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751
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 03:36:59 pm »
Debt and coffers are tokens, not treasures. So it made sense to remove the ? Debt on the top. The card submission has been updated with clearer language and a different cost:

Looks like a more expensive and weaker version of Capital now. I'd cut the Potion cost, it works against the anti-variety idea of the card (Potion is one extra, different card in your deck).

752
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 03:31:15 pm »


If it is too strong, buy instead of gain is an obvious nerf. Note that this could be beneficial during your turn (when you spend less than you total) but also hurt you (when you have $10 and want to buy 2 $5s but are unable to due to the Debt that you incur between the two Buys)

753
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 03:03:18 pm »
But why does Ducat not say +1 Coffers in the corners then?
As there is no icon for Coffers?
I am not arguing that the Debt up there is necessary, important or matching the way the official cards do it. All I am saying is that it is OK as a reminder that the very card you play also produces Debt.

754
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 02:18:31 pm »
Monoculture:


I don't think this should have the Debt icons at the top corners. The top corners are only for how much the Treasure is worth.
I disagree. Potion features a Potion on the top so what we actually see on the top is what a Treasure card produces.
This very card produces 5 Coins as well as a variable amount of Debt so it is not bad to show all parts of production on the top (unlike with Capital you also get the Debt immediately).

755
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 22, 2019, 03:21:33 am »
Mauler is way too good, even for a $6 Traveler. The attack is horrifically brutal and getting 3 or even 4 Coffers will be common. Really donít like the infinite Attacks clause on General; even disregarding Mauler that will be painful on a lot of boards.
You seem to have missed the "multiplayer brake", i.e. that a second Mauler hit is neutral (as it swaps a Ruins for a Ruins), as well as that Mauler and Archer defend against these potentially strong Mauler attacks (plus, money as an obvious defense).
I don't see the problem of General making Attacks non-terminal (that it buffs discard/junk Attacks into Ghost Ships/ Sea Hags is far stronger). It is a splitter, so what? Champion and Teacher can make far more cards non-terminal. You can always keep some Archers around to defend at once, respectively after the fact to deal with the incoming Coppers/Ruins.


[...]
herwís entry:

Dryads is really neat; one of the more creative ideas Iíve seen here, although Iím kind of wondering why you would bother promoting a Traveler in the first place if you plan on going back to it. Mountain Troll looks cool. The others are pretty similar to existing cards and donít excite me much, but I do like that Mesuline is another way to make a Grand Market thatís hard to get.
[...]
The trick is not to go back to the first traveller but to Franfeluche or Melusine directly. So Dryads/Franfeluche or Dryads/Melusine are really one card!

I know that. I'm wondering why you would bother promoting either of those to Dryads if you're just going to go back to them.
because you have a powerful line with dryads:
dryads/Fanfreluche -> Melusine -> dryads/xxx or dryads/Melusine -> dryads/Melusine ... your choice or with a second traveller line too; i have tested with much fun.
There is another traveller's line next days (see my thread).
The idea is, that the last traveller isn't a static card.

Nevertheless it was fun to create a line.
It is pretty vanilla but a cool line and at the first glance probably quite well balanced which is not easy to do with Travellers. And the switching from Dryad to Hero/Disciple in Page/Peasant Kingdoms is plain brilliant. Makes you probably stare at the board for some minutes before you can decide via which route you want to go to Champion/Teacher.

756
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 21, 2019, 02:11:31 am »
+1 Action and +$2 (which is worse than Silver since it can be drawn dead)
There are threads on this forum about the difference between Ducat and Candlestick Maker which show why the opposite is true. Action Silver is most definitely better than Silver. If Patron did not exist, Action Silver would be a $4.

How so? Throne Room variants and Storyteller are too fringe-case to really say that Actions are better than Treasures because of those combos. (And even if Action Silver is between $3 and $4 worthy, that still doesn't change Vanguard being generally worse than Laboratory.)
TR variants (7), draw-to-X (5 cards), Actions that want Actions in your deck like Ghost, Golem, Herald, Vassal and Scrying are 17 Kingdom (yeah, Ghost is not but you can gain it two different ways) cards. That does not constitute a fringe case. Not to mention that sideway cards like Academy, Piazza, Innovation, Citadel also like Actions. Among the Landmarks we have 4 that like Actions (Colonnade, Obelisk, Orchard, Triumphal Arch) and one that likes Treasures (Keep).

