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Author Topic: Weekly Design Contest Thread  (Read 184246 times)

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segura

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Re: Weekly Design Contest Thread
« Reply #3950 on: November 01, 2019, 09:04:07 am »
0

This compares very favorably to bandit. I wonder if you could put the benefit other players on every play rather than just on gain? Itís a nice other player interaction.
I don't see how you could directly compare the trashing attack of Bandit with that trashing of Gild. Perhaps I am too stupid but I don't immediately see how one or the other are on average better. For example in a Kingdom with decent trashing, you don't need Gild's trashing and do perhaps prefer Bandit (as decks are thinner it also hits more often). If there is no thinning, you do perhaps prefer Gild.
The main issue I see is not the power level of Gild, that is fine even without the stuff underneath the line. But a money Kingdom card and an engine Heirloom that needs money to trigger and improve Actions are kind of antithetical.

I agree about Bandit, also Bandit is a pretty weak card anyway so something comparing favourably doesn't seem like an issue. The idea is that Gild gives a decent way to add Golds to your deck to help trigger Ingot but isn't an automatic target for the token. I think you don't want to build too much synergy into this kind of thing so it doesn't dominate games too much, the tension between Ingots requirement and payoff is intentional. If it was all engine benefiting stuff or all money stuff I think that would be a problem.
I don't dislike the use of Adventure tokens without the craziness of Adventure, on the contrary!
But here the two things simply overlap too much. We knwo that stuff from Soothsayer. You start the game, intend to play it engine-ish but then realize that all the Golds simply steer the game more towards money.
If Ingot would provide one of the other tokens it would be better IMO.
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #3951 on: November 01, 2019, 05:31:35 pm »
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One way you could make it more heirloomy is by forcing it to set aside, but that would suck if it turned a 2/5 into 2/4. Not sure a way around that. You could make it give +1 if you set aside a treasure? But then itís less heirloomy. Hmmmm

This wouldn't ruin your 2/5 if you didn't want it to... you simply play your 4 Coppers first, then Savings.
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Re: Weekly Design Contest Thread
« Reply #3952 on: November 01, 2019, 05:47:22 pm »
0

This compares very favorably to bandit. I wonder if you could put the benefit other players on every play rather than just on gain? Itís a nice other player interaction.
I don't see how you could directly compare the trashing attack of Bandit with that trashing of Gild. Perhaps I am too stupid but I don't immediately see how one or the other are on average better. For example in a Kingdom with decent trashing, you don't need Gild's trashing and do perhaps prefer Bandit (as decks are thinner it also hits more often). If there is no thinning, you do perhaps prefer Gild.
The main issue I see is not the power level of Gild, that is fine even without the stuff underneath the line. But a money Kingdom card and an engine Heirloom that needs money to trigger and improve Actions are kind of antithetical.

I agree about Bandit, also Bandit is a pretty weak card anyway so something comparing favourably doesn't seem like an issue. The idea is that Gild gives a decent way to add Golds to your deck to help trigger Ingot but isn't an automatic target for the token. I think you don't want to build too much synergy into this kind of thing so it doesn't dominate games too much, the tension between Ingots requirement and payoff is intentional. If it was all engine benefiting stuff or all money stuff I think that would be a problem.
I don't dislike the use of Adventure tokens without the craziness of Adventure, on the contrary!
But here the two things simply overlap too much. We knwo that stuff from Soothsayer. You start the game, intend to play it engine-ish but then realize that all the Golds simply steer the game more towards money.
If Ingot would provide one of the other tokens it would be better IMO.

I chose the +$1 token as the other tokens are more variable in strength. For instance when Smithy is on the board then the game could just devolve into who gets their +1 Action Ingot token on Smithy first, but on some boards you have plenty of Villages already or there aren't many terminals you need and the token is much less important there. The +$1 token is a little more consistent as something that's always nice to have but never particularly key. I also don't want the Gild/Ingot package to do too many different things at once and the +$1 token is also more thematic.
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Fragasnap

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Re: Weekly Design Contest Thread
« Reply #3953 on: November 01, 2019, 08:33:00 pm »
+2

