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gman314

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Re: Thought experiment: Overhaul
« Reply #25 on: May 17, 2013, 11:57:35 am »
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Graverobber does that for $5, and can even take the trashed cards back to be turned into a Province again. I have never liked Expand, even for it's flexibility. I almost exclusively buy it if I get $7 instead of $8 near the end of the game.

Expand is much better for engines than Graverobber, because it feeds on the junk in your deck rather than the engine components you already have and probably want to keep - Graverobber doesn't do Estate->Mountebank, nor Copper/Curse -> cheaper engine component. Expand can also do Estate->IGG->Province which is brutal, and it can turn Silvers into Grand Markets, which is nice because hitting $7 with a Silver or two is usually way easier than hitting $6 without Coppers.

A Graverobber strategy is inherently different from an Expand strategy in that the Graverobber strategy assumes that you'll be trashing some strong $5s for Provinces and prepares for that. In order to get Provinces, an Expand strategy generally either needs to buy and give up on some Gold, buy a bunch of Duchies, or trash some engine components. None of these work particularly great in an engine, although Expand can help get some junk out. But in an engine with multiple Graverobbers, you can get components back from the trash. So, I wouldn't say that either is better for engines.

Now, with regards to your examples, I'll admit that Expand can do Estate -> power $5, but a lot of the time you would rather buy that $5 over an Expand. Particularly with your examples of Mountebank and IGG. You want to give those curses out now rather than buy an Expand, shuffle, buy card, and then (if it's not IGG) shuffle and give out curses. Although, Silver - GM is a good example of where Expand's useful, and so is $0 -> $3. But in the Silver - GM case, Graverobber can also do things like Village - GM or Sea Hag - GM/Duchy depending on what state the game's in when the Curses are gone. Expand can do these as well, but my point is that in one of Expand's more powerful situations, Graverobber can help almost as much.
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KingZog3

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Re: Thought experiment: Overhaul
« Reply #26 on: May 17, 2013, 02:23:30 pm »
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Expand can do these as well, but my point is that in one of Expand's more powerful situations, Graverobber can help almost as much.

Exactly what I was trying to say, only said much better.
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Asper

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Re: Thought experiment: Overhaul
« Reply #27 on: May 17, 2013, 03:49:06 pm »
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A reaction that I have on another card is:

"When you would gain a card, you may reveal this. If you do, instead, gain a cheaper card, putting it anywhere in your deck."

It could work on this card. This card can't trash curses, but it can block them, and it has a nice little bit of self comboing.

That was Partition, wasn't it? I generally like many of your ideas, but i don't think that Reaction is a good idea. On some decks it just gets too absurd. Remember Cache/Trader/Partition/Squire/Watchtower/Cultist/Goons... If you have WT, Partition and Trader in hand when somebody plays Cultist, it's gonna be horrible...
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Warfreak2

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Re: Thought experiment: Overhaul
« Reply #28 on: May 17, 2013, 04:10:41 pm »
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You're still talking about endgame strategy, and my point was that Expand is for far more than just snagging some extra Provinces in the endgame. The most important point is that your deck starts out with 10 cards you don't want, and may collect more vs Witch/Mountebank, and if you want a good engine you probably need to get rid of them somehow. Graverobber doesn't do that at all. Expand increases the number of engine components you have while eliminating junk; Graverobber turns cheap engine components into expensive ones, but your engine stays the same size, probably needed some of those cheap ones anyway, and can't do anything with your junk. Sure, you can buy more Hamlets or Pawns than you need, but Expand doesn't need dinner and a movie first.

Obviously buy a Mountebank before buying Expand, but if you have an engine going, I am sure that you would like a couple more. Anyway, get any $5 action you want, it doesn't have to be Mountebank - there are plenty of $5 cards that you want as many of as possible, like Highway, City, Horn of Plenty, Hunting Party.

