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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 03:53:57 pm »
I think they are both too good. With 1 instead of 2 Coffers/Villagers they look less crazy.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 10:21:20 am »
Also relevant rules question for this: Which side is up and available to be played by Command cards while it's in the supply?
Non-issue. As the poster said, it is a card with dual use.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 10:07:07 am »
This needs some reveal formulation to keep all players honest.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 09:10:07 am »
Well, it is. Apprentice draws far earlier than this card. I guess the problem is the 3 threshold, that simply makes it too weak.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 09:03:40 am »
Looks weak. You gotta trash 2 Estates until this does something. I cannot see any situation in which this is superior to Junk Dealer, Update or Sanctuary.
I disagree, it is clearly a megaturn card, and with just your starting estates as fodder it can triplelab when you pull the trigger.
It takes a lot of time to trash all 3 Estates. Update would have netted you 3 Silvers in the meantime while Junk Dealer would have also helped your economy quite a bit.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 08:50:50 am »
Looks weak. You gotta trash 2 Estates until this does something. I cannot see any situation in which this is superior to Junk Dealer, Update or Sanctuary.

7
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: September 19, 2020, 03:15:09 am »
Neat idea, but why do they discard themselves instead of staying in play?  With a few Mountain Villages, you'd never need more than one of those draw cards.

As I said, the cards are not ready yet. Usually I start with as little text as possible, and then I look whether or what changes they need. Do you think they would be too strong if they can be discarded immediately? At least the player has to pay for it. On the other hand with version 2, a player could draw 8 cards for $3+1 Debt, which looks like a superb deal.
Discarding played cards is something you should never ever do to avoid loops. Also, it is weird to have such a strong buff occur in the part of the card that is supposed to nerf it. For tracking reasons, I would put the „leasing costs“ into Clean-up.

8
Variants and Fan Cards / Re: A wild idea: a pure Duration card!
« on: September 18, 2020, 04:26:47 pm »
I think that you could implement this as Event to save 10 card slots.

9
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 18, 2020, 12:08:24 pm »
I also like the third Advisor like version. Probably balanced at $5.

10
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 18, 2020, 01:42:01 am »
About Savings, I think it needs a different wording like „spend a Buy for“. Otherwise you could would get the extra 2 Coins even if you were already down to 0 Buys.

11
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 18, 2020, 01:37:36 am »
I think Ballroom would be more compact if it were simply a Throned Throne Room, i.e.:
Do this twice: You may play an Action card from your hand twice.

Thus you can draw into new Actions and the card would look less weird without the +1 Card. The effect on the power level is ambiguous, on average probably a slight nerf (my version is only stronger if the first card you Throne is a net drawer).

12
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: September 17, 2020, 02:13:43 pm »
I like this idea, it seems quite thematic. I guess the leased card would have to stay out of deck though to prevent tracking issues.

13
Variants and Fan Cards / Re: Library Adventurer's Other Card
« on: September 17, 2020, 11:55:36 am »
Lease seems crazy with Prince or Hireling and Tornado looks too automatic (out of deck VPs are pretty strong so you will always try to hit 11 or 19).

14
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 17, 2020, 11:48:50 am »
I don’t get the example as you would have to use Gatehouse twice as Necropolis. That is beyond bad (Necro would obviously be too weak at any price as Kingdom card) and ironically this occurs in a situation in which Gatehouse is supposed to shine.

15
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 17, 2020, 12:45:46 am »
You always emphasize that you can just use the card as Necro without going into how bad that actually is. Any draw engine needs to combo splitters and drawers, and if you are forced to always play the card as Necro, that is miles worse than having Squire, Fishing Village, Villa or any other non-drawing village.
All these cards suffer from not being able to draw (decreases consistency and this the chance to match drawers and splitters) but at least they all provide some Coins or Buys. Necro does not and Necro+Smithy does only half the job as Village+Smithy does (plus the aforementioned matching Problem that even applies when you have a pretty good non-drawing village like Festival).

I simply don’t get your argument. This is pretty simple: either it is a Necro which is super bad or it is worse than Village (discard your best, draw two average cards). Optionality is usually worth something but here it is not as the options are additive.

