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926
Here's a mock-up of a simple concept, just a bunch of VP tokens.

That's obviously bad: you get the VPs of 2.5 Provinces while having to play less than you would have to pay for 2 Provinces and get to keep the VPs out of your deck.
You can only buy it once, so I made it better than average.
Tables specified that you can spend several Buys to work on a Wonder. Your card on the other seems to be intended to be just a straightforward Victory card.

927
Here's a mock-up of a simple concept, just a bunch of VP tokens.

That's obviously bad: you get the VPs of 2.5 Provinces while having to play less than you would have to pay for 2 Provinces and get to keep the VPs out of your deck.

928
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 16, 2020, 01:39:03 am »



This sounds potentially very swingy, as the reaction "attack" is very strong in games where you want to buy multiple victory cards in a turn and there's often no way to control if you draw it in your starting hand or not.

A card which targets a specific player with its reaction could have political issues in  a multiplayer game. One can choose to react to a player and not react to another player.
As if anybody would ever do that.

929
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 04:43:18 pm »
Cabin draws into a terminal draw card. In that case, you just got unlucky
What you call "unlucky" I call significant downside that compensates the strength of the card.

That's precisely the old situation that illustrates why Festival-Smithy, which superficially looks so brilliant, can suck: Festival does not draw whereas Village can.

Drawing into terminals (or non-Actions, a situation in which you can accumulate Actions with Village but not with Cabin) with Villages matters. A lot.
An unequal distribution of villages, like having several in your hand, that you gotta play before you draw into any Actions, also matters a lot. It happens in all of my games frequently. I'd even guess that it happens more often than drawing into a splitter without having any Actions left.

Perhaps Cabin is a $4 though, I don't know. But it is certainly not a top level $4 village like Ministrel or Port or whatever and if you can do a village at $3, I'd first try it at that. We have lots of Village+ at $4 but very few, better and worse than Village at $3.

You can emulate this stuff. Just play Saunavanto but skip the stuff the quasi-Action that Avanto yields. It does not sound that exciting in theory (this ignores that Sauna comes with some trashing on top and it ignores the other stuff that Cabin does, but it is the best benchmark that comes to mind). So yeah, my totally uneducated hunch is that Cabin is a $3.

930
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 03:44:15 pm »
Either you have a a Cursing Attack that is weaker than Sea Hag or Bandit's trashing Attack (without Bandit's gaining). So both effects are below $5 strength.
Or you have a random Action emulator which has two issues. First, one rarely has Actions in one's deck that cost more than $5, or in other words, the average cost of an Action card is one's deck is below $5. Second, the random emulation is hurting the active player due to the lack of control.

In short, there is the old Tribute issue, i.e. lack of control for the active player, plus individual effects which are nearly always weaker than that of a $5. This makes the card bad (I have no idea though if it would be overpowered at $4). A simple way to fix it might be the addition of some vanilla stuff.

931
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 02:48:51 pm »
It's true that Cabin isn't strictly better than village, but the case where you terminal-draw into Cabin and it lets you continue your turn seems like it would come up far more than the case where you urgently need the draw from Cabin. The worst case of playing it for +1 card +1 action is also far better than that of Village, which can be drawn completely dead.
Not all boards have terminal draw, you also want splitters if there are $5 terminal Silvers. Also, if you play Cabin and then draw into ANY terminal, it was a worthless cantrip. Something like Village, Village, Smithy, Smithy is also not that uncommon; you are not guaranteed to have equally distributed villages, something that Cabin wants.

So, no, I simply don't see any support for your claim that one effect is always and clearly dominating the other. It is much more unclear and Kingdom-sensitive which is why I don't think that a price of $4 is necessary (not that there is a huge difference between $3 and $4).

932
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 01:01:36 pm »
I am not aware of how other players could gain green during your Night phase, so you could word it as "reveal this" instead of "reveal a card" (I guess this was intended as reveal another cards besides Phantom).

933
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 04:11:47 am »
Shelters is no issue. Both player open with it and are on equal footing with a strong effect that is similar to Bounty Hunter (and as Bounty Hunter is not broken, that is a decent rough benchmark for how broken Redistrict is or not).
The bigger issue is probably the swinginess in the non-Shelters case. Either the Ruins you previously gained is dead or you manage to convert it into an insta-5. That is a huge difference.

934
Weekly Design Contest / Re: Weekly Design Contest Threa
« on: June 15, 2020, 03:40:05 am »
With Shelters, this is on the power level of Artisan, plus the trashing. Sounds similar to Bounty Hunter, that is on the power level of Gold, plus the Exiling.

935
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 01:45:06 am »
I disagree. There is a trade-off between potentially being better than Village in combination with terminal draw (pulling of the Saunavanto trick) and being worse because you are not down to zero Actions. I don’t see that one automatically and always outweighs the other.

936
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 14, 2020, 04:42:08 pm »
Quote
Fish Monger  • • Action
Reveal the top card of your deck. Discard it or put it back. If it is an...
Action card, +1 Villager
Treasure card, + 1 Coffers
Victory card, gain a Horse

Nothing fancy, just a straightforward Ironmonger variant.

Seems weak for $5? You're either getting 1 villager, 1 coffer, or 1 horse which are all less than $2 effects, and you can't even choose which one.
I forgot the cantrip part.

It's not a cantrip, you don't draw a card with it.
Read the fixed version.

937
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 14, 2020, 02:05:17 pm »
Quote
Fish Monger  • • Action
Reveal the top card of your deck. Discard it or put it back. If it is an...
Action card, +1 Villager
Treasure card, + 1 Coffers
Victory card, gain a Horse

Nothing fancy, just a straightforward Ironmonger variant.

