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401
DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.

It wasn't a choice between regular Throne Room and delayed Throne Room, though. This has to cost due to being strictly better than Throne Room. Although I agree that it may be too weak for (and thus unpriceable).

402
I disagree; that applies to all cards with mandatory trashing. Trashing, even when mandatory, is almost universally seen as an upside even for engine-oriented cards that aren't even TfB, like Junk Dealer and Hideout.

I do agree with its price of over pricing it at , but not because of the trashing being mandatory, but because the trashing occurs before the drawing.

Edit: to put it slightly differently, I'm not convinced that Flywheel is better than an Action that read: "Trash a card from your hand. +2 Cards." That card would get bought at $5 (which goes to show how powerful Masquerade is!), but I don't think it would be strong for a trasher.

1. Flywheel draws 3 cards from a default handsize, not 2. You're down to 3 cards in hand before drawing.
2. "Trash a card from your hand. +2 Cards." Is not printable at $5. That compares poorly to Masquerade and is strictly worse than Recruiter.

403


When you buy it, you get to decide your next turn with great control. But When you play heirs gift, its an okay sifter. Be careful or you might get junked with the gift later!

The bottom could be phrased more simply. "[]: Put two cards you would discard from play this turn onto your deck. When this is your first buy in a turn, +1 Buy." The current wording also doesn't work because it's checking if it's your first buy period, rather than your first buy this turn.

404
Flywheel (Action)
Trash a card from your hand. Draw until you have 6 cards in hand.
Beautiful. One might argue that this should perhaps cost , as it is a trashing Smithy and this seems on the higher end of those variants. I think I’d leave it as-is for now, and check where it stands after play testing it. It’s an easy adjustment anyway. My take on Flywheel is this: It’s very simple and elegant and, like, I love it. Yay!

Thanks for proposing and judging this fun contest! I think you substantially over-estimate the power of Flywheel. The trashing is mandatory, which dramatically limits its utility as a draw engine because you will generally run out of cards that you want to trash.

I disagree; that applies to all cards with mandatory trashing. Trashing, even when mandatory, is almost universally seen as an upside even for engine-oriented cards that aren't even TfB, like Junk Dealer and Hideout.

I do agree with its price of over pricing it at , but not because of the trashing being mandatory, but because the trashing occurs before the drawing.

405

This looks weird. In Kingdoms without other extra Buys you gotta add enough payload cards to hit $8 and then you gotta waste 8 Coins and one Buy on a $4 strength card that then semi-competes with all the other payload card in your deck.
Sure, the next ones are a bit of a freebie but I have a hunch that this is simply too late in the game, spending those $8 on a Province is probably better than building up so late towards a two Provinces per turn deck.

It isn't a $4 strength card. It would compare too favorably to Horse Traders to cost the same as it.

406


Quote
Sorceress
⑤ Action - Attack

+1 Card
+1 Action

Discard a card.
If it's an Action, each other
player gains a Curse.
Otherwise, +②.

It's a super Oasis, that can sometimes Curse players if you want to. I've got nothing else to say about it.


I cant see how this fulfills the "Draw to X" requirement.

or a card that helps activate a draw-to-X engine.

This helps activate a DtX engine by being net negative to handsize while producing .

407


Great for early gaining of golds or $5 cards.  Terrible for engines later on.  Can't tell if this is way too good or terrible, so I'm hoping that means it's just right.

Reminds me of a much more complex card I have. I really like Heist's simplicity, but I don't think it can really get away with "End your turn." It just creates too many rules questions. Many people will think you still do your Clean-up phase, and some will realize you don't.

"Gain a card costing up to $6. End your Action Phase.  Skip to your Cleanup Phase."
Does that sound too stupid? At this point, is the "end" even necessary? It's basically just there to clarify that you're done playing action cards now. I may have to scrap this idea.

hey good news on the "is this stupid" front: DxV does not think so. Check out "Vacation" and how it words the "end your turn" stuff.

Those are joke cards, so I would take their wording with a bucket of salt.

408



A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
He, that is my idea but in a way instead of an action XD

But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
And you overestimate it’s strength. It certainly isn’t a $4 as your card.

Minion's "refill to 4" option turns a silver into a $5 action.
And draw to five is even better. That's too good to be a way card.

This Way doesn't have a desirable way of reducing your handsize built into it like Minion does, and doesn't attack like Minion does. You can't just look at one aspect of a multifaceted card like Minion and decide that specific aspect is the reason behind its price. Not to mention that discarding your hand and then DtXing is way better than just DtXing. If they were the same, Scholar would be clearly outclassed by Library. Yet Scholar is widely considered the better of the two by a significant margin.

