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Messages - D782802859

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251
Dominion General Discussion / Re: Mouse as other Ways
« on: March 21, 2020, 06:02:53 pm »
I think in general, Way of the Mouse sounds like the most Powerful Way. Sure there's plenty of weak and cards, but they're almost all strictly better than several of the other Ways.
Way of the Turtle sounds to me as decent contender. It also makes some actions super OP.
In many boards, Chameleon is incredibly powerful to the point of being occasionally broken.
I looked a couple examples and didn't find anything "broken" in the Chameleon. Sure it is a nice Way, but mostly it is like cool to have this, when there is a lack of draw/virtual money with abundance of the other or adds a flexibilty, when you're working with your engine.
Way of the Turtle at least gives you a Bridge combo. Simply buy Bridge(silver if not enough) and play it as turtle till you have enough Turtle'd Bridges too wipe a Province pile. And I thought about a couple other actions, which become great with a "start of turn" play.
While not always gamebreaking, there are several cards, such as Courtier that can function as superlabs or labs with upside, like Coven. Festival gets to be a better Lost City, Scholar gives you +$7, and Animal Fair can be a Council Room without the penalty.

252
Dominion General Discussion / Re: Mouse as other Ways
« on: March 21, 2020, 05:32:39 pm »
I think in general, Way of the Mouse sounds like the most Powerful Way. Sure there's plenty of weak and cards, but they're almost all strictly better than several of the other Ways.
Way of the Turtle sounds to me as decent contender. It also makes some actions super OP.
In many boards, Chameleon is incredibly powerful to the point of being occasionally broken.

253
Variants and Fan Cards / Re: Really bad card ideas
« on: March 21, 2020, 03:44:05 pm »
Way of the Hound
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Way of the Familiar
+1 Card
+1 Action
Each other player gains a curse.

The first one isn't consistent with how Ways work.  That would be a below-the-line ability, which Ways don't modify
That's why it's bad.

254
Variants and Fan Cards / Re: Really bad card ideas
« on: March 21, 2020, 11:57:27 am »
Way of the Hound
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Way of the Familiar
+1 Card
+1 Action
Each other player gains a curse.

255
The bots are pretty stupid. I played against someone who bought lots of Develops and Hideouts, and resigned. I continued because I liked the board, and Lord Rattington decided the best thing to do with the deck was trash all of his cards and buy a few estates.

256
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 20, 2020, 03:25:29 pm »
It is a Courtier variant. And while it is hard to judge whether this is better or worse than Courier, it is definitely not that much better that it is worth $6.
Furthermore, the below-card in a split pile can always be a bit stronger than a card which is immediately available. See Plunder.

Alright, let's make the plunder comparison:

Plunder is a treasure that has the same abilities as a terminal action (Monument) and costs more than that action.

Your card is a terminal action that, if it were a treasure, would cost . By this comparison, making it cost makes sense.

Also, I would say it's really not a courtier variant, as courtier has, well, variance. You're not guaranteed to be able to make more than one choice in any given kingdom. And in (albeit very rare, depending on what expansions you're using) others, you might be able to get all four (Dame Josephine or Werewolf).
This is incorrect for reasons pointed out by other posters but also because it treats the cost scale as linear. Fives are much easier to buy than fours, but sixes aren't much easier to get than fives. It's a fine 5 and balanced as such, especially in regards to Courtier. Small nitpick: this should be a reaction.

257
Variants and Fan Cards / Re: Revised versions of published cards
« on: March 19, 2020, 05:02:24 pm »
I think Donald has stated that he'd like to change IGG's above-line text to +$2, but this also works.

258
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 17, 2020, 06:40:55 pm »
Way of the Camel opens the possibility for an even more stupid version of the Donate pin: Donate everything except a single action that doesn't generate spending money. Now you have inescapable debt, despite a growing pile of exiled Gold you can never reach. (-8
This feels like it should be a metaphor but I can't for the life figure out what it is.

259
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 17, 2020, 12:12:01 pm »

This is in a split pile with Navigator, with five copies of Navigator above five copies of this.

