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Author Topic: Kru5h's card ideas  (Read 112417 times)

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kru5h

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Re: Kru5h's card ideas
« Reply #125 on: November 17, 2016, 08:00:47 pm »
0

Quote
Whispers Event,
Choose one:
Gain a card costing up to and a card costing up to ;
Gain 2 cards, each costing up to ; or
Gain 3 cards, each costing up to .

Edit: Changed to $4

Edit: Simplified:

Quote
Whispers Event,
Gain a card costing up to and a card costing up to .
« Last Edit: November 18, 2016, 02:45:40 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #126 on: November 17, 2016, 08:11:52 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.

Quote
Cobbler Action,
+1 Action
Gain a card costing up to 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.

Kind of like a Herald/Ironworks. Maybe?

loneXolf

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Re: Kru5h's card ideas
« Reply #127 on: November 17, 2016, 08:40:49 pm »
0

Quote
Cobbler Action,
+1 Action
Gain a card costing up to 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.
Quote
Kind of like a Herald/Ironworks. Maybe?

I like this version so far the most out of the 3.
« Last Edit: November 17, 2016, 08:42:56 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #128 on: November 17, 2016, 11:20:48 pm »
0

Quote
Cobbler Action,
+1 Action
Gain a card costing up to 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.
Quote
Kind of like a Herald/Ironworks. Maybe?

I like this version so far the most out of the 3.

Eh, I'll just give up on this card for now.

Edit: On second thought, I like the 4-cost version of this card.

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.

It's more powerful than Ironworks when gaining Silver or Estates, but has fewer options. The choice between Ironworks and this is fairly even and depends heavily on the board. One of the main advantages of Ironworks is that you can always Ironworks an Ironworks. You can't Cobbler a Cobbler, and there isn't always a decent 2 or 3 cost on the board that you want several of. It also doesn't combo with most cost reducers.
« Last Edit: November 18, 2016, 02:25:16 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #129 on: November 18, 2016, 02:12:58 am »
+2

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
« Last Edit: November 18, 2016, 02:18:18 am by kru5h »
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tristan

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Re: Kru5h's card ideas
« Reply #130 on: November 18, 2016, 05:44:40 am »
0

Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .
This is bad. In one of the contests one guy did a cantrip Duchy gainer for 6 if I remember correctly which is OK. In the absence of Silkroad and Duke Duchies are after all more of a sidekick.

But this is a non-terminal Province/Colony gainer and I don't see any situation in which you will not buy Fame instead of Province/Colony.
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #131 on: November 18, 2016, 05:47:35 am »
0

Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .

I think it should be something like this:

Fame-Treasure, $8
+$2
If you trash this, gain a card.
---
If there's a card in the supply blablabla
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kru5h

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Re: Kru5h's card ideas
« Reply #132 on: November 18, 2016, 05:50:20 am »
0

Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .

I think it should be something like this:

Fame-Treasure, $8
+$2
If you trash this, gain a card.
---
If there's a card in the supply blablabla

You picked the worst timing.

I was about to delete Fame and add it to the Really Bad Card Idea thread. Now it's stuck here forever.

That'll teach me to come up with cards at 6am.
« Last Edit: November 18, 2016, 05:51:22 am by kru5h »
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #133 on: November 18, 2016, 05:54:04 am »
0

I don't think it's a bad idea.

A $8 silver that you can exchange for a province? Why not?

Maybe make it $9 (and $12), just to be sure.
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tristan

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Re: Kru5h's card ideas
« Reply #134 on: November 18, 2016, 05:57:57 am »
0

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
This is very interesting and a potential fix of Asper's Conserve. It is only once per turn, features a better ratio (1:1 instead of 2:1) but as you said, unlike with a Coin token you cannot time when you get the one-shot Peddler.
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kru5h

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Re: Kru5h's card ideas
« Reply #135 on: November 18, 2016, 06:10:24 am »
0

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
This is very interesting and a potential fix of Asper's Conserve. It is only once per turn, features a better ratio (1:1 instead of 2:1) but as you said, unlike with a Coin token you cannot time when you get the one-shot Peddler.

Asper's Conserve looks interesting:


I probably would've costed it at $1 + 1 Debt rather than $2.

loneXolf

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Re: Kru5h's card ideas
« Reply #136 on: November 18, 2016, 08:10:28 am »
0

Quote
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.

