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Messages - Marcory

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626
Variants and Fan Cards / Re: Really bad card ideas
« on: May 06, 2014, 04:29:07 pm »
Shameless Respect/Post Ratio Increaser
Action
Cost $0

You may bash Goko. If you do, gain Respect, and you may play another SRPRI.

(feeling guilty about my previous post) :)

627
Variants and Fan Cards / Re: Really bad card ideas
« on: May 06, 2014, 02:42:18 pm »
Stable
Type: Action
Cost: Priceless

Play a game of online Dominion that doesn't crash.

628
Variants and Fan Cards / Re: Scissors Grinder (Action)
« on: May 05, 2014, 03:23:55 pm »
We also need Spock Grinder and Lizard Grinder. Maybe these could be non-supply unique cards generated through some sort of Tournament-style mechanic?

629
Variants and Fan Cards / Re: Scissors Grinder (Action)
« on: May 05, 2014, 12:47:56 pm »
Ah, no. So this card is more palatable now. But it's still pretty powerful of its own accord--maybe roughly equivalent to Inn?--so it's spam-ability is still very strong--probably too strong.

630
Variants and Fan Cards / Re: Scissors Grinder (Action)
« on: May 05, 2014, 12:26:13 pm »
Laboratory is already one of the best non-attack $5 cards. It's not uncommon to pay $6 for a Lab.

With this pricing, you can easily pile-drive SG's. After all, you need only play SG-SG-[$2/$3 terminal action]-Silver-Silver to get 2 SG's per turn, which is not hard with a 7-card hand. And with +Buy, Bridge, or Quarry, SG-gaining can get really crazy. (It's also not clear how this card's minimum cost interacts with Bridge/Quarry/Highway/Princess.)

This card is only overpriced by $1. Peddler is overpriced by $4, and even then, its basic ability is only slightly better than Oasis, a medium-level $3 card.  Normally, you get Peddlers either because they're free, or because you want to Remodel them, not because of an ability that is essentially equivalent to a coin token. (Sure, if they're the only virtual coin and you're going Double-Tactician--but Oasis or Pawn or Candlestick Maker is almost as good for this).

The 'Stonemason+Peddler' idea might work better with a pseudo-Smithy or Bazaar, because people don't usually pile-drive either card.

631
Variants and Fan Cards / Re: Really bad card ideas
« on: May 03, 2014, 07:31:37 pm »
Conspiracy Theory--Action--$0

State an integer from 1-10. Each opponent reveals his hand. If any opponent has the stated number of Conspirators in his hand, you gain all of those conspirators.

632
Variants and Fan Cards / Re: Really bad card ideas
« on: May 03, 2014, 05:41:45 pm »
Redart--Action-Reaction-$4

You may trash any number of Silvers from your hand. Gain a card costing up to the total cost of the trashed silvers.

When you would gain a Silver, you may reveal this from your hand. If you do, gain a different card.

633
Variants and Fan Cards / Re: Really bad card ideas
« on: May 02, 2014, 04:49:03 pm »
Transmint--Action--Cost $PP

Trash a treasure from your hand. If it is not a Potion, gain a Potion. If it is a Potion, gain a Treasure.

634
Dominion General Discussion / Re: Dominion Limericks!
« on: May 02, 2014, 12:50:19 am »
I would like to note that it's annoying that the first vowel in butcher is the one in put and not the one in putt

Not the one in butte? Or suite? Or suit? Or guide? or Belarus?

Ah English. So many choices.

635
Variants and Fan Cards / Re: Council of Elders
« on: April 30, 2014, 02:10:55 pm »
First of all, you'd probably want to create a new card type 'VM' for clarity's sake.

Second, is there a reason these cards cost $3* instead of 0*? Normally you won't want to Remodel these cards, and they won't normally be in your deck long enough to be hit by Saboteur/Knights. (The only edge-cases I can think of are if I don't want to trigger a reshuffle or if I Possess you, play your CoE, and gain a VM into my own deck).

This also leads to a problem with Graverobber/Rogue. Barring Highway etc., Graverobber and Rogue only can gain cards that cost $3-$6. At present, all of the $*-cost cards that are not in the Supply cost $0*, so that gaining them from the Trash is not an issue. Peddler is in the Supply, but its cost only varies during the Buy phase, so its cost is also not an issue here.

But it could be an issue for $3 Village Meetings. You'd have to include a special rule for VM that says 'you can't gain this from the Trash except with Council of Elders', but that seems unnecessarily complicated. Why not just price it at $0*?

In addition, the other one-shot 0*-cost cards (Spoils and Madman) return to their own pile when played, rather than the trash. Why not just have VM return to the bottom of the VM pile when played, and have the Coin token mechanic gain cards that are stacked out of order (i.e., that have been Returned) rather than from the Trash?

Alternately, if you return the VM's to the trash, you could have the Coin token gain ANY Village ("Card whose name contains 'Village'") from the trash. That would give CoE a good combo with the otherwise-weak Mining Village and give it a sometimes-useful ability without overly strengthening it.

