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Author Topic: MJ's Cards  (Read 28048 times)

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majiponi

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Re: MJ's Cards
« Reply #50 on: May 17, 2016, 03:43:35 am »
+1

New idea.
Quote
Hansel
cost $3 - Action
+2 Cards
Reveal any number of Coppers from your hand.
Discard them.
+1 Card per Copper discarded.
Quote
Jack and the Beanstalk
cost $2 - Action
+2 Actions
If you've played 3 or more Jack and the Beanstalk this turn (counting this): +2 Cards.
Weak Lost City. Maybe stronger than Shanty Town.

Quote
Peter Pan
cost $3 - Action
+1 Action
+3 Cards
Put 2 cards from your hand on top of your deck.

I'll discard Gold Rush. Crown will be an official card which is Action-Treasure and lets you play Treasure twice.
« Last Edit: May 31, 2016, 05:59:57 am by majiponi »
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majiponi

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Re: MJ's Cards
« Reply #51 on: September 27, 2016, 03:33:06 am »
0

Quote
Ice Fairy
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.
From Toho project.

Quote
Marisa
cost $5 - Action - Attack
Each player (including you) reveals cards from the top of his deck until revealing an Action. Either he trashes that card or you gain a copy of that card, his choice.
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tristan

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Re: MJ's Cards
« Reply #52 on: September 27, 2016, 04:04:54 am »
0

Quote
Ice Fairy
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.
From Toho project.

Quote
Marisa
cost $5 - Action - Attack
Each player (including you) reveals cards from the top of his deck until revealing an Action. Either he trashes that card or you gain a copy of that card, his choice.
Ice Fairy seems a tad weak compared to Platinum but the extra Buys might make it worthwile.
Marisa is too strong. Most of the time you will gain a number of Action cards equal to the number of players. Exception are Ruins and the other player trashing an unimportant Action card.
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majiponi

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Re: MJ's Cards
« Reply #53 on: September 27, 2016, 06:43:16 pm »
0

Marisa sometimes gives you unnecessary Actions, like 3rd Workshop, 2nd Outpost, or so. Opponent can buy Actions that ruins your deck (for example, Begger). That's why I included yourself. But I agree this must be fixed, as in many boards every Kingdom Actions are valuable.

Thief, Jester, Saboteur variant is difficult.

Revised:
Quote
Thieves
cost $4 - Action - Attack
Each player (including you) reveals the top 2 cards of his deck. If he revealed any Action cards, he choose one:
trash one of them; or you gain a copy of that.
They discard the other revealed cards.
« Last Edit: September 27, 2016, 11:09:17 pm by majiponi »
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majiponi

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Re: MJ's Cards
« Reply #54 on: November 11, 2016, 08:41:53 am »
0

I am making another Potion-cost card. Is it worth buying?

Quote
Magi(A)
cost DOUBLE-POTION - Action - Duration
For the rest of this game, when you take a turn whose previous one is not yours, take another.

Quote
Magi(B)
cost DOUBLE-POTION - Action - Duration
For the rest of this game, each other player only draws 3 cards (instead of 5) in the Clean-up phase.

Quote
Magi(C)
cost DOUBLE-POTION - Action
Gain 2 cards.
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ThetaSigma12

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Re: MJ's Cards
« Reply #55 on: November 11, 2016, 09:12:37 am »
0

Quote
Magi(A)
cost DOUBLE-POTION - Action - Duration
For the rest of this game, when you take a turn whose previous one is not yours, take another.
Insanely OP. for just you can get double turns for the rest of the game. Insanely broken with Alms, Baker, Borrow, and really good with Wharehouse and Travelling Fair.
Quote
Magi(B)
cost DOUBLE-POTION - Action - Duration
For the rest of this game, each other player only draws 3 cards (instead of 5) in the Clean-up phase.
This one might be reasonable. For roughly it's a princed millitia, but without the and the attack is harsher. If anything I'd worry that this is too degenerate, and once you get one it's harder for everyone else to get one, so just like the top one there's too much shuffle luck.
Quote
Magi(C)
cost DOUBLE-POTION - Action
Gain 2 cards.
Insanely OP. You just need and then you can get 2 Provinces for free. With Donate and a little luck you can get:
T1: Potion
T2: Anything
T3: Potion
T4: Donate
T5: MagiC
and then continue to play it. With Alms you can open P/P, then get this, the donate and empty the provinces in 10 turns.