I disagree that Way of the Flying Fish is too good. From a default handsize, it's identical to Way of the Pig, and with a bigger handsize it's Ruined Village. It's usually easier to have a large handsize than a small one. Flying Fish is usually worse than Pig imo.

409
Equivalent or better? This is strictly worse than Lost City for the very reason you described; setting aside an Action card and playing it is strictly worse than +1 Action. With Thrones and terminal draw this becomes a significant disadvantage.

I agree that it is worse--the cost is huge and setting aside an Action card is indeed worse than +1 Action--but it isn't quite strictly worse than Lost City. Lost City can only play two cards.

Also, the fact that it gets all of the Action cards out of your hand before you start resolving them has a variety of interactions with cards that care about what is (or isn't) in your hand: think Tactician, Diplomat, Shanty Town, and and draw-to-x (off the top of my head). (Although Tactician's synergy is more about the fact that you can have another Action card pending [for lack of a better term] when you play it and dump your hand.)

There's way more times just getting +Actions would be better, though. If you draw this with a Smithy, you have no Actions left after playing this and the Smithy. If you draw Lost City and a Smithy, you can still keep playing Actions after playing the Smithy. You have to have this in hand at the same time as all cards you want to play with it; not true of +Actions. And terminal draw cards are more common than all those cases you listed, combined.

410
Equivalent or better? This is strictly worse than Lost City for the very reason you described; setting aside an Action card and playing it is strictly worse than +1 Action. With Thrones and terminal draw this becomes a significant disadvantage.

I agree that it is worse--the cost is huge and setting aside an Action card is indeed worse than +1 Action--but it isn't quite strictly worse than Lost City. Lost City can only play two cards.

411
Dominion General Discussion / Re: Interview with Donald X.
« on: July 20, 2021, 04:05:12 pm »
Since you've abandoned the idea of "all non-Supply cards cost ," how much would the Prizes cost if you made Tournament nowadays?

412
Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards

The issue I see with this card is that it doesn’t do anything without a discard outlet or a non-terminal action that does not draw a card (or a discard attack to counter). For that reason, it doesn’t seem worth $4, and a lower cost would not solve that it would not have any use in many kingdoms.
You don't need an non-terminal action card that does not draw, as it does make it easier. Just an village is enough to turn in into a laboratory.

Village draws. Village doesn't help this at all.

413

Quote
Scribe
Action - Duration - Reaction
$5
+1 Action
Now or at the start of your next turn, draw until you have 6 cards.
-
When you discard this other than during Clean-up, you may play it.

Most of the time, this would function as a non-terminal draw-to-6, like a Cursed Village without the extra action. Unlike Cursed Village, however, you don't have to get hexed when you gain it. With cards that discard, however, this significantly stronger. The duration aspect makes it a strong counter to discard attacks - by being duration draw you're safe against repeated discard attacks. Get hit by a Militia, play it for next turn, then a second Militia and nothing happens, while if you did the immediate draw, then a second Militia attack would force you to discard back down to three. That would be the main use of the duration option, since otherwise it would normally just amount to a duration +1 Card. The duration option could also function, however, as a proactive defense against discard attacks. It also has a really strong combo with Minion, Hunting Lodge, and Scholar, since you get the draw-to-6 as a reaction to discarding, which happens before the +4, +5, and +7 cards that those three give you - giving you a net handsize of 10, 11, and 13 respectively! Plus an extra Action. As a reaction to an opponent's Minion attack, there'd be an interesting gamble there - you could choose the same-turn option, in which case you'd draw to 6, then get the +4 Cards, for a final hand size of 10. However, if your opponent played another Minion or other discard attack, you'd end up losing those extra cards, while if you chose the next-turn option, you'd be guaranteed 6 cards at the start of your next turn - fewer cards, but safe from other discard attacks. Artificer would also be a strong combo with it, since you can discard a large number of cards and still have a 6-card hand afterwards

I know this is extremely nitpicky, but it should say "draw until you have 6 cards in hand." Otherwise it's checking if you have 6 cards period, and drawing doesn't change the number of cards you have. Also, just to help prevent misreads, it should say "either now or..." like official cards do.

414
What if draw-to-X but X is actually a variable?


Quote
Geographer - $4
Action

+1 Action
Reveal and discard a card from your hand. Draw until you have cards in hand equal to its cost in $.