636
Variants and Fan Cards / Re: Yin & Yang
« on: April 30, 2014, 01:47:11 pm »
Quote
That's like opening Urchin/Urchin and hoping they collide for the Merc, and even that misses often enough that's its not a super great opening most of the time. And if they miss then you gave yourself 4card hands on turn 3 and 4. That's aweful.

Urchin is at least a cantrip, so it doesn't hurt your hand when it doesn't collide with itself, and it doesn't hurt when it collides with a terminal either. It also can deprive your opponent of an early $5 kingdom card even if it doesn't create a Mercenary. That's why opening Urchin/Urchin is much better than opening TM/TM.

Sure, there's still the problem that you'd rather have Silver if Urchin doesn't collide, but that's something every opening has to deal with. (You'd rather have Silver if Oracle draws only C/E, or your opening terminals collide, etc).

637
Variants and Fan Cards / Re: Yin & Yang
« on: April 30, 2014, 01:42:26 pm »
Maybe you could have these stacked alternately in a single pile on setup (either 5 of each or 10 of each), so that it forces players to gain alternate cards, and doesn't take up two slots in the kingdom. You'd then have to figure out what happens if this stack is the Bane for Young Witch, and how these cards count for Fairgrounds/Harvest/Menagerie etc.

Alternately, you could stipulate that if one of these is in the Kingdom, the other must be an 11th Supply pile, but then do you want to have 12-card kingdoms with Young Witch in the game?

638
Variants and Fan Cards / Re: CC #49: Orchard
« on: April 29, 2014, 02:40:05 pm »
I agree with Zappie's results.

The card is fine, but I'm not sure if it properly produces a skewed strategy the way the other Alt-VP cards do. Garden makes you buy Coppers, Silk Road goes for Estates, Feodum for silvers, Vineyards for cheap Actions, Fairgrounds for variety, Duke for $5 hands, Bishop for the Golden Deck, etc.

But with this card, you'll want to buy as many Golds and $5 Action cards as you can. But don't most strategies revolve around getting either Gold or $5 actions, or both? So I'm not sure how this wouldn't just be a cheap Duchy that you buy in the endgame.

And if you're consistently able to buy $6+ cards, aren't you also consistently able to buy Provinces? And wouldn't you want those instead?


639
Rules Questions / Re: Chapel question
« on: April 29, 2014, 11:59:20 am »
Or if you have TR-Chapel and the card in your hand that you want to trash is Overgrown Estate, you can TR the Chapel and not have to worry about having to trash the card that OE draws.

640
Variants and Fan Cards / Re: Really bad card ideas
« on: April 26, 2014, 07:10:26 pm »
sure, but you can't buy anything else when you get it.

The idea is, you can't use money to get Zen, and you have to go for Zen single-mindedly.

641
Variants and Fan Cards / Re: Really bad card ideas
« on: April 26, 2014, 05:49:04 pm »
Zen Gardens
Cost: 0
Victory

8 VP
-1 VP for every 5 cards in your deck

------
When you gain this, you may not buy any other cards this turn. If you have gained any other cards this turn, you may not buy this
.

FTFY

642
Variants and Fan Cards / Re: CC #48: Stockholder
« on: April 26, 2014, 05:45:07 pm »
What about giving the bonus on-gain as well, so 'When you gain this, you may place any number of cards from your hand on top of your deck?"

643
Dominion General Discussion / Re: Interview with Donald X.
« on: April 25, 2014, 12:17:50 pm »
Look at post 1244 (it's probably on the previous page, but that depends on your posts-per-page view settings).

644
Variants and Fan Cards / Re: MetaSkipper's Hopefully Passble Cards
« on: April 25, 2014, 02:05:37 am »
I think I have a general idea of what this card is supposed to do, but I'm not sure how the wording gets me there. How, for example, do I use the 'effect' of a Victory card? And you really need to specify that the cards come from the supply.

As written, I can open, say, Menagerie/Misinformation. When they collide, I can treat Misinformation as a Platinum, Gold, or the best Kingdom card.

Misinformation then effectively stays in my hand for the rest of the game, and I can use it as whatever awesome action card (or Gold/Platinum) that I want, as long as I have a card that reveals it

That's super overpowered (especially for $2), unless I can't trigger it at all, in which this card is worse than Moat. After all, even Band of Misfits can only function as an Action card and gets discarded during cleanup.


645
Variants and Fan Cards / Re: Really bad card ideas
« on: April 25, 2014, 01:56:39 am »
Big Money is Awesome!
Treasure
Cost $7
+3 coins
Gain a Duchy

Setup: In games using this, place Embargo tokens on all Action card piles in the Supply. Each time any player gains an Action card, he gains a Curse and a Copper.


646
Dominion Articles / Re: Top 10 opening blunders
« on: April 22, 2014, 12:51:19 am »
Three player game. First player opens Embassy, 2nd player opens Noble Brigand, 3rd player only has 3 cards in his draw pile so he has a chance to draw his Silver at the end of turn 1 and use it on Turn 2.

