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1
Maybe Rising Sun will change this with debt and shadow!

In principle a card that allows you to retrieve Victory cards from the Trash would make this an empty list. Of course, it would be hard to make such a card interesting, since, unless you have trashing attacks, you're not likely to have useful Victory cards in the Trash to begin with, so Vineyard is likely to remain on this list even if new cards might get added to it with Rising Sun

2
I’ve thought for a while that Potion would be a bit better if it came with +Buy. Makes the Potion more interesting if you wanted the Alchemy card but couldn’t trash the Potion, and also opens up the edge cases where even if you don’t care about the Alchemy card, you might be desperate enough for +Buy to purchase the Potion anyways.

Looking forward to Shadow cards. Maybe they shuffle face-up and play themselves automatically?

More debt is interesting. Wonder if they’ll expand in a new direction entirely or if they’ll be more vanilla-leaning.

I think a separate back, as with Stash, is more likely. It would be too easy to forget (or intentionally "forget") to put them face-up when shuffling. But I agree that it sounds like they play themselves automatically. So perhaps there's a special back, and when the top card is a Shadow card, and/or when you draw a Shadow card, it automatically plays itself? Cards that play themselves automatically could have some interesting strategic questions, as, depending on what they do, there might be times when you don't want to play them

I was thinking similar that they might just automatically go into play when drawn no matter how/when they are drawn.  If this were the case, you wouldn't need a special back to the card.  You wouldn't know when one was going to come out until you drew it.  I could see that as being described as "leaping out of your deck" ...and into play.

This would require players to both be honest, and to always notice a card as they draw it.

Yeah, and Dominion already has a long history of requiring verification for cards with special conditions, as with Shanty Town requiring you to reveal your hand, or Cutpurse having "or reveals a hand with no Copper". It would be weird at this point to have a whole new type of card being on the honor system so to speak

True, but if they were a special color to remind you to play them, and they were almost always cards you wanted to play I don't think the "honor system" would be an issue.  It would be more of a detriment to you if you didn't play them rather than your opponent.  I'm just really skeptical of the alternate back hypothesis, I got the impression from discussions about Stash that that wasn't something Donald wanted to do again.

If they were "almost always cards you wanted to play" then you wouldn't need a special type for them

3
I’ve thought for a while that Potion would be a bit better if it came with +Buy. Makes the Potion more interesting if you wanted the Alchemy card but couldn’t trash the Potion, and also opens up the edge cases where even if you don’t care about the Alchemy card, you might be desperate enough for +Buy to purchase the Potion anyways.

Looking forward to Shadow cards. Maybe they shuffle face-up and play themselves automatically?

More debt is interesting. Wonder if they’ll expand in a new direction entirely or if they’ll be more vanilla-leaning.

I think a separate back, as with Stash, is more likely. It would be too easy to forget (or intentionally "forget") to put them face-up when shuffling. But I agree that it sounds like they play themselves automatically. So perhaps there's a special back, and when the top card is a Shadow card, and/or when you draw a Shadow card, it automatically plays itself? Cards that play themselves automatically could have some interesting strategic questions, as, depending on what they do, there might be times when you don't want to play them

I was thinking similar that they might just automatically go into play when drawn no matter how/when they are drawn.  If this were the case, you wouldn't need a special back to the card.  You wouldn't know when one was going to come out until you drew it.  I could see that as being described as "leaping out of your deck" ...and into play.

This would require players to both be honest, and to always notice a card as they draw it.

Yeah, and Dominion already has a long history of requiring verification for cards with special conditions, as with Shanty Town requiring you to reveal your hand, or Cutpurse having "or reveals a hand with no Copper". It would be weird at this point to have a whole new type of card being on the honor system so to speak

4
I’ve thought for a while that Potion would be a bit better if it came with +Buy. Makes the Potion more interesting if you wanted the Alchemy card but couldn’t trash the Potion, and also opens up the edge cases where even if you don’t care about the Alchemy card, you might be desperate enough for +Buy to purchase the Potion anyways.

Looking forward to Shadow cards. Maybe they shuffle face-up and play themselves automatically?

More debt is interesting. Wonder if they’ll expand in a new direction entirely or if they’ll be more vanilla-leaning.

The solution to potion is clearly to have it trash itself when played. And also to use it to only purchase cards that trash themselves when played.

