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Author Topic: Weekly Design Contests #1 - #100  (Read 1546584 times)

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artless

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Re: Weekly Design Contest Thread
« Reply #2350 on: June 11, 2019, 11:06:50 am »
0

Foreman
$5 Action
+1 Card
+1 Action
You may play a treasure or action from your discard, if you do, trash it.
« Last Edit: June 11, 2019, 11:15:55 am by artless »
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King Leon

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Re: Weekly Design Contest Thread
« Reply #2351 on: June 11, 2019, 03:50:50 pm »
+1

Not too inspired really, so here is a simple draw that is better with a bunch of <$4 cards in your deck.

Quote
Colliery
Types: Action
Cost: $6
Reveal cards from the top of your deck until you reveal 2 cards costing at least $5. Discard one and put the rest into your hand.

This draws almost your entire deck, if you go for alt VP like Gardens or have a cost reducer like Highway. I don't like this card.

Foreman
$5 Action
+1 Card
+1 Action
You may play a treasure or action from your discard, if you do, trash it.

This is much better than Junk Dealer, even when it cannot trash Estates. A cost of $6 would be more appropriate.
« Last Edit: June 11, 2019, 03:57:01 pm by King Leon »
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naitchman

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Re: Weekly Design Contest Thread
« Reply #2352 on: June 11, 2019, 04:40:19 pm »
0

So, when's the judging?
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2353 on: June 11, 2019, 04:59:34 pm »
+1

Foreman
$5 Action
+1 Card
+1 Action
You may play a treasure or action from your discard, if you do, trash it.

This is much better than Junk Dealer, even when it cannot trash Estates. A cost of $6 would be more appropriate.

I'm not sure about that. Sometimes you'll draw it when your discard pile is empty; or is just missing Coppers. Especially early on; when your discard pile is empty on almost half of the turns.
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MeNowDealWithIt

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Re: Weekly Design Contest Thread
« Reply #2354 on: June 11, 2019, 07:20:43 pm »
+4

So, when's the judging?

Now!

GendoIkari   Something Something   http://forum.dominionstrategy.com/index.php?topic=18987.msg802874#msg802874

I mean, you skip chapel when it's on the board, but it makes the game less interesting and breaks the game by conflicting with other cards (How does Remodel work with this on the board?). Points for being snarky though, I guess.

hhelibebcnofnena   Church   http://forum.dominionstrategy.com/index.php?topic=18987.msg802875#msg802875

This does significantly and targetedly nerf chapel. As broken as Donate and Cathedral, but without as much effect on the game; Donate fundamentally changes the game into a puzzle, and whether to skip Cathedral in favor of longevity can be an interesting decision.

Chappy7   Hoard House   http://forum.dominionstrategy.com/index.php?topic=18987.msg802876#msg802876

Gives you a sizeable point bonus if you don't trash. The versatility of a thin deck IMO makes one unlikely to pursue a bonus even as large as this one, as it also kills trash for benefit.

ClouduHieh   Bull+Pile of Dung   http://forum.dominionstrategy.com/index.php?topic=18987.msg802882#msg802882

Yeah no, you buy Chapel with Bull on the board in order to play it more. Gaining copper from the trash to hand makes this a minor TD+BM enabler, and an attack that's only directed at VP is kinda interesting.

LibraryAdventurer   Schoolhouse   http://forum.dominionstrategy.com/index.php?topic=18987.msg802891#msg802891

Interesting decision whether to go for this or Chapel, though I still feel like Chapel usually wins. Feels like an Island variant.

mail-mi   Trench   http://forum.dominionstrategy.com/index.php?topic=18987.msg802892#msg802892

Feels like perhaps the penalty needs to be steeper; avoiding trashing your starting cards nets you 10 points by the end of the game. Probably not worth it.

Aquila   Landfill Tax   http://forum.dominionstrategy.com/index.php?topic=18987.msg802893#msg802893

Nerfs trashing in a more creative way than losing VP. Fun idea.

Awaclus   Co-Cathedral   http://forum.dominionstrategy.com/index.php?topic=18987.msg802904#msg802904

Effectively opening with 2 Labs and a Silver feels nuts, but not as in-your-face game-warping as donate. It might actually be a good way to introduce newer players to trashing.

