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1226
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 01, 2019, 03:36:08 am »
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.
Wouldn't you just play it last, with no cards in hand to set aside?
There is green, purple and unplayed white.

1227
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 31, 2019, 01:57:21 am »
Given that a non-terminal Silver is already a $3.5, I'd make Clergy terminal.

1228
Variants and Fan Cards / Re: Dominion: Small Hands
« on: October 29, 2019, 02:21:22 am »
Cute Thing is strictly better than Province.
Feng Shui is a great card.
A House is not a Home does what DXV stopped doing long ago: trashing Attacks that can hit Provinces without any compensation like Saboteur. OK, there are exception like Swindler hitting Province and turning it into a Peddler or massive cost reduction (but whoever reduced the price of Provinces to $0 is likely to win in this very turn anyway).
Cook Out becomes utterly degenerate in a Kingdom with Baker or Recruiter.

1229



So you have 12 Kingdom cards instead of 10, but only 2 of those are available for purchase or gaining when Foreign Merchants is in play. This shifting of 2 piles from Supply and out of it allows for some interesting combos, but there is likely a problem with a card or five that I'm missing.

This is strictly better than a Woodcutter and thus has to cost at least . Based on my instincts, I would price it at even if Woodcutter never existed. I know that the comparison to Woodcutter isn't as big a deal since Woodcutter was removed, but having a card be strictly better than even a removed card at the same cost rubs some people the wrong way, and "some people" includes me. (Although since part of the point of this thread was to buff the removed cards, I wouldn't have brought this up if it didn't seem like a even without the Woodcutter comparison.)
I agree and like to point out that Woodcutter is basically a card category or a benchmark and thus still exists as a "shadow".
Even if Woodcutter never existed, you could deduce from Nomad Camp and Messenger that Woodcutter has to cost $3 and that Woodcutter with an extra has to cost more.
This is different to e.g. Adventurer which is a singular card.

1230
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2019, 10:30:35 am »
I could make the Menagerie option more like a weaker Festival (add +$1) or make it +2 Actions. The Village default is probably fine unless it would be more interesting to use a gainer option, gaining an Action costing up to the number of differently named cards in hand.

Edit: made the Menagerie option Festival. Left the Village option intact rather than make it a Smithy + Action, but I did move the discard to after the draw. Dropped the price to $4.


I think that this is too good now. Festival is a $5, Fugitive is a $4.5. Perhaps stick with discarding before drawing?
It is not easy to control which option is chosen. This fact weaken the card. Ironmonger is a Spy with additional effect of Village (3+Spy) / Peddler (4.5+Spy) / Laboratory (5+Spy), but it is $4 because we basically cannot choose which is chosen.
About Ironmonger, it is superstrong because you are virtually always (pay $4 for a Mining Village) willing to pay $4 for all 3 options ... and then get a cherry on top via the cycling.

The lack of control / randomness is indeed a liability. But it is not strong enough to make a card which behaves either as a 4.5 (closer at 5 than 4 due to the Heirloom) or a 5 be worth 4.

1231


So different approach than the one I submitted. After making changes based on what majiponi said, it was basically a Band of Minions. Assembly by Gazbag was my favorite card, so I liked the idea of a Throne Room element.

Play up to two different Action cards from the Supply that have Student tokens on them, leaving them there.
-
When you gain this, put a Student token on a non-Command Action Supply pile costing up to $4.


So it does not permit a throne room double play, as you need to play two different cards or just play one. The token mechanism slows the card down, which I'm hoping justifies the cards's cost being at $4 instead of $5. Still very Band of Minions-ish, but the double play makes it more effective once you have two tokens out.

I would price this at at the very least. It only takes two Scholasticus gains to make it WAY better than BoM. Which means that just two or more people have to open with it and it suddenly becomes a broken card. I would probably price it at .
I'd go further and claim that this is broken at any price.
After two gains this is a e.g. double Lab in a Kingdom with Village and Smithy (and we know from the secret history that DXV was never able to make a double Lab work).
Advisor and Silk Merchant net draws 3 cards and yields an extra Buy. Mono-card-engine at a piece price of $4 is crazy.
The worst case is something like Pearl Diver and Moat but even then it is still a Lab.