It's more powerful than Ironworks when gaining Silver or Estates, but has fewer options. The choice between Ironworks and this is fairly even and depends heavily on the board. One of the main advantages of Ironworks is that you can always Ironworks an Ironworks. You can't Cobbler a Cobbler, and there isn't always a decent 2 or 3 cost on the board that you want several of. It also doesn't combo with most cost reducers.

This was my second favorite version, however it seems to do everything better (Maybe the "Victory card +1 card" is better in same cases) than Ironworks except it's unable to get 4 costs. I only see Ironworks being clearly better in games where you want a certain 4 cost card. Also there is this question, In a kingdom with villages and you want a couple of them whats better Ironworks or Cobbler?

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.

Seems like a forced buy whenever you have a left over coin during the buy phase, since most decks except maybe a terminal draw big money deck with no action support can support a peddler easily.
« Last Edit: November 18, 2016, 08:17:29 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #137 on: November 18, 2016, 02:57:42 pm »
0


Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.

Seems like a forced buy whenever you have a left over coin during the buy phase, since most decks except maybe a terminal draw big money deck with no action support can support a peddler easily.

I mean, that's kind of the point. This isn't a card that adds to the strategic depth of the game, it just changes it so that it's different. Think of it less as a card that you choose to buy, and think of it more like Alms. Alms doesn't make you make any decisions, or really change how the game is played much, it's just a small change to freshen things up and benefits all players equally. In games using Lost Coin, extra money isn't such a bad thing and +buy is extremely useful and that's it: Game slightly tweaked this instance.

Edit: Although, now that I think about it, I could make it like this:

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

$2 is a little more difficult to acquire and sometimes there's actually a choice to be made. Unsure which version I like better.

Edit 2:

Or this:

Quote
Lost Coins Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coins this turn, +1 Buy and gain another Lost Coins.

Now you have to spend $2, but you get two of them for +$1 each.
« Last Edit: November 18, 2016, 05:14:05 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #138 on: November 18, 2016, 05:38:40 pm »
0

Quote
Lost Coins Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coins this turn, +1 Buy and gain another Lost Coins.

Now you have to spend $2, but you get two of them for +$1 each.


I like this version the most, However testing this card will quickly let you see how impactful it is.
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kru5h

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Re: Kru5h's card ideas
« Reply #139 on: November 18, 2016, 05:59:23 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

AdrianHealey

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Re: Kru5h's card ideas
« Reply #140 on: November 18, 2016, 06:05:59 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

I prefer the version I suggested, tbh. I am not feeling it for this one.
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loneXolf

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Re: Kru5h's card ideas
« Reply #141 on: November 18, 2016, 06:39:29 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

Name: Pact of Greed
Effect: When you play this, gain a card. If you do, trash the top 2 cards of your deck. --Line-- If there's a card in the Supply costing more than 8 coins, then this card costs 11.
Cost: 8
Type: Treasure

I don't think your downside is that bad enough considering you can use this card to get a province or more fames losing a engine piece or gold is less than the worth of a province at the stage of the game you want to play this card. Also if you crowned that version you can get crazy value.
« Last Edit: November 18, 2016, 06:57:52 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #142 on: November 18, 2016, 09:23:08 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

Name: Pact of Greed
Effect: When you play this, gain a card. If you do, trash the top 2 cards of your deck. --Line-- If there's a card in the Supply costing more than 8 coins, then this card costs 11.
Cost: 8
Type: Treasure

I don't think your downside is that bad enough considering you can use this card to get a province or more fames losing a engine piece or gold is less than the worth of a province at the stage of the game you want to play this card. Also if you crowned that version you can get crazy value.

I mean, this is basically "Trash the best card you have in play and gain a card costing 2 or 3 more than it." The best card you have in play will usually be a 5-cost engine piece or a gold. Put into that context, paying 8 for such a card seems kind of high. It's an $8 expand. The difference is that you get the play the card before you trash it, but your opponent gets to pick.

In Colony games, this is overpowered, though. I'm thinking of a solution other than just changing the price in Colony games.

