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Messages - LordBaphomet

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Thank you for the judging. Just wanted to add my two cents for my entry, Bribery.

The top and the bottom may seem unrelated, but they play an unspoken role together. Since this is a draw card, it can help you draw into more Briberies, where even if they are drawn dead, can still be safely used for their Reaction. You even hinted at the randomness of having such a card in your hand in your Buy phase to fire off said Reaction; the draw gets you there (as a sidenote, having a Reaction in hand in your Buy phase is less tough than triggering a Reaction at the start of your turn).
Ah I see.
Sorry about that!

Please note that I am a bad card designer and a worse dominion player. Judging will be based off of aesthetics and my arbitrary whims rather than general balance. One thing I noticed is that a lot of cards had "Trash a card from you hand / When a card is trashed..." or "Discard a card from your hand / When this is discarded" which does make both halves synergize, but in a rather clunky and overly blunt way. The only card in base to be able to trigger itself is Sleigh (don't quote me on this).
Thrift Store by Augie
Interesting take on a reaction-farmland. Suffers from "trash a card / when this is trashed" and so it seems that the strategy with this is to exclusively buy thrift stores and then golds. Because it is a treasure, you can gain multiple provinces each turn as long as you have the thrift stores to support it, however this is balanced by the fact that you need a thrift store, a trasher, and a 6-cost in hand. A bit weak if anything.
Shifting Sands by Weretheruler
I don't really know what to say about this. There's no real precedent for messing with other people's decks other than with spy-style or rabble-style attacks. The whole point is to have VP that moves to the mat, similar to Island or Distant Lands. Island and Distant Lands both are actions so you can play them as soon as they turn up. However, this one is a reaction so you have to have this in hand AND wait for someone to shuffle which might not ever line up in a game. So you are stuck with a double estate in your deck until you get really lucky and then execute a very strange attack?
Ditch by Silverspawn
I don't get the reference. Moving on
Thresher by czzzzz
Suffers from "Discard a card" / "when discarded". +3 cards, discard 2 cards is a terrible deal, meaning you are incentivized to use it to discard other Threshers unless one of those Hinterlands reactions is in the kingdom. On the other side, the reaction is an extremely powerful effect: a trash and an Action Phase scepter. I would try to balance the top and bottom a bit closer to each other. It seems that this card will be super swingy depending on if there is a discarder in the kingdom like warehouse, forum, oasis, etc.
Gorgon by 4est
Suffers from "Reveal a card" / "When revealed" but I am going to give this one a pass because revealing fits the Gorgon theme so well and is not the most common effect. If you want to give a curse upon revealing, you will need a top half or split pile to reveal it. I would suggest split pile because of my aversion to "Do X" / "When Xed". It still is a very flavorful card that might be a bit too swingy if anything. I like it anyways.
Attendant by LibraryAdventurer
This card isn't good. If you have one of them, you are getting a coffer and an effect. Two of them in hand, you are getting a coffer, a trashing, a coffer, and a horse; or 2 coffers and two effects; for an average per-card of a coffer and an effect (+1 bonus action). Seems like too low of a bonus for lining them up if anything. Maybe i'm missing something, idk
Loggers by AJL828
I actually kind of like the effect on this one if you ignore the "trash a card" / "when a card is trashed" thing. Incentivizes you to have a variety of cards in play. If anything, I would somehow change this to allow treasures to be copied too.
Barter by Udzu
I really like this one. Making a pure reaction takes balls and this type of card would make for a great promo. The reveal is good for turning curses into copper, or peddlers into provinces. The discard can return a curse, but is otherwise useless: discarding a card after you buy a card is the same as playing a copper and just outright buying the more expensive card. The exile and trashing are great for province strategies. Overall, an amazing card.
Spymaster by faust
Reaction-Night gets bonus points too for being a new combo. It's pretty good just on its own as a kind of night trasher: a combo of ghost town and monastery. However, I like the reaction part. It only works if both players buy spymasters or a liason, coffer, or villager card is on the board. Nice of the reaction to replace itself too. However, if you are holding all of your cards, you can react with this forever. Holding all of your cards is a rare enough occurence however that I am letting this one slide as a funny combo. Also has funny interaction with possession.
Wildebeest by emtzalex
"Discard a card" / "When discarded". Also, for a 3-cost, this thing can draw your entire deck just by itself. I would price it up and then buff the draw.
Sponsor by Builder_Roberts
Another Patron variant, with the top part comparable to Gorgon. Tiny nitpick is that I don't like it when cards offer net +Cards and also +coins at the same time, which would happen here if you have two of these. Also, what happens if this is revealed with, for example, Bandit? Now your opponent draws a card, that's fine and all well just take the card I'm..... wait. I don't even know what the rules here would say. Do you draw the top of your deck that you are currently holding? Or the top unrevealed card?
Bunker by NoMoreFun
A Necropolis-Cellar that negates handsize attacks.... interesting. The reaction is useless against most attacks however (witches, messing with the deck, duration attacks, etc). The top part is a bit boring if anything and doesn't really match the bottom. I don't have much to say about this card...
Gold Lust by BryGuy
Simple enough. A smithy that can be a lab or +buy if you have someting to discard. The bottom is a pirate variant. There isn't much cohesion between the halves since you probably won't be discarding golds to this. Also, I don't see the need to specify non-copper treasure. Seems like you are just removing interactions for no good reason unless I am missing something here
Bribery by X-tra
Top and bottom aren't very related but the creative reaction more than makes up for it. Seems a bit weak since you need it to be in your hand to get the buy, and the top half isnt anything special
Cove by xyz123
Only one person will be gaining these and they will be very sad that the other player will not engage in the coves. A funny card but seems like a bit of a trap: if one player has coves, the opponent won't buy them because they get free gains. However, once people are buying provinces, a dead card that gains golds and 5-costs doesn't seem that good.
Frontier by SignError
An interesting card which makes the 7 cost work very well. Interacts in interesting ways with provinces and with itself. You wouldn't mind picking up one of these if you spike 7$ in the first few turns, and this also makes duchy dancing very interesting. I like it
Trade Circle by Aquila
Seems worded in a bit of a strange way: why not say "when you discard a card or put a card on top of your deck"? The reaction is good but can't it loop with 3 of them? A reacts to something else and is discarded. B reacts to A and is discarded, A is put into your hand. C reacts to B and is discarded, B is put back into your hand. A reacts to C and is discarded, etc.etc. Unless that's not how things work... overall the reaction is a bit confusing.
Open Plain by Xen3k
A very powerful tunnel that costs 1 more but gives you 2 horses. Not much to say about this that hasn't already been said: the issue with tunnel is that gold is kinda sucky, but horses don't hurt your deck like gold can. You will take as many horses as you can deck.
Harbor by JW
A Trail clone that in my opinion misunderstands the beauty of Trail. Trail is not a cool card because it can react to all these different things, and is so versatile, etc. Trail is a good card because top the says +1/+1. A pure cantrip made good, that turns gainers and trashers-nonterminal. I guess this one does too, but in a slightly messier way.
Fence by LTaco, a late submission but I am merciful
This one is really interesting. A cantrip(ish) that shuffles itself in for a copper, but you don't mind because its net +1 card +1 action.

