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Messages - Gubump

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876
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 02:06:31 am »


Menagerie variant that can assist the heirloom in producing a greater $.

First Born is either a worse Fugitive (discard first is worse than discarding after) or a Villa without the + or the on-gain effect. I think First Born is too weak to cost and should probably cost .

877
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2019, 03:01:22 pm »
Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.
I think you seriously underestimate the flexibility of this. Play it as village, play the second copy as Smithy and so on.
Also, we usually prefer to use our terminal space for draw and not for terminal Coin generation.

You'd need at least 5 Coppers on your mat to pull off that combo, though, since one of the Coppers is turned over for the turn each time YoP is played.

878
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 20, 2019, 09:37:59 pm »
Here's my quick made submission:

Kind of like a miser, you can save up during a year of plenty and make your next YoP better (diminishing returns on YoP when you start cashing them in though).  Hope it's clear what it does.

I think to make it more clear you should say "turn one Copper on your Tavern mat face down. At the end of your turn, flip it face up." That is more align with Dominion cards that specifically instruct rather than imply what to do. "Keep it down for the turn" is satisfied by keeping it down for the turn and next turn and forever, technically. So, it'd be a little clearer to instruct the turning back of the Copper.

I think this card is very cool!

Necromancer uses the same "turn it face down for the turn" wording.

879
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 19, 2019, 10:52:26 pm »
New Entry

Shadow Realm

Action/Command - $3
You may reveal an Action from your hand to play it, then play the Shadow card with the same cost, leaving it there.
-
Setup: For each Action card cost present in the supply, set aside an extra non-command Action with that cost; these are the Shadow cards.

Note: Sometimes there won't be a card available to set aside as a Shadow (eg Poor House or Engineer or Golem is in the supply, or Artisan is and you only own the base set). "Do as much as you can" - Shadow Realm is just a Ruined Village to those cards.

I would personally price this at . I might even say that it's better on average than a Throne Room.

880
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 01:25:18 pm »
Falconer
Types: Action, Command
Cost: $3
The player to your left reveals a non-Command Action card from their hand (or reveals they can't). Choose one: +1 Card and +1 Action; or play the revealed card, leaving it there.
Delegate
Types: Action, Command
Cost: $3
Each other player reveals their hand. Play a revealed non-Command, non-Duration Action, leaving it there. If you couldn't, +2 Cards.
The old "play Actions from another player's hand" trick doesn't work very well because you stop if from working by not buying Actions, so the question is how you general combat a largely Treasure-centered strategy in the design of the card.
4est's Falconer gets around it by making it a cantrip instead of the worst Action in the player to your left's hand.  I think the limitation is huge.  If you play Falconer terminally they can reveal a terminal card the you can't play.  If you play Falconer non-terminally, they reveal a minimally useful non-terminal, again making Falconer of only marginal use.  I think a strong money-centric Strategy will make Falconer a waste of time.
Gubump's Delegate instead turns into a Moat instead of the best Action in any other player's hand.  Hitting anyone's any card means that this scales poorly into multiplayer.  The save of Moat is probably even worse than Falconer's cantrip, so I would likely still run good money against Delegate.
I recommend the catch for not having an Action to play be better than the Action play, honestly.  Me revealing an Action to your Command-card should make your Command card worse.

I think that people will still buy Action cards just as much as normal even with Delegate/Falconer in the Kingdom (and my experience playtesting Delegate shows that this is true). A key thing that I don't think you're taking into account is that in order to play an opponent's Action with Delegate, you have to have a Delegate in hand while your opponent also has that Action in hand, whereas to play that same Action card, your opponent just needs to have it in hand. So overall, having the actual Action itself is still better than having a Delegate, and thus having Action cards is still well worth doing.

881
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2019, 10:15:09 pm »
Notes:
  • Bow lets you bypass Potion costs. This is intentional.
  • Rosin probably doesn't need the reminder text

Big shout-out to Fragasnap for making me think what an event/command card would look like.

Is it intentional that Bow also lets you bypass Debt costs?

