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Messages - One Armed Man

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401
Variants and Fan Cards / Re: 3 Actions that let Silver Shine
« on: June 25, 2012, 11:50:57 pm »
Sure, it makes sense to gain the actions first to correct to power level of the card. I liked it the other way aesthetically, but the effect is a little too versatile without some kind of change.
(New) Whitesmith? - 4 cost.
Action
Reveal any number of Silver cards from your hand. +1 Action for each Silver revealed. Then, +2 Cards.

402
Variants and Fan Cards / Re: Really bad card ideas
« on: June 25, 2012, 11:11:11 pm »
Jack of No Trades

Action- $2

Gain a copper. Reveal the top card of you deck, then put it back. Draw up to four cards in your hand. You may trash a non-treasure card from your hand; if you do, gain a copy of it.

Jill of All Trades
Action - $4
+2 actions. +1 Buy. You may place a card from your hand on the bottom of your deck. You may trash a treasure card from your hand.
___________________
Add Jill of All Trades as a Supply card whenever you play with both Jack of All Trades and Wishing Well.

403
Variants and Fan Cards / Re: 22 cards that need your input
« on: June 25, 2012, 10:47:04 pm »
Wow, thank you so much for all the feedback so far, keep it coming!

Fragasnap, concerning the +1 Coin of Drone not being good enough, what if it were +$2 instead of +$1? Should it then be priced at $3? Tables, how is Fragasnap's rewording of the card?
No cost of Drone should have +2 coin. That makes it better than Silver, or at least Woodcutter.

Homesteader and Comradery I will reword as suggested. I wasn't initially worried about Tables' concern about Comradery being "too good," but with King's Court and a good draw it would be absolutely brutal. What do you all think?
I don't see too much wrong with it. King's Court Minion can be crazy too.
What if it was Comrade:
4 cost- action
+1 action
You may discard a Comrade.
If you do, +5 coin.
Otherwise, +1 card.
I'm fine with making Mutator cost $3 instead of $4. How does everyone else feel about the price of this card? (Glad you all like this card, btw!)
If Mutator costs 3, then one of the best cards to transform into Golds is other Mutators. I don't think that necessarily makes it too strong.

I agree with One Armed Man that Guilded Witch is too Big Money oriented. Any ideas on how to fix that?
What if Gold wasn't the catalyst for the cursing but a Bane.
Hexing Witch
cost 4 Attack Action
+2 Cards
Each other player can place an Action card from his hand on the top of their deck or reveal a Gold from his hand. Each other player that does neither gains a Curse card.

404
Variants and Fan Cards / Re: 3 Actions that let Silver Shine
« on: June 25, 2012, 09:12:19 pm »
As written, this card looks a little OP at $4. For one, you get to draw two cards and then get +1 action per silver card. So, in standard hands, only 1 in 6 cards has to be a silver for it to stop you from drawing dead, making it a whole lot more viable for engines since you'd only need a handful of silvers to create a self-sustaining whitesmith chain.
It would be a very strong card at 4. Not many cards can give you +2 cards, +actions for 4 except for Caravan (delayed), Spice Merchant (requires trashing), Menagerie (another special case), Shanty Town (another special case), Warehouse (discard). The natural problem is the ease of "gaining" 4 cost cards.
And if there are any +cards cards available, drawing your whole deck will be much easier. Imagine whitesmith + (any +3 cards card) + (any powerful terminal). With any luck (and most dueling engine games would swing on that luck), whitesmith chains will build up mass actions, and then your draw cards will ensure a full deck, and then you can spam bridge or goons or whatever else you have.
It seems like you have to do quite a bit of work to make this work. You need a few silvers (enough to draw them with early draws), Whitesmith, +3 drawer, and a powerful terminal. Compare that to a few villages, extra copies of +3 drawer, and powerful terminal.
Or imagine you start a hand with KC + whitesmith and no silver. With any other KC + terminal you'd be drawing dead, but with whitesmith, all you need is one of your next 6 cards to be a silver and you can wreak more havoc.
If you have a hand of KC + Lab, you already have most of the actions you could need in a turn and you don't need to dilute your KC deck with Silvers to do it.
If you truly want this to be a card that works best with BM and doesn't mesh so well with engines, then I think you ought to change it so that you get one +action per silver BEFORE you draw you cards. But then you run into the problem that rinkworks was talking about, where it's just too particular to sync well with a lot of strategies.
I did not intend it to be a card that works with BM; I tend to try to avoid many more of those. I just wondered the proper use of it. Like you said, it seems like its best use is for Megaturn strategies.

