Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: ednever on February 21, 2013, 04:03:15 pm
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I played MTG when it first came out, so I really only know the early cards. But I started thinking, given DXV has said MTG is his favorite game he didn't design, and it's obviously a card game that involves having a deck that interacts with itself, are there Dominion cards that have similar effects to early MTG cards? And is anything obvious missing?
Some key cards and their "equivalents":
Ancestral Recall: Smithy
Timetwister: Outpost
Wheel of Fortune: Minion
Channel: Vault/secret chamber
Black Lotus: gold
Demonic Tutor: Scavenger
Clone: band of misfits
[enchantment that lets you control the other guy's creature]: Possession
I'm sure many of you are far more familiar with MTG cards than I am. Interesting that two of the cards I thought of didn't have their "equivalents" until Datk Ages. Here's betting that one of those early MTG cards pops up with a Guilds equivalent,...
Ef
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Black Lotus is Spoils, not Gold.
Possession is more like Mindslaver than a creature controller. Rogue is the closest thing to a creature controller.
Treasury is kind of like a basic land, if you think of coins as mana... once you play it, you can use it once per turn for 1 coin without affecting your handsize or actions.
Such magic cards have been mentioned throughout other threads, but I don't think there's a place where they're all listed at once like this.
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Timetwister: Outpost
As another early MTG player, this should be Time Walk. Timetwister would kind of be Chancellor for shuffling your deck and discards.
Time Vault: Tactician
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[enchantment that lets you control the other guy's creature]: Possession
Would be Control Magic, although you can control the turn with Mindslaver: http://gatherer.wizards.com/pages/card/details.aspx?name=Mindslaver
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Fork: Throne Room
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I came up with the inverse game: I sort of mapped Dominion cards into a Magic framework, tweaked it, and then made my friends play with me. It didn't turn out that fun, but it was interesting to try to play the game well. I had victory chips represent life, and all action cards doubled as creature cards (I made their regular Dominion card text all a tap ability). I think we had Reaction cards act as Instants that returned to your hand. Treasure could be tapped for mana.
It didn't turn out that well, but what the heck.
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Hunting party and Golem remind me of the cascade mechanic.
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I would say Spoils is closer to Black Lotus. Both are one shot and you get both for free.
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
Well that's why the cards that let you win on your second/third turn are banned in most formats.
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
You wouldn't like playing against Celestial Chameleon in Dominion, then.
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
I think I would probably enjoy MtG, but I do not want to fall into such a money-sink. Better to stay away completely than to risk that siren call.
Possibly LCGs would be better for me, but regularly releases are still quite the Cutpurse, despite not having to spend hundreds to get that one rare card.
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
There's good reasons to hate MtG, but yeah, that's not it. Standard format is now designed so that it is impossible to win before turn 6 or so.
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
You wouldn't like playing against Celestial Chameleon in Dominion, then.
I didn't say 3rd turn...
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(http://magiclampoon.com/blog/wp-content/uploads/2009/06/village.gif)
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Dominion 6UUU
Enchantment
Dominion is Indestructible.
Hexproof
When Dominion enters the battlefield, exile your hand, graveyard, library, and all permanents you own not named Dominion. Choose 10 lands and shuffle them into your library, then draw 5 cards.
At the beginning of your end step, discard your hand and draw 5 cards.
If you would draw a card while your library has no cards in it, shuffle your graveyard into your library then draw a card instead.
Discard a land: Add (1) to your mana pool.
You may cast cards exiled with Dominion as if they were from your hand.
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If you want to make it an un-undo-able kind of thing, you can have it generate an emblem with those abilities instead.
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(Why: I don't see how it can be fun losing a game before your 2nd turn.)
What's better than losing a game before your 2nd turn? Winning it before your first turn.
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(http://magiclampoon.com/blog/wp-content/uploads/2009/06/village.gif)
Why is this an Enchantment if it only does something when casted (if this is what "this turn" means)?
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
Does it really irk you to have wasted 90 seconds of your time? I could understand this notion if a match would take much time and effort to set up, but normally I'd write it off as "opponent's uncanny luck" and play a re-match.
Besides, not a serious M:tG player but this has never happened to me, not even close. I understand that some unrestricted cards openings like "Black Lotus, Dark Ritual, Black Vise, Black Vise, Black Vise, Black Vise, Black Vise" do that.
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There are two reasons MTG never appealed to me:
1. Buying the appropriate number and quality of cards to do anything useful would require a lot of money
2. I would rather play with more than 2 players
But somehow I ended up spending more than €200 on Dominion expansions and only playing 2p on the internet.... ???
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There are two reasons MTG never appealed to me:
1. Buying the appropriate number and quality of cards to do anything useful would require a lot of money
2. I would rather play with more than 2 players
But somehow I ended up spending more than €200 on Dominion expansions and only playing 2p on the internet.... ???
Back when I played, we often played 5 player MTG.