Runners up in no particular order: Fence, Gorgon, Barter, Frontier by god knows who I'm not scrolling up again.
Winner: Spymaster, by Faust.

The contest submissions period is over. Judging will be posted shortly. Thank you all for participating in my first weekly design contest (soon to be of many)!

24 Hour warning!

The following list is what I have rn, if yours is missing then let me know. Remember to edit your original post if you change your card.
Thrift Store - Augie279
Shifting Sands - weretheruler
Thresher - czzzzz
Gorgon - 4est
Attendant - LibraryAdventurer
Loggers - AJL828
Barter - Udzu
Spymaster - faust
WildeBeest - emtzalex
Sponsor - Builder_Roberts
Bunker - NomoreFun
Gold Lust - BryGuy
Bribery - X-tra
Cove - xyz123
Frontier - SignError
Trade Circle - Aquila
Open Plains - Xen3k

WDC #179: Dominion reaction video!!! #4 will SHOCK you

Now I'm a certified Reactions enjoyer. I love the stuff. Recently, enormous advances in reactionology have lead to a resurgence of reactions ever since Menagerie, due to a new trick where you react to play the card. However, today we are going old-school.

Design a Reaction that does something other than play itself.

Some great examples from the game: Patron, Market Square, Sleigh, Trader, Tunnel, Watchtower

Contest Guidelines:
Your submission must be a Reaction card (any other types are also allowed)
The Reaction card must React to do something other than play itself (workarounds that just copy the effect above the line but don't actually play the card will be frowned upon)
You may use any other fan or base game mechanics
Split piles, rotating piles are allowed
Out-of-supply piles are allowed if you include the card(s) that gain them

Judgement Details:
Entries and revisions must be submitted by 11:59 PM EST on Monday, February 27. I'll have results posted on Tuesday, February 28.
Entries will be judged on simplicity, synergy between top/bottom of the line, and Reactions based on new mechanics that haven't been Reacted upon by the base game.

Thank you for watching my Dominion Reaction videos, don't forget to like and subscribe, cya next time where ill be reacting to the unboxing of the new expansion, Dominion: Society

Oh fuck I won't lie I completely forgot that I submitted to this contest.... I'll have the next one up in a second.


Half of a chameleon. Play your leftover actions without drawing dead cards.

Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 03, 2023, 06:49:43 pm »

Double up: play everything, again!

Dominion General Discussion / Re: Potion in the base set
« on: January 28, 2023, 01:10:50 pm »
I think the true flaw of potion was the arguments it created along the way lmao.

Variants and Fan Cards / Re: Dominion: Experimental
« on: January 27, 2023, 02:07:18 pm »
Haven't properly read the cards but i saw a second potion symbol...
Dominion gunpowder sequel?

