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Author Topic: herw's cards  (Read 3357 times)

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Asper

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Re: counter magic
« Reply #100 on: February 19, 2019, 07:23:23 pm »
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About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.
hm - thinking about two cards, or maybe same but non-cursor:



Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.

They would basically be Laboratories then. It's not my main issue, though. My main issue is that with a sufficiently thin deck, you can gain infinite Villagers with this. As a matter of fact, this would be the case even if the card only drew one card.

herw

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Re: Forrest Village
« Reply #101 on: February 19, 2019, 11:50:08 pm »
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I will see, which ideas Donald will have, when he tries to create a second version of Alchemy; if he will ever do. In the meantime i am experimenting with  my suggestions.
« Last Edit: February 20, 2019, 10:05:32 am by herw »
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herw

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Re: counter magic
« Reply #102 on: February 20, 2019, 12:04:14 am »
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About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.
hm - thinking about two cards, or maybe same but non-cursor:



Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.

They would basically be Laboratories then. It's not my main issue, though. My main issue is that with a sufficiently thin deck, you can gain infinite Villagers with this. As a matter of fact, this would be the case even if the card only drew one card.
ah, yes - i see the problem with +x cards +x villagers in reaction part. Would it help, to say (reaction part)
When another player plays an Attack you may set this aside for +2 cards and +1 villager. Discard this at the end of the turn.
So you can only react with Counter Magic once per turn?
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King Leon

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Re: counter magic
« Reply #103 on: February 20, 2019, 02:18:31 am »
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About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.
hm - thinking about two cards, or maybe same but non-cursor:



Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.

They would basically be Laboratories then. It's not my main issue, though. My main issue is that with a sufficiently thin deck, you can gain infinite Villagers with this. As a matter of fact, this would be the case even if the card only drew one card.
ah, yes - i see the problem with +x cards +x villagers in reaction part. Would it help, to say (reaction part)
When another player plays an Attack you may set this aside for +2 cards and +1 villager. Discard this at the end of the turn.
So you can only react with Counter Magic once per turn?


What about:
Type Action – Duration – Reaction
+1 Villager
At the start of your next turn:
+2 Cards
You may trash a card from your hand.
-
When another player plays an Attack card, you may first play this from your hand for +1 Card.


This counters Sea Hag, Militia and some other attacks successfully.
« Last Edit: February 20, 2019, 02:28:08 am by King Leon »
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segura

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Re: herw's cards
« Reply #104 on: February 20, 2019, 04:40:08 am »
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I will see, which ideas Donald will have, when he tries to create a second version of Alchemy; if he will ever do. In the meantime i am experimenting with  my suggestions.
I like this version and the Villagers buff is definitely good enough to make the card viable given that +1 Card +2 Villagers is most likely a $5.
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herw

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Traveller: Mythical Creatures
« Reply #105 on: March 01, 2019, 03:22:30 am »
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Mythical Creatures, a Traveller's line

first an overview. There is a new mecahnism. The last Card (Dryads) is a Traveller too. When playing it you have to exchange it atonce to another Traveller with lower costs, which means you jump back. You get the other Traveller to your hand. So you can play it in your actual turn too. The trick is to choose the right Traveller depending on actual situation. If there is another Traveler's line you can change to it too.
Another new thing is that you can choose from the lowest Traveller (Puck) to Wood Gnome or Mountain Troll.

You find a very long discussion here. First it was planed as an Alchemist's line (Puck: Gain a potion) but then i had the idea with mechanism of the Dryads. So here are the Mythical Creatures.



So here is the line:

« Last Edit: March 01, 2019, 07:35:34 am by herw »
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King Leon

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Re: herw's cards
« Reply #106 on: March 01, 2019, 04:28:02 am »
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Franfeluche neefs more support, but Puck, Wood Gnome and Mountain Troll are all terminal. I also don't know if you really want to exchange Melusine to Dryads.
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Asper

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Re: herw's cards
« Reply #107 on: March 01, 2019, 05:16:17 am »
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Wait, herw, wasn't Dryads' exchange clause on play when you revealed it in the German forum? I think it read:

+1 Card
+2 Actions
Exchange this for a Traveller costing less, putting it in your hand.

Needless to say, this is terribly weak in comparison.

herw

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Re: herw's cards
« Reply #108 on: March 01, 2019, 06:28:03 am »
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Wait, herw, wasn't Dryads' exchange clause on play when you revealed it in the German forum? I think it read:

+1 Card
+2 Actions
Exchange this for a Traveller costing less, putting it in your hand.

Needless to say, this is terribly weak in comparison.
arggh, yes forgot to translate and lost it. I have to change Melusine too.
Sorry for the chaos.  :-[


have changed in last post too.
« Last Edit: March 01, 2019, 07:19:41 am by herw »
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Asper

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Re: herw's cards
« Reply #109 on: March 01, 2019, 07:20:25 am »
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I see you made Franfeluche's VP conditional. I don't think it needs that. Sure it's strictly better than Monument once in your deck, but it's harder to get than Monument, too.

Same for Wood Gnome and Smithy.

I wrote this in the German forums already, but Melusine is too strong imo. If your plan is to make exchanging Dryads for a different previous Travellor a decision based on the situation, then I think this takes away that decision to some extend. Especially as you can exchange Melusine for Dryads ech time to get more out of it next turn.

herw

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Re: herw's cards
« Reply #110 on: March 01, 2019, 07:37:07 am »
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Franfeluche neefs more support, but Puck, Wood Gnome and Mountain Troll are all terminal. I also don't know if you really want to exchange Melusine to Dryads.
Please look at the mechanism of Dryads (sorry for the chaos of quick translation). The idea is to combine Dryads with a tricky exchange:
f.i. when you play Dryads and exchange to Wood Gnome you get overall +1 Card +1 Action +2 (+1) Cards. Or when you play Dryads and exchange to Melusine you get a card with +1 Card +1 Action +2 Coffers and you can exchange at the end of your turn again to Dryads and so on.
« Last Edit: March 01, 2019, 08:08:35 am by herw »
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LittleFish

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Re: herw's cards
« Reply #111 on: March 01, 2019, 07:40:45 am »
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Did Melusine just change? didn't it used to be  a cantrip?
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herw

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Re: herw's cards
« Reply #112 on: March 01, 2019, 07:51:45 am »
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Did Melusine just change? didn't it used to be  a cantrip?
If it would be a cantrip too and you play Dryads, exchange at once to Melusine, you would get overall +2 Cards +2 Actions +2 Coffers (!). So Melusine gives you only +2 Coffers but in combination with Dryads it is powerful enough: +1 Card +1 Action +2 Coffers.
But look to other combinations of Dryads + Traveller.
« Last Edit: March 01, 2019, 08:45:24 am by herw »
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LittleFish

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Re: herw's cards
« Reply #113 on: March 01, 2019, 07:53:45 am »
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Whats the gold backside for?
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Asper

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Re: herw's cards
« Reply #114 on: March 01, 2019, 12:33:50 pm »
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Just 2 Coffers is too weak again. That's worse than Butcher. I think it would be okay at +1 Card, +1 Action, +2$.

+1 Action, +2 Coffers would also be kinda weak, I think.

herw

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Re: Traveller Mythical Creatures
« Reply #115 on: March 02, 2019, 08:08:14 am »
+1



« Last Edit: March 02, 2019, 08:10:01 am by herw »
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