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Author Topic: MJ's Cards  (Read 6929 times)

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LibraryAdventurer

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Re: MJ's Cards
« Reply #25 on: March 30, 2016, 03:10:08 pm »
0

Magic Lamp
cost 2+ - Action
+2 Cards
Use a Lamp token. If you do, choose one: +1 Action; or +$1; or trash a card from your hand.
When you buy this, you may overpay for it. For each $1 you overpaid, take a Lamp token.
This is easily my favorite from this thread. Reminds me of LF's trade token mechanic. I think I'll add it to my cards to print and play with.
It might be better with a base cost of $1, but we'll test and find out.
« Last Edit: March 30, 2016, 03:11:28 pm by LibraryAdventurer »
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ThetaSigma12

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Re: MJ's Cards
« Reply #26 on: March 30, 2016, 03:20:00 pm »
0

Another. Stronger Outpost.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Shortest implementation. Originally it costed 8.
I think 6P is a little too much for this one. Possession lets you take an extra turn AND mess with your opponent's deck AND is has unlimited uses per turn. This should cost ~4P-5P.
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LastFootnote

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Re: MJ's Cards
« Reply #27 on: March 30, 2016, 03:31:46 pm »
+2

Another. Stronger Outpost.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Shortest implementation. Originally it costed 8.
I think 6P is a little too much for this one. Possession lets you take an extra turn AND mess with your opponent's deck AND is has unlimited uses per turn. This should cost ~4P-5P.

Twin Princesses also has unlimited uses per turn. It just doesn't let you chain turns by playing Twin Princesses on a Twin Princesses turn. Neither does Possession.
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Deadlock39

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Re: MJ's Cards
« Reply #28 on: March 30, 2016, 03:37:02 pm »
0

Another. Stronger Outpost.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Shortest implementation. Originally it costed 8.
I think 6P is a little too much for this one. Possession lets you take an extra turn AND mess with your opponent's deck AND is has unlimited uses per turn. This should cost ~4P-5P.

Twin Princesses also has unlimited uses per turn. It just doesn't let you chain turns by playing Twin Princesses on a Twin Princesses turn. Neither does Possession.

It can be stronger in some ways too. If you do play multiples, you can build your deck on each extra turn whereas with Possession, you play all your extra turns with the same deck.

ThetaSigma12

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Re: MJ's Cards
« Reply #29 on: March 30, 2016, 04:34:57 pm »
0

Another. Stronger Outpost.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Shortest implementation. Originally it costed 8.
I think 6P is a little too much for this one. Possession lets you take an extra turn AND mess with your opponent's deck AND is has unlimited uses per turn. This should cost ~4P-5P.

Twin Princesses also has unlimited uses per turn. It just doesn't let you chain turns by playing Twin Princesses on a Twin Princesses turn. Neither does Possession.
Oohh, didn't see that. That explains the high cost. I still think 5P should be enough though, but only playtesting can tell.
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GendoIkari

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Re: MJ's Cards
« Reply #30 on: March 30, 2016, 07:01:07 pm »
+1

Another. Stronger Outpost.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Shortest implementation. Originally it costed 8.
I think 6P is a little too much for this one. Possession lets you take an extra turn AND mess with your opponent's deck AND is has unlimited uses per turn. This should cost ~4P-5P.

Twin Princesses also has unlimited uses per turn. It just doesn't let you chain turns by playing Twin Princesses on a Twin Princesses turn. Neither does Possession.
Oohh, didn't see that. That explains the high cost. I still think 5P should be enough though, but only playtesting can tell.

