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Author Topic: Kru5h's card ideas  (Read 112404 times)

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loneXolf

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Re: Kru5h's card ideas
« Reply #100 on: November 12, 2016, 04:00:14 pm »
0

Quote



Polis Action - Duration - Reaction,
Choose one: +2 Actions; or
at the start of your next turn, if this is still in play, +2 Cards.
---
When another player plays an attack card, you may trash this from play or your hand to gain an attack card.


This card acts as a weak village or something to smooth out your engine. Weak villages and engine smoothing isn't that useful if there are a lot of attacks flying around. In that case, trash these and pivot into attacking.

Both of their strength seems fairish, the victory version being slightly weak however making it cost 3 would probably make it stronger than great hall (which was removed). The reaction version seems like a weaker squire however it could also work.
« Last Edit: November 12, 2016, 04:02:50 pm by loneXolf »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #101 on: November 12, 2016, 05:17:08 pm »
+1

sorry I've been too buys to update your cards but soon I will.
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kru5h

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Re: Kru5h's card ideas
« Reply #102 on: November 12, 2016, 07:24:04 pm »
0

On second thought, the new version is too similar to Squire, so I'm going to keep it how it is for now.

kru5h

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Re: Kru5h's card ideas
« Reply #103 on: November 13, 2016, 12:51:50 am »
+1

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

loneXolf

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Re: Kru5h's card ideas
« Reply #104 on: November 13, 2016, 02:12:20 am »
+1

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

Weird card, it's just a slightly weaker king's court with a action that give more actions. also you can put throne roomed terminals back on top of your deck if you run out of actions. However what would happen if you played this with Gear or Archive would the set aside cards be gone for the rest of the game? Yeah I forgot about the Procession ruling in the moment I wrote that, my bad :3.
« Last Edit: November 13, 2016, 05:23:32 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #105 on: November 13, 2016, 02:15:45 am »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

Weird card, it's weak with most duration cards. also it's just a slightly weaker king's court with a action that give more actions. also you can put throne roomed terminals back on top of your deck if you run out of actions. However what would happen if you played this with Gear or Archive would the set aside cards be gone for the rest of the game?

It doesn't make duration cards stop working. They still have their effects, it just isn't in play anymore when that happens. Same thing when you Procession a duration card like Gear or Archive.

tristan

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Re: Kru5h's card ideas
« Reply #106 on: November 13, 2016, 02:21:36 am »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.
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kru5h

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Re: Kru5h's card ideas
« Reply #107 on: November 13, 2016, 02:30:28 am »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.

tristan

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Re: Kru5h's card ideas
« Reply #108 on: November 13, 2016, 03:13:07 am »
+2

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.
Similar to LFN's General (which is a bit bland: TR and Scheme combined into one card) but a bit better and more interesting. With a powerhouse Action card like Grand Market around it will probably be pretty strong. but no idea about how strong this is will be in general.
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Chris is me

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Re: Kru5h's card ideas
« Reply #109 on: November 13, 2016, 02:06:55 pm »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.

I feel like both cards create opportunities to go infinite relatively easily. Taking cards you've played off the table creates memory / tracking issues as well. Seems tricky.
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kru5h

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Re: Kru5h's card ideas
« Reply #110 on: November 13, 2016, 02:14:52 pm »
0

I like LFN's version better, so I'll just drop this card.

Similar to LFN's General (which is a bit bland: TR and Scheme combined into one card) but a bit better and more interesting.

kru5h

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Re: Kru5h's card ideas
« Reply #111 on: November 15, 2016, 12:44:34 am »
+3

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

loneXolf

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Re: Kru5h's card ideas
« Reply #112 on: November 15, 2016, 03:19:29 am »
0

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Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

First comes off as a split of Disciple which in itself is not a bad idea I think. My main problem with disciple is that it's maybe to good in a city quarter/overlord type kingdoms. However this card seems balanced and I like how you play out the target action once before you pick to gain a copy of it or play it again.
« Last Edit: November 15, 2016, 03:45:05 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #113 on: November 15, 2016, 09:32:50 pm »
0

If it ends up being too strong, I can raise the cost and buff the play-again option by mixing it with LFN's General.

