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Author Topic: Fixing Dominion – returns  (Read 11245 times)

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tristan

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Re: Fixing Dominion – returns
« Reply #25 on: March 07, 2016, 05:26:18 am »
0

A Copper junker for 5$? Definitely overpriced.

Now there is nothing wrong with a Copper junker per se, it is an empty niche and convolucid recently posted and interesting one. But Copper is not a dead card so this is definitely too expensive.
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Destry

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Re: Fixing Dominion – returns
« Reply #26 on: March 07, 2016, 01:46:40 pm »
0

If I were to change Mountebank, I'd make it

Mountebank $5
+$2
Each other player may discard a Curse or a Copper. If he doesn’t, he gains a Curse and a Copper.

Mostly because I'm a sucker for symmetry than anything else.
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JW

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Re: Fixing Dominion – returns
« Reply #27 on: March 07, 2016, 04:07:15 pm »
+5

Donald X. recently posted his approval of the following for Cultist: Change to “you may play a Cultist. If you do not, each other player gains a Ruins.” With the change, a deck without + Actions can chain Cultists for draw, but can't cause an opponent to gain more than one ruin a turn.
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Limetime

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Re: Fixing Dominion – returns
« Reply #28 on: March 07, 2016, 05:44:27 pm »
0

If I were to change Mountebank, I'd make it

Mountebank $5
+$2
Each other player may discard a Curse or a Copper. If he doesn’t, he gains a Curse and a Copper.

Mostly because I'm a sucker for symmetry than anything else.
This almost makes mountebank worse than curse.
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Deadlock39

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Re: Fixing Dominion – returns
« Reply #29 on: March 07, 2016, 06:13:06 pm »
+2

If I were to change Mountebank, I'd make it

Mountebank $5
+$2
Each other player may discard a Curse or a Copper. If he doesn’t, he gains a Curse and a Copper.

Mostly because I'm a sucker for symmetry than anything else.
This almost makes mountebank worse than curse.

huh? I'd say it makes it a (usually) slightly better Cutpurse.

eHalcyon

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Re: Fixing Dominion – returns
« Reply #30 on: March 07, 2016, 06:34:21 pm »
0

If I were to change Mountebank, I'd make it

Mountebank $5
+$2
Each other player may discard a Curse or a Copper. If he doesn’t, he gains a Curse and a Copper.

Mostly because I'm a sucker for symmetry than anything else.
This almost makes mountebank worse than curse.

huh? I'd say it makes it a (usually) slightly better Cutpurse.

I don't know if it's usually better.  Cutpurse forces you to discard Copper.  This card gives you the option, so you could keep the Copper if you think it will help you a lot.  This card is only better than Cutpurse when the player has no Copper or Curse in hand.  If there aren't any good Copper trashers then this is unlikely.  This may stack better than Cutpurse though.
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Deadlock39

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Re: Fixing Dominion – returns
« Reply #31 on: March 07, 2016, 08:36:12 pm »
0

If your opponent always has a Copper, then it is strictly worse, but Cutpurse usually whiffs once or twice in the late game even if there isn't any Copper trashing.  My gut says this is more significant than the situations where I would voluntarily take a Curse and a Copper just to avoid losing $1 from the current hand, but it is hard to say.  That is why I said it is usually slightly better (meaning that occasionally it would be slightly worse).

tristan

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Re: Fixing Dominion – returns
« Reply #32 on: March 09, 2016, 02:48:41 am »
+1

If I were to change Mountebank, I'd make it

Mountebank $5
+$2
Each other player may discard a Curse or a Copper. If he doesn’t, he gains a Curse and a Copper.

Mostly because I'm a sucker for symmetry than anything else.
Pretty bad idea as Mountebank just becomes a Curpurse early in the game.
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Destry

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Re: Fixing Dominion – returns
« Reply #33 on: March 09, 2016, 11:34:57 pm »
0

Yeah, my love of symmetry has betrayed me.

A possibly better nerf would be

Mountebank $5
+2
Each other player may discard a Curse. If he doesn’t, he gains a Curse. If he gains a Curse, he gains a Copper.

Feels a little too wordy.
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Accatitippi

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Re: Fixing Dominion – returns
« Reply #34 on: March 22, 2016, 11:51:54 am »
0

A change that I'm considering making permanent to my Base Dominion is changing Mine from "up to 3 more" to "up to 5 more". It matters much less than it sounds, but it adds an interesting interaction with most alt-treasures, and to a lesser extent with cost reducers.
Getting to Platinum in two steps (with a 4-5 alt-treasure as stepping stone) is pretty awesome.  :)
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beri

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Re: Fixing Dominion – returns
« Reply #35 on: March 28, 2016, 02:59:19 am »
0

Another try to make witch a bit less annoying:
Quote
Witch
+2 cards
Each other player chooses: they gain a Curse OR they trash a card from their hand costing $3 or more and may gain a card costing at most $2 less than the trashed card.
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eHalcyon

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Re: Fixing Dominion – returns
« Reply #36 on: March 28, 2016, 03:16:51 am »
+1

Another try to make witch a bit less annoying:
Quote
Witch
+2 cards
Each other player chooses: they gain a Curse OR they trash a card from their hand costing $3 or more and may gain a card costing at most $2 less than the trashed card.

Witch is fine already.  But if you really think it's too annoying, I'm not sure this change helps.  Certainly it makes Witch weaker, but players may not perceive it as such.  The big example here is Torturer.  As an attack, it is weaker than Witch in the same way as your variant is weaker -- the player can opt for a different penalty instead of taking the Curse.  But in practice, many players find Torturer far more torturous.
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