I think a self-Possession should cost MORE than Possession, not less. In the absence of various certain cards, the "mess with your opponent's deck" part of Possession doesn't really exist; on average it will slightly help your opponent by cycling him faster. If you plan on using Possession heavily, your opponent has some control over how good it is for you: buying attacks; greening sooner; etc. With self-Possession, your opponent can't really do anything to control your extra turns (outside of the normal control like playing attacks).
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mameluke

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Re: MJ's Cards
« Reply #31 on: March 30, 2016, 08:26:41 pm »
0

But one of the strengths of Poss. is the trashing benefit.
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majiponi

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Re: MJ's Cards
« Reply #32 on: April 04, 2016, 01:43:47 am »
0

Another.
Quote
Crusade
cost 5 - Action - Attack
+3 Cards
Each other player with 5 or more cards in hand trashes a Treasure from his hand (or reveals a hand with no Treasure cards).
It sometimes gives your opponent trashing benefit, but usually Cutpurses.
Quote
Mercury
cost 4 - Action
Gain a card costing up to $4.
You may gain a card costing less than that card.
Originally the latter gaining was mandatory. But why do you want Scheme and Copper? Sometimes it forced you to gain unwanted Mercury.
« Last Edit: April 06, 2016, 08:28:53 am by majiponi »
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majiponi

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Re: MJ's Cards
« Reply #33 on: April 06, 2016, 11:36:05 am »
0

Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
I still think 5P should be enough though, but only playtesting can tell.
I think a self-Possession should cost MORE than Possession, not less. In the absence of various certain cards, the "mess with your opponent's deck" part of Possession doesn't really exist; on average it will slightly help your opponent by cycling him faster. If you plan on using Possession heavily, your opponent has some control over how good it is for you: buying attacks; greening sooner; etc. With self-Possession, your opponent can't really do anything to control your extra turns (outside of the normal control like playing attacks).
But one of the strengths of Poss. is the trashing benefit.
I do agree TP should cost at least 6P. It cannot be used for evel Pins. However, opponents cannot stop Megaturns unless he buys most of the Provinces before. I tried 5P, too cheap. 7P, nobody bought it unless Engine is very powerful. So I priced 6P, same to Possession.
To tell the truth, I wanted a Possession which is not hated. In Possession games, every player avoids building an engine which can let you buy Provinces. Long, boring game. This boosts up gamespeed. Everyone wonders more which strategy is faster. Fun.
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tristan

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Re: MJ's Cards
« Reply #34 on: April 09, 2016, 06:09:59 pm »
0

Possession is better than this Outpost variant as it is interactive and significantly influences gameplay. In so far as it incentives players to defend via greening earlier your argument is correct but there are other wa,s to defend like junkers and VP token gainers.
To be blunt, people who hate Possession obviously cannot deal with its repercussions.
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majiponi

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Re: MJ's Cards
« Reply #35 on: April 10, 2016, 07:08:05 am »
0

Possession is better than this Outpost variant as it is interactive and significantly influences gameplay. In so far as it incentives players to defend via greening earlier your argument is correct but there are other wa,s to defend like junkers and VP token gainers.
To be blunt, people who hate Possession obviously cannot deal with its repercussions.
Attack cards are not always available. Faster greening is rarely strong (especially in 2-player games).
And Possession is too luck-depending, I think.

"Oh, double-bottom!"
"My opponent discarded my Potion!"
"He discarded my Possession!""
...

Strong player loses easily if he is just unlucky. Without any playing mistake. Often! That's why I dislike Possession. TP is less luck-swingy.
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ThetaSigma12

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Re: MJ's Cards
« Reply #36 on: April 10, 2016, 07:17:06 am »
0

Possession is better than this Outpost variant as it is interactive and significantly influences gameplay. In so far as it incentives players to defend via greening earlier your argument is correct but there are other wa,s to defend like junkers and VP token gainers.
To be blunt, people who hate Possession obviously cannot deal with its repercussions.
Attack cards are not always available. Faster greening is rarely strong (especially in 2-player games).
And Possession is too luck-depending, I think.

"Oh, double-bottom!"
"My opponent discarded my Potion!"
"He discarded my Possession!""
...

