Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - segura

Filter to certain boards:

Pages: [1] 2 3 ... 62
1
It's also Action discard Lost City. Does that make it too strong?
Only playtesting can tell. My guess is that it is fine as you cannot run a monostategy.

2
I like this. ActionStables is not a novel idea and always felt weakish compared to other $4 Labs like Caravan or Advisor because it is not viable on the opening. Giving it the Fury type is a nice little buff.

3
Variants and Fan Cards / Re: Dominion: Agraria
« on: May 11, 2024, 05:55:32 am »
This is a massive achievement and I think that there are a lot of great cards in this. Overall it is a bit too vanilla-ish for my taste.

WAYS
Way of the Wolf is the only Way I know that makes an Action strictly better than the original non-Way version.
I think that this is a dubious design choice.

ALLIES
Border Kingdom could use a clearer wording (or a simpler version) but is easily my favourite Way.

Lord of Manor and Merchant Convoy don't need the "per 1 unspent" wording; you can just write "you may spend a Coin and a Favour for".

ACTIONS
Grange and Oxen are very cool splitters.

Waresmith
is stronger and cheaper than Monument.

TREASURES
Beer and Wine are both Treaure Markets and thus too strong / cheap.

Keg is basically a TreasureDoublePeddler for $4. Sure, it is balanced by the 'first copy you play each turn is a splitter' thingy so you can most likely not mindlessly run a Keg only deck. But I nonetheless think that this needs to be nerfed or higher priced.

4
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 08, 2024, 12:45:42 am »
It is basically City that activates quicker and thus too centralizing.

5
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 04, 2024, 02:44:00 am »


Might be a bit too good due to the flexibility.

6
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 04, 2024, 01:57:54 am »


Raiders' Den
+2 Actions
The next Horse or Spoils you play this turn isn't returned to its pile.
-
Overpay: Per $3 overpaid, move your Horse or Spoils token to a Kingdom Supply pile you have no tokens on. (When you play a card from that pile, gain a Horse/Spoils.)
$2+ Cost Action

After some testing: changed its pricing so that you have to buy one for each time you want to place a token, but you only pay the $5 if you want to actually use it for token placement and can buy it for its intrinsic value otherwise, in case you want to add more to your deck. Also added a little incentive to have it not just be a more expensive necropolis. Now it neatly interacts with what the tokens do. (for some reason i couldn't get the bold font on overpay to work ¯\_(ツ)_/¯ ).
Pathfinding plus then some for $5 is far too cheap.

7
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 03, 2024, 05:02:13 pm »
Shares
Action - $2
+1 Action
Choose one: Place your Shares token on an Action supply pile, or take back your Shares token for +2 Cards and +2 Actions
____
In games using this, when any player gains a card, +1 Card if your Shares token is on it

Edit from previous post: Modified so it's one per player
I don’t get this. Without the below the line stuff, it is on average Village yet cheaper.

8
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 01, 2024, 09:22:17 am »
Yep, it is a two-shot (it is highly unlikely that you wanna buff a Necro). I don’t see the problem, that is naturally how non-landscapes are going to work with Adventure tokens.

9
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 01, 2024, 05:57:53 am »
I don’t think the card has to be buffed. It is basically Pathfinding plus then some on a Necropolis which sounds very strong. If you give it a Buy it does everything: Buy, draw, split, payload.

10
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 01, 2024, 04:48:30 am »



You generally never need to move your token more than once (although with Raiders' Den you want to move two) and these are very weak cards other than the token moving. I think that they'll be treated as one/two-shots and you'll only buy one copy (unless it's the only Village, in which case it's not fun to have to buy Necropolises for $5). Powerful one-shots are probably better as Events. You could argue that it could put the token on itself, but they're so weak other than the token moving that there's much better targets.

TL;DR: I recommend making these into Events.
Happy Village already exists as Event.

11
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 26, 2024, 12:57:00 am »
I think that a wording like with Merchant would be more compact "The first time you play a Silver this turn, +1 Card, then you may put a card from your hand onto your deck." and it would also have the effect that the card works more naturally with Throne Rooms (it becomes throneable) and Ways (the Way ignores the Silver effect as there is no below-line stuff anymore).

That functionally changes it such that with three Hot Springs and 1 silver, you get to draw 3 cards when you play a silver. The current wording requires 1 hot spring and 3 silvers to draw 3 which is better balanced since silver is a stop card. Also, your suggested wording would render the “play a treasure” less useful since only your first silver play does anything.

I appreciate the simpler wording, but I think it would make the card not designed as well. Thanks for your thoughts.
Yeah, you are right.

12
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 25, 2024, 11:57:17 am »
I think that a wording like with Merchant would be more compact "The first time you play a Silver this turn, +1 Card, then you may put a card from your hand onto your deck." and it would also have the effect that the card works more naturally with Throne Rooms (it becomes throneable) and Ways (the Way ignores the Silver effect as there is no below-line stuff anymore).

