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1
My entry is missing from the list.

I posted it in this message.

https://forum.dominionstrategy.com/index.php?topic=21764.msg903857#msg903857

2
Way of the Crow

Look at the top 3 cards of your deck. Discard any number and put the rest back in any order.

- Looking for things that aren't covered by existing ways. A deck inspector is one example.

3
Chronokinesis
Event
$3

Move your Duration token to a non-Duration Action supply pile. (When you play a card from that pile, you may either play it immediately; or set it aside and play it at the start of your next turn).

4
Results time

Potted Flower by LibraryAdventurer
https://forum.dominionstrategy.com/index.php?topic=21754.msg903655#msg903655

Nice concept. It is a dead card unless you can align it with the card your flower token is on. It is going to be dependent on how well your deck can handle them without gumming itself up. This means the optimum number is going to be deck dependent and this makes it interesting. Strong engines might be able to handle a few. In slogs or weak decks maybe one might be a mistake.
I like the thematic link with Groundskeeper but as it applies to any non-action card costing at least 4 it scores in different situations. This could be potentially very good with cost dependent trash for benefit.

Wheat by Sumrex
https://forum.dominionstrategy.com/index.php?topic=21754.msg903657#msg903657

An improved Harvest that is now a treasure with a buy and can offer anything from 2 coffers upwards. You are going to want to be able to activate the discard ability yourself. In games where you are unable to do so I cannot see this being bought unless you are desperate for the +buy and there are no better options.
The discard ability is interesting and if a Wheat reveals and discards another Wheat it means even more money. The problem is though this can go infinite. If you discard a Wheat and your deck and discard pile consists of at least one other Wheat and no more than one other card it will do so.

Mistletoe by Grep
https://forum.dominionstrategy.com/index.php?topic=21754.msg903665#msg903665

A treasure card that itself attacks other treasures. Does this open up some weird sub-meta game of second guessing whether or not you should gain one? Gaining a Mistletoe is adding a treasure to your deck which is making you more vulnerable to Mistletoe attacks. It could be a counter to its own attack as the choice between disarming the attack and a higher value treasure may not always be obvious. In edge cases where you have more than 5 cards in hand between turns your opponent's Mistletoe could result in your own being used against you.
I think giving $1 on the card is fine as if you don't think you have a good chance of hitting a treasure you shouldn't be gaining Mistletoes. Therefore most plays should result in at least $2 and/or some other benefit.

Small Seed/Plain Plant/Bold Blossom traveller line by BryGuy
https://forum.dominionstrategy.com/index.php?topic=21754.msg903667#msg903667
The discard option for Small Seed is effectively the same as having played a Peddler. I think the fixed version is now fine. One idea I do like is trashing it to gain the next card in the line rather than exchanging. It makes it more likely that the later cards could become impossible to gain later on and that players need to go for the traveller line sooner rather than later. I think it could have been interesting if that could have been followed all the way through.
Plain Plant suffers from not being very useful if there is a lack of treasures to trash. If the board offers strong trashing you might have got rid of most of your starting Coppers before you get to play Plain Plant. You are going to really have to want the Bold Blossom in such decks for it to be worthwhile. A rules question, what happens to the victory card you exchange. Does it get returned to the supply? What happens if you start with Shelters and want to exchange your Overgrown Estate with it?
I do like Bold Blossom. It is a bit like Tactician in that it can alternate between strong and weak turns, which has been proven to be a good thing. If you have two and can play them on alternate turns you can virtually guarantee your engine going off and have an additional $4 to spend. I think that is a worthwhile end of a traveller line.

Fruit Tree by 4est
https://forum.dominionstrategy.com/index.php?topic=21754.msg903670#msg903670

A nice variant on Steward. Limiting the number of VP available is a simple but interesting twist as it encourages players to gain them earlier than they otherwise would. The card's versatility means you will almost always be able to find a place for it in your deck. I think the right time to gain the points will vary by kingdom, which would mean the card would reward the more skilful player.

Primrose by Silverspawn
https://forum.dominionstrategy.com/index.php?topic=21754.msg903671#msg903671

This is going to depend on what $6+ cards are in the kingdom. If you can build a good engine without them this card will be ignorable because then it will just be an expensive terminal Silver. Where there are key engine components costing 6 or more this becomes quite powerful. I can also see a place for this card in money decks given the need for Gold or other high value treasures. If there are alternatives strategies available it can pose some interesting questions. Should you go for the one that avoids or minimises 6 cost cards? If your opponent starts picking up more 6 cost cards than you expected, should you pivot towards Primrose?

