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Author Topic: CPiGuy's Cards  (Read 992 times)

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CPiGuy

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Re: CPiGuy's Cards
« Reply #25 on: September 25, 2017, 01:44:07 pm »
0

A couple more changes.

Survey, $5 Event
Reveal the top 8 10 cards of your deck. You may trash one of them. You may set one aside and put it into your hand at end of turn (after drawing). You may put up to two of them on top of your deck. If you revealed three differently-named...
Actions, you may gain a copy of one of them.
Treasures, you may set one of them aside and put it into your hand at end of turn (after drawing).

Victory cards, +2VP.
Discard the remaining revealed cards.

Wassail, $1 $3 Event
+1 Buy
Pay up to $3. For each $ you paid, Once per turn: take a Coin token.
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CPiGuy

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Re: CPiGuy's Cards
« Reply #26 on: September 27, 2017, 02:05:58 am »
0

Two new cards, forming one split-pile.

Wanderer, $1 Action
+1 Card
+1 Action
---
Once per turn: When you gain this, +1 Buy.

Pack Horse, $4 Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal a Wanderer. Discard the other cards, and play the Wanderer.
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josh56

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Re: CPiGuy's Cards
« Reply #27 on: September 27, 2017, 05:04:07 pm »
0

Two new cards, forming one split-pile.

Wanderer, $1 Action
+1 Card
+1 Action
---
Once per turn: When you gain this, +1 Buy.

Pack Horse, $4 Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal a Wanderer. Discard the other cards, and play the Wanderer.
This seems a bit strong. Of course Pack Horse is not necessarily a Lost City, you could have all Wanderers in your hand. But most of the times it is and I guess that buying 2 Wanderers is often the correct opening.
You might wanna make it a 4-4 pile in two player respectively a 6-6 pile in three player games, otherwise the first player could always win the Wanderer split.
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Asper

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Re: CPiGuy's Cards
« Reply #28 on: September 27, 2017, 07:35:58 pm »
0

I am not sure how many people are fans of split piles, but I got the impression that they are not all that popular. I can say that I don't like them because all official and most fan split piles give you two components that interact positively, and so you want many of both. Lose the split for one of the cards, and your best reason to buy the second half is spite. There was room for more variety here, and I hope in case the mechanic returns in the future, it'll be used.

This would also be my main complaint on the Wanderer pile. It just doesn't do anything interesting. In fact, it looks a lot like a Settlement Settlers variant.

josh56

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Re: CPiGuy's Cards
« Reply #29 on: September 27, 2017, 08:23:58 pm »
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I am not sure how many people are fans of split piles, but I got the impression that they are not all that popular. I can say that I don't like them because all official and most fan split piles give you two components that interact positively, and so you want many of both. Lose the split for one of the cards, and your best reason to buy the second half is spite. There was room for more variety here, and I hope in case the mechanic returns in the future, it'll be used.

This would also be my main complaint on the Wanderer pile. It just doesn't do anything interesting. In fact, it looks a lot like a Settlement variant.
I don't think that the second part of the pile is always worthless if you don't get (many) of the first part. The only culprit are Rocks (without any other trasher than Catapult; if there are other trasher it could be OK) and Avanto (Sauna-Avanto is far too powerful IMO: it trashes, draws, potentially provides extra Actions).
Plunder is nice without Encampements, the on-gain effect of Emporium is easy to trigger in an engine independent of whether you have Patricians and Fortune is something you want anyway with that extra Gold via Gladiator just being a cherry on the top of it.

In my opinion this very split pile does fall into the Sauna-Avanto trap: you basically want it all, the synergies between both parts are too strong.
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CPiGuy

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Re: CPiGuy's Cards
« Reply #30 on: October 14, 2017, 05:56:25 pm »
0

Another card.

Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
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Jack Rudd

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Re: CPiGuy's Cards
« Reply #31 on: October 14, 2017, 06:13:32 pm »
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Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.
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CPiGuy

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Re: CPiGuy's Cards
« Reply #32 on: October 17, 2017, 06:55:55 pm »
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Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City). Perhaps a straight $3 or even $3D would be stronger? I think it's worse than Smithy, so $4 is too much.

Also, a new card.

Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
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josh56

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Re: CPiGuy's Cards
« Reply #33 on: October 17, 2017, 07:20:03 pm »
0

Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City).
It looks strong at the first glance but you are right that it is weaker than Smithy as it requires the support of another village. A hand of 5 Pilgrims with the Journey token being face down is not a single card engine, it is a hand of 4 dead cards and a Smithy.
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josh56

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Re: CPiGuy's Cards
« Reply #34 on: October 17, 2017, 07:23:36 pm »
0

Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.
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Asper

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Re: CPiGuy's Cards
« Reply #35 on: October 17, 2017, 09:06:49 pm »
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Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City).
It looks strong at the first glance but you are right that it is weaker than Smithy as it requires the support of another village. A hand of 5 Pilgrims with the Journey token being face down is not a single card engine, it is a hand of 4 dead cards and a Smithy.

