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Messages - LordBaphomet

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51
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 02:31:29 pm »
Quote
Recycle - Event, $3 cost.
Choose one: +2 Cards; or + $2; or gain a card costing $4.
-
In games using this: once per turn, when you gain a card costing $3, you may return it to its pile and get this.
Instead of a $3 gain like a Silver, you can get 2 cards, $2, or a $4, something useful whenever you want to pop it. Change the role of your gainers, only once per turn so Trader isn't broken. The $4 and $3 costs referred to are exactly those costs, not 'up to' them.

This just makes every $4 cost cost three... and you can't "get" events.

52
Variants and Fan Cards / Re: Card updating contest
« on: August 31, 2020, 01:15:40 pm »
Three more days for submissions

53
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 12:46:17 pm »
My entry for the week: Chancellery and Emblem. A chancellery was where you would go to get official documents sealed.


54
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 12:15:20 am »


This can add something to your opening, and mess with other players' openings in return. I want to make this a $3 so opponents can open with it in response to you opening with it. I'm comparing this to Enchantress and Ghost Town. The attack is weaker than Enchantress, but the duration effect is arguably stronger. It seems stronger than ghost town, but (except for when you first buy it) it's a terminal.

I could make it a night card and up it to $4, but that seems to make opening 4/3 vs. 3/4 matter too much.
This is busted. +1 Action +1 Card is already ghost town, so add in the $ and it is already worth 3$ even without the attack and the play-on-gain.
Also, how does the attack interact with expedition?

55
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 05:54:53 pm »
I can't make another mock-up rn, sorry grrgrrgrr!
Can we just pretend it says for each differently named non-Victory card you have four or more copies of?

56
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 05:11:37 pm »
Final Version!

57
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 05:08:23 pm »
24 hours left!!!!

Also, I have a couple of questions:



Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)
The heirloom itself is worth 1 VP less, not the cards. What do you mean final version in the original post?
Also, that is not the final version. The final version says 4 or more, instead of at least 4.

I think they're asking, if I had a deck of 4 Scouts and one Bale, would the Bale be worth 3 VP or 0 VP?

Yes. Thank you.
The bale would be worth 3 VP

58
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 03:49:46 pm »
24 hours left!!!!

Also, I have a couple of questions:



Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)
The heirloom itself is worth 1 VP less, not the cards. What do you mean final version in the original post?
Also, that is not the final version. The final version says 4 or more, instead of at least 4.

59
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 26, 2020, 10:25:18 am »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
This is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VP

With small I mean that if you randomize the chance that this kingdom hits is very small.
Still, it is possible and I don't think any way to get infinite VP should exist in this game
It already does (Goons/Forum/Highway/Trader).
Ism't that combo limited by the amount of silvers?

60
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 03:29:06 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.
Sorry, didn't read that well

61
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 02:56:09 pm »


Updating Sea Hag via a sort of merge with Spy.

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

62
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 12:17:49 pm »
I happen to agree that sea hag is a fine design, but I think talking about power level is looking at the wrong spectrum. Cards generally aren't fun or unfun base solely on power level. If you doubt this, just look at donate.
Well, sure, but how fun a card is lies in the eyes of the beholder.
It is much easier to get consensus on more objective criteria, like the swinginess of Tournament or the massive underpowerdness of Spy.

I don't think this is a case where you want to give up on optimizing the thing you care about directly because it's harder to measure

It's not like powerlevel is almost the same as fun-level. It's a totally different thing. Ditto with swinginess. Very low powerlevel is the best proxy because everyone agrees that a card that never gets bought isn't fun, but high powerlevel really doesn't tell you much.

I'd make a poll -- come up with 10 plausible candidates, vote for the least fun one, then resdesign that one.

I could make a poll to replace sea hag, if that would be better

63
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2020, 12:15:55 pm »

It loses less VP each time, but the threshold is one lower. Costs two so it can't be trashed with most attacks.

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2020, 11:13:35 am »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
This is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VP

With small I mean that if you randomize the chance that this kingdom hits is very small.
Still, it is possible and I don't think any way to get infinite VP should exist in this game

65
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 09:48:31 am »
1) It produces no resources
2) It is really, really, good. You need to buy it in the opening or else you will drown in curses.
3) There is already a cheap junker in seaside, ambassador, which is much more interesting

66
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2020, 09:08:52 am »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
This is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VP

67
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 09:05:43 am »
So here's one for Spy:
Quote
Enforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1

Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.

The resemblance with spy is rather weak. It should be some sort of deck attack like rabble, oracle, scrying pool, etc. Maybe it can reveal from deck per played, then discard or put back, your choice? I do like the per played idea, makes it not too slow.
Ok sure, I focused on just the cantrip Attack aspect. I think your idea would be much slower than Spy though? You'd have several cards at once to consider.
But I'll submit another idea going down the Sea Hag route:
Quote
Scallywag - Action Attack, $4 cost.
+ $2
Each other player reveals the top card of their deck. If it's an Action or Treasure, they discard it and gain a Curse onto their deck.
It's hitting somebody just once between turns. Maybe still nasty enough an Attack to cost it $5?
I think it should cost five since it makes 2$ and also discards good cards but always leaves useless ones.

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2020, 07:04:16 pm »
Bale (for Harvest):

Utterly lunatic with Copper trashing in multiplayer games (where you donít get that many Actions anyway).
Is it worth too many VPs? Should I bring it back to 4/-1 instead of 5/-2?

69
Variants and Fan Cards / Re: Card updating contest
« on: August 24, 2020, 03:39:48 pm »
So here's one for Spy:
Quote
Enforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1

Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.

The resemblance with spy is rather weak. It should be some sort of deck attack like rabble, oracle, scrying pool, etc. Maybe it can reveal from deck per played, then discard or put back, your choice? I do like the per played idea, makes it not too slow.

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2020, 02:05:22 pm »
Bale (for Harvest):

71
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2020, 12:53:44 pm »
Scout(-1) - Action -  Victory - $3
+1 Action
Look at the top four cards of your deck. Put the rest back in any order.
----------------------------------
0 VP
Scout(-1) - Action -  Victory - Shelter - $3
+1 Action
Look at the top four cards of your deck. Put the rest back in any order.
----------------------------------
0 VP
------------------------------
Setup: replace your three starting estates with Scout(-1)s

72
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2020, 12:43:39 pm »
Scout(n) - Action - $(4+n)
+1 Action
Look at the top four cards of your deck. Put the Scout(n-1)s into your hand and the rest back in any order. (A Scout(-1) is a Victory Card.)
------------------------------
When you gain this, if n is not zero, gain a Scout(n-1)

Infiniscout - Project - 20$
When you gain a Scout(n), gain a Scout(n+1)

MegaScout - Action - $Infinity
Look at the top four cards of your deck. Put all scouts(-1 to infinity) in your hand and the rest back in any order.
------------------------------
When you gain this, gain all Scout(n)s, where n>-1

73
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2020, 12:18:58 pm »
Scout Scout - 5$
+1 Action
Reveal the top four cards of your deck. Put the Scouts in your hand and put the rest back in any order.
---------------------------------------
When you gain this, gain a scout.

74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 23, 2020, 05:27:40 pm »
I have a similar contest about updating past cards in the "Card Updating Contest" thread, if any of you are interested. Sorry if this is off-topic.

75
Variants and Fan Cards / Re: Card updating contest
« on: August 23, 2020, 05:22:48 pm »
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

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