405
Variants and Fan Cards / Re: 22 cards that need your input
« on: June 25, 2012, 07:31:45 pm »

Deuce
$2 Action
Choose one: +$2; or gain a Silver.


It seems like a waste of a terminal for most of the game. At the point you don't worry about it being terminal anymore, either option is still pretty ineffective. Design: 6/10

Feedbag
$3 Action-Reaction
+$2
If you discard or trash this card, +2 Cards.


How does this work against Militia/Margrave/Goons discard attacks? Wouldn't you discard this, draw 2, and then continue discarding?

Refurnish
$3 Action
Trash a Treasure card from your hand. Gain a Victory card costing up to $2 more than the trashed card.


Weak and uninteresting because of the limitations on a weak card. Design: 4/10.

Dealer
$3 Action
Each player chooses a card in his hand. The person to your right reveals their chosen card, then you reveal yours. +$1 per total cost in coins of those cards. Each player passes his chosen card to the left. You may trash a card from your hand.


Does this stack with number of players? With 4 or more players, passing 2 coppers and 2 estates would be +4 coin, 4 estates is $8!

Homesteader
$3 Action
+1 Card
+1 Action
If you reveal any Estates from your hand, +1 Card.


This is almost a Lab in games without Estate trashing. It is nigh useless in games with estate trashing. Chains of this with a haven would be good. I am not sure whether to dislike this card. Design: 8/10

Comradery
$4 Action
+1 Action
For every Comradery in your hand, +$2.
If there are no Comraderies in your hand, +1 Card.


I like this card. It might cause a race for it, but unlike Minion, it doesn't discourage getting high value treasures like Gold. With Ironworks or Workshop or games with lots of trashing, this is likely dominant strategy. Design: 9/10

Old Hag
$4 Action-Duration
+2 Cards
If another player reshuffles his deck before the start of your next turn, he gains a Curse on top of his deck.


Too random for my tastes. Maybe it triggers if the opponent plays an Attack card instead? Design: 5/10.

Dilemma
$4 Action
+1 Card
+1 Action
Choose one: gain a Silver; gain 2 Estates.


If this card feels slightly too weak to anyone, you can always make the gained Silver go to the top of the deck. Design: 7/10.

Mutator
$4 Action
Trash a card from your hand. If it's an Estate, Copper, or Curse, gain a Silver; otherwise, gain a Gold.


This is one of my favorite cards of this bunch, as well. 10/10.

Cheapskate
$4 Action
Choose one: gain a card costing $2 and a card costing $4; or gain a Silver and a card other than Silver costing $3.


There are a lot of different sub-categories to consider with this card. If there are relevant cards at all three slots, this card becomes very good. Otherwise, it is nearly useless. Design: 7/10.

Streets of Gold
$4 Victory
Worth 1VP per every 2 Golds in your deck, rounded down.


It takes 6 Gold to make this worth 3VP. That is to compete with Duchy. I think it is slow in nearly every Kingdom. I can't think of a way to improve it except giving 2VP for every 3 Golds. Design: 4/10

Conquistador
$4 Action-Attack
+$2
Each other player reveals their hand, trashes any Gold in their hand, and gains that number of Silvers, putting them into their hand.


