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Messages - segura

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51
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 08, 2020, 01:57:50 pm »
Courser could be phrased as something like „each other player gains a Curse; if the Curse Supply is empty, they gain a Curse from the trash instead“ to make it scale better across the number of players. As the card is weakfish vanilla-wise, it can most likely get away with refilling Curses.

I don’t think that Handler necessarily needs the cantrip option.

52
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2020, 06:24:25 pm »
At $3 it is like a mixture of Expedition and Desperation.
Unlike both of these though, you can save up on these and trigger when needed. At $3, you could reasonably open with 2 of them and get a Platinum on turn 3. I think $4 is a good cost, it works well with TfB and gainers.
Spending 3 turns/buys on a Platinum and 2 junk cards is like buying two Silvers and a Copper.
I think in most Kingdoms, I prefer a $3, a $4 and whatever comes up at T3.

53
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2020, 01:48:40 pm »
At $3 it is like a mixture of Expedition and Desperation.

54
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2020, 01:34:30 pm »
The current version is far too weak. The effect is stronger than Expedition but the 2 Coins are unlikely to compensate for a dead card in your deck.
The (seemingly intended?) Action version, which GendoIkari already pointed out, is obviously a $5 or $6.

55
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2020, 12:28:33 pm »
New entry:

Develop and Doctor had a love child. Seems too strong though. If I pay 3 in the opening to get rid of 2 Coppers (Bonfire), I am most definitely paying 4 to get rid of 2-3 junk cards.
Is it good if it trashes two? Also, it gets weaker after the first shuffle or two since you don't always get your junk at the top of the deck.
No idea about how good it would be at 2. But at 3 it is very likely to be overpowered.
That the on-gain effect is weaker after the first shuffle is fairly moot; like with Doctor‘s overpay it mainly matters in the opening.

56
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2020, 12:13:57 pm »
New entry:

Develop and Doctor had a love child. Seems too strong though. If I pay 3 in the opening to get rid of 2 Coppers (Bonfire), I am most definitely paying 4 to get rid of 2-3 junk cards.

57
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 03, 2020, 12:14:43 pm »
Pretty sure that it is too weak. Snowy only hurts non-terminals, i.e. you can play your Smithies afterwards. Arid on the other hand hurts all drawers, i.e. your villages and your Smithies.

58
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 03, 2020, 12:52:29 am »


Brazier
Action, $3
Quote
+$2
+1 Buy
-
When you gain or discard this, you may set aside a Copper from your hand or in play. If you do, at the start of your next turn, play it.

The text might be a bit clunky, but I'm happy with the concept. It's like Baker but can't be used until t2, so you might have:
$3, $5
$4, $4
$5, $3
or
$2, $5


Woodcutter is removed and terrible. Plus, you need to basically pay extra for the effect.
Woodcutter is anything but terrible. It was not removed because it was underpowered but because it was too vanilla.

Quote
Woodcutter: Woodcutter is fine, it's totally fine. It's just, the main set had six vanilla cards, and did it need six?
http://forum.dominionstrategy.com/index.php?topic=16338.0

59
Variants and Fan Cards / Re: Cache change
« on: September 02, 2020, 02:54:36 pm »
I think that it would be utterly brilliant if Cache were instead an Event that costed $3 and gained a $5 instead of a crappy Gold.

60
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2020, 01:05:04 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.

All valid and welcome criticism. Comparing it to Squire really nailed it. I fiddled around with the design a bit more, and I know the copper shuffle really makes it unappealing, so I went a slightly different direction.



Quote
Boarding House - $3
Action - Looter
+1 Buy
+$2
You may play an Action card from your hand. If you do, trash it and get +1 Card, +1 Action.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So now it is a Woodcutter+. The on-buy penalty is still present and is mainly there to discourage buying a bunch of them early on. If you play and trash an action it is a pseudo Grand Market, but it will be hungry for new action cards if you want to keep using it as a Grand Market. Not sure if this is too strong. I could probably reduce the money gain on play to $1 and it would be ok. Please let me know what you all think.

Also, I am not too happy with the name. I may change that in the final version, but am lacking inspiration. Recommendations would be welcome.
I’d price it at $4, like all Woodcutter+.
The trash for village thingy is nice and will be used in most games at least during your (anticipated) last turn.

61
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 01, 2020, 03:01:16 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.

62
Variants and Fan Cards / Re: Tales & Stories: Rumpelstiltskin
« on: September 01, 2020, 02:02:52 pm »
It looks quite strong, especially if you compare it with Skulk and Bonfire which do similar things, but that stop card which you might not immediately get rid off could hurt.
My hunch is that it is unlikely to be overpowered or too centralizing.

63
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 01, 2020, 12:07:10 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?

64
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: August 30, 2020, 02:29:33 am »
They all look pretty sound (and the art is nice).

Appraiser is my favourite here, simple TfB yet strategically rich.

Informer is similar to 4est's Falconer which has a weaker first option but a better/smoother second option.