Strong player loses easily if he is just unlucky. Without any playing mistake. Often! That's why I dislike Possession. TP is less luck-swingy.
So you obviously can't deal with the repercussions.  ;D
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ThetaSigma12

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Re: MJ's Cards
« Reply #37 on: April 10, 2016, 07:20:53 am »
0

Another.
Quote
Crusade
cost 5 - Action - Attack
+3 Cards
Each other player with 5 or more cards in hand trashes a Treasure from his hand (or reveals a hand with no Treasure cards).
It sometimes gives your opponent trashing benefit, but usually Cutpurses.
Quote
Mercury
cost 4 - Action
Gain a card costing up to $4.
You may gain a card costing less than that card.
Originally the latter gaining was mandatory. But why do you want Scheme and Copper? Sometimes it forced you to gain unwanted Mercury.
Crusader seems like it could work. But mercury? On a lot of boards I'd always take the extra 3 and buy this over armory. Maybe reworking as a 5 cost card could do. Like we have trading post and trade, maybe ballroom and ball.
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majiponi

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Re: MJ's Cards
« Reply #38 on: April 10, 2016, 08:15:29 am »
0

New idea.
Quote
Carpenter
cost 5 - Action
+$3
Reveal cards from the top of your deck until you reveal a Victory card. Put it on top and discard the other revealed cards.
I wanted a card which attacks myself, or a Duration card that has a demerit on your next turn.
« Last Edit: April 11, 2016, 08:55:31 am by majiponi »
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ThetaSigma12

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Re: MJ's Cards
« Reply #39 on: April 10, 2016, 08:35:01 am »
0

Maybe as a 4 cost? Compare it to Asper's Jeweler which give 3$ and a buy and a extra reaction benefit. I actually had a card like this but with an on gain penalty.
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majiponi

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Re: MJ's Cards
« Reply #40 on: April 10, 2016, 11:15:18 am »
0

Maybe as a 4 cost? Compare it to Asper's Jeweler which give 3$ and a buy and a extra reaction benefit. I actually had a card like this but with an on gain penalty.
This idea is similar to Mandarin and Count. Both earns +$3 using 2 cards in hand. (Gaining Copper is using future cards in hand.) I know Asper's Jeweler,  but I think it should cost $5.5, 2P or 3P, not just $5.
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ThetaSigma12

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Re: MJ's Cards
« Reply #41 on: April 10, 2016, 12:58:27 pm »
0

Maybe as a 4 cost? Compare it to Asper's Jeweler which give 3$ and a buy and a extra reaction benefit. I actually had a card like this but with an on gain penalty.
This idea is similar to Mandarin and Count. Both earns +$3 using 2 cards in hand. (Gaining Copper is using future cards in hand.) I know Asper's Jeweler,  but I think it should cost $5.5, 2P or 3P, not just $5.
What about cache? Non-terminal and better penalty.
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majiponi

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Re: MJ's Cards
« Reply #42 on: April 10, 2016, 08:04:05 pm »
+1

Maybe as a 4 cost? Compare it to Asper's Jeweler which give 3$ and a buy and a extra reaction benefit. I actually had a card like this but with an on gain penalty.
This idea is similar to Mandarin and Count. Both earns +$3 using 2 cards in hand. (Gaining Copper is using future cards in hand.) I know Asper's Jeweler,  but I think it should cost $5.5, 2P or 3P, not just $5.
What about cache? Non-terminal and better penalty.
Gaining Copper slows down the cycling. 2 Coppers means you can play your strong cards less often. For each card, 0.2T later after thd next reshuffle (in average). 0.6T later after the 2nd reshuffle. It uses future hand indirectly.

I think Asper noticed the strength of Jeweler and revised it.

« Last Edit: April 11, 2016, 09:16:23 am by majiponi »
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majiponi

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Re: MJ's Cards
« Reply #43 on: April 12, 2016, 08:49:48 pm »
+1

Quote
Mercury
cost 4 - Action
Gain a card costing up to $4.
You may gain a card costing less than that card.
Crusader seems like it could work. But mercury? On a lot of boards I'd always take the extra 3 and buy this over armory. Maybe reworking as a 5 cost card could do. Like we have trading post and trade, maybe ballroom and ball.
Let me see...it should, I agree.
I want a 4-cost Workshop. So I'll try another idea.
Quote
Treasure Ship
cost $3 - Action
Gain a card costing up to $3, putting it into your hand.
Quote
Mercury(B)
cost $4 - Action
Gain a card costing up to $4, putting it into your hand.
Maybe it should cost $5.

