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Author Topic: Weak cards you hope get re-done in Guilds  (Read 23147 times)

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Awaclus

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Re: Weak cards you hope get re-done in Guilds
« Reply #25 on: April 02, 2013, 06:19:15 pm »
+2

Whoops.

In this topic:  veteran Dominion players don't remember what any Dominion cards do.
That's what you get when Iso Dominion goes down.
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eHalcyon

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Re: Weak cards you hope get re-done in Guilds
« Reply #26 on: April 02, 2013, 06:22:34 pm »
0

Whoops.

In this topic:  veteran Dominion players don't remember what any Dominion cards do.
That's what you get when Iso Dominion goes down.

Well, for my mistakes, I often mix up Workshop and Woodcutter because they are both base set $3 terminals with similar names and similar ability (gaining is a virtual +Buy).

And I learned all the cards all at once, mostly through Androminion, so I'm a little less clear on which things are in which set.  I always thought Cartographer was Seaside because map-making feels related to the coast/seaside (and hey -- Treasure Map), and also because it fits the Seaside theme of things happening on the next turn (in this case, setting up the top of your deck for next turn).
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werothegreat

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Re: Weak cards you hope get re-done in Guilds
« Reply #27 on: April 02, 2013, 08:27:21 pm »
0

See, I learned the cards through diehrstraits and the sporcle quiz, so they are all neatly segregated into expansions in my head.
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Re: Weak cards you hope get re-done in Guilds
« Reply #28 on: April 02, 2013, 11:45:39 pm »
0

Likewise, Scavenger and Chancellor are both deck flippers.

I have to disagree with this.  Scavenger's main purpose is as a Demonic Tutor; its deck-flipping capability is simply a facet of that.
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Morgrim7

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Re: Weak cards you hope get re-done in Guilds
« Reply #29 on: April 03, 2013, 12:24:46 am »
+1

See, I learned the cards through diehrstraits and the sporcle quiz, so they are all neatly segregated into expansions in my head.
I learned them from Iso. :'(
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florrat

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Re: Weak cards you hope get re-done in Guilds
« Reply #30 on: April 03, 2013, 07:45:56 pm »
+1

I have to disagree with this.  Scavenger's main purpose is as a Demonic Tutor; its deck-flipping capability is simply a facet of that.
Please don't assume we all play magic, or know all magic cards by heart (to save the others from googling, here's the card). By the way, I totally agree with you.
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Kirian

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Re: Weak cards you hope get re-done in Guilds
« Reply #31 on: April 03, 2013, 11:01:34 pm »
+1

I have to disagree with this.  Scavenger's main purpose is as a Demonic Tutor; its deck-flipping capability is simply a facet of that.
Please don't assume we all play magic, or know all magic cards by heart (to save the others from googling, here's the card). By the way, I totally agree with you.


Yeah, sorry... I actually don't play Magic at all, it's just that this particular "idea" came up so often prior to Dark Ages that it's been inextricably linked with the card in my mind.
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NoMoreFun

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Re: Weak cards you hope get re-done in Guilds
« Reply #32 on: April 04, 2013, 07:57:15 am »
0

Of all the cards in the base set that haven't had a second look, Bureaucrat could do with a redo.

Tax Collector in LastFootnote's "Enterprise" expansion does a pretty good job:

Tax Collector
Types: Action - Attack
Cost: $5
+$2. Each other player with at least 5 cards in hand reveals a card from his hand other than a Copper (or reveals a hand of all Copper). He discards it or puts it onto his deck, your choice.
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shMerker

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Re: Weak cards you hope get re-done in Guilds
« Reply #33 on: April 04, 2013, 12:51:01 pm »
0

"Put a dead card on your deck or discard a useful card" (what the pie-rule wording of the card basically amounts to) sounds like an AP-laden choice to me.
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LastFootnote

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Re: Weak cards you hope get re-done in Guilds
« Reply #34 on: April 04, 2013, 01:13:52 pm »
0

"Put a dead card on your deck or discard a useful card" (what the pie-rule wording of the card basically amounts to) sounds like an AP-laden choice to me.

In practice it's pretty quick. Sometimes it takes a moment, but it's no worse than Ghost Ship on average.
« Last Edit: April 04, 2013, 01:22:54 pm by LastFootnote »
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Morgrim7

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Re: Weak cards you hope get re-done in Guilds
« Reply #35 on: April 04, 2013, 07:08:27 pm »
0

Oohh tax collecter pin sounds yummmmy.
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LastFootnote

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Re: Weak cards you hope get re-done in Guilds
« Reply #36 on: April 04, 2013, 09:44:46 pm »
0

Oohh tax collecter pin sounds yummmmy.