Gild
Types: Action
Cost: $5
Trash a card from your hand. Gain a Gold.
Heirloom: Ingot
Quote
Ingot
Types: Treasure, Heirloom
Cost: $0
$1. When you play this, if you have a Gold, Silver and Copper in play, you may trash this, to move your +$1 token to an Action Supply pile. (When you play a card from that pile, you first get +$1.)
I like Ingot a lot. I mostly worry that Gild will speed the game up too often that the +$1 token won't matter. I might take notes from Altar and make Gild cost $6.  It would be a weaker $6 for sure, but I worry it would be domineering as a $5 in how it doesn't increase your stop-density.  ...  I think it is unique enough, but plays largely against Ingot.  I'm not sure how I'd feel better about it without complicating Gild's pure simplicity.
Thanks for kicking up the discussion! I thought about Altar and the $6 cost and I think it would lead to frustrating one-sided games more often and so the gameplay would be worse than a $5 cost. ...
Would it lead to frustrating one-sided games any more often than Altar does?  My point really was that a cost of $6 would mean that you need to make the choice between a Gold-flooding tempo-trasher and buying the Gold outright to trigger your Ingot, and, as a point of comparison, I think Altar, a tempo-trashing Workshop+, is stronger than Gild at the same price point.

Picture Taker
Types: Action
Cost: $2
+1 Action. You may discard a treasure, if you do gain a copy of that card.
Heirloom: Micro SD Card
Quote
Micro SD Card
Types: Treasure
Cost: $1
Look through your discard pile and put a treasure from it in your hand.
Card types should be capitalized (Treasure on both Picture Taker and Micro SD Card).  Micro SD Card needs the Heirloom type.  Micro SD Card doesn't need to give permission to look through the discard pile per 2019 errata.  Theme is incredibly anachronistic: How about Painter \ Palette?
The only time I might ever buy Picture Taker is in an Ill-Gotten Gains rush.  I just don't have enough time to discard my payload treasure in order to duplicate it.  Mint is only decent because it trashes your Treasures when you buy it.  Picture Taker would be better by playing the Treasure instead of discarding it.
Micro SD Card introduces a lot of problems to the opening. When you get it on the bottom of your opening, you get $3/$5 or $4/$4 by buying a Silver, but if you get it on top of your shuffle you're shafted, let alone anything weird that might happen around alternate Treasures.  Opening with Counterfeit and playing it on turn 2 is unlikely, but insane, I'm sure.  Your feeling regarding $5 Treasures aside, Micro SD Card would be more stable if it gave $1 if you didn't have a discard pile.

Musician
Types: Action, Duration, Looter
Cost: $2
+2 Actions. Put up to 3 tokens on this. (When you play an Action card, remove a token for +$1.) While any remain, at the start of each of your turns, gain a Ruins.
Heirloom: Lute
Quote
Lute
Types: Treasure, Heirloom
Cost: $4
When you play this, +$3 per empty Supply pile.
You've written Musician as though you expect players to use it to gain Ruins as a benefit so you can get +$1 (or +$2, or $3, depending on the number of Musicians preceding it) added onto it, but you could just build a deck without Musician and then put Musician into it for that ridiculously strong benefit.  I've played extensively with a card that pays out coins as you play other Actions, and the coins that it gives are fairly reliable as you simply put the card into your deck when your deck can consistently proc them.  Because players can just build around the effect it comes with a different drawback (it limits your first buy).  If you want to maintain Musician in its current idea, then its drawback needs to be harder to ignore.
Otherwise, I'd recommend changing Musician to be some sort of Supply trasher to help Lute go off.  Really though, I think a Kingdom card that makes Lute realistic in Kingdoms where it might not otherwise be possible to empty Supply piles will end up having major Supply problems in multiplayer.
I concur that an Heirloom that depresses the opening is a problem.

Clergy
Types: Action
Cost: $4
+1 Action, +$2. Reveal your hand. The player on your left chooses a revealed card. Trash up to 3 cards from your hand other than that card.
Heirloom: Teachings
Quote
Teachings
Types: Treasure, Reaction
Cost: $2*
$1.
When you trash a card from your hand, you may discard this from your hand. If you did, +1 Villager per $1 in the card's cost, or if the card costs $0, +1 Villager.
Teachings needs the Heirloom type.  Heirlooms don't have * in their cost.  The Reaction should be separated by a horizontal rule. "Discard" is implied to be from hand without context, so the "from your hand" on Teachings is redundant (Market Square still has it, probably to avoid confusion that you can't discard it from play).
Silver-with-a-bonus is somewhat of a "no-no" at $4, and +1 Action and +$2 is largely the same as a Silver (worse as you can draw it dead, but better because you can get it out of your hand for a variety of benefits).  I'd recommend Clergy either be terminal or require that you trash 1 to 3 cards.
Teachings's trigger is weird.  I would just crib Market Square's wording.  The times you can trash cards outside your hand are fairly rare, and being able to respond to Swindler\Knight type Attacks doesn't seem ridiculous to me.

