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Variants and Fan Cards / Re: Set Expansion Contest
« on: November 26, 2020, 12:38:21 pm »
That is more radical but perhaps also more interesting, especially with gainers / remodelers.
Play Remake, trash 2 Estates, gain 2 Monkeys and get 4 Coins.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 26, 2020, 06:43:20 am »
I agree that it is weakish but think that it is more interesting than Herbalist which is the most similar card, vanilla- and cost-wise (I really like the below the line stuff, simple and novel).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 26, 2020, 06:27:36 am »

Rejuvenate | Treasure | $2


You may trash an Action card you have in play. If you do, +1 card, +1 action and, if it's your Buy phase, return to your Action phase.
So either it is a Copper or a Bazaar (Villa/Villager style). I like it, it is likely best in explosive / megaturn-ish engines.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 25, 2020, 01:52:01 pm »
I donít know, the Silver gaining could degenerate into self-junking.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 24, 2020, 10:55:00 am »
Nobles is more flexible (always a Smithy or a Necro) whereas Pyramid has a better self synergy (a deck with lots of Pyramids is great as they are then often Labs). I guess it is also good in thin deck that greens early, e.g. Chapel, money, Pyramid.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 24, 2020, 05:47:17 am »
Contest #96: Soylent Green is Action Cards! Submission

Cook | Night | $4
Trash a non-Duration card you have in play. Gain a card costing up to $2 more.
When you trash this, gain a Copper.

Rules Clarification: when you play this, it is in play, so you can self trash.

Non terminal remodeler!? How does this cost 4? Well, it has several weakness when compared to remodel:
  • This cannot trash estates, curses
  • This cannot mill provinces
  • This can't gain cards that you can use that turn, since it plays in the night phase. So, no turn-accelerating.
  • This cannot remodel duration cards

It's also similar to Feast, you could buy it and self-trash it. But it has a weakness compared to Feast that I think makes it okay -- you gain a copper when you self-trash, in exchange for being non-terminal. In this way, it's also similar to Banquet. Banquet costs 1 less and gives you an extra copper and the $5 you want immediately. Cook takes longer -- you have to wait to draw Cook first. So, it seems fairly priced around those benchmarks to me.

The name comes from similarity to Feast and Banquet, and the version of "remodeling/improving/etc" food is to cook it.

Open to feedback.
The most obvious advantage over other Remodelers is that you can play the Gold and trash it afterwards. I doubt that this overcompensates the card's weaknesses though.

I like it, it looks like a Remodeler with more twists and differences than other variants.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 24, 2020, 05:32:26 am »
Hostile Village - Action, $4 cost.
+3 Cards
+2 Actions

Trash a card you have in play.

This might be far too powerful if Fortress is on the board. You only need a single Fortress in hand and you can play any number of Hostile Villages.
This is like saying that Apprentice is far too powerful because it is a TripleLab with Fortress.
The craziness in those combos is mainly due to Fortress and not due the other card.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 24, 2020, 12:45:29 am »
There is a slight but significant difference though: with Pyramid, you can discard a Pyramid and later draw into the very copy you discarded.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2020, 09:22:24 am »
Are you sure the same argument doesn't say "Destrier is far too similar to Laboratory?"
In general your argument is correct, just because a card is similar to an existing one does not mean that it bad.

But Councillor started as pure terminal Coin card, the VP came later as buff so this definitely wasn't intended from the get-go as Monument variant. Momunent is far narrower than Village or Lab, i.e. it is not a basic card that warrants many variants but a fairly special card.

Also, Destrier does something interesting with its cost reduction. I don't see how the discarding of Councillor is similarly interesting (not to mention that it is likely weaker than Monument).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2020, 06:29:24 am »
Second edit for my entry:
Councillor - Action, $4 cost.
Reveal your hand; the player to your right chooses one of the cards. You may discard it for + $3 and +1VP.
This is far too similar to Monument:
If you discard a Copper, it is equal to Monument.
If you play entirely with virtual Coins, this is better.
If you play with some non-Copper money, this is worse.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 17, 2020, 02:08:56 am »
For all of this, I think Repossess tends to be better to the player to your left than to you.
That's why it is like a $3 cost card.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 16, 2020, 10:17:12 am »
My Submission:

$4 Ė Action
+2 Cards
+2 Actions
The player to your right
gains this.
When you buy this and
when scoring, +1VP.

