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Messages - tristan

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1
Well, people who have a postmodern relativist attitude towards facts are hard to argue with.
I understand none of this. Who are postmodern relativists on here? What does that even mean? How does it make people hard to argue with? Why am I writing a response to an obviously semi-trolling post?
That guy went mad when I pointed out that Chris did actually argue precisely what I claimed (just like he went mad in another thread because I dared to point out that you do not automatically shuffle once per turn), namely that Steward is better than Amulet ... and you seriously accuse ME of being a troll?
I mean, seriously?

2
I am not going to put up with your crap, and quite frankly, nobody else should either.
Looks like somebody is still mad because I pointed out the difference between turns and shuffles.
Looks like you get even mader when I point out that Chris did in fact argue for what he did argue for.

Well, people who have a postmodern relativist attitude towards facts are hard to argue with. And if you piss them, as well as p***philes like Awaclus, off, you must have doen something right.

User was temp banned for this post (and others).

3
Variants and Fan Cards / Re: MJ's Cards
« on: December 27, 2016, 03:19:57 pm »
Old idea. Revised.
Quote
Eastern Merchant
cost $4 - Action
+1 Action
+2 Buy
+$2
Take an extra Buy phase immediately.
Buying a card in Action phase. Usually non-terminal Woodcutter. After resolving, you have a chance to play the bought card. Similar to Ironworks. Is it worth buying? Any simpler text?
A non-terminal qausi-Silver Action card is probably already a 4$ so I feel safe in claiming that this is overpowered.
The Black Market like idea is cool though.
I am not sure. Non-terminal Silver is just a Silver you can only play in Action phase. Not $4 but $3.
There are some non-terminal Silvers: Festival, Minion, Conspirator, Lighthouse, Fishing Village, Grand Market, and Mystic. $5-cost cards have a reason why they are $5. Festival: Village
Minion: instead draw 4
Mystic: draw 1/2
They cannot be $5 - game breaker.
Eastern Merchant doesn't break. Yes, it is not weak, but not worth $5 (although I will reduce 1 Buy). I gave it +1 Action because without this, it is uninteresting.
Ehm, I argued that pure Action-Silver is a 4$, not a 5$.
Eastern Merchant is significantly more than just an Action-Silver so this hovers somewhere between 4$ and 5$. There are ample of cards that provide from non-terminal coins and an ib-between Buy phase also sometimes matters.

4
As I said, Steward and Amulet are of roughly equivalent strength so arguments that Steward is better in each and every situation are more than just a a tad ridiculous.

You are remarkably consistent in your argument strategies, I'll give you that.
Bullcrap. It is not a "strategy" but a response to what Chris actually claimed:

Amulet is good but it really isn't better than Steward in my experience. 90% of this is because Amulet can't ever draw. So I'm fine with Amulet below Steward. Forager isn't better than

5
Kinda funny to see the narrow definition of engine that some people have. A Kingdom without virtual coins besides those of Amulet, a Kingdom in which you can set up a draw engine and gotta get your Coins from Treasure cards, favours a trasher-gainer like Amulet over a trasher-drawer like Steward.

I would consider arguing the opposite here, actually. Those are kingdoms where you need lots of draw.
I don't see how you can build a decent draw engine with "+2 Cards" unless the opponent totally ignored the village pile and there is a gainer in the Kingdom. Village+Smithy is a Double Lab whereas Village+Moat is just one Lab and normally not worth it. Especially not if that Moat costs 3 and you only had 2 in your deck for the sake of trashing once you start to build your draw engine.

No, in this instance you want some Treasures for payload and Silver does the trick.