I recently put up a similar card. You will hit nothing nearly all of the time. People will change their buying habits. If it does hit a gold, it reduces their current hand output by $1, the value of their deck by $3, and gets you $2, causing a 6 cost card swing, essentially. It should be changed to only hit one Gold at a time. Design: 5/10. Even still, Prohibiter is a worse idea.

Prohibiter
Action-Attack
Cost: $4
+1 Card
+1 Action
+1 Buy
Each other player discards a Gold (or reveals a hand with no Gold).


Gilded Witch
$4 Action-Attack
+2 Cards
Reveal your hand. If you have any Gold in your hand, each other player gains a curse.


This seems to mostly be a BM+Guilded Witch strategy. Get Guilded Witch/Silver. Get Gold whenever you can. After the first Gold, get a second Guilded Witch. Win. In engines, or whenever traditional curses are used, it isn't great. Design: 6/10.

Entrepreneur
$4 Action
+1 Buy
Gold is worth $1 more this turn.


Shaky on this card, which is too similar to and weaker than Coppersmith (except with heavy trashing?), but maybe the +Buy would make this card sometimes worth it? Would it be better or broken at $3?

Placer Mine
$5 Action
You may reveal a Gold from your hand. Gain a copy of it. You may trash any number of Coppers from your hand.


This obviously needs the text "If you do, gain a copy of it." Why can't this card copy Silvers? The answer is likely that it would be too similar to Mint. Design: 6/10.

Golden Village
$6 Action
+2 Actions
When you buy this, gain a Gold.


I love Border Village, too. So this gets Design: 9/10.

Acreage
$7 Action
Trash this card. Gain a Province. Each other player gains an Estate.


If this card is too weak, it could be changed to place Estates on the top of player's deck. Would that make it an Attack? Is it an Attack already? Design: 8/10
Sorry about the grading out of 10; it helps me process my thoughts. Most of the best design space for these kind of low-complexity cards has probably been tested by Donald X. I am sure some of the low rated ones can be improved. I like a lot of these ideas.

406
Variants and Fan Cards / Re: 3 Actions that let Silver Shine
« on: June 25, 2012, 10:21:37 am »
A version of Coppersmith for any other kind of Treasure would likely be weaker than Coppersmith itself as Copper is usually the most numerous type of treasure in your deck.  The added flexibility here ups the strength a little, but I'm not sure when you'd want this but not want Coppersmith.  A bare +1 Card (without an Action to go with it) feels a little odd too.

Often true. The bare +1 Card is like a last chance to get the treasure you are looking for, like a Wishing Well. It is an advantage over Coppersmith when declaring Copper. Jeweler doesn't have to be used with Copper. The cards listed above, but especially Chapel Remake and Trader lead to decks stuffed with Silver.

A cheap Lab that might be a Moat early, but is likely to move through level 2 City status and beyond later on.  As a source of Actions it would be interesting because you have to balance Silvers against engine components.  For Big Money it looks too much like a cheap Lab, so the cost probably needs nudging up to $5.
Labs don't seem to be a huge problem with big money. It takes 2 Labs to match a Smithy in card draw and 3 Labs to beat it if you don't care about actions. Letting a Big Money player get a "lab" for $4 often gives them the choice of buying more Whitesmith or more Silver to make it usable whenever they can spend $4.

This is much more severe than Saboteur.  It hits best of 5 rather than a random card, and it hurts your current hand rather than merely degrading the quality of your deck.  It would destroy any kind of engine, and games could easily turn into degenerate Villainy.
Saboteur is a bad card.
Villain's engine destroying is possible because it both mucks and removes components; it make take a lot of playing with it to see if it turns into degenerate Attack+BM. If it is weak enough, there will be reason to use it to take out cards other than itself (which only gives +1 coin) given the opportunity. If it is too strong, people's turns may turn into "Play Villain. Return a Villain in opponent's hand to supply. Silver. Silver. Buy Villain", which is not a fun, dynamic game.

How does it compare with:
Villain Trasher? - 5 cost.
Action-Attack
+1 Coin. +1 Buy. Each other player gains a Silver, placing it in their hand. Look at the hand of each player that gained a Silver; choose 1 non-Victory card and trash it.

