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Messages - Mecherath

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51
Variants and Fan Cards / Re: Card Idea: Retrain
« on: July 22, 2012, 01:50:18 am »
I see where Mogrim is going with the Remake comparison though.  Remake lets you get a +1 boost on two cards, while Retrain lets you get a +1 boost on one card, but you also get to use it once.  But really, other than the synergy with self-trashing cards, if you're trashing something, you probably weren't that interested in it anyway.  It's a good last Hurrah for cards you are done using though (Familiars when curses are gone, Forges or Mints once you've used them to de-Copper, etc).

I like Rush_Clasic's wording change, though it does have a few extra implications.  Rush's version makes it useless for self-trashing cards, which is something LastFootnote was going for.  Also, as Rush wrote it, it can trash itself for a non-terminal Feast.  This is one of those cases where bumping it to $4 actually makes it a lot stronger.

So I'd actually leave it at $3, if you take the new wording.  If you remove the Action-restriction, and make it any card in play, you can also apply it to treasures.  That adds a bit more utility to it.  Trash a single copper (instead of 2 with Remake) but you get to spend that copper first.  If there's a good $4 or $7 out, you can use spend that Silver or Gold before you trash it.  It still won't work on Curses, or to turn Estates into Silvers, but dumping Coppers is one of my favorite things.

52
Variants and Fan Cards / Re: Clasic_Cards #6 - Scarecrow
« on: July 22, 2012, 01:33:50 am »
I like this card, and its reaction, but I think it actually works best as a set-aside mechanic.  I understand why you wouldn't want to discard it, since you may still want to use its main money-generating ability on your turn.

But consider that in a 4 player game with a strong curser like Witch, or one given to chains, like Torturer or Familiar, you can be revealing this a huge number of times.  And every time you draw more cards, that's more victory cards to draw for your next reveal.  And of course you still have it on your next turn then, and with your entire deck in your hand, you're going to be taking a whole pile of cash on your turn.

This doesn't even get into multiple Scarecrows, which is again easier if you are revealing them for each attack for each player.  I don't know that you need more than one payoff for having a $3 card in your hand.

Finally, I think it's actually pretty amazing against discard attacks.  Consider that one of the better responses to Militia is to discard 2 Estates.  In that situation, the attack didn't affect you at all.  If you have a Scarecrow, you are basically choosing 2 cards to replace those estates.  Your hand is probably better now.

Changing it to +1 card has the multiple-attack problem (though not as bad).  Remember that all Horse Traders really gets you is +1 card (well +2 against discard attacks since it's pulling itself away too).  But you don't get it until your next turn because of the set-aside mechanic.  So that version is still a much better reaction.  I actually like that the action and reaction are similar in nature.  But +cards on reactions just can't be spammable.

TL:DR - Keep as written now, but set-aside to make it once per round

53
Variants and Fan Cards / Re: Clasic_Cards #5 - Catapult
« on: July 22, 2012, 01:02:16 am »
Making the card a Reaction itself is a good fix to ensure that any board with Catapult has at least one Reaction.  The Reaction you proposed is a one-shot Moat at the same cost though.

I think in this you are a bit limited by wanting to stick to a strong theme.  Dominion as a whole has a pretty light theme.  It's great when the cards work out, and I definitely appreciate that, but the mechanics trump the flavor a lot more than the other way around.  You are obviously wanting to stick to the theme, which is fine.

One possibility is to make the Reaction part of Catapult the anti-Reaction part.  Like Reaction - Reveal this card after playing an attack.  Reactions played this turn do not work on this attack.  Could also make it react to a reaction.  You can have triggers on discard though, and on card game, so it seems a reaction could just trigger on an attack.

Then find some base function of the card that is good and fits your theme.  Situational discounts might be good.  Maybe the idea is that they help your military in general, and so attacks purchased this turn cost $2 less.  Or make the catapults helping you conquer land.  Victory cards purchased this turn cost $2 less.

54
Just realized I may have misread the card and it's even a bit weaker.  If you trashed 8 copies, you'd get something like 2 Provinces, 2 King's Courts, 2 Golds, 2 Duchies, etc.  Not the win condition I was thinking of...

55
Since this is a cantrip, one strategy would be to piledrive it and then throw them in a megaturn.  If you managed to get 8, you could grab all 8 Provinces in one go, with some Duchies to spare.

If there's a decent support card around, and your opponent is doing the same, you only need 5 or 6.  Assuming the two of you empty this pile, the first person to luck out can empty the Duchies and then finish off the support card pile.

On the other hand, they aren't that great until you have 5 or more in play.  If you get 4 out, you can turn a single $5 card into two $4 cards, which is like a reverse double-Feast.  You could of course get 8 $4 cards this way, but if they were good, why didn't you just start with those?  Cities are in a similar position, but they are at least Villages until they power up and you take your mega-turn.

Maybe make this a Peddler variant (I know, missed the challenge) and add $1 to them?  I know that the Peddler effect is priced at $4, but I feel like they should do something else at least.

56
Variants and Fan Cards / Re: Clasic_Cards #5 - Catapult
« on: July 21, 2012, 12:18:11 am »
Just as the presence of a strong reaction makes an attack not worth getting, the presence of Catapult makes the reactions not worth getting.  It becomes a bit of an arms race, with a likely result being that there are two dead cards.  Nobody buys the reaction because the Catapult just makes it useless, but Catapults are useless unless your opponent has a reaction.

An interesting twist that would still be a bit thematic and give the card some use when there are no reactions are to let it search your deck for an attack and then play it.  An attack played this way would ignore all reactions or immunities (Such as Lighthouse).  Should probably force that to either trash the Catapult (it breaks) or the Attack used (spent ammunition).

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