How would that be an improvement? It seems to me that it would make it worse

5
I’ve thought for a while that Potion would be a bit better if it came with +Buy. Makes the Potion more interesting if you wanted the Alchemy card but couldn’t trash the Potion, and also opens up the edge cases where even if you don’t care about the Alchemy card, you might be desperate enough for +Buy to purchase the Potion anyways.

Looking forward to Shadow cards. Maybe they shuffle face-up and play themselves automatically?

More debt is interesting. Wonder if they’ll expand in a new direction entirely or if they’ll be more vanilla-leaning.

I think a separate back, as with Stash, is more likely. It would be too easy to forget (or intentionally "forget") to put them face-up when shuffling. But I agree that it sounds like they play themselves automatically. So perhaps there's a special back, and when the top card is a Shadow card, and/or when you draw a Shadow card, it automatically plays itself? Cards that play themselves automatically could have some interesting strategic questions, as, depending on what they do, there might be times when you don't want to play them

6
Footpad causes Treasure Map's gained Golds to go straight to your hand

7
Had a recent game where Trail was the bonus card for Ferryman. Not often that Ferryman synergizes so well with its bonus card!

8
Shaman makes Necromancer pretty much useless. The Zombies leave the Trash in the opening, and if you use Zombie Apprentice, your opponent gets to gain what you trashed (barring things like extra turns or playing it at the start of your turn, e.g., with Contract or Royal Galley). Zombie Mason, too, becomes riskier since, if you trash something good, your opponent will also get to have it (of course, if you trash something like an Estate or Copper it's still good)

9
Footpad makes Throned Sorcerer useful, assuming your opponent guesses wrong the first time. The curse they gain causes them to draw the card they revealed the first time, so that there's a different card on top of their deck the second time Sorcerer is played. Of course, this only works if your opponent guesses wrong the first time - if they guess right then they don't get a curse and the card stays on the top of their deck

10
Dude, this ain’t how Command cards work.
Ordinarily a Herald revealing a Flagship wouldn't cause the Herald to be replayed, yes. However, in this case, the Herald was already being played twice, by the Flagship that was already in play. So, the second play of Herald (from the earlier-played Flagship) is what the second Flagship caused to be replayed

So, the sequence was:
(In a previous turn: Play Flagship)
Play Herald
Herald reveals a Flagship and plays it
First Flagship replays Herald
Flagship says "The next time you play a non-Command Action card, replay it.", this is, indeed, the next time a non-Command Action card was played after the second Flagship, and so it replays it

The critical thing here is that the Herald was already being played twice. The revealed Flagship didn't cause a replay of the first play of Herald, but rather of the second play

11
Had a Flagship in play. Played a Herald. On its first play, it revealed another Flagship. It was then played a second time due to the first Flagship, but since that second play was an Action card played after the second Flagship, that second Flagship then caused a third play of the same Herald. Thus, Herald played Flagship which then replayed the same Herald

12
Investment + Loot can be really strong since that can really boost the number of differently-named Treasures

13
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 28, 2024, 06:01:29 pm »
Footpad + Old Witch in the same game. Opponent plays Old Witch, giving me a Curse. Since it's during an Action phase, I draw a card. That card happens to be another Curse, which I then immediately trash. I had not had a Curse in hand before the Old Witch was played

14
I’m… sorry you don’t like it? There are ways to spice up the game without adding a specific choice. I think it’s awesome that Inherited just chucks a Workshop or a Sanctuary at you to start the game. Despite not giving you a consistent “oooh game has more choices” vibe throughout the entire round, this single Trait has probably the widest variation in effect and impact of anything in Dominion, with the possible exception of Way of the Mouse.

I’m sorry you find it boring, but… it’s a great card anyways. In the top half of Traits for sure.

In the top half of traits for sure?  Name me any traits you find it better than.  And certainly half if them. The event literally involves 0 skill and just adds to the swingy luck effects that I think most people dislike in Dominion.  But at least for most of those you have to make the choices that give you the chance for that kind of luck. Plus, it's over before turn one.  Don't you like how the other traits weave and interact together throughout the game?  Other traits/landmarks/events/ways reward skillful play and thinking about synergies and anti-synergies.  Inherited just is.