Hm. no. That probably shouldn't happen. Although... that's what, Engineer and no others since there's no cost reduction on debt cards? and you can't trash it since it stays there, so you can't get the double-up, so it's just a workshop? That's not the worst. Should probably fix it so it plays nice with everyone elses fan cards though. edit: nope, it's all debt cards that aren't Fortune or Overlord. need to fix it.

maybe "At the start of your turn, +1 Buy. When you buy Practise, you may play a card whose cost in coins and debt is $5@0 or less instead."? kind of inelegant. I'll sleep on it. Feel free to make suggestions.

Honestly, I would just drop the whole "ignoring--costs" functionality. I wouldn't have noticed it if it weren't for your notes, and I'd say it would probably be overpowered to let Practise ignore costs.

If you insist on allowing Potion-cost cards, though, you could just do "At the start of your turn, +1 Buy. When you buy Practise, you may play a card costing up to instead."

882
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2019, 09:53:30 pm »
Notes:
  • Bow lets you bypass Potion costs. This is intentional.
  • Rosin probably doesn't need the reminder text

Big shout-out to Fragasnap for making me think what an event/command card would look like.

Is it intentional that Bow also lets you bypass Debt costs?

883
Weekly Design Contest / Re: Contest #48: Design a Command
« on: October 16, 2019, 09:18:22 pm »


I came up with this one about 3 months ago, but just recently changed it into a Command type. The Command type is present to prevent an infinite loop (play Delegate, play opponent's BoM, play Delegate from Supply, play same BoM, repeat ad infinitum). It also happens to be one of my most playtested fan cards if not the most.

885
Dominion General Discussion / Re: Epic Fails Thread
« on: October 07, 2019, 06:14:48 pm »
I just had a classic example of failing to do basic math: I went for Masterpiece-Feodum in a game with Bandit Fort. I was thinking enough Feodum points would outweigh the Bandit Fort penalty. Then I actually did the math and realized I would need at least 7 Feodums for that to happen... which was no longer possible because my opponent was pursuing the same boneheaded strategy I was!

Fortunately in this situation you can always just trash the feodums and pivot to a new strategy.

Except that he would then lose all of the points from the Feodum and gain three more Silvers, losing at least a Province worth of points and exacerbating the situation.

886
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 06, 2019, 12:17:12 am »
Captain is way overrated. Dismantle is a tad underrated.

How? It only costs more than BoM yet is a now-and-next-turn BoM. Even better than that, actually, since it synergizes with cost reduction. I think Sauna/Avanto should be #1 and everything above it should just shift down 1 spot, and Walled Village and Dismantle should switch places. Other than that, I completely agree with this list.

887
Dominion General Discussion / Re: Epic Fails Thread
« on: October 04, 2019, 05:44:28 pm »
There was one time where I accidentally called a Duplicate to gain an extra Curse when I bought a Gold because I didn't realize that my opponent had played a Swamp Hag on their turn. I really wish Shuffle iT made it way more obvious that Duration attacks like Haunted Woods and Swamp Hag were played, because I never notice them. Adding a little ant-sized icon to their VP/Villager/Coffers/Username bar really doesn't cut it.

I'm still mad that my opponent wouldn't let me take back what was obviously a mistake.

Haunted Woods and Swamp Hag put the icon into the bar of the affected players, not the player who played them. So when it's your turn and you are affected, it sits there in the central status bar.

Also with the new update, it shows you an (admittedly small) picture of the card you are gaining.

But I also often misclick, because I want to do Action X and I forget that before something else happens (like trashing for Cathedral the card you actually want to play).

This happened about 2 months ago, so it was probably before that update, and the very small icon in the central status bar is hardly noticeable (or at least it was when this mistake occurred).

888
Dominion General Discussion / Re: Epic Fails Thread
« on: October 03, 2019, 10:00:06 pm »
Bought Mint with multiple Crowns in play.

Ouch, that sucks. I especially hate making on-gain/on-buy mistakes like this online, because I really want to ask for an undo (yes, I should have realized that would happen, but I truthfully didn't notice it), but I've already seen my next hand by the time the effect goes through.

There was one time where I accidentally called a Duplicate to gain an extra Curse when I bought a Gold because I didn't realize that my opponent had played a Swamp Hag on their turn. I really wish Shuffle iT made it way more obvious that Duration attacks like Haunted Woods and Swamp Hag were played, because I never notice them. Adding a little ant-sized icon to their VP/Villager/Coffers/Username bar really doesn't cut it.