In case anyone is wondering, the shield icons in the top corners serve as visual aids and as a reminder that Atlantis in the players decks scores VP at the end of the game.
I love this design and think that the wording is fine.
I worry though that 1VP is not enough of an incentive to not play the card in the endgame. On the other hands, at 2VPs when scoring it would be strictly better than Duchy.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 15, 2020, 10:12:44 am »
Results for the Dark Ages contest

Red Army by majiponi
Is this just Mountebank as Looter? No, Red Army, or any other Attack or Duration or what other more-than-one-type card in the Kingdom also become Moats.
This feels power-level-wise on the point, i.e. not as overpowered and centralizing as many other junkers.

Shambles/Digsite by Aquila
This has several problems.
First, would you really buy a Ruins and exchange Shambles to get a reloadable Moat? Nah, that's not worth it.
Second, emulating the Ruins on the top is a cool idea. Not so cool if you don't really do what the Ruins says.
I totally understand why it is mechanically necessary to nerf Ruined Library and buff Survivors but it is just too messy.

Crusade by silverspawn
I love $5 Smithies+ that are conditionally non-terminal. I don't have much to say about it, this looks fine and balanced.

Plague Doctor by pubby
It is obvious but it has to be said, this is crazy if there are Actions that cost more than $5.
Imagine being able to play Possession or Prince at T4!
Otherwise this looks pretty good.

Ragman by Xen3k
This is hard to judge without playtesting but my hunch is that this is bad if there are no $2 Actions.
Lab nets +1 Card, but Ragman is on-gain -2 Cards. Best case is that you hit both Ruins during the first two plays of Ragman.
Then, averaged over the gain and the two plays, Ragman was a Village plus the vanilla effect of the 2 Ruins. But the on-gain junking is worse than the extra draw later for cycling reasons.
And that's tge best case which ignored the matching risk.
So no, I don't think that this is any good. I like it more than Death Cart though.

Restore by spineflu
Lots of discussion about this one. I cannot fathom when I would ever pick this over any other $5 trasher and would go even further: it it costed $2, I can imagine situations in which I would prefer Raze over this.
Both Upgrade and Transmogrify draw (Transmogrify doesn't draw but gains to hand and thus pseudo-draws) whereas this only floods you with Silvers.
If you want Silver, the Trade family of cards/landmarks is better at that (either you get more Silvers or you get the Silver to hand).

Sacrifical Lamb by D782802859
Another Upgrade variant, substituting Upgrade's draw for 2 Coins and a nice reaction.
With its biblical theme, it doesn't have any Dark Ages vibes though.

Vulture by grep
I liked Warlord Throne, that was a cool TR variant. But on to the Vulture. There are 4 options:
+ - $5 power
+2 Cards + - $5 power
+2 Actions + - $4.5 power
+2 Buys + -  $3.5 power
+ with Survivors - $2 power

So at the first glance, it looks OKish. It's the Ironmonger story, a random effect which you have no control over should be stronger than a deterministic effect.
But the Ruins run out, you can only play Vulture 10 times in the game. I don't know whether the timer on the card is intentional. The Reaction seems to indicate an "out" in case the Action part of it becomes dead.
So to buff it the Ruins should be put on the bottom of the pile or discarded and if the Ruins pile is empty it is shuffled.

Dissect by anordinaryman
I cannot add anything to the analysis that anordinaryman already provided. This is a thinking man's card with lots of subtle stuff going on.

RUNNER-UPS: Red Army by majiponi, Mountebank as Looter done right
Crusade by silverspawn, the Smithy with the self-looting DoubleLab option
Dissect by anordinaryman, the less vanilla-ish Scrap variant
WINNER: Crusade by silverspawn. Did I say that I love Smithies that can be non-terminal? I also love self-junking.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2020, 06:33:19 am »
Contest #94: Pure Victory card (with no other types)

No posts in three day, so I dare to judge without any 24h warnings.
There were so many submissions and great ideas this weak, lots of great stuff!
Which doesn't make the judging any easier.
Please correct me if I got anything about your card wrong.

green by majiponi
This is simple and sound. Obviously it is stronger in 2P than multiplayer games, where you are more likely to get a larger part of the pile.
What I like most about this is the option of not immediately putting the token on a pile respectively later switching it. That could lead to bluffing and also helps you to get out of a deadlock.
The price is off though, this has to cost at least $5. Even in 3P games, you will want a cantrip that you can get 3-4 copies of.

Rice Paddy by silverspawn
I read this as an endgame-only Expedition variant. Very neat when you hit less than $8, don't want to settle for a mere Duchy and aim for a Province instead.
Which already indicates a problem, why not do this as an Event instead?
In the endgame, an extra card or not matters little (compared to an opening/middlegame card like Cemetery) and I doubt that the pile will often empty, so I don't see why a landscape would not be simpler.