This version makes it more likely the game ends on piles (perhaps itself) and also interacts with City and Fools Gold and engines differently. It hits prizes and Black Market cards. I think it might be less good overall.

407
Introductions / Re: Hello forum, I am One Armed Man
« on: June 25, 2012, 12:19:03 am »
I based the name off of a news report about "one armed man" being a suspect in a case or walking around a mall or something. I liked how it sounded like a lot of things (the proper way of saying someone has one arm is "one-armed").

408
Variants and Fan Cards / Re: 3 Actions that let Silver Shine
« on: June 24, 2012, 06:49:44 pm »
That would only happen with Black Market or Tournament Prizes, if I remember correctly.
http://forum.dominionstrategy.com/index.php?topic=137.0 is a similar situation with Ambassador. Black Market and Tournament would be a decent counters, though the Black Market and Tournament cards themselves can still be returned to the supply.

409
Variants and Fan Cards / 3 Actions that let Silver Shine
« on: June 24, 2012, 04:38:30 pm »
Silver is often a consolation prize for a mediocre turn. Threads have ensued about silver/terminal openings vs. 2terminals, silver/potion openings, whether silver is worth getting in the mid-late game at all. Silver gainers like Explorer, Trader, Trading Post, and Bureaucrat are often weak. Other ways to gain silver are Workshop-like effects, JOAT, Upgrade and Remake.

Some ideas that came from the fact that silver is always available. Names are an afterthought, sorry if I copied yours.

Jeweler?- 6 cost.
Action
Name a Treasure card. That Treasure produces an extra 1coin this turn. Then, +1 Card.

Inspired by Coppersmith. Adding value to Silver alone likely leads to dumb Big Money games, and giving players the choice makes the math of deciding what to choose easy. Adding the +1 card after the naming and making it compete with Gold often makes the player feel smart. In a hand of Copper, Silver, Gold, Jeweler, Estate: if you want a province, you name Copper because drawing a gold or silver gives you 2 coin anyway.


Whitesmith? - 4 cost.
Action
+2 Cards. Reveal any number of Silver cards from your hand. +1 Action for each Silver revealed.

What is this card for? What card combinations break it? I don't know, but it is decently powerful in most weak boards. Silvering works best if you have no villages available and are choosing to Big Money. Engines might not pick up silvers usually.


Villain? - 5 cost.
Action-Attack
+1 Coin. +1 Buy. Each other player gains a Silver, placing it in their hand. Look in each other player's hand; choose 1 non-Victory card and return it to the Supply.

This card is likely going to cause people to freak out. It lets you take away people's most-wanted card! Unfun for new players. Like Saboteur, but with an exception for victory cards. In boards with Villain, getting double terminal in hand is okay, because the attack either doesn't hurt you or resolves the collision itself in hands with 2 terminals. Hitting a 5 cost attack is potent, hitting a Gold reduces the hand's coin output by 1, but 7+ cost cards instantly become unsafe. The card encourages buying 2 mediocre cards over 1 strong one. Even if you are hit with this attack multiple times, the worst thing happens the first time, and you are left with a silver for every card it hits, leaving you a hand like Silver, Silver, Silver, Copper, Province in the mid-late game. Schemes are good protection, Alchemists are vulnerable, and Herbalists (another +1 coin, +1 buy) might endanger your Treaures, and high value villages (Bazaar, Festival, City) might be pulled from your hand if you have 2 terminals in hand. Until recently, I had it trash the cards. In long multiplayer games, the silvers might run out, resulting in that version turning deadly.

410
Introductions / Hello forum, I am One Armed Man
« on: June 24, 2012, 03:50:51 pm »
Hello. I have been a huge Dominion fan since I was introduced to it at MACE 2010. I hover around isotropic in the low 30s (I am 35 today yay).
I am an ameteur game designer and industrial engineer from North Carolina.

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