1232
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2019, 06:47:00 am »
I could make the Menagerie option more like a weaker Festival (add +$1) or make it +2 Actions. The Village default is probably fine unless it would be more interesting to use a gainer option, gaining an Action costing up to the number of differently named cards in hand.

Edit: made the Menagerie option Festival. Left the Village option intact rather than make it a Smithy + Action, but I did move the discard to after the draw. Dropped the price to $4.


I think that this is too good now. Festival is a $5, Fugitive is a $4.5. Perhaps stick with discarding before drawing?

1233
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 01:51:35 pm »
Tinker can't do my favorite feature of Remodel, which is run down the Province pile (remodel province into province), and while it is non-terminal, it also doesn't have the support cards from things like Imp, Conclave, Throne Room, Scepter, etc, which make it not-a-stop card; You have to hang onto it and the target card until you're night phase. Those two play differences - both drawbacks, imo - make it different enough from Remodel to keep at the same price point.

You're right though, it does need the "from the Supply" specification. 

1. Considering that Remodel only costs , running down the Province pile is far from the main point of Remodel.
2. The second drawback you mention only comes into play in the late game, but Remodel and Tinker are both priced such that you can open with them. Needing to hang onto the target card until your Night phase doesn't make any difference unless you'd draw into the card you gain/receive since you wouldn't be playing the target card either way.
Two minor drawbacks do not override two major pluses.

I'm just not seeing it as a $5 card, that's my real issue here. You need the target card in-hand, which absent a draw engine, leaves you 3 other cards to buy or play; if you try to capitalize on the non-terminality, you've got one other card to buy or play. Even in a draw engine, these eat at what you've got available for the rest of your turn, which you've gotta play beforehand.
The non-terminality is simply far more important than Province-Province or drawing into the gained card during the same turn. The reason for the latter is again the limitedness of terminal space: you are rarely able to use a Remodel variant (not even Replace) mid-turn and then still have the Actions left to draw into the gained card (respectively you first gotta spend your draw power to draw into something you want to Remodel).

1234
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 12:18:10 pm »


Not sure about Blacksmith's strength, also forgot to include the heirloom on the card.
In a vacuum, Blacksmith is weaker than Catacombs.
But via Blacksmith you are more likely to get the Villager via Tool.
Yet I don't think that this pushes the card from "similar to Catacombs and thus a $5" into $6 territory.

1235
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 08:26:11 am »


Menagerie variant that can assist the heirloom in producing a greater $.

First Born is either a worse Fugitive (discard first is worse than discarding after) or a Villa without the + or the on-gain effect. I think First Born is too weak to cost and should probably cost .
I don't want to disagree with your assessment, this is a weak $5. But you cannot ignore the Heirloom, i.e. Cellar-Fugitive is stronger due to Father's Sword than it would be without it.
I'd change the Menagerie option though. An extra Buy is smart to make Father's Sword payoff but the other stuff seems too weak.

1236
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2019, 03:12:07 pm »
Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.
I think you seriously underestimate the flexibility of this. Play it as village, play the second copy as Smithy and so on.
Also, we usually prefer to use our terminal space for draw and not for terminal Coin generation.

You'd need at least 5 Coppers on your mat to pull off that combo, though, since one of the Coppers is turned over for the turn each time YoP is played.
I am not claiming that it is much better than Miser, which is fairly weak / situational. But the flexibility is strong (and without the turning of the Coppers the card would be an ultimate emulator, a mono-engine card) and makes it a tad better than Miser (around which you often have to build an engine with extra Buys and draw power to make it worthwhile).

1237
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2019, 01:40:22 pm »
Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.
I think you seriously underestimate the flexibility of this. Play it as village, play the second copy as Smithy and so on.
Also, we usually prefer to use our terminal space for draw and not for terminal Coin generation.