Seems weak for $5? You're either getting 1 villager, 1 coffer, or 1 horse which are all less than $2 effects, and you can't even choose which one.
I forgot the cantrip part.

938
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 14, 2020, 12:43:55 pm »
Quote
Fish Monger  • • Action
+1 Card
+1 Action

Reveal the top card of your deck. Discard it or put it back. If it is an...
Action card, +1 Villager
Treasure card, + 1 Coffers
Victory card, gain a Horse

Nothing fancy, just a straightforward Ironmonger variant.

939
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 13, 2020, 05:29:20 pm »
Disciple variants are fun but this is far stronger than Kiln. In vanilla terms, you get a cantrip instead of a terminal Silver (it is of course even stronger as the card you quasi-draw is the just gained card). This is very strong as you don’t need the extra terminal space that you need for Kiln and the self-junking is unlikely to compensate for this.

940
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 13, 2020, 03:46:36 am »
There is no reason for the setting aside. Just reveal and topdeck, that is clearer.

941
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 13, 2020, 02:38:40 am »
Looks borderline broken but it is not utterly crazy like Cultist or Recruiter or other ridiculous 5s.

942
Variants and Fan Cards / Re: Which is the best cost for this?
« on: June 12, 2020, 01:33:01 pm »
Would it better give 3 Villagers?
3 is basically (sure, if you do not have to spend any of the just gained Villagers, Acting Troupe is better) an immortal Acting Troupe and thus most likely too good.

943
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 05:13:04 pm »
Dude, a cantrip that gains a Villager and a Treasure that gains 2 Villagers are far from the same.

944
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 01:45:35 am »
This would be nearly identical and simpler via Spoils. It also would not brute force the game into engine play.

945
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: June 11, 2020, 01:30:30 am »
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.


The way the entire cost reduction schemes so far work is that each card, regardless of zone, type, etc, has the same cost as every other copy of that card with the same name*. Even a "your cards cost $1 more this turn" runs into tracking issues with like, Ambassador or Masquerade.

*one further, at any given time, each card has the same text, cost, and abilities as each other copy of that card. This was an issue with the old version of Inheritance.

Thank you for pointing out the issues with tracking and price increase! I've attempted to refine it so the cost increase is simple, but still benefits you in most cases.

Refine
$5
Action

+1 Action
+1 Coin

You may trash a card from your hand. If you did, you may gain a card costing up to 1 more than it.
Then, name up to three different supply piles. Cards from these supply piles cost 1 more this turn.

Now, you simply name the supply piles you would like to increase the price of, instead of applying a price increase to all cards in your deck. This should fix all tracking issues and make it easier to follow. This change does make the card worse in that has little utility outside of trashing your bad cards, so it gives you +1 coin to compensate. Also because you are naming a supply pile and not a specific card, there is no way to gain all the horses with Livery. Let me know if this fixes all the issues and if you think the +1 coin is too much.

Increase card’s cost is always a source of confusion. Maybe you could achieve your goal of a TFB that becomes better at each play in the same turn with something like this:

Refine
$5
Action

+1 Action
+$1

You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.


Because it doesn’t draw, maybe it would be hard to have in hand in the same turn many Refines and their targets to make it improve. A duration version which you may leave in play till you align three of them could be better:

Refine
$5
Action - Duration

+1 Action
+$1
You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.
------
At Clean-up, if you have less than three Refines in play, you may leave this card in play instead of discard it.


I don't know for sure if this version needs to be $6 cost to be balanced.
This is a much clearer version. Cost increase is simply something you should not do.
About the strength, as it does not draw and needs cards, I think that it is a weak $5.

946
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: June 10, 2020, 03:36:51 pm »
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.
There is a village in my discard. I play Workshop to gain a Village, then I play a Smithy and shuffle. Now there is no way to distinguish the „old“ from the „new“ Village in my deck.
As tracking does not work, the basic idea of your card (create cost deltas) does not work either.

947
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: June 10, 2020, 01:21:21 pm »
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.

948
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 09, 2020, 01:35:59 pm »
I don’t see the appeal of Reap in a world in which Hoard and Treasure Trove exist.

949
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 09, 2020, 12:41:18 am »
Gold Miner $4
+1 action
+1 buy
You may gain a copper to your hand
If 1 supply pile is empty, you may gain a silver to your hand instead
If 2 supply pile is empty, you may gain a gold to your hand instead

Until first pile be empty, Candlestick Maker is virtually strictly better than it (except edge cases, like Bank).
A buy in an engine is never wrong.
Huh? Flooding yourself with junk for half of the game and then with semi-useful stop cards is nearly always wrong in an engine. The only potentiall good stuff this does for engine play is the non-varible Treasure stuff, i.e. the non-terminal Buy.

950
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 07, 2020, 12:08:45 pm »

Quote
Amalgam
Event - $0
Trash an Action card and a Treasure card from play. If you did, gain a Gold.

Basically an amalgam of Quest and Animal Fair. Trashing from play rather than from hand makes it both more accessible and more costly

It is a cheap Bonfire. Use this to draw Militia 100% on turn 3 or 4. Use this to trash Necropolis on turn 1 or 2. Feed Rats!

Seems to make boring games too much.
I agree that this is better than Bonfire in Shelter games. And obviously it is also decent to get rid of Ruins.

But in all other situations, which makes up the huge majority, it is totally unrelated to Bonfire and cannot only be used very situationally (how often do you wanna waste a Buy and kill an Action to DoubleMine a Copper into a Gold?) to thin.

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