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776
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 19, 2019, 05:45:51 am »
I am with GendoIkari on this. Woodcutter has been removed but it still sets a benchmark for Woodcutter variants. And Feast has not been removed because it was too weak but because it did not add enough to the game. Changeling is its spiritual successor and much more interesting.

Feast may not have been removed because it was too weak, but it could easily have been. Its last qvist rankings ranked it as the third weakest $4 card, ahead only of thief and scout!
Sure, it is a niche card as the board in which you want to open with a $4 and don't want to open Silver/Silver to gain a $5 after the first shuffle are rare. It is probably not a big thing to make a Feast variant nonterminal or whatever.

777
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2019, 04:33:37 pm »
I am with GendoIkari on this. Woodcutter has been removed but it still sets a benchmark for Woodcutter variants. And Feast has not been removed because it was too weak but because it did not add enough to the game. Changeling is its spiritual successor and much more interesting.

778
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2019, 08:01:40 am »


Boggart
Cost: $3
Types: Action-Duration
+ $1
At the start of your next turn, choose:  + $4, or trash this.
-
-3%
There is some risk of missing the game end but until then this is stronger than Merchant Ship. So I would consider a price of $4.

779
Dominion General Discussion / Re: Project - card parallels
« on: April 18, 2019, 01:40:22 am »
- Unclear why there isn't a Project for +1 card. Too much overlap with Flag and Hireling?
Crop Rotation and Road Network are more interesting than an auto-Hireling.

780
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 16, 2019, 06:05:17 pm »
I don't want to argue with the points made that this card is better than Peddler, it definitely is.
Let's just also keep in mind the downsides: this hurts when there are cards of which you want just one copy. One way to nerf the card would be to always trash it, i.e. also in turns when you don't gain anything or only green. In this case it might be balanced at $4 or $5 (could also be "in-between" though). Without the nerf this looks better than Artificer (yeah, it is a one-shot but Artificer is still the best comparison and has to do a lot of work to gain $5s).

781
Variants and Fan Cards / Re: 4 cards, pick your favorite
« on: April 15, 2019, 11:30:39 am »
Surveyor should be cheaper. In a platinum game it would be to strong for the other players
Surveyor should be more expensive. In a non-Fountain, Bandit Fort game it is nearly (you might gain some Silvers and Golds and later trash them) as good as a Laboratory.

I hope you see now why arguments about card strength that focus on special cases are dubious; the strength of a card is always Kingdom dependent and it makes more sense to focus on the average than special cases (unless the special cases break the card or lead to rule issues).

782
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 14, 2019, 04:37:28 pm »
while a +1 card, +1 action card is usually priced at $0
There is no cantrip which costs less than $2.

the +1 buy allows multiple copies of Instigators to be picked up and adds to the utility of the card once they're all gone from the supply.
I think that Market Square without the Reaction would be too good at $2.
You probably cannot fix this via making your card more expensive though as it would probably be too weak at $3; the ability seems less useful and more situational than that of Market Square. But I might overestimate the matching problem and underestimate the Mountebank-style attack.

783
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 11, 2019, 08:13:09 am »
I think that this will have an even narrower use than Mining Village. Like Mining Village you will only trash it when you (estimate that you) play it for the last time whereas Mining Village can also be used early on to spike.

784
Variants and Fan Cards / Re: 4 cards, pick your favorite
« on: April 11, 2019, 08:02:31 am »
Surveyor is hard to judge but you can test it in a Surveyor vs money game.

Forgery Fencing looks pretty weak. The effect is nice but you get a "double" dead card into your deck.

The attack is unconditional but Publicist nonetheless looks weak relative to Legionary. The reverse Haggler effect for the opponents looks too good. Buy a Gold, gain a Province. Buy two Ironmongers, gain two Hunting Grounds.

About Jayemdae Tome, converting Coffers into draw is a good idea but in the Night phase it is pretty pointless.

785
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 11, 2019, 07:54:02 am »
It is very expensive but even at $5P a triple Lab is too good. I mean, DXV has tested a double Lab at Debt costs and it was too crazy so a triple Lab without any drawbacks probably always is.

786
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 10, 2019, 04:53:21 am »


The one-shot could be too weak / attritional and the normal ability could be too similar to Merchant Guild (but unlike Merchant Guild it does not provide you the ability to gain more than one card).

787
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 08, 2019, 02:23:27 pm »
It is a good card and I like that the on-gain Silver thing is sometimes good and sometimes bad for the other players:

Silver Worker vs Silver worker - attack
Silver Worker vs BM - gift
Silver Worker vs other engine - more likely to be an attack

788
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 07, 2019, 07:49:20 am »


A Silver gainer or alternatively something slightly better (Stables-like Treasure sifting, drawing an extra card plus topdecking one) than a Working Village.

