Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - segura

Filter to certain boards:

Pages: 1 ... 19 20 [21] 22 23 ... 61
501
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 03, 2021, 12:26:54 am »
Well, Ducat is not strictly-strictly stronger because yes sometimes you want to play Action cards to reduce handsize, but it's the same effect plus a Treasure so it can't be drawn dead plus an on-gain effect. Close enough to strictly stronger that I consider it a problem.
There was a thread about it back in the day. In short, an Action is on average significantly better than a Treasure.
Fun illustration: I once had a game with CSM and Pathfinding.

502
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 03:47:32 pm »
I don't think there is anything objectively terrible about having a strictly-weaker-than-village-for-3$ card. There are a lot of cards in Magic the Gathering that are strictly weaker than other cards.

The reason it is bad for dominion is just that there is an explicit design principle that cards shouldn't be strictly better or worse than previous cards. Afaik, the only official cards that violate this are Candlestick Maker and the +1 Coffer, +1 Buy Treasure whose name I'm blanking on right now.
Candlestick Maker would be better than Ducat if Ducat did not have the on-gain effect (but even then it would not be strictly better). As it stands, neither card is better or worse than the other in general.

503
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 02:06:34 pm »

I like the general idea of overpriced Wealth cards and an expensive Necropolis that combine into something that is better than Village or Lost City (better as the played cards can be played again).

But 3/4 of the Wealth cards are terminal and they totally suck if they can only be used for the this turn effect (or do the next turn effects of the discarded, formerly in-play Duration cards still happen?).

504
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 01:30:13 pm »
You can design cards that violate basic design principles. Just don’t expect any applause if you take a benchmark card like Village, downgrade it vanilla-wise and keep everything else.

No official card does this for very good reasons. Hunting Party is obviously better than Lab but it isn’t just Lab with some vanilla buffs. That’s the issue here, your card is not a village variant like Shanty Town. It is just Village- which is nerfed fairly straightforwardly on the vanilla level. That is wrong, it is boring and it comes with a giant wall of text (i.e. there is a liability in the form of increased complexity due to more information on the card that is not compensated for by any great gameplay features that would justify this downside).

505
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 12:53:46 pm »
It is not as if we are comparing Mining Village and Mountain Village or whatever, these aren't benchmark cards and they can get away with power differences.
Village is a benchmark card and you should obviously not do a village that costs the same as Village while being clearly weaker. Shanty Town is fine at $3 because it is different enough from Village to be not clearly better or worse (sure, it is on average slightly worse).

You are totally right that the card is too good for $2, hence the obvious need for an overhaul.

506
That analysis is too superficial as the Snows hurt the player who bought this card less than the other players. A terminal Gold at $5 is too weak but at $4 it is likely too strong (mainly due to opening issues, in the midgame it is less of an issue) ... and this is more than a terminal Gold.

507
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 01:59:30 am »
Think I probably should just come up with something more creative for Vegetable Patch than a Lost City clone.

I went here with it:


This is weaker than Village.

508
I think those Mountaineer dudes are nasty capitalists.

509
Variants and Fan Cards / Re: Dominion: Wilderness
« on: February 01, 2021, 03:49:49 pm »
I don't like Delegate, it is just free Actions.

510
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 31, 2021, 08:12:10 am »
The discarding option of Resistance makes it too easy to keep it on your mat and use it again IMO. I don't think it needs that. Being a cantrip, it's easy to get it back on your mat anyway.
I'd go further. Cantrip Reserve Moats are an old idea and they do pretty much shut down Attack play entirely. In multiplayer they might be viable.
But the two extras this has over a pure cantrip Reserve Moat push it over the top.

Native is an interesting Peddler variant. I'd also test it at $4.

Gladiatrix is likely too strong. I like it as a Conspirator/Vassal/DoublePeddler variant but the trashing option makes it too good/versatile. Arguably it needs a secondary option, without it the power level might be around or below that of Vassal, but a weaker one.

511
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: January 31, 2021, 03:07:33 am »
I don’t get the Nest-Egg-Chicken thing. It has a decent chance of degenerating a lot of Kingdoms into a rush as those Chickens are the Evil Card That Shall Not Be Named until two green piles are out.

512
I don’t think that you can easily compare discard Attacks with „draw one less“ type of Attacks like Minion or Relic. Compared to Relic the card looks OK: better as Snow can stack and as it is cheaper, weaker as it is terminal.

