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Messages - The Alchemist

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101
I'm shivering with anticipation! Or maybe that's the ice tokens?

102
If its not too late, I'd like to rescind my second submission. If you could judge Harbor instead, that would be preferred. Though if its too late no worries.

103
Variants and Fan Cards / Re: Dominion: Dynasty
« on: May 23, 2021, 06:11:22 am »
I think Tariff should be "At the start of your turn, each other player with 5 or more cards in hand discards (plural) a card."

104


This + any deck-drawing engine would make an instant golden deck.  Draw your deck, play all your cards, buy some Victory cards, and instantly Exile them.  Heck, you don't even need to draw your whole deck, you just need to trigger a reshuffle during your turn, to ensure that only the cards you bought that turn are Exiled

Many Exiling cards can already create a Golden deck, this is no exception. Sanctuary and 3 golds is golden. Remember exiling a single card on gain is roughly equivalent to drawing a card then exiling it (if you can draw your whole deck). And sanctuary gives a +buy, so it can easily make a 2 province golden deck on its own with a little draw, where this can't. I believe this is about as strong as sanctuary, since it is a much riskier thinner than sanctuary cause of the self-cardinalling effect early on while you're trying to thin.

105
I would like to change my submission to this:



Part Cardinal, part Monastery, part Hermit, Excommunicate is a great way to quickly banish away large swaths of your deck in the dead of night, but be careful, sometimes you can accidentally exile the baby with the bathwater. Being played in the Night phase, the Actions and Treasures you play will be safe from its indiscriminate removal, however the same can't be said of any dead actions in your hand or cards gained in that turn. This can be a great boon by shuffling away your greens before you can even see them, but for any actions or treasures you're going to need to buy them again to discard them from Exile on a turn you don't play Excommunicate, otherwise back into exile they go!

(Although this is replacing my previous submission Harbor, I would still like feedback on that card if anyone would be so keen as to do so)

106
Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.


Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have.  By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this.  On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan.  This would work great with things like Way of the Turtle or Scheme

You'd want to play it at night if you don't have the terminal space for it, which is very often. Its terminal in the Action phase, but non-terminal in the Night phase, that's plenty reason enough to often want to play it at night. Also, sometimes setting up for your next turn is a much greater benefit than having a slightly better current turn. A Lab at the start of your next turn is  very often better than a Lab now.

107
I buffed Bibliothecary to draw up to 6 cards and also improved the wording on Magnum Opus as per Gubump's suggestion! OP updated to reflect changes.

108
THIS IS NOT AN ENTRY, BUT I'D LOVE TO ARGUE ABOUT WHETHER IT QUALIFIES.



I declare foul! There are numbers in the picture! The picture is fundamental to the identity of a card I say!

109


Simple card to send to exile any greens you don't want clogging your deck, but don't worry, any actions or treasures that might have gone along for the ride can be shipped back at a later date.

110
ok, I think I have my submition for these contest:



Yes, i've already post a version of this for an other contest (this stay in play) but I've rewok it a litle bit since it was consider too strong and it's a card that I like. My other ideas for this contest seem worth or not as elegant than this so here we go...

Courtyard of Miracle assure you +$1 each turn in exchange of junking your deck. In general, having 3 of these is a garanteed Province each turn (hand full of Copper +3 other with the Courtyards) but between handsize attack, Copper/Treasure synergy or just alt-vp it's usualy not that simple and I think it can lead to different strategy.
Hope you'll like it.

Minor correction: its "gain to your hand".

111
Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.

I think this needs to be an Attack. Messenger is not an attack because (usually) its given to all players including yourself. Meanwhile with this, on a board with no $2's for example, this is basically an ambassador in its junking and a silver gainer for you.

112

In a kingdom with any +buy, the choosing all three option wouldn't really be much of a sacrifice.  -1 Action but +3 Villagers essentially reduces to +2 Villagers, since you can simply use one of those Villagers at the start of your Action phase, and "any number" includes 0, so you're not forced to discard any Treasures if you don't want to.  Maybe make it so the costs are at the start of your turn, but the bonuses come when you discard it from play?

Maybe sacrifice was too strong a word. They're more like preparations. I didn't want the downsides to be oppressive, like the force discard hand of Tactician, since being a Dawn card itself is pretty limiting, so yes you would often take all three. The choose one option is there for precisely when taking a -1 Buy is too much of a turn killer on a crucial turn, so yeah if there are reliable +Buys there's no reason not to take all 3. I want this card to be always at least helpful, not a high risk high reward type card.