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Re: Kru5h's card ideas
« Reply #143 on: November 19, 2016, 07:04:06 am »
0

I mean, it's a cool thought experiment, but in the end it's gonna be horrendously hard to balance. I mean, I can't see this working out in any way.
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loneXolf

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Re: Kru5h's card ideas
« Reply #144 on: November 19, 2016, 07:35:41 am »
+1

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

Name: Pact of Greed
Effect: When you play this, gain a card. If you do, trash the top 2 cards of your deck. --Line-- If there's a card in the Supply costing more than 8 coins, then this card costs 11.
Cost: 8
Type: Treasure

I don't think your downside is that bad enough considering you can use this card to get a province or more fames losing a engine piece or gold is less than the worth of a province at the stage of the game you want to play this card. Also if you crowned that version you can get crazy value.

I mean, this is basically "Trash the best card you have in play and gain a card costing 2 or 3 more than it." The best card you have in play will usually be a 5-cost engine piece or a gold. Put into that context, paying 8 for such a card seems kind of high. It's an $8 expand. The difference is that you get the play the card before you trash it, but your opponent gets to pick.

In Colony games, this is overpowered, though. I'm thinking of a solution other than just changing the price in Colony games.

However, it's better than expand, since you get to play the gold or engine piece before it gets trashed and it's not an action. Also if you ever have a dead hand with fame you can just play Fame and pass.
« Last Edit: November 19, 2016, 10:14:51 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #145 on: November 19, 2016, 12:16:59 pm »
+1

Quote
Bell Action,
+1 Action
Discard the top card of your deck.
Look through your discard pile.
You may play an Action card from it.

This is a village variant. The goal of this card was to create a $3 village. Village itself costs $3, but most variants have something additional to make them cost more. This card is better than village when you have a lot of actions in your discard, worse when your discard pile is empty or nearly so. Combos well with cards that discard from your hand because you can use this Bell to wake them from the discard pile again. Near the end of the game, you will be playing most of your deck every turn and reshuffle, so it will be harder to have anything in your discard pile, but your deck will be mostly actions by that point, so you will usually discard an action from your deck to play.
« Last Edit: November 19, 2016, 11:11:31 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #146 on: November 19, 2016, 01:56:15 pm »
0

Quote
Citadel Action,
Choose one or all three:
+1 Card and +2 Actions;
+3 Cards and discard a card; and/or
+1 Buy and +.
If you chose all three, trash this.

Edit: Never mind. I don't really like this card.
« Last Edit: November 19, 2016, 09:43:33 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #147 on: November 19, 2016, 10:12:33 pm »
0

Bell Action,
+1 Action
Discard the top card of your deck.
Look through your discard pile.
You may play a card from it.

Seems too good, I dislike card ideas that "hand pick" cards from the discard pile or deck and add them into your hand, since no card in the base games does this and it just seems like a really powerful effect. This card is pretty much always good, unless it's played right after a reshuffle and can pretty much be anything in your deck but with +1 action so also works well with terminal actions. Also this card can target treasures right? As an extra benefit it discards the top card of your deck covering it's only weakness by giving it a solid chance not to be dead with a empty discard pile, plus obviously this card synergies well with any card with a discard effect.
« Last Edit: November 19, 2016, 10:15:47 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #148 on: November 19, 2016, 11:11:16 pm »
+1

Also this card can target treasures right?

Typo. Will fix.

If Harbinger and Settlers/Bustling Village have taught me anything, it's that your discard pile is usually empty.

Edit: The discard from deck does make it a little strong. That wasn't the intention. The intention was to lower the variance of this card a bit. It's really really good when your discard pile is full. It's really really bad when it's empty or has no actions (it's simply +1 action, equivalent to a Ruins.) I'll think about it for a bit and try to make it more well-rounded without buffing it.
« Last Edit: November 19, 2016, 11:39:54 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #149 on: November 19, 2016, 11:53:33 pm »
0

I could make it something like this:

Quote
Bell Action,
+1 Action
Reveal the top 3 cards of your deck.
You may play one of the Action cards.
Discard the unplayed cards.

Edit: Seems kinda boring. :/

Edit: This has a tracking issue: Let's say I reveal a Smithy. I play it. I draw three cards while I still have two revealed (I only discard after I play.) Do I draw from the revealed cards or the deck? Probably the deck, but this is confusing. If I play something that also plays other cards (like Throne Room), I could keep the cards revealed for a long time and forget what to do with them.

Quote
Bell Action,
+1 Action
Reveal the top 3 cards of your deck.
You may choose an Action card from them.
Discard the rest. Play that Card.
« Last Edit: November 20, 2016, 01:07:23 am by kru5h »
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