Nah, not really. You can just read the post I already made for my argument against it - you deleted the quote, and then didn't respond to the arguments directly at all. I pointed out how many more stop cards a Silver payload engine with double Amulet has over a Gold payload engine with double Steward has. If you need draw so badly that Steward doesn't cut it, then you either can't build a good engine or you can't sustain 8 stop cards a turn. Pretty simple really.
Your example did not feature a draw engine it all, it was just a shitload of Gold plus some extra buy that came out of thin air. Steward must really be a powerhouse if it can do that
Seriously, I totally agree with you that Gold is better than Silver, no need to argue about that.   ;D

Village plus Steward-draw is equal to a Lab. You cannot build a draw engine with that.
I actually only once build an actual draw engine with "+2 Cards" cards so either I am totally ignorant ... or "+3 Cards" is actually really significantly better than "+2 Cards". Well, let's check, Village plus Smithy is equivalent to a Double Lab. Looks like the combo of a 3 and a 4 really is double as powerful as the combo of a 3 and a 3 (Steward as drawer).

As I said, Steward and Amulet are of roughly equivalent strength so arguments that Steward is better in each and every situation are more than just a a tad ridiculous.

6
Nomad camp is worse than all of these. Like worse than p-ship. If you don't get it for the opening, Nomad camp is literally the worst +buy for a engine(the most common deck that needs +buy) because it may cause a dud.
Not really. On-gain topdecking can be be valuable during the middle- and endgame as well. In situations in which you are in dire need of an extra buy and are willing to pay a shitload for a Woodcutter anyway (because you generate many coins in all your turns and missed to go for Nomad Camp in the opening) you actually appreciate that this very Woodcutter is landing on top of your deck.

7
Kinda funny to see the narrow definition of engine that some people have. A Kingdom without virtual coins besides those of Amulet, a Kingdom in which you can set up a draw engine and gotta get your Coins from Treasure cards, favours a trasher-gainer like Amulet over a trasher-drawer like Steward.

I would consider arguing the opposite here, actually. Those are kingdoms where you need lots of draw.
I don't see how you can build a decent draw engine with "+2 Cards" unless the opponent totally ignored the village pile and there is a gainer in the Kingdom. Village+Smithy is a Double Lab whereas Village+Moat is just one Lab and normally not worth it. Especially not if that Moat costs 3 and you only had 2 in your deck for the sake of trashing once you start to build your draw engine.
No, in this instance you want some Treasures for payload and Silver does the trick.

In Kingdoms without virtual coins those few Silver you gain via Amulet are going to matter more than the abysmal draw of Steward. Now I am not going to argue that Amulet is a powerhouse Silver gainer like Trading Post or Jack and of course Amulet and Steward are of very similar strength.
But I think that the disadvantage of Amulet relative to Steward, trashing and terminal Silver spread over 2 turns, is made up by the Silver-gaining which is more valuable than 2 Cards and 2 Buys. And there are also middlegame situations (e.g. after some junking) in which you wanna trash only one card and thus prefer to have an Amulet over a Steward.

If these weren't assets Amulet would be worse then Steward which I simply consider to not be the case.

But then again the strength of Silver is an old Dominion issue on which opinions vary.

8
Variants and Fan Cards / Re: MJ's Cards
« on: December 26, 2016, 01:33:10 pm »
Old idea. Revised.
Quote
Eastern Merchant
cost $4 - Action
+1 Action
+2 Buy
+$2
Take an extra Buy phase immediately.
Buying a card in Action phase. Usually non-terminal Woodcutter. After resolving, you have a chance to play the bought card. Similar to Ironworks. Is it worth buying? Any simpler text?
A non-terminal qausi-Silver Action card is probably already a 4$ so I feel safe in claiming that this is overpowered.
The Black Market like idea is cool though.

9
Kinda funny to see the narrow definition of engine that some people have. A Kingdom without virtual coins besides those of Amulet, a Kingdom in which you can set up a draw engine and gotta get your Coins from Treasure cards, favours a trasher-gainer like Amulet over a trasher-drawer like Steward.

10
Variants and Fan Cards / Re: McGarnacle's Fan Expansion
« on: December 25, 2016, 10:53:01 am »
Craftsmen's Quarter (Action [$5+]
+3 Cards
+1 Buy
-
When you buy this, for each $2 you overpay (rounding up), take a coin token.