Silver->GM is far better than Village->GM because Grand Market chains can't get stuck when they draw Villages, probably you wanted those Villages for other things anyway, and you know, you can't buy Graverobber with Villages.
« Last Edit: May 17, 2013, 04:13:24 pm by Warfreak2 »
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #29 on: May 20, 2013, 09:03:07 am »
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A reaction that I have on another card is:

"When you would gain a card, you may reveal this. If you do, instead, gain a cheaper card, putting it anywhere in your deck."

It could work on this card. This card can't trash curses, but it can block them, and it has a nice little bit of self comboing.

That was Partition, wasn't it? I generally like many of your ideas, but i don't think that Reaction is a good idea. On some decks it just gets too absurd. Remember Cache/Trader/Partition/Squire/Watchtower/Cultist/Goons... If you have WT, Partition and Trader in hand when somebody plays Cultist, it's gonna be horrible...

In order for anything crazy to happen, you need:
Trader+Watchtower+Partition, all in your hand  and Squire in supply. You'd also need something crazy for Squire to turn into, or something cheaper than that attack card. It's all very specific, and I think it's more a cool consequence than anything else.

Mind you, I also had this idea for a reaction (or duration effect):
"When you gain a card other than a Silver, you may reveal this. If you do, gain a Silver."
Of course, Partition breaks this. That reaction is too similar to Trader anyway, so partition is the go.

I think that the top effect of that card though (Trash a card. Gain 3 differently named cards that each cost less than it.) is too niche. This effect is also niche, but at least there are useful situations for it throughout the game, and the reaction synergises with another copy of the card.

So then, I think my "final version" will be:
Overhaul
Action/Reaction - $3
Trash a card from your hand. Gain a card that shares a type costing up to $4 more than it.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card, putting it anywhere in your deck.

(NB: Due to the lose track rule, if you put the gained card anywhere but the top of your deck, you can't "chain" the reaction)
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #30 on: May 20, 2013, 09:15:47 am »
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How much better would changing the card to "You MAY gain" make it. You can now trash Curses and Estates to thin your deck, albeit slowly. I actually like the irony of a card that tries to trash Curses and fails, especially if it can block them.
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #31 on: June 14, 2013, 05:39:55 am »
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Is it possible that Rebuild is horribly, horribly overpowered, and this card would be a pretty decent $4 relatively?

I mean, Copper->Silver, Estate->Duchy and Duchy->Province means it will have a pretty decent effect most turns it comes up. Then there's the niche combos, especially if it's +$4.

For $4 Taxman does the copper->silver better, but this card is more versatile.

I'll probably still go with:

Overhaul
Action/Reaction - $4
Trash a card from your hand. Gain a card costing up to $4 more that shares a type with it.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card.

Any ideas for a better name? Expand would be the perfect name if it wasn't taken.

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Warfreak2

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Re: Thought experiment: Overhaul
« Reply #32 on: June 14, 2013, 05:48:06 am »
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Repair?
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #33 on: June 14, 2013, 06:42:54 am »
+1

Repair?

Is that a play on the fact that both the cards have the same type, forming a "pair"?
That seems decent.
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #34 on: June 19, 2013, 07:45:42 pm »
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Another Thought Experiment:

Overhaul
Action - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.

Trashing a victory card is bad because it slows down your next turn, although it's nice to score a few points
Trashing a treasure is Taxman without the attack.
Trashing an Action card is good for terminal clashes, but quite an opportunity cost otherwise
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KingZog3

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Re: Thought experiment: Overhaul
« Reply #35 on: June 19, 2013, 09:44:05 pm »
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Another Thought Experiment:

Overhaul
Action - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.

Trashing a victory card is bad because it slows down your next turn, although it's nice to score a few points
Trashing a treasure is Taxman without the attack.
Trashing an Action card is good for terminal clashes, but quite an opportunity cost otherwise

Expand for cards of only 1 type. Seems pretty balanced, but maybe a little bonus if it's weak. The idea is good though, and I can see it being useful on cards.
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #36 on: June 20, 2013, 01:43:18 am »
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Another Thought Experiment:

Overhaul
Action - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.

