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277
Dominion General Discussion / Re: Chameleon
« on: March 07, 2020, 07:47:52 pm »
-Squire is vanilla Village with extra choices and an on trash, but cheaper, so is strictly better.
-Masquerade and Priest can become, if not the same, very similar, +2 Cards and trash a card or +$2 and trash a card, although Priest still has payload
-Festival becomes a better Lost City
-Secret Chamber can now become a bad Cellar! Yay? Same with Vault, but the other players don't get to draw from the downside, that's nice.
-Conspirator can become a superlab, so can Mining Village, Courtier
-Minion becomes just plain confusing
-Lighthouse can be a cantrip the first turn, that's nice sometimes
-Fishing village is also now strictly better than regular village, not that it wasn't already better.
-Pirate ship can give you crazy draw if you build it up enough
-Salvager is Apprentice Lite.
-Apprentice is Salvager Lite.
-Trade Route can also give crazy draw.
-Monument can draw now, that might be relevant
-City at 3 can be Grand Market sometimes and vice versa
-Goons can draw now which is potentially terrifying
-Menagerie can be much worse
-Harvest draws now, not that that saves it
-Crossroads can give you economy, which might be nice
-Embassy can give you +$5 which is fun but probably not that good
-Mandarin can now become a Courtyard, so now it's at least a good card, albeit an overpriced one
-Poor House is a Hunting Party for 1, also it barely has a downside now
-Forager can draw non-terminally.
-Death Cart draws you five(!) cards, while becoming much easier to line up with ruins
-Ironmonger can become a Magpie and is generally going to be much stronger
-Mystic is a lab that can be a superlab
-Madman definitely does do something, and sometimes it's good. But the base effect is mostly better.
-Mercenary is fun because absolutely nothing changes
-Candlestick maker, and other Coffer cards annoyingly can't interact, which might've been strong
-Amulet can draw, but not well since it doesn't work on the second turn.
-Miser can give you some big draw.
-Ranger can give you +$5, which can be nice, but 5 cards is usually better.
-Giant gives you 5 cards and an attack every other time, which makes a lackluster card kinda decent.
-Wine Merchant draws. That's cool.
-Extra City Quarters can give you money once you've drawn your deck.
-Chariot Race can be a lab that gives vp if you win.
-Legionary is really good, it draws and lines up with gold easier, attacks that draw cards are always good, and now Legionary can be one.
-Opulent Castle can be a worse Sheperd
-I actually don't know how this works with boons, but I assume they aren't affected.
-Bard is kinda strong. No Fate cards draw for a reason.
-Conclave is a Lost City sometimes? I feel like it should've been like this from the beginning, I've never liked the card.
-All command cards don't work.
-Shepherd can generate coin, making Shepherd decks even stronger.
-Pooka is a better moneylender, but that's somewhat of a worse effect than base Pooka.
-Sacred grove is strong. Cards and buys is always strong, and this gets a boon.
-You can stop Tragic Heroes from blowing up while still getting something.
-Cargo ship is a bit stronger, albeit not by much
-Patron is a better lab with a reaction
-Scholar can give you +$7 for free, at the cost of doing anything else this turn. If there's any sort of peddler in the kingdom, this is wickedly strong.
-Treasurer, an already strong card, can now also draw.
-Animal Fair can draw you 4 cards, potentially give a buy, and be gained for free. Yikes.
-Bounty hunter is absolutely terrifying. +3 Cards and a trash. Nonterminally. Bounty Hunter is a strong card already.
-Livery is now a Smithy that gives you more draw. Is every card in the set strong with Chameleon, because it's seeming like it.
-And, of course, the finale. Coven is a Lab. That curses. I'm in physical pain just writing this and I can't even experience it for 2 weeks. Familiar was bad enough.

278
Dominion General Discussion / Re: Menagerie Previews 3: Exile
« on: March 04, 2020, 03:50:18 pm »
Is Exile the 4th mat that was going to be included in Renaissance other than Coffers, Villagers, and Buy tokens?

279
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 03, 2020, 04:32:01 pm »
As for my entry, how's this:

Mountaintop Outpost
$4
Action-Duration
Once per turn: If the previous turn wasn't yours, then take an extra turn after this one, in which you can't play Action cards.
What happens if piazza/ghost/innovation/venture instructs you to play an action?
An Enchantress-like wording may help here.
For my entry, here's Vizier.

Vizier gives you a choice between a few effects, each of which is individually a once per turn effect. You can superlab, but only once a turn, so it's probably fine, or expand, or grab a few extra vp. The vp choice may be a bit too much since it's unlimited, but 3 per turn isn't that much and a money deck can probably outpace you if you don't  do anything else. This used to be cantrip, choose a pawn choice that you haven't yet, but that was too boring.

280
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 23, 2020, 04:09:11 pm »

I haven't had much time to work on this due to being away so it's on the simpler side. Sawmill is a woodcutter variant that can trash on buys, which is facilitated by the second buy. Usually it's one at a time early on, but maybe you want to trade that curse or estate for a copper. This might be a bit strong, but comparing it to Priest, it seems fine.

281
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 09, 2020, 11:24:39 am »
Mount cards


This is overpriced, a card like this you want early, and a 6 price tag makes it hard to get before the third shuffle, which is when you really need it.

282
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 09, 2020, 07:41:16 am »
Mine is simpleish but is kinda similar to other ideas seen here.
Introducing Equipment cards. These are cards that have an on play effect and can cycle round your deck as usual. However, once you play them, you have the option to Carry them, putting them in front of you in a fashion similar to Duration cards. While carried, these cards have a small lingering effect, like Hireling or Champion, that happens at regular intervals. At any time during your turn, you can stop carrying them and put them in your discard pile to be shuffled back into your deck. Basically, they are like Durations that can be kept out for as long as you want until you want them back. Of course, you can keep them out permanently...