Again, just read the threads about Candlestick Maker vs. Ducat. If your argument were true, Ducat would be better than Candlestick Maker in two respects (on-gain ability plus Treasure>Action). But in fact, a Coin yielding non-terminal Action is on average preferable to the Treasure equivalent which is why Ducat is a fine design, its on-gain bonus is compensated via being weaker on play than Candlestick Maker.


Are you missing the fact that Vanguard gives +$2 when you've drawn your deck and a Lab would do nothing? I know Vanguard can get messed up by mid turn reshuffles but that shouldn't happen too often if you play carefully - and if you're drawing your deck every turn that just won't really happen. It seems better than lab generally to me (not strictly better).
Not being able to triggle reshuffles could be a serious liability but I tend to agree with you. The card is overall similar to Minion which also does two things, drawing and providing Coins.
Even without discard for benefit you do often enough want to overdraw (e.g. because you intend to green soon and then your engine must be able to handle the extra cards) and Vanguard reduces the opportunity cost (you could have gotten payload instead of draw power into your deck instead) of overdrawing.

757
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 20, 2019, 07:23:35 am »
+1 Action and +$2 (which is worse than Silver since it can be drawn dead)
There are threads on this forum about the difference between Ducat and Candlestick Maker which show why the opposite is true. Action Silver is most definitely better than Silver. If Patron did not exist, Action Silver would be a $4.

758
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 18, 2019, 06:52:20 am »
Okay my first reply didn't really address any issues, sorry about that.

Bit of a tangent but the official travellers are totally overpowered, by my definition of overpowered at least. n all my years of playing dominion I don't remember a Peasant kingdom with no engine potential- you could construct one of course but realistically it's so just rare. Peasant just kind of does everything you need with very little support.
My experience differs, there are Kingdoms in which Peasant is bad as the Kingdom does not provide any engine potential. E.g. if Pearl Diver is the only non-terminal Action and there are no gainers or extra Buys, I seriously doubt that going hard on making these Pearl Divers into Labs is automatically the dominant strategy.
And Page is on average a weaker line anyway. If Warrior is the only draw in the Kingdom going for 2-3 Warriors and Champion is of course fine but not overpowered.

Independent of how the official cards are, I don't think that fan cards should be overpowered. If somebody did something broken like Cultist or Rebuild, well, that would be a bad card.


Quote
In an engine it draws a bunch of cards in a sort of unreliable way, is that really that crazy considering you're probably going to have like 1-2 of them and you'll need some other draw sources to be reliable anyway?
I have played engines with 2 Hunting Grounds as well as with 2 Royal Blacksmiths. And First Mate is likely to draw double the amount of cards either of these two most powerful official terminal draw cards do draw.

A pretty straightforward nerf of First Mate, that would lose none of its flavour, would be two cards. It would still be a powerful sifter/drawer. Even the seemingly worst case, just discarding 2 Silvers for 6 cards, is good. It is the same net net effect as Hunting Grounds with the extra benefit of sifting through the stuff which you want to draw at last.

759
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 18, 2019, 06:37:41 am »
Seem rather weak to me. In an engine you are likely to have a $5 in play so it seems only good for money decks. You will probably get one or two but that's it, you will stop buying them earlier than you would stop buying Harems (Harem is a Silver on play whereas the benefit of Epic Hero comes one shuffle later).

760
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 17, 2019, 03:09:05 pm »
First Mate looks crazy. Discard a Gold and a Province, draw 14 cards.
Apprentice does at least come with a cost, you have to trash the good card.

Probably, but I thought that was the whole point of travellers. I'd still take Disciple over it, whatever that means.
The official Travellers are strong and often centralizing but not totally overpowered. Even if you use First Mate midgame to e.g. discard 3 Silvers (you can do better, this seems like the lower end of its strength) it would still be Discard 3 cards. + 9 Cards and thus stronger than any official terminal draw.
Great anywhere, you can use it in an engine but you could also just play with money and two First Mates. Disciple on the other hand is only good if the Kingdom has engine potential.

