Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: Roadrunner7671 on August 31, 2015, 09:55:58 pm
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Personally, I think instead of Survivors, the last Ruin should've been 'trash a card from your hand.' This would probably be the best Ruin, but it keeps up with the vanilla benefit theme a bit more than Survivors. Thoughts?
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Personally, I think instead of Survivors, the last Ruin should've been 'trash a card from your hand.' This would probably be the best Ruin, but it keeps up with the vanilla benefit theme a bit more than Survivors. Thoughts?
If Donald X. makes more Ruins for whatever reason that could work. Overall, I think it is a bit strong since it helps clear out the Ruins. I mean, these things are essentially supposed to be worthless junk. It would likely make Cultist not as strong.
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It would likely make Cultist not as strong.
Oh yes, that would be such a shame.
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Ruins are already one of the few asymmetric cards in Dominion. Normally this is okay because they're all quite bad, but very rarely some games are decided by whether a player has Ruined Market.
The difference if one player gets 2 trashing Ruins and the other player gets none feels far too big. But, maybe it'll be less than a bad Swindler hit.
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Well, frankly, I feel there should have been only 4 types of Ruins. The fifth one is going to be the oddball either way.
But I guess Survivors can be kind of interesting, so there's that.
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Ruined moneylender sounds like a better idea until you think twice about the name.
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Personally, I think instead of Survivors, the last Ruin should've been 'trash a card from your hand.' This would probably be the best Ruin, but it keeps up with the vanilla benefit theme a bit more than Survivors. Thoughts?
Nah, trashing a card is something you often want to do. Ruins should be *rarely* useful. Survivors comes in handy a lot less often than it sounds like it would, which is pretty consistent.
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Such a ruins should trash cards costing 3$+, like a Sea Hag you are done with. That puts its power level and niche-asymmetry about on par with Ruined Market
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Such a ruins should trash cards costing 3$+, like a Sea Hag you are done with. That puts its power level and niche-asymmetry about on par with Ruined Market
That could work as well.
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Such a ruins should trash cards costing 3$+, like a Sea Hag you are done with. That puts its power level and niche-asymmetry about on par with Ruined Market
That could work as well.
And it can ultimately trash Cultists in a pinch.
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Such a ruins should trash cards costing 3$+, like a Sea Hag you are done with. That puts its power level and niche-asymmetry about on par with Ruined Market
That could work as well.
And it can ultimately trash Cultists in a pinch.
It could also help clear out Rats, trash a Feodum, or put extra Urchins/Silvers in the trash to prevent a Rogue attack.
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It could also trash a Province if you already have more than half the total available points, but both you and your opponent are so bogged down that the game will take forever to end.
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Does that actually ever happen when a Looter is around to reduce the pile requirement to 2?
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Alternately, could you have 'Trash a card from your hand. Gain a different card of the same cost'.
This lets you turn your Curses and Ruins into Coppers, which is mildly helpful, I suppose. It also acts as a friendly Swindler, which transforms useless Sea Hags and Witches, combos with fortress, etc. Or is this too powerful? Should the above limit it to cards of cost $0?
The "Different" prevents you from running out the Provinces.
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Nah, I like "trash a card from your hand. Gain a card of the same cost that shares a type with it". You can only swap your ruins out for other ruins! The most gloriously marginal of all effects! (I wouldn't mess with the card just to block trash-Prov-from-supply, Salvager and Remodel just let it happen too.)
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I'm fine the way it is. Trashing a card is a lot more impactflul than any of the other vanilla bonuses. Looking at the top cards seems like a good decision for the fifth ruin to me.
When I had to make change about the ruins I would put 2 of each ruin in the pile instead of randomizing it.
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I like to slip a Princess into the Ruins pile, just to spice things up.
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I think it should be
Ruined Jack of all Trades.
Gain a Copper
Look at the top card of your deck; put it back.
Draw until you have 4 cards in hand.
You may trash an Action card from your hand that is not a Ruins.
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I thought of a potential ruins. Ruined estate. It is like OE, but you can't trash it to draw a card. Works well with Silk Road.
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I thought of a potential ruins. Ruined estate. It is like OE, but you can't trash it to draw a card. Works well with Silk Road.
I like it. It also combos with Scout. ;)
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If you guys want more ruins, I'm pretty sure there are about 9001 ideas like this over in the really bad card ideas thread.