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Messages - grrgrrgrr

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301
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 11, 2018, 05:30:45 pm »
My idea:

Servant
$4 Action/Reserve
2$, +1 Buy
Put this on your Tavern Mat.
-----------------------
At the end of your Buy phase, you may move this card from the Tavern mat onto your deck.

302
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: October 10, 2018, 05:50:49 pm »
Mine/chapel is a farily OK opening actually. It allows for some super aggresive thinning, while generating a decent amount of gold rather quickly. Not amazing by any means, as they can collide.

303
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Storyteller
« on: October 09, 2018, 12:15:59 pm »
I think we have to refresh this topic since its article is still conjecture based. My list of synergies and antisynergies:

Synergies:
- Scheme and Star Chart are very good.
- Cards that enable topdecking are good substitutes for above (and Royal Seal is definitely the superior one here).
- Fool's Gold, especially with +Buy
- Cards that benefit from shifting like Travellers or Highway
- Silver gainers, like Lucky Coin and Jack of Trades
- Gold Gainers, like Treasure Trove and
- Almost any Kingdom treasure, really.

Antisynergies
- Traditional engines.
- It's generally poor with virtual money.
- Cards that dislike treasures, like City Quarter and Poor House 
- Slogs

304
Sewers+Transmute

Sewers can even make this trasher viable (albeit extremely outclassed). If luck is with you, three uses of Transmute will turn your starting Estates into Gold, eliminating 3 coppers in the progress. It's Duchy gaining can be fairly powerfull as well. Definitely worth considering when other trashers are abscent.


305
Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: October 06, 2018, 07:11:23 am »
This probably should have been in Alchemy, since its best friend resides there.

306
Do you know what Nocturne and Renaissance have in common?

a) They both came out after Feast has been cut.
b) They both feature a card that synergizes with Feast.

Is Donald going to continue this trend?

307
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 18, 2018, 06:29:49 pm »
I know one as well. It is slightly inspired of the usual Smithy+BM thing.

Magic coin Treasure/Reaction, $5
+2$
--------------
When you play an Action, you may reveal this card, to forego its effect for +3 cards.

308
Let's Discuss ... / Re: Let's discuss Alchemy cards: Transmute
« on: August 23, 2018, 04:38:42 pm »
You know Transmute is bad when the best thing it has going for it is that it happens to be an Action Card.

This. Transmute synergies pretty well in a City Quarter game.

309
Let's Discuss ... / Re: Lets discuss hinterlands cards:tunnel
« on: August 23, 2018, 04:21:16 pm »
Next question: what card is the best enabler? Personally, I think it is Dungeon, but what do you guys think?

310
Dominion General Discussion / Re: is royal seal underrated?
« on: July 10, 2018, 10:46:53 am »
If we were to update cards, I would slap a +buy on this card and call it a day. That would make the card more often usefull, and would also be beneficial for the whole topdecking part.

311
Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 07:02:50 pm »
I have been thinking this as well:
Harem: Make sure it synergizes with Gold gainers Add the phrase: "In games using this, when you gain a Gold, you may exchange it for a Harem"
Cache: Make it produce $4 as opposed to $3. I doubt if that would be too good.
Masterpiece: Reduce its price to $2.
Mine: Add "Gain a Coin token" to its current effect. Now it really is a terminal Silver with long term benefits.



312
Variants and Fan Cards / Re: Ideas for Adventure themed cards
« on: January 23, 2018, 01:22:48 pm »
Thanks for the feedback. I will reconsider the price. I think that making it a Potion costing card (with price being 2P) is the best option for a price, to really ensure it isn't a Grand Market on steroids in terms of snowballing.

What do you think of the other cards?

313
Variants and Fan Cards / Ideas for Adventure themed cards
« on: January 21, 2018, 05:05:08 pm »
Hello,
The Adventures expansion really had some interesting mechanics, many of which felt underused. Here are several ideas for cards that could fit right into the Adventures expansion (not really; as there are also some with Guilds mechanics). Without further adeu, here they are! They are ordered by price (and events are separated).

