DominionStrategy Wiki
Quote from: eHalcyon on October 08, 2014, 12:22:13 pmThe clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy. Now try Hellscout again.Making it the perfect fix for Scout! [...]
The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy. Now try Hellscout again.
Quote from: Dsell on October 08, 2014, 06:45:41 pmQuote from: eHalcyon on October 08, 2014, 12:22:13 pmThe clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy. Now try Hellscout again.Making it the perfect fix for Scout! [...]It'd still be quite weak, I think. Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...
Quote from: Holger on October 09, 2014, 05:55:33 amQuote from: Dsell on October 08, 2014, 06:45:41 pmQuote from: eHalcyon on October 08, 2014, 12:22:13 pmThe clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy. Now try Hellscout again.Making it the perfect fix for Scout! [...]It'd still be quite weak, I think. Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...As Awaclus pointed out, the new version would still let you gain a minimum of 1 Province or Colony on your turn for free. And it just gets crazier with +Buy. It would definitely be broken.It might be viable to have a card that reduces costs by 2-4 (better than Bridge and Highway) that is lost if you play any more cards. Just not "everything is free".
Quote from: eHalcyon on October 09, 2014, 09:36:45 pmQuote from: Holger on October 09, 2014, 05:55:33 amQuote from: Dsell on October 08, 2014, 06:45:41 pmQuote from: eHalcyon on October 08, 2014, 12:22:13 pmThe clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy. Now try Hellscout again.Making it the perfect fix for Scout! [...]It'd still be quite weak, I think. Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...As Awaclus pointed out, the new version would still let you gain a minimum of 1 Province or Colony on your turn for free. And it just gets crazier with +Buy. It would definitely be broken.It might be viable to have a card that reduces costs by 2-4 (better than Bridge and Highway) that is lost if you play any more cards. Just not "everything is free".As I pointed out above, it wouldn't be clearly broken because (taken literally) the other players will also get the Province/Colony for free in their next turn, and they don't have to sacrifice an Action (and their buy phase) for it, so they can also gain Provinces from Workshop, Remodeling Copper etc., which the Hellscout player can't. Usually you'll only want to use the "free Province" option if you can end the game with it, or if you have more buys than your opponents have buys+gains in their next turn. It might still be broken because of the megaturn potential, but then it (almost) doesn't do you any good in previous turns if you have no green.
Scout Regiment$4 Action+1 ActionReveal the top 4 cards of your deck. Put the revealed Titans into your hand. Put the other cards on top of your deck in any order.
Look Out!ActionCost: 3Throw any number of cards from your hand in any direction. The first player hit by any given card gains that card. Any cards which do not hit anyone return to your hand.
Quote from: GendoIkari on October 07, 2014, 01:29:31 pmQuote from: eHalcyon on October 07, 2014, 01:19:56 pmQuote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.
Quote from: eHalcyon on October 07, 2014, 01:19:56 pmQuote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.
Quote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?
HellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.
Quote from: Holger on October 07, 2014, 02:20:02 pmQuote from: GendoIkari on October 07, 2014, 01:29:31 pmQuote from: eHalcyon on October 07, 2014, 01:19:56 pmQuote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.
Quote from: Asper on October 23, 2014, 08:02:02 amQuote from: Holger on October 07, 2014, 02:20:02 pmQuote from: GendoIkari on October 07, 2014, 01:29:31 pmQuote from: eHalcyon on October 07, 2014, 01:19:56 pmQuote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.
Treasure - 5$Worth 2$--While this is in Play, when you gain a card, gain a silver.SLOG - Action - Looter - 4$Take 100 VP tokens, trash your deck, then gain all coppers, curses, and ruins from the supply.
Hey, the first one would be an interesting idea, but maybe when you buy a card instead...
Also, I hope you know that the second one ends the game when you play it...
Quote from: Holger on October 23, 2014, 09:45:11 amQuote from: Asper on October 23, 2014, 08:02:02 amQuote from: Holger on October 07, 2014, 02:20:02 pmQuote from: GendoIkari on October 07, 2014, 01:29:31 pmQuote from: eHalcyon on October 07, 2014, 01:19:56 pmQuote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.The question was whether there are useful applications of playing it unlimited times. As life is finite, playing it unlimited times is impossible regardless of Dominion. Therefore the only reasonable question is whether it can be useful to play it as many times as you want. The cards i listed have a benefit from it, though Throne Room arguably is worth it for the extra actions. Conspirators can be activated with only one Action Card in hand. And if you play something like Village/Smithy, being able to change your deck every time before you play a Smithy is definitely valuable. It's not like i said it would be broken, anyhow.
Quote from: Asper on November 02, 2014, 05:28:19 amQuote from: Holger on October 23, 2014, 09:45:11 amQuote from: Asper on October 23, 2014, 08:02:02 amQuote from: Holger on October 07, 2014, 02:20:02 pmQuote from: GendoIkari on October 07, 2014, 01:29:31 pmQuote from: eHalcyon on October 07, 2014, 01:19:56 pmQuote from: Dsell on October 07, 2014, 02:27:41 amHellscoutAction - $4+1 ActionThe cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.---------------------The cost of this card cannot be reduced.This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily. Intended loophole?It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.The question was whether there are useful applications of playing it unlimited times. As life is finite, playing it unlimited times is impossible regardless of Dominion. Therefore the only reasonable question is whether it can be useful to play it as many times as you want. The cards i listed have a benefit from it, though Throne Room arguably is worth it for the extra actions. Conspirators can be activated with only one Action Card in hand. And if you play something like Village/Smithy, being able to change your deck every time before you play a Smithy is definitely valuable. It's not like i said it would be broken, anyhow.I think you're confusing "unlimited" with "multiple". With Conspirator, it makes sense to play HS twice to activate it, but it makes no sense to play it any more times. Likewise, you can't play it more than ten times with TR since there's only ten TR's, you don't need to play it more than once before each Smithy etc.
Unlimited includes multiple and being able to play it unlimited times grants the benefits of being able to play it multiple times. If you had said "I don't see the benefit of playing it unlimited times over playing it 10000 times", you would be right. But you didn't, and so you are talking about playing it an arbitrary number of times in contrast to playing it once, which includes 2, 3 or 10 times. So still, being able to play it twice for Conspirators is a result of being able to play it unlimited times.
Quote from: Asper on November 04, 2014, 06:02:57 pmUnlimited includes multiple and being able to play it unlimited times grants the benefits of being able to play it multiple times. If you had said "I don't see the benefit of playing it unlimited times over playing it 10000 times", you would be right. But you didn't, and so you are talking about playing it an arbitrary number of times in contrast to playing it once, which includes 2, 3 or 10 times. So still, being able to play it twice for Conspirators is a result of being able to play it unlimited times.This is just semantic games. 2 is as "limited" a number as 1, and you can already play any Action card "several times" due to TR, KC etc. Would you claim that it can make sense to reveal Secret Chamber an unlimited number of times, just because you may want to reveal it twice? But I specifically said "infinite-play", and 2 and 10 are certainly not infinite numbers.
Time to reboot the metacards from 40 pages back or whatever!Metagovernor
Quote from: Minotaur on November 04, 2014, 02:52:18 pmTime to reboot the metacards from 40 pages back or whatever!MetagovernorI never metagovernor I didn't like.Bad punReaction - £0If an opponent makes a bad pun you may reveal and discard this. If you do, groan audibly, then, +1 card.It's sad that I started out with a version of that that didn't work at all and felt the need to spend a minute fixing it so it would actually work and not be overpowered.