761
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 17, 2019, 01:52:38 pm »
First Mate looks crazy. Discard a Gold and a Province, draw 14 cards.
Apprentice does at least come with a cost, you have to trash the good card.

762
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 14, 2019, 02:02:29 pm »
Infantryman
$3 Action-Attack-Traveller

+1 Coffers per Infantryman in play.
Each other player may discard a card.
If they don't, they gain a Copper to their hand.
----------------
When you discard this from play, you may exchange it for an Archer.

Archer
$4 Action-Reaction-Traveller

Reveal a card from your hand. For each type it has, trash a card from your hand.
----------------
When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
----------------
When you discard this from play, you may exchange it for a Cavalry.

Cavalry
$5 Action-Reserve-Traveller

+2 Cards
You may put this on your Tavern mat.
----------------
When another player plays an Attack card, you may call this for +2 Cards.
----------------
When you discard this from play, you may exchange it for a Mauler.

Mauler
$6 Action-Attack-Looter-Traveller

Each other player trashes an Action card from their hand (or reveals they can't).
If they did, they gain a Ruins to their hand.
Choose one of the trashed cards. +1 Coffers per it costs.
----------------
When this is trashed, trash the card that caused it.
----------------
When you discard this from play, you may exchange it for a General.

General
$7 Action

+1 Card
+1 Action
+

----------------
While this is in play, when another player gains or discards a card, they put it onto their deck instead.
When you play an Attack, +1 Action.



With this set I aimed for some internal interactions and for strong cards on the lower levels such that you have to think about more than just whether you want 1 or 2 Disciples that go along with that Teacher.

Most of these cards are probably too wordy and the double lines are also not something I appreciate.

I hope that Mauler's "kill the attacker" wording is clear. It might make sense to play with a larger Ruins pile in order to prevent Mauler's attack from becoming to nasty or play with something like: "In games using this, when a Ruins is trashed, return it to the Ruins pile."

763
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 08, 2019, 03:33:09 am »
I might as well join in...

Morning Cards
I like the idea but the concept is fairly anti-engine-y and could be too swingy. Take e.g. Fishmonger, it is a nice payload card but in the situations in which it shines it could easily be dead more than half of the time.

764
Variants and Fan Cards / Re: Hex and Boon Variants
« on: May 08, 2019, 03:14:13 am »
Draw cards from your deck until you reveal an action card. Trash 3 from the same Kingdom pile
Does not hurt you.

Quote
Reveal Victory card from hand - trash it and gain a victory card costing 3 less than it.
Actually a Boon in the opening as it trashes your Estates.
The Saboteur attack is neat but -VPs are kinda already covered by Misery.

Quote
Put your NIGHT token on a kingdom pile - that kingdom card is now played in the NIGHT phase.
Pointless as there is always one Kingdom card of which you have no copies in your decks. And as there could be Actions which you want to play in your Night phase (e.g. a Workshop variant to make it non-terminal), this is actually a Boon.

Quote
Trash a card from your hand - Gain X Curses equal to Cost of trashed card.
Again a Boon early in the game if you trash a Copper, Curse or Ruins.

Quote
Draw cards from your deck until you reveal an action/treasure - Gain a copy
On average (Copper is the only issue) better than the Sea's Gift.

765
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 03, 2019, 12:28:04 pm »
The Queue type is quite interesting. One thing to keep in mind is to always mentally add +1 Card as you do not have to draw into the cards in your Queue pile.

Henchman could be implemented like Hireling, with the difference being that it provides +2 Actions and +1 Buy one turn earlier, i.e. on play.
Maid seems too weak, it is barely better than Bridge/Sacred Groove and you have to go through all the junk cards in your Queue pile to make it work.
Student seems better, if you don't want to dig through your Queue pile it is at least a one-shot (instead of a two shot).

766
Dominion General Discussion / Re: Project - card parallels
« on: May 03, 2019, 02:16:23 am »
Barracks gives you the extra action at the best moment possible, which is at the start of your turn.
Fishing Village, Coin of the Realm and Cards/Landmarks that give Villagers are alternative ways to get extra actions at the start of your turn. All of them are cheaper than the $6 that Barracks costs.
Few of them draw. Barracks could perhaps get away with costing $5 but you could also argue that a lot of Actions that cost $5 should cost $6. Not really a big difference between $5 and $6 anyway.