260
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 17, 2020, 09:53:33 am »
Split pile with Zombie Mason (which goes on top of this)



Quote
Zombie Architect • $4 • Action - Zombie
+1 Card
+1 Action
Look at the top 3 cards of your deck. You may trash or discard any of them. Put the rest back in any order.
-
While this is in play, Copper costs $2 more.
(This happens after any cost reduction)

Its a setup card for Zombie Mason, basically; Theres actually no great reason for it to be a zombie other than to keep the pile consistent, or if you wanna toss one of these in with your Necromancer prep cards. The cost increase specifies "more" so if you get four of these in play, copper costs $8 and can be remodeled accordingly; also I specified how the cost increase would work.
I like the idea here, but this is strictly better than Sentry, which has the same ability but with only two cards, unless you're buying copper for some reason.

261
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 16, 2020, 08:08:41 am »
Given that a cardinal is a bird and that the expansion is about animals, did you intend this card to depict a bird but the artitst went his/her own way?
Thank you
Given the fact that religious cards are always trashing based, and Exile is similar to trashing, this is unlikely. Plus, Cardinal doesn't really sound like an attack.

262
Variants and Fan Cards / Re: D782802859's Fan Cards
« on: March 15, 2020, 01:00:12 pm »
Interest is a Treasure for both flavor and as a slight buff. Also, I would like to issue a small erratum. Harlequin no longer works on durations, similar to Procession, so as to not have confusing tracking.

263
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 15, 2020, 12:48:49 pm »
Trash Collector
Action - $4
+$4
Each other player may trash a card from their hand
My hunch is that this is better than Bishop without being crazy: in non-mirrors you need another trasher.
This isn't really like Bishop, the point of Bishop is to get vp, not to get money. Bishop doesn't help you hit 5, this very much does.

264
Dominion General Discussion / Re: Speculation on Ways
« on: March 14, 2020, 11:28:05 am »

Way of the Peacock: +2 Buys

This is too weak to be an official card, maybe +$1, +1 Buy?

265
Variants and Fan Cards / Re: D782802859's Fan Cards
« on: March 14, 2020, 11:10:26 am »
Since some of the cards need a bit more work, I'm gonna do a mini Secret History today instead of posting more cards. Like Donald does. Enjoy!
Royal Guard
A simple card that never changed. The idea was TFB where the benefit was more trashing. Trashing from hand doesn't work, so I went for the overpay effect of Doctor.
Painter
This is based on an outtake from an official set that was a workshop that worked like City. I found a way to make it work. Originally it spelled out what you could gain, I found a nice solution to make it a lot less wordy. I also dropped it to a 4, instead of a 5 that gained to hand.
Nunnery
Other than getting a better wording, this didn't change much.
Folk Hero
One day, I was thinking about the removed first edition cards. For the base set, most of them have fixed versions, save Feast and Hero. I tried to fix Feast but it became an Outtake. It's a simple fix. Drop it to 5 and let it get any type of card.
Harlequin
This is based on a card from a Weekly Design Contest. It formerly just worked on actions, which is clearly too weak, so I buffed it.
Regent
This is also based on a WDC card, but more loosely. It was a choose 1 where each choice was once per turn. I realized the choices were very Governor-esque, but it inspired this. Here the choosing is the once per turn part. Oh and here's a better wording, hey.

Judge
Got a better wording and dropped from 5 to 4. It used to just give you a flat +2 cards, but Menagerie's reactions gave me the idea to buff it.
Sawmill
Also based on a Weekly Design card. It traded buys to workshop. This is similar, and actually does the same thing if used on copper, but it's stronger and more interesting.
Tailor
I wanted a Remodel variant, I thought of this twist on Remake. It might be a 3.
Milliner
The idea here is flipped Tragic Hero. The idea there was better than I thought. It got Hatbox a while back, a lot longer before than all the other cards. Neither really changed.
Steamboat
This was 4, before I very quickly figured out that it was not. It also didn't set aside, but just discarded. Coal was a pretty basic idea. To change some completely awful interactions, I'm changing it.