Is this really weak?
I think this would be cool if, like Chris said, this would be on play:
While this is in play, when you buy a card you may overpay for it. If you do, for every 2 you overpay, take a Coin token.

This would be a non-Event implentation of Asper's Conserve that avoided Conserve's problems.

11
Variants and Fan Cards / Re: McGarnacle's Fan Expansion
« on: December 25, 2016, 10:47:52 am »
This one needs some work, but I like the idea: Wonder (Action )
+ $2
Reveal a Province, a Gold and an Action Card from your hand. If you do: +2 Cards, +2 Actions +1 Buy

http://shemitz.net/static/dominion3/?title=Wonder&description=%2B%20%242%0AReveal%20a%20Province%2C%20a%20Gold%20and%20an%20Action%20Card%20from%20your%20hand.%20If%20you%20do%3A%20%2B2%20Cards%2C%20%2B2%20Actions%20%2B1%20Buy&type=Action&price=%245&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2F736x%2F75%2F35%2F78%2F7535789d8c833fd47bf55f9069a40cc0.jpg&color0=0&color1=0

Too many requirements for a upgrade effect, most of the time it would just be a 5 cost terminal silver. Also when is a good time to buy this card?; You can only ever reach it's upgraded effect when you bought a province and if your deck is consistent enough at buying provinces. Then why waste a turn buying this unless you can reach double provinces and even if your deck cannot reach 8 coins consistently? And if your deck is inconsistent. Why even waste your time with this card instead of making your deck more consistent?

The only valid use for this card that I can see outside some Gear/Native Village like combo maybe?; Is trying to reach double province mega turns when this is the only +buy card, but that might be too slow since you have to waste a turn buying a single province to give a chance of this card activating assuming you didn't built a engine that can draw your whole deck.
Huh?  That's like saying that Tournament and Prizes is a stupid concept. Also, not every game ends in perma Province gaining, especially not in the presence of cards that incentivize you to green earlier.
The card is obviously quite narrow and while its condition is harder than that of Tournament its payoff is consistent.

12
Variants and Fan Cards / Re: Project cards--level them up
« on: December 24, 2016, 07:23:47 am »
Same with Boom Town, you'd have to spend 3X 4$ just in order to have one Village.
It's not "one Village," though, it's potentially a Village that gains you a Village every time you play it. Or some other card. The gaining is important.
I gotta spend 3X to have a level of 2 and one Boom Town that now functions as an ordinary village that potentially gains.
Cantrip gaining sounds hyperstrong but in order to make Boom Town actually gain a card besides Boom Town you first gotta invest into the respective pile which is quite commital (what if somebody else levels the respective Project card?) and expensive. Now you could gain Boom Town but it is likely that everybody will level Boom Town if they require a village so no gaining going on here either.

This is incredibly weak, probably even too weak at 2 or any price. As I said, the mechanic is cool but the actual implementations of many cards are far too weak.

13
Variants and Fan Cards / Re: McGarnacle's Fan Expansion
« on: December 18, 2016, 03:05:40 am »
Quote
Magic Book (Action, $5)
+1 Card
+1 Action
+$1
+P

It breaks the idea of "Potion-costs". For example, when you need Familiar, you buy Potion, then buy Familiar. After that, Potion is a dead card. Opportunity cost strengthens Familiar and other Potion-cost cards. Magic Book easily breaks this rule.
Cantrip+gaining a Treasure costing up to $4 in hand works.
That's nonsense as you usually buy several Familiars and cards like Alchemist or Apothecary still interact the actual Potion in your deck. Furthermore there is nothing in principal wrong with virtual Potion. I think that Magic Book is too cheap but if it would e.g. not provide a virtual coin it would be a very expensive cantrip after you are done buying anything with Potion cost; i.e. the general notion of high oppotunits costs of buying Potion cards is still followed.