Plough
Types: Action
Cost: $4
+2 Cards. If you have an odd number of cards in hand (after drawing), +2 Actions.
Heirloom: Savings
Quote
Savings
Types: Treasure, Heirloom, Duration
Cost: $2
$1. When you play this, you may set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Plough compares far too well to Diplomat.  To get Diplomat to work you have to repeatedly reduce your hand, but Plough can chain as though it were Laboratory with any +Actions or some hand-size changes, let alone the fact that you can make it even better with anything else that can change your hand.  Unlike Diplomat it is guaranteed to have a trigger in every game in the form of Savings.  It would compare poorly to Lost City at $5, though.  I might go for a bigger bonus with its odd number trigger so it can cost $5.
I think a turn 2 Savings versus a turn 1 Savings is a big deal as it pseudo-trashes itself and either a Victory card or a Copper from your deck for that so-important second shuffle.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3954 on: November 02, 2019, 05:24:51 pm »
+2

Judging is in 24 hours.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3955 on: November 03, 2019, 08:45:24 pm »
+3

A little late on the judging, sorry.

Contest #49: Make a Card with a Custom Heirloom

* Means it's in the Top 5

Noble Son/Fatherís Sword by ShadowHawk
http://forum.dominionstrategy.com/index.php?topic=18987.msg813963#msg813963
Noble Son looks like sometimes fun, sometimes frustrating. Youíre going to get screwed over a lot if youíre relying on it for +Actions. Fatherís Sword will help increase diversity, but it wonít be enough on its own. Other than that, the actual on-play ability of Fatherís Sword doesnít actually help Noble Son, itís just something thatís likely to be good if Noble Son is already good.

*Foundation/Safe by Aquila
http://forum.dominionstrategy.com/index.php?topic=18987.msg813971#msg813971
I really like these. Foundation looks super fun overall. Safe is has a bunch of neat uses on its own, and youíve really done a good job fitting it with Foundation. The top decking helps line up something to upgrade, the Coffers help save up for Foundation and even the $1 price point makes it often a decent target for upgrading itself. My one complaint is that putting ďyou mayĒ on both of them makes the pair seem a bit too easy to use. Forcing the top decking on Safe would be pretty annoying so I can see why you didnít do that. I feel that Foundation would be more interesting if the upgrading were forced, though. That would make the choices more intense and differentiate it further from Transmogrify.

*Farrier/Horseshoe by Fragasnap
http://forum.dominionstrategy.com/index.php?topic=18987.msg813981#msg813981
Another nice pair of cards, although Farrier seems too good for $3. I canít think of much else to say except that I do like them.

Tinker/Tin Snips by spineflu
http://forum.dominionstrategy.com/index.php?topic=18987.msg814004#msg814004
I donít think thereís enough reason here for the cards to be returned to the Supply instead of just trashed. There are very few cards besides Tinker that Tin Snips will interact with. Iím also not seeing any reason for this to be a Night card. It seems annoying that you have to remember to not play Tin Snips if you want to use the Reaction.

Strategist/Strategic Money by Abel_K
http://forum.dominionstrategy.com/index.php?topic=18987.msg814005#msg814005
These are way too complicated. Try to make cards that each implement a simple, singular idea. Be sure to check how your cards compare to existing ones - Strategic Map is strictly better than Estate, so it should cost more. Also, if itís really necessary to refer to a group of cards, make up a new Type for them so that you can just name the Type (which is why Donald made the Spirit Type, for instance).