789
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 04, 2019, 07:19:34 am »
I have an idea....

Silverbank $4
action
+1 action
Show up to 4 silvers from your hand. +1 card per Silver shown.
This is pretty weak. Sure, it's nonterminal, but apart from that it's worse than Coppersmith. For instance, it is limited to at most +4$, and unlike with Coppers, you don't start with Silvers in your deck. Of course Silvers are better than Coppers, but you forego buying something else instead.
It doesn't produce Coins but draws.
I agree that it seems weak but like Shepherd it could be great "support draw", i.e. when you have something else in your deck that draws this might be pretty decent.

790
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 03, 2019, 04:17:56 pm »
I accept the challenge and tried to create a card which utilizes Silver and costs $1. Itís a Skulk variant and I hope, you enjoy this card.



Gift
Type: Action
Cost: $1

+1 Buy
-
When you gain this, gain a Silver. If it is not your first turn, set it aside. If you did, add it to your hand at the start of your next turn.
In general I like it but there could be undesired endgame shenanigans, i.e. you can transfer a Buy and a Coin into 2 Coins for the next turn which could too easily set up a megaturn. As an extreme case, with one cost reducer in play and 5 Buys to spare you can generate an extra 10 Coins next turn. So endgame play could resolve too much around Gift in Kingdoms that support a megaturn, amplifying that whole thing (too) much.
It is of course a matter of taste, if that is a desired sidegoal it is of course fine.

791
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 02, 2019, 05:52:24 pm »
Commonwealth
Event - 2D

Gain a non-Victory card costing up to $6. Take D equal to its cost in $.
Such a natural idea. So probably broken. I don't think it will lead to very fun games, those high-cost cards have that cost for a reason. Plus there is no real reason for this to have debt cost itself, so it's not quite in the spirit of this challenge.


The debt cost is there to simulate an increase in cost to get a good card now. So a $6 Goons becomes 8D Goons, or a $5 Cultist becomes a 7D cultist. But you're right it's most likely broken.
You just have to retro-engineer Overlord, Royal Blacksmith and City Quarter to find out, i.e. convert their costs into Coin costs. That is obviously not perfectly possible but they all look roughly like $6s to me.

So it seems like +2D thingy is not totally off. +3D would definitely be too much.

Overlord emulates nearly all Actions so you gotta pay 1D more for the flexibility than you would have to pay if you directly bought that Sentry or Witch. So I don't see how this is broken, looks actually pretty well balanced to me.

792
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 01, 2019, 02:55:51 pm »
Do you think it would be more interesting and balanced if effect was Lab instead of Lost City?
The problem I see is that Silver becomes too universal, it does 3 things so all you need in addition is something that provides an extra Buy to build a Silver-mono engine that can gain 2 or even 3 Provinces per turn.
Sure, you have to do something before you get there, thin, get a gainer, get 3 virtuals Coin together to buy the Project. But afterwards it is IMO too simple.

That's of course no issue if you like other centralizing cards like Sauna/Avanto that also do more than an average card does.

793
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 01, 2019, 08:27:49 am »
Quote
Observatory, Project, $3*
During your Action phase, Silvers are also Actions which give +2 Cards, +2 Actions instead of +2$.
   -------------------------
You can't buy this if you have any Treasures in play.

This is inspired by one of the Project outtakes which turned Silvers into Peddlers. I think attaching the no-Treasure cost should make going for it a nontrivial decision. It gets crazy with those fast silver gainers, but not in a way that ruins many kingdoms.
It looks the idea behind the Buy restriction is to nerf the card such that you only get it later in the game. That is sound but the problem I see is that this very Buy restriction is too harsh, i.e. in some Kingdoms Observatory is not available, while the effect is far too strong.
Once you bought Observatory, an ordinary gainer like Ironworks becomes a non-terminal Copper that can gain a card which is stronger than Lost City.

794
Variants and Fan Cards / Re: Asper's Cards
« on: March 30, 2019, 07:28:32 am »
I agree with Gazbag, Bureaucracy looks like a very good Event. I can roughly imagine 3 situations: you ignore it, you buy it shortly before you green or you buy it during building to still profit from the topdecking. And I have a hard time to fathom when you should do what which is always a sign for a good card.

795
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 29, 2019, 02:37:03 am »
The problem is that the Project is expensive yet only useful for a few turns. Once you are out of villages your engine collapses.
That is not situational but pretty much always the case.
Even in the best case scenario, i.e. no price gaps, decent $2s and $3s, it is only four turns until that Patrician kamikazes himself.

I think that due to the expensive price this Project could get away with being non-mandatory. While it is mandatory you have no control at all. Another option is to not restrict the gained cards to Actions, then all those $5s could at least Upgrade themselves into Gold.