14
Variants and Fan Cards / Re: McGarnacle's Fan Expansion
« on: December 17, 2016, 09:47:34 am »
Enchanted Wood has already been suggested back in the days. I don't remember it's name, only that it was priced at 6. 4 is probably OK too though as the design implies that it is balanced at virtually any price. At a cheaper cost it is just easier to destroy the advantage of one player having 1 or 2 of them.

Haunted House is a cheaper Potion and a one-shot Curser. The only drawback is the negative out-of deck-VP. I guess that even on a board with decent trashing you would nearly always pick this over the first potion, not at least because in the opening you could buy a soon-to-be-Potion and a 4 instead of Potion and a 3.

Carnival is one of the coolest Cornucopiaesque villages I have seen. Probably pretty good for a 4 Village as it might often grant 3 or more Actions but the marginal benefit of extra actions on a village is sharply decreasing (village density also matters, you normally prefer 4 villages over 2 double villages).
So what I wanna say in short is that although this could net you a lot of Actions this IMO is not a balance problem.

Without Potion cards in the Kingdom Panacea is weak. You will only reveal Treasures and dead cards and even if you have Copper, Silver, Gold, Curse and some Victory card in your hand (which is quite a lot of variety) you will only get an effect which is identical to one of Charm's options.
In the presence of Potion it is kick-ass though as you can buy two strong Potion cards and rush an important pile like Scrying Pool or Alchemist.

Thanks, man! Do you think I could fix Panacea by adding the set-up clause of forcing Potions to be in the kingdom?
Well, the Potion alone does little in the presence of Potion alone; it requires cards that cost Potion or somehow interact with Potion differently.
So I'd say that like all fan cards with virtual Potion they are mostly only good if there are other Potion cards in the Kingdom and there are numerous house rules do deal with that. You could e.g. play with only 2 expansions like LFN does (or in this case, Alchemy, New Alchemy and one or two other sets) in order to increase the Potion cards ratio in the Kingdom.

15
Variants and Fan Cards / Re: McGarnacle's Fan Expansion
« on: December 16, 2016, 01:33:49 pm »
Enchanted Wood has already been suggested back in the days. I don't remember it's name, only that it was priced at 6. 4 is probably OK too though as the design implies that it is balanced at virtually any price. At a cheaper cost it is just easier to destroy the advantage of one player having 1 or 2 of them.

Haunted House is a cheaper Potion and a one-shot Curser. The only drawback is the negative out-of deck-VP. I guess that even on a board with decent trashing you would nearly always pick this over the first potion, not at least because in the opening you could buy a soon-to-be-Potion and a 4 instead of Potion and a 3.

Carnival is one of the coolest Cornucopiaesque villages I have seen. Probably pretty good for a 4 Village as it might often grant 3 or more Actions but the marginal benefit of extra actions on a village is sharply decreasing (village density also matters, you normally prefer 4 villages over 2 double villages).
So what I wanna say in short is that although this could net you a lot of Actions this IMO is not a balance problem.

Without Potion cards in the Kingdom Panacea is weak. You will only reveal Treasures and dead cards and even if you have Copper, Silver, Gold, Curse and some Victory card in your hand (which is quite a lot of variety) you will only get an effect which is identical to one of Charm's options.
In the presence of Potion it is kick-ass though as you can buy two strong Potion cards and rush an important pile like Scrying Pool or Alchemist.

16
Variants and Fan Cards / Re: Traveller Line
« on: December 14, 2016, 09:52:43 am »
Serf looks cool but it only interacts with one card in the line really, so I dunno. Reminds me of Nflicker's dragon slayer.

Freeman is okay, reminds me of Multitalented's Detain.

Friar needs to say "2 Cards from your hand" and what's a Novice? (see that now)

Abbot is my favorite, it's a cool card.

Cardinal has a lot going on but it looks like it could be fine.

All in all, the cards look good, and if you care about this kind of thing Friar and Cardinal still have the action border on under them, and the font for the is Minion Pro STD.
Thanks for the tips, I fixed the art and the wording.