All of these are OP and not that fun. Sorry for the harsh criticism  :-\.
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majiponi

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Re: MJ's Cards
« Reply #56 on: November 11, 2016, 10:56:58 am »
0

All of these are OP and not that fun. Sorry for the harsh criticism  :-\.
I am HAPPY to hear it overpowered. Alms, Baker ARE brokenly strong in themselves. I won't forget him who played Procession-Mountebank to gain Border Village and Mountebank. I won't forget him who played Treasure Map to gain 4 Gold...
But I'll find another prize for playing 2 Potions.
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loneXolf

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Re: MJ's Cards
« Reply #57 on: November 11, 2016, 12:42:42 pm »
0

Quote
Broom
cost 3 - Action - Attack - Reaction
+$1
Each other player gains a Curse. When you gain a card, you may reveal this from your hand. If you do, set aside that card on your Broom mat.
Way undercoated, the cheapest attack that gives a curse (without a downside) is sea hag I could think of, and while sea hag has a better attack Broom is a much better overall card since it gives 1 static coin and lets you keep gained victory cards out of your deck, while being able to defend against Estate, Copper, Curse, Ruin type attacks. I think this could has the strength of a 5 cost.

Time Traveler: I don't play with events too often but this seems fair I guess, you can use any extra coins you may have for coin tokens. However I would remove the downside since this event already costs 2.

Nurse: Broken, How is this not a better Ratcatcher.

« Last Edit: November 11, 2016, 12:46:10 pm by loneXolf »
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majiponi

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Re: MJ's Cards
« Reply #58 on: November 24, 2016, 12:31:22 am »
+1

New idea. Weak or broken?
Quote
Unnamed Princess
cost 6P - Duration
For the rest of the game, at the start of your turn, gain a card costing up to $4, putting it into your hand.
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loneXolf

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Re: MJ's Cards
« Reply #59 on: November 24, 2016, 04:17:21 am »
+1

New idea. Weak or broken?
Quote
Unnamed Princess
cost 6P - Duration
For the rest of the game, at the start of your turn, gain a card costing up to $4, putting it into your hand.

Broken, in a lot of kingdoms this would be a better hireling. Also you can gain silver...
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majiponi

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Re: MJ's Cards
« Reply #60 on: November 24, 2016, 05:42:21 am »
0

New idea. Weak or broken?
Quote
Unnamed Princess
cost 6P - Duration
For the rest of the game, at the start of your turn, gain a card costing up to $4, putting it into your hand.

Broken, in a lot of kingdoms this would be a better hireling. Also you can gain silver...
But this costs $6 AND Potion, not just $6. I designed this as a variant of Possession. Possession can let you gain another Province. It maybe just skip your left player's bad hand. I tried to make it less swingy. I first tried "gain up to $6". Brokenly strong. $5, still strong. $3, boring. It was usually used just for Silver. So I tries this version.
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loneXolf

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Re: MJ's Cards
« Reply #61 on: November 24, 2016, 02:46:44 pm »
0

New idea. Weak or broken?
Quote
Unnamed Princess
cost 6P - Duration
For the rest of the game, at the start of your turn, gain a card costing up to $4, putting it into your hand.

Broken, in a lot of kingdoms this would be a better hireling. Also you can gain silver...
But this costs $6 AND Potion, not just $6. I designed this as a variant of Possession. Possession can let you gain another Province. It maybe just skip your left player's bad hand. I tried to make it less swingy. I first tried "gain up to $6". Brokenly strong. $5, still strong. $3, boring. It was usually used just for Silver. So I tries this version.

Ah I thought the p was a random typo, sorry. With the cost of 6 coins and a potion it seems very comparable to prince. It's like a prince except with a few changes, such as you have to use an action point to play action cards with Princess, Princess can target silver and estates, also she has less set-up, more variation, and lets you gain the card.; However, empty supply piles can cripple Princess. I would probably rather have Possession in most cases, and I need to see Princess in game to see how good she is.
« Last Edit: November 24, 2016, 02:51:40 pm by loneXolf »
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majiponi

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Re: MJ's Cards
« Reply #62 on: November 29, 2016, 07:03:07 am »
+1

New idea.
Quote
Princess Luna
cost 6P - Victory
4vp

When you gain this, set this aside. For the rest of the game after that, when you buy a Victory card, you may put it on this.
You may put any number of Victory cards. Brokenly strong? or very weak?
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AdrianHealey

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Re: MJ's Cards
« Reply #63 on: November 29, 2016, 11:25:44 am »
0

Shouldn't give VP itself. And sounds like a good idea on a splitpile, because you only need one.
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4est

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Re: MJ's Cards
« Reply #64 on: November 29, 2016, 12:35:24 pm »
+1

This same mechanic of "Islanding" your victory cards as you buy them could also be replicated using an Event that you have to buy before purchasing the victory card:

$2 - Event
+1 Buy
Put the next card you buy on your Tavern Mat.
« Last Edit: November 29, 2016, 12:40:36 pm by 4est »
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mameluke

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Re: MJ's Cards
« Reply #65 on: November 29, 2016, 02:16:43 pm »
0

Interesting combo with Distant Lands
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majiponi

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Re: MJ's Cards
« Reply #66 on: November 29, 2016, 05:53:56 pm »
0

Interesting combo with Distant Lands
No, Luna just lets you "set aside". So Distant Lands is 0vp if you use this ability.

