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26
Dominion Articles / Re: Butcher
« on: December 18, 2013, 10:08:43 am »
Discussing if something actually is an engine seems pretty stupid to me because A) it doesn't help at all in playing those specific decks (Golden deck, HoP golden deck) and B) in non-specific examples, we know if we're playing an "engine".  Maybe it's a small engine or a big engine, but you show a game report to any random decent player on the forum, and you'll get basically the same answer as to what type of deck player X went with.

27
Dominion General Discussion / Re: Cards you always remember wrong
« on: December 15, 2013, 01:41:12 pm »
Anybody else who always confuses Wharf and Merchant Ship?

No.

28
Variants and Fan Cards / Re: Really bad card ideas
« on: December 12, 2013, 11:11:21 pm »
Upped-Grade
$5 Action
You may trash this card.  If you do, raise your grade in any class by 10%.

29
I can understand where the OP is coming from.  It can be really frustrating when you are excited about a new idea or engine or other strategy, are feeling really invested in this particular game of Dominion, and then the game ends quite suddenly.  I'm usually paying attention to the Province pile, so sudden (i.e. unexpected) endings usually result from three-piling.  This happens to me often in Settlers of Catan also, where I am building up gleefully when someone else declares that they've won and frankly I'm not even cognizant of how many points I have since I'd only been focused on building and not scoring.  And of course in chess, where I feel like I'm am clearly dominating, and then I am suddenly (i.e. unexpectedly) checkmated.  It is frustrating at the time, but in all of these cases I learn from my mistake and try to do better next game.  Except Settlers.  Never seem to learn from that mistake.

Obviously not, if you keep playing Settlers.

30
Dominion rules wise (in terms of game mechanics) is set up about as fair as any game I've seen.  Yes there is P1 advantage in some games, but most of that is due to individual cards that provide a P1 advantage.  I think there is room to say some cards (scout, adventurer) would be more interesting if they were slightly stronger, but those changes are minor and eh, some card has to be the worst card.  I also think some unintended card combos (possession/ambassador and kc/goons/masq come to mind) the game would be better off without, but they're only present in a few games, and well it's not easy to fix them. 

House rules are fine (for example, at my house in ping pong you can't lose by missing a serve) if they make it more fun for you, but in general they do not make it a better game.  Often if is omitting a rule, there is a reason the designer put it in there.  In this situation, it sounds like you are advocating 3 piling to be allowed in some games but not in others.  However, you are unable to give firm lines as to when it would be allowed.  And a rule of "You can three pile if I think its ok" is certainly the worst rule possible that is just designed because you are afraid of losing to better players.  If this is what you are asking for.

Actually I did define when it is acceptable to to 3 pile: When you have a province or its equivalent or more

I pursue 3 pile strategies all the time, I'm just not the opportunistic buy an estate and drain the last pile kinda guy

Oh so the game you're complaining about is OK since your opponent bought the equivalent of 2 provinces.  Gotcha.

31
Dominion rules wise (in terms of game mechanics) is set up about as fair as any game I've seen.  Yes there is P1 advantage in some games, but most of that is due to individual cards that provide a P1 advantage.  I think there is room to say some cards (scout, adventurer) would be more interesting if they were slightly stronger, but those changes are minor and eh, some card has to be the worst card.  I also think some unintended card combos (possession/ambassador and kc/goons/masq come to mind) the game would be better off without, but they're only present in a few games, and well it's not easy to fix them. 

House rules are fine (for example, at my house in ping pong you can't lose by missing a serve) if they make it more fun for you, but in general they do not make it a better game.  Often if is omitting a rule, there is a reason the designer put it in there.  In this situation, it sounds like you are advocating 3 piling to be allowed in some games but not in others.  However, you are unable to give firm lines as to when it would be allowed.  And a rule of "You can three pile if I think its ok" is certainly the worst rule possible that is just designed because you are afraid of losing to better players.  If this is what you are asking for.

32
Game Reports / Re: My Hand Produces Only $2... For 15 Straight Turns
« on: December 04, 2013, 07:24:04 pm »
I think opening CR > Lookout was a big mistake here.