Haunted Dresser/Drawer by majiponi
http://forum.dominionstrategy.com/index.php?topic=18987.msg814015#msg814015
Drawer is cute - both the name and the effect, though it might be hard to track the effect as the card isnít a Duration. Drawer does seem very strong, though - I might bump the price up to $4 or even $5. Haunted Dresser has some neat uses. Top decking a Treasure or Victory card is usually bad, but Drawer can cancel the effect. I guess itís good then that Drawer isnít a Duration, since it means you can play Haunted Dresser every turn and not worry about top decking something bad. Honestly, though, I think I'd often prefer to just have something good for my extra card next turn. You can top deck an Action card and get Villagers but then you can't play it this turn.

*Dividends/Investment by pubby
http://forum.dominionstrategy.com/index.php?topic=18987.msg814021#msg814021
I like Dividends as an Heirloom. Its effect is neat and making it an Heirloom is a nice way to stop it from getting too crazy. Investment is also nice - normally a simply Peddler but it synergizes well with Dividends. Overall these are simple but still have good interaction.

Mine Worker/Mine Cart by grrgrrgrr
http://forum.dominionstrategy.com/index.php?topic=18987.msg814028#msg814028
These are both rather wordy, but I like the basic idea of them: keep Durations in play with Mine Worker, then cash in on Mine Cart when youíve piled up a whole bunch of them. Mine Cart should maybe be a Duration itself, and Iíd prefer if Mine Worker had a different, less wordy top part.

Galley/Coffee by grep
http://forum.dominionstrategy.com/index.php?topic=18987.msg814079#msg814079
I like Galleyís basic effect. On average itís a bare cantrip that offers a large amount of flexibility. The on-gain and Coffee will help increase your average handsize, but they both come with drawbacks - with Coffee youíll spend the extra draw on the Coffee itself, and if you discard a Treasure card that usually means not playing it. Iím not completely persuaded Galley needs either of these as it already gives Villagers on play.

Senator/Bonds by [TP] Inferno
http://forum.dominionstrategy.com/index.php?topic=18987.msg814091#msg814091
So Bonds is like Cursed Gold, but with an effect that usually isnít as bad. For me, though, it might actually be more annoying to play with, because the bad effect hurts you immediately and it wonít ever stop. Senator is a good way to turn it into a bonus, although for my taste the cards feel a bit too closely bound. Without Senator, Bondsí effect is virtually always bad, and itís hard to think of ways besides Bonds to guarantee that Senatorís effect hits - though itís a good defense against handsize attacks and the interaction with Cathedral is neat.

Novelist/Book by DEGwer
http://forum.dominionstrategy.com/index.php?topic=18987.msg814097#msg814097
These look fun on first glance. I feel that they could be made cleaner, though, either by dropping Manuscript or by making Novelist and Manuscript and split pile and ditching Book.

Wizard/Grimoire by Gubump
http://forum.dominionstrategy.com/index.php?topic=18987.msg814098#msg814098
Iíd like this a lot more if there were other things you could do with the Spell Tokens. As it is, though, spending your Spell Tokens on Curses is something youíll want to do as soon as possible, so this is ultimately just a slower Witch.

*Elder/Locket by Something_Smart
http://forum.dominionstrategy.com/index.php?topic=18987.msg814111#msg814111
An all-around good entry, with cards that have good interaction but that are also good in and of themselves. Elder looks very fun, a Golem-Vassal hybrid that plays in its own different way.  Locket also looks fun. The usefulness is obvious, but it can burn you when you buy a Treasure or especially a Victory card.

Gild/Ingot by Gazbag
http://forum.dominionstrategy.com/index.php?topic=18987.msg814210#msg814210
Gild Iím not too excited about; if Gold is good youíll get it, otherwise not. I do like Ingot though; it looks like a fun thing to try to crack.

Street/Map by NoMoreFun
http://forum.dominionstrategy.com/index.php?topic=18987.msg814466#msg814466
Nice and simple, but too much so? I donít really like that Map is identical to Diadem except for not having +$2. Still, it seems like a good thing to make into an Heirloom to prevent the effect from being overpowered.

*Pelt/Fur Trader by anordinaryman
http://forum.dominionstrategy.com/index.php?topic=18987.msg814482#msg814482
I like Pelt a lot. Itís the sort of thing thatís useful in many games but that you still only want one of. I also like that Fur Trader gains Silvers to your hand. I'm not sold on the rest of the effects, though. Pelt can already effectively replace your gained Silver with something else, so it feels redundant that Fur Trader can as well.

