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Messages - Jonatan Djurachkovitch

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126
Game Reports / 5 cards that give +$26
« on: August 31, 2020, 12:01:29 pm »
Here's how it goes:
You have: 2 actions, a Priest, a Trader, a Watchtower, a Copper and a Colony. Play Priest, trashing a copper (+$2), play a Trader, trashing a Colony (+$2), gaining 11 silvers. Reveal watchtower to trash them all (+$22).
I lost a few games to the bot pursuing this strategy, so it's pretty hard to get it to work.

127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 01:33:38 am »

Litharge
$4 - Event
Gain a Silver onto your deck
This is basically a treasure nomad camp, and maybe a bit stronger, since it's not terminal.

128
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: August 31, 2020, 12:00:56 am »
Raconteur is pretty similar to my Weekly contest card Fabulist. My version however sets the cards aside the turn before, and doesn't have a second option. Setting the cards aside the turn before removes tracking and isn't as powerful in draw your deck engines.

129
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2020, 11:33:52 pm »
Quote
Owl tower
$4 - Night-Duration
At the beginning of your next turn, put your deck into your discard pile, look through your discard pile, discard a card and put a card from your discard pile into your hand.
(This is gained to your hand instead of your discard pile.)
This can replace a 4/3 with a 4/4. I'm thinking of lowering the cost to $3 to make 3/5 possible, but maybe that's not appropriate for the power level of this card. Switch a card out for any card in your deck!


THIS VERSION IS OUTDATED

130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 16, 2020, 10:23:12 am »
Bankrupt Smithy
cost $5 - Action
+2 Coffers
Remove any number of tokens from your Coffers, and draw that many.
This is probably overpriced. If you play it once it draws 2 cards, draws 1 card and gains 1 coffers or gain 2 coffers, which are all <$3 cost effects. Would probably be balanced at $4.

131
Variants and Fan Cards / Re: Really bad card ideas
« on: August 15, 2020, 06:56:39 am »
Just posted this in the weekly design contest as a joke, figured it goes here:

Hoarder
Action
Gain any number of Coppers.
It combos with moneylender, gardens, and it counters mountebank! It can't be that bad of a card!
Yes! Give me those 7 vp gardens every turn! Also, Duke/Duchy almost every turn. Gets countered hard by handsize attacks.

132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2020, 10:43:20 am »
What do you get when you cross a chapel with a cellar?


This is rather like a super-powered apprentice with the same trashing potential as chapel. It doesn't provide any actions though, and needs village support. In the midgame it is a chapel and in the endgame it is an apprentice. And their combined cost in debt. Nice.

133
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2020, 12:20:08 pm »
New version of my card. It is now helpful in draw-your-deck engines as a way to store your cards to your next turn, and also provides a way to generate some $ to use. Maybe this is too strong? (I'm sorry for updating my card this often, it's hard for me to know when something is finished.)



Quote
Fabulist
$5 - Night-Duration
Discard any number of cards from your hand for +$1 each. Pay all of your $. For every $ paid, set aside a card from the top of your deck. At the start of your next turn, +1 Action and put the set-aside cards into your hand.

134
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2020, 10:22:09 am »
Here is my updated submission:


Quote
Fabulist
$5 - Night-Duration
Pay any number of $. For every $ paid, set aside a card from the top of your deck. At the start of your next turn, +1 Action and put the set-aside cards into your hand.
-
This is gained to your hand (instead of your discard pile).
I'm thinking of lowering the cost, too. I'll have to playtest it. It lacks the immediate drawing that storyteller has, but if you use this to increase your handsize every turn it can combo onto itself, until you draw your deck and have no cards to set aside. Maybe this can be very powerful if you play it right, but it requires a balanced deck.

This is not the final version

135
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2020, 07:10:08 am »
Here's my submission: a night storyteller.

