Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gazbag

Filter to certain boards:

Pages: 1 ... 22 23 [24] 25 26
576
Tournaments and Events / Re: Dominion World Cup 2018 Sign-Ups
« on: November 22, 2017, 12:13:06 pm »
Gazbag

UK/England

577
Variants and Fan Cards / Re: A more interesting Bard
« on: November 17, 2017, 08:23:29 pm »
I agree with Awaclus here, Bard has seemed way better than Monument in my limited experience with it. It's certainly stronger than Navigator and Fortune Teller at least.

There are 8 Fate cards in the whole of Dominion, out of which only Tracker and Bard straight up give you a Boon on play (even then Tracker's topdecking changes a decent number of the boons). Boons are a pretty complex mechanic on their own so I really don't see what the problem is.

Bard is a better opener than Monument, but I don't see Bard changing the way you approach a board in the same way that Monument sometimes does. I agree that it's stronger than Navigator and Fortune Teller, but both of those are weak.

Sacred Grove also gives a Boon on play. Bard is boring because there are two more interesting terminal actions (Tracker, Sacred Grove) that also give coin(s) and a Boon.

I think being a good opening buy is more significant than the rare cases when Monument vp make much of a difference.

Sacred Grove gives a boon to you and an opponent on play, which is very significant. It also gives +buy and costs $5 meaning it has a different purpose to Bard. Bard is a simple, elegant and well balanced design, this is a good thing; not every card has to be Governor.

578
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 07:33:28 pm »
Tragic Hero is a complex card, you can't use it as draw in a conventional engine unless there are ways to lower your handsize so it plays similarly to draw-to-X in these situations, it needs a lot of support and the reward is still just smithy with +buy so I only see that happening when it's the only draw. It's fine as terminal draw in a money deck if that matters, the +buy can be useful there.

Tragic Hero wants to be a draw card, but really it's a payload card in disguise. The key is making the treasure gain a benefit, one way to do this is to end the game the turn you play it- it can be a strong megaturn facilitator because of this. The most common use I see for it is as a way to add payload to an engine, $5 for a one-shot Smithy and a Gold is a great deal and it delays the Gold so it won't be there clogging you up while you draw your deck. That's just the baseline though- it gets better with kingdom treasures, Horn of Plenty being the standout one as that is a megaturn enabler itself.

I'm not saying it's a power card or anything but you need to look at it as a Gold with a benefit, not a draw card with a downside. But that's the average case, it's obviously way more complex than that and very board dependant. I also have probably just rolled a favourable batch of games for it- I've already had a Horn megaturn and a game with Champion and Lurker where it was insane so I'm probably a little high on it because of that, but it shows that the power is there in the right circumstances.

579
Variants and Fan Cards / Re: Dominion: Decadence
« on: November 17, 2017, 06:56:37 pm »
Parade: I like this idea, I'm using a similar thing in my expansion which I'll put a lot more thought into now that Nocturne won't steal any more ideas from it.

Gold Deposit: Feels strange that this has nothing to do with Gold so I think a different name would be better. The actual card seems very strong to me, the first play is just a Silver but after that it's like a Lab with +$2. The Parade might be slow enough that it's not too good though.

Souvenir: $6 for Peddler is obviously bad, $7 for two seems fair and it keeps getting better from there. I'd be careful with kind of overpay though because it doesn't seem difficult for things to get out of hand.

Accountant: If I understand this correctly the on play effect is strictly better than Inn's and this costs $1? Inn without the on gain effect is balanced at $4 according to secret histories so this needs to cost $5 at least. But then that defeats the point of the overpay.

Crown Jewels: Vp overpay is probably broken? Seems dangerous at least and this compares pretty well with Province and Duchy.

Goldsmith: Same thing about Gold in the name. The on play effect seems good, $5 Smithies don't need too much to make them good and this seems like a nice bonus. If you play the Parade you gain on the same turn you're down on cards, which I like. The overpay is crazy though right? Parade is much stronger than Spoils so I don't think they should be so easy to get.