Maybe 5 Horses is too strong for the minor drawback of one less villager, it was originally 3 but then that made this card simply a delayed smithy. 4 might be a good number, I'll need to playtest it. 5 was nice for the aspect of blocking another Dawn play.

113

Alternate title: We Ride at Dawn!

The final preparations are to be made on this morning before battle, sacrifice what we must this turn, for on the next, we fight!

This card is meant to take some (potentially turn-ending) downsides, either sacrificing any chance of playing action cards this turn (unless you use villagers) in order to have a double-sized hand the next, or sacrificing gaining a card this turn (unless you have other gains) in order to play some much-needed terminals, or by sacrificing your coin in the form of Treasures this turn for some coffers to be used later, or just completely nuke your current turn for all three! In my implementation of Dawn cards, you can only play one per turn before any other action cards. This is nice because you're always guaranteed to have 1 action 1 buy when playing this card, so it automatically avoids any negative action or buy shenanigans and you don't have to include any conditionals or rules clarifications, which is nice. It is self-limiting as well, as Dawns can only be played at the start, if you chose the horses it prevents you from being able to Eve of War for double your hand every turn, which is why this strong of an effect can be on a $5 card. It really is meant to be played on alternating turns (if you're lucky), so you can't just megaturn every turn as you would if it were an action card with the same effect for example. And voila! A new age of fan cards has dawned!

114
Worker by The Alchemist
Inexpensive terminal draw which chains and gets stronger, and has a pseudo-overpay option to gain a second one (which you’ll likely almost always use since just one of these isn’t super helpful). Seems okay, though obviously requires +Action and trashing/sifting support to be usable. The setting aside then playing feels a little weird—without revealing, there’s not really a way to keep the player honest in playing a Worker they drew vs. one that was in their hand. Is there a reason to not just have it say, “You may play a Worker from your hand.”?  Without that, it’s much harder for Workers to chain off the first play unless your first Worker draws a Worker.

It doesn't need a reveal clause because cards set aside are automatically revealed unless otherwise stated ("set aside face down"), this is made explicit in the rule book. Since you can only set aside drawn Workers, that's how you know they're not playing one from their hand. It has the same wording as Library, which likewise does not have a reveal clause for the same exact reason. As for why it doesn't play Workers from your hand, its because that would be a different card. Cultist already does that, and with just +2 cards its already quite strong even without the junking effect. This card would surely not cost $1 if it were to chain from hand, its the difference (upon playing the first worker) of finding a worker in 5 cards in your hand vs 1 on top of your deck. The drawing power as it is now is weak, but that was always the intention of this card, a weak drawer that gets stronger.

115
Submission updated with text corrections:



Let me know if you'd prefer I simply modify the original post instead.

116


Terminal draw that gets stronger the more you play, chaining together if they find each other.  The more workers you have on your assembly line, the more work you can do! Chaining effect is similar to library's interaction with actions, but playing instead of discarding. Playing 5 workers averages out to 5 smithies, but for a quarter the cost!

This card has been updated from a previous version in my industrial revolution fan expansion, this was one of the 1-cost cards that needed buy-support/alternate gain to be viable, and I think this version dealt with that nicely.

117
Ah, seems someone has beaten me to this name while I was playtesting it. Oh well, here is my submission:



A cantrip delayed workshop, but one that can speed up its gains the more you play. Keep your frozen cards stored in the Ice house until they're ready to be gained!

118
Sorry if I missed the memo but when did we decide to start doing separate forum posts instead of continuing the Fan Card Mechanic post?

119
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 02, 2021, 05:41:34 am »


Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.

How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.

Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.

120
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 01, 2021, 04:54:55 am »


Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

121
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 30, 2021, 05:14:33 am »
Second question: does Candle let you discard the action card that you're about to play (assuming it was in your hand)?

See Teacher, an effect that happens first when a card is played still happens after the card is played (otherwise there wouldn't be a trigger for that effect), but before any instruction on the card is followed. This is unambiguous, the card needs to enter play to trigger candle, while it is in play it is no longer in hand and candle can't discard what triggered its effect. The discarding happens and then whatever card that triggered candle can have its effects played out normally.

122
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 30, 2021, 05:11:21 am »
Awesome expansion!

Regarding Sanctum: can a multi-type card make up more than one element of a set? E.g. is a Sanctum and a Copper a full set, or do you need an additional Victory/Action card?

No, a set needs to be three cards, each of which can have any number of types but one of the cards has to have type Victory, one have type Action, and one Treasure. So a Sanctum, Copper, and either an Action or a Victory card would constitute set. The meaning of "set" is ambiguous but defining it to be of constant size is easily something can be decided as convention.