Poison Ivy by JW
https://forum.dominionstrategy.com/index.php?topic=21754.msg903675#msg903675

Agree with the submission comments that it fills the Mountebank sized hole with the mechanics for defending against the attack. It is a weaker attack as there are more ways to block it but the +3 cards on the next turn make up for that.

Weeping Willow by SignError
https://forum.dominionstrategy.com/index.php?topic=21754.msg903695#msg903695

Great thematic link with trees/woodcutter and willow/wisps. I like the idea but I do wonder if it makes gaining Wisps to easy. If there are a number of cheap cards you want or if there is cost reduction they can start turning into Labs.

Lumberjack/Great Oak by RovingBear
https://forum.dominionstrategy.com/index.php?topic=21754.msg903696#msg903696

Really nice theme. Lumberjack is interesting as it isn't great at getting rid of your starting cards, the points make it decent for Estates but it is a poor way of getting through Coppers. It is still going to be powerful though. If you also have a village and a gainer you can build a trash for benefit engine around it. You could also use the remaining Lumberjacks as fodder for the engine to get through to the Great Oaks. I think Great Oak will more often than not be used a Lumberjack fodder, but what if it is the only +buy in the kingdom.

Olive Tree by LTaco
https://forum.dominionstrategy.com/index.php?topic=21754.msg903701#msg903701

Original idea. A cantrip that allows you to delay to a later turn adding a further +card and +action each time you do. This can enable megaturns if it has the right support. The card can also be used as a village but does require you to plan ahead. The trick with this card could be timing when to gain it, as you would need to do so at least two turns before you want to use it.

Brambles by Xtra
https://forum.dominionstrategy.com/index.php?topic=21754.msg903706#msg903706

You would primarily buy this as a trasher but the Duchy interaction is going to impact your greening strategy. Being able to remove Duchies from your deck is going to make alt VP cards like Duke and Silk Road stronger. In slog games this is going to be very useful as it can help clean junk out of your deck as well as allowing you to go for Duchies when you hit 5. The key question is would this card encourage you to green earlier and go for a rush strategy when you would otherwise build more and go for Provinces? It isn't obvious and will depend on what options there are for other piles and how easy it is to get through them. The answer not being obvious though makes this an interesting card.

Honourable Mentions
Potted Flower by LibraryAdventurer, Fruit Tree by 4est

Runner Up
Mistletoe by Grep

Winner
Lumberjack/Great Oak by RovingBear

Congratulations RovingBear.


5
Deadline Closed

I will have the results in the next day or two.

6
Oops, just noticed the deadline should have been yesterday.

Small extension due to the mistake on my part.

24 hour warning

7
There have been a number of cards, particularly in the Menagerie expansion, which have been named after animals. There have been few cards to date though that have been named after plants. This will be the next competition.

Design a card or horizontal that is named after a plant.

There are several cards that are thematically linked to plants such as Gardens, Groundskeeper, Vineyard, Herbalist or Harvest. Farming and food are other potentially plant related themes that have been used for naming cards. I am sure there are plenty of other ways that a card can be linked to a plant, I can think of a few (but I am not going to give them away, ha!).

Rules (not many)
- The name of any entry must either be a plant or be obviously derived from the name of a plant.
- Any official card or horizontal type is permitted.

Judging criteria.
I will not playtest cards. It will be down to my opinion on how I think they card will play. Things I will consider.
- Theme. I will be looking for cards that are in some way analogous to the plant they are named after, or cards that tie into an already established plant related theme.
- How much I like the concept of the card.
- How much fun do I think the card will be to play with.
- How I think the card will fit into common deck types.
- Does the card have any interesting interactions.
- Does the card have any problematic interactions.

Deadline for entries will be 25th July, one week from now.

8
Thanks  :)

I will have a think and come up with the next competition.

9
Underwriter
$3
Action - Liaison

Choose one: Exile a card from your hand or +1 Favor per card type you have in Exile.



- Edited - Got rid of the +Cards and +Buy and reduced the cost to 3.

10
Tycoon
Action - Duration
$4

Trash a card from your hand. Reveal one card from the top of your deck per $1 the trashed card cost. You may set aside a revealed Action card under this. If you did at the start of your next turn play it twice. Discard the other cards or put them back in any order.

Notes
- Has synergy with a whole host of things, can help Treasure Maps find each other, help set up draw for Torturer, etc.
- I found this quite a difficult challenge. When refining ideas often one letter will change. It does make you think so it is a good theme.
- Unsure if this should cost 5 or if it can get away with being a 4. I am erring towards the latter.