1238
Variants and Fan Cards / Re: New Card concept- standing army
« on: October 18, 2019, 08:38:41 am »
Edit idea:  From hand, not Duration.
Cost 4
Trashed card must be cost 5 or higher.
This lacks context.

Also, folks already mentioned that engines are a good defense against Bandit and, guess what, Bandit itself defends against Bandit! Of all the trashing attacks in the game, it is the most harmless one because it gains the very stuff that it trashes.

There are overpowered Attacks in Dominion like Mountebank, Torturer and above all Cultist. Bandit is pretty mild in comparison.

1239
Variants and Fan Cards / Re: New Card concept- standing army
« on: October 17, 2019, 05:57:53 pm »
This is arguably weaker (terminal, no Coins) than Lighthouse.

1240
You might want to make it more clear that Tricks are not general rules, i.e. that they do not trigger automatically.

Blood Moon does not have to specify that the card comes from the Supply and while I think that these Night-Events are pretty cool, especially from a thematic perspective, I'd like to point out that this Trick would work identical if it were an ordinary Event.

I guess that Fence wants to target all cards that you gained during your turn which might run into issues with the lose-track rule (but I never got that rule anyway).

Line of Credit also runs into a rule issue as you cannot buy anything if you have Debt. I mean, you could simply pragmatically ignore this rule in this instance but I wanted to mention the rule issue anyway.

Midnight Sun might be too strong but I'd nonetheless also test it with an extra Buy, if only to make it non-dead in Kingdoms without extra Buys.

Manorialism might also want to be more technical and use a Capital-style wording like e.g.: "During your turn, Victory cards are also Treasures and produce +1 when played."
That also leads to funky stuff with only-Treasure remodelers like Mine.
Among all this is probably my favourite landscape card here. Very simple and cool design.

1241
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2019, 10:29:14 am »
Decompose/Compost (hhelibebcnofnena)
Event, $2 +1 Buy, take Compost.
Artifact, at the end of your turn (after drawing) trash a card from your hand.

One use of Cathedral may not quite be worth $2, considering the one turn hold scenario, but you're also buying it off someone else so there's competitive value. If someone's left with the Compost, they probably have to have good things in hand to trash to it later, so there's always that risk for them to consider.
Overall: simple and effective, consistent yet balanced and interesting competitiveness in almost every game. It's a contender.
I don't wanna diss the design, it is simple and neat. But it is also often forced (T1 to trash before the shuffle unless you open CCCCC) and thus unlikely to be balanced:
Quote
Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers.
http://forum.dominionstrategy.com/index.php?topic=4318.0

This isn't surprising, if you are often willing to pay $3 (Bonfire) in the opening to get rid of 2 Coppers (and actually decrease the economic power of your deck for the next shuffle!) you are likely to often pay $2 to get rid of a dead card.

1242
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 10:13:03 am »
PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
Just go over them: Earth, Field, Forest, Wind and to some degree Sky suck (i.e. do nothing) at Night.

1243
segura:
Quote
This is nearly identical to a Throne Room with +1 Card and totally crazy at $3.

So being able to play a cantrip/village a second time is still too powerful? For example, if playing strictly base, this card could only play Cellar, Harbinger, Merchant, Village, Poacher, Throne Room, Festival, Laboratory, Market and Sentry when not played as the first Action (and when played first, it can't play anything). Good cards, but that's only 11 of 26 Kingdom Piles it can play. It's situationally weaker than Throne Room. I can see raising it to $4 but I thought the deficit could allow for a $3 price. Might be worth killing the +1 Action.

Edit: Thinking on it, the top decking ability is too much. Took it out. I also clarified the language from "play another Action already in play" to "(other than this)" to make the anti-infinite loop more clear. Also raised it to $4 as it is a more useful Estate.
I think it is still too strong. Just look at the net effects of the vanilla stuff: TR on Pearl Diver is a village, Great Hall 1.0. on Pearl Diver was a Lost City, Great Hall 2.0 on Pearl Diver is a Laboratory.