You won if you eliminated the two players across from you. The player on either dude of you didn't matter (they were mind-of allies, but allies that were actually at war with each other)
For extra fun we would sometimes do it with single color decks:
So White would be allied with green and blue against red and black
Blue was allied with white and black against green and red
Black was with blue and red against green and white
Red with black and green against white and blue
And green allied with white and red against blue and black
We didn't make it up, but this was Pre-Internet, so I don't remember where we got the idea. I remember liking it a lot though when playing with friends.
Ed
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Dominion cards for each mana color:
Red: Militia (direct attack)
Blue: Possession (control)
Black: Graverobber (the dead). Maybe Witch
White: Tournament (knights, etc)
Green: ??? Woodcutter? (green was all about creatures and natural disasters and stuff - not really a dominion theme...)
Ed
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Dominion cards for each mana color:
Red: Militia (direct attack)
Blue: Possession (control)
Black: Graverobber (the dead). Maybe Witch
White: Tournament (knights, etc)
Green: ??? Woodcutter? (green was all about creatures and natural disasters and stuff - not really a dominion theme...)
Ed
I think this is more appropriate:
Red: Saboteur (weak card, involves randomness, has a lot in common with red's land destruction cards such as Stone Rain)
Blue: Scrying Pool (scry, fateseal, card draw and cares about actions which is comparable to caring about Instants and Sorceries, similar to typical blue cards such as Jace, the Mind Sculptor and Peer Through Depths)
Black: Militia (hand size reduction, does usually the same thing as Mind Rot outside the +$2)
White: Monument (+vp isn't the equivalent of life gain, but close enough, buying Monument is pretty much the same as resolving Ajani's Mantra)
Green: Colony (an expensive card with a huge impact, and it also happens to be green in actuality, comparable to Kalonian Behemoth or pretty much any big green creature)
Artifact: Pirate Ship (it has counters and gives $)
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
I played BANG! the other day and was killed before I got to take my first turn. :(
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
I played BANG! the other day and was killed before I got to take my first turn. :(
I play more SGS than Bang now, but they are extremely similar. I think those moments are hilarious. :)
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If you want to enjoy MTG without spending a bajillion dollars I highly recommend Duels of the Planeswalkers for PC, PlayStation, Xbox, or iPad. It only costs 10 dollars and comes with quite a few cards.
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Or make a friend with someone with a ton of cards.
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My game group found a way against the whole drive to keep spending more money to build better decks than each other. When we decided we wanted to play Magic, a couple guys who had a bunch of old cards lying around donated them to the group, and the rest of us threw in $10 which we used to go buy a bunch of packs.
Then we held a draft with all the cards, after which we acted like the cards we drafted were owned by us... we traded them, built decks with them, etc. All the decks were pretty crappy compared to tournament-level decks, but they were equal with each other.
Every once in a while, we would take all the cards, put them back in the pot, and start over again.
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My game group found a way against the whole drive to keep spending more money to build better decks than each other. When we decided we wanted to play Magic, a couple guys who had a bunch of old cards lying around donated them to the group, and the rest of us threw in $10 which we used to go buy a bunch of packs.
Then we held a draft with all the cards, after which we acted like the cards we drafted were owned by us... we traded them, built decks with them, etc. All the decks were pretty crappy compared to tournament-level decks, but they were equal with each other.
Every once in a while, we would take all the cards, put them back in the pot, and start over again.
That's basically how our group handled PK Cards when we were introduced to them. There's no point in having more than 3 of any particular card so extras were donated to people as we taught more how to play.
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You guys might be interested in LCGs. I heard Android: Net Runner is great. I have no experience with them though; this is just hearsay.
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And why no Dominion cards "Look through your deck, you may reveal an action/treasure card from it, put it into your hand then shuffle your deck" ?
Okay, there are already graverobber (gain from the trash) and scavenger (topdeck from the discard pile). Of course, it all depends whether you take the trash or the discard as MTG's graveyard.
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And why no Dominion cards "Look through your deck, you may reveal an action/treasure card from it, put it into your hand then shuffle your deck" ?
Time. Remember, if that's a dominion card, if it's good it might get played potentially every turn, or potentially many times per turn. And each of those plays will require looking through your deck and a shuffle. While the opponent sits there twiddling their thumbs and waiting.
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Plus HP already kind of finds cards in your deck. Sage too.
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Is it really that uncommon for someone like me to thoroughly enjoy Dominion but abhor MtG?
(Why: I don't see how it can be fun losing a game before your 2nd turn.)
Well that's why the cards that let you win on your second/third turn are banned in most formats.
Legacy has quite a few decks that can win on second turn with monster hands, Modern has a few too. I don't follow vintage.
But yeah, really, it is very rare for that to happen, and in Standard, which is, I believe, the most popular format, you do not win before turn 5 unless you open with god hand.
Upgrade - Birthing Pod (I love this one :) )
Minion - Time Spiral
Chancellor - Reminisce
Oasis - Any looting effect, like Faithless Looting
Envoy - Fact or Fiction
Throne Room - Reverberate
Wandering Minster - Augur of Bolas (or scry 3)
Steward - any Charm
Moat - Counterspell
Rats - Relentless Rats (mostly cuz of numbers and flavor)
Scout - Chimney Imp
Black Market - Booster Tutor
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We pretty much always played Magic with 3 or more players....