5/2 split

Ah right.  I'd avoid CR anyway on the opening.

33
Game Reports / Re: My Hand Produces Only $2... For 15 Straight Turns
« on: December 04, 2013, 02:00:14 pm »
I think opening CR > Lookout was a big mistake here.

34
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2013, 03:46:06 pm »
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.

Untrusty Steed
$0* Action - Prize
Choose two: Discard 2 cards; -2 Actions; -$2; gain 4 Curses and put your deck into your discard pile.  (The choices must be different.)

Villages
$3 Action
+1 Card
+2 Actions
You may play a village from your hand.  If you do, you may play another village from your hand. (...) If you do not play at least 8 villages, during your buy phase, you may not buy a card containing the word "Village".

Sherlock
$2 Action
Make a wild inference about one of your opponents. 

If it is...
Correct, +2 Cards and replay this card
Incorrect, gain a curse and trash this card
Neither confirmed nor denied, gain a card costing up to $6

Wine
$6 Treasure
Worth $2
When you play this, you may drink a glass of wine.  If you do, +$2.  You may drink a second glass of wine.  If you do, +$2 and trash this card.

35
Variants and Fan Cards / Re: Pricing vanilla cards
« on: November 29, 2013, 03:05:59 am »
(Action) +2 Actions +1 Buy +$2
Cost: 4.
Is it strong at 4? It is definitely weak at 5.

Forgive me, but is this not just Festival?

36
Variants and Fan Cards / Re: Really bad card ideas
« on: November 24, 2013, 08:57:24 pm »
Completely Scout

When you gain this, you lose.

FTFY

37
Variants and Fan Cards / Re: Discarding Reaction
« on: November 19, 2013, 12:05:58 pm »
Storehouse and Tactician are pretty crazy, too.

Rules wise, Tactician probably wouldn't work since you don't actually discard them and instead set them aside.  I'd assume that means you don't get the TAC cards next turn.

38
Variants and Fan Cards / Re: Really bad card ideas
« on: November 05, 2013, 12:47:52 pm »
France
$3 Action
You may drink a bottle of wine.  If you do, +2 cards, +2 Actions, +$2, +2 Buys.  If you do not, trash this card and gain a curse.

39
Variants and Fan Cards / Re: Really bad card ideas
« on: November 04, 2013, 12:09:12 pm »
English
$5 Action
+2 Cards
+2 Action
You must use proper grammar for the rest of the game.  If you do not, trash this card and each other player gains and English card.

40
Variants and Fan Cards / Re: Halloween fan cards
« on: October 30, 2013, 11:37:38 pm »
Ghost
$5 Action
Choose a card your opponent played last turn.  This card is that until this leaves play.

41
Variants and Fan Cards / Re: Halloween fan cards
« on: October 27, 2013, 11:48:26 pm »
Witch
$5 Action-Attack
+2 Cards

Each other player gains a Curse.

42
Yes, Overseer can give you +Buy, which can be huge.  But just because something can be huge, does not make it automatically worth a high cost.

I think we all can agree that Ruined Market should not be available as a kingdom card for $5, even though it could let you win the game that you bought it in!

Likewise, a theoretical card "+4 cards, +4 actions" for $2 would not be balanced even if sometimes you ran out of cards to draw.

Sure Overseer can be a Woodcutter;  Woodcutter is the worst $3 card.  How does that make Overseer a good $4 card, if it's 1/4 best usage is the worst $3 card?  Because you CANNOT build a good engine with 1 village (see Necropolis).  Or with one draw card.  Or one peddler.  Band of Misfits is good because you can choose to copy the card under $5 that you need; this lets you choose 1 that you might need, and not a second time till you use others that you probably don't.

FWIW, I think it would be MUCH more balanced at $3.  It'd still be at best middle 3rd, but it'd be playable.

43
Since I offered my criticism of Overseer, I'll post comments on the rest.

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Basically trade your Victory cards for a random card and +$1 with the promise that your last turn of the reshuffle will be very weak.  Interesting idea, but I think it can either cost $3 or discard the victory cards.