647
Mine doesn't gain any cards (unless you're Mining Spoils); it merely upgrades them. It also usually only gains $1.

Trading Post actually reduces your deck size (barring 1-card hands and Fortress), and frequently trashes Copper, so it's rare for it to get $2.

These cards are thus in a different category Jester/Rogue/Haggler/Explorer, all of which give $2 and frequently make you gain a card. There are edge cases: Jester vs. a 5 card deck or when it deals junk; Rogue when it attacks; Haggler when you don't buy anything; Explorer when the Silvers/Golds are out, when you have Watchtower in hand, etc, but these edge cases don't detract from the overall similarity of these cards.

Explorer is like Trading Post in that it is a silver gainer, but that's a different point of comparison. Similarly, there's lots of $5 cards (Dame Silvia, Venture, Stash, Festival, etc) that give +$2, but don't gain a card; they're also in a different class than the named four cards.

648
Variants and Fan Cards / Re: MetaSkipper's Hopefully Passble Cards
« on: April 19, 2014, 11:14:21 pm »
Quote
After that probably unhelpful dissertation, my question is: does giving bonuses on "overpaying actions" overbuff Village Idiot decks?

Village Idiot decks are bad not because you end up with too many unused actions but because of the opportunity cost of all those Villages. For every unnecessary Village you buy, you could have had a Silver or strong $3 card instead. If you buy too many $4 and $5 Villages, you're depriving yourselves of the Smithies, Council Rooms, Attack cards, etc that you need to make your engine work better than that of your opponent(s).

The 'overpaying actions' card you're thinking of exists as Diadem, the Prize from Cornucopia. I rarely find a use for it, not least because the race for Provinces in a Tournament game makes it harder to build the engine that would make Diadem work, even if they are in the kingdom. Diadem is usually the 4th or 5th best Prize (after Followers, Trusty Steed, and Princess, not necessarily in that order), and often you'll want Duchy by the point in the game that Diadem becomes the best Prize left.

Think about it: Diadem basically turns your basic Villages into Bazaars (turning the leftover +1 action into $1). That's nice--but a deck full of Bazaars won't win you the game, even if Bazaar is itself a decent card.

I don't want to be harsh, but before you think propose more fan cards, you should look over the Wiki and see what real cards have been made (or play on Goko and see for yourself how these cards work). Most of your ideas are already in use in the other expansions.

649
Variants and Fan Cards / Re: Really bad card ideas
« on: April 18, 2014, 12:32:57 pm »
College
Action
Cost $5

+2 Actions
You may gain any number of Student Loans from your Student Loan Pile. Gain a card costing up to the amount of Student Loans that you gained.


Student Loan
Treasure
Cost $-2*
$0

When you trash this, return it to your Student Loan pile.
During your buy phase, you may spend $3 to trash this.
You may not buy cards if there are any Student Loans in your hand.
__________
This card is not in the supply.

Setup: Each player begins the game with 10 Student Loans in his Student Loan Pile.
In games using this, you may not buy cards unless you first reveal your hand.

Student Loans cost $-2 so that you can only Mine them to Coppers

650
Variants and Fan Cards / Re: MetaSkipper's Hopefully Passble Cards
« on: April 18, 2014, 01:40:47 am »
As for your other cards.

I think that Unskilled Labor's niche is already filled by Squire and Stonemason. This doesn't really add anything that those two cards don't already have.

I think Mass Production is just too expensive. It has an ability that is mostly useful in the early game (gaining cheap Action cards) but at $6 it's not obtainable in the early game. Also, Bridges (and even Highways) are spammable, but $6 cards mostly aren't.

Ambush' reaction is so strong that people would really re-consider an attack engine--which would defeat the point of the reaction (see Donald X's comments on reactions that hurt the attacker). So it's probably a non-starter. For comparison, think how the presence of Ambassador/Masquerade affects whether you buy Cursers, and how Tunnel makes you less likely to Militia/Margrave. You can still use Witches against Moats--if your attack gets blocked this turn, the Curse will still be there for you to give them next turn--but you wouldn't want to risk actually helping your opponent by playing Witch.

Your Mercenary is even more complicated than Band of Misfits, which already has a whole page of rules. In theory, it's nice--but if your engine is strong enough that you can give up $3, then you probably don't need this. At least Hermit replaces itself with an overpowered (if single-use) card when you give up your buy; this doesn't even have that going for it.

I can't think of when I'd want to use Deep Spy. They could gain two of Possession/Grand Market/KC/Goons, and then trash two Pearl Divers. Plus, a 3-turn Duration is hard to keep track of, especially in multi-player or with Outpost/Possession. I already forget about my Caravans and Merchant Ships at times; this one would be a real bear to remember.

Supervisor could get crazy. You could get two Possessed turns, or let your Tactician turn start with 3 actions, or your KC could quadruple a card. Plus, it would have a hard time keeping track of Duration cards--especially if you have to use the same choice you made last turn.

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