That extra card is stronger than the implicit extra Action of Throne Room, on top of that there is the VP and the only disadvantage of your Great Hall is that you cannot do TR-TR-x chains or in general play it before you played an Action. I doubt that this liability outweighs the advantages.

tl;dr: Great Hall 2.0 is nearly as good as a TR with -1 Action +1 Card 1VP

1244
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 10:03:09 am »
Two of the cards I hate are Wild Hunt and Farmer's Market. mandioca15 recently posted a card that I think works well as a replacement for Farmer's Market, so I thought I'd come up with a replacement for Wild Hunt. I kind of turned it into a crossover Empires/Nocturne card...

Quote
(modded) Wild Hunt
- Action - Night
If it's your action phase: +3 Cards.
If it's your night phase: Receive the next boon.
Either way, you may put a card from your hand onto your deck to take a token from here.
-
Setup: This pile starts with 6 per player.

PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
I like the original Wild Hunt better. This comes with a fixed supply of VPs and behaves a bit like a Landmark on a card. You can play with it fairly solitaire-ish. Sure, keep the decks of the other folks in mind and think about how often they want to topdeck for VPs to judge how quickly the VPs will empty but that's it.

Wild Hunt on the other hand comes with a player-driven supply of VPs and is far more interactive which is, at least to me, the main appeal of the card, as well as all other Gathering cards in general.

1245
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2019, 09:56:25 am »
OK, so I haven't had an entry in a several weeks, but I came up with what I hope is an interesting idea for an artifact yesterday, so let's try it out:

Official entry version: (after updates)





Original version - kept here for posterity:

Cauldron - Artifact
During your turns, Potions are  "Choose one: +1 Potion or +$3."

Infusion - Event - $P
+1 Buy. Trash a card from play. If it costs $4 or more, take the Cauldron. Play any number of treasures.
I like this a lot. Situations in which you want more than 1 Potion are rare and I actually think that this a key reason for why Alchemy is held in low esteem (although nobody ever explicitly says this). Gee, if there is a new resource, we want to see more than just 1 copy per player and game!
Your cards fix that issue, now you potentially want several Potions per game. It is also versatile, you can get the Potion as overpriced (but who cares about that if there are no other ways to thin) non-terminal trasher as well as source of payload. And it becomes really funky when there are Kingdom cards with Potion cost.

1246
Great Hall
It's worse than Throne Room. It can only replay an Action already in play, so this card's special ability is useless if it is the first Action played. In fact, thinking on it, the cantrip should be in there so the card is not a dud without a cantrip/village/lab around. So here is the new wording: "+1 Card, +1 Action. You may play another Action card currently in play a second time, or place it on top of your deck. 1%"
This is nearly identical to a Throne Room with +1 Card and totally crazy at $3.

1247
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 09:01:36 am »
I don't see the situation in which the "finish your Buy phase" clause of Land Surveying ever matters. If you want to buy other stuff, you can always do it before you buy the Event.
I also don't see the appeal of the degenerate equilibrium this leads to. We know this from other cards like Treasurer that fight over an Artifact (and arguably cards like Relic which make everybody waste resources such that the game becomes slower). But these are Kingdom cards that do not automatically lead to boring to-and-fro.

1248
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 08:09:47 am »
At least it favors engines over BM.
Not necessarily. When you engine already works and draws nearly the entire deck, Unleash is like a Villa, you buy it for the Action and not the cards.
In a money deck with a source of extra Buys on the other hand, this can potentially yield 2 Provinces or more.

I think that this very strategic flexibility, the universality of the two cards, is the main asset of Kudasai's design.

1249
Chancellor + Woodcutter = Messenger. No need to fix those base cards, they already were
Night-topdeck the $5-Feast is arguably too good in 4/3. I'd topdeck the gained card, not the Feast itself.
I like the new Thief.
Adventurer sucks at neatly every price and so does the new one. In an engine you'd prefer the blue dog.
I like the new Island Scout but would consider leaving the green permanently on this Tavern mat (and then nerf it in some other way).

1250
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 11, 2019, 08:05:26 am »
Now it seems like a less elegant version of a Throne Room thingy. I also feel that it is more expensive / hard to get / swingy than Citadel.

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