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Messages - Gazbag

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376
Variants and Fan Cards / Re: Character cards
« on: February 25, 2018, 08:32:12 am »
It took me a while to figure out how this works, probably because you mentioned that the characters are distributed randomly in the first round after explaining that they are drafted which confused me. I think you should mention that first because the first paragraph doesn't really make sense until you read the second, to me at least.

Anyway, I think this would work better as a one time thing at the start of the game and then the characters activate on a certain turn so you can build your deck towards getting these effects on certain turns. I get annoyed by Mountain Pass happening when my opponent buys a random early Province so I think I'd really get annoyed by this character drafting stopping the game at multiple points.

377
Variants and Fan Cards / Re: Holunder's cards
« on: February 24, 2018, 09:51:10 am »
Name- ?
Type- Night
Cost - 6
Effect- Take 3 coin tokens. This is gained to your hand (instead of your discard pile).

Would ^that be too strong? I don't know...
Pretty sure it is. It is like Summoning (of course this is not technically possible) something which is better than a Gold.

I think it'd be fine if it didn't gain to hand. The drawback over Gold is that you don't get to spend the Coin tokens straight away because you get them in night, but gaining to hand kind of negates that downside.

378
Dominion Articles / Re: Shepherd
« on: February 23, 2018, 06:35:21 pm »
How does Bureaucrat rate as an anti-Shepherd attack compared to other hand-size attacks?

If getting Shepherds leads your opponent into buying Bureaucrat then Shepherd is the real hand-size attack in this scenario.

Actually I think there’s something to this, believe it or not, as long as you can deal with the Silver in some way. This really neuters a Shepherd start, and thus I think it’s gonna be viable a reasonable amount of time when playing against a deck primarily drawing with Shep.

Thing is, if there's a deck that can consistently play a bunch of Bureaucrats and deal with all the Silver you're probably building whatever that deck is and ignoring Shepherd regardless of the presence of  Bureaucrat.

No? Shepherd is a real source of draw, it could be the only source on an otherwise strong board. It’s not just a cop out rush strategy.

I don't think it's realistic that a Shepherd as the only draw deck is robust enough to play all those Bureaucrats, and if it is then it probably doesn't care about the Bureaucrat attack.

My point was supposed to be that in theory it could work, but in practise it never will because there'll just be something better to do. Feel free to prove me wrong though!

What? This doesn’t make sense. If it’s powerful enough to do it as the only draw, then of course it cares about the Breaucrat attack! Those are contradictory premises, because then it can’t draw anything.

All I’m saying is, I’d probably throw a Bureaucrat and a Counterfeit in at least some instances.

And I'm saying that's probably worse than not doing it because you're effectively adding 3 non-victory stop cards to your Shepherd as the only draw deck. It'll slow you down more than your opponent!

379
Dominion Articles / Re: Shepherd
« on: February 23, 2018, 05:45:54 pm »
How does Bureaucrat rate as an anti-Shepherd attack compared to other hand-size attacks?

If getting Shepherds leads your opponent into buying Bureaucrat then Shepherd is the real hand-size attack in this scenario.

Actually I think there’s something to this, believe it or not, as long as you can deal with the Silver in some way. This really neuters a Shepherd start, and thus I think it’s gonna be viable a reasonable amount of time when playing against a deck primarily drawing with Shep.

Thing is, if there's a deck that can consistently play a bunch of Bureaucrats and deal with all the Silver you're probably building whatever that deck is and ignoring Shepherd regardless of the presence of  Bureaucrat.

No? Shepherd is a real source of draw, it could be the only source on an otherwise strong board. It’s not just a cop out rush strategy.

I don't think it's realistic that a Shepherd as the only draw deck is robust enough to play all those Bureaucrats, and if it is then it probably doesn't care about the Bureaucrat attack.

My point was supposed to be that in theory it could work, but in practise it never will because there'll just be something better to do. Feel free to prove me wrong though!

380
Dominion Articles / Re: Shepherd
« on: February 23, 2018, 04:35:43 pm »
How does Bureaucrat rate as an anti-Shepherd attack compared to other hand-size attacks?

If getting Shepherds leads your opponent into buying Bureaucrat then Shepherd is the real hand-size attack in this scenario.