I am trying different vps, some are alt-vp.
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ConMan

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Re: MJ's Cards
« Reply #67 on: November 29, 2016, 07:12:55 pm »
0

Interesting combo with Distant Lands
No, Luna just lets you "set aside". So Distant Lands is 0vp if you use this ability.

I am trying different vps, some are alt-vp.
I think marmeluke is replying to the suggested Event that does put the card on the Tavern mat.
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majiponi

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Re: MJ's Cards
« Reply #68 on: November 29, 2016, 10:04:59 pm »
0

Interesting combo with Distant Lands
No, Luna just lets you "set aside". So Distant Lands is 0vp if you use this ability.

I am trying different vps, some are alt-vp.
I think marmeluke is replying to the suggested Event that does put the card on the Tavern mat.
Or, I haven't understood. I see.

My princesses are
Quote
strong Outpost
strong Bridge Troll
strong Hireling
and this. The first and the second is really strong. Maybe weakened later. Others have to have attractiveness, which do you like, Province, or Princess? So I want Luna to be worth buying (of course, should not be too strong).
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mameluke

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Re: MJ's Cards
« Reply #69 on: November 30, 2016, 01:11:14 am »
0

Interesting combo with Distant Lands
No, Luna just lets you "set aside". So Distant Lands is 0vp if you use this ability.

I am trying different vps, some are alt-vp.
I think marmeluke is replying to the suggested Event that does put the card on the Tavern mat.

Yes, I was talking about the Event. Which is probably too expensive if comboed with DL -- $7 for 4 VP? Maybe if it worked for all future buys in the turn. Anyways.
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majiponi

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Re: MJ's Cards
« Reply #70 on: December 01, 2016, 05:23:51 am »
0

Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another after this one.
Without trashing, this is not too strong. However, with heavy trashing (like Chapel), this will be brokenly strong, since there is only one.

Quote
Twin Princesses(B)
cost 6P - Action
Set this aside. If you do, take 2 extra turns after this one.
The secret theme of Princess family is "forever she is with you". This version fits the concept.
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loneXolf

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Re: MJ's Cards
« Reply #71 on: December 01, 2016, 07:29:24 am »
0

Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another after this one.
Without trashing, this is not too strong. However, with heavy trashing (like Chapel), this will be brokenly strong, since there is only one.

Does it need the Duration type? Also seems too similar to possession. On another note consistent decks are not only a thing with heavy trashers such as Chapel or Donate.

Quote
Quote
Twin Princesses(B)
cost 6P - Action
Set this aside. If you do, take 2 extra turns after this one.
The secret theme of Princess family is "forever she is with you". This version fits the concept.

Seems weird since you get faster value than "possession" while being usable once. I would say, that I like it more than the other version since it's more unique, however in most cases I would rather get possession.
« Last Edit: December 01, 2016, 07:31:38 am by loneXolf »
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majiponi

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Re: MJ's Cards
« Reply #72 on: December 26, 2016, 10:15:46 am »
0

Old idea. Revised.
Quote
Eastern Merchant
cost $4 - Action
+1 Action
+2 Buy
+$2
Take an extra Buy phase immediately.
Buying a card in Action phase. Usually non-terminal Woodcutter. After resolving, you have a chance to play the bought card. Similar to Ironworks. Is it worth buying? Any simpler text?
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tristan

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Re: MJ's Cards
« Reply #73 on: December 26, 2016, 01:33:10 pm »
0

Old idea. Revised.
Quote
Eastern Merchant
cost $4 - Action
+1 Action
+2 Buy
+$2
Take an extra Buy phase immediately.
Buying a card in Action phase. Usually non-terminal Woodcutter. After resolving, you have a chance to play the bought card. Similar to Ironworks. Is it worth buying? Any simpler text?
A non-terminal qausi-Silver Action card is probably already a 4$ so I feel safe in claiming that this is overpowered.
The Black Market like idea is cool though.
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majiponi

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Re: MJ's Cards
« Reply #74 on: December 27, 2016, 08:24:11 am »
0

Old idea. Revised.
Quote
Eastern Merchant
cost $4 - Action
+1 Action
+2 Buy
+$2
Take an extra Buy phase immediately.
Buying a card in Action phase. Usually non-terminal Woodcutter. After resolving, you have a chance to play the bought card. Similar to Ironworks. Is it worth buying? Any simpler text?
A non-terminal qausi-Silver Action card is probably already a 4$ so I feel safe in claiming that this is overpowered.
The Black Market like idea is cool though.
I am not sure. Non-terminal Silver is just a Silver you can only play in Action phase. Not $4 but $3.
There are some non-terminal Silvers: Festival, Minion, Conspirator, Lighthouse, Fishing Village, Grand Market, and Mystic. $5-cost cards have a reason why they are $5. Festival: Village
Minion: instead draw 4
Mystic: draw 1/2
They cannot be $5 - game breaker.
Eastern Merchant doesn't break. Yes, it is not weak, but not worth $5 (although I will reduce 1 Buy). I gave it +1 Action because without this, it is uninteresting.
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