Musician/Lute by Kudasai
http://forum.dominionstrategy.com/index.php?topic=18987.msg814495#msg814495
I like the idea of Lute, but itís really weak. I think it should give an unconditional +$1; that would make it maybe worth keeping around. Musician is also very weak; itís unreliable as a Village and gaining Ruins is awful. Musician should either have some way to trash the Ruins or give a whole bunch of +Actions so that you can at least play the Ruins and it leaving your deck doesnít hurt as much.

Picture Taker/Micro SD Card by Frolouch
http://forum.dominionstrategy.com/index.php?topic=18987.msg814557#msg814557
Micro SD Card looks frustrating and weak; in the beginning its value depends on you having Coppers in your discard, and when you have better Treasures youíre more likely to not have a discard. Picture Taker feels too similar to Mint; the discarding doesnít add anything interesting because the copy is also going in your discard.

Clergy/Teachings by Fly-Eagles-Fly
http://forum.dominionstrategy.com/index.php?topic=18987.msg814572#msg814572
I may be wrong about this, but it seems to me that the optimal strategy for Clergy is to always choose Copper; then your opponent can get rid of their Estates but still has 7 junk cards. The exceptions would be in the odd case where your opponentís Coppers do not outnumber their Estates or if thereís Curses. Either way, the situation where you can trash more than one card at a time with this doesnít seem likely. The cards overall seem fine but donít excite me much.

Plough/Savings by 4est
http://forum.dominionstrategy.com/index.php?topic=18987.msg814634#msg814634
Plough should absolutely be $5. Get an even number of cards in your hand and itís a Lab. Having said that, it does have some interesting strategy behind it: you can either use it as a straight Lab or alternate it with terminal payload for a Lost City effect. Savings looks fine, though maybe a bit too similar to Haven.

-------------------------------

Winner: Elder/Locket by Something_Smart
Runner-up: Foundation/Safe by Aquila
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #3956 on: November 04, 2019, 04:58:59 pm »
+1

Awesome! Thanks for the feedback :)

Contest #50: Design a card (or card-shaped thing) that causes you to reveal one or more cards from the top of your deck.
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Fragasnap

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Re: Weekly Design Contest Thread
« Reply #3957 on: November 04, 2019, 05:54:45 pm »
0


Quote
Belfry
Types: Action
Cost: $3
+1 Action. Reveal the top 2 cards of your deck. You may trash this or a card from your hand. Put the revealed cards sharing a type with the trashed card into your hand and the rest back in any order.
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majiponi

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Re: Weekly Design Contest Thread
« Reply #3958 on: November 04, 2019, 09:57:46 pm »
0

Young Smithy
cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.


EDIT: Withdrawn
« Last Edit: November 05, 2019, 04:30:00 am by majiponi »
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3959 on: November 04, 2019, 10:03:33 pm »
+1

wait this is contest 50 and we're not doing a gold themed one?
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Gubump

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Re: Weekly Design Contest Thread
« Reply #3960 on: November 04, 2019, 10:41:09 pm »
0

Young Smithy
cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.

I don't think this really fits the challenge because there's no reason to have it be "reveal" instead of "look at," and the challenge specified "reveal."
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Aquila

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Re: Weekly Design Contest Thread #50: reveal from top of your deck
« Reply #3961 on: November 05, 2019, 03:40:27 am »
0



This lets you discard something to get a better but similar card in your deck. You can build your strategy around it. But, with a lot of revealing on a cantrip, it could be too slow to resolve, and maybe it should be $5.
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majiponi

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Re: Weekly Design Contest Thread
« Reply #3962 on: November 05, 2019, 04:28:49 am »
+1

Young Smithy
cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.

I don't think this really fits the challenge because there's no reason to have it be "reveal" instead of "look at," and the challenge specified "reveal."

Oh, I misunderstood. Not look, but reveal. Withdrawn.

Quote
Young Envoy
cost $4 - Action
Reveal the top 4 cards of your deck.  Put each one with different names into your hand. Discard the rest.  Put one copy of each differently-named card into your hand.