It now only works with static +Card amounts and is generally less slow.
Interest
I saw Envy from Nocturne and thought "That would make an interesting attack." I found a good wording, also.

It only hits Silver and Gold, but it's stronger on Gold to compensate.
Mausoleum
This dropped to 4 so it wouldn't be completely dead if you couldn't trash it. I am changing the Tombstone.

To make it more interesting, it gives you coins instead of Golds.
Outtakes
Lots of these.
I have +1 Card +1 Action, when you trash this gain a card costing up to $6. This quickly changed to the same on trash with +2 Actions +2 Buys on the top. In both directions, an obvious dud.
Village, if you have at least $1 remaining you can topdeck this. I've seen other players make the exact same card, so I cut it. Nothing really wrong with it.
Village that plays from your discard wasn't doing a lot.
+1$, At the start of your next turn, +2 Actions, when you gain this, gain a cheaper action as a treasure for $4 wasn't interesting enough to make the cut since coin of the realm exists.
Trash for benefit that reduced costs based on the trashed card was too nothing or too much like salvager.
A few cheap draw cards that discarded your expensive cards. Seer renders these obsolete.
An early version of Harlequin let you play 2 cards twice, then trash them, they could be actions or treasures. I did Harlequin instead.
Save your hand for next turn, at the start of your next turn, Secret Chamber seemed not super interesting.
Cantrip, gain a card costing up to 2 for 2. Drains piles like crazy and can grab lots of estates, it was insane.
A choose 1 with a bunch of unrelated abilities. It wasn't cohesive and was usually too strong.
Reveal top 3, grab actions. Both boring and obscenely strong.
Name a cost, another player chooses a card at that cost, you gain it. Usually broken, always boring.
A delayed village with an artifact. I had too many durations and didn't need more artifacts
A duration trasher with an artifact had similar problems. Too many trashers, enough artifacts. The card itself wasn't super interesting.
Various cursers, most with artifacts. I had a better curser, and then Donald stole the card's name when Coven was revealed, so I killed it.
This set used to have events. Most of them were doing new tokens to put on piles. One let you spy before playing it, one let you replay, then trash, the card, which doesn't play well as a token. One gave anything the Soldier Attack. The only really good one gave any card the Border Village on gain effect, I'm still fond of that one. Menagerie was revealed to have events, so I killed them.
A mechanic that let you buy additional effects for certain cards. I had more interesting mechanics, so I killed it.

266
Dominion General Discussion / Re: Interview with Donald X.
« on: March 14, 2020, 08:36:45 am »
Is there any reason for the lack of Duration Treasures, or did attempts at it just not work out?

267
Variants and Fan Cards / Re: D782802859's Fan Cards
« on: March 13, 2020, 06:52:14 pm »
If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.

268
Variants and Fan Cards / Re: D782802859's Fan Cards
« on: March 13, 2020, 04:23:38 pm »
Have some Artifacts. There were some recent changes so these are probably less good because only one existed prior to today. But here they are anyways.


So Milliner is a gainer, but it's restricted in what you can gain if you want to keep it. But if you lose it, you get a Sculptor every other turn. Ups and downs. If you gain another Milliner, you can also use it as a Smithy for a bit.


Steamboat is a Duration cellar. You can also keep cards out of your deck if you really want to. Coal complements it by giving you card selection whenever you draw. Steamboat is one of the tested cards, so it, along with Nunnery are fairly balanced.


Interest is Envy but on an actual card. It doesn't hit copper for obvious reasons. I don't want this to stack, but can't figure out ways to make it not, any suggestions? Note that you can take Payment on either turn at the cost of the coin and buy. The Payment is basically a permanent Bank. It somewhat counters the attack too.


Mausoleum is alt-vp worth 1 per time you trashed it. It doesn't have all the tricks of Fortress, but it still has some of them and, of course, if you trash it once, it's a Duchy for 4. Also, there's always Salt the Earth. Tombstone is a permanent Market Square. It's pretty simple, but some things have to be.

