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[[File:Raze.jpg|100px|right]]
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[[File:Ill-Gotten Gains.jpg|100px|right]]
For a while we tried a card in the {{Card|Apprentice}} / {{Card|Salvager}} family that gave you a mix of +1's of your choice for trashing a card. It was cwazy, today's word of the day. I dropped +Cards from it and it was still cwazy. We kept giving it chances but I also tried some alternatives. '''[[Raze]]''' copied the earlier {{Card|Disciple}} but based on the size of the trashed card. The mix of +1's thing let you trash itself, so I put that on Raze, and I liked everything about Raze so it got the slot.<div class="templatequotecite">&#8212;[[Donald X. Vaccarino]], <cite>[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]
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The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth {{Cost|1}}, for {{Cost|3}}, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at {{Cost|4}}, and as a Silver for {{Cost|5}}. That version again lasted a while, but was too good. Briefly it made {{Cost|1}} per copy you had in play, which I moved to {{Card|Fool's Gold}} and fixed up. Now you get {{Cost|1}} or {{Cost|2}} out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +{{Cost|1}} and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.<div class="templatequotecite">&#8212;[[Donald X. Vaccarino]], <cite>[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]
 
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Revision as of 19:02, 5 November 2015

Ill-Gotten Gains.jpg
The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth $1, for $3, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at $4, and as a Silver for $5. That version again lasted a while, but was too good. Briefly it made $1 per copy you had in play, which I moved to Fool's GoldFool's Gold.jpg and fixed up. Now you get $1 or $2 out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +$1 and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.
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