So is a hand of five Smithies. Just that a hand of five Smithies is never anything else and costs more.

josh56

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Re: CPiGuy's Cards
« Reply #36 on: October 18, 2017, 08:24:42 am »
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Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City).
It looks strong at the first glance but you are right that it is weaker than Smithy as it requires the support of another village. A hand of 5 Pilgrims with the Journey token being face down is not a single card engine, it is a hand of 4 dead cards and a Smithy.

So is a hand of five Smithies. Just that a hand of five Smithies is never anything else and costs more.
No disagreement here, as I said it is weaker than Smithy as it requires further village support.
On the other hand a real half Lost City, i.e.: +1 Card +1 Action Turn over your Journey token (it starts face up). If it is face up, 1 Card +1 Action. is pretty strong as it is a single-card engine (and it is of course far less interesting than a conditional Lost City like Herald)
« Last Edit: October 18, 2017, 08:32:25 am by josh56 »
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Asper

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Re: CPiGuy's Cards
« Reply #37 on: October 18, 2017, 08:43:33 am »
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Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City).
It looks strong at the first glance but you are right that it is weaker than Smithy as it requires the support of another village. A hand of 5 Pilgrims with the Journey token being face down is not a single card engine, it is a hand of 4 dead cards and a Smithy.

So is a hand of five Smithies. Just that a hand of five Smithies is never anything else and costs more.
No disagreement here, as I said it is weaker than Smithy as it requires further village support.
On the other hand a real half Lost City, i.e.: +1 Card +1 Action Turn over your Journey token (it starts face up). If it is face up, 1 Card +1 Action. is pretty strong as it is a single-card engine (and it is of course far less interesting than a conditional Lost City like Herald)

It does not require additional Village support. It just gets even better with it. The only bad thing about this is that the Village variant doesn't draw anything. It's like choice-less Nobles in a way.
Hm... On the other hand, that would make it seem fine for 3$ in comparison.

josh56

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Re: CPiGuy's Cards
« Reply #38 on: October 18, 2017, 05:00:50 pm »
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It does not require additional Village support. It just gets even better with it.
As I already pointed out, if you start your turn with the Journey token being face down all the Pilgrims but the first one are dead without additional village support.
So Pilgrim without other villages is only possible if you manage that the Journey token is always face up at the start of each turn which implies that you should always play an even number of Pilgrims each turn. This might not always be possible and I guess that the reliability of an ordinary draw engine with a non-degenerate village and a Smithy (variant) is higher.
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Asper

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Re: CPiGuy's Cards
« Reply #39 on: October 18, 2017, 06:44:46 pm »
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It does not require additional Village support. It just gets even better with it.
As I already pointed out, if you start your turn with the Journey token being face down all the Pilgrims but the first one are dead without additional village support.
So Pilgrim without other villages is only possible if you manage that the Journey token is always face up at the start of each turn which implies that you should always play an even number of Pilgrims each turn. This might not always be possible and I guess that the reliability of an ordinary draw engine with a non-degenerate village and a Smithy (variant) is higher.

It's not like that token randomly landed on the wrong side. You got to play it that way. So I stand with my statement that another Village is undoubtably useful, but far from required as long as you don't make the mistake of playing this as a Village if you have no reasonable chance of playing another that turn AND also somehow think playing a 3$ card as a Smithy is outrageously bad.

I give it one thing though: Unlike Smithy, it needs to be part of an engine and can't be played for big money. Which doesn't say all that much. Also unlike Smithy however, this can be coupled with either draw or Villages, preferrably both.

josh56

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Re: CPiGuy's Cards
« Reply #40 on: October 18, 2017, 07:15:27 pm »
+1

My initial assessment was wrong. This is a powerful single-card-engine-enabler if you manage to get lots of them. It is also clearly overpowered for 3.
Not sure that it is all that good if you only get 2-4 of them though. Playing them in pairs isn't easy with few of them in your deck and you'd usually rather have an ordinary village than a double Necro.
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CPiGuy

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Re: CPiGuy's Cards
« Reply #41 on: October 19, 2017, 03:48:22 am »
0

Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.

So, I see Transmogrify as being useful for making your deck better but also for insane pile-outs. This card is designed to stop that (or at least make it harder), and my intent for it was really so that you could swap around engine components. Drew two Smithies? Tailor one of them into a Walled Village. Drew a Throne dead? Tailor your Gold into a Nobles!
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josh56

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Re: CPiGuy's Cards
« Reply #42 on: October 19, 2017, 04:46:04 pm »
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Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.

So, I see Transmogrify as being useful for making your deck better but also for insane pile-outs. This card is designed to stop that (or at least make it harder), and my intent for it was really so that you could swap around engine components. Drew two Smithies? Tailor one of them into a Walled Village. Drew a Throne dead? Tailor your Gold into a Nobles!
I don't think that it is much harder to pile out with Tailor than with Transmogrify. Like with all Remodelers you gotta closely watch the Province pile but Tailor is cheaper and draws.
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