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Messages - D782802859

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126
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: August 29, 2020, 03:14:28 pm »
Vigil might be a tad strong, it's pretty close to a targeted discard.

127
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 03:15:19 pm »


Updating Sea Hag via a sort of merge with Spy.

If you play this multiple times, you can ruin someones turn with curses

No you can't, it has to discard the curse to give them another.

128
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 02:31:50 pm »


Updating Sea Hag via a sort of merge with Spy.

129
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 07:05:10 am »
Card Updating Contest 1

Make a new version of one of the following cards:
Sea Hag (curser using duration, top-of deck/bottom-of-deck, or using mats)
Spy (non-terminal deck attack. Try not to make it too slow)
Tournament (somehow gains from fixed deck of prizes. You can make your own prizes or use the same ones. Make sure it's not as rich-get-richer)

Judging will be in about two weeks
Sea hag is a bad card? I crushed my opponents multiple times with it. Not just win... CRUSHED!

It's not bad as in weak, however it does have design issues, since it doesn't produce resources and can take over games.

130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 23, 2020, 06:31:20 pm »
Imps are just so good

Maybe I wouldn't exactly say that it's strong generically. I'd say it's strong to open with because of Imps, pretty strong early, ok overall, and well-designed because getting imps is hard. With the modification, it's very strong at every point and pretty boring.

the powerlevel question seems noncentral though; the point is that it takes away interesting decisions.
Which interesting decision is taken away? Be concrete, what would you do with the Heirloom that you would not do otherwise (except getting Tormentor more often which is not about decisions but the power level of the card).

Tormentor is a very weak $5 which you will never ever buy early if there is a junker or trasher. You will only buy it later if you got the terminal space for a terminal Silver with a weak Attack on top, which is quite rare.
 Of course gaining Imps is very strong (but then again, with Lab variants in the Kingdom, Haggler can do the very same thing far more consistently) but you cannot pull that off often with Tormentor so why not buff it? It is not like we talk about buffing Mountebank, Cultist, Coven or some other ridiculously overpowered Attack but buffing a very weak and random Attack.

There is a reason so many Hex Attacks violate the terminal Attack principle: the Attack is weak and random. Nobody would e.g. ever get Skulk because of the Attack, you either want the Gold or are in dire need of the extra Buy. The Hex Attack never matters decisions-wise.

This removes the decision of gaining Tormentor or not. You either always gain it for Imps or never gain it because it improves other strategies more.

131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 23, 2020, 05:20:04 pm »
It also makes Tormentor much stronger, and it's plenty strong already.
What makes you assume that Tormentor is strong?

The Attack option is extremely weak. For example Witch has a better vanilla bonus and a far better Attack.
As the Imp option is only possible to trigger early in the game or later, if you forsake engine play and Durations (which is kinda pointless if you want Imp!), it hardly compensates for the weak Attack.

Tormentor is weak and Villagers are a pretty natural way to buff it.

I disagree, Tormentor is at least a solid card most of the time. Imps are pretty good, and stacking up Hexes can be pretty harmful.

132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 22, 2020, 09:58:21 am »
My first try; an heirloom for Junk Dealer after nobody bought Junk Dealer in a game yesterday because we were afraid of not having things to trash, and it does some other neat tricks like Fortress:

Scrap Metal
$0 Treasure-Heirloom
$1
When you trash this, you may put it into your hand.

Should probably cost $2 so it's useful with TfB.

133
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2020, 07:16:03 pm »

134
Variants and Fan Cards / Re: Card updating contest
« on: August 20, 2020, 07:10:07 pm »
Plus, just from flavor Renaissance is quite literally the opposite of Dark Ages. It's about the age of enlightenment. Nocturne definitely has some of that darker stuff going on, like Den of Sin, Raider, and Ghost Town.

135
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: August 20, 2020, 05:48:47 pm »
My friend wanted a card to kill engines ???. I think this should do the job. 20 in the supply. Could maybe add +1 action


Even if you win this is worse then duchies
I'd suggest 3 or 4 if you win, and something if you lose as consolation.

136
Variants and Fan Cards / Re: Card updating contest
« on: August 19, 2020, 02:56:06 pm »
Could be interesting.

137
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: August 19, 2020, 10:54:51 am »
I'm experiencing an issue where if you format a non-plus $ amount with a period at the end, it remains in the large coin size on the card. Here's an example.


138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 18, 2020, 02:10:52 pm »
Abbey
$5 Action
Choose one: +2 Villagers; or you may spend any number of Villagers to trash that many cards from your hand.

Quick new submission, how about this?

This could cost less.