Nice ideas here though! Overpay especially seems like it has some room to be explored.

580
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: November 17, 2017, 03:38:40 pm »
I found this relevant quote from Julius Caesar, full of wordplay:

Quote
Second Commoner. Truly, sir, in respect of a fine workman, I am but, as you would say, a cobbler.

Marullus. But what trade art thou? answer me directly.

Second Commoner. A trade, sir, that, I hope, I may use with a safe conscience; which is, indeed, sir, a mender of bad soles.

Marullus. What trade, thou knave? thou naughty knave, what trade?

Second Commoner. Nay, I beseech you, sir, be not out with me: yet, if you be out, sir, I can mend you.

Marullus. What meanest thou by that? mend me, thou saucy fellow!

Second Commoner. Why, sir, cobble you.

Flavius. Thou art a cobbler, art thou?

Second Commoner. Truly, sir, all that I live by is with the awl: I meddle with no tradesman's matters, nor women's matters, but with awl. I am, indeed, sir, surgeon to old shoes; when they are in great danger, I recover them. As proper men as ever trod upon neat's leather have gone upon my handiwork.

I still always say beware the ides of March whenever I play a Soothsayer

581
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 17, 2017, 03:31:52 pm »
In

582
Variants and Fan Cards / Re: A more interesting Bard
« on: November 17, 2017, 03:28:34 pm »
I agree with Awaclus here, Bard has seemed way better than Monument in my limited experience with it. It's certainly stronger than Navigator and Fortune Teller at least.

There are 8 Fate cards in the whole of Dominion, out of which only Tracker and Bard straight up give you a Boon on play (even then Tracker's topdecking changes a decent number of the boons). Boons are a pretty complex mechanic on their own so I really don't see what the problem is.

583
Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 17, 2017, 05:58:40 am »
The thing with boons is that (with a couple of exceptions) you're not buying cards to get boons- you're buying them for the other effect and boons are just like a new vanilla bonus type thing.

Den of Sin seems amazing to me so far, especially with Altar or Vampire makes them feel like Artisan!

The most interesting thing about Guardian is the next turn borrow type effect it has in the opening. After that it's just a Nighthouse.

Conclave is really fun.

Tragic Hero might be my favourite card in the set, I've already done a Horn of Plenty megaturn with it which was super cool.

584
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: November 17, 2017, 05:07:36 am »
I think Guardian is supposed to be the statue on top of the column coming to life at night.

585
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 07:02:09 pm »
I'm bringin' synergy back (yeah)

This thread split is amusing, I did not think I was saying anything remarkable when I mentioned the analogy. It never occurred to me people would call things like Village+Smithy a synergy.

But if some want to debase the term to apply to a [Dominion Intrigue 1st Edition] Coppersmith working on coppers, or Village being a support card for generic terminals...I guess I can't stop them.

I'll just note that it does not relate to the greater-than-additive meaning I use when I talk about card synergies, and move on. Maybe I'll add an adjective like "multiplicative synergy" so it's clear that I'm talking about something more than just chaining one card's basic use with another's.

And on the subject of this being "an awful thread about nothing", to me this is actually key thought process when looking at an initial board and deciding what to do with it. Searching for synergy is like looking for known "combos", but more wide-encompassing.

Maybe the people who use synergy to talk about basic card interactions (meh) would be happy to call what I'm talking about with the word "strong synergy". I guess that works.

I still don't really understand why Village and Smithy don't have synergy, even using your overly specific definition. Smithy draws 3 more cards, this means that your deck can benefit from the effect of Village more often and with a lower action density than if you were to replace all the Smithies in your deck with a non drawing action like e.g. Militia. Basically the Smithies make your Villages more likely to do something and Villages make your Smithies better as they mean that you can play the action cards you draw with Smithy. It seems reasonable to me to describe this as an interaction producing a combined effect stronger than the sum of it's parts,  but this is obviously subjective. I wouldn't say that Village and Militia have synergy. I also have no idea what a "generic terminal" is.