If I reveal 4 Coppers, I put a Copper into my hand.
If I reveal 2 Coppers and 2 Estates, I put a Copper and an Estate into my hand.
If I reveal a Copper, a Silver, a Gold, and a Province, I put all of them into my hand.
« Last Edit: November 05, 2019, 09:35:09 am by majiponi »
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #3963 on: November 05, 2019, 07:51:51 am »
0

I might phrase that "put one copy of each differently-named card into your hand."
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mail-mi

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Re: Weekly Design Contest Thread
« Reply #3964 on: November 05, 2019, 11:36:59 am »
0



Not sure if this qualifies of strictly better than Hunting Grounds

OP has been updated with new card

Old card:
Cavern
Action - $5
Reveal the top four cards of your deck. You may discard any non-Victory cards for +$1 each. Put the rest into your hand.

« Last Edit: November 07, 2019, 02:44:11 pm by mail-mi »
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Gubump

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Re: Weekly Design Contest Thread
« Reply #3965 on: November 05, 2019, 01:09:26 pm »
0



Not sure if this qualifies of strictly better than Hunting Grounds

Cavern is strictly better than Hunting Grounds and costs less. Cavern has to cost at least .
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #3966 on: November 05, 2019, 01:11:37 pm »
0



Not sure if this qualifies of strictly better than Hunting Grounds

Cavern is strictly better than Hunting Grounds and costs less. Cavern has to cost at least .

This also seems to be a case where "reveal" isn't strictly necessary, since you have the option to not discard.
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mandioca15

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Re: Weekly Design Contest Thread
« Reply #3967 on: November 05, 2019, 01:44:42 pm »
+1

Herdsman (Action, $4)

Reveal the top 4 cards of your deck. Reveal your hand. Put the cards revealed from your deck that match those from your hand into your hand, and discard the rest.
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #3968 on: November 05, 2019, 01:52:08 pm »
+2

I won't disqualify cards that use "reveal" when they could use "look at," though I may take it into account.

Also, Cavern isn't strictly better than Hunting Grounds because Hunting Grounds has the on-trash ability.
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Gubump

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Re: Weekly Design Contest Thread
« Reply #3969 on: November 05, 2019, 02:10:57 pm »
0

I won't disqualify cards that use "reveal" when they could use "look at," though I may take it into account.

Also, Cavern isn't strictly better than Hunting Grounds because Hunting Grounds has the on-trash ability.

It is, however, strictly better on play, and you don't exactly buy Hunting Grounds for its on-trash ability like you do for Fortress.
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All of my fan card mockups are credited to Violet CLM and his Dominion Card Image Generator.

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Re: Weekly Design Contest Thread
« Reply #3970 on: November 05, 2019, 04:03:12 pm »
+1


Quote
Racketeer ē $5 ē Action - Attack
Name a card type and reveal the top 3 cards of your deck. For each revealed card with the named type, choose one: Each other player discards down to 3 cards in hand; Each other player takes their Ė1 Card token; or Each other player gains a Copper.
Discard the cards with the named type and put the rest into your hand.

I did a long one this week. Considered breaking the three flavors of attack out to hexes/hex-like cards but i figured these were all easy enough to do and I didn't want the variation/envy/miserables from hexing to be in there.
Has a fun interplay between whether you want to get cards for you in your hand or hurt other ppl.

Rulebook errata, since this card is overly long already: choices must be different.

Frolouch

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Re: Weekly Design Contest Thread
« Reply #3971 on: November 05, 2019, 07:30:16 pm »
+4


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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #3972 on: November 05, 2019, 07:48:36 pm »
0

Farm Cellar
Action - $5
+1 Action
Reveal cards from your deck until you reveal an Action or Treasure, then put all revealed cards in your hand.
Discard any number of cards, then draw that many.
« Last Edit: November 06, 2019, 12:57:27 pm by NoMoreFun »
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pubby

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Re: Weekly Design Contest Thread
« Reply #3973 on: November 06, 2019, 03:28:31 am »
+2

Convulsion of Nature
Project - $2
For the rest of the game, flip your deck upside-down and play with it that way.
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majiponi

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Re: Weekly Design Contest Thread
« Reply #3974 on: November 06, 2019, 04:47:42 am »
0



Not sure if this qualifies of strictly better than Hunting Grounds

Cavern is strictly better than Hunting Grounds and costs less. Cavern has to cost at least .

This also seems to be a case where "reveal" isn't strictly necessary, since you have the option to not discard.

Revealing is necessary in this case. You can hide your Victories under your Copper. (Others cannot see non-top cards in your players' discard pile, so they cannot know whether you are honest.) Relying on players' bushido is not a good design.
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