139
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 17, 2020, 02:49:12 pm »
Statute (Action, $4)

+1 Action

Pick any number. Reveal the top 3 cards of your deck. If the total cost (in coins) of the revealed cards matches the number you picked, put the revealed cards into your hand. Otherwise, put one of the revealed cards into your hand and discard the rest.

No idea if this is the right price for the card. Might be too good for $4.

This is pretty busted since it's good even if you don't guess correctly. You can guess correctly pretty consistently with thinning too.
How can you guess "consistently"? Even if you only have 3 different costed cards in your deck (for example Statue as $4 for draw, some $5s for trashing/junking/whatever and Gold for payload), it is anything but obvious or clear that you can guess correctly most of the time.
At the first glance, Menagerie seems much easier to pull off.
The problem isn't the payoff. It's the failcase. The non-activated effect is strong enough to be bought on its own, compared to Cartographer at 5.

140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 17, 2020, 02:01:39 pm »
Statute (Action, $4)

+1 Action

Pick any number. Reveal the top 3 cards of your deck. If the total cost (in coins) of the revealed cards matches the number you picked, put the revealed cards into your hand. Otherwise, put one of the revealed cards into your hand and discard the rest.

No idea if this is the right price for the card. Might be too good for $4.

This is pretty busted since it's good even if you don't guess correctly. You can guess correctly pretty consistently with thinning too.

141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 16, 2020, 07:37:33 pm »
I'm not really happy with my submission, and because it uses a sort of complex mechanic, I'm not likely to get it to a good point in the time alotted. I am going to be replacing it with this.


You gotta phrase this as "costing less in Coins than".
I think that a difference of 1 is too small. I'd roll with 2.

mail-mi posted this card on this forum a while back. Seems awfully similar.



It's a coincidence. The good ideas have all been thought of already.

142
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 16, 2020, 11:32:46 am »
I'm not really happy with my submission, and because it uses a sort of complex mechanic, I'm not likely to get it to a good point in the time alotted. I am going to be replacing it with this.


143
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 11:54:48 am »


This is a Butcher variant using a new mechanic I've been thinking about: Apprentices. Apprentices are cards that get better over the course of the game by fulfilling certain actions. They do this via Experience tokens, represented by the purple gem. Experience tokens are limited, similarly to the wood cubes for projects. Each player can only have three.
I'm afraid that you will max out the apprentice tokens very fast, and then this becomes an inexpensive expand variant. In most cases you can have the full effect on your second buy of it.

Yeah that's probably the case too often. I'll change it to an earlier version where the way to get tokens was on-play.

144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 11:02:36 am »


This is a Butcher variant using a new mechanic I've been thinking about: Apprentices. Apprentices are cards that get better over the course of the game by fulfilling certain actions. They do this via Experience tokens, represented by the purple gem. Experience tokens are limited, similarly to the wood cubes for projects. Each player can only have three.
EDIT: Modified

REPLACED. CURRENT ENTRY IS THIS.

145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2020, 06:44:59 pm »


A simple project for this week. Strong sifter, but it lowers your handsize.

146
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2020, 11:18:23 am »
why is my image so big?
In imgur, go to edit image and set the width to 250.

147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2020, 07:07:41 pm »


To correct the issue with not being correct under the contest rules, I'm changing the card a little. It still functions the same in most cases, though.

148
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2020, 09:45:15 pm »


A simple 2-cost card. Now or later duration are great fun and the buy clause seemed interesting.

149
Variants and Fan Cards / Re: Really bad card ideas
« on: July 21, 2020, 07:54:41 am »

150
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 18, 2020, 08:19:03 am »

Contest #80 - Results






Scribe by D782802859

I like the way it makes use of night phase to save the card if it was not used. However, in the playtests Scribe shows some weakness. The difference from Scholar is that Scholar normally draws you more cards that you have before. With Scribe it only happens if you manage to reduce your hand size before, which is not always easy, you have to play before cards that don’t draw and still have an action available to play Scribe. In general, it’s s sifter not a draw card. Even in the best scenario to it (with non-terminal trashers and villages that don’t draw), in which it sometimes draws, many times it ends up being only a terminal Cellar. I could see how important is that +1 Action in sifters like Cellar or Warehouse. Scribe would be better with that +1 Action too, but maybe this way it could have some resemblance to Hunting Lodge.
Thanks for the feedback, Carline! I definitely made the card underpowered and could probably justify it at 2. I don't want to make it non-terminal though, because the core concept of the card wants to be terminal. A change of the draw amount from 5 to 6 could help, although that might warrant a price bump.



An idea for a duration I've had floating around. Grab an upgrade to your basic village, but it topdecks Victories. Of course, it wants to be a duration so the downside matters more.

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