Actually I think there’s something to this, believe it or not, as long as you can deal with the Silver in some way. This really neuters a Shepherd start, and thus I think it’s gonna be viable a reasonable amount of time when playing against a deck primarily drawing with Shep.

Thing is, if there's a deck that can consistently play a bunch of Bureaucrats and deal with all the Silver you're probably building whatever that deck is and ignoring Shepherd regardless of the presence of  Bureaucrat.   

381
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 23, 2018, 02:56:11 pm »
The most unique cards in dominion are Dame Anna, Dame Josephine, Dame Molly, Dame Natalie, Dame Sylvia, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, Crumbling Castle, Haunted Castle, Sprawling Castle and Grand Castle.

The least unique kingdom card is Rats.

382
Dominion Articles / Re: Shepherd
« on: February 23, 2018, 02:22:45 pm »
How does Bureaucrat rate as an anti-Shepherd attack compared to other hand-size attacks?

If getting Shepherds leads your opponent into buying Bureaucrat then Shepherd is the real hand-size attack in this scenario.

Surely there's an edge case where it's a good idea. But yeah, probably only an edge case.

I mean if the Bureaucrat is good anyway then yeah, but that's rare enough to be an edgecase I'd say.

383
Dominion Articles / Re: Shepherd
« on: February 23, 2018, 01:39:10 pm »
How does Bureaucrat rate as an anti-Shepherd attack compared to other hand-size attacks?

If getting Shepherds leads your opponent into buying Bureaucrat then Shepherd is the real hand-size attack in this scenario.

384
Gentlemen. You can't Plague in here, this is the War room!

I think it makes more sense to talk about individual cards than Boons and Hexes in general too. Like I find that Blessed Village and Cursed Village are much swingier than Tormentor for example. 

385
Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!

A similar thing is that Treasury's topdecking only fails when you buy a victory, so if you're going for Triumphs or Dominates or whatever then it always topdecks.

386
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 07:27:41 pm »
Pretty sure the only reason people say "strictly better" instead of "better" is so they can have this argument again.

387
Variants and Fan Cards / Re: Concept: Season token
« on: February 22, 2018, 12:48:35 pm »
I originally read Cave-o-sapien's reminder symbol thing as being a symbol on the card that tells you what the season is, so the top card has a "face up" symbol and then they alternate and it's a way of tracking it without need for a token. I guess the problem with that is that if the pile empties there's nothing to track the season and doesn't work for the when-trash trigger. I suppose Ambassador could also get the pile in a weird order, but that seems funny.

Anyway about the cards themselves:

Card A: Love the name! If you want a real name though I suggest "Wine Cellar". I think this seems pretty strong as a $2, like I think I prefer the +2 cards discard 2 cards to Cellar anyway and this is a Lab sometimes too so maybe it should cost $3?

Card B: This is bit of a stranger one. At first glance I didn't see how the 2 abilities were connected but now I see the trashing part makes the bottom part easier because you have a bunch of Coppers. Trashing and gaining Coppers is kinda neat, it's no secret that I love Copper gaining things, but it's only really useful when trashing Estates and Curses. I don't know, this seems pretty weak I'm not sure it's a good fit for the seasons mechanic? Like I think there's some decent ideas here I just don't love how they mesh in this one?

Seasonal Village: I think I'd stick to having changing effects, this just seems odd to me. $5 for a village is very pricey and $2 isn't much of a discount. Border Village, Port and of course Fortress all are doing a Village with tfb potential already.

388
Dominion General Discussion / Re: Top 20 kingdom cards
« on: February 19, 2018, 10:14:49 pm »
It's not on anyone's list but Vampire is the sexiest suckiest card by far.

389
Variants and Fan Cards / Re: Dominion: Ice Age
« on: February 19, 2018, 07:10:44 pm »
The new glacier could cost 4$ just fine. It’s a mix between Treasury and Baker for four turns, then becomes a copper. It just can’t cost 5$, even less so 6$. At 4$, it allows you to convert money into coin tokens, but you really only want that if you have a lot of buys, a way to get rid of glaciers, and you still need to wait four turns for the conversion to happen. It would be fine. Borderline too good in the presence of TfB, but that deck would take a while to setup anyway, so that’s fine too.

I'm not sure you should be able to open with it, Ice tokens are a little sensitive to opening turns because you generally shuffle on turn 5 and you have to balance them around that (actually the main reason is this set is already a little $4 flooded). If it proves too weak at $6 then the answer would be to increase the number of tokens and/or to put +1 Buy on the top to add some self-synergy there and a general reason to hold onto a Glacier.