+$2 if you gain Silver. Better than Ironworks and Armory.
Nothing happens if you gain Garden. Better than Armory. Ironworks is better.

Is it always better than Armory and Ironworks if you gain an Action?
Ironworks let you play another Action.
Armory let you set up your next turn.
Mercury let you play the gained Action immediately if you played Village before.
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ThetaSigma12

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Re: MJ's Cards
« Reply #44 on: April 12, 2016, 09:00:33 pm »
0

Asper made an updated version of jewler, which is the one I was reffering too. Treasure ship seems like a great card but mercury seems like it would be better as a non terminal 5 cost.
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majiponi

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Re: MJ's Cards
« Reply #45 on: April 12, 2016, 09:18:44 pm »
0

Asper made an updated version of jewler, which is the one I was reffering too.
I didn't know update version exists. Where? Earns $3?

It would be better as a non terminal 5 cost.
It is almost always better than Band of Misfits if this is non-terminal. Too good, I think. Terminal Mercury is still one of the strongest 4-cost cards, I agree. I tried $5, P, none of them seemed attractive.

How about this one?
Quote
Mercury(C)
cost $4 - Action
Trash a card from your hand.
Gain a card costing up to $4.
« Last Edit: April 12, 2016, 09:45:50 pm by majiponi »
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ThetaSigma12

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Re: MJ's Cards
« Reply #46 on: April 13, 2016, 07:33:55 am »
0

Asper made an updated version of jewler, which is the one I was reffering too.
I didn't know update version exists. Where? Earns $3?

It would be better as a non terminal 5 cost.
It is almost always better than Band of Misfits if this is non-terminal. Too good, I think. Terminal Mercury is still one of the strongest 4-cost cards, I agree. I tried $5, P, none of them seemed attractive.

How about this one?
Quote
Mercury(C)
cost $4 - Action
Trash a card from your hand.
Gain a card costing up to $4.
Yeah, thought there might me a good comparison for a 5 non terminal mercury but I was to tired to think of it. Mercury B might work with an if you did clause.
Quote
Trash a card from you hand. If you did, gain a card costing up to 4 (3?) coins, putting it into your hand.

Whoops! Looks like Asper switched back to the old version of jeweler. My apologies, didn't catch that. Dang, now I'll have to reprint the card...
« Last Edit: April 13, 2016, 07:41:26 am by ThetaSigma12 »
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majiponi

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Re: MJ's Cards
« Reply #47 on: May 02, 2016, 01:08:40 am »
0

Cards which are still alive. (Needs more discussion.)
Quote
Quote
Time Traveller
cost $2 - Event
+1 Buy
Take a Coin token.
Each other player draws and discards a card.
Quote
Gold Rush
cost $5 - Treasure
You may choose a Treasure from your hand. Play it twice.
At the start of Clean-up this turn, you may choose a Treasure card you have in play. If you discard it from play this turn, put it on your deck.
Quote
Silver Rush
cost $5 - Treasure - Duration
Now and at the start of your next turn:
+$2
+1Buy
Each other player gains a Silver.
Quote
Magic Lamp
cost $2+ - Action
+2 Cards
Use a Lamp token. If you do, choose one: +1 Action; or +$1; or trash a card from your hand.
When you buy this, you may overpay for it. For each $1 you overpaid, take a Lamp token.
Quote
Pastoral Land
cost $4 - Victory - Reaction
Worth 1 vp for every 2 Victory cards on your Tavern mat (round down).
At the start of your Buy phase, you may reveal this from your hand. If you do, put any number of Victory cards from your hand on your Tavern mat. You can't buy cards in this turn.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Quote
Crusade
cost $5 - Action - Attack
+3 Cards
Each other player with 5 or more cards in hand trashes a Treasure from his hand (or reveals a hand with no Treasure cards).
Quote
Carpenter
cost $5 - Action
+$3
Reveal cards from the top of your deck until you reveal a Victory card. Put it on top and discard the other revealed cards.
Quote
Treasure Ship
cost $3 - Action
Gain a card costing up to $3, putting it into your hand.
Quote
Mercury
cost $4 - Action
Gain a card costing up to $4.
When another player plays an Attack card, you may play this from your hand.
Quote
Princess Bergamot
cost 6P - Action - Reserve
Put this on your tavern mat.
Directly after resolving an Action, you may call this. If you do,
+1 Action
Reveal your discard pile, and put an Action card into your hand from that pile.
At the start of Clean-up this turn, put this on your tavern mat.
8 more Princesses I am writing. It'll be used in games like Knights.