Cantref by mandioca15
This seems to be slightly better than Ritual and I like that unlike Ritual, this is independent from the Curse pile (Ritual is basically dead in Kingdoms with Cursers).
So yeah, on the one hand a nice Ritual fix but on the other hand too similar to it.

Feudal Grant by LittleFish
I don't get this, in the absence of trashing Attacks it is strictly superior to Duchy.

Swamp by Library Adventurer
Normally you play most of your Treasures and Actions. Say, I keep two Coppers. Then this is 2VP for basically $5.
Say, I drew 2 Actions dead. Then it is 2VPs for $3. Like Tunnel.
I probably miss something but I don't see how this is good enough

Bog by spineflu
Not much to say here, I read it as an IGG fix. Hey, does IGG need a fix?
Well, it is totally subjective, I loate IGG rushes and this looks like a less crazy version of it.
I also love putting the extra Buy to a Victory card.

Distant Island by Carline
I don't want to be too critical of it, Insta-Island is good idea. I just think that it is too good compared to Duchy and too automatic.
Distand Lands makes you think about how quick you cycle through your deck and anticipate the end of the game. That's the beauty of games in general and good
Dominion cards in particular, tricky decisions.
But I don't want to sound to harsh, the idea is sound and cool.

Native Lands by pubby
So this is somewhere between 0 and 8 VPs. I somehow don't feel at ease with it but have to admit that this is a three-pile monster. Great design!

City State by Fragasnap
Vineyard is most viable when there are lots of cantrips/terminals. They all yields Actions.
So what does this differently or better than Vineyard? I am afraid, not that much.

Rural Estate by D782802859
Cool idea, gain good stuff that comes with junk. I have a similar issue as with silverspawn's Rice Paddy though.
We are no longer Caching our Masterpieces, this would be more naturally implemented as an Event.

Franklin by Aquila
At first this seems like a pure virtual Coins card but I think it is important to note than e.g. buying a Franklin with 2 Golds is fine.
One could argue that the Kingdom dictates the viability of virtual Coins but I think that would be too simple. Even a Conspirator engine might have a Silver flying around or have a Gold on top to spike and this makes player sweat much more about their deck composition.
That is why I like about it, that it makes you sweat about your deck composition more than normal!

Barren Reigion/Bountiful Region by Something Smart
OK, so if you are able to buy two in a row they are better than two Duchies.
Hey, you might even get rid of some of those lategame Curses from those Coven Witches. Or get a Gold somebody Remodeled. Or not.
I don't see the appeal of such narrow use cards.

Plot of Land/Temp Worker by Xen3k
This is very hard to judge without a lot of playtesting. So just a few idle, theoretical notes.
First, even with the draw of Temp Worker there is the problem of matching the pair. Not a huge problem, there is probably other stuff you want to Remodel.
Second, what do you want to remodel Plot of Land into? Another Plot of Land? Sounds OKish, you got a 2VP minigame running. A Gold for future Temp Workers? Well, but then you need more Plots of Lands for more Temp Workers.
Another $5? Nah, that probably makes no sense at all. Well, perhaps it does if it is the endgame and you only want a Duchy.

I cannot judge the power level of this in the least degree. My hunch is that it is too weak but that could be totally wrong.
What I like about the design is that it makes you think. Hard. And a lot. Or I am just too stupid. :D

Senator by grep
Finally, a set collection card!
I don't like the Debt cost, it makes it less accessible (except for the last turn) as it becomes ungainable by Workshop variants.
I also think that 1VP is far too little payoff. Even if you manage to get 2 sets, you get the same VPs as Tunnel for basically the same price.
One has to be incentivized much more to go for that set.

Compost by NoMoreFun
This is a beautiful idea. It is basically a race, you are forced to go for Compost at the very moment the opponent does so.
Gee, it could be even viable as an opener!
And there is the rub, it empties two piles and is likely too centralizing.

Estuary by anordinaryman
This is similar to LFN's Floodgate. I like it, there is a nice balance between the VPs and the draw (i.e. neither is dominating in general / on average).
The card is simple and good.

Magical Lands by spheremonk
I am prejudiced about Double potion costs. Many people seriously underestimate the opportunity costs of Potion.
If you add the matching risk of two Potions to that, that is a huge bulk or risk / wasted gain/buy-Power / semi-dead cards in your deck.

But Magical Lands comes with a trick, if you make them match, they disappear!
Now as a card-carrying Double Potion cost inquisitor, I have to admit that this could be at thing.
There is a Kingdom with gainers, trashers and extra Buys and you could be all set up for the land of unicorns.