390
Variants and Fan Cards / Re: Dominion: Ice Age
« on: February 17, 2018, 05:03:39 pm »
You can blame me for the new Glacier. I nagged about the delayed VP gaining and the consistent token stream being two interesting concepts that shouldn't be combined because that made each shine less. I agree that Glacier as a card name suits a VP card better, but that isn't necessarily the same discussion.

Nah blame me for listening  :P

The idea with Frontier was that you can play a few and then use the buys to get like 3 Estates and million $5's.

391
Variants and Fan Cards / Re: Dominion: Ice Age
« on: February 16, 2018, 01:57:41 pm »
I have a few potential updates, I'd be interested to see what people think!

Cargo Ship:

I like Cargo Ship, but it was a little slow. Now it gives a Coin token straight away, I'm not sure why I never thought of this change before... this change means it only stays out for 1 turn when it trashes Estates which makes it miss shuffles much less often early on.

Glacier:

This is pretty much exactly the same card, but hopefully it feels more coherent to people now.

Rediscover:

Original Rediscover was fun to read, but I wasn't thrilled will the gameplay and setting aside Provinces with it was strong. Now it's a Remodel that is good at trashing itself, but I felt it needed something more to be worth $5 so it can gain a gold. Any suggestions on this one, I don't think it's quite there yet? I don't know whether this really wants to cost $6 or whether that makes it too easy?

Frontier:

A bonus fresh card! Is this stupid? Does it suck? Is it broken? I have no idea!

392
Dominion Articles / Re: Leprechaun
« on: February 16, 2018, 01:55:34 pm »
Is it worth mentioning Storyteller here, or other ways of "cheating" the Wish gain?

Storyteller might warrant a mention because it's both non-terminal draw, which is pretty good with Leprechaun and it gives a great use for the Golds too. Like normally the Golds make it harder to get Wishes but with Storyteller they make it easier.

393
Dominion Articles / Re: Leprechaun
« on: February 16, 2018, 09:20:13 am »
I don't think you can talk about Leprechaun without talking about durations. You have to be careful with non-drawing durations, earlier in the game they can ramp up the number of actions you have in play and let you get a Wish early. They can be a liability later on though as they are basically giving you less room to work with to find and play your Leprechaun. Card drawing durations can provide a lot of reliability to a Leprechaun deck in my experience and Haven/Gear are useful to save up Leprechauns that miss.

I also disagree with your breakdown of the hexes a little, obviously all the hexes can be okay to get depending on the timing but Greed should definitely be in the "want to avoid" section. It's adding a stop card, which is pretty bad. Like if I've opened Leprechaun for some reason I'm much happier to see Locusts than Greed (unless Locusts hits my other opening buy). I don't think it matters too much though because you shouldn't really be playing Leprechaun for hexes very often.

Also maybe give a special shout out to poverty if you're drawing your deck? I've had opponents discarding their entire hands on a few occasions.

 

394
Variants and Fan Cards / Re: Holunder's cards
« on: February 15, 2018, 04:40:51 pm »
It works precisely like Grand Market's buy restriction.
Well, the key difference between Gaining and Buying - and what allows Grand Market's buy restriction to exist at all - is that buying is always an active choice on the part of the player. You can't be forced into Buying a card by some other effect.
Game mechanics care little about whether you "actively" buy a card while you are in your Buy phase or whether you "passively" make a choice about what cards the other players gain while you play Swindler. From a mechanical point of view these adjectives are irrelevant and both situations are identical: the game waits for player input.

In both cases you might want to do something but you cannot do it because Grand Market respectively Djinn forbid it.
This isn't complicated and there is no rule issue unless you are set on creating one. Of course the the wording can be improved and while I did not see how Djinn/Efreet might very well be better implemented as non-Supply cards. But that's the least issue these cards have.

I'm no rules expert but Smugglers with an empty pile leads me to believe that you would be able to choose Djinn with Swindler and have your opponent gain nothing. I'm not sure whether that's actually a problem though.

395
Dominion General Discussion / Re: The bad luck thread
« on: February 15, 2018, 04:37:07 pm »
I got my Haunted Mirror Locusted into a Ghost today. #Luckbag

To keep things on topic my Ambassadors collided and didn't line up with any junk 3 shuffles in a row.