How do you set put Beer and Drunkard on your Tavern Mat?
Normally Friar would have to say "Gain a Beer, putting it on your Tavern mat. Each other player gains a Drunkard, putting it on their Tavern mat."
But for formatting reasons I had to skip that.

17
Dominion General Discussion / Re: 30 Reasons Scout shouldn't have died
« on: December 14, 2016, 04:52:40 am »
"11. +1 Action could've been added to Scout."

I am aware that you are not serious but I actually think that village-ifying Scout might have made it into a decent card, although probably still a tad too weak for a 4$.

18
Variants and Fan Cards / Traveller Line
« on: December 14, 2016, 04:16:51 am »
OK, this is a stab in the dark at the most difficult stuff to do: a Traveller line.
It borrows or directly uses cards and ideas of Asper, Cookielord and Multitalented.




Drunkard is a card by Cookielord.




Serf is incredibly weak. It features the 'mess with the time' mechanic of Asper's and Cookielord's Plantation which matters for Friar.
The card is obviously extremely bad in order to compensate for the second card in the line being a pretty good 3 (which is not the case with official Travellers).
If it is too bad "take 1 Debt" is the buff. Thematically Debt is in here to somehow represent feudalistic structures.

Freeman is a straightforward village version of Multitaltented's Detain (wording is directly from Theta's version)
It is probably a pretty good 3, if not a 4, and you might very well wanna keep Freemans in your deck if you need villages.
Thematically our Serf has now become a free peasant.

Friar is the most complex card. Early in the game this trashes and gains a little bit of something for your economy (Novices are one-shot Peddlers), very late in the game it gains a Duchy or something better and during the middle of the game it makes it harder for opponents to call cards which matters for Cardinal. This doesn't scale uniformly with player count, Beer compensates for Drunkard in a 2 player game but with 3 players you have on average 1 Beer and 2 Drunkards on your mat. Also not sure about whether the card should get the Attack type.
The window for exchanging this is small and you gotta consider whether you wanna keep a Friar in your deck in order to make opponent's Cardinals weaker.
Thematically our Freeman has now joined a monastic order and is all into beer-brewing.

Abbot is a bit like Golem, expect for the fact that it doesn't dig and also thrones Treasures. If there is junk on top it could also miss. So it is a tad weaker than Golem.

I am not sure about Cardinal yet, its permanent effect could be too strong relatively to calling this (keep in mind the Drunkards) in order to get a second turn. Calling and trashing this for a Province might be too automatic and/or too strong.

19
Variants and Fan Cards / Re: Admiral
« on: December 14, 2016, 03:41:23 am »
On a side note, what price do you think this is best at Tristan?
I have no idea, high cost cards are hard to balance. Wero is probably right to start to playtest this at 8. If it turns out to be to strong the right move is probably to nerf the card, not to make it Platin or Colony level expensive.

Usually you get Prince during the middlegame and play it the first time somehow around 2/3 of the game in.
So Admiral will also be permanently in play fairly late and while gaining and Summon-style autoplaying cards will still be good it will not be as good as early in the game. You also gotta care about pile-rushing, especially if the VP count is close. As Admiral gains one extra card per turn it could be detrimental if you are behind but could also help you to three-pile the game and rush towards victory if you are ahead.

All this makes it hard to evaluate this card. While some folks pretend that this is simple and virtually always better than Prince I don't think so.

20
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 13, 2016, 03:13:18 am »


Easy!  Thanks for this fun tool.
Interesting idea. I fear that it is either too weak in Kingdoms with no other durations or crazily overpowered in Kingdoms with cheap durations.

21
Variants and Fan Cards / Re: Admiral
« on: December 13, 2016, 03:09:33 am »
So GendoIkari's notion that clogging your deck with crap is never a problem is simply factually wrong.

Please stop misrepresenting my position and arguing against a strawman. You know very well that I never claimed anything involving the words "never" or "always".
War is peace, freedom is slavery, ignorance is strength and Gendo did not really say what he said:

The suggestion that gaining the card is more of a detriment than a benefit is like saying that Throne Room is better than Disciple, because Disciple could cause you to clog your deck with the card you are throning.