This is extremely weak. From a default handsize, you need to discard a just to get the same net handsize as a Cantrip. Even discarding a just gets you the same net handsize as a Lab, and that's a weak enough effect that you'd probably be better off just playing the !

Also, revealing is unnecessary because you're only discarding one card; that card is visible normally.

415
Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards


This card would feed action engines quite nicely, while on it's own only an replacement. With one action played it is an laboratory.

The proper wording for the Reaction is "when you discard this other than during Clean-up, you may reveal it to draw until you have 5 cards in hand." The current wording doesn't work because it doesn't show the Book Seller to prove you discarded it (whenever you discard multiple cards, only the topmost one is seen), it's mandatory (which is a problem for the same reason as problem 1, i.e. because most discarded cards are invisible to the other players), and it includes discarding it from play (which I'm sure is unintended).

416
Refuge
Action $3

+1 Action
+1 Buy

Exile from 1 to 3 differently named cards from your hand.

Notes
- Exiling cards has a nice synergy with draw to X engines. Unless you are playing a megaturn strategy, you are going to have to address or accept the problem of victory cards taking up valuable hand space in the latter stages of the game. Exiling them is one way to solve this.
- There are no official cards that allow you to exile multiple differently named cards from your hand. I decided to go down this path.
- I think a non-terminal that allowed you to exile as few or as many cards as you want would be overpowered. I decided to borrow the trashing restrictions from Temple as I find them interesting.
- I decided to put a +buy on the card. It adds another engine component when viewing it as a draw to X enabler.

This is way better than Temple imo. Sure, Temple also scores, but this is non-terminal, so you don't need to spend your precious Actions using it, and Exiling is way better than trashing most of the time since you can Exile your Victory cards without losing points; Temple breaks even on VP most of the time since it usually trashes at least one Estate. I think this is strong enough to cost . The benefits over Temple severely outweigh the negatives imo.

417
Variants and Fan Cards / Re: Fan Card Mechanics Week 15: Level Up
« on: July 18, 2021, 12:41:18 am »
20 Hour Warning!!!
(I'm a few minutes late again. The deadline for submissions is still 23:59 UTC / 7:59 p.m. Eastern (Forum) time on Sunday, July 18, 2021.)


Here are the submissions so far:

spineflu's Carnavale
mxdata's Warlord
fika monster's Volatile Laboratory
naitchman's Breeder

You're missing Aquila's Aristocrat.

418


Facilitates DtX in two ways: 1. Non-terminal Village that doesn't draw, and 2. it can get rid of junk from on top of your deck in order to help make sure your DtX card draws good cards instead of rubbish.

419
Does an Artifact count as "more than one card in one post?" Or would that qualify?

420
Congratulations, X-tra. I'm not at all surprised by the results; as soon as I saw Spelunker, I thought it was a definite shoe-in for 1st.

421
Livery + Academy + multiple buys

I had an irl game recently where this combo came up. I was the only one who noticed the Livery + Academy combo, and I was producing Villagers so fast, I only had one Village in my entire deck, and the rest of my Action cards were terminal, AND I was drawing my deck every turn, and I was STILL getting Villagers faster than I was spending them.

423
Variants and Fan Cards / Re: Really bad card ideas
« on: July 11, 2021, 11:55:29 am »
You seem to be relying on the online implementation, not the rulebook?

From the 2019 Errata (Stop-Moving Rule section): "If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card. Played cards expect to be in play."

Foal expects itself to be in play, which it isn't if it's already in its pile. Thus Stop-Moving prevents it from returning to its pile as it is not where it expects itself to be. This isn't a new concept. All cards that move themselves on-play fail (at moving themselves) if they aren't actually in play.

424
Variants and Fan Cards / Re: Really bad card ideas
« on: July 10, 2021, 01:15:49 am »
Way of the Butterfly says yes.
So far as I can see it's silent on the matter?

Have you ever tried Throning a card and using Way of the Butterfly on the Throned card both times? It fails the second time, because by then it's already in its pile.

That was my initial thought as well. Vampire and Bat are not Action cards, so cannot be played in unusual ways using emulators/command cards/throne variants, which, in theory, could cause issues.

Command cards wouldn't work. "Play a card [with X criteria] from the Supply." - Command cards. Foal is not in the Supply. Only Throne Room variants would work.

425
Variants and Fan Cards / Re: Really bad card ideas
« on: July 08, 2021, 03:08:45 pm »
Ah, but can you really not "return" a card to its pile when it's already there?

Way of the Butterfly says yes.

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