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Messages - Commodore Chuckles

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826
The card you are describing was called "Honest Merchant", and it was awesome back when you knew what Boon you were going to get, or better still had a choice of three. When it changed to random Boons, I was all, this card is awful now, let's get rid of it.

And the Merchant isn't exactly Honest if you don't know what you're getting...

827
Variants and Fan Cards / Re: Asper's Cards
« on: October 20, 2018, 10:40:15 am »
Did you guys see the leaked Renaissance names thread? Pizza is totally an official thing now; it was misspelled "Piazza".

828
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 19, 2018, 10:52:13 pm »
Blizzard: This is an attack directed at only one opponent (not actually an attack but close enough). Generally it's considered to be in the proper "spirit" of the game if all opponents are hurt by attackoids, to avoid politicking.

The "attack" part of the card is definitely brutal. Blizzard itself is an Event, so it's unaffected by the 5-and-up ban, which is an interesting self-synergy, but might cause it to completely take over the game, so I'd be careful of that. Deciding when to trash the Log Cabin offers an interesting choice, though. You can use it to grab a last minute Duchy to put yourself over the finish, which is nice.

829
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: October 19, 2018, 08:21:10 pm »
Black Market also gives you a choice of cards as well so you're not sad if the top one wasn't what you wanted.

It's also worth noting that it doesn't force you to gain anything at all. I'd say at the very least you should get to choose whether to gain the top card or not. As it is now, i'd rarely go for it; there are just too many ways an unwanted card can wreck your deck. Having said that, it's possible it could work without offering a choice of more than one card; that's already an effective penalty to make up for the fact that you get the card for free.

I do like the fact that just gaining it directly means no screwing around with Treasure rules. And there's another interesting bonus: Since the price doesn't matter, there's a possibility of this working such that your opponents can't see what card you gained. Obviously some cards have on-gain stuff that you'd have to reveal, so this wouldn't work with those. But still, if you gained it some other way besides the discard pile, it would make a neat surprise the first time you play it. Gives a whole new dimension to the "Secret" Part.

830
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 19, 2018, 07:51:02 pm »
The wording is super unclear. What counts as a "time" you "make" $5? Playing a single card that gives you $5? Playing the first card that gets you to $5 total and every card thereafter? I suspect it's the latter, as the former will almost never happen. Even then, it's a rather confusing effect that's difficult to word. My best shot is, "The first time you make $5 this turn, +1 Card, and +1 Card every time you play a card this turn."

831
Herbalist/Alchemist isn't actually a thing, though, right? If you're drawing your deck with Alchemist you'll get the Potion anyway, and Potion is a treasure so you want it on the bottom instead of the top. And if you're relying on Herbalist to get you your Potion, well, there's no guarantee you'll draw the Herbalist itself. It's less likely, actually, because the Herbalist is another stop card in your deck.

832
Dominion General Discussion / Re: Theme and mechanics themes
« on: October 19, 2018, 07:28:48 pm »
Cards with foolish names do foolish stuff (e.g. Fool)

Fool's Gold?

Also, spooky things make you top deck cards: Ghost Ship, Haunted Woods, Haunted Castle, Haunting (Not Ghost though, somewhat disappointingly).

833
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 19, 2018, 06:47:31 pm »
ClouduHieh, I'm sorry that you found my criticism unconstructive. I'll try to be more specific.

Making a starting card that's better and more expensive than Estate is a neat idea, but isn't it more interesting if it has a significant drawback that might motivate you trash it? Log Cabin as it is now will never hurt you, so that interesting choice is gone. An example from the actual game is Cursed Gold: it's certainly more powerful and expensive than Copper, but it gives you Curses. Also, isn't it more fun to build up your deck by buying good cards rather than just starting out with them?

One more thing: Is this supposed to be a kingdom pile that you can buy? If so, are there still only 10 and the pile shrinks as the number of players goes up? An explanation would be helpful.

Also, as a kingdom card Log Cabin is pretty much a slightly better Great Hall. There's a reason Great Hall was cut: It ended up functioning pretty much the same as Estate and not making a difference in games. Buying it instead of getting cards that actually make your deck better was always a terrible option, and then at the end of the game when you actually wanted it the cantrip ability didn't really matter because you didn't care at that point if your deck was good. Just something to think about.

834
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 18, 2018, 10:48:37 pm »
Apothecary, beggar, ill gotten gains, counting house, settlers/bustling village, fountain, Coppersmith, stables, storyteller

When you consider how many cards there are now, that's a puny amount. And half of the ones you mentioned don't even count:

Beggar is only good if there are other cards with Copper synergies on the board. You can't win a game just by gaining Coppers; you actually have to do something with them.
Ill Gotten Gains: Same thing here. It gains Coppers, but that's not the same as actually having synergy with them. You'll still want to trash the Coppers after gaining them if you can. The Coppers are more of a penalty to prevent it from becoming too powerful.
Settlers is extremely unreliable. Usually you only want to use the Copper ability in the beginning before you've trashed them.
Storyteller: You are aware that Storytelling Coppers doesn't actually increase your handsize, right? This is another case where it can deal with the Coppers but it would very much prefer not to.