Quote
Fabulist
$5 - Night-Duration
Pay any amount number of $. For each $ paid, set aside a card under this.
At the start of your next turn put the set-aside cards into your hand and +1 Action
Where are cards being set aside from?
...
It is supposed to be from the top of your deck. I'll fix the wording when I can.

136
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 12:54:22 pm »


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.


This is busted. The correct play here is to discard three cards on the first play to turn this into an expand for 4$ with +1 card (btw +1 Card is imo an extremely awkward bonus and I think no terminal card in the game has it. If you need a small bonus to buff a card, use buy or money.)
I think that the +1 Card on this is comparable to the +2 Cards on Masquerade, providing more options and adding cykling to benefit earlier from a better deck. You could also compare it to the cantrip remodel variant for $5 I forgot the name of, just to get an idea of how to price it.

137
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 12:28:31 pm »


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.

I think this should cost $5. At $5 it is a slow Expand+ that can turn itself into provinces. Maybe you kan keep the on-gain if you raise the cost although I'm worried it will be all too easy triggering it in an engine. You could also try to just increase the cost of gaining tokens. If you have it in a fan expansion with other apprentice token cards you will have to balance them together, to make the costs and rewards of gaining apprentice tokens about the same. Right now though the tokens make more difference than any other self-upgrading card or traveller line in the canon, and I'm afraid that they will become too important.

138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 11:29:37 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.

139
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 10:45:14 am »

140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 10:25:12 am »
Here's my submission: a night storyteller.

Quote
Fabulist
$5 - Night-Duration
Pay any amount number of $. For each $ paid, set aside a card under this.
At the start of your next turn put the set-aside cards into your hand and +1 Action

This is not the final version

141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 05:17:00 am »
Should faust take over this week? Pubby hasn't posted the new contest for more than 36 hours.

142
Dominion Articles / Re: Menagerie Hot Takes
« on: August 12, 2020, 05:14:28 am »
(Is it even a hot take if it's been over 4 months since the expansion came out? Who knows.)

I've been disappointed by Gatekeeper, it just feels too slow to pick up a lot of the time. It's not Swamp Hag.

I once played a game with Gatekeeper and Tournament and it was really frustrating getting my Princess in exile, especially since I didn't notice it at first. Still pretty funny thematically; bribing the city guards to put the princess herself into exile!?

143
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2020, 04:59:35 am »
Are we going to have judging for the new contest on tuesday, or should we shorten it down this week to get back to sundays? I haven't been on this forun too long, and I don't know if weekday drifting is a common phenomenon

144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2020, 04:57:42 am »
Thanks Something_smart for the judging! I playtested my card (depot) a few times, but I didn't manage to get it to work so great, so I didn't really see its brokenness. Although the card is a lot worse than +7 cards discard 6 cards, since you don't have the full picture, and there is a possibility of having to discard good cards the third time for cards that are maybe worse.

145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 07, 2020, 01:05:18 am »
Does this qualify?
The effect is REALLY big.



Please move to the "Really Bad Card Ideas" thread  ;D

146
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2020, 07:49:54 am »
I Realized that two coffers is way too much on my card, they strongly discourage many discarding attacks or cards like Rabble and Fortune Teller. Also gets overpowered with Hunting Party. Here is the new version:


Quote
Depot
5$ - Action-Reaction
Do this three times:
Discard two cards; draw until you have 5 cards in hand
-
When you discard this other than during Clean-up you may set it aside. If you do: +1 Villager and discard it at the end of the turn
1 Villager instead of 2 Coffers fixes this issue and also gets rid of some of the terminal collision it brings. Maybe this is also overpowered, but hopefully it works okay.

147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2020, 02:45:47 am »


Quote
Depot
5$ - Action-Reaction
Do this three times:
Discard two cards; draw until you have 5 cards in hand.
-
When you discard this other than in clean-up you may set it aside. If you do: +2 Coffers and discard it during clean-up
I played a game with this with my dad, and I think that this is the final version. Here are my thoughts:

It is hard to make it work in an engine, since you don't want to draw a lot of cards and since it doesn't give +actions. With cards on the board to make up for that, especially Fishing Village that doesn't draw and gives +actions on your next turn so you can play Depot immediately, you can probably get it to work excellently. I think that it works great in big money decks too. With a bit of Gold and some Depots you can get $8 pretty consistantly, and with the added sifting you can green especially early without damaging your deck.