* Updated for a minor wording change. Changed look at to reveal in the second sentance.

11
Tiberium Crystal
$6
Treasure

$2

Gain a Tiberium Spore and a card costing up to 4. You may play this card immediately.

Tiberium Spore
$0*
Action

Discard a card.

When you play this, return it to the Tiberium Spore pile.

(This is not in the supply).


- Clarification in response to a question. It is the gained card that can be played immediately, not the Tiberium Spore.

12
Renovate
Action - Duration
8 Debt

Trash a card from your hand. Gain a card costing up to $2 more than it onto your deck.

Either now or at the start of your next turn +1 Card and +1 Action


Notes
- A Remodel variant. Barring some edge cases choosing to take the draw and action now means it is a non-terminal Remodel that gains to your hand.
- When comparing this to other Remodel variants it does need to be quite expensive. I have gone for a debt cost as I still want it to be possible to gain the card early on. Is 8 debt over excessive? If it was given a normal cost in coins I think it would bee to be a 6.


13
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 25, 2023, 02:24:43 pm »
Hopeful
Trait

When you gain a Hopeful card, you may reveal and discard two differently named Treasures to gain a Wish.

14
Seems pretty crazy with Island Folk and League of Bankers.

Thanks. I have put a limit that up to 2 cards can be discarded for 1 favor each.

15
Gossip
Action - Attack - Liaison
$5

+1Buy
$2

Discard up to 2 cards for +1 Favor each

Each other player spends a Favor


*A nice topic. It does get you thinking about new aspects of Dominion to explore.


- Following feedback I have changed it from discarding any number of cards for 1 favor each to discarding up to 2 cards for 1 favor each.

16
Troubadour
Action
$5

+1 Action

Reveal the top 3 cards of your deck. Put any Action cards that you do not have a copy of in play into your hand. Either discard the rest or put them back in any order.

17
Gentrified Village
Treasure-Duration
$5

$1
+1 Coffer
_______________________________________
At the start of your next turn +2 Actions

18
Resurrection
Night
$4

Choose one: Trash a card you have in play and gain a card costing up to $2 more than it onto your deck; or trash a card from your hand and gain a card from the trash costing up to $2 more than it.

- I decided to make a card called Resurrection so I went for a Night card that is a spin on Graverobber. I did initially consider allowing you to gain a card costing 3 more if you trashed a card you had in play but decided it would be too easy to turn 5s into Provinces. I also reduced the cost to 4.

19
Apologies for the delays over the past couple of days. Here are the results.

Arowdok - Way of the Platypus
http://forum.dominionstrategy.com/index.php?topic=21703.msg902395#msg902395
Can do a lot more than most ways, but a lot of that is dependent on optional discarding in a similar way to Hamlet. It does trade Hamlet's card draw and optional buy for a buy and optional money. This makes it weaker, which is correct for a way. Where this has the chance to shine is in draw to X and I do wonder if it might be too powerful for a way here. Draw to X negates the handsize reduction and can be a village, +buy or money depending on what you need at the time.

Will(ow|iam) - Dollhouse
http://forum.dominionstrategy.com/index.php?topic=21703.msg902396#msg902396
A treasure that offers a choice of money or draw. There is definitely a self synergy here as a treasure that draws will typically only want to draw other treasures. This card does offer a monolythic strategy, but I would be surprised if that would ever turn out to be the optimal way to play a kingdom. I feel there will always be something else available that could enhance a Dollhouse money strategy. I like that a Dollhouse money strategy still presents some interesting decisions that should reward the more skilled player, for example, whether to play this for draw or money and when to take this over Gold. Outside of money strategies I don't see this having much use, perhaps only when you need the +buy and there are no better sources.

BryGuy - Odd Octopi
http://forum.dominionstrategy.com/index.php?topic=21703.msg902398#msg902398
The first version of this was overpowered and whilst an improvement, I feel the second version maybe too. The option chosen for the next turn doesn't spend an action, so the Lab option is actually in effect a Lost City. Cards that offer choices are also more powerful due to their flexibility. It seems a bit too much for a 6 to me. I think it could have done with an on gain effect to weaken it slightly.

Segura- Cabin
http://forum.dominionstrategy.com/index.php?topic=21703.msg902399#msg902399
My initial reaction to this card was that the switching around of the card type benefits from typical "iron..." cards was shoehorning this card into fitting the brief. The more I thought about it though, the more they make sense and I now think this is a well thought out card. It rewards being able to overdraw your deck, which  I notice seems to have become an accidental sub theme of this contest.