What about the interactions of Secret Passage and Native Village? Secret Passage lets you position bad cards in your deck and Native Village can then remove them from your deck. This isn't multiplicative, it's essentially giving Native Village an entirely new function- that of a reliable deck thinner. What do you call this? A combo? A positive interaction? Not calling this a synergy seems like nonsense to me.

586
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 09, 2017, 08:57:20 pm »
Do Apothecary and Bank have synergy according to Gherald's synergy rules?

587
Dominion League / Re: Season 24 - Results
« on: November 09, 2017, 03:28:39 pm »
C1: Gazbag 3.5 - 2.5 Micha1980

I will return next season

588
Dominion General Discussion / Re: Male and female cards (again)
« on: November 09, 2017, 01:33:56 pm »
I will note that all the "Witch" cards (Witch, Sea Hag, Young Witch, Soothsayer, Swamp Hag) are female, with the exception of Familiar, which appears to be male, and Mountebank. I'm counting a "Witch" card to be one that explicitly has the mechanic of giving other players curses and is an attack, disagree if you wish.

You forgot Followers, gotta be some witches hiding somewhere in there.

I wouldn't count Torturer to be a Witch card since it is possible to play a whole game being tortured without gaining a curse. It is entirely up to the poor tortured soul whether a curse is gained or not.

It's also possible to play the whole game being Swamp Haged and never gain a curse, so to be consistent you'll have to include Torturer, Jester and others I'm probably forgetting or remove Swamp Hag.

589
If I use Devil's Workshop during a Possessed turn, will I only ever get Gold?
If you use Devil's Workshop while possessed, you won't get anything. You're possessed!

If you make another player use Devil's Workshop while possessing them, they have not gained any cards this turn, so they would gain a Gold, except then you gain it.

Yes, that's what i meant. Thank you!

I was looking for a way to trigger the 1-gain effect (up to 4-cost card) on DW multiple times on a turn to successfully gain multiple cards, but it seems like it's impossible (currently).

Outpost and mission but that's technically two turns.
Duplicate can let you get two of the gained card, but that's not triggering the 1-gain effect.
As far as I know there's no way to un-gain a card. Trashing it with a watchtower or something doesn't change the fact that you gained it.
I think revealing Trader with an empty Silver pile "un-gains" the card and lets you trigger the 1-gain effect of Devil's Workshop multiple times (not a rules expert so I might be wrong) , but unfortunately doesn't let you get multiple 4 costs.

590
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 03, 2017, 01:55:29 pm »
I feel like Draft Horses/Building Crane needs more thematic tie-in for a split pile.

I agree, maybe the top card could be the crane and the bottom whatever the crane is building?

Are you just talking about the names of the two cards and not about mechanical synergy, because I think they got the latter?

I was just talking about the names yeah, the mechanical synergy is there for me. Maybe even too much synergy, I wouldn't be surprised if Craning Draft Horses is too strong.  Can't say for sure without testing it though, it could be good!

591
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 03, 2017, 01:10:33 pm »
I feel like Draft Horses/Building Crane needs more thematic tie-in for a split pile.

I agree, maybe the top card could be the crane and the bottom whatever the crane is building?

592
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 02, 2017, 05:42:54 pm »
Just to check how Gem is meant to work. Suppose:

I play Village
I play Gem
I play Village
I play Gem
-> at this point, do both Gems go back into my hand?
Now I play Gem again. This is the 5th card I've played this turn, so it - and any future Gems I play - won't return to my hand again. Correct?
No, it's different. Gem doesn't count cards in play but cards you played, while it's in play. Let me supplement your example:

I play, in this order: Village A, Gem A, Village B, Gem B.
At this point, no Gem returns to my hand because I only played 3 cards while Gem A was in play and 0 cards while Gem B was in play.