Overall a big and clumsy card that is powerful if you get it right! And I think that that is (or at least a part of) the intent of this challenge.

This isn't the final version!

148
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2020, 02:20:34 am »
Contest 83: Bigger is Better Submission

Okay, got a wild one. Two big cards




Quote
Refine - Action - $4
Trash a card from your hand. Choose one: Gain a card that shares one of its types costing up to $3 more; or gain a card costing less than or equal to the trashed card.
Heirloom: Graveyard Key

Quote
Graveyard Key - Treasure - Heirloom - Duration - $0
You may pay $1. If you do, at the start of your next turn, you may put every non-Victory card in the trash into your hand and you may trash this.
-
Setup: Each player gets +1 Coffers.

Okay, there's a lot of concepts together here but it's the best way to balance it. The big Graveyard key allows you to gain tons of cards at once. In a two-player game with good trashing, that means you're gaining 14 coppers... wow! So big!. Graveyard Key is a confusion in your deck, that you can pay $1 to get rid of, and/or open the graveyard (gain all non-victory cards from trash). The higher cost of Graveyard Key is keeping it in your deck as a confusion and not-self trashing it until there's enough cards in the trash to be worth it. I needed to make some higher cost for the "gain all cards in the trash" so that's why the Graveyard Key is a self-junker that can also self-trash. I am unsure of the price for it.

But, graveyard key would only be useful if there are good cards in the trash. That's why it comes paired with a card that gives you a reason to put things in the trash. Refine is "big" for the "up to $3 more." Despite the $3 clause, it's actually fairly weak, you can't turn estates into action cards. You can, over two shuffles, turn an estate into a duchy and then turn that duchy into a 5-cost. In the end game, you can't turn golds into province, dang. I would probably buy Remodel over this card most times. It's weak, but I think still interesting and priced appropriately.

I haven't even gotten the chance to talk about the strategic implications of starting with $6 and a coffer have on your deck. It means that there is a higher chance that you can choose a 5/2 or 4/3 opening (It is possible to get stuck with a 5/2 if you have a hand of 5 coppers and a hand of 3estate, 1 copper, 1 Graveyard Key. But other than that one possibility, everyone get's to choose their opening. Yay!). Then there's the -- when do I sacrifice 1$ to trash this card?

I am totally open to feedback on these cards, of course! I'm considering pricing Graveyard Key at $1 so that it can be refined into a Caravan, for example. Or even costing it 2 to be refined into a Den of Sin, Wharf, etc. Graveyard Key does have that helpful Duration type on it. Is Refine, too weak? I'm considering having the same-or-less-cost gain go to hand. (the $3 more can't go to hand because then it's strictly better than mine).
I think that you would rarely use graveyard key, because if you're not the first one to use it you gain the other one from the trash! I don't think that is intended.

149
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2020, 04:17:13 pm »
Here's the new version! Hopefully everything is fixed. It cycles through a lot of cards, which is good for tournament or treasure map, but hopefully it is balanced and fun. It doesn't work in big drawing engines with treasure payload, but in engines with lots of stop cards it can be powerful.



Quote
Depot
5$ - Action-Reaction
Do this three times:
Discard two cards; draw until you have 5 cards in hand.
-
When you discard this other than in clean-up you may set it aside. If you do: +2 Coffers and discard it during clean-up

150
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2020, 04:04:41 pm »
Quote
draw up to 5 cards

What does this mean? Draw until 5 in hand or draw 0-5 cards (I guess the first one)?

I'll give Jonatan the benefit of the doubt and say they didn't submit something that can draw 25 cards.

Haha, I didn't notice that either. Well, new version up soon  :P

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