It's also worth noting that Counting House and Coppersmith are absurdly weak and need a large amount of support to be worth it.

Fountain is similar in that it needs support to be worth it.

With Stables you can often get away with not trashing Coppers but it's still often a good idea to trash at least a few.

Apothecary is the only card that can support a Copper strategy on its own. And even then, it starts dudding pretty fast.

Once again, I have to ask what sorts of games you're playing. Do you really never trash?

835
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 18, 2018, 09:26:36 pm »
Sure a lot of people like to get rid of there starting cards. I’m not one of them. I’m a copper strategist and win almost every game with Actions that work well with coppers I also don’t usually get rid of my estates either.

What sorts of games are you playing, and who are you playing them with? There are barely any cards that work well with Coppers; the vast majority of them either hate Coppers entirely or only like them for trashing. Trashing is simply something you have to do to beat an experienced player.

And starting with one less estate doesn’t really change things you just have one less card to trash.

That's exactly what I'm saying though. It doesn't change anything, so it's boring.

836
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 18, 2018, 08:05:14 pm »


This is too good. Your opening cards are supposed to be junk that you want to get rid of or sift through because that makes things more interesting. Why would you ever trash this? It never hurts and always helps, and helps a lot in fact. Since it will never be trashed, it won't make any difference in the game at all, except in obnoxious luck cases like a trashing attack hitting it.

837
Dominion General Discussion / Re: Theme and mechanics themes
« on: October 18, 2018, 07:47:44 pm »
Military = Handsize attacks (Militia, Margrave, Soldier, Mercenary, Legionary)
Markets = Things that give +Buy (Market, Grand Market, Farmer's Market, Market Square, Ruined Market)
Robbery = Trashing your opponent's treasures (Thief, Bandit, Pirate Ship, Noble Brigand)
Construction work = Trashing a card and gaining another (Remodel, Upgrade, Remake, Rebuild, Develop, Expand)
Looking ahead, in space or time = Looking at the top cards of your deck and discarding some (Scrying Pool, Oracle, Wishing Well, Mystic, Sage, Navigator, Cartographer, Lookout, Night Watchman)

838
Dominion Articles / Re: Draw-to-X engines
« on: October 17, 2018, 07:19:21 pm »
Unless I really really needed the trashing, I'd rather skip JoaT and just buy the Watchtower. Playing Watchtower in isolation draws two more cards than playing JoaT with a Watchtower in hand does.


839
Dominion Articles / Re: Draw-to-X engines
« on: October 16, 2018, 07:37:58 pm »
Oh, but wouldn't the combination of JoaT and Changeling be lovely for a Draw-to-X engine? A man can dream...

Or combining it with Watchtower, to trash the Silvers.

840
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2018, 07:31:18 pm »

841
Dominion Articles / Re: Draw-to-X engines
« on: October 16, 2018, 06:06:05 pm »
Jack of Trades also does because he makes the Silvers himself.

Doesn't the Silver-gaining make JoaT a pretty terrible Draw-to-X enabler anyway?

842
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 16, 2018, 05:56:49 pm »
Pirate Cove/Galleon: The main problem is, how often will Galleon actually be uncovered? Pirate Cove looks like something you rarely want even one of on its own; to be worth it you'll have to want the Spoils more than your opponent and have a deck that can support a bunch of terminal Silvers. Patrician and Settlers are weak top cards but they're at least cantrips. The interaction with Galleon looks strong, but would filling your deck with terminal Silvers first be worth it?

843
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: October 15, 2018, 08:34:45 pm »
Inspector
Action - Attack - $5
+$3
Pick a number. Each other player with 4 or more cards in hand discards a card costing exactly that many $ or reveals a hand with no such cards.

With cards where you pick a cost, this could maybe be broadened to "name a cost" to include Debt and Potions.

844
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: October 13, 2018, 11:39:53 pm »

Beyond that I think the second option should give +3 Actions. Otherwise, if you have 2 of these and play the first as +2 Actions and the second as +2 Cards, you will have ended right back to where you started (5 Cards, 1 Action). With +3 Actions you could play the second Ferrier again and end up with 6 Cards and 1 Action. Essentially you are rewarded a Laboratory play for pairing the 2 Ferriers.
I think you missed that the second Ferrier that is played for draw always comes back to your hand. So 2 Ferriers net draw one card (+2 Actions, +2 Cards, Ferrier comes back to hand) whereas 2 Ferries of the +3 Actions version net draw 3 cards (+3 Actions, +2 Cards, Ferrier comes back to hand, +2 Cards, Ferrier comes back to hand). This is clearly too good for $4.