Is it a problem though? Why do you have to be playing an engine?
Because it is no worthwhile to spend two Buys on a project and endure a dead card in your deck for something that does not have much of an impact if you only have a few Action cards in your deck. Upgrade or Improve are cheaper and much betetr suited for such decks.

It seems much more interesting to me than a lot of the official projects that you just buy when you have enough money because they're so potent and then they do their thing and there isn't much decision making involved.
I totally disagree with the notion that Projects are so good that you can always auto-Buy them.
Canal is dubious without extra Buys (or virtual extra Buys in the form of gainers), Innovation is highly Kingdom-dependent, Crop Rotation and Road Network are hard to time and arguably not worthwhile if you have easier access to drawpower, Exploration is extremely tricky (I once had a Kingdom with Exploration, Cursed Gold and Trade and a 4/5 opening and nearly missed the combination), Silos is a powerful sifter but you forsake a $4 and Cathedral can blow up in your face in Kingdoms without gainers.
Interestingly the latter shares quite some similarities with your Project in terms of the potential forced (non-Upgrading once your are beyond $5) trashing of cards.

796
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 28, 2019, 01:04:18 pm »
The problem is that the Project is expensive yet only useful for a few turns. Once you are out of villages your engine collapses.
That is not situational but pretty much always the case.
Even in the best case scenario, i.e. no price gaps, decent $2s and $3s, it is only four turns until that Patrician kamikazes himself.

I think that due to the expensive price this Project could get away with being non-mandatory. While it is mandatory you have no control at all. Another option is to not restrict the gained cards to Actions, then all those $5s could at least Upgrade themselves into Gold.

797
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 27, 2019, 05:13:21 pm »

Smeltery
Types: Project
Cost: $5
At the start of Clean-up, you may return a Treasure card to the supply and gain a treasure card costing up to $3 more than it
-
You can only buy this if you have at least 3 differently named Treasures in play
The condition is too harsh and arguably not necessary at all.
While Mine (i.e. handgaining) might be too strong it could at least topdeck like Taxman.

798
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 27, 2019, 04:36:30 pm »


The effect is that of a cantrip Cellar. Unlike the Adventure vanilla tokens not necessarily that strong in multiples but of course you still want it on the pile of which you have most copies. I think it can get away with not being restricted to Actions as sifting during your Buy or Night phase is probably not that strong anyway.
The main reason of the Debt cost is to make this available early in Kingdoms in which it is strongest, i.e. without trashers.

And interesting idea for a "vanilla" token, but the event seems overpriced. I think +1 card, +1 action, and + are all much stronger tokens; this event should cost less than those events. It could probably be . But the cheaper it gets, the less reason you have for giving it debt cost.
A cantrip Cellar would probably be too strong for $4 and slightly weak at $5. So from this perspective it is weaker than Lab/Pathfinding yet better than Peddler/Training and Village/Lost Arts*.
The decreasing benefits of playing multiple cantrip Cellars makes it weaker relatively to the other vanilla tokens.
But Debt costs make the card available when it is strongest, i.e. early on (as opposed to getting Training / Lost Arts in the middlegame).

I don't know which of these pluses and minuses weighs heavier but as is pretty similar to I leave it as this price. I also think that the Adventures tokens are a bit too centralizing and don't mind if this Event is on average only bought in every second or third Kingdom.

As you pointed out, at lower costs Debt makes less sense and or even could be too prohibitive: in non-trasher Kingdoms you want that sifter as early as possible.

*- As Lost Arts eliminates the standard matching problem of villages and terminal draw cards (which is the very reason Village and Smithy can be cheaper than two Labs) its effect is significantly stronger than that of he corresponding vanilla card, Village, so this is where this simple comparison fails.

799
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 27, 2019, 02:19:22 am »


Quote
Education
Project - 10 Debt
-
At the start of your turn, +$2.
At the end of your Buy phase, if you have any Debt remaining, take 2 Debt.

This card is inspired by my own status as a graduate student with loans to pay off. Yep.

Any feedback on this as an actual Project is appreciated, of course, especially concerning the upfront Debt cost.
That's a brilliant idea. With the mini-Capital effect while you are in Debt timing this well becomes anything but trivial.

800
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 27, 2019, 02:15:33 am »


The effect is that of a cantrip Cellar. Unlike the Adventure vanilla tokens not necessarily that strong in multiples but of course you still want it on the pile of which you have most copies. I think it can get away with not being restricted to Actions as sifting during your Buy or Night phase is probably not that strong anyway.
The main reason of the Debt cost is to make this available early in Kingdoms in which it is strongest, i.e. without trashers.

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