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Messages - alion8me

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26
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 08, 2020, 07:06:03 pm »
*Doppelgänger*

The “discard, revealed” wording is only used/needed when discarding multiple cards at once. If discarding a single card (Mountebank, Cutpurse, etc); “revealed” isn’t necessary.

Thank you; the card post has been updated with the unnecessary wording removed.

27
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 07, 2020, 10:01:39 pm »
Using Aquila's card costs: http://forum.dominionstrategy.com/index.php?topic=20533.msg855268#msg855268



Quote
Doppelgänger

Exchange this for a non-Command Action from the supply you have no copies of in play. Play it.
-
§: To buy this, discard an Action card that you have a copy of in play.

Action-Command
§

28
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2020, 12:03:05 pm »
I made this a while ago, but I've never submitted it in this contest and it's just too perfect for the theme.



Quote
Yeoman

Reveal your hand. +1 Card per different card type you revealed.

$4
Action

29
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 24, 2020, 10:31:20 pm »


Quote
Reassign

+1 Buy, flip over your Necessity or Luxury.
-
Setup: Each player takes Necessity.

Event
$1
Quote
Necessity

At the start of your turn, +1 Coffers.

State
Quote
Luxury

At the start of your turn, +1 Villager.

State
Necessity/Luxury is the two sided card-shaped thing, with 6 copies total so each player can have one.

30
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2020, 02:07:36 pm »
My entry for this week:
(Scraps is a non-supply pile with 20 cards.)


Quote
Grindstone

+5 Cards
Gain a Scraps.

$5
Action

Quote
Scraps

Return this to its pile.
-
When you trash this, return this to its pile and +1 Coffers.

(This is not in the supply.)

$3
Action

31
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 05, 2020, 11:59:14 pm »
My submission for this week:

Quote
Metronome

At the beginning of your turn, turn over your Journey token (it starts face up). If it is face up, discard down to 3 cards in hand. Otherwise, +2 Cards.

Project
$3

The "bad" effect happening when the Journey token is face up, instead of when it is face down, is intentional.

32
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 01, 2020, 06:08:09 pm »
The curse does not enter your deck, only the copper does. If you want to model it as -1 card, you also have to model it as +1 coin since copper gives you +1 coin. With borrow, you get it once and next turn. With h/c, you get it many times, but much later since it doesn't affect you until you draw the copper the next time. Short term, h/c is much stronger than borrow, so the question is how heavily you want to discount.

I didn't mean to imply that I thought the Curse would enter your deck. But a Copper entering your deck is still junk. True that it hurts a little less to draw Copper than it does to draw Curse/Estate; but junk is still junk; if you have trashing available you're going to trash your Coppers. And true that taking your -1 card token hurts more than adding Junk to your deck for the very next turn... but for the rest of the game after that it's the other way around. Just imagining this much stronger version:

Event - $0
Once per turn:
+1 buy
Gain a Copper, putting it in your hand

I think this would get almost never bought; and it doesn't give you - or make you wait a turn to have the extra to spend.
I guess you mean something like play a Copper from the Supply.
I don’t see how this is automatically better or worse than Borrow. Depends on the sifting/trashing power of the Kingdom. The notion that it will never be bought is definitely wrong.

I feel like this is way better than Borrow early game. Borrow makes you draw less which is awful when you don't have lots of draw in your deck already. This has no immediate penalty and may even be a bonus going into turns 3 and 4 because the average value of each of your cards is so low.

33
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 01, 2020, 10:06:56 am »


Quote
Boarding House - $2
Action - Looter
+1 Action
+$1
You may play an Action card from your hand.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

Not sure about the wording or the power level for this. The on-gain effect is only really good early game to help get a $5, but the Ruins don't make it a guarantee and delays your first shuffle. I am thinking of making it shuffle all treasure in play into the deck.

Why "you may play an Action card from your hand" instead of just +2 Actions at the top?

Yeah, I guess that would be simpler. I think that is a hold over from an earlier version of this card when you could trash the action you play off it.



Quote
Boarding House - $2
Action - Looter
+2 Actions
+$1
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So this would make it a bad Fishing Village. Hmm, not sure if I am happy with it. I may try and make the "play an action from your hand" work so if you play a Ruins you are rewarded or change it back so you can trash the action.
This is strictly weaker than Squire (Vineyard is the only edge case that comes to mind). Why would you want a non-drawing splitter that comes with junk and makes the next turns worse via shuffling Coppers back in?
Anything that makes you want extra gains for some reason makes this not strictly weaker. There are probably situations where you want this in Forager or Priest games just for food, although they are rare. I suppose the copper shuffling could also be nice for an overpay Doctor?

I do agree that "worse Squire with a usually bad on-gain" could use strengthening, though.