I'm still mad that my opponent wouldn't let me take back what was obviously a mistake.

889
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 03, 2019, 09:56:30 pm »
Online against a bot, I created a Kingdom specifically designed so that I could quickly and easily get the game into an infinite loop state where Captain and Band of Misfits can only play each other. Playing BoM or Captain causes the game to freeze.

890
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 09:43:41 pm »
Whoa, the Renaissance list is also surprising. Silk Merchant at #2? Hideout is considered weak?

Here are my top 5, in order:
1. Recruiter
2. Mountain Village
3. Inventor
4. Patron
5. Scholar
Border Guard and Silk Merchant are #6 and #7, respectively, but Recruiter is SS-tier (the only other Kingdom cards in that tier, for reference, are Chapel, King's Court, and Cultist), #2-4 are S-tier, and Border Guard and Silk Merchant are both A-tier.

I don't think Mountain Village, Border Guard and Silk Merchant are that great. And I'm curious about your opinion on Library based on how highly you rated Scholar.

I don't think Library is anywhere near as good. Scholar lets you discard all your Victory cards so you can replace them with something useful, whereas Library does not. Library also doesn't stack nearly as easily. It's far easier to redeem a bad hand with Scholar than with Library.

891
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 09:02:25 pm »
Whoa, the Renaissance list is also surprising. Silk Merchant at #2? Hideout is considered weak?

Here are my top 5, in order:
1. Recruiter
2. Mountain Village
3. Inventor
4. Patron
5. Scholar
Border Guard and Silk Merchant are #6 and #7, respectively, but Recruiter is SS-tier (the only other Kingdom cards in that tier, for reference, are Chapel, King's Court, and Cultist), #2-4 are S-tier, and Border Guard and Silk Merchant are both A-tier.

EDIT: Forgot about Sauna/Avanto; they're also SS-tier. Also forgot to mention Scholar as A-tier.

892
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 09:00:16 pm »
Okay, Renaissance is the new most wrong list, no contest. Mountain Village and Patron should be way higher, Lackeys and Research are way too high, especially Research (Research really is F-tier), and both Scholar and Hideout should be higher. Looking at all of them at once, Renaissance has the best cards on average IMO. Most cards in Renaissance are at least high B-tier.

893
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 06:31:03 pm »
In the grand scheme of things, Big Money is just way too narrow a scope on which to base card judgements. In Big Money, Patron is strictly better than Conclave. Quarry is barely distinguishable from an overpriced copper. All throne variants and village variants rank among the worst cards in the game.

We don't currently live in a world where the Big Money strategy in Dominion is all that relevant, especially after the 2nd edition revisions to base and intrigue. Even mostly money decks have little trouble finding card interactions within the non-basic kingdom cards that do better than Big Money + X.

I know. I never actually play Big Money. My main point was that it stinks in engines because it "rewards" you for building a successful engine by removing an important engine component.

It removes an engine component, but replaces it with payload. Is that worth it? It depends on what kind of mid/endgame expected. In a race for provinces, it combines well with other draw to help you draw your deck while having extra money to sneak in an extra VP card. The drawback of gaining a stop card is more detrimental on the turn after TH blows up. Maybe the game has already been decided by then.

If however you foresee needing draw for a good while, and endgame is still far in sight, then okay that's when you take the other smithy variants over TH. Like, don't start popping THs when you are in the middle of an ambassador war or pop it while in the process of cleaning up after a junker across several turns.

If TH happens to be the only handsize increaser on the board, then it doesn't matter how much worse it might be than other smithy variants because it's probably better to get it than do the thing on the board that doesn't give you extra cards to hold in hand.

Agreed. Like I said, it can be really good, but I think it's rarer than most other Smithy variants. I've reassessed it into a B-tier, I would say.

894
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 04:16:39 pm »
95+% cards are worse than margrave. That is really is no Argument against tragic hero.

There are, however, no cards that are strictly worse than Margrave at the same cost. Except for Tragic Hero in BM decks.
In BM, Margrave sifting may actually help your opponent, so Tragic Hero isn't strictly worse.

Fair point, but that's unlikely enough that it would still look wrong to price them the same. The card draw and the buy aren't the only reasons Margrave is so powerful, after all.