Discarded ideas. (Needs no discussion anymore.)
Quote
Nurse
Broom
Mirror of Erised

Another.
Quote
Princess Cramcram
cost $6 - Action - Duration
At the start of each of your turns for the rest of the game:
+1 Buy
(This stays in play)
While this is in play, cards cost $2 less on your turns, but not less than $0.
« Last Edit: May 02, 2016, 01:19:49 am by majiponi »
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ThetaSigma12

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Re: MJ's Cards
« Reply #48 on: May 06, 2016, 10:48:21 am »
0

Time Traveller:
If you look through older threads, you'll see that your not the first to come up with this. Asper made a version without the sifting, and he said it was balanced, just unfun. The best version I saw was "Deposit" which was Asper's with a once per turn. I'd suggest ditching this and working on your much more unique ideas.

Gold Rush:
6 might work, test it at 6 as well as five. I like it as a card though.

Silver Rush:
Seems a bit weak at first. After reading it over my only suggestion is to make the gaining optional, or to make it an attack.

Magic Lamp:
Change it to "Spend a lamp token" instead of use a lamp token.

Pastoral Land:
Seems Interesting, not much to say.

Twin Princesses:
I think this card is essentially balanced, but I personally don't like it. It's more of an opinion, so I have no objection to it anymore.

Crusade:
Needs a "Reveal's their hand" clause. Seems a bit weak as it will usually just trash coppers, whiff, or occasionally a silver.

Carpenter:
Hilariously weak. If you are going by fan cards, LFN's harbor would be a good comparison. It can give +3 coins as well as a scouting benefit. Gladiator can give +3 and it costs 2 less. Count can give a +3 with a penalty and has WAYYYYY more flexibility.

Treasure Ship/Mercury:
Both very similar cards. A simple $4 gainer that gains a card costing up to 3 in your hand seems good. Fun fact: Donald actually tested a similar car for cornucopia, see the secret history.

« Last Edit: May 13, 2016, 04:50:19 pm by ThetaSigma12 »
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majiponi

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Re: MJ's Cards
« Reply #49 on: May 07, 2016, 10:45:50 am »
0

Time Traveller:
If you look through older threads, you'll see that your not the first to come up with this. Asper made a version without the sifting, and he said it was balanced, just unfun. The best version I saw was "Deposit" which was Asper's with a once per turn. I'd suggest ditching this and working on your much more unique ideas.

Gold Rush:
6 might work, test it at 6 as well as five. I like it as a card though.

Silver Rush:
Seems a bit weak at first. After reading it over my only suggestion is to make the gaining optional, or to make it an attack.

Magic Lamp:
Change it to "Spend a lamp token" instead of use a lamp token.

Pastoral Land:
Seems Interesting, not much to say.
Fmm...I'll discard Time Traveller. I'll find another Event which interacts with coin tokens.
I'm thinking of another idea of Silver Rush.

Quote
Silver Rush(C)
cost $5 - Treasure - Duration
Now and at the start of your next turn: gain a Silver, putting it into your hand.
Very close idea to Merchant Ship. However, SR doesn't spend an Action, it thickens your deck with Silvers (you have less chance of playing SR).
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