How do you plan to do that?
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Morgrim7

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Re: Weak cards you hope get re-done in Guilds
« Reply #37 on: April 04, 2013, 10:08:12 pm »
0

Oohh tax collecter pin sounds yummmmy.
How do you plan to do that?
Kc-Kc-tc-tc-x. Gives them a hand of either zero cards or copper. Eventually you get them in a vp lock.
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"Oh sweet merciful heavens.

I sit here, lost amongst the cloud, that which is the brain of the Morgrim Mod. Perhaps I will learn the inner workings of that storied mind. Perhaps I will simply go mad.

Mad, I tell you.

Maaaaaaaaaaaaad." -Voltgloss
Dominion Notation: http://forum.dominionstrategy.com/index.php?topic=7265.msg206246#msg206246

eHalcyon

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Re: Weak cards you hope get re-done in Guilds
« Reply #38 on: April 04, 2013, 10:13:55 pm »
0

Oohh tax collecter pin sounds yummmmy.
How do you plan to do that?
Kc-Kc-tc-tc-x. Gives them a hand of either zero cards or copper. Eventually you get them in a vp lock.

But it only affects players with at least 5 cards in hand.
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Morgrim7

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Re: Weak cards you hope get re-done in Guilds
« Reply #39 on: April 04, 2013, 11:01:19 pm »
0

Oh :P
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Mad, I tell you.

Maaaaaaaaaaaaad." -Voltgloss
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werothegreat

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Re: Weak cards you hope get re-done in Guilds
« Reply #40 on: April 05, 2013, 03:52:27 pm »
0

Isn't Crossroads a re-done Scout?
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clb

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Re: Weak cards you hope get re-done in Guilds
« Reply #41 on: April 05, 2013, 04:41:20 pm »
+1

I think there are very few (personally, 2) cards that count as re-done. I consider the rest "variations on a theme of _______".
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timchen

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Re: Weak cards you hope get re-done in Guilds
« Reply #42 on: June 07, 2013, 03:31:59 am »
+1

I would think cartographer IS the better scout! Both are non-terminals, and cartographer fixes why scout is a such notorious card. The +2 coins on Navigator with the fact that it's a terminal makes it play very different.
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dondon151

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Re: Weak cards you hope get re-done in Guilds
« Reply #43 on: June 07, 2013, 03:35:26 am »
0

I have to disagree with this.  Scavenger's main purpose is as a Demonic Tutor; its deck-flipping capability is simply a facet of that.

I could just as easily say that Chancellor's purpose is a worse Demonic Tutor.
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Davio

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Re: Weak cards you hope get re-done in Guilds
« Reply #44 on: June 07, 2013, 03:44:11 am »
0

Junk Dealer is the offspring of Upgrade and Oasis.
And of course Armory is a redone Workshop.
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PitzerMike

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Re: Weak cards you hope get re-done in Guilds
« Reply #45 on: June 07, 2013, 05:01:41 am »
0

I don't want weak cards redone. I want new unique cards!
Except maybe an improved Scout.  ;)
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Davio

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Re: Weak cards you hope get re-done in Guilds
« Reply #46 on: June 07, 2013, 05:04:42 am »
0

I don't want weak cards redone. I want new unique cards!
Except maybe an improved Scout.  ;)
A simple cantrip Scout, guaranteeing that you always get at least 1 card out of it, seems nice.
But then again Crossroads doesn't guarantee drawing a card and no one complains about that! :D
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achmed_sender

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Re: Weak cards you hope get re-done in Guilds
« Reply #47 on: June 07, 2013, 05:05:48 am »
0

Doctor is kind of better Lookout and Butcher the improvement of remodel. Journeyman is a smithy variant and Baker a peddler variant. Hope there are a few cards you which aren't remakes or variants...
« Last Edit: June 07, 2013, 11:39:41 am by achmed_sender »
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SirPeebles

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Re: Weak cards you hope get re-done in Guilds
« Reply #48 on: June 07, 2013, 11:36:55 am »
+1

That doesn't need spoiler tags.
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achmed_sender

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Re: Weak cards you hope get re-done in Guilds
« Reply #49 on: June 07, 2013, 11:40:17 am »
0

That doesn't need spoiler tags.

Right, didn't notice that's in the Guilds subforum  :-\
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