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301
It produces 3 and you get 4 debt? That's too weak.

Compare having two of these in your hand with a Capital -- it's strictly worse (barring a gazillion edge cases as always). This is basically never the case for any reasonable 3$ and 5$.

Like, compare having two villages in hand with one laboratory. The two villages will net you two cards and three actions, the lab two cards and one action. (And you do really have to look at it this way to do an apples to apples comparison; we're also assuming you have both Credit's already in hand. Don't miss your phantom +card.)

Or compare two silvers to one gold.

The idea may have promise, the numbers are just too low.
I totally agree that the card is too weak but Villages net you Actions whereas Labs net you cards. So the comparison is technically wrong and fairly pointless, we are after all talking about a stop card and not a cantrip.

302
This card has a very serious (as, unlike Lurker, it is terminal) bootstrapping problem.

303
Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 07, 2023, 12:21:47 pm »
I don’t see why this needs a non-Duration restriction. The card does not seem like a powerhouse so it might also be OK at $3. Crypt might be a rough benchmark: does not provide extra virtual Actions like this does but it keeps the stuff you don’t want out of your deck for some time.

Overall it looks like a cool splitter.

304
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: February 04, 2023, 07:14:37 am »
Or, as I wrote to AJD:
If you're following a card's instruction to trash, it means that it instructs you to trash. (or any other words you want to use)
And vice versa, if the card instructs you to trash, it means that you're following its instruction to trash / its instruction to you is to trash. (or any other words you want to use)
Cool tautology.

305
Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 03, 2023, 05:07:12 pm »
No idea what this replace thingy means. But on the first glance this looks strictly better than Lab.

306
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 03, 2023, 01:56:48 am »
I brought up the comparison for its powerlevel; I agree the cards are not similar.

Using this on a Copper is 1$ better than Storyteller, and storyeller is a medium strength 5$. And you use Storyteller on Copper all the time.
Last time I checked, Peddler is worse than Lab.

When playing a Copper with Storyteller, you turn the Copper into a cantrip, not a Lab.  And Peddler is better than a vanilla cantrip.
Nonsense. You ignore that „baseline“ Storyteller is a cantrip, i.e. it draws one card more than the Stable variant:

Storyteller + Copper = +1 Action +2 Cards
Local Stable + Copper = + 1 Action + 1 Card keep the Coin from the played Copper

Lab and Peddler are the literal effects of playing either of the two cards together with one Copper.

307
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 02, 2023, 05:58:36 pm »
I brought up the comparison for its powerlevel; I agree the cards are not similar.

Using this on a Copper is 1$ better than Storyteller, and storyeller is a medium strength 5$. And you use Storyteller on Copper all the time.
Last time I checked, Peddler is worse than Lab.

308
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 02, 2023, 03:59:04 pm »
Agreed, also the comparison to Storyteller is insightful
You mean, like the comparison between Lab and DoublePeddler?
Because that is literally what the two cards convert Silvers into. And the one card is non-terminal whereas the other is a cantrip.

So beyond the superficial „do buff Treasures“ the cards play very differently.

309
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 02, 2023, 01:22:40 pm »
Local stable $4
Action
+1 action
Play up to 3 treasure.  +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.



Might look strong, but it is an conditional libary, with some potential upside.

I'd say it is a conditional double Lab, since it's nonterminal (unlike Library). So it seems very strong to me...
You draw one card less with every play so it becomes harder, even with a high Treasure density in your deck, to play this consistently as (Double)Lab.
I have a hard time to evaluate the strength but playing instead of discarding Treasures is a serious nerf compared to Stables.

So either this is used as a draw for pure money or as support draw (syncs quite well with DtX) in an engine. It can hardly be used as mono-draw like other Lab variants though.

310
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 01, 2023, 11:59:19 am »
How high are the chances that there is another Potion card in the Kingdom besides Elixir? Also, if you run a deck without a Potion in it you cannot use the Villa-style effect of Elixir and buy another Elixir at the same time which is highly dubious.
So you most likely want to run a Potion in your deck in an Elixir Kingdom.

I really like Elixir, it is a cool Treasure drawer which is anything but easy to design. I think it could be buffed though, i.e. get rid of the limitation to only only Villa effect per turn.

311
Variants and Fan Cards / Re: Fan Card Mechanics Week 56: With Great Power
« on: January 31, 2023, 03:18:54 pm »


Hope this OK as a formulation with Power would be too wordy ("When you gain or Exile a Dwarf King, +1 Power. When you trash or pass a Dwarf King, -1 Power.")

312
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 29, 2023, 07:01:09 pm »
Figurine might not be the best non terminal draw but it does not need to be buffed. After all it is the only Lab variant besides fully developed City that provides conditional extra Buys. That is pretty huge, you get one engine component that does two essential jobs.

It's hard for me to consider Figurine "non-terminal" when you (usually) can't play Actions afterwards.
Well, you don’t play Figurine in decks with a high Action density to begin with and actually Figurine is hyper-non-terminal as it can convert dead Actions into Pouches.

313
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 29, 2023, 06:21:34 pm »
Figurine might not be the best non terminal draw but it does not need to be buffed. After all it is the only Lab variant besides fully developed City that provides conditional extra Buys. That is pretty huge, you get one engine component that does two essential jobs.

