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Topics - Chriamon

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Variants and Fan Cards / Card Ideas: most playtested
« on: March 07, 2012, 10:12:36 pm »
Some of these cards were stolen and/or inspired from other threads, and then modified for playtesting, so if one of these is your card let me know and I will credit you, I don't recall where I got all of the ideas from.


Lucky Break - 2$
+1 Card
+1 Action
Return a card from your hand to the supply. If you did, gain a card costing the same amount as the returned card and put it into your hand.

Playtest notes: It was hard to gauge how strong this effect would be, I initially priced the card at 5. After playtesting it, the effect is interesting, but weak enough to be on a 2 cost card. In games where this card was playtested, it was bought with 2$, but never bought when there was more than 2$ in hand.



Silver Amulet - 5$
+1 Card
+1 Action
+2$
Discard a card.

Playtest notes: This is an oasis that gives +2 instead of +1, however when I created and named the card I didnt even think about oasis, this card was inspired because I wanted to create a deck that could native village a province every turn in a 5 card deck, and that card would also be useful in a normal scenario. In playtesting, the card always seemed powerful, but its no Lab, in all of the games it was playtested, the person who bought the most of these lost, and in about 60% of the games this was in, the player ignoring it won the game (mostly playtested in 3 and 4 player games, with a few 2 player games)



Battle Charge - $4
Action - Attack

+3 Cards

Reveal a Card from your hand. Each other player reveals the card on top of their deck.

Discard the card(s) with the highest cost in coins, for each other card, discard or trash it, your choice.

The owners of the trashed cards may gain a card costing up to 2$ less than the trashed card.

Playtest notes: This attack was inspired by the "make a card based on a boardgame" thread, I saw a card called "stratego" and I tried to make it work as a real card. First few iterations were weak, this card was settled upon, it seems rather weak in play, but it has moments where it shines. Overall, weakish, but still a solid option.


Scavenger - $4
Action - Duration
   
While this is in play, whenever you discard during your action phase, +1$.
(+1$ per discard source, not +1$ per card discarded)
+2 Cards
Discard a card from your hand.

At the start of your next turn:
+1 Card
Discard a card from your hand.

Playtest notes: the first few iterations of this card were super strong (even stronger than this), this was settled upon, and this card is either a decent buy, or a really strong card, depending on the set. Note in your evaluation of this card, its +1$ per discard source, i.e. cards like golem give just +1$ from their discard, cards like hamlet can give up to +2$ if you discard for both sources of discard. In the games when this was very strong (hamlet and a couple more discarders in makes this REALLY strong), it was considered still fun to play.



Celtic Metal - 5$
Action - Attack

+4 Cards
Discard a card and then trash a card.
Each other player chooses one: he discards a card and then trashes a card; or he gains a Curse card.

Playtest notes: A pretty fun card to play. A previous version of the card gave +5 Cards just to see how broken that would be, turned out to be very broken. +3 cards was the initial version, and this card was deemed weak, +4 cards seems to be a good balance.



Untapped Ruins - 4$
Action

+1 Action
Discard any number of cards from your hand, +1 Action per card discarded.

Playtest notes: An interesting card, everyone I played with liked it, but it never really "stands out." Would probably be buffed if it were changed at all.



Villa- $6
Action - Victory
+1 Action
If you would draw a card while Villa is in play, discard a card after your action phase is over, and gain +1 VP token if you did (before you play your first treasure).
----------
1 VP

Playtest notes:This one has not been playtested, would like to hear others opinions before I give mine.



Township - $5
Action

+1 Card
+2 Actions

Choose one: set aside a card from your hand face down onto your Township mat; or put all cards from your mat into your hand.

You may look at the cards on your mat at any time; return them to your deck at the end of the game.

Playtest notes: This is a stronger Native Village. Hasn't been playtested.

Lemme know what you guys think.

2
Dominion Articles / Native Village 6 card decks
« on: March 01, 2012, 03:26:11 pm »
Hey all, been a lurker for a while, Not sure if this is where this post would go, but it seemed like the best place to put this. I recently played this combo, it seems really strong (if extremely situational), and in play it was devastating.

Basically, my goal was to create a deck that could guaranteed buy a province each turn and then native village the previous province. The proposed deck was:

Fishing Village, Fishing Village, Mandarin, Native Village, Gold, Province (and I was actually able to play this in a game)

Wherein one of the fishing villages is in play from the previous turn. Basically, get your deck trimmed down to the fishing village x2 Mandarin Native Village <chapel or other trasher>, then play a fishing village, and then next turn, play the other fishing village, mandarin the trasher, native village it and buy a province, and repeat, using native village on the province each turn. Now this is very effective, and very quick, but it is so situational that it is extremely unlikely to have another game with Fishing Village, Native Village, Mandarin, and Chapel/Steward.

So I decided to try this idea using less cards, and what I came up with is a deck of:

2xOasis 2xGold Native Village Province.

This deck would be guaranteed to have one of the oases in hand, which could draw the other, and the same province would be discarded with both oases. This seems much more practical (although i haven't used it in a game), it only requires a trasher, native village, and oasis, but it would be slower as it requires 2 gold.

I was wondering if anyone else has come up with something similar using native village (A deck that only gets to 5 and grabs duchies sounds plausible, and if an alternate victory card is on the board this seems like it would be really strong).

Obviously this deck would have the same weakness as all the other small decks, cursing attacks and discarding attacks and masquerade would destroy this, but I was wondering what anyone else has come up with using native village in a small deck, and also some stronger player's opinions (most of my games are played in person, so I have no idea of my strength relative to the really good players, but from playing on isotropic I know that there are some REALLY good players out there.).

EDIT: also if this is in the wrong place (which now I'm thinking it is) sorry, and please move it to the appropriate forums.

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