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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.
Updating Sea Hag via a sort of merge with Spy.
If you play this multiple times, you can ruin someones turn with curses
Card Updating Contest 1Sea hag is a bad card? I crushed my opponents multiple times with it. Not just win... CRUSHED!
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
Imps are just so goodWhich 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).
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.
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.
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.
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.
I'd suggest 3 or 4 if you win, and something if you lose as consolation.My friend wanted a card to kill engines . I think this should do the job. 20 in the supply. Could maybe add +1 actionEven if you win this is worse then duchies
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?
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.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.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.
At the first glance, Menagerie seems much easier to pull off.
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.
It's a coincidence. The good ideas have all been thought of already.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.
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.
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.
why is my image so big?In imgur, go to edit image and set the width to 250.
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.
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.