Gubump - Tailor
http://forum.dominionstrategy.com/index.php?topic=21703.msg902404#msg902404
A Workshop variant that is in most cases a choice between a non-terminal Armoury and gaining to your hand (the exception being when there are cards that react to cards being gained). A nice simple card.

4est - Guest House
http://forum.dominionstrategy.com/index.php?topic=21703.msg902409#msg902409
Nice theme. Guests arriving can be a bonus, and as you said, with some guests it is a bonus when they leave. Fits nicely into the Victory Card hierarchy if you don't want to trash it. The bonuses for gaining and trashing it would make this a very good candidate for trash for benefit fodder.

Augie279 - Artist
http://forum.dominionstrategy.com/index.php?topic=21703.msg902425#msg902425
Another discard for benefit card. Does this allow you to choose the same option more than once? I think the wording suggests you cannot but it isn't completely clear. This would be powerful in a draw to X engine where the discard is less of a weakness, it could even be the engine's village. Outside of a draw to X engine this card would need the right support to make it work (being able to overdraw your deck being one scenario). I would suggest the formatting of this card could be clearer. You have to read it carefully to tell what the options are. I would suggest listing each option on a separate line.

Majiponi - Hourglass
http://forum.dominionstrategy.com/index.php?topic=21703.msg902427#msg902427
Basically Pawn as an event that returns you to your action phase or a cheaper version of Launch where you choose two options. Putting coin on an event is interesting if slightly odd. It effectively makes this card choose 2 of +Card, +Action or +Buy for $2 or choose 1 for $1 (ignoring the scenario where you only have $1 to spend). This doesn't have the once per turn limit that Launch has. Launch's secret history states that this clause is needed. I can't think of a reason why off the top of my head, but some issue must have come up during playtesting. This card is similar enough to Launch, I would be surprised if the same issue wouldn't apply here.

LibraryAdventurer - Dinghy
http://forum.dominionstrategy.com/index.php?topic=21703.msg902429#msg902429
A Pawn where the choices are split (but can be the same) over two turns in return for an additional coin on the turn it is played. I feel this would be quite weak, but is will have situations where it will be useful. The choice on the second turn could have some implications, +Card will usually be the strongest option, but you have to evaluate if you want something else before playing any other cards. An interesting case would be trying to make this your village.

D782802859 - Abandoned Fort
http://forum.dominionstrategy.com/index.php?topic=21703.msg902431#msg902431
I like cards that reward a player for playing a variety of different cards. I don't think you would go out of your way to max this out but if you are playing a variety of action cards anyway this is a nice bonus and would be worth picking up. One question I do have is what happens to the extra tokens if you had 5 or more different action cards in play?

czzzz - Trapper
http://forum.dominionstrategy.com/index.php?topic=21703.msg902432#msg902432
A trasher that gives a choice of 1 card and 3 money or 3 cards. Giving money and trashing makes this look like a very good option for a 5/2 opening. I like that is draws before it trashes as there will be times where you will gamble on drawing something you want to trash.

JW - Peon
http://forum.dominionstrategy.com/index.php?topic=21703.msg902433#msg902433
A card for flexibility. It can draw, be a village or give money, but isn't very good at any of them. That isn't a complaint as if it was it would need to cost more than 2. A useful card that could be picked with a spare buy and give you whatever you need at the time you play it.

NoMoreFun - Churn
http://forum.dominionstrategy.com/index.php?topic=21703.msg902461#msg902461
The sneaky thing about this card is that if you don't choose the discard option it increases your hand size, but if you choose to discard and then draw it only maintains it. I can see several uses for this. Turning being able to overdraw into some form of benefit. Removing unwanted cards from your hand in a draw to X engine. It would work as a way of handling junk in games without trashing.

emtzalez - Young Knight
http://forum.dominionstrategy.com/index.php?topic=21703.msg902463#msg902463
I like the theme idea where a Young Knight is a more powerful Pawn. I assume it is intentional that if a Knight hits a Young Knight, the attacking Knight will be trashed. My one concern with this is whether it makes the Chivalrous card too powerful, particularly if it is a cheap card. Young Knight is very close to being an engine in one card.