Gubump   Exchequer   http://forum.dominionstrategy.com/index.php?topic=18987.msg802909#msg802909

I like the effect, but the price is too high to be useful, especially as a chapel-deterrent.

naitchman   Regret   http://forum.dominionstrategy.com/index.php?topic=18987.msg802910#msg802910

I expect to buy Chapel on boards with this as frequently as I buy Steward. Also makes trash for benefit insane if you do trash more than once per turn, which actually sounds really fun to try to pull off; Butcher a province into a province and play a forager to just gain the province.

mandioca15   Vestry   http://forum.dominionstrategy.com/index.php?topic=18987.msg802929#msg802929

I still get chapel with Vestry on the board. I probably open with both and hope to trash 6 cards after the first shuffle, which adds more swinginess. +buy now and at start of turn is a neat effect.

scolapasta   Apse Chapel   http://forum.dominionstrategy.com/index.php?topic=18987.msg802942#msg802942

The Worshipper tokens are clever. I don't think gaining a $4 is usually worth the opportunity cost of trashing an extra 2 cards. The benefit of Apse Chapel, of course, is that you can guarantee you hit the exact card you want (You don't need to lament about not trashing estates because you drew your Chapel with 4 coppers). Definitely an interesting card.

Chris is me   (Unnamed)   http://forum.dominionstrategy.com/index.php?topic=18987.msg802950#msg802950

Bonus points for describing why it makes you want to skip Chapel, though I'm not sure your reasoning's that compelling; I buy chapel on Highway, Bridge, etc. decks so that I can play those cards more frequently. I really like the design though.

segura   Mausoleum   http://forum.dominionstrategy.com/index.php?topic=18987.msg802972#msg802972

It's hoard house, but a sliding scale rather than all-or-nothing. I don't think 20 points is enough to outmatch a well-trashed deck though.

Gazbag   Abbey   http://forum.dominionstrategy.com/index.php?topic=18987.msg802977#msg802977

Feels worse than Recruiter, but Recruiter's a really good card so I'll give it some slack. Regardless, it's not very exciting.

Commodore Chuckles   Income Tax   http://forum.dominionstrategy.com/index.php?topic=18987.msg803032#msg803032

Ooh! Wanting a deck with cheap cards is not a reason to skip chapel that I'd thought about, but it totally makes sense. Unfortunately, 9 points isn't enough of a swing to make me skip chapel.

majiponi   Poor Land   http://forum.dominionstrategy.com/index.php?topic=18987.msg803054#msg803054

Feodum but not! Too expensive for a default 2 points, though.

faust   Prayer   http://forum.dominionstrategy.com/index.php?topic=18987.msg803066#msg803066

You don't buy chapel with this on the board, and it doesn't kill trash for benefit, but I'm not sure how I would use it in a deck. Like, I buy one, trash a goons from the supply, then I trashed a card so I gain the prayer, then later I play the prayer for the goons, but my opponent has time to pick up the goons before me? It's hard to wrap my head around, probably moreso than any printed card.

Kudasai   Blasphemer   http://forum.dominionstrategy.com/index.php?topic=18987.msg803075#msg803075

I feel like the interactive part doesn't really make you want to skip chapel to avoid giving the opponent VP, and you don't always trash all of your coppers in chapel decks because you sometimes need the extra economy. I like the idea of that trigger for the interaction though.

anordinaryman   Tithings   http://forum.dominionstrategy.com/index.php?topic=18987.msg803134#msg803134

Similarly complex to Faust's Prayer card, which I guess is a big possibility with fan cards. Nevertheless, It provides a good alternative to chapel, especially on boards with cheap +buy.

King Leon   Dowser+Pendulum   http://forum.dominionstrategy.com/index.php?topic=18987.msg803156#msg803156 http://forum.dominionstrategy.com/index.php?topic=18987.msg803117#msg803117

I'm gonna imagine King Leon's thought process as he was creating this pile. "Hmm... I like Commodore Chuckles' income tax's idea of rewarding a deck with cheap cards, but rather than giving out points, I'll instead make it easier to draw.  But opening with a card that can draw 4 coppers is way overpowered, so I'll make it cost debt! Wait, that makes it wordier if I want it to always draw a kingdom card. I can put it under a split pile! Yeah!"

wittyhowlard   Sustainable Living   http://forum.dominionstrategy.com/index.php?topic=18987.msg803289#msg803289

You don't skip chapel with Forge on the board, so you don't skip chapel with this on the board. And I'm having a hard time thinking of a situation where I'd want to trash a bunch of cards with a combined cost of at least 20 to gain 2 provinces.