Trashing a victory card is bad because it slows down your next turn, although it's nice to score a few points
Trashing a treasure is Taxman without the attack.
Trashing an Action card is good for terminal clashes, but quite an opportunity cost otherwise

Expand for cards of only 1 type. Seems pretty balanced, but maybe a little bonus if it's weak. The idea is good though, and I can see it being useful on cards.

Does the topdecking make it work at $4? I think it's better without the topdecking (for being simpler), but maybe this makes it actually worth gaining.
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KingZog3

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Re: Thought experiment: Overhaul
« Reply #37 on: June 20, 2013, 01:00:09 pm »
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Another Thought Experiment:

Overhaul
Action - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.

Trashing a victory card is bad because it slows down your next turn, although it's nice to score a few points
Trashing a treasure is Taxman without the attack.
Trashing an Action card is good for terminal clashes, but quite an opportunity cost otherwise

Expand for cards of only 1 type. Seems pretty balanced, but maybe a little bonus if it's weak. The idea is good though, and I can see it being useful on cards.

Does the topdecking make it work at $4? I think it's better without the topdecking (for being simpler), but maybe this makes it actually worth gaining.

Mining a Copper to a Silver into your discard is pretty weak. It would be better for upgrading Victory cards, but I feel it's a needed penalty because it does other useful things. Otherwise it may be too powerful, similar to Rebuild.
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #38 on: July 01, 2013, 10:23:07 pm »
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I'm going to go with

Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $5 more.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card.

It's +$5 to match up with death cart and feast, and it's also thematic with Ruins (you can repair that ruined library or market into the real deal).

It's board dependent with some killer combos, and it's never truly awful (Copper->Silver, Estate->Duchy and Duchy->Province are solid enough). That strikes me as a good $4 card.
« Last Edit: July 04, 2013, 08:59:06 am by NoMoreFun »
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Asper

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Re: Thought experiment: Overhaul
« Reply #39 on: July 03, 2013, 05:12:46 pm »
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I'm going to go with

Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $5 more.
---
When you would gain a card, you may reveal this from your hand. If you do, gain a cheaper card.

It's +$5 to match up with death cart and feast, and it's also thematic with Ruins (you can repair that ruined library or market into the real deal).

It's board dependent with some killer combos, and it's never truly awful (Copper->Silver, Estate->Duchy and Duchy->Province are solid enough). That strikes me as a good $4 card.

First, i assume you wanted to make the card gain a cheaper card instead at the reaction part.

Second, i understand you want to have that cheaper-gain-thing, but in all honesty if "Killer Combo" means you can empty 3 or more piles as a reaction, i guess i'm not the only one saying that's too much. The main problem are some of the on-gains and on-trashs, but mostly WT/Squire (trash the Squire pile, gain the same number of attacks).

The worst i can do (with your current wording) is WT/Goons/Squire/Cultist/Cache/Trader/Repair, which leads to the following with a single buy: 6 Caches, 10 Silvers and 10 Goons gained, 10 Squires and 5 Cultists trashed, + 15 Cards (or no cards drawn and Cultists gained instead of trashed).

Assuming "instead" it's still +15 cards and 5 Caches in reaction to being attacked by a junker (not Cultist).

I criticized the WT/Squire/Repair interaction more then once by now, so i'll leave you alone about it for the future. Only please consider making the player discard or top-deck Repair for it. With Cultist in mind, i recommend discarding it (though a top-deck reaction could be a nice idea for another card).
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NoMoreFun

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Re: Thought experiment: Overhaul
« Reply #40 on: July 04, 2013, 08:58:49 am »
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I'm going to go with

Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $5 more.
---
When you would gain a card, you may reveal this from your hand. If you do, gain a cheaper card.

It's +$5 to match up with death cart and feast, and it's also thematic with Ruins (you can repair that ruined library or market into the real deal).