Quote
Coupon (Treasure, $2)
Exchange any number of +Buys for +1$ each.
---------------------------
When you buy this card, you may overpay. If you do, gain an Action or Treasure
costing equal to the amount you have overpayed. Move your +Buy token to
its pile.
My goal was to create a $2 card that in itself benefits from many Buys, and that enables the +Buy token through overpaying. I like this version, though it might be OP when buys are plentifull.

Quote
Dwarves' Workshop (Action, $4)
Choose one: Move your -2$ token to an Action supply pile, or gain a card costing up to $4.
 
A workshop variant that makes good use of the -2$ token. May seem kinda OP, but it's also kinda slow at the same time.

Quote
Ecological Village (Action, $4)
+2 action, +1 card
When you gain this, you may move your trashing token to an Action Supply pile.
(when you buy a card from that pile, you may trash a card from your hand)
 
A village variant, and a more efficient version of Plan.

Quote
Robot (Action, $4)
Choose one: +1 action, +1$, +1 card or +1 buy. If this is the first time you played Robot this turn,
you may move your +action, +card, +buy or +$ token to its pile.
A card that moves teacher tokens to its own pile. It can become a strictly superior Grand Market, but it takes quite a few plays to get there. In that sense also a bit of a Traveller. I know a similar idea has also been brought in other threads, but I'd like to share it regardless.

Quote
Mystery Village (Action, $4)
+1 action
Play the card on the Mystery Village mat
---------------------------
Setup: Put an action costing up to $3 that gives +1 action onto the
Mystery Village mat.

My favorite idea on the list, and probably better suited as a promo. It is a village that functions differently in each game, and can answer a lot of questions in the vein of "how would this card function if it was a village".

Quote
Housecleaner (Action, $5)
+1 card, +1 action
Draw cards untill you draw a Victory card costing up to $6. Move that card to the Tavern mat. Discard the rest.

This card enables Alt-VP strategies, as those VP cards won't be in your way now. The synergy with Disant Lands is intentional.

And now some events.

Quote
Money Pig (Event, $0)
When buying this event, you may overpay. +1 coin token per $ overpaid.
(Setup: Each player moves their +Buy token to the Silver pile at the start of the game)

This event is a perfect smoothener, but needs spare buys to work. The setup ensures that those are always there.

Quote
Reinforcements (Event, $5)
Gain an Action costing up to $4 that gives +1 action. Move your +Action token
to its pile.
A bit similar to Mystery Village, but more Adventures fitting. The idea is to get a cheaper version of Lost Arts that has far more limited targets, only allowing to make the Village of your choice.

Quote
Decorate (Event, $8)
Once per game: Gain a Duchy. Set aside a non-Victory Action card from the Supply costing up to $4.
Move your Duchy token to it (your Duchies gain the abilities and types of that card).
A Duchy version of Inheritance! Will probably play completely different. I decided to let it come with a Duchy, otherwise it is probably too inefficient.

And that's it! What do you think of these ideas? I may post some more in the future.






314
I really like Trader for what it is. HoP is not overcomplicated, unlike how many Night cards would be if they were Treasures, so that is also fine as it is.
The only thing I don't like is how some cards don't take newer mechanics (or just mechanics from other expansions) into consideration. This being:
* Explorer: Why doesn't this interact with Colonies? (actually, I think it should give Gold with any Victory card that costs $5+; provinces are just too narrow)
* Salvager: pretty dumb how it doesn't give Potion cost back, even if it is fairly irrelevant in practice.
* Haunted Woods: Shouldn't Night cards be immune to the attack (also makes sense flavor wise)?


315
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 27, 2017, 11:22:56 am »
Well, Feast is finally good now.

Anyway, this card looks like a Band of Misfits that requires setup, but has no boundaries in cost. It probably stays dormant most of the time, as both Necromancers get help simultaneously, and you usually don't wanna trash good cards.