NoMoreFun   Reflection   http://forum.dominionstrategy.com/index.php?topic=18987.msg803296#msg803296

I still think trashing down is worth more than a bunch of VP. I could see myself skipping chapel for this on a tactician board, maybe.

Fragasnap   Coilliery   http://forum.dominionstrategy.com/index.php?topic=18987.msg803305#msg803305

It's no secret by now that I like rewarding a cheap deck at this point. However, this seems a bit too powerful; unbounded draw works with Scrying Pool because it's kinda hard to fill your deck with actions. It's much easier, on the other hand, to fill your deck with <$5 cards.

artless   Foreman   http://forum.dominionstrategy.com/index.php?topic=18987.msg803308#msg803308

You buy Chapel even with Junk Dealer on the board, so you buy Chapel with this on the board. This also seems much worse than Junk Dealer; I'd rarely trash an action card for a village effect, and that option is not worth the inability to trash estates, let alone the swinginess added by preventing trashing from hand.

Aaaand, that's everyone.

Winner: Dowser and Pendulum by King Leon

Runner Up: Apse Chapel by scolapasta
« Last Edit: September 12, 2019, 12:09:27 am by MeNowDealWithIt »
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #2355 on: June 11, 2019, 08:31:16 pm »
+1

scolapasta   Apse Chapel   http://forum.dominionstrategy.com/index.php?topic=18987.msg802942#msg802942

The Worshipper tokens are clever. I don't think gaining a $4 is usually worth the opportunity cost of trashing an extra 2 cards. The benefit of Apse Chapel, of course, is that you can guarantee you hit the exact card you want (You don't need to lament about not trashing estates because you drew your Chapel with 4 coppers). Definitely an

Definitely an??

Yay for Runner-up - and congratulations to the winner, King Leon! This week felt like an especially tough one to me.
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naitchman

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Re: Weekly Design Contest Thread
« Reply #2356 on: June 11, 2019, 10:52:17 pm »
+1

Congrats to King Leon. Thanks for the judging MeNowDealWithIt.

naitchman   Regret   http://forum.dominionstrategy.com/index.php?topic=18987.msg802910#msg802910

I expect to buy Chapel on boards with this as frequently as I buy Steward.
For the record, Donald X. said they tried chapel that only trashed 3 cards and it was too slow. steward can at least pivot to a $2 or +2 cards in the late game. A card that just allowed you to trash 2 cards would be way too slow. Chapel with regret would be even worse because you sacrifice your whole turn to trash 2 cards (you can't even use the other 2 cards in your hand). That was the idea. I kind of agree with your other point; it would be fun, but crazy. This was a hard challenge!
« Last Edit: June 11, 2019, 11:00:48 pm by naitchman »
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segura

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Re: Weekly Design Contest Thread
« Reply #2357 on: June 12, 2019, 03:34:19 am »
0

Commodore Chuckles   Income Tax   http://forum.dominionstrategy.com/index.php?topic=18987.msg803032#msg803032

Ooh! Wanting a deck with cheap cards is not a reason to skip chapel that I'd thought about, but it totally makes sense. Unfortunately, 9 points isn't enough of a swing to make me skip chapel.
No idea where you pull the 9 points from. This is a dynamic matter, hard to evaluate and incredibly board-dependent. Estates and Duchies yields the same VPs, so a Silk Road or Gardens game is likely favouring whomever does not thin his deck.

You might want to look at the conventional BM benchmarks: while thinning and junking are very important in Dominion, a significant VP spread changes that maths. I have lost quite some Fountain games because I overvalued thinning.
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faust

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Re: Weekly Design Contest Thread
« Reply #2358 on: June 12, 2019, 08:30:52 am »
+1

Winner: Dowser and Pendulum by King Leon

Runner Up: Apse Chapel by scolapasta
While both of these are certainly fine concepts, I doubt either is likely to make you skip Chapel. Dowser just comes too late, and there are not enough of them that you could run your deck on them. Apse Chapel is just... I'd rather trash 4 Coppers than 2 Estates. And the effective flexibility of Worshippers is limited as you'll want to use them the same shuffle, so if you draw it on T4, it's only Steward-level trashing.
« Last Edit: June 12, 2019, 08:32:19 am by faust »
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naitchman

