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Messages - segura

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176
It is not about details but about the general weakness of a self-junker. The buffed Ruins are better than normal Ruins but they are still junk (you mentioned Ruined Festival, that card is weaker than Necropolis).

Something like  „+1 Action +3 Cards Gain a Ruins“ might work. I think it has many issues but the key point is that a powerful effect is balanced by self-junking. I want that DoubleLab. I don’t want a mere cantrip (Urban Evolution).
Same with the official self-junker, Death Cart (not the most brilliant example because it is so weak and situational).

177
I just looked at Urban Evolution and all it does is self junk.

So again, why would I ever buy a self junker? Self-junking only works as a nerf like with Cursed Gold.

178
Why would you want to self-junk?

179
Looks pretty centralizing. Of course there is the matching risk, but otherwise $5 for a 3VP Hireling seems pretty sweet.

$9* Since you must also invest in a Brambles. So it's a two stop cards Hireling. But yes, still a good deal if you can get deck control. Gotta give some love to the Duchies.
Not really as you want Brambles to trash anyway (and even with better trashing, it might the only +1 Buy card which already reveals a simple way to nerf the card).

I totally like the Duchy thingy, anything with basic Supply cards is interesting. But this seems to strong; as you trash down before you Hireling the matching risk is likely low.

180
Looks pretty centralizing. Of course there is the matching risk, but otherwise $5 for a 3VP Hireling seems pretty sweet.

181


Quote
Weeping Willow
$4 - Action

+1 Buy
+$2

At the end of your Buy phase this turn, if you have at least 2 unused Buys, set this aside and put it in your hand at end of turn. Otherwise, gain a Will-o’-Wisp.

Of course the tree has to be a Woodcutter variant. Originally it cost $5 and was a Curser when you had 1 unused buy, but it’s simpler and better at without the attack.
I haved played enough games with Druid + Swamp's Gift to confidently claim that this is too strong.
Wish gaining is strong and often centralizing with a mere, lousy Buy attached, so it most be pretty strong if it is attached to a Woodcutter.

182
Looks weak. Lots of Kingdoms in which Gold is forsaken or rarely played and the card requires an average Gold play above 1 per turn to justify its price relative to Cargo Ship.

I think it would be even weak at $3.

183
Bold Blossom is cool but Small Seed is uninspired (just copying an official card) and Plain Plant is pretty weak.

184
I like this but I doubt that it is stronger than Militia and thus a $5.

185


2 Allies in one game?! What a gimmick! You can still only use one of them at a time, though, and grabbing a Traitor lets you control which one that is. Originally I had it as strictly "Gain a Silver" but maybe you want to rotate Allies lots without filling your deck with silvers, and that seemed more fun.
This is not strictly better than Underling but better and cheaper.

186
Dominion Articles / Re: The Clashes - A Summary
« on: July 12, 2023, 06:00:22 pm »
Repeating nonsense does not make it true.

As I already pointed out

I rest my case.
Your usual content-less troll post.

187
Dominion Articles / Re: The Clashes - A Summary
« on: July 12, 2023, 05:08:33 pm »
Repeating nonsense does not make it true.

As I already pointed out, the card is sensitive to player count as you get on average less cards per pile the more other players there are so the attack becomes weaker.

Also, to use a simple example, a Kingdom with Black Market would significantly weaken the attack of a card that is vanilla-wise just a hyperdelayed Caravan.

188
Dominion Articles / Re: The Clashes - A Summary
« on: July 12, 2023, 12:00:27 pm »
Nah. Territory can range between 2 and 5VPs and $3 for a Lab is more of a bargain than $5 for a delayed Lab whose Attack is irrelevant in many Kingdoms and player counts.

I feel like 5vp territory is still not particularly exciting (e.g., it's still less interesting than fairgrounds on an average kingdom).
Sure, Territory is only more than 4VPs if there is other green. Just like Fairgrounds is only more than 4VPs if you really work hard to get those 15 cards. But there is sometimes that extra Gold ...



Quote
In two player games, gaining more warlords than your opponent gives a winrate of >70%, so your point about the attack being irrelevant in many kingdoms is factually wrong. I'm not an expert at 3p, but I don't see why the attack wouldn't be strong there.
No idea about where the number is coming from. If there are some stats, well, correlation ain't causation. I still consider Battle Plan to be the far more important card. There is little competition at the $3 price point and I want my Lab now, not delayed.
Obviously Warlord is far weaker in 3P because you get on average fewer cards of a pile than in 2P.

Again, my point is not so much about strength but about how Kingdom-sensitive Warlord and Territory are and how little Battle Plan is.

189
Dominion Articles / Re: The Clashes - A Summary
« on: July 12, 2023, 02:18:42 am »
Nah. Territory can range between 2 and 5VPs and $3 for a Lab is more of a bargain than $5 for a delayed Lab whose Attack is irrelevant in many Kingdoms and player counts.