316
Druid (w. Earth's Gift)+Gardens
Earth Gift Druid may force you to discard a copper, but other than that, it is a much better Garden enabler than Workshop. The key advantages are its price, and the +Buy it gives. Especially the latter, since that means you can always get Two coppers whenever you use Druid (or a copper and a Druid).
Other Boons can help as well, especially the one that makes Druid non-terminal.

317
Good idea overall.

Hexes and Boons definitely should get their list.

Ranking Starting cards is kinda funny, but in all honesty kinda wonky the way you put it. We all know which Shelter is #1. Ranking Heirlooms is funny, even though their position should be weighed in ranking their Kingdom cards.

Non-supply cards ranking is probably too messy to be any good.

We should make a list for Castles though. They were probably too hard to understand for last years ranking.

318
Mmm, let's predict the next previews.

The bonus preview will show us a Heirloom that is also a Fate card.

Tomorrow's preview will be about Hexes, which are landscape cards with a purple border which will slightly cripple the ones getting them.

EDIT: Wow I failed hard with the bonus preview prediction.

319
Dominion: Nocturne Previews / Re: Bonus Preview #2: Faithful Hound
« on: October 24, 2017, 12:28:48 pm »
I think Stephert + Inheritance + Faithful Hound will be a pretty good trio.


320
I was wondering: How does Devil's Workshop work with Donate? With T2 donate, it would be (in a 4/3 opening):
T1: Buy Devil's Workshop
T2: Buy Donate ($5 debt remaining)
T3: Play $0, buy nothing, gain Gold ($5 debt remaining)
T4: Play $3, buy nothing, gain Gold ($2 debt remaining)
T5: Play $6, get two cards costing up to $4, or buy nothing and gain Gold

So your deck can be 2 golds, two $4 cards and a Devil's Workshop at T5. Sounds like a really strong Golden Deck enabler if Bishop is available.

321
Dominion: Nocturne Previews / Re: Bonus Preview #1: Crypt
« on: October 23, 2017, 11:02:17 am »
I think this will be nice with storyteller. Storyteller can provide a large amount of treasures to hide, and Crypt then improves the Storyteller you draw at the start each turn.

It will also be big with Feodum, and can perhaps be a way to pull a Feodum strategy on an engine.

Overall very unique and hard to judge.

322
Advance+Fortress+extra buys

Absolutely killer. Each extra buy becomes "gain a card costing up to $6". I managed to put a shitload of Groundskeepers in my deck this way.

323
Fool's Gold+Guide+Storyteller+(+buy)

Storyteller and Fool's gold are amazing together, as one Fool's gold provides a 4 card draw (if you have played one before, which isn't unlikely). Guide ensures you have a Storyteller in your starting hand, and +buy is important for getting lots of Fool's golds (I used a Villa for that in that game).

Sauna/Avanto+Pathfinding

I think this is the best target for your +Card token. I actually used it in a Teacher game. My deck was somewhat slow and cripled by curses. However, as soon as I got my +Card token in this pile, my deck just exploded like crazy.

Fortress+Transmogrify+amassable $5 card (+Gainer)

Fortress and Transmogrify are absolutely ridiculous together. Gain a bunch of Transmogrifies (did I use a gainer?). Then, when you draw a Fortress with a good amount of transmogrifies on the mat, use all of them to get lots of copies of your favorite $5 card in your hand. This should lead to an amazing turn, and a substantially improved deck afterwards. About amassable $5  card, I used the combo with Minion, but I think the best candidate is Groundskeeper.

324
I probably haven't played enough empires, but why are Fortune and City Quarter higher rated than Grand Market?

325
Lurker+Catacombs
A very neat combo, as it makes Lurker effectively a nonterminal workshop. If you play two Lurkers, you can gain yourself a Catacombs and a $4 card!
I played this combo together with Island. In one turn, the Lurker pile was empty, and the Island and Lurker piles only had three cards left. Guess what I did with my three lurkers.

Bonfire+Market Square
Very very very powerfull interaction; an incredibly easy way for gaining a shitload of Golds.

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