After the original 4 cards, I continue to play: Village C, Gem A, Smithy, ending my Action phase. Then, in my Buy phase, Copper, Gem B, Copper, Gem A, Copper.
Gem A returns the first time after Village C, since at this point I played exactly 4 cards while Gem A was in play. I then play Gem A again, Smithy and Copper, causing Gem B to return. I play Gem B again (this time as a Silver) and Copper, which makes Gem A return yet again so I can play it a third time (as a Silver).

You are right that Gem is a weak Action card which only works well if you have a decent village density. But if you view it as Silver+ for $4 it seems pretty good.
Now that I think about it again, in the above example it doesn't seem hard at all to return Gem to your hand at least once per turn. And it compares very favourably to Royal Seal. Royal Seal sucks but anyway Gem should probably cost $5.

If this is how you want it to work I think you need to say something like "While this is in play, if you have played 4 more cards return it to your hand." Otherwise the way you worded it works like how navical interpreted it, because it can remember cards played before it.
Aside from that, doesn't this give you infinite money with 5 Gems? It doesn't seem too difficult to set that up in a 2 player game at least.

Actually I might as well comment on some other cards while I'm here!

Quote
Building Crane X, $3<2>, Action
+3 Cards. +1 Action. Return this to the Supply. Building Cranes cost $3 less this turn, but not less than $0<2>.

I guess the most similar card to this is Encampment? +3 cards +1 action is better than +2 cards +2 actions but there's no way to keep these and the first one is expensive so it might be balanced? Maybe having access to 10 of these makes it too easy to megaturn? Hard to say without playing with it myself. Actually that gives me the idea of a split pile where the top card makes the bottom one cheaper, that could be cool. 

Quote
Smeltery, $4, Action
Trash up to 3 cards from your hand. Return up to 3 cards with the same name from the trash to the Supply. +$1 per card you returned.
Games using this can’t end on 3 empty piles unless the trash is empty.

I like the below the line effect quite a lot but the top part seems way too good for $4. Such a fast and flexible trasher shouldn't give so much economy and cost less than $5, but it could be good at 5.

Quote
Recruiter, $4, Action/ Looter/ Gathering
+2 Actions. You may gain a card costing up to 5. If you do, return this to the Supply and add 1 VP to the Recruiter/Crusade Supply pile.
When you buy this, if there are any VP on the Recruiter/Crusade Supply pile, take them, instead of gaining this.
Split pile
Crusade, $5, Action/ Attack/ Looter/ Gathering
+2 Cards. Each other player gains a Ruins. Add 2 VP to the Recruiter/Crusade Supply pile.

So it's a one shot better than University/ Necropolis-Feast on top and a bad Cultist on bottom, with all this gathering business going on too. Actually I think with +1 card token you can generate infinite vp with recruiter. Draw the deck and have 2 of these and then you can draw the one you gain and keep adding vp to the pile. Well a no recruiter clause can prevent that, but then it seems almost impossible to get to the Crusades. Maybe only crusade should add vp to the pile then?   

Quote
Bootlegger 2, $3, Action
+2 Cards. +1 Buy.
Setup: Add an extra Kingdom card pile costing up to $2 to the Supply. When you gain a 2nd card in one of your turns, also gain a card from that pile. When you trash a card from that pile, return it to the Supply.

The below the line is cool but I think you want the top part to interact with it in some way, obviously you want the +buy or gaining but maybe something that cares about $2 costs or that specific pile. Some kind of Will-O'-Wisp Chariot Race mashup perhaps? Otherwise the below the line feels a bit tacked on to me.

Well I think you have a lot of great card ideas here! I enjoyed looking through these and I'll have to comment on your other cards at some point too!

593
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 30, 2017, 08:23:50 pm »
This is pretty cool Farmers Market, you can get the points without having to trash your Market.

594
Dominion: Nocturne Previews / Re: Bonus Preview #4: Leprechaun
« on: October 28, 2017, 02:26:32 pm »
But unless you’re careful, the Leprecaun will also play a prank on you.

I love those pranks where my friends end up miserable and engulfed in a destructive war.
Maybe this explains the art on Envy. A leprechaun did it!

