Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: werothegreat on April 01, 2018, 12:30:15 pm
-
Let's say you have the following card:
(https://i.imgur.com/l74MpVj.jpg)
+2 Cards
+1 Action
Gain a Curse onto your deck.
How much do you think that should cost? My initial thought is (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), but that might be too expensive. Is gaining the Curse onto your deck too much of a penalty? Does this seem like a card you would ever buy?
Edit: added pic
-
Let's say you have the following card:
+2 Cards
+1 Action
Gain a Curse onto your deck.
How much do you think that should cost? My initial thought is (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), but that might be too expensive. Is gaining the Curse onto your deck too much of a penalty? Does this seem like a card you would ever buy?
Might be playable at 2$ if you gain the curse to your hand. As is, it might not be bought even at 0$...
-
Let's say you have the following card:
+2 Cards
+1 Action
Gain a Curse onto your deck.
How much do you think that should cost? My initial thought is (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), but that might be too expensive. Is gaining the Curse onto your deck too much of a penalty? Does this seem like a card you would ever buy?
Might be playable at 2$ if you gain the curse to your hand. As is, it might not be bought even at 0$...
Hmm. What if it were +3 Cards? Or gain a Ruins?
-
I think gaining to the top of your deck is too harsh a penalty for a lab variant. +3 cards, gain a ruin is playable, either as a late game buy, or in combination with reliable trashing. Might even cost 5$. Gaining to the top of the deck would put it in the 2-4$ range for sure.
-
Okay. My aim is for it to cost (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)-(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
-
Keep in mind that a Lab and a Curse cancel each other out.
I like +2 cards +1 action, gain a Ruins (into your discard pile) at $2-3. Basically the practical purpose of that card is just giving your engine a bit more reliability during the super late stages of the game, but it backfires if the stage wasn't as late as you thought it would be, which is something that doesn't really exist a lot in Dominion, so it's an interesting effect.
-
It looks weak but as you self-junk yourself it makes other junkers weaker and with decent trashing it good be a good card. At which price it is balanced is hard to tell without some playtesting but I would first try it at $2 or $3 without the topdecking.
-
Is it relevant that you want the card to change value once the curses run out?
Otherwise I would consider changing curse to copper and then it fits into 3 or 4 cost. 3 if the copper goes onto your deck and four if it just goes into your discard pile.
-
So like no one paid attention to what date of the year wero posted this on?
-
Wait, was it a prank? It was a very subtle one, if it was.
-
Goddammit April Fool's is so fucking stupid. This wasn't a prank.
-
A Lab that puts a Ruin in your hand might be okay at $3. Early game it might even help you hit a higher cost if you are lucky with the Ruins you get.
Maybe make it a cantrip with "You may gain a Ruins to your hand for +1 Card", though?
-
So this is intended for Mythos (the deckbuilder I'm working on, posted another thread on it), so it would read "Draw 2 cards, gain a Fate card." And would be called Pandora's Box. Fates are more like Ruins than Curses, but you get rid of them by taking a penalty, so I don't think I like gaining it to hand.
-
I think it should be +3 Cards. And then uh maybe start it at costing $3 or $4? Probably $4.