513


Eh? This card nets as being a cantrip, but it's a Laboratory now, pay back later kind of deal. No idea how to appropriately price this.

Very weak, I think. But a good idea nonetheless.
I am not so sure. If you can trash out of hand (Sentry, Lookout) or sift, this could be good. Plus, as always with Horse/Snow, Remodel.
The price is definitely correct, at $2 it would be too good.

The Snow-gaining can be less of a drawback in other situations too (and perhaps even desirable in some), e.g. if there are cards in the Kingdom that care about gains (e.g. Destrier, Sheepdog) or TfB where you want enough junk to feed it.  It helps that Snow has a cost of $3 unlike Ruins and Curses.   

I like Arctic Base.

I would be surprised if it were too weak for $4 even. I think it compares pretty favorably to Secret Passage. Although the $3/$4 price difference is fairly small anyways so it doesn't really matter.
I disagree. Would you ever prefer this over Caravan or Advisor?

Games where the only village is Sacrifice I want this over Caravan and Advisor. Games where draw is not too hard, but I want to have lots of cards (Discard for Benefit: Artisan, Artificer, etc. Or Gardens. Or Forge). Games where the only +Buy is salvager so I need something to sacrifice and this prints free snows for me. Tournament games where I badly need to win the first prize, no way I can afford to play Advisor and This gets me my extra card now, rather than waiting for next turn like Caravan.

I don't think these are wild edge cases. I think this card would still have some use as a cantrip snow gainer since many decks can profit over trashing those snows. Making it a lab gives it even more utility. I still think the 3 cost point makes some sense.
Discard for benefit doesn’t profit in any way from junk in your deck. It is rather the other way around, discard for benefit wants a lean deck that overdraws.
Are Silver gainers that brilliant with Forge or Exorcist? Not in my experience. You don’t mind to convert a few Silvers into Imps but you certainly don’t want a cantrip that gain Silvers (Silver is the most similar card to Snow in these TfB situations and as there are lots of Silver gainers, we have benchmarks).
I think I would rather run Caravan with Tournament. Duration draw is pretty neat to increase consistency and matching chances for Tournament.

514


Eh? This card nets as being a cantrip, but it's a Laboratory now, pay back later kind of deal. No idea how to appropriately price this.

Very weak, I think. But a good idea nonetheless.
I am not so sure. If you can trash out of hand (Sentry, Lookout) or sift, this could be good. Plus, as always with Horse/Snow, Remodel.
The price is definitely correct, at $2 it would be too good.

The Snow-gaining can be less of a drawback in other situations too (and perhaps even desirable in some), e.g. if there are cards in the Kingdom that care about gains (e.g. Destrier, Sheepdog) or TfB where you want enough junk to feed it.  It helps that Snow has a cost of $3 unlike Ruins and Curses.   

I like Arctic Base.

I would be surprised if it were too weak for $4 even. I think it compares pretty favorably to Secret Passage. Although the $3/$4 price difference is fairly small anyways so it doesn't really matter.
I disagree. Would you ever prefer this over Caravan or Advisor?

515
For a fan card submission a long time ago, I did "Gain and play." You could also use "Gain and immediately play." Both are pretty compact and help clarify. I didn't understand Builder until I read your explanation, so I think you could make it a little clearer.
I am too stupid to get the stop-moving rule and the potentially weird interactions such a wording could have. Gain normally means that the card lands in your discard pile. "Gain and immediately play" implies that the card moves into your play area but I still think it can be misread.
Gubump mentioned Watchtower and I am not sure how "Gain and play" would interact with Watchtower, i.e. whether you could topdeck the card and yet still play it.

Play is clear, the card does not (potentially) visit an area it is not meant to visit and lots of other cards (Imp, Conclave, emulators) specify that a card is played from the hand or the Supply.

The issue I see is that is is not clear you have "gained" the card.

There isn't any official case of "play"ing a card that is not yours that then becomes yours. Either you "play it, leaving it there" and it does not become yours. Or you gain it first, then play (e.g. Summon).

Consider Exile, that introduces a concept that allows you to move a card from Supply in such a way that it becomes yours without gaining.

Put another way: while still feeling weird, it makes sense it moves into your area, and then gets discarded into your discard pile (and is now yours). But it is no way clear that the card was actually "gained". Which would matter for several interactions (e.g. Smugglers, Trade Route, Treasure Hunter, etc).
The card is not gained. Just like an Exiled or passed or exchanged card is not gained yet still becomes yours.
This is not a radical idea but just a slight modification of emulators that is, at least IMO, the most compact and rule-issue-preventing way to implement the idea.

