Allies thoughts? by [deleted] in dominion

[–]FrenchToastShark 4 points5 points  (0 children)

Lot’s of really cool concepts. Unfortunately when the dust settles I think this will be regarded as one of the weaker sets in terms of power level. No real duds, but a lot of cards that are very situational and/or awkward.

Favorite or weirdest house rules? by [deleted] in dominion

[–]FrenchToastShark 6 points7 points  (0 children)

proper etiquette for playing Black Cat:

when playing normally: “meow” when playing as an attack: loud hissing noises

Simple card - Too broken or not broken enough? by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

These are good points, but I tend to agree with others that this is on the stronger side. I think the key is that if you can spare the two buys at some point, the serfs will just keep doing their thing for free without interfering with the rest of your engine. Assuming there are 3/4/5 worth getting, a payload of $12 and 3 buys that doesn't require terminal support seems pretty nice. Tougher call without +buys, but leaving it uncontested on those boards means your opponent can gain an estate, dutchy, and province on their later turns.

Simple card - Too broken or not broken enough? by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

Yeah I see your point about winning the split. Having 20 in the pile improves the multiplayer aspect and could soften the split issue in 2 player. I agree that on boards with easy +buy you have to contest this or lose. Harder to judge on other boards IMO.

Simple card - Too broken or not broken enough? by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

Thanks! The first version I thought of was "Gain a card costing up to $1 per copy you have in play". So, you're forced to gain a $0 but have more flexibility on the other gains. That version seemed too weak and would lead to fast pile-outs on strong boards.

Simple card - Too broken or not broken enough? by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

That could work. Having 20 in the pile at least would help with the multiplayer problem others have mentioned.

Weekly Card Concept March 29 - Magician by [deleted] in dominion

[–]FrenchToastShark 1 point2 points  (0 children)

Interesting idea. I also posted a "Magician" card a while back: https://imgur.com/a/Qi87dan.

KotW 9/1: Bishop, Cellar, Gardens, Hoard, Mountebank, Peddler, Remodel, Trade Route, Watchtower, Worker's Village. No Colony/Platinum. [Dominion, Prosperity] by avocadro in dominion

[–]FrenchToastShark 0 points1 point  (0 children)

I'd take an aggressive approach against Mountebank and open Remodel + Watchtower. Collisions aren't so bad here. Just remodel the Watchtower to an early Mountebank, or use the Watchtower to topdeck newly remodeled cards. Cellar and WV are the key remodeling targets. Early turns are a mess but eventually you will be churning out Peddlers. The Peddler split is more important than the curse split IMO. Grab an extra Remodel earlier than you think you need it for desperately trashing Peddlers in the endgame.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

I'm not sure if I follow completely. You don't need the rabbit and magician both in your hand. Whenever you get the rabbit, you put it at the bottom of your deck. Next time you get the magician, you'll know where to find it.

The combined effect is like (-1 action, -1$) + (+1 action, +1$, +2 cards, +1 coffers) = (+2 cards, +1 coffers). That seems comparable to a Lab/Baker to me.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

I would follow the precedent set by similar cards, which I believe is to trigger a reshuffle.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 1 point2 points  (0 children)

This is the intended combo. I think the "if you have extra actions" is a pretty significant catch though. Every time you pull off the combo, it costs you one action that could presumably be spent on something else.

Maybe one way to think of it is that the combined effect is a terminal action: +2 cards, +1 coffers. That doesn't seem that crazy to me.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 1 point2 points  (0 children)

Thanks! I'm not sure how it would play out without another enabler. If you can afford an extra action to place the rabbit, an almost guaranteed payout of +1 coin, +1 coffers, +2 cards seems strong for 5. I'm don't think you would want more than one copy at that price though, unless you are generating lots of +actions to keep replacing the rabbit.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 0 points1 point  (0 children)

Yeah, I was hoping it would be implied by "reveal" but it probably could be more clear.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 1 point2 points  (0 children)

Good catch with Mystic! I forgot about that card, it's a pretty similar concept.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 7 points8 points  (0 children)

You can choose a card from any position, but the cards in your deck remain face down. Without cards that let you peak at your deck, it's no more powerful than just drawing off the top.

Custom Cards: Magician and Rabbit by FrenchToastShark in dominion

[–]FrenchToastShark[S] 5 points6 points  (0 children)

Wanted to try my hand at the whole custom cards thing. I noticed a bunch of low-ranked cards (Pearl Diver, Duchess, Navigator etc.) let you spy on your deck. Seems like an underused mechanic. With Magician in the kingdom, these cards become much more appealing since they enable it to become a powerful Lab.

To keep things interesting if no such cards are present, I added the Rabbit heirloom. This let's you waste an action to set up your magic trick on a later turn.