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Re: Weekly Design Contest Thread
« Reply #2359 on: June 12, 2019, 08:51:45 am »
0

No idea where you pull the 9 points from. This is a dynamic matter, hard to evaluate and incredibly board-dependent. Estates and Duchies yields the same VPs, so a Silk Road or Gardens game is likely favouring whomever does not thin his deck.
I'm guessing his logic is this:
Points for not Chapelling starting 10 cards with income tax on board: 13 points (10 for income tax 3 for estates)
Points for Chapelling starting 10 cards with income tax on board: 1 (for income tax because chapel itself is worth 1 point, and you usually don't get rid of it)

So there's a 12 point difference between going for chapel and not, 3 for estates and 9 for income tax. So basically income tax gives you a 9 point penalty for going for chapel, and he's saying this is not enough of a deterrent for him in most boards (not surprising since neither was trench). Yes, in some games he might forego chapel (like with gardens) but in most games he wouldn't.

IMO, there's more to this than just a loss of 9 points. provinces and the cards that help get you provinces (gold, $5 action cards) are worth -1, so going for provinces is not going to net you nearly as much as in a normal game. Scooping up cheap cards (estates and 2 other piles) especially with +buy seems viable and in that case, chapel isn't necessary because you don't need high $ density. Just to compare: if your opponent uses chapel, gets all 8 provinces (likely will take more than 20 turns) that's 40 minus his higher cost cards + his lower cost cards. He could easily be at 40 or less. If you don't chapel and buy 8 estates and 12 other cheap cards, you'd be at 41 (30 for income tax, 11 for estates). If you opponent can't get all the provinces himself (especially true in some BM strategies) 3 piling cheap cards would really work in your favor.
« Last Edit: June 12, 2019, 10:05:21 am by naitchman »
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segura

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Re: Weekly Design Contest Thread
« Reply #2360 on: June 12, 2019, 10:51:18 am »
0

No idea where you pull the 9 points from. This is a dynamic matter, hard to evaluate and incredibly board-dependent. Estates and Duchies yields the same VPs, so a Silk Road or Gardens game is likely favouring whomever does not thin his deck.
I'm guessing his logic is this:
Points for not Chapelling starting 10 cards with income tax on board: 13 points (10 for income tax 3 for estates)
Points for Chapelling starting 10 cards with income tax on board: 1 (for income tax because chapel itself is worth 1 point, and you usually don't get rid of it)

So there's a 12 point difference between going for chapel and not, 3 for estates and 9 for income tax. So basically income tax gives you a 9 point penalty for going for chapel, and he's saying this is not enough of a deterrent for him in most boards (not surprising since neither was trench). Yes, in some games he might forego chapel (like with gardens) but in most games he wouldn't.

IMO, there's more to this than just a loss of 9 points. provinces and the cards that help get you provinces (gold, $5 action cards) are worth -1, so going for provinces is not going to net you nearly as much as in a normal game. Scooping up cheap cards (estates and 2 other piles) especially with +buy seems viable and in that case, chapel isn't necessary because you don't need high $ density. Just to compare: if your opponent uses chapel, gets all 8 provinces (likely will take more than 20 turns) that's 40 minus his higher cost cards + his lower cost cards. He could easily be at 40 or less. If you don't chapel and buy 8 estates and 12 other cheap cards, you'd be at 41 (30 for income tax, 11 for estates). If you opponent can't get all the provinces himself (especially true in some BM strategies) 3 piling cheap cards would really work in your favor.
Yeah, as I said it is a dynamic thing and thus just comparing the difference between trashing and not trashing your starting hand is a totally inappropriate. As you rightly pointed out, when each card is a Mill, piling on cheap cards becomes an actual strategy.
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2361 on: June 12, 2019, 11:16:02 am »
0

GendoIkari   Something Something   http://forum.dominionstrategy.com/index.php?topic=18987.msg802874#msg802874

I mean, you skip chapel when it's on the board, but it makes the game less interesting and breaks the game by conflicting with other cards (How does Remodel work with this on the board?). Points for being snarky though, I guess.


lol I wasn't intending to actually make an entry; it was just a joking way to really make you skip Chapel. Also, "something something" wasn't the card name, it was a stand-in for the on-play effect.
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King Leon

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Re: Weekly Design Contest Thread
« Reply #2362 on: June 12, 2019, 02:34:10 pm »
+1

Thank you @MeNowDealWithIt for that great challenge. I really did not think to have any chance with my submission. It actually started as a RBCI to fix Scout. Eventually the idea fit well into the theme and some fine-tuning and the community feedback helped to make this decent split pile possible. Okay, enough meanderings. Let’s come up with the next one:

Challenge #33: Just react!
Create a pure Reaction card.