595
Is Prince a Throne variant?

To generalize my edge case, the advantage of Imp vs Labs is that it allows you to insert an action  play in situations where you would normaly had to resolve a chain of effects before being allowed to play the action.

A common chain of mandatory effects happens „at the beginning of a turn”. It involves durations and similar. We can create an example showing that it might be advantageous to Prince an Imp instead of a Labs.
It's a stretch, but I suppose this can be the case. Say, you have Princed Imp play Workshop before your Caravans/Wharves draw and cause a reshuffle.

That still makes it an edge case though. Generally, Lab is going to be better except for things that care about cost e.g. Will-o-Wisp can draw Imp but not Lab.

Well a similar situation can arise with Ghosted cards and half of the games that Imp is available Ghost is too, same with Will-O'-Wisp and the cost thing so it might come up a little more often then you'd expect. You'll want Labs to go with your Imps anyway though so it doesn't really matter much in an actual game!

596
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 28, 2017, 10:28:45 am »
Well at least the Zombies spend most of their time in the trash or face down, maybe the art was done poorly on purpose so you don't feel too bad turning them over. Also Marco Morte is a great name for a necromancer, so there's that.

597
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 27, 2017, 07:38:26 pm »
I actually made lists (before Nocturne art started) of artists that should be allowed to do Dominion art, those that should be allowed to do art without people/faces, and those who should never ever do art again. At the time, Marco Morte was on the no-faces list, but this maybe bumps him down to "no more art". Again, this is all just my opinion and has/had not much impact on what actually gets done.

My current list of artists that should be allowed to do faces:
• Claus Stephan
• Elisa Cella
• Franz Vohwinkel
• Garret deChellis
• Grant Hansen
• Jeff Himmelman
• Lorraine Schleter
Maura Kalusky should be on this list. So long as he isn't allowed to do hands.

598
Dominion: Nocturne Previews / Re: Previews #5: Exorcist, Pixie, Vampire
« on: October 27, 2017, 08:55:53 am »
Imp is probably one of the most useful, versatile draw cards in the game.

Um, it's strictly worse than lab.

The opportunity cost is generally a lot lower than getting a Lab. Granted, that’s mostly with Devil’s Workshop out, but even with Exorcist there are tons of boards where you’re happy to get semi nonterminal draw. Drawing cards is so good, especially usually non terminally.

How many Imps you can support depends on what other non-terminals are on the board. Generally, turning Estates into Imps will be a very good deal. If you board sucks for Imps, there are at least Will-o-Wisps to gain. Trashing with Exorcist for Wisps honestly doesn't sound like enough on its own, but it helps get around the problem of not wanting more Imps.

You can't turn Estates into Imps unless you have a Quarry in play because they both cost $2.

I do think Exorcist is being underrated a bit though, it's a nonterminal trasher so it trashes about as fast as Forager (apart from being unable to open 2 Exorcist) and being a Night is better than a nonterminal action a lot of the time because it can't be drawn dead the main problem is the lack of economy. The Wisps tend to suck up coppers which also somewhat mitigates the single card trashing.

Vampire seems quite strong- gaining, trashing and an attack in one! Not the most efficient at any one job but it gives you access to 3 somewhat uncommon abilities so I see it getting bought quite a lot, nonterminal too!

Pixie seems like one of the better $2 cantrips, getting the +1 card boon is crazy! Double lab! Goat is crazy too, is that the fool in the art too? Is Pixie from the lucky coin?

599
Dominion: Nocturne Previews / Re: Bonus Preview #4: Leprechaun
« on: October 26, 2017, 09:53:02 am »
So there's no way to get a Wish without +Actions/Durations? Interesting...
You can also call a bunch of reserves

600
Dominion: Nocturne Previews / Re: Bonus Preview #4: Leprechaun
« on: October 26, 2017, 09:15:35 am »
And now for the most important question....how many Wishes in the pile?
There are 12 on Dominion online

Pages: 1 ... 22 23 [24] 25 26

Page created in 0.646 seconds with 18 queries.