396
Dominion General Discussion / Re: Themed Kingdoms
« on: February 14, 2018, 01:54:58 pm »
Adult Dominion

Candlestick Maker
Page
Conclave
Tournament
Den of Sin
Junk Dealer
Tormentor
Vampire
Wine Merchant
Harem

Baths

397
I think that Occupied Village is still nearly as weak as the first version. A village that is worse than Village unless there are other villages in the Kingdom yet more expensive seems like a dubious idea.
Topdecking cards is useful if you have too many terminals (but then you'd rather transfer them into the next turn via Haven or Gear) or for cards that care about the top card of your deck like Lookout or Vassal.

+1 Card
+1 Action

You may topdeck a card.

This is what the card will mostly be in the absence of other villages. Might be an OKish $2 but it is weaker than Haven.

In absence of other Villages it'll probably be used as a Necropolis, but yeah it is a little weak for $4. I actually think if you drop the topdecking part it would be at a fine strength for a $2. It's essentially a +2 Cards/ +2 Actions/ +1 Card +1 Action split card which can also turn Villages into Labs.
That's a good point, Village + Moat leads to the same as Village + Occupied Village. So this is a weak engine support card that is only good because it is flexible. It might be a bit better than some other $2 cantrips but not good enough to justify a price of $3.

I mean Moat and Faithful Hound are completely fine cards, +2 Cards is pretty deece and Occupied Village's flexibility seems way more useful than the reactions.
Of course the flexibility of Occupied Village is the only thing that makes the card work but I disagree about it being way stronger than the reactions of Moat and Hound. Defending againt attacks is often important and Faithful Hound becomes a virtual Smithy if there is discard-for-benefit in the Kingdom.

Maybe the fact that we can have this disagreement means that it's an interesting card?

398
I think that Occupied Village is still nearly as weak as the first version. A village that is worse than Village unless there are other villages in the Kingdom yet more expensive seems like a dubious idea.
Topdecking cards is useful if you have too many terminals (but then you'd rather transfer them into the next turn via Haven or Gear) or for cards that care about the top card of your deck like Lookout or Vassal.

+1 Card
+1 Action

You may topdeck a card.

This is what the card will mostly be in the absence of other villages. Might be an OKish $2 but it is weaker than Haven.

In absence of other Villages it'll probably be used as a Necropolis, but yeah it is a little weak for $4. I actually think if you drop the topdecking part it would be at a fine strength for a $2. It's essentially a +2 Cards/ +2 Actions/ +1 Card +1 Action split card which can also turn Villages into Labs.
That's a good point, Village + Moat leads to the same as Village + Occupied Village. So this is a weak engine support card that is only good because it is flexible. It might be a bit better than some other $2 cantrips but not good enough to justify a price of $3.

I mean Moat and Faithful Hound are completely fine cards, +2 Cards is pretty deece and Occupied Village's flexibility seems way more useful than the reactions.

399
Variants and Fan Cards / Re: Holunder's cards
« on: February 14, 2018, 01:04:54 pm »
Hmm Djinn just seems like a more boring Leprechaun to me. You know like a hard to get Wish gainer but it's a bit more luck based whether you get $5 with a Magic Lamp soon enough and it doesn't have any other use.

Efreet is a bit odd, I guess your supposed to store up victories with it and then discard them all for a bunch of vp? The abilities don't really seem connected apart from that. It's basically just a weird unlimited Gear kinda thing that randomly gets destroyed by Militias?

400
I think that Occupied Village is still nearly as weak as the first version. A village that is worse than Village unless there are other villages in the Kingdom yet more expensive seems like a dubious idea.
Topdecking cards is useful if you have too many terminals (but then you'd rather transfer them into the next turn via Haven or Gear) or for cards that care about the top card of your deck like Lookout or Vassal.

+1 Card
+1 Action

You may topdeck a card.

This is what the card will mostly be in the absence of other villages. Might be an OKish $2 but it is weaker than Haven.

In absence of other Villages it'll probably be used as a Necropolis, but yeah it is a little weak for $4. I actually think if you drop the topdecking part it would be at a fine strength for a $2. It's essentially a +2 Cards/ +2 Actions/ +1 Card +1 Action split card which can also turn Villages into Labs.

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