Villager's Backpack
$4
Action
+1 Card
+2 Actions
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Action.

Blacksmith's Hammer
$7
Action
+2 Cards
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Card.

Woodcutter's Axe
$5
Action
+1 Buy
+$2
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Buy, +$1

The King's Letter
$5
Treasure
$2
You may Carry this.
-------
While carried: When you gain a card, you may put it onto your deck.

Drunkard's Bottle
$4
Action
+1 Action
+$3
Carry this.
-------
While carried: You may not discard this until you buy a Copper in one of your turns.

Hopefully this makes sense.
This mechanic seems like it's being misused. None of the cards have any reason for you to not just permanently carry them, other than Villager's Backpack, and that's because it has a penalty. There should be at least some Equipment cards with a reason to carry and a reason to not carry. Also, is Equipment a card type? It isn't on the cards and probably should be.

283
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2020, 11:50:23 am »


Workers are piles of cards with 5 cards in them each, and are another type of card-shaped thing, along with events, projects, and landmarks, and are randomized with them. When you buy a copy of a Worker, it goes in front of you. At any point during your action phase, you can tap, or turn sideways, a worker to receive the effect on the card. You can only tap a worker once per turn, even if it is untapped. During the Cleanup phase, you return all tapped Workers to their pile. Scribe should say "When you buy this," by the time I noticed, it was too late to change.

284
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 25, 2020, 02:17:26 pm »
Architect: This is way too weak. It's slow, not a good trasher, and not a good gainer of VP. Definitely not a 5.
Arsenal: Fine, and an interesting variation on durations. Probably a bit too strong, especially in money.
Bar: Fine, but boring. There's some first player advantage, but not enough to matter much.
Bushfire: There's way too much potential to trash the other player's entire hand every turn. The gaining stops that slightly, but not enough to make it not a problem. Even without that it's too harsh.
Cardinal: Strictly worse than the already weak Great Hall.
Carpenter: Not sure what you're trying to do here, but this would be a meh 2.
Chalice: Vanilla +1 Card isn't an advisable bonus. Receive isn't a Dominion term, you need to say gain. This is significantly worse than Watchtower with no upside.
Commander: This is almost identical to Oracle.
Crook: Knights that cost 4. Knights are already a strong attack, and this is only a slightly worse version, at least in the late game. It's awful early, too, since it thins for your opponent.
Devil's Pact: Self-cursing isn't enjoyed by most players unless the card lets you use the curse. I really like the idea, though.
Fence: I don't know what's going on with this card, but it seems confusing and weak. Also, strictly worse tan watchtower unless you really need the copper for some reason.
Haunted Treasure: Fine, but boring. Also, thoughts on the Buy type. The name may cause confusion and it doesn't really seem to be doing much as a type, since it doesn't change most of the cards it's on by a lot. This can't be gained except buying by most gainers, for example.
Lock: Dead without money actions, since it doesn't allow playing treasures.
Missionary: Why is the curse clause there? It seems strange. This is a weird card, but is too close to being a better superlab, an superlab is bad enough.
Possessed Witch: Does this stay in play? Its unclear. Also, I don't think it needs the Reaction type.
Promising Lands: This doesn't interact that well or interestingly with Clearing, especially since you can't play both.
Redistribution: This is just confusingly phrased and doesn't work with the rules that well.
Refractory Gold: Fine, a bit bland.
Riverbed Village: Weak and really boring. This is a 4.
Sarcophagus: Remove the curse part and this becomes pretty interesting.
Scrapyard: The pileout ability is scary. Very strong in Money if the other player went engine, and vice versa, so that's actually pretty interesting.
Shoppers: Needs to be rephrased, the +buy goes over the line. The idea is there, and it's decent.
Slaves: Again, it doesn't do anything unique with the Buy type. The card itself is fine enough, but I wish it was more unique.
Stray Cat: I really like this. Does the player to your left get the card on their tavern mat, or does it just go to their deck?
Town Center: There's probably a more interesting card to put the effect on, but a good concept.
Trap: It needs to do more for the player who plays it, maybe make it a treasure worth 1 or 2, but the idea is excellent. It's like a better Embargo.
Vigilante: Shouldn't be a 5, and is too easily a Necropolis for 5.
Witch Hunt: Definitely does a lot more with the Buy typing, and is a cool alt-vp source.
Wonder: Smaller Warehouse with vp isn't a 6. This isn't strong enough.
Some good concepts, but there isn't a lot of cohesion and the Buy type isn't really used. Some of the cards are pretty great, even if some need work. Stray Cat is definitely my favorite.

285
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 03:53:34 pm »

286
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 08:04:02 am »

Note that it specifies card, not just action, meaning it can be used on any playable card.

287
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 11, 2020, 07:18:45 am »

This isn't strong enough considering it doesn't do anything for a while.

288
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 06, 2020, 08:56:38 pm »
Woodworker
Action
Cost: $4
+1 Buy
You may spend up to three Buys. Gain a card costing up to $4 once per Buy spent.

289
Feedback / Re: Qvist 2019 Questions
« on: December 28, 2019, 07:50:52 am »
Thanks.

290
Feedback / Qvist 2019 Questions
« on: December 26, 2019, 03:32:12 pm »
Does anyone know when the Qvist 2019 Ranking will be, and if so, where I can submit rankings? I might just be an idiot who missed it, though.

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