Dominion General Discussion / Re: Badly designed cards
« on: January 26, 2023, 03:18:13 pm »
Surprised everyone is arguing about bandit instead of mentioning shit like wharf, margrave, etc that are just beyond broken.

Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 25, 2023, 08:08:25 pm »

Spirit market: a black market for trashed cards. Maybe should cost 4 or 5 idk. Also has silly interactions w zombie, rogue, etc.

I would suggest using the wording "cards in the trash cost less." As worded, cards you buy from the trash technically stay cost reduced, since they were trashed at some point, which leads to tracking issues. Another problem with the current wording is that it makes it sound like only cards trashed specifically by Spirit Market's effect get cost reduced, which also has tracking issues.
Edited as per your suggestion

Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 25, 2023, 01:39:22 pm »

Spirit market: a black market for trashed cards. Maybe should cost 4 or 5 idk. Also has silly interactions w zombie, rogue, etc.

Variants and Fan Cards / Re: Really bad card ideas
« on: January 17, 2023, 06:54:32 pm »
White Market - 3$
+2$. Play up to three treasures from your hand. Reveal 3 cards from the white market deck, you may buy one of them
Setup: mix all of the cards in the supply into a white market deck.

Game ends before it even begins because all of the piles are empty.

..... uh its an allegory about capitalism or smth idk
(i didnt think about piling out the game....)

Variants and Fan Cards / Re: Really bad card ideas
« on: January 15, 2023, 08:51:24 pm »
White Market - 3$
+2$. Play up to three treasures from your hand. Reveal 3 cards from the white market deck, you may buy one of them
Setup: mix all of the cards in the supply into a white market deck.

$5 - Action - Attack - Duration
Choose one: +$3, or gain a Gold or a Treasure from the trash.
The next time any player gains or trashes a Treasure costing more than $5, each other player reveals the top 2 cards of their deck and trashes a card costing between $3 and $7.

A trashing attack designed to work with Loots (but not directly).
I know it's almost strictly better than Bandit and maybe too similar, but it's what I came up with anyway...
You don't need to say "gain a Gold or a Treasure" since Gold is a Treasure

Donald X: Don't make silver+ power level cards costing 4$ or less, they're too good.
Community: k
Donald X: here's Patron lol
Community: oh yeah >:( look at what we got

It's funny because imo patron is a rather neat card and I've never really heard anything bad about it.


I may or may not think of something more interesting to submit instead.
I had something else in the works but it was kind of convoluted so I scrapped it, haha.
Notice that no Treasure worth $2 costs $4.
Also notice the Treasures worth $1 and cost at least $5 are about as powerful as Drachma, Pickaxe being an example.

Gondola costs 4 and gives 2$ but I do agree that drachma would be viable, even a bit strong at 5.


Town council. Set it up, and the next copy rewards you for the amount of cards you played in between. Synergizes with duration cards, forever-in-play cards, and engines that can reliably play a lot of cards in between villages. Price could be changed idk if $4 is balanced.

[added NoMoreFun's suggestions]


My new year's dominion resolution is to formulate a game plan in advance and to stop being enticed w fancy new cards.
I feel like sometimes if I'm playing with a card I haven't played much of before from a more recent expansion, I'll grab one or two even if I don't need it for the type of deck I am running. Anyways, Strategy is an insanely game-warping card. If there are powerful attacks, or things such as Looters, Spirits, Liason, Travellers, etc, Strategy will pit players against each other: those who take the dual-type and those who don't. Either way, it massively boosts their power. In other kingdoms, Strategy might yell at you to stop gawking at the fancy new attack and just play a normal deck godamnedit.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 13, 2020, 02:13:11 pm »
^Missing the "project" label
oop thanks. I'll put that when I'll update the card

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 13, 2020, 01:57:42 pm »
Consulate: a project for empires. It was originally just provinces, but I think adding colonies, farmland, and fairgrounds makes it a bit more interesting.

Weekly Design Contest / Re: Weekly Design Contest Thread (OT)
« on: December 07, 2020, 11:08:50 pm »
...a terminal action should never have +1 Card as it is a very awkward bonus to give unless you are also giving actions.
Maybe try +1 Buy instead?
I wish people would remember that this (and other similar "rules") are not rules, but general guidelines that are okay to break (especially in this case where the card provides a way to get Villagers).
It's fine to remind people of these guidelines that generally are more likely to make good cards, but it shouldn't be worded with "should never" in it.
Maybe say "it's usually better not to..."
Yes, thank you. I still think that it's just awkward to look at, but if it does provide villagers then its fine.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 07, 2020, 02:29:45 pm »

(i don't know why card generator doesn't put bold font in the "+1" before Victory symbol)

I assume your code for the +1 is "+1 %." It'll bold the +1 and have a reasonable size for the if you use "+1% ".
Also, a terminal action should never have +1 Card as it is a very awkward bonus to give unless you are also giving actions. Maybe try +1 Buy instead?

Dominion General Discussion / Re: Why is teacher a reserve?
« on: December 04, 2020, 06:20:37 pm »
Thank you, I think that's it lmao!

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