I don't know how good the +2 Actions version is and whether it is too weak at $4 (it definitely looks weaker than Asper's Town/Road) but I guess that it can be used as "half-Lab" in a mono-card strategy as we just analyzed but also as consistency-increasing sidekick in a draw engine.

I see that Farriers played for +2 Cards return to your hand. I'm just saying that if you play a Farrier for +2 Actions and then +2 Cards you end up right where you started (5 Cards and 1 Action). You still have a Farrier in your hand, but the +2 Actions essentially did nothing. You can now play the Farrier again for +2 Cards, but your now only up to 6 Cards and no Actions. That's two $4 cost cards played for a Moat play.

But maybe this is designed not to draw without other Villages or Draw cards. If so, this should cost a lot cheaper.

You get 5 cards and 1 action before returning it to your hand. So it is, in fact, two $4s for a Lab (and actually it's better than that because one of them can be used for draw over and over.)

845
Dominion General Discussion / Re: card ranking lists
« on: October 08, 2018, 10:51:41 pm »
then you have to waste all of the $ in your hand to buy the Transmute if you don't have +Buy.

I don't think this really matters much. You're pretty much implying it would be a better card if it costed $2P...I think it just has to do with the Potion-cost and its terrible interactions with pretty much anything... (Is Transmute/Tower even a thing?)

I'm implying that it pretty much does cost 2P a lot of the time, for this exact reason.

846
Dominion General Discussion / Re: card ranking lists
« on: October 08, 2018, 07:38:48 pm »
As a result, it's pretty impossible to know whether the weakest $4 is weaker or stronger than the weakest $5 since they're both just the weakest card on their respective list, but on AdamH's list, if one had an average of 1.3 and the other was 1.9, you can do the ranking easily.

Well, Qvist's lists do do this with the Potion costs, at least, because any other ranking of those wouldn't work. As it turns out, they can all be the best 6P card.

Without implying anything - what reasons could people have to think of it as worse?

The cost is a big part of it. First you have to buy the Potion, which will clog your deck for the rest of the game, then you have to waste all of the $ in your hand to buy the Transmute if you don't have +Buy.

847
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 07, 2018, 02:41:03 pm »
Full image for my submission, using Eagle's wording suggestion:


848
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 06, 2018, 10:54:59 am »
Smokehouse
Action-Reserve - $4

Trash a card from your hand.
Put this on your Tavern mat.
----
When you trash a card, you may call this, for +1 Coffers per $1 it costs.
This Salvager variant is fine but looks like a very artificial Reserve. I cannot imagine many situations in which you'd let this sit on your Tavern mat and not immediately call it.

Anytime you trash something costing 0?
This is only a thing if you have 2 copies of Smokehouse in your deck which is likely only a thing if you use Smokehouse to trash Coppers. So you wanna get that Smokehouse of the mat before you shuffle and leaving it on will likely (Fortress is the obvious exception plus gainers to constantly feed Smokehouse) only be a thing if you played the first Smokehouse to trash Copper and the shuffle is still long enough away and chances are that you can use the second Smokehouse to trash an Estate.
Definitely artificial.

Are you assuming that using the on-play as much as possible will always be better than leaving it on the Mat until something good is trashed by something else?

849
Rules Questions / Should Prince be a Duration?
« on: October 06, 2018, 10:40:36 am »
I understand that Prince came out a bit before Adventures, but Hireling sets the precedent that Durations can stay out forever.

850
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 06, 2018, 10:24:28 am »
Banshee: Is there any difference between giving someone 1 debt and giving them the -1 coin token? Obviously, debt stacks, but I'm wondering if Donald came up with the token because a stacking -$1 was too brutal.

Unnamed Night-Reserve: So, I really love the first part of the card. I actually think it's very different from Storyteller: with Storyteller you have to decide if losing $ is worth it while you're still drawing, but with this you have to decide if not spending $ is worth it while you're buying stuff.

Here's what I think: If it's giving you stuff on your next turn, it has to be a Duration, so the Reserve part doesn't work. Just get rid of that part; there's already Diadem. One problem might be remembering how many cards to draw next turn; not sure how difficult that would be.

Haunted Mansion: A bit weird, but cool. I also love Ghosts and wish there were an easier way to get them.

Actually receiving 2 Hexes is pretty brutal. Maybe just one? It's a whopping $6 after all.

Night Market: This is just plain awesome. Maybe it could just give +1 buy instead of +2 buys, but eh, maybe that extra buy is needed to compare favorably to Merchant Guild.

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