It essentially just adds one more random element.  Like if Animal fair, or a curser etc is on the board and it misses the reshuffle it just a rediculous advantage.

Random, yes, but not swingy. Both players start out with the same Inherited card (with the exception of the Knight pile being chosen, which would indeed be very swingy), so there's no element of chance in getting it, unlike, say, certain strong $5 cards where a 5/2 or 2/5 opening can be a massive advantage. Inherited discard attacks can add an element of swinginess to the opening, but most Inherited cards are the opposite of swingy

15
Shaman + Transmogrify is a nice combo, since both are start-of-turn, you can Transmogrify a card in your hand and then get the trashed card immediately back

16
Dominion Online at Shuffle iT / Re: Cauldron
« on: February 25, 2024, 01:31:40 pm »
Cauldron activates when you gain your third Action card in a turn, not third Action card gained after playing it

On Turn 13, your opponent played their Magic Lamp, gaining three Wishes, before they played their Cauldrons, which means that those Action cards they bought were actually the 4th, 5th, and 6th Action cards gained that turn. Had they played their Cauldrons before the Magic Lamp, the Cauldrons would've triggered on the 3rd Wish

17
Game Reports / Re: High Score of 1180 VP
« on: February 25, 2024, 12:16:08 am »
How did Lord Ratington not gain *any* cards at all?

I hit 1,496 points once with Way of the Horse + Collection + Death Cart. Just kept buying the same cards over and over again getting a bunch of VP each time

https://forum.dominionstrategy.com/index.php?topic=16947.msg895604#msg895604

18
Rules Questions / Re: Errata to extra turns
« on: September 28, 2023, 01:20:24 am »
It simply means that it's a bit more powerful because it can't be blocked.

Or a bit less powerful, depending on the board setup. There are some cards that synergize with Attacks, like Quest or Urchin. Maybe it's just those two; I can't remember off the top of my head.

Battle Plan is another one that synergizes with attack cards. That's the only other one I can think of right now

19
Rules Questions / Re: Errata to extra turns
« on: September 27, 2023, 03:29:06 am »
Hmm .... so if you're Possessed, then you play your regular turn, does this mean that buying Journey or playing Voyage would have no effect, since you've already had two turns in a row?

20
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: September 27, 2023, 03:23:14 am »
Just realized that Endless Chalice prevents Alms (which sounds slightly counterthematic)

True, though generally speaking Alms is most useful in the early game, so by the time you get an Endless Chalice, you're probably not going to be using Alms much anyways

21
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: September 27, 2023, 03:21:43 am »
Had a game with both Baths and Possession which was interesting. Since in a Possession turn, it's the Possessed player who's actually playing, but the Possessing player who gains cards, this means that the Possessed player is playing a turn in which they do not gain any cards, and thus they get the 2 VP tokens from Baths. So it's like "Sorry for Possessing you. Here's 2 VP to compensate"

22
Reckless Scheme is incredibly strong. You get +2 Cards +2 Actions when you play it. Then you get to topdeck two Action cards - which can include itself (thus avoiding going back to its pile) plus one other Action card. Get multiple Schemes and you can basically start each turn with the same hand

23
About the worst Trait, just found Hasty Treasure Map. :-\

There’s a few ways you can still pull it off, but they require specific other things to be in the Kingdom, like Watchtower.

Most Ways would work too

24
Had a game with Weaver + Way of the Squirrel + a discard attack (in this case Margrave). Weaver proved an interesting partial counter to discard attacks (this would also work with Village Green and Trail) - when I'm forced to discard a Weaver from my hand, I can play it as Squirrel, and at the end of my opponent's turn, draw back 2 cards. Or if I discarded more than one Weaver, even more cards. Thus turning the discard attack into a sifter

25
Souk/Gamble is pretty neat. If you have no cards in hand/deck/discard and at least $7, you can gain the entire Souk pile in one turn, and then the Souks are generally at least Golds for your Gamble deck and better if you get any Treasures or disappearing Actions in your hand.

Similarly with Souk/Rush. Though in this case, you don't even need your deck/discard to be empty in order to autopile the Souks, you just need $7 and no cards in hand. Or even if you do have cards in hand but a bit more $, you can use the first Souks you gain to trash the cards in your hand, ensuring that the rest of them all make $7.

Throw in any cost reduction, and you'll actually end up with more coins than you started with, too!

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