Could you go ahead and use bold or something to mark the place in that quote where it says "never" or "always"?
It is pointless to discuss with pathological liars.

I mentioned the POTENTIAL problem of clogging in my first post whereas you responded with an UNCONDITIONAL statement about clogging not being a problem.

22
Variants and Fan Cards / Re: Admiral
« on: December 12, 2016, 01:08:16 pm »
So GendoIkari's notion that clogging your deck with crap is never a problem is simply factually wrong.

Please stop misrepresenting my position and arguing against a strawman. You know very well that I never claimed anything involving the words "never" or "always".
War is peace, freedom is slavery, ignorance is strength and Gendo did not really say what he said:

The suggestion that gaining the card is more of a detriment than a benefit is like saying that Throne Room is better than Disciple, because Disciple could cause you to clog your deck with the card you are throning.

23
Variants and Fan Cards / Re: Admiral
« on: December 12, 2016, 04:58:18 am »
True that. You still cannot play a draw engine with Admiral and no village though.

24
Variants and Fan Cards / Re: Admiral
« on: December 12, 2016, 03:40:39 am »
That's factually wrong. There are ample of Kingdoms without a village and in such Kingdom you cannot play a draw engine. Prince-Smithy is equivalent to 3 Labs per turn whereas Admiral-Smithy and later Admiral-whatevercheapcantrip-Smithy is equivalent to 2 Labs.
No this ain't bad but in such a Kingdom you'd have to sooner or later clog your deck with cheap terminal crap that you don't really want with Admiral.

So GendoIkari's notion that clogging your deck with crap is never a problem is simply factually wrong. Admiral is probably only good in Kingdoms in which you'd also want a gainer.
Also,as you get Admiral or Prince fairly late in the game the permanent effect of Prince could easily trump the constant gaining of Admiral. Gaining <=4$ is good for build-up and not so much for endgame play.

Doesn't mean that Admiral isn't better than Prince though, it is probably too cheap for 8$. But to pretend that Admiral never has any drawbacks is preposterous.

25
Variants and Fan Cards / Re: Admiral
« on: December 11, 2016, 01:28:58 pm »
The suggestion that gaining the card is more of a detriment than a benefit is like saying that Throne Room is better than Disciple, because Disciple could cause you to clog your deck with the card you are throning.
This is nonsense. As always it depends on the Kingdom.

If you prince a Smithy you get 3 extra cards at every turn from then on. If you admiral a Smithy you only get 3 extra cards for this turn but you get the Smithy into your deck.
In a Kingdom with no villages you would definitely prefer to prince the Smithy whereas in a Kingdom with villages or lots of cheap non-terminals you would rather have Admiral.

I feel like just quoting Seprix here, but I'm a bit more polite. OF COURSE it depends on the Kindom! It alway does. Every time. Is Gold a lot better than Copper? Yes. The fact that i can design a Kingdom where I'd prefer Copper is not relevant to that fact. I even clarified, for your benefit, that I was NOT talking about strictly better. Your response is only relevant to the argument that it is strictly better, which no one is arguing.

So please stop responding to "x is better than y" with "nuh uh, you're wrong, here's a kingdom where y is better!" I mean, do you look at card rankings lists and say "look at these idiots claiming that Chapel is better than Pearl Diver. What if the Kingdom doesn't benefit from trashing at all?"

Finally, it would take a Kingdom with no non-terminals under $4, not just a Kingdom with no Village, to make me prefer a Princed Smithy. If there's any non terminal, then on any hand that I start with multiple Smithies, I would get a Village by playing a non-terminal.
You claimed that clogging your deck is never an issue with Admiral wheras it actually is in some Kingdoms. So your claim was total nonsense.
Admiral is probably better than Prince in most Kingdoms but without villages Princing a Smithy might be better. You only get one pseudovillage if you admiral Pearl Driver so you can hardly play a draw engine.

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