34
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 09:42:53 pm »


Quote
Boarding House - $2
Action - Looter
+1 Action
+$1
You may play an Action card from your hand.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

Not sure about the wording or the power level for this. The on-gain effect is only really good early game to help get a $5, but the Ruins don't make it a guarantee and delays your first shuffle. I am thinking of making it shuffle all treasure in play into the deck.

Why "you may play an Action card from your hand" instead of just +2 Actions at the top?

35
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 01:16:47 am »


This can add something to your opening, and mess with other players' openings in return. I want to make this a $3 so opponents can open with it in response to you opening with it. I'm comparing this to Enchantress and Ghost Town. The attack is weaker than Enchantress, but the duration effect is arguably stronger. It seems stronger than ghost town, but (except for when you first buy it) it's a terminal.

I could make it a night card and up it to $4, but that seems to make opening 4/3 vs. 3/4 matter too much.
This is busted. +1 Action +1 Card is already ghost town, so add in the $ and it is already worth 3$ even without the attack and the play-on-gain.
Also, how does the attack interact with expedition?
In it's current state it's a terminal action and therefore quite a bit weaker after you gain it that Ghost Town is.
If you're talking about the Night card version - I agree, that sounds really strong for $4.

One way you could fix the wording is by saying "While this is in play, each other player draws one less card during their cleanup phase, down to a minimum of 4".
You could also use the -1 Card token instead, although that changes the functionality of the attack quite a bit.

36
Variants and Fan Cards / Re: Some cards with changing costs
« on: August 27, 2020, 05:38:57 pm »
Palisade looks like a caravan guard variant. It doesn't seem that exciting to me but I would imagine it plays fine.

I like Dyke a lot.
Soul does not work though. There is a reason there is no official unconditional DoublePeddler which would have to cost $7 and this comes with a village on top.
I agree that Dyke seems pretty cool.

Grand Market is like a better Double-Peddler and it works fine. Souk should probably cost $7 and/or have something that weakens it though, at $6 this might be too accessible.

37
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 04:22:47 pm »
24 hours left!!!!

Also, I have a couple of questions:



Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)
The heirloom itself is worth 1 VP less, not the cards. What do you mean final version in the original post?
Also, that is not the final version. The final version says 4 or more, instead of at least 4.

I think they're asking, if I had a deck of 4 Scouts and one Bale, would the Bale be worth 3 VP or 0 VP?

38
Variants and Fan Cards / Re: Batch of new cards
« on: August 27, 2020, 03:44:07 pm »
Here's my first batch of new ideas since getting back on here, is it better to have a new thread for a new group of cards, or just add them to my page/thread? Anyway, here's some cards.

No name yet
$3 Action-Duration
During this turn and next turn, you may spend a coffer for +1 Buy.
While this is in play, when anyone gains a card costing $5 or more, +1 Coffers.

Really not sure about this or any of these really, their mostly about the main concept rather than the specifics.

This seems OK, but kind of weak if you don't really need the +Buy - at least in 2P. The scaling this receives from being in multiplayer is insane though.

Ram
$4 Action-Reaction
+3 Cards
Discard 2 cards.
-
When you gain a card during your turn, you may reveal this from your hand to play a card from your hand.

I was looking at Menagerie and I thought of this as a twist on cards like Sheepdog. There's no real reason it's named Ram.

As worded, this can be revealed over and over again when you gain a card, allowing you to play all the actions you can get into your hand.

People talked about this while I wrote this up - I think giving you one turn of the Champion effect for having this in your hand when you gain a card is probably way too good in games where there are any gainers, even if it doesn't lead to an infinite all by itself.

Assuming that this is unintentional it seems too weak to be worth buying. The top half is extremely weak and the Reaction effect is often worse than Necropolis (in that it's very conditional. It does let you play things during your Buy phase after you're out of Actions but that will not often matter considering you will have had to buy a card first).

Fish
$2 Treasure
$1
+2 Cards

I think this is interesting. I was trying to think of a card to go with the name fish. I wanted it to be a copper variant, and fishing always makes me think of drawing, so here it is.
I suspect that this is incredibly strong as a monolithic strategy. But if it cost too much more to where you couldn't do that anymore, it would probably be very rarely bought. Drawing Actions to your hand with it will also not feel great for the player.

Snowy Market
$2 Action
+1 Card
+1 Action
+3 Buys
Ignore any further +Buys you get this turn.

This is fairly obvious and may have been made before.

This is insane as a way to get Buys - in a lot of games you really don't need more than 3 or 4 at any point, this gives you all of that as a $2 cantrip.

No name
$3 Action
Discard a card. Gain a non-Victory card costing up to as much as it.