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Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

Don't like the 4 types first of all.  Don't like the idea of a Treasure-Attack because it's way to spammable.  Don't like the idea of a Treasure-(Attack stopping) Reaction because it's way to spammable.  All in all, bleh.

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Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Seems too highly luck dependent, and not very intrigue-ey.  Either cantrip or familiar, but it doesn't stack at all.  Early on it's almost always cantrip, later on it's almost always familiar.  Cool idea, but I think there is a better way than guessing the number of Action cards.

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Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

Basically Steward.  We have Steward.  Pass.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

I like the idea of counting VP for attacks, and I like the intrigue feel of the card.  Seems weak on play compared to other attacks, but I guess it might have to be to be nonterminal and worth VP.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Strictly worse Laboratory (minus tunnel) on play but worth 1-3 VP.  Or Great Hall with cycling and maybe an extra VP.  Probably too strong, but perhaps not.

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

No No No.  You can't just play this 5 times to kill your opponents turn forever, pass.

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

I don't think I like it.  Discarding a green is too inconsequential, and discarding a treasure or action is too brutal.

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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Seems really, really weak.

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Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

+$ and +cards are generally about the same value, although the flexibility to switch between them certainly has some utility.  OTOH, the action part is weak, so I think the overall card is weak.  And it has to be $6 because it's strictly better than Lab.  Close though.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Interesting idea.  Don't think it's balanced, because any other village basically makes it absurd.

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Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Basically +2 Cards but one is bad and one is good.  I like the idea, don't know if 2 VP is too much and makes it too much of a no-brainer compared to Duchy except for THE last turn.

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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Way too strong.  It's remodel + 2 cards OR something better than remodel + 2 cards.  For $1 more than remodel.

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

Early on it's gain a Silver, opponents gain Copper.  Late it's gain a Duchy, opponents gain Estate.  First off is this interesting?  It's certainly unique, but I'm not sure I'd call it interesting.  Now for balance... The attack is certainly weak.  The gaining isn't particularly strong either.  Together... probably weak but alright.  I think it's too boring.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Lots of strategic decisions for sure.  I think however it multiplayer it becomes A) absurd and B) somewhat political.  I do like it a lot for 2P though, and tbh I only play 2P.

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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

So first off it's a terminal silver.  Next, it either cycles a bad card and gains you an action up to $5 (really good) or duchesses and gains you an action card up to $3.  Good if theres Menagerie, bad if only Secret Chamber.  So it's board dependent, but it seems like a very strong card if the Engine is strong.  So good card to me.

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

Early on very very swingy.  Later in an engine, this easily becomes a terminal gold + 1 VP for $4, which is way too strong.  So, swingy early and unbalanced late makes for a no-no.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Seems incredibly weak.  Kind of cool idea though.

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

Very similar to JoaT.  It exchanges a worse action for a fairly strong reaction.  It adds a bit of flexibility in that you can trash any card, but you lose the draw (except in the reaction).  Maybe could cost $3?

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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

See my above post, but my vote is NO.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Seems too strong.  Cantrip or nonterminal trashing and it's worth 2VP.  Actually... it might be balanced at $5.  A little boring though.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

I like it a lot.  Best used in an engine to gain many engine components and trash estates / coppers (but that is slow).  Actually it is pretty strong for BM too, as your opponent will have to proscribe Province VERY early, and you should be able to gain a lot of Gold.

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

If you discard 0, it's a Great Hall. 1 it's an Oasis + 1 VP.  2+ is pretty good, but how likely are you to have 2+VP cards?  I dunno.  Not really an engine card because of that, but I'd imagine BM would prefer terminal draw (or VAULT).

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Nope.  I have a bad hand, you skip your turn.  I don't like you, you skip your turn.  I get a deck of Village-Monument-Usurer, I get 1 VP forever and you die.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

I like the feel of the card, but i think it should be "Minimum 1 VP" too protect against a last turn curse or something.  Though I guess that is part of the strategy.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

Victory Card is powerfully weak, Treasure card is fairly weak (cantrip exchanging a treasure for a random card), Action is decently strong (lab where you exchange an action for a random card).  Kind of similar to Advisor?  Good for engines I'd imagine, terrible for BM.  But not great for engines since the discard is first.