269
Variants and Fan Cards / Re: D782802859's Fan Cards
« on: March 13, 2020, 08:51:51 am »
For Nunnery, I did mean clean-up phase.

270
Variants and Fan Cards / D782802859's Fan Cards
« on: March 12, 2020, 09:00:50 pm »
So, these are just some cards that are kind of set-like, but there isn't really a cohesive theme here, although there are some common mechanics. So, there are five and a half mechanics here. Gathering cards, vp tokens, split piles, and Artifacts return, and there are 2 new things. Workers are something I did for a Weekly Design Contest and decided was worth doing more of. They're effects that you save for later. Injuries are a new junk card that need to be played or they give you more junk. If you don't treat an Injury, it gets worse. If you have a card with the subtype "Horror" include a pile of Injuries in the supply equal to the number of players. I'm gonna do this increments, so first up is the non-mechanic cards. There are a lot of these.

Just a simple trasher, who doesn't love that? I certainly do, potentially too much as you might see. Trash for benefit but the benefit is more trashing. Not a lot to say about this one. Plus, most of the rules questions are covered by Doctor.

Painter gains you a card to your hand costing up to as much as it to your hand. It shouldn't say that, I meant to change it to the discard pile so as to not step on Sculptor's toes. Also, it should have a cost asterisk. I'm dumb.

Nunnery is just a simple little thing that I'm surprised isn't official yet. It's a duration that stays out longer if you fulfill a condition. In this case trashing! If you keep it out, you get some draw.

Not gonna sugarcoat it, this is a fixed version of Adventurer. It's like Adventurer but you choose the type! Also, I really love the art. It's somewhat balanced by only grabbing 2, but if you need one, it can be a strong filterer.

Harlequin is a trasher. Also. Sensing a theme? That wasn't on purpose so just pretend you didn't. But it also gets you a better use out of your actions once.

Regent is pretty messy. The concept is there but needs refinement. You choose a card on the first play that it becomes for the rest of the turn. I need to find a good phrasing.

Judge reacts to another player drawing cards by playing itself. Just you watch when this ends up in Menagerie.

Sawmill turns your gains into other cards. Keep in mind, you get on buy, but not on gain effects. Other rule disputes work like changeling, as you would expect. Also, it's a duration to block junkers.

Let it never be said I can't make two cost cards. It would be true, but don't say it. Anyways, a trasher again. It remodels, but you need two cards.
I'll post more of the set over a few days probably. Artifacts next if I don't change my mind.

271
Dominion General Discussion / Re: Speculation on Ways
« on: March 12, 2020, 06:29:25 am »
Way of the Butterfly might have something to do with gain and play, because of Summon.

272
Variants and Fan Cards / Re: Revised versions of published cards
« on: March 12, 2020, 06:27:45 am »
Pirate Ship should either dig for a treasure or action or have another resource other than action, because it's going to miss a lot. The Merchant Ship and Wharf changes are actually ones I've been thinking about myself, and they bring both of these cards into line well. Sea Hag is way too weak now, it isn't strong as a 5 curser with just terminal copper. I'm surprised there isn't a Navigator change, most think it's a dud and I'm inclined to agree.

273
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 10, 2020, 05:28:18 pm »
Do you guys believe that this should be priced at instead? Death Cart can be a good comparison. It gives + as well and is also priced at
This isn't going to get bought at 5 unless it's buffed in other areas, I think the fact that it can't normally trash non-estates balances it out, and we've seen similarly strong cards. I'm not even sure if it's more ridiculous than the official card Bounty Hunter.

Here's Merchant Village, a village with a bit of coin that also Mints on gain. However, it does decrease hand size, so don't go nuts.
I like it, a $4.5 with a powerful on-gain effect. But it is pretty nuts in 5/2.
I'm considering reining back the on-gain to 3 cards trashed, it would still be a strong card but perhaps a bit less powerful.

274
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 10, 2020, 04:02:44 pm »

Here's Merchant Village, a village with a bit of coin that also Mints on gain. However, it does decrease hand size, so don't go nuts.

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