Something I came up with as I was typing these up. No idea how good it is.
This is my favorite one. It think it would usually be pretty weak (but within a good range still) but there are a few exciting tricks it can pull off. Also very helpful once you have green cards in your deck. I suspect you could make this non-terminal to make it better in games without any combos while still not being too crazy.

39
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2020, 12:04:53 pm »
Bale (for Harvest):

Utterly lunatic with Copper trashing in multiplayer games (where you don’t get that many Actions anyway).
Is it worth too many VPs? Should I bring it back to 4/-1 instead of 5/-2?
I’d do a straightforward Tunnel variant with fixed 2VPs because I prefer player scale invariant cards. But this just boring me.

I don't see any problem with having an interesting VP condition attached to it. It's more like a landmark than a Kingdom Victory card; under most circumstances each player will only get exactly one of these. (You could price it at $2 or less to avoid interactions with many of the trashing attacks in the game, too - this still leaves Locusts and Swindler but heirlooms like Magic Lamp and Pasture already suffer from this problem, and Bale is not significantly more points than Pasture. Having it be arguably weaker than Copper for its non-vp effect makes it hurt less when it is hit, also.)

I kind of wish the condition was tied to a lower number of copies though because this feels like it will not come up super often.

40
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 23, 2020, 08:23:41 pm »
Imps are just so good

Maybe I wouldn't exactly say that it's strong generically. I'd say it's strong to open with because of Imps, pretty strong early, ok overall, and well-designed because getting imps is hard. With the modification, it's very strong at every point and pretty boring.

the powerlevel question seems noncentral though; the point is that it takes away interesting decisions.
Which interesting decision is taken away? Be concrete, what would you do with the Heirloom that you would not do otherwise (except getting Tormentor more often which is not about decisions but the power level of the card).

Tormentor is a very weak $5 which you will never ever buy early if there is a junker or trasher. You will only buy it later if you got the terminal space for a terminal Silver with a weak Attack on top, which is quite rare.
 Of course gaining Imps is very strong (but then again, with Lab variants in the Kingdom, Haggler can do the very same thing far more consistently) but you cannot pull that off often with Tormentor so why not buff it? It is not like we talk about buffing Mountebank, Cultist, Coven or some other ridiculously overpowered Attack but buffing a very weak and random Attack.

There is a reason so many Hex Attacks violate the terminal Attack principle: the Attack is weak and random. Nobody would e.g. ever get Skulk because of the Attack, you either want the Gold or are in dire need of the extra Buy. The Hex Attack never matters decisions-wise.

It's not really fair to ask "which interesting decision is taken away" and then exclude the category of decisions that is often most interesting with Tormentor. With Rack, Tormentor becomes a incredibly strong buy. This by itself isn't a bad thing, but in order to be a interesting strong card you ideally want to make it change the game in a way that forces you to play substantially differently than you would without the card. You can see this in official cards like Cathedral, Stockpile, and Goons - all three of these cards are incredibly powerful but they also fundamentally change the way you have to approach the game. In contrast, a more powerful Tormentor offers relatively little - getting 3 or 4 Imps is usually not going to change how I want to build my deck. Non-heirloom Tormentor's lack of strength is what makes it interesting - it can be viable to go for if you want the extra draw but it also isn't an obviously correct move.

This isn't really related to the card design aspect but I feel like I have to respond that Tormentor is, IMO, not a very weak $5. (I've interpreted "very weak" here to mean somewhere around Fool or below in power level). It's mediocre, but saying that you don't want to buy it early in the presence of a junker or a trasher isn't correct. If we're talking about Witch and Steward, I think it's reasonable to say it will be ignored. But with weaker junkers, like Jester or Sea Hag, this question is far less obvious. Same goes with weaker trashers, although not as much - however, there are a decent amount of trashers that can still be played while still getting an Imp gain, such as Exorcist and Loan. The attack is also sometimes very relevant - stacking Hexes really hurts in a way that few other attacks can. Your comment about Haggler here confuses me; Haggler's not particularly good at buying Lab variants most of the time because a) it needs to have a Lab variant present in the kingdom which is rare considering how few Lab variants there are in the game and b) many Lab variants cost $5 whereas Haggler is best at gaining >$4 costs.

edit: This all being said I like how Rack works as an Heirloom (a permanent but weak source of Villagers sounds like great gameplay), I just wish it went with a card that was less boosted by its presence.

41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 23, 2020, 03:39:04 pm »
I think I found something that I'm quite a bit happier with than Elixir now.



Treatise is an Heirloom to Governor.


edit: Just read the entry above this and wow is this too similar for me to enter it, hopefully I'll have something else before the deadline then.
edit2: Not sure why I was worried about the deadline, for some reason I thought it was today. Anyways...