You claimed that you should not add terminals to decks with Gatehouse ... but why would you then want a Village (that decreases the average card quality) in the first place?

No. You just cannot pick the extreme case I mentioned and then say, I emphasize it. What I have said is that you shouldn't ignore the possibility. I don't know whether the card works as it is, maybe not, and I have mentioned my uncertainty about it before. However, you also ignore the best case scenario; that is that there is no best card to discard because it has been already played. I think this is the critical point of the card. How often can a player manipulate their hand to reach this point.
Also, I haven't claimed that no terminal cards should be added; just that the player has to be more careful, i.e. adding less to their deck

Anyway, what do you think about the suggestion to reveal all, but one card? Would that work?

Why would I want to „manipulate my hand“ such that I have only bad cards in order to undo that via playing Gatehouse? Anti-sifting?
What you seem to have in mind is some unthinned deck with Gatehouses and some terminal Silvers like Mountebank or whatever. Well, you gotta be lucky to play Gatehouse, draw into Mountebank, play Gatehouse and so on. Shanty Town is far better suited for that job.

If I have to be „careful“ about adding terminals to my deck when I buy a splitter, there is something seriously wrong with this very splitter. It is like buying a screwdriver that comes with the disclaimer that you should be careful about using it on too many screws.

16
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 16, 2020, 05:34:31 pm »
You always emphasize that you can just use the card as Necro without going into how bad that actually is. Any draw engine needs to combo splitters and drawers, and if you are forced to always play the card as Necro, that is miles worse than having Squire, Fishing Village, Villa or any other non-drawing village.
All these cards suffer from not being able to draw (decreases consistency and this the chance to match drawers and splitters) but at least they all provide some Coins or Buys. Necro does not and Necro+Smithy does only half the job as Village+Smithy does (plus the aforementioned matching Problem that even applies when you have a pretty good non-drawing village like Festival).

I simply don’t get your argument. This is pretty simple: either it is a Necro which is super bad or it is worse than Village (discard your best, draw two average cards). Optionality is usually worth something but here it is not as the options are additive.

You claimed that you should not add terminals to decks with Gatehouse ... but why would you then want a Village (that decreases the average card quality) in the first place?

17
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 16, 2020, 01:33:19 pm »
Why would I buy Gatehouse if I have few terminals / play money?
You discard your best card to draw 2 average cards. That is never ever something that makes any sense; it is like inverted sifting.

There is a reason that the only target discard Attack in the game is a one-shot: discarding you’re best card is super nasty.

18
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 15, 2020, 02:18:45 pm »
Gatehouse looks inferior to Village to me. You discard the best card and draw two average cards. I doubt that this "card quality" element is compensated for by the cycling.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 15, 2020, 02:16:04 pm »
Nothing against new types, but why not simply make it a pure Reaction?

Other cards with on-gain or on-trash abilities aren’t reactions though. Not that they couldn’t have been, but as I understand it, the reason they aren’t is because reactions happen when the card is in a hidden place; usually your hand, but maybe your discard. Though Patron seems to be a weird exception, it’s a reaction even though it is always publicly visible at the time that it is reacting.
Sure, but if you don't want to create a new type, it can only be a Reaction.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 15, 2020, 01:08:40 am »
Nothing against new types, but why not simply make it a pure Reaction?

21
If folks do a kind of fan-expansion, i.e. cards with thematic and mechanic connections and some intra-set combos, that is totally fine. It is after all how official expansions are designed as well. But stuff from that expansion should work also if you mix it together with other cards.

And it does, as the ratio if card categories, like villages or trashers, is fairly constant over expansions. That is why I do not understand the initial question.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 12, 2020, 07:50:03 am »
Valkyrie
$4 – Action - Night
Quote
If it’s your Action phase,
gain a card costing up to $4.
Otherwise, trash a card you
have in play.
----------------------------
When you trash this, +1VP
per differently named card
in the trash.

Wow this thing is bonkers bananas overpowered.

Without the trashing bit it's already a Workshop+ that could reasonably cost $4, though the Night ability isn't super amazing without the bottom part.