Quote
Scepter (Alternate Version) Action,
You may play an Action card from your hand.
Choose one:
Gain a copy of it; or
play it again and when you discard it from play, you may put it on your deck.

kru5h

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Re: Kru5h's card ideas
« Reply #114 on: November 15, 2016, 10:29:17 pm »
0

Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:



How about this:

Quote
Sellout Event,
+1 Buy
Once per turn: Gain a curse. If you did, + and put the next card you gain this turn on top of your deck.

If somebody uses this to buy a Province for $6, then they had to gain a curse and put the Province on top of their deck, essentially Sea-Hagging themselves.
« Last Edit: November 17, 2016, 12:20:11 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #115 on: November 16, 2016, 01:27:17 am »
0

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

First comes off as a split of Disciple which in itself is not a bad idea I think. My main problem with disciple is that it's maybe to good in a city quarter/overlord type kingdoms. However this card seems balanced and I like how you play out the target action once before you pick to gain a copy of it or play it again.

After thinking about it, playing it once before you choose is actually worse for this card. Imagine the tracking if you play several chained together:

I play a Scepter. Okay, play a card: I play another Scepter. Okay, now I play a third Scepter. And now I play Smithy. Now I choose to play Smithy again. Now I go backwards to the 2nd Scepter and choose to play my third Scepter again. Okay, now I choose to play Village. Now I go back to the second play of my third Scepter and gain a Village. Now I go back to the first Scepter and choose whether to play the second Scepter again or gain a Scepter.

Complicated stuff.

I think I'll change it:

Quote
Scepter Action,
Choose one:
You may play an Action card from your hand twice; or
you may play an Action card from your hand and gain a copy of it.
« Last Edit: November 16, 2016, 01:33:28 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #116 on: November 16, 2016, 08:43:44 am »
0

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

First comes off as a split of Disciple which in itself is not a bad idea I think. My main problem with disciple is that it's maybe to good in a city quarter/overlord type kingdoms. However this card seems balanced and I like how you play out the target action once before you pick to gain a copy of it or play it again.

After thinking about it, playing it once before you choose is actually worse for this card. Imagine the tracking if you play several chained together:

I play a Scepter. Okay, play a card: I play another Scepter. Okay, now I play a third Scepter. And now I play Smithy. Now I choose to play Smithy again. Now I go backwards to the 2nd Scepter and choose to play my third Scepter again. Okay, now I choose to play Village. Now I go back to the second play of my third Scepter and gain a Village. Now I go back to the first Scepter and choose whether to play the second Scepter again or gain a Scepter.

Complicated stuff.

I think I'll change it:

Quote
Scepter Action,
Choose one:
You may play an Action card from your hand twice; or
you may play an Action card from your hand and gain a copy of it.

Well that does seem like a pain to track but it nerfs the card overall q-q.
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kru5h

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Re: Kru5h's card ideas
« Reply #117 on: November 17, 2016, 12:08:56 am »
0

Quote
Cobbler Action,
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it twice.
Treasure card, put it into your hand.
Victory card, gain a copy of it.
« Last Edit: November 17, 2016, 03:52:35 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #118 on: November 17, 2016, 12:46:22 am »
0

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Maid Action,
Do both in either order:
+5 Cards; discard 5 cards.

Have only two cards left in your hand? Discard them to draw 5. Otherwise, you probably want to draw 5 first.

Edit: I'll probably just edit my Ivory Tower card to say this instead. Far more interesting.


« Last Edit: November 17, 2016, 12:56:04 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #119 on: November 17, 2016, 01:12:06 am »
+1

Quote
Guru Reaction,
When you gain a card, you may discard this from your hand to trash a card from your hand.