123
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 20, 2021, 01:45:52 pm »
Discard 2 and +3 cards the best and will probably cost $2.5
And finaly choosing between al of this with an overpay for vilager will probably push the card to $3.5 at most

Right, so you agree that the base play of the card with no other considerations is a $3.5, that's exactly where it wants to be, because you have to consider the potential of this card to be anything from discard 2 +5 cards to a straight +5 cards. If you have any virtual coin or other non-draw actions, its not that hard to get to the point where you can have a hand of 2 actions you can play first (which villagers help you to do), play Biblio, discard the 2 junk left over in your hand, and draw 5 cards. In that case, its stronger than Embassy at $5, since it discards one less. With a hand of 4 other actions you can play (or an action that can play treasures), Biblio is a straight +5 cards, which is easily a $7 cost card being better than Hunting Grounds.

In short, you're right, when its weakest (being played at the start of your turn), then it is definitely weak for $4. But at its weakest it is $3 lets say, and at its strongest its $7, that makes a price of $4 fair I would say. If it drew one more, it would have to cost $5, and then the overpay would be too far out of reach.

124
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 14, 2021, 09:44:11 pm »
First though: Outside any dominion consideration and according to my sources, the alchemical element are inspired by Aristotle’s vision of the world and they are actually 5 of them. ... However I wonder why there is so much of these cards in the pile. It don’t seem that much useful and it sound arbitrary.

It was Aristotle who added the fifth element to the classical elements system. The four elements as a concept had been in use for at least a hundred years before him. There are 16 cards so that each player could conceivably get 2 of each card. It was originally 12, but then it was just too sad if one player got 2 Waters vs 1, or an uneven fire split, etc. Since 8 is too small, 16 it is.

Quote
Bibliothecary
Cool card; it seem a little bit weaker than Blacksmith in a lot of situation and I don’t think the overpay effect is enough to make it balance. My suggestion it to make it draw to 6 and I think it’s fine. discard 2 to draw 3 is usually weaker than just draw 3 so discard 2 to draw 4 should be fine.

Yes if you were only going to play a single Biblio it is going to be weaker than Smithy. All DtX cards kinda have to be a bit weaker than their draw equivalent, because their intended use is in DtX engines, and in those, discard 2 draw to 5 is actually much stronger than simply draw 3. At draw to 6 it would be too strong for 4, discard 2 draw 4 is very often stronger than smithy.

Quote
Athenaeum
I think the Dt5 is good because Dt6 would make it stronger than lost city. It could be a sort of Village of Festival. One of the problem i have with this card is that the discard 2 give nothing else. I know it’s obviously to make it synergies with other DtX but I don’t think it’s enough because if you don’t have any benefit of discarding card, even if it’s for draw he same number of card, you usually don’t do it if you can have $2 or 2Actions instead. My suggestion it to make it « choose two or all: » it could be a little bit strong but discarding some cards is a downside so I guess it could be fine. the other proposition is to make the discard outside of the choice (you may discard 2 cards. then, choose two: … )
It's important to remember when seeing the strength of a card to consider playing multiple a turn, not just one. If you have 2 Aths in your hand, yeah for sure you do action and coin for one, but for the other the discard is very useful because it effectively means you get to draw 2 more cards with the draw to 5. In fact, the discard 2 is often the strongest choice because sifting 2 cards is much better than either actions or coin. This doesn't need a buff, since it's already plenty strong compared to festival and library.

Quote
Sanctum
Cool card; I wonder if it will not be strong. I’ve also struggled a little bit to understand if the effect if related to Exile a card or if this card have to come fem your hand. I think it need some play test to know if it’s really stronger than gardens but if it is, I still leave my suggestion: the action part could say « Exile a card from your hand for +1% » or « +1%, you may Exile a card from your hand »

I think you are missing the part where the card can exile itself, not just a card from your hand.

Quote
Prima Materia
the opting $1 or more is nice. However, since it’s in a potion-themed expansion, I think a better wording should be « that don’t cost $0 » because of the pure P-cost.
The card itself it cool in therm of balance an design.
Yes you're right, I uploaded the wrong version, it's meant to say "non-0 cost card"


125
Variants and Fan Cards / Re: Janus cards: a new fan mechanic
« on: April 14, 2021, 09:43:11 pm »
Sorry just wanted to say I opened your post just to absentmindedly skim it without reading the explanation and I legitimately thought I was having a stroke when looking at the cards. I still have whiplash from my brain trying to comprehend what I was looking at before realizing they are double sided cards.

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