895
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 03:51:11 pm »
In the grand scheme of things, Big Money is just way too narrow a scope on which to base card judgements. In Big Money, Patron is strictly better than Conclave. Quarry is barely distinguishable from an overpriced copper. All throne variants and village variants rank among the worst cards in the game.

We don't currently live in a world where the Big Money strategy in Dominion is all that relevant, especially after the 2nd edition revisions to base and intrigue. Even mostly money decks have little trouble finding card interactions within the non-basic kingdom cards that do better than Big Money + X.

I know. I never actually play Big Money. My main point was that it stinks in engines because it "rewards" you for building a successful engine by removing an important engine component.

896
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 10:35:06 am »
95+% cards are worse than margrave. That is really is no Argument against tragic hero.

It's a bit like saying Chapel sucks because Donate exists.

Except that Donate doesn't cost , and Chapel doesn't trash itself for a Silver.

wow that chapel sounds like a really broken card. because silver is exactly what you need after trashing so much. i would open 2 chapels if it were like that.

Okay, I didn't think that analogy all the way through.

897
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 01:33:05 am »
Council Room without tbe +buy is "worse" than Smithy (the extra card costs you an Action and costs other players nothing), but it ends up being a great card because that +buy helps put a very big hand to work)

I don't see how that's relevant. I only claim that TH is strictly worse than Margrave in BM decks, which it is because it doesn't have the attack and if it doesn't trigger the trashing effect, it doesn't have anything else to make up for the lack of the attack. Council Room does have something that makes up for its weakness.

898
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 12:08:35 am »
In a Big Money deck, the "trash this for a Treasure" bonus will never trigger, which leaves Tragic Hero as just a worse Margrave. So TH sucks in Big Money.

"A worse Margrave" is a really good card, dude. Draw and Buy in one action is awesome.

Except that that's strictly worse than Margave at the same cost.

Quote
It's no Scout-tier, but I would say TH is easily F-tier. I would've placed it dead last in Nocturne in a heartbeat.

So there's tons of utility in TH in an engine. In a lot of cases you just play it like a Draw To X card that can blow itself up for a bonus. Play TH, play a little payload and/or discarding some stuff, play another, keep going.

But really I think you're missing the utility of blowing it up. Getting a little extra payload and a Buy to use that turn is pretty good - particularly if you have a way to just gain Tragic Heroes. Or if it's the last turn or whatever. Sure you only draw the Treasure in a deck you've already nearly finished drawing... but I mean, you're blowing it up, so you already have to be halfway there right?

You have to be all the way there to be blowing up TH AND drawing the Gold from it in the same turn without getting really lucky. And playing two +handsize cards in one turn once isn't really halfway there.

Quote
P.S.: My second point for TH only applies w/o Platinums + Colonies. If you're playing with Platinums + Colonies, then TH is B or A tier.

You've got a lot of learning left, man.

Why so? "Gain a Treasure" is way better if Platinums are in the Supply.

899
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 02, 2019, 10:22:43 pm »
markusin, you're talking like you either draw nothing at all or your entire deck when you suggest "just buy more THs."

Can you elaborate what you mean here?

often you are drawing that treasure the same turn that TH is trashed.

That only happens reliably when you are drawing your deck, but you only need a net handsize increase of one before playing your TH to trash your TH into a Gold, so you can very easily draw up to a handsize of 8 without having the cards necessary to draw more cards. I don't believe that using the word "often" is even a little justified here, especially since gaining that treasure occurs AFTER drawing the cards from TH.
You're only going to be reliably drawing your Gold the same turn you trash your TH if you either have a very thin deck or if each turn you're either drawing next to nothing or a ton of cards with no in-between.

I'll admit that calling it F-tier was probably an exaggeration, but it's definitely not an A-tier like its ranking suggests. I'm not saying that TH is NEVER good (every Kingdom card CAN be good, even Scout), but it is easily the worst Smithy variant IMO.

900
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 02, 2019, 04:13:39 pm »
In the world described, you don't have a choice. The only Action card in the supply costing less than BoM is Estate, so you have to play BoM as Estate.

Somehow, I didn't think of that scenario even though I recently had to give one of my fan cards a convoluted wording in order to avoid a very similar scenario.

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