan token, then put your -1 Card token onto your deck.
Also, it's an event. A barrel is not an event. This is a nitpick, but I always hate it when people name events after inanimate objects.

I like the idea of making it not super-spammable, I didn't quite realize that when I made it. I came up with a slightly different solution to the problem, in an attempt to also make it more interesting.
Also, barrel is a verb (as in, they barreled the apples to ready them for transport). It's not exactly the common use of the word, though, and I might change the name of it at some point just because of that. On the other hand, I already have art for "barrel" so I'll keep it that way for now.



Quote
Barrel
$2 Event
+1 Buy
Trash a card from your hand. Take one mulligan token for each $ in its cost.

133
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2018, 01:20:28 pm »
Quote
Mulligan Tokens
Any time during your turn that you are not currently resolving the effects of a card, you may spend a mulligan token for the effect: +1 card, then discard a card.



Quote
Storehouse
$3 Action
Take four mulligan tokens.

Quote
Runaway
$5 Action
+1 Card
+1 Action
Take a mulligan token.

Quote
Barrel
$2 Event
+1 Buy
Trash a card from your hand. Take one mulligan token for each $ in its cost.

Quote
Old Barrel
$1 Event
+1 Buy
Take a mulligan token.

134
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2018, 05:10:46 pm »
Renovate

You made this in-between the time that I read through the current submissions and finished up my own, sorry if mine's a bit similar to yours.
I think they're different enough that I'll post mine anyways, though:



Quote
Prophet
$2* Action

+ $2
Look at the top 3 cards of your deck. Trash any number of them, then put the rest back in any order.
-
This costs 2 debt more per copper you have in play.

135
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2018, 08:59:48 pm »
City Founders
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token on a non-Victory Action Supply pile.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.

Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.
This is interesting - however, it seems kind of weak. Assuming that you have a way to make your opponent gain a certain card (e.g. cursers) it gives you +2 Villagers and +1 of either coffers or villagers, which seems pretty good in the right situations, but still not particularly powerful. However, outside of that, you're playing a card for +2 Villagers (kind of like a more flexible Necropolis) and hoping your opponent buys a card with the tokens on top of it sometime soon, so that you can get your bonus and play the card again. Since its a village (and you're presumably going to want to be able to play them consistently), this makes it seem pretty weak.

However, the villager tokens probably alleviate some of the inconsistency problems and I haven't ever played with them, so maybe this is stronger than I think it looks.

It's also kind of neat how this card interacts with itself if the other player also has it. If you both have City Founders on your tavern mat, who will be the first one to buy a card with coin tokens on it? It seems like in this case you'd probably want to deny your opponent their City Founders though - having the ability to chain actions is usually much more powerful than any single card (this isn't an issue if there are other villages). I like the concept of it only being able to be called when your opponent gains a certain card, though - it just seems like it might work better on something that's not as integral to a deck as villages are.

Also, how does it work in multiplayer?
Yeah, I intended it as a non-attack interaction card.  I originally made the tokens stay on the piles permanently, but that seemed too powerful since it got exponential (your opponent gains a key card with three tokens on it; you call your five City Founders for 3x5=15 Coffers).  In multiplayer, players get the option to call City Founders in turn order, as with Reactions, etc.  Note that you can call it even if your opponent gains a card without tokens on it, if you just want to play it again (meaning that you can play it every turn unless your opponent gains no non-Victory cards).  And yes, you can poach your opponent's tokens if he gains the card first.

It's hard for me to gauge how strong it is, but you're probably right that it's a little weak.  I've edited it to add two tokens instead of one.

Wow, I didn't realize that you could call it even if your opponent gains non-victory cards without tokens on them. In that case, ~90% of the criticisms I had of the card are completely invalid. This also makes endgame with this card a lot more interesting than my misread-version, because when your opponent greens, they also deny you your villages that you were probably getting to use a lot before that.

136
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2018, 09:29:33 am »
Maybe lose the +1 Card and make it cost $1 to enable that in every game?
This might make it too good against junkers:
A plays Witch
B calls Atelier to gain an Atelier instead of a Curse


Also, how does it work in multiplayer?
Yeah, it needs some tiebreaker / call order rules.
A plays Witch after playing three bridges.
B calls two Atteliers and gains Ill Gotten Gains.
A calls two Atteliers and gains Ill Gotten Gains.
C calls two Atteliers and gains Ill Gotten Gains.
B calls two Atteliers and gains Ill Gotten Gains.
C calls two Atteliers and gains Ill Gotten Gains.
A gains 3 curses
B gains 2 curses
C gains 2 curses
Did I do that right? I could've gone on longer if I had made A play more bridges, because I only stopped because I ran out of Atteliers.
Fun stuff?

I think that's correct. (I was talking about City Founders, although its a good point that IGG+Atelier is kind of confusing. However, I would expect this to rarely show up in practice because playing a junker when everything on the board is cost reduced and your opponent has an Atelier is probably a sub-optimal move)

I actually had another variant of the card in mind that turns it into more of a Silver+ type of thing and lets it gain provinces;

Quote
Atelier Variant

+1 Action
Put this on your tavern mat.
-
When you would gain a card, you may call this, to instead gain a card costing up to $2 more than it.

$5
Action - Reserve

I'm kind of worried that it would be too strong though because now you can use it on silver gainers to get $5's, gold gainers to get provinces, curses/ruins attacks to get $2's, and chaining them is insane. So this isn't my submission, the first Atelier still is.

137
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2018, 08:38:31 pm »
City Founders
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token on a non-Victory Action Supply pile.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.

Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.
This is interesting - however, it seems kind of weak. Assuming that you have a way to make your opponent gain a certain card (e.g. cursers) it gives you +2 Villagers and +1 of either coffers or villagers, which seems pretty good in the right situations, but still not particularly powerful. However, outside of that, you're playing a card for +2 Villagers (kind of like a more flexible Necropolis) and hoping your opponent buys a card with the tokens on top of it sometime soon, so that you can get your bonus and play the card again. Since its a village (and you're presumably going to want to be able to play them consistently), this makes it seem pretty weak.

However, the villager tokens probably alleviate some of the inconsistency problems and I haven't ever played with them, so maybe this is stronger than I think it looks.

It's also kind of neat how this card interacts with itself if the other player also has it. If you both have City Founders on your tavern mat, who will be the first one to buy a card with coin tokens on it? It seems like in this case you'd probably want to deny your opponent their City Founders though - having the ability to chain actions is usually much more powerful than any single card (this isn't an issue if there are other villages). I like the concept of it only being able to be called when your opponent gains a certain card, though - it just seems like it might work better on something that's not as integral to a deck as villages are.

Also, how does it work in multiplayer?

138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 08, 2018, 11:36:47 pm »

Quote
Atelier

+1 Card
+1 Action
Put this on your tavern mat.
-
When you would gain a card, you may call this, to instead gain a card costing up to $1 more than it.

$5
Action - Reserve

Edit: Forgot to put card type in the text version

139
Introductions / Hello world
« on: October 08, 2018, 11:14:12 pm »
Hi, I'm alion8me. I've been playing dominion for a few years now but just recently got the online version and found out about the league and I'm pretty excited to start!
Fan cards are also pretty cool.

140
Dominion League / Re: Season 30 - Signups
« on: October 08, 2018, 10:56:21 pm »
Username: alion8me
Timezone: America/New_York
Discord: @alion8me#5608

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