767
Variants and Fan Cards / Re: Remodel variants from a meme
« on: May 02, 2019, 03:13:57 pm »
Quote
Reuse $3 Action
+1 Action
Play this as if it were a different Action card in play. This is that card until it leaves play.

Overpowering. If I play Necropolis, Smithy, and Reuse, it will be double-lab. You should remove +1 Action.
A misleading example as Thone Room achieves the very same thing.
Reuse is weak than TR as you cannot Reuse Reuse (and TR-TR-X is usually pretty strong). Probably not that much weaker to justify a price of $3 but due to TR too good for $4.

768
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 29, 2019, 08:59:16 pm »
They look pretty imbalanced. +3 Cards is better than a Mountain Village effect. And the mulligan/Guide effect of Alice is extremely weak in comparison.
The general idea is good though and the Potion cost makes it less automatic than Citadel.

769
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 29, 2019, 05:55:11 pm »
Megachurch does not specify from where the Megachurch is supposed to come. Gain to hand?
Nomadic Tribe seemed pretty degenerate. Note that Inn could be a $4 without the on-gain effect and topdecking is far worse than discarding.
Underground Witch is better than Familiar and thus far too strong.

770
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 27, 2019, 07:21:04 am »
CHALLENGE #27 - I'D BUY THAT FOR $1 SUBMISSION:



NOTE: This is a 20 card Action Supply Pile.

I think this shouldn't be able to gain Investments because it makes it super easy to deplete the pile, even with 20 in the supply.
In addition to the above, I think it should say "exactly" instead of "up to." It would be more interesting strategy-wise.
I don't see how this would matter often. The only instance I can come up with in which you want to trash 6 Investments to gain a $5 (instead of trashing 5 to gain a $5 a bit earlier, right after having palyed the 5th Investment) is in a Kingdom with Tomb.

771
Variants and Fan Cards / Re: House Brew
« on: April 24, 2019, 02:58:38 am »
Looks like a pretty weak Wine Merchant variant. Sacred Groove is already relatively weak and this provides just one more Coin.
You have to draw into the Ruins and trash it to cancel the downside and in most decks the average card is better than Copper (Copper as one Coin is the difference between this and Sacred Groove as benchmark).

I'd try the zero cost thingy to buff it. Copper is better than Ruins and it undoes the play limitation (although I doubt that House Brew will be often played more than 20 times in a 2P game).

772
Dominion General Discussion / Re: Project - card parallels
« on: April 24, 2019, 02:51:42 am »
In that case, a +1 card project would be at least $9, and I might even put it at $10, since +1 card is even better when it's at the start of your turn.

This is not the Project - Events parallels thread, but I would think $9 would be enough since Pathfinding is $8 while Lost Arts is at the same price as Barracks. With Innovation and Hireling in the Kingdom, I'd probably ignore a +1 Project at >$7.
I disagree. Citadel is nearly always better than +1 Card (if you Throne a mere Pearl Diver Citadel is +1 Card and +1 Action) so Hireling as Project would probably be too expensive at $8 and would have to cost $7.

773
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 22, 2019, 04:22:56 am »
I like this a lot but with cost reduction you can empty the entire pile at no cost (even without cost reduction you could argue that 3 or 4 Cottages are better than 1 village in a thin enough deck). So perhaps the on-gain Buy option has to go.

774
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 20, 2019, 08:15:41 am »
Challenge accepted. Because I cannot submit Gift again, I came up with a new idea. Itís in fact a Candlestick Maker variant with protection against handsize attacks, but without the +Buy, slower and missing some reshuffles (which sometimes can be even an advantage, depending on the engine).



Nest Egg
Type: Action - Reserve - Reaction
Cost: $1

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this for + $1.
-
When another player plays an Attack card, you may first play this from your hand.
With TR variants you can make a Necropolis out of it. It is also decent with draw-to-X. Otherwise it looks like a worse Copper. Well, not precisely, it is better than Copper as you can keep it out of your deck so you can e.g. imagine a Kingdom with Upgrade and Nest Egg in which you will Upgrade your Coppers, play your Nest Eggs and only call them to spike or for the last turn.

775
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 20, 2019, 08:06:00 am »

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