I know, this sounds rather easy, but I feel, this will be one of the hardest challenges so far. Most Reaction cards even feature a small benefit to avoid them to be dead cards in some kingdoms without their triggers. For example, Moat is a terminal draw, not even bad in Big Money; Market Square is a cantrip +Buy and Tunnel gives a decent amount of victory points.

Questions to be answered in this challenge are: How can a pure Reaction card work independently from the rest of the kingdom, while keeping interesting synergy and interaction effects with some of the kingdom cards? Which triggers (beside from the existing ones) can be exploited from Reaction cards? How to make sure that a Reaction card is never (or not always) a dead card?

We have seen some novel concepts in contest #1, #3 and #20, but I am excited to see new possibilities. So new, surprising and unprecedented ideas get some bonus points. Keep in mind, that Reaction cards cannot be played by regular ways and when they do have an effect which causes them to be played, this does not consume an Action. When your Reaction card has a reveal-this-when effect, ensure that there are no loopholes, where revealing the same card over and over again gives you an endless amount of resources. Also avoid discard-this-from-your-hand in combination with draw effects, for the same reason.

I am looking forward for your submissions!

« Last Edit: June 12, 2019, 02:36:02 pm by King Leon »
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naitchman

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Re: Weekly Design Contest Thread
« Reply #2363 on: June 12, 2019, 02:55:38 pm »
0

Just for clarification, are you just saying a reaction without the main types (action, treasure, victory, night) but it could be a reaction-looter or reaction-attack, or that it is a pure reaction with no other types, no exceptions?

Also a formatting Q to the public: What do you do when you have no on play effect but you have a reaction/ while in play effect? Do you make a line with nothing above it and write your reaction part underneath? Or do you just skip the line? Or do you write above the line "This card cannot be played" or something like that?
« Last Edit: June 12, 2019, 03:04:44 pm by naitchman »
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2364 on: June 12, 2019, 03:18:33 pm »
0

A very simple idea; one that I think may have even been discussed many years ago. Also, basically my first fan card ever.



Acts a lot like Gold. But neither strictly better nor strictly worse. It can protect you from junking attacks, and it combos well with Remodel and Workshop variants. But the "exactly" bit makes it tricky; 3 Silvers and a Gold can get you a Province; not so with 3 Silvers and a Buried Loot. Same with wanting to buy a cost card with and a Gold vs and a Buried Loot.

*Edit* Oops; that doesn't work like I wanted... revisiting that part....

Originally it was a cost that acted like a Silver instead. Making it into a Gold variant makes it so that it's a less clear decision to buy (is this better than the you could buy instead). And the math might not actually work out, but it "feels" like the "exactly" bit is more of a restriction with more than it is with more.

Also, if this version is a bit too good; it can cost instead. The Silver version would be too weak for and be a better-than-silver at if it were .
« Last Edit: June 12, 2019, 03:34:47 pm by GendoIkari »
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2365 on: June 12, 2019, 03:20:46 pm »
0

Also a formatting Q to the public: What do you do when you have no on play effect but you have a reaction/ while in play effect? Do you make a line with nothing above it and write your reaction part underneath? Or do you just skip the line? Or do you write above the line "This card cannot be played" or something like that?

I think Hovel answers that question. No line.
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segura

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Re: Weekly Design Contest Thread
« Reply #2366 on: June 12, 2019, 03:28:17 pm »
0



A simple gainer that is similar to Smugglers and Duplicate. It has the advantage of being non-terminal and the disadvantage of having to be in your hand to work (whereas you can draw into Smugglers respectively Duplicate can chill in the tavern).
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Re: Weekly Design Contest Thread
« Reply #2367 on: June 12, 2019, 03:28:56 pm »
+1

A very simple idea; one that I think may have even been discussed many years ago. Also, basically my first fan card ever.