13
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 25, 2024, 11:41:44 am »

14
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 14, 2024, 10:17:23 am »
That means literally the same thing as my actual post. If you feel offended by non-technical language, so be it.

15
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 14, 2024, 02:52:57 am »
It feels like Sheepdog and Stowaway had a love child but gave them their worst genes.

There's a nicer, more helpful way to say this.
I am not huge fan of getting told how to actually write or talk. That is far more obnoxious and rude than me making the point that a card idea already exists, implemented in two cards that are stronger.

16
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 13, 2024, 03:34:41 pm »
It feels like Sheepdog and Stowaway had a love child but gave them their worst genes.

17
Variants and Fan Cards / Re: Fan Card Mechanics Week 87: Seed mat
« on: April 12, 2024, 01:01:12 pm »
2 Seeds on a $3 seems far too strong. It is hard to estimate the strength of the Mat, but a rough benchmark is that a Seed is like gaining a Lab. Worse as there is some delay, better as you can also blow up the Tree for a one-shot Market.

18
The idea is very cool but I think it is too centralizing even in 3P.

19
I pointed out in my above post why general principles like „gain a Horse is similar in strength to +1 Card“ only gets you so far. On a non-terminal, immediate draw is much to be preferred over Horse gaining.

20
Goat is sad

Listing Goat in A tier was wrong but it's definitely not sad. non-terminally +1 Card, +1 Action, trash a card (which is basically what this is) is quite strong. If Rats didn't give you another rats people would be all over it. And turning into a different card later is a premium upgrade for a trasher.
You obviously never played with Goatherd or Hideout which are both stronger than +1 Action, trash a card, gain a Horse. There is a huge difference between drawing now and thus having a larger trashing choice and getting a Horse and thus having a smaller trashing choice.

And we talk about a $6 …

21
It's basically a Lab with a +Buy. I'd say 2/5 ways are ok $5s when you add a card and a Buy. Goat is sad, Butterfly is sad, Frog is sad, Rat is dead, Camel is sad, Monkey is sad, Ox is sad, Seal is sad, Sheep is sad, Chameleon is sad, Mole is sad, and Worm is sad. Horse, Mule, Otter, Owl, Pig, Squirrel, Turtle, and Mouse are reasonable $5s. And the thing to remember is you get a choice out of 3, so even if all the choices are so-so this could be worth it. And many boards this will fill a role not present, particularly when it's the only +Buy, so it will be fine even without being super crazy.
Edit: And you get the value from giving yourself access to whatever Way, or denying it to your opponent.
Nah. Squirrel sucks with handsize Attacks, Mule is a delayed Market (a weak $5 to being with so a delayed version can hardly be OK) and Otter is worse than a Smithy with a Buy like Barge or whatever.

No $5 by a long shot which is hardly surprising when the actually posted card would be weak at $5.

22
There is nothing crazy about a Market Square that gains a Horse. A Way with a Horse and a Buy is no $5.

23
It is extremely simple. All the Ways that don’t draw suck. So 5 out of 20 are OK and the rest is between bad (Monkey or Mule being delayed Market/Bazaar) and totally bad (e.g. Ox being a delayed Double Village, Worm being semi dead, Rat being totally dead, Butterfly making the card a non-terminal Workshop and so on).

24
Weekly Design Contest / Re: Weekly Design Contest #215: Getting Engage
« on: April 06, 2024, 02:09:49 am »
Captain kinda disagree with the notion that a $6 Duration „+1 Action, at the start of your next turn, +2 Cards, +1 Action“ (Horse Trainer + Turtle) is crazy.  Captain on any cantrip is superior to the above and you are kinda sad when Pearl Diver is the best to pair with Captain.
Horse Trainer doesn't have the duration penalty; you're comparing Highwayman to Haunted Woods. And Captain is currently rated as the 26th best card, so anything comparing to that would ideally be tuned down a little bit.
I'd also like to add that Owl is A tier. Less easy to use than Otter, but still really strong.
Nah. As I said, Captain with Pearl Diver is super bad. Captain with something like Ironmonger is not broken and the advantage of Ironmonger easily compensates for the Duration.

Let us take another pick from the supposed list of broken Ways, Goat. Non terminally trash now, gain a Horse is fairly weak. Probably a weakish $4 and definitely far below the power level of $5s trashers like Junk Dealer and Upgrade. And we talk about a $6 …. So nah, nothing broken here either.

Horse Trainer is a weak $5.

25
Weekly Design Contest / Re: Weekly Design Contest #215: Getting Engage
« on: April 05, 2024, 01:13:31 pm »
Captain kinda disagree with the notion that a $6 Duration „+1 Action, at the start of your next turn, +2 Cards, +1 Action“ (Horse Trainer + Turtle) is crazy.  Captain on any cantrip is superior to the above and you are kinda sad when Pearl Diver is the best to pair with Captain.

Pages: [1] 2 3 ... 62

Page created in 0.055 seconds with 18 queries.