Xen3k - Expanding Market
http://forum.dominionstrategy.com/index.php?topic=21703.msg902465#msg902465
I think discarding 5 or more is fine. I don't see a need for the discarded card to cost 6 or more unless you want to avoid the situation where one Expanding Market can discard another. It is quite a powerful discard effect, which justifies requiring a high cost card to be discarded. I see there being times where you would want your deck to be able to overdraw so you can activate the effect. Would this card allow you to green earlier as you would want to align this with Provinces and Duchies.

Faust - Gambling House
http://forum.dominionstrategy.com/index.php?topic=21703.msg902466#msg902466
I like the reverse Menagerie idea where you have to discard duplicate cards. I agree that it needs to discard all the cards that had duplicates, not just the duplicates. That would make this very powerful with Menagerie otherwise. I like this. I think there will be time when it would be worth trying to maximise the use of this card.

Silverspawn - Parade
http://forum.dominionstrategy.com/index.php?topic=21703.msg902471#msg902471
A card that gives the choice to your opponents. I like this. It is a strong spammable card, but that just means your opponents get more benefit from it. It would be interesting to see how it works in games with more than 2 players as then more than 1 player would gain from each Parade. Would it lead to players having some very strong starting hands?

LTaco - Vagabond
http://forum.dominionstrategy.com/index.php?topic=21703.msg902497#msg902497
I agree with the comments that this was too strong at 4. A double Pawn is almost an engine in one card. The use of the journey token keeps it in check. The aspect of the card I find most interesting is the potential for needing the journey token for a village. We haven't seen that in an official card and how that plays out could be interesting, even more so if there are other cards that use the token.

Finally - The results

Winner Guest House by 4est

Runner Ups Dollhouse by Will (ow|iam), Gambling House by Faust
Honorable Mentions Cabin by Segura, Tailor by Gubump, Parade by Silverspawn, Vagabond by LTaco


20
Contest closed.

I am going to be busy for the next couple of days so I probably won't be able to get the results up until Thursday or Friday.

21
Sorry for the delay. 24 hour warning.

22
Would this card like this qualify as a "choice"? as players would choice to opt in on receiving the bonus(es) and even more if they had limited cards they cards they could easily discard they would need to choose which bonus they prefer

Quote
Way of the Platypus
Way
+1 Action and +1 Buy
You may discard a card for +1 Action.
You may discard a card for +$1.
"Well, he is a platypus, they don't do much."

Sorry no that wouldn't qualify as you have the choice of not discarding. Not discarding isn't one of the four options. I will update the rules.

See my previous post in response to Faust's question. I have changed my mind and this is now qualifies.

23
Clarifications following entries and questions
- There has been an entry with a Hamlet style choice, where the player could optionally discard a card for a choice of two vanilla bonuses or discard two cards for both bonuses. This is not eligible as there is also the option of not discarding and receiving no additional bonuses. This isn't one of the four vanilla choices.
I find this rule kind of technical and limiting. If I understand it correctly, two additional entries so far wouldn't qualify:

Cabin - if you discard a Curse, you get no additional bonuses
Abandoned Fort - if you have no Actions in play, you get no additional bonuses

Do these qualify or not?

I have seen this and had a think about it. I will reverse my earlier decision. I hadn't thought about the additional scenarios with those entries.

24
Would this card like this qualify as a "choice"? as players would choice to opt in on receiving the bonus(es) and even more if they had limited cards they cards they could easily discard they would need to choose which bonus they prefer

Quote
Way of the Platypus
Way
+1 Action and +1 Buy
You may discard a card for +1 Action.
You may discard a card for +$1.
"Well, he is a platypus, they don't do much."

Sorry no that wouldn't qualify as you have the choice of not discarding. Not discarding isn't one of the four options. I will update the rules.

25
Weekly Design Contest 183: I'll Have The Vanilla Please

There have been a number of contests recently focusing on the features introduced by the latest sets. As a contrast to this I have decided to take inspiration from the very early days of Dominion, namely the basic vanilla options (base set) and choices (Intrigue).

This weeks competition is to design a card or horizontal that offers a choice of the basic vanilla options.

Rules
- The 4 basic vanilla options are +Cards, +Actions, +Buy and .
- The choice can only comprise of these options. Whether your choice offers all four, or any combination of two or three, is up to you.
- How many items you can choose is entirely up to you. Similarly, if you allow more than one choice, it is up to to you to decide if the choices must be different or not.
- The choice does not have to be when the card is played. Entries where the choice is given as a reaction, on gain or on trash effect, etc will also be acceptable.
- Just because I have taken inspiration from the early sets, doesn't mean features from later sets are not allowed. Any official card type, mechanic or horizontal type will be acceptable providing it meets the above criteria.

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