It's board dependent with some killer combos, and it's never truly awful (Copper->Silver, Estate->Duchy and Duchy->Province are solid enough). That strikes me as a good $4 card.

First, i assume you wanted to make the card gain a cheaper card instead at the reaction part.

Second, i understand you want to have that cheaper-gain-thing, but in all honesty if "Killer Combo" means you can empty 3 or more piles as a reaction, i guess i'm not the only one saying that's too much. The main problem are some of the on-gains and on-trashs, but mostly WT/Squire (trash the Squire pile, gain the same number of attacks).

The worst i can do (with your current wording) is WT/Goons/Squire/Cultist/Cache/Trader/Repair, which leads to the following with a single buy: 6 Caches, 10 Silvers and 10 Goons gained, 10 Squires and 5 Cultists trashed, + 15 Cards (or no cards drawn and Cultists gained instead of trashed).

Assuming "instead" it's still +15 cards and 5 Caches in reaction to being attacked by a junker (not Cultist).

I criticized the WT/Squire/Repair interaction more then once by now, so i'll leave you alone about it for the future. Only please consider making the player discard or top-deck Repair for it. With Cultist in mind, i recommend discarding it (though a top-deck reaction could be a nice idea for another card).

It requires both a Watchtower and a Repair in hand, and Squire, Goons and Cache (with Trader in hand), or a $5 attack and Feodum to be in the Kingdom. That's pretty specialised, and not much worse than KC/KC/Bridge/Bridge/Bridge. The cultist scenario only works if you can gain multiple squires, which also requires Cache/Trader or Feodum. I think it's fine often enough to be acceptable.
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Asper

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Re: Thought experiment: Overhaul
« Reply #41 on: July 04, 2013, 11:15:59 am »
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I'm going to go with

Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $5 more.
---
When you would gain a card, you may reveal this from your hand. If you do, gain a cheaper card.

It's +$5 to match up with death cart and feast, and it's also thematic with Ruins (you can repair that ruined library or market into the real deal).

It's board dependent with some killer combos, and it's never truly awful (Copper->Silver, Estate->Duchy and Duchy->Province are solid enough). That strikes me as a good $4 card.

First, i assume you wanted to make the card gain a cheaper card instead at the reaction part.

Second, i understand you want to have that cheaper-gain-thing, but in all honesty if "Killer Combo" means you can empty 3 or more piles as a reaction, i guess i'm not the only one saying that's too much. The main problem are some of the on-gains and on-trashs, but mostly WT/Squire (trash the Squire pile, gain the same number of attacks).

The worst i can do (with your current wording) is WT/Goons/Squire/Cultist/Cache/Trader/Repair, which leads to the following with a single buy: 6 Caches, 10 Silvers and 10 Goons gained, 10 Squires and 5 Cultists trashed, + 15 Cards (or no cards drawn and Cultists gained instead of trashed).

Assuming "instead" it's still +15 cards and 5 Caches in reaction to being attacked by a junker (not Cultist).

I criticized the WT/Squire/Repair interaction more then once by now, so i'll leave you alone about it for the future. Only please consider making the player discard or top-deck Repair for it. With Cultist in mind, i recommend discarding it (though a top-deck reaction could be a nice idea for another card).

It requires both a Watchtower and a Repair in hand, and Squire, Goons and Cache (with Trader in hand), or a $5 attack and Feodum to be in the Kingdom. That's pretty specialised, and not much worse than KC/KC/Bridge/Bridge/Bridge. The cultist scenario only works if you can gain multiple squires, which also requires Cache/Trader or Feodum. I think it's fine often enough to be acceptable.


And i think those interactions are exactly why Donald made Haggler on-buy.
It just requires Watchtower and Repair in hand with Squire and any attack on the board to empty the Squire pile. Then again you are right, there are insane combos allready - but not outside of your own turn, which i think is a huge difference.
« Last Edit: July 04, 2013, 11:20:43 am by Asper »
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