I'd prefer Vigil to be terminal. Sure, there is a trend towards more non-terminal Attacks in the last expansions (especially Nocturne), non-terminal Copper is not that great of a vanilla bonus and of course the non-terminality makes it easier to set up a good Action for discard (we know from Kiln how hard that is, you gotta play Village-Village-Kiln-terminal if you wanna copy a terminal). But the Attack is potentially harsh and I would think twice about making this non-terminal instead of giving this some terminal vanilla, like e.g. +2 Cards.

65
Variants and Fan Cards / Re: Some cards with changing costs
« on: August 29, 2020, 05:28:48 am »
How strong is the Ironworks-Dyke rush deck going to be? That sort of thing might be an important consideration in deciding where to price it.
Ironworks does not care about the difference between $3 and $4 ... and at a base price of $5 the card is obviously too weak.

66
Dominion Articles / Re: Castles
« on: August 29, 2020, 04:37:26 am »
Estates have the nasty habit of not lining up with your Crossroads.

Your general point that sifters substitute trashers is only partially correct. In the absence of trashers, sifters are the only way to deal with junk. But in the presence of trashers, they are only second-best.

This is true on average but not in principle. It depends on how good the sifters and trashers are.
Which Estate trasher do you consider so weak that you would prefer Crossroads to deal with the Estates?

67
Dominion Articles / Re: Castles
« on: August 29, 2020, 03:06:20 am »
Estates have the nasty habit of not lining up with your Crossroads.

Your general point that sifters substitute trashers is only partially correct. In the absence of trashers, sifters are the only way to deal with junk. But in the presence of trashers, they are only second-best.

68
Variants and Fan Cards / Re: Some cards with changing costs
« on: August 28, 2020, 11:34:27 am »
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.
Grand Market only works at its price because of the anti Copper clause. Similar with Vassal and Conspirator, they are not unconditional DoublePeddlers.

During playtesting of Prosperity DXV had a DoublePeddler for $7. So Souk would likely have to cost $8. I would not go into vanilla territory though, the official way to make the cards cheaper but make them trickier to buy or play seems more interesting.

Well, one thing became clear to me: $6 is clearly too cheap for Souk with the current abilities and even $7 might still be too low (although I am not yet convinced about that).

I thought about some handicaps for gaining the card, but so far didn't came up with anything exciting and not too wordy.

If $7 would be too cheap, $8 would be the next logical step, but I don't like it that much. Better would be a debt of 8 (and of course a decrease of the cost by 1 debt per empty pile). Then I thought about splitting the double-Peddler effect in form of a Duration card, in case the simple cost increase doesn't solve potential problems. The easiest and simplest version would look like:

Souk
$6* - Action - Duration
Quote
Now and at the start
of your next turn: +1 Card
and +1 Action and +$1.
-------------------------------
This costs $1 less per empty Supply pile.
Just think about Grand Market: you would often be willing to pay $8 for it / you often have 2 Coppers in hand when you buy it.
8D is roughly equivalent to $6 and definitely too cheap.
The Duration version is probably sound. But as it is Captain-Peddler², it seems not that innovative.

69
Variants and Fan Cards / Re: Some cards with changing costs
« on: August 28, 2020, 02:37:31 am »
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.
Grand Market only works at its price because of the anti Copper clause. Similar with Vassal and Conspirator, they are not unconditional DoublePeddlers.

During playtesting of Prosperity DXV had a DoublePeddler for $7. So Souk would likely have to cost $8. I would not go into vanilla territory though, the official way to make the cards cheaper but make them trickier to buy or play seems more interesting.

70
Variants and Fan Cards / Re: Some cards with changing costs
« on: August 27, 2020, 04:41:46 pm »
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.

71
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 27, 2020, 11:33:08 am »
Handgaining a Horse with a non-terminal is just plain weird. +2 Cards would be much simpler, unless you want those TR interactions.

72
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 26, 2020, 06:51:02 pm »
I see. I think the assumption that the second Horse would be played immediately is hyperobviously overestimating the effect.
I did not assume anything of the kind, I merely counted net effects.
You on the other hand seem to assume that gaining a Horse is significantly weaker than drawing a card which is not merely dubious but plain wrong.

73
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 26, 2020, 06:42:27 pm »
This increases the draw power of Stables by 3. That is beyond crazy.
It increases it by 2
No.
2 Horses plus handgaining one equals 3.
Playing the horse nets a total draw of 5 cards. Even if you’re including the second horse to be played later as “increasing draw power”, it would increase the draw power by 4.
I don’t know what you mean. Just count the net effects (in case this is not clear, you can count net effects via doing an anti-cantrip, i.e. -1 Action and - 1 Card) which is +3 Cards. That is like playing 3 extra Labs, quadruples the power of Stables and is hyperobviously overpowered.

74
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 26, 2020, 06:35:10 pm »
This increases the draw power of Stables by 3. That is beyond crazy.
It increases it by 2
No. 2 Horses plus handgaining one equals an increase of draw power by 3.

A QuadrupleLab which you can trigger more than once per turn is not something you should really do. Just make it gain one Horse and the entire thing is fine.

75
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 26, 2020, 06:30:15 pm »
This increases the draw power of Stables by 3. That is beyond crazy.

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