516
For a fan card submission a long time ago, I did "Gain and play." You could also use "Gain and immediately play." Both are pretty compact and help clarify. I didn't understand Builder until I read your explanation, so I think you could make it a little clearer.
I am too stupid to get the stop-moving rule and the potentially weird interactions such a wording could have. Gain normally means that the card lands in your discard pile. "Gain and immediately play" implies that the card moves into your play area but I still think it can be misread.
Gubump mentioned Watchtower and I am not sure how "Gain and play" would interact with Watchtower, i.e. whether you could topdeck the card and yet still play it.

Play is clear, the card does not (potentially) visit an area it is not meant to visit and lots of other cards (Imp, Conclave, emulators) specify that a card is played from the hand or the Supply.

517


Eh? This card nets as being a cantrip, but it's a Laboratory now, pay back later kind of deal. No idea how to appropriately price this.

Very weak, I think. But a good idea nonetheless.

I mean, even if it averages out at being a simple cantrip, which one could argue grants no benefit overall, I'd disagree. I think spiking in a turn is worth it if you need to achieve something meaningful and fast. Harbinger is a cantrip with something on top, which is more than the sum of Arctic Base's parts, yet I'd still take Arctic Base over it pretty much always.
I agree. Paddock is perhaps the most radical example of how bad the draw delay of Horses can be. The card becomes superpowerful from a net effects analysis (Lab plus Double Peddler) once a pile is empty, but you often cannot exploit it (long enough) due to the delay.
Arctic Base is more or less the other way around.

518


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

I think the comma changes the meaning of this from what you intend to being able to play any non-Command, any Action, or any Treasure. The comma should not be there.
Thanks, I already fixed it, it was a remnant from a previous version.

I would also recommend making it gain and then play a card just so that it's clearer that you keep the card you emulate. You could word it like Summon: "Gain a non-Command Action or Treasure card costing up to $5. Set it aside. If you did, play it." (The setting it aside in this case is for tracking, so you can't topdeck it with Watchtower and then play it without putting it into play.)
I did think about Summon but the wording seemed artificial and less compact. "Play" is clearly defined in the rulebook, you put it into your play area and (normally) discard it in Cleanup.

519


Eh? This card nets as being a cantrip, but it's a Laboratory now, pay back later kind of deal. No idea how to appropriately price this.

Very weak, I think. But a good idea nonetheless.
I am not so sure. If you can trash out of hand (Sentry, Lookout) or sift, this could be good. Plus, as always with Horse/Snow, Remodel.
The price is definitely correct, at $2 it would be too good.

520


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

I think the comma changes the meaning of this from what you intend to being able to play any non-Command, any Action, or any Treasure. The comma should not be there.
Thanks, I already fixed it, it was a remnant from a previous version.

521


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

522
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 29, 2021, 12:15:57 pm »
You buffed an absolutely useless card into an absolute monster. We know from Masquerade how powerful drawing and trashing is. While this is not strictly better than Pooka, it is nonetheless far better than it.

I don't get why the card has the Fortress feature, due to the Coin cost of $0 it is utterly pointless for TfB. This combined with the Potion cost creates precisely one interaction with Apprentice.
The four types are ambiguous with Cursers and create again only one interaction with Courtier.

523

This is far too harsh.
Basically Snow is to the -1 Card token what Horse is to +1 Card.
Relic is non-terminal but the token does not stack. So I would think twice about creating a non-terminal Snow junker and never even consider doing a cantrip snow junker.

Snow Queen is a double anti-Lab for the opponents, plus potentially a delayed multi-Lab for the active player. That is crazy!

524
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 29, 2021, 07:25:21 am »
Samurai is likely too good. It is Lab plus Peddler and having an (integrated) Peddler seems better than the one-shot Villager for the opponents.
I like Rebel but the Attack looks too powerful, unless you intend that the card should more or less totally shut down engine play.

525
Game Reports / Re: 2P Black Market
« on: January 28, 2021, 03:00:11 pm »
Sounds more like a theoretical exercise than a game in the sports sense (win as efficiently as possible).

Pages: 1 ... 19 20 [21] 22 23 ... 61

Page created in 0.092 seconds with 19 queries.