314
Variants and Fan Cards / Re: Fan Mechanics Week 55: Jewelry
« on: January 29, 2023, 04:58:52 pm »
I guess Jewelry isn't getting a lot of love; not many submissions. I still think it's an interesting concept.  :D It really is sort of a different phase in between the Night phase and buying your first thing, since you can't play Treasures. I like that it uses that space.
I guess the problem is that it is pretty narrow design space. You need resources that you can still use in your Buy phase because otherwise you could implement it as Night, hence all Jewelry cards produce Coins and Buys. You also need to care about stuff that happened during the Buy phase, because otherwise you could implement it as normal Treasure.

315
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 28, 2023, 02:58:18 pm »
The whole point is that you can't spam it but make sure that that doesn't happen. As I said, I didn't test this, so it could either be really interesting or really bad.
I don't think that you got my point: while the limit for hard discarding is mitigated by the fact that everybody is affected and that there are only so many Curses that are ordinarly trashed, you never ever want an unlimited discard attack in Dominion lest somebody gets pinned down.

I mean, you can easily imagine a draw engine with sufficient draw and Buys, 2 Loyal Witches or Chapel and the eternal pin happens: Buy 4-5 Curses and useful things, draw your stuff, trash the Curses. Boom, your turn again. Rinse and repeat.

So it is not even that theoretical ... but even if it were theoretical, don't open up even the faintest possibility for pins!

316
Variants and Fan Cards / Re: Dominion: Experimental
« on: January 28, 2023, 11:25:01 am »
I think you can safely argue without playtesting that all the stuff with double or triple Potions does not work.
Just take County as an example. Why would you ever spend 4 Coins and 2 Potions on something that is weaker than Vineyard (mostly is) while costing far more?

The opportunity costs of getting 2 Potions (or M-Medicine) and the matching risk (have people who suggest such doubble Potion nonense never played with Treasure Map?) is simply far too huge for the payoff.

317
Dominion General Discussion / Re: Potion in the base set
« on: January 28, 2023, 11:15:52 am »
1) A second resource like Potion is too complex for the Base game.
2) Why do people always want to mitigate the downside of Potions somehow via tokens or extra Buys or whatever? It is not as if the official Potion cards, except for Transmute and Philosopher Stone, are particularly weak. The trick of Potion cards has always been to make them strong enough to compensate for the downside of Potions.

No need to mess with something that works perfectly fine.

318
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 28, 2023, 09:25:44 am »
While the potential for unlimited discarding is limited, you don’t want a Militia that can bring you down to zero.

319
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 27, 2023, 10:52:56 am »
"Up to" makes a big difference when comparing Transmogrify to Upgrade. Upgrade can get rid of Coppers whereas Transmogrify may not. That is a fundamentally big difference between the two cards that pooling them in the same category is dubious at best.
So you think that Transmogrify is more of a Remodel than an Upgrade variant?

320
Variants and Fan Cards / Re: Dominion: Barter & Trade
« on: January 27, 2023, 09:50:12 am »
They look much better now. I like Regeneration, being able to Remodel Coppers into $3s is a cool idea.

I guess Nice is supposed to be a State but I think you have not posted it yet.

321
Dominion General Discussion / Re: Well designed cards
« on: January 27, 2023, 08:07:39 am »
I would pick Vassal and Shanty Town.
They might not be as high-skill as the other cards mentioned here but I have a weakness for cards whose effects oscillate between super-weak (terminal Silver / Necro) and super-strong (DoublePeddler / Lost City).

322
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 27, 2023, 08:01:29 am »
^ This seems like a super cool idea, but also very similar to Transmogrify.
Transmogrify is an Upgrade variant, not a Remodel variant.
It's sort of in between: it's $1 not $2 but it's "up to $1" not "exactly $1".
Sure, there are tricks that Transmogrify can do like milling Provinces which Upgrade can not do.

My point was that Transmogrify is most similar to Upgrade (cantrip, with the „draw“ being delayed) whereas your card has nothing to do with Transmogrify (except for being delayed) and more with Remodel (terminal, Coin delta of $2).

323
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 27, 2023, 06:29:25 am »
^ This seems like a super cool idea, but also very similar to Transmogrify.
Transmogrify is an Upgrade variant, not a Remodel variant.

324
Variants and Fan Cards / Re: Dominion: Barter & Trade
« on: January 27, 2023, 03:07:00 am »
Swap Token is even worse, you get less Coins than they get and again the -1 Card difference.

How do you get less $ than your opponents? You get +$1 on top of getting +$1 per Pass card in play. You get $1 more than they do.
I misread. The card is nonetheless far too weak as one extra Coin does not compensate for having to draw into it. The resource is better for them than for you.
Same with the other Treasure. There is a delta of 2 Coins which is arguably better than -1 Card but not good enough to make up for it. If you bought Silver, you would have the same diff of Coins but at a cheaper price.

325
Dominion General Discussion / Re: Badly designed cards
« on: January 26, 2023, 03:10:30 pm »
Dude, no strawman intended. The notion that the card is bad or overpowered or sucks or whatever because newbies don’t get it is beyond wrong.

On the other hand, if you play with 5 or 6 player, Bandit is significantly stronger. Then again, as Dominion does not scale well beyond 3 players, the meta problem is likely that high player count.

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