This is daring and innovative! Although the general principles dogmatist in me wants to see such designs land in the digital trashbin instantaneously, the creative dude in me likes it.

Waterfall by Rhodos
Not much to say about this. It is viable without trashing and can shine with trashing, not just TfB.
Of course you would love to Forge your two Waterfalls into a Province, but if that Lookout spots a Waterfall that isn't so bad either. That's a crucial point, it is not just Fortress put on a green card, it is more than that.
Lovely design!

Countryside by scott-pilgrim
Another stab at set collection!
This is basically a flexible and stronger version of "X VPs per set of Estate-Duchy-Province".
It is a conventional Province game with some Duchies coming in at the end? Hey, don't forget to make some Countrysides in your Ironworks (how does that work?)!
It is a Shepherd game? Sure, you want all green anyway, but now those Countrysides care about Estates and Provinces.

Also, my hunch the price is correct. You gotta work some to push this into 4VP territory and you gotta handle all that green.

This is absolutely brilliant!

RUNNER-UPS: We have pubby's Native Lands aka the three-piler monster., spheremonk's wild and creative Double Potion Magical Lands, Rhodos' Fortress-like Waterfall and scott-pilgrim's set-collection-ish Countryside.
WINNER: Countryside by scott-pilgrim. Basically, Silk Road done right.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 08, 2020, 03:41:43 am »
Contest 7: Dark Ages

Lots of stuff to do here: Ruins, Shelters, Spoils and trashing over trashing.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2020, 03:16:51 am »
Thansk mandioca15! My card was more of a rough sketch of GendoIkari's idea than a well designed card so I am surprised and humbled by the win.

Contest #94:

Man, with all those Courtiers wooing Dama Josephine right now, don't you also yearn for the simpler days when we spent our afternoons strolling in the Gardens?

Design a pure Victory card, i.e. a Victory card with no other types. This is the only restriction, it can feature all kinds of mechanics (e.g. the card could have a when gain trigger with Villagers).

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 07, 2020, 03:04:44 am »
Thanks silverspawn!

What do you guys think, should we run a Hinterlands contest?
It is one of the mechanically most thin expansions, only the gain and Buy triggers are new.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 04, 2020, 05:42:21 pm »
Thoughts on the setting aside first instead of immediately returning it? The latter would make it less wordy, which would be nice.

I see no problem in returning Rosary immediately. Encampment is set aside to allow easier access to Plunder, the bottom half of its split pile, as far as I see it.
The other aspect is to make it ungainable during the turn. This is no issue with Rosary at all so I also think that it can be returned immediately.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 02, 2020, 06:35:53 am »
It is a good idea, but I don't think that it is always a buff. You might not want that Silver in your deck and playing a Pearl Diver is a cantrip whereas gaining one to hand is terminal.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 02, 2020, 01:03:22 am »
It's good that this can become a Silver when there are no cheaper Actions, but shouldn't this specify non-Duration as there's nothing in play to track them? Changing a lost city to a weak terminal when the pile empties is certainly a harsh loss, so it's interactive to be sure, but maybe too harsh?
Thanks for the feedback, I'll post a fixed version.
I wasn't sure about whether this should say "Treasure or Action card" as it is implicitly clear that you cannot play a Victory or Curse (it would become too wordy if it would have to specify that).

About the power level, I have no idea but a benchmark is that two copies, with the first one being returned and nothing better in the Supply for it to emulate but Silver, is equal to two Peddlers.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 01, 2020, 08:11:43 am »
Only 1 Estate.

Variants and Fan Cards / Re: Set Expansion Contest
« on: November 01, 2020, 04:32:18 am »
Something pretty basic, Harvest but with cards.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 01, 2020, 04:29:49 am »
I don't have a specific idea, but a general concept to throw out that I think might be cool to see done.

A non-supply card that only has 1 copy in the pile. Or possible only 1 per player if that works better. Of course it would return itself to its pile when played, along with some other effect that's powerful enough that players won't want to just gain it and then keep in in their deck forever without playing it. It would add some tension similar to what Lurker does.
I think that this is a cool idea and here is a variation of it. Not sure about the scaling, I'd first try it with 2 copies per player.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 31, 2020, 04:54:03 am »
I think that the card is far too strong. In engines and slogs and with Landmarks it is a no-brainer, so it might only suck in money Kingdoms.

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 21, 2020, 08:02:06 am »
Such supposed Golden decks cannot emerge organically. You must have had the payload to buy 4 $7s and 1 $8. Those Coins and Buys do not magically disappear from your deck and you certainly donít trash all you payload just to repeat a loop while you likely can afford to buy a Colony or two Provinces per turn, while still being able to get the VPs.

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