190
Underwriter
$4
Action - Liaison

+2 Cards
+1 Buy

Choose one: Exile a card from your hand or +1 Favor per card type you have in Exile.
I think that this is far too strong. Also 4 jobs are too much for a card, often 3 are already dubious.

191
Dominion Articles / Re: The Clashes - A Summary
« on: July 11, 2023, 04:16:13 pm »
The notion that Territory is Duchy is beyond wrong as the strength of the card is highly sensitive to the game-state and Kingdom.

Same with Warlord. It can be highly centralizing in some Kingdoms (Caravan totally sucks with Warlord) and it can be pretty weak.

Ironically Battle Plan is the only robust card, you always want two copies. It is above all a conditional Lab, that it can rarely manipulate the pile in your favor is mostly irrelevant.

192


Tribute is back. You can pull of funky stuff like discarding the same stuff in a deck drawing engine (e.g. two Victories to make this a Horse-Lab) and like Courtier it obviously shines with multi-type cards. I fear that it might be too weak but $3 seems too cheap.

193


Intended to combo with Black Market, giving you a coin for each of those unique things you purchased while there. Kind of the Woodcutter equivalent to City Quarter?
Specifically mentions Actions instead of Treasures, as getting a bunch of coin off Copper and Silver or Loots isn't what I'm aiming for here.
Looks pretty weak and swingy. Normally you can payload cards last but here you need more terminal space to play this before you draw. And if you get unlucky and draw it last it is just a Ruined Market.

194
Husbandry - I cannot imagine a scenario in which you would not multiply your favors by 8 in one go. So it kinda misses the token idea.

Currywurst Stand - I think that it should say, at the start of your next turn. Also, I think that it should be the other way around, namely that you get 2VPs for each of your unused tokens. Otherwise there is no real trade-off, a Lost City plus Market Square effect is worth more than 2 Coins.

Winner: BryGuy

195
Granted, but I'm just not convinced a cantrip trasher at $3 would be a bad thing for the game. In fact, it's kinda similar to Lookout in that it nonterminally trashes 1 card and leaves you with a 4 card hand. (It's better because it has no risk, but it's similar early.) I feel like you could add them to the game, and it would be just fine.
You could make Village for $2 and the world would not end. Doesn’t make it a smart or balanced design though. And it ain’t like we are talking about intricate balance issues but basic stuff. There are so many cards „around“ a pure cantrip trasher that its actual price point ($4 or $4.5) has long been established.

One important feature of Dominion is lack of scripted openings. A $3 cantrip trasher would violate this principle and make the game actually begin at T3. So less decisions and thus less actual game.

196
A pure mandatory cantrip trasher has to cost at least $4. Otherwise you could double open with it.

197
Donkey Breeder
$4 - Action
+1 Buy
This turn, cards cost 1 less and when you do gain a non-Donkey card, gain a Donkey.

Donkey
$4 - Action
+3 Cards
+1 Action
Discard 2 cards. Return this to its pile.
(This is not in the Supply.)

The idea is from Settlers 2 where Donkeys help you with traffic congestion. The closest mechanical equivalent to this in Dominion is sifting, hence the one-shot Forums.
I am not sure whether the cards do too much (Buy, cost reduction, sifting).

198
Well, there are general principles like the importance of trashing, junking and drawing but these are just general principles. You can overtrash aka trash to quickly such that you don’t have enough buy power in your deck. You can overdraw without having anything useful to do with your deck (not having that extra Buy, not having that gainer, not having enough Coins). You can also win while having more Curses than another player.
So at the end of the day it is just a matter of experience, of evaluating cards well and having a feel for how the game will roughly play out strategically while having tactical flexibility.

199
My take for this WDC; may change it if I have a better idea



Quote
Pelt trader
3$ Event
Do this any number of time: Trash a Treasure from your hand to gain a non-Treasure card costing up to $2 more than it.
(Inscryption)

Help you trash Coppers if there is a decent enough 2$ in the kingdom.
Give you Provinces in the late game if you've get some Gold previously.
Can have other combo (Masterpiece, Treasure map, Trader...) but I don't have them all...
(bc of my lack of talent at this game '-.-)


I have no idea how many cards we can make for a WDC.
I usually only post one, but do we really have a limit?
I think that this is too similar to Enhance and too strong. Especially the option to Remodel several Gold seems broken.

200
About the supposed strength of Titan's draw: two Villages and two Monkeys often net delayed draw 4. Yet 2 Monkeys are easier to gain than a Titan and also more granular.

Second, no official card is unplayable in some Kingdoms.

Third, there is a reason no official $7 does vanilla. Not even as a sidedish, yet Titan is pure vanilla.

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