Quote
Equerry

$1
You may reveal the top two cards of your deck. If either of them costs from $3 to $6, +$1.

Treasure-Heirloom-Knight
$4


Equerry is an Heirloom to the Knights.

42
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2020, 04:17:38 pm »
Edit: this is an outdated entry, see downthread for the new one



This is an heirloom for Philosopher's Stone. I might end up changing to a different card completely, I'm not sure if this is interesting to play with. Obviously it interacts with other potion cards in an interesting way but that happens relatively rarely.

43
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2020, 09:58:59 pm »

Quote
Rectory • $4 • Action
+2 Cards
Trash any number of cards from the top of your deck. For each card trashed this way, +$1.
Untested/off the cuff and getting it in right under the wire.
FAQ: you cannot trigger a reshuffle to trash more cards w this by declaring a large number (you can reshuffle if the +2 cards causes you to reshuffle). You do not look at the cards as you go and decide when to stop - you declare how many you're trashing, then do it, then for each card you trashed, +$1.

Priced at $4 for the same-ish reason chapel is priced at $2.
also sorry if this is the same as a card someone has entered already, i didn't have time to give the thread my usual perusal (school starting up).

Fortress turns this into an infinite $ generator.


Ignore this - I didn't read the faq well at all.

It sounds interesting, although I think you probably don't want to use this often after the first shuffle.

44
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 18, 2020, 11:29:37 pm »
Not sure if anyone else has mentioned this old RBCI card:

Attic
$2 Action
+1 Action
Draw any number of cards, then discard that many.

This  is strictly better than warehouse

It's way way better than warehouse, because it lets you swap out the cards in your hand with exactly what you want whenever it's played.

45
Dominion Articles / Re: Castles
« on: August 18, 2020, 12:50:26 am »
One thing I'm never sure of in Castles games is whether to trash my Estates. On a lot of boards, trashing my estates early is a very high priority, since it improves my buying power a lot. In a game with, say, Crossroads, the estates are not so bad to have in my deck, so I probably won't trash them. In a Castles game, if I knew that I will be buying Opulent Castle, I wouldn't trash my Estates. But if I keep my Estates, and my opponent ends up getting the Opulent Castle, I've been playing with an unnecessarily weak deck for a long time for no benefit except the 3VP, which is a big mistake. How do you decide whether to trash your Estates?
You always do. All that Opulent Castle does is to convert some Estates into Silvers which is not impressive.

If Baron is the only source of extra Buys, you might want to keep one Estate.

The only (Kingdom) reasons to keep all Estates is Shepherd. Only if they are worth an additional VP and become something between cantrip and Labs (that can sometimes be used several times per turn) does keeping Estates become worthwile. All the stuff that Shepherd and Pasture do to buff Estates, i.e. add extra VP and draw power, and thus make them worthwhile basically shows how bad they are normally.

I would add that Inheritance is another (perhaps the only other) card-shaped thing that often makes keeping all of your Estates desirable.

46
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2020, 05:21:38 pm »

Quote
Burgh

Reveal and set aside any number of Action cards from your hand.
Play them in any order.

$2
Action

47
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 08, 2020, 10:37:03 pm »


Quote
Arboretum

At the beginning of each of your turns, you may gain an Action card costing up to $5 to your hand if you have no tokens here. Otherwise, remove a token.

-

When you buy this, put 5 tokens here.

8 Debt
Project

An idea I originally presented in the variants channel of the discord server. I've only had a chance to test it once since then but it at least confirmed that these numbers are OK.

48
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 04, 2020, 03:31:07 pm »


This is to King's Court what Royal Carriage is to Throne Room. The name "Master plan" follows the footsteps laid by Mastermind.

It's not particularly creative and I'm sure that card has been done before, but eh. I'm okay with that.

I think this could get away with costing $6 (or $7 but certainly not $8) as it is unable to chain which is arguably the strongest part of King's Court.

49
Variants and Fan Cards / Re: Collecting WDC cards into an expansion
« on: August 01, 2020, 11:51:06 pm »
Slap a minus two cost token on viceroy, and bam! Infinite loop with BoM. It needs the command type.

BoM is still playing it from the supply, though.

I would still use the Command type on this to future proof it though.

50
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 31, 2020, 03:11:39 pm »

I think this would be more fun as "$3 or more", since that lets it interact with more kinds of gainers (specifically, Silver and Horse gainers).

I agree

I think it needs to be easier to activate.

Even if you let it be $3 or more it still takes a ton of effort to use. Even if this is the only +Buy on the board I would skip this most of the time because of how difficult gaining and drawing a bunch of Horses/Silvers (or whatever it is you're gaining) is to do.

And when you do it with Silvers it's still super underwhelming - if you had kept the silvers in hand you would get the same amount of $.

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