Acts a lot like Gold. But neither strictly better nor strictly worse. It can protect you from junking attacks, and it combos well with Remodel and Workshop variants. But the "exactly" bit makes it tricky; 3 Silvers and a Gold can get you a Province; not so with 3 Silvers and a Buried Loot. Same with wanting to buy a cost card with and a Gold vs and a Buried Loot.

You can get a Province with 3 Silvers and a Buried Loot; just buy a Duchy and react with Buried Loot to gain a Province instead of a Duchy. You don't have to spend all of your money. Similarly, to get a -cost with and a Buried Loot, just buy an Estate and react with Buried Loot.

The only situation in which Buried Loot is not strictly better than a Gold is when you want a card that costs , , or . I think Buried Loot has to cost .
« Last Edit: June 12, 2019, 03:30:16 pm by Gubump »
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2368 on: June 12, 2019, 03:33:13 pm »
0

You can get a Province with 3 Silvers and a Buried Loot; just buy a Duchy and react with Buried Loot to gain a Province instead of a Duchy. You don't have to spend all of your money. Similarly, to get a -cost with and a Buried Loot, just buy an Estate and react with Buried Loot.

The only situation in which Buried Loot is not strictly better than a Gold is when you want a card that costs , , or . I think Buried Loot has to cost .

Ugh, oops.

Yeah I could just make it cost . Or think of some other drawback or restriction....
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segura

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Re: Weekly Design Contest Thread
« Reply #2369 on: June 12, 2019, 03:34:16 pm »
+1

There are many engine pieces which cost $4. Usually you want to gain them via gainers but it is not unheard of to use a Gold while buying Ironmongers or Mining Villages.
Also, no Counterfeit, no Venture and no Ironworks-style interaction.

I agree that it seems on average better than Gold but but so is Spices.
If Spices can get away with being nearly always preferable to Gold while costing $5, Buried Loot can easily get away with costing $6.
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2370 on: June 12, 2019, 03:35:45 pm »
0

There are many engine pieces which cost $4. Usually you want to gain them via gainers but it is not unheard of to use a Gold while buying Ironmongers or Mining Villages.
Also, no Counterfeit, no Venture and no Ironworks-style interaction.

I agree that it seems on average better than Gold but but so is Spices.
If Spices can get away with being nearly always preferable to Gold while costing $5, Buried Loot can easily get away with costing $6.

Right, I actually meant to talk about how simply not being a Treasure gives it disadvantages over Gold; but then forgot to include that in my post.
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hhelibebcnofnena

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Re: Weekly Design Contest Thread
« Reply #2371 on: June 12, 2019, 03:40:24 pm »
+1



I figure it's basically just a Reaction version of Lab, so it should cost 5. It's not identical, though. There are situations where it's worse and situations where it's better.

Version 2: added "at the start of your next clean-up phase" to prevent secret chamber loops.
« Last Edit: June 13, 2019, 04:32:20 pm by hhelibebcnofnena »
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2372 on: June 12, 2019, 03:42:14 pm »
0

I will post an image and name later, but for now:

Cost: 5

When you draw this, you may reveal this and set it aside. If you do, +2 Cards and return this to your hand.

I figure it's basically just a Reaction version of Lab, so it should cost 5. It's not identical, though. There are situations where it's worse and situations where it's better.

"When you draw this" triggers have been discussed before; the issue is accountability... by the time you have drawn it; it's in your hand, mixed with the other cards. How do you show if it was a card you just drew, or one that was always in your hand? Also, when is it worse than Lab?
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #2373 on: June 12, 2019, 03:45:05 pm »
+1

Right, I actually meant to talk about how simply not being a Treasure gives it disadvantages over Gold; but then forgot to include that in my post.

Another difference with Gold is that it would only trigger on gain effects on the gained card, rather than on buy (though, interestingly, it would trigger the on buy of the cheaper card).
« Last Edit: June 12, 2019, 03:48:10 pm by scolapasta »
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #2374 on: June 12, 2019, 03:45:51 pm »
0

Another difference with Gold is that it would only trigger on gain effects on the gained card, rather than on buy (though, interestingly, it would trigger the on buy of the cheaper card).

That's something I hadn't thought of; especially interesting with overpay.
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