When you trash a card, you may discard this from your hand to gain a card costing up to .

Inspired by NoMoreFun's Barge. Thanks to LibraryAdventurer for revealing it to me.
« Last Edit: November 17, 2016, 01:40:42 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #120 on: November 17, 2016, 07:55:04 am »
+2

Quote
Cobbler Action,
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it twice.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

Seems really strong depending on the kingdom and before any kingdom piles are empty. For a example if village is in the kingdom it makes this card +2 Cards +4 Actions/Low costing cantrips make it a lost city and at worst this card is a Explorer without the province effect.

Quote
Maid: 4 cost
Do both in either order:
+5 Cards; discard 5 cards.

Hard for me to see how strong this is,  Random suggestion: +4 cards/discard 3 cards might be better idk. I would need to play with this card to see how good it is.

Quote
Guru Reaction,
When you gain a card, you may discard this from your hand to trash a card from your hand.

When you trash a card, you may discard this from your hand to gain a card costing up to .
A pure reaction is a nice idea, like maid it's hard to see how strong this card is without playing with it. Random suggestion: (Not sure how good this idea is) When you trash a card, you may discard this from your hand. If you do, +1 card, gain a guru. to replace it's bottom reaction.
« Last Edit: November 17, 2016, 09:06:10 am by loneXolf »
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Jack Rudd

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Re: Kru5h's card ideas
« Reply #121 on: November 17, 2016, 08:57:18 am »
+1

If you get the price of Crown down to $3, Cobblering a Crown looks pretty interesting.
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kru5h

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Re: Kru5h's card ideas
« Reply #122 on: November 17, 2016, 04:55:11 pm »
0

Quote
Cobbler Action,
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it twice.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

Seems really strong depending on the kingdom and before any kingdom piles are empty. For a example if village is in the kingdom it makes this card +2 Cards +4 Actions/Low costing cantrips make it a lost city and at worst this card is a Explorer without the province effect.

Quote
Maid: 4 cost
Do both in either order:
+5 Cards; discard 5 cards.

Hard for me to see how strong this is,  Random suggestion: +4 cards/discard 3 cards might be better idk. I would need to play with this card to see how good it is.

Quote
Guru Reaction,
When you gain a card, you may discard this from your hand to trash a card from your hand.

When you trash a card, you may discard this from your hand to gain a card costing up to .
A pure reaction is a nice idea, like maid it's hard to see how strong this card is without playing with it. Random suggestion: (Not sure how good this idea is) When you trash a card, you may discard this from your hand. If you do, +1 card, gain a guru. to replace it's bottom reaction.

I'm going to remove Guru. Its first reaction is basically just the same as an action card with +1 Action, trash a card from your hand. I like the original Barge much better.

I'll probably nerf Cobbler to this. Though, it's not so interesting now and can be a dud in many kingdoms.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

I put "less than this" instead of $3 so that you can never Cobbler a Cobbler to empty the entire pile, though it does make it not interact with Bridge/Highway/etc. so well.
« Last Edit: November 17, 2016, 04:58:39 pm by kru5h »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #123 on: November 17, 2016, 05:20:37 pm »
0

Looks too much like Ironworks, but better.
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loneXolf

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Re: Kru5h's card ideas
« Reply #124 on: November 17, 2016, 06:16:20 pm »
0

Quote

I'll probably nerf Cobbler to this. Though, it's not so interesting now and can be a dud in many kingdoms.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

I put "less than this" instead of $3 so that you can never Cobbler a Cobbler to empty the entire pile, though it does make it not interact with Bridge/Highway/etc. so well.

I agree to what Theta said about this version is better, however it does seem similar to Ironworks. Also I think this card is a bit better than Ironworks in more kingdoms, since Cobbler works better with silver and 3 or lower cost action cards, while Ironworks needs a good 4 cost target to be "better".  Also I think Cobbler is much more versatile than most other 4 cost card out there.
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