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

Seems too strong, plus 1P advantage.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

I like the idea.  A bit of first player advantage in multiplayer though.

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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.

No no no.  This is either attack or Throne-room attack.  Throne Room costs $4 and yes I realize you can throne other things besides attack, but NO.

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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

So it's a village with the draw card guaranteed to be a bad card, but it's worth 1 VP.  Seems weak.  Maybe at $3 it'd be ok.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

Too swingy.

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

I like the idea, trash $5's your opponent gives you Provinces.  But that's about it.  Otherwise, worse worse worse than remodel.

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Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.

Either Remodel with a slight bonus or Salvager with a slight bonus.  Probably balanced but uninteresting.

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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.

Hm, too hard to visualize how this will play out.  Basically make 3 bad cards miss your next reshuffle.  Don't really think much of it, but hard to picture.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

Kind of a weird timing, don't like it very much.

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Probably a little swingy, but not too bad.  Kind of boring.

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

I don't like it.

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Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

I like this card a lot.  Early on you use it as a cantrip trasher, but your opponent can bank off the trashing pretty easily.  Later on they won't use it, but you will.  Nice.

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

No, very bad.  I think the effect is stronger for the opponent than it is for you (they get lab, you get peddler).  Yes it's selective draw, but they other cards aren't discarded so big whoop.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

Don't like this.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Interesting.  Not sure if it's priced right, but I like the feel of the card.

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.

Kind of like pick your poison.  Don't really like it.  Multiplayer is VERY political.  P2 discards to 3, P3 doesn't discard.  Now I choose which one to attack.

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Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

No, don't like it. 

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

I like this better.  Treasure makes it (effectively) a terminal silver, victory makes it (effectively) moat + cycling, Action is a bit weak.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

Seems very strong, even for $6.

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Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.

So the opponent is going to want to reveal coppers or silvers the whole time pretty much.  (I mean, ideally pearl divers).  But, mixing cards and $ is generally not so good.

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Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
[/quote]

So each play of this is gain a Duchy / Duke / Fairgrounds.  I mean it's limited by the number of Visiting Dignitary's, but seems like it's really good in alt-vp and extremely useless otherwise.

44
It might be only me... but what's with all this love for Overseer?  No offense to whoever made it, but it seems to me like it is a very poor card at best.  It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc.  It's not good for big money at all.  It can't be used as a workshop for rushes or to gain many copies of engine parts.  So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.

I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.

45
Mini-Set Design Contest / Re: Proposal for future rounds
« on: October 23, 2013, 01:22:37 pm »
Honestly, I don't really think that explicitly stating the concept of each card helps anymore than just a reminder that we are voting on the concept of the card and not the card itself.  Plus, it means there's a lot more text to read; it already takes quite a while to read through all the submissions.  Furthermore, I feel like a lot of cards (maybe most cards?) are such that their concept is best expressed by the card itself; often times reading the concept in addition to the actual card text is just redundant.

Also, as I and others have pointed out, Tiller is not strictly worse than Remodel.  With no $7's on the board, it can turn $5's into Provinces, and with no $4's on the board, it can turn $2's into $5's.

... You realize Tiller is a $4?

46
That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

I think he was going for the pun... as in, it sounds like mine (my own card submission).

And the card you are describing is Mint!

http://www.youtube.com/watch?v=xECUrlnXCqk

47
Dominion General Discussion / Re: Edge-cases
« on: October 17, 2013, 12:44:14 pm »
If you have more than 5, and your opponent plays a top deck attack.

48
That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

49
Dominion Articles / Re: Short Article on Advisor
« on: October 15, 2013, 10:21:55 am »
Against Militia, you want variety

Unless you also have Menagerie, I don't see why?

He means variance.  As in 3 good 2 bad >>> 5 average.

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King's Court - Goon's - Masquerade - X - X - X - X - X - X - X

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