At its very baseline, the trashing bonus is +2 VP (Valkyrie will always be in the trash and pretty certainly you'll at least trash a Copper with this). the card might work with a straight +2 VP on trashing, I'll say that much. But if there's other trashing? then you'll have Estate in the trash, so that's +3 VP. If there are Shelters, this goes up to +5 VP (i.e. better than Distant Lands - okay, Distant Land you don't need to connect, but the self-gaining on this more than makes up for that - for $4). If there's even as much as Necromancer in the game, this gives at least as much VP as a Province, and won't end up a dead card in your deck. Consider a game with Looters - it will be worth 8 VP. And I've not even considered any trashing attacks so far, which easily push this over to being better than Dominate without putting in any effort.

This is broken. It needs at least an upper limit on the VP, and if you don't want to go with a flat +2 VP, you probably also need to stop the self-gaining.

Thank you for the feedback.
When I designed the card, I was unsure whether to give it a cost of $4 or of $5; I decided to go for $4, but immediately after posting I thought $5 would have been better and I think I’ll go for it.
You are right, when Ruins, Shelters, and/or Zombies are present, trashing Valkyrie gives way too many VP tokens. Giving it a fixed +2VP for trashing solves those problems easily, but makes the card less interesting; so I have thought about how to fix the “+1VP/something part”.
If I want to stick to the concepts of the card without clumsy wording, the best solution I came up with is: “…per differently named card in the trash costing $2 or more.”
This eliminates VP scoring through Ruins, Shelters and even Coppers.
What can still produce high VPs are Zombies and trashing attacks, especially Knights, but I can live with just a few official card that makes Valkyrie extraordinary strong. There are enough official cards that shine in situations that are even more likely to happen. The interplay with trashing attacks could even be interesting in a way that Valkyrie can serve as a counter, potentially making those nasty attack cards less desirable.

Valkyrie cannot trash Hovel or Overgrown Estate. The card is definitely too good, but not that crazy. I’d simply get rid of the Night type and make it terminal.
The Monastery thingy is not novel anyway and that brings the power level down on a reasonable level. Of course it would then be a more expensive Workshop in Kingdoms without trashers but Fortress is also a more expensive Village in Kingdoms without trashers as well.

Most Kingdoms would have other trashers and allow trashing those Shelters.
I like the Night type as it separates trashing from gaining and compared to the gaining part, it makes the trashing a bit stronger as it can trash played cards and does not need an Action.

Maybe you could use something like this: "when you trash this, if there are at least 3 differently named cards in the trash, +3 vp."


I have thought about the first part of your suggestion, except it was "2 differently named card". I also thought about "different named cards with at least 2 copies", but I don't think those changes would make the card better in terms of being balanced. I don't like the fixed VP score, as it seems to be less interesting.

The summary of changes I intend to make (for details see above): Card costs $5; I add “…costing $2 or more” at the end.

What do you think about these changes?
The VPs are not the issue, the non-terminality and self-trashing ability are.
If you wanna maintain the flavor of the challenge, keeping the ability to get man VPs such that you have an incentive to kill it off is the part that should remain.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 12, 2020, 04:39:28 am »
Valkyrie cannot trash Hovel or Overgrown Estate. The card is definitely too good, but not that crazy. I’d simply get rid of the Night type and make it terminal.
The Monastery thingy is not novel anyway and that brings the power level down on a reasonable level. Of course it would then be a more expensive Workshop in Kingdoms without trashers but Fortress is also a more expensive Village in Kingdoms without trashers as well.

24
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 11, 2020, 02:02:50 pm »
I think that Lease is fine. It runs out earlier than Moneylender respectively misses more often, but it also provides 2 more Coins.

25
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 11, 2020, 01:09:13 am »
I never got Coven, it is simply Cultist-level broken in too many Kingdoms (ironically Cultist is likely broken because it is semi-non-terminal).
Nocturne could get away with so many non-terminal Attack cards because Hexes are weak and random. But non-terminal Cursers are in my opinion not something you should do except for good reasons.

Plague Doctor is weak-ish vanilla-wise but you can easily imagine Kingdoms where you prefer it over Witch because terminal space is so scarce. And it feels weird and artifical to buff it via making it non-terminal and then nerf it via making it a Duration.

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