Embarcadero • $5 • Action
+2 Cards
+$1
Reveal your hand and set up to 3 cards aside. Cards with the same name as the cards set aside this way cost $1 less this turn, but not less than $0. When this is discarded from play, discard the set aside cards as well.
Split pile, Bond/ContractWas playing with how to get more than one but not infinite turns for the extra turn contest. This is a novel way of doing it - to go semi-inifinite you'd need a way to pull these out of the trash but even then you can't get them to your mat. Figured cantripping your actions would be a good hobble to the turn-leading-up-to-the-extra-turn.
Bond • $2 • Treasure - Reserve
+1 Buy
Place this on your tavern mat.
-
At the start of your buy phase, you may call this for +$1
Contract • $5 • Action - Reserve - Duration
If the previous turn wasn't yours, Place this on your tavern mat.
-
At the start of your turn, you may call this. While this is in play, when you play an Action, you get +1 Card, +1 Action rather than the card's instructions. At the start of Clean up, rather than discarding this, leave it in play and take another turn. Trash this at the end of that turn.
Witching Hour • $4 • Night - DurationThis was a million-revision card and I started to hate it. As is, it lets Raider still attack but I guess that's fine, Raider isn't very good at being painful.
Each other player draws until they have six cards in their hand.
If the previous turn wasn't yours, take an extra turn after this one.
On your next turn, +$1.
While this is in play, when you play an Action - Attack card, you get +1 Card, +1 Action instead of the card's instructions, and when you play a Treasure card, you get $1 instead of the card's instructions.
Quay • $5 • Action - Durationthis was a little too wall-of-text and I liked Jetty better
+2 Cards
Set a card from your hand aside, face down, under this.
-
While it is not your turn, if another player gains a card with the same name as the one you set aside, you may reveal and discard the face-down card and this for +2%.
At the start of your next turn if this is still in play, +1 Card, +1 Buy and add the set-aside card to your hand.
Pier • $5 • Action - Duration
+3 Cards
Set a card from your hand aside, face down, under this.
-
While it is not your turn, if another player gains a card with the same name as the one you set aside, you may reveal the face down card and return it to the supply. If you do, +2 Cards.
At the start of your next turn, +1 Buy and return any cards set aside with this to your hand.
Causeway • $5 • Night - DurationToo finicky/too in-other-players-business, and also way swingy.
At the start of each player's turn, they get +1 Buy.
When the player to your left buys a card, they may pay $2; if they don't, put a coin token on this.
At the start of your next turn, for each coin token on this, choose one: +2%; or +2 Cards; or +1 Buy
Lumberyard • @8 • Action - Duration - ReactionPriced at 8 debt bc of Merchant Ship and also $6 seems like a bad price point for this.
Now and at the start of your next turn:
+1 Buy
+ $2
-
When another player plays a Duration, you may reveal and discard this for +2%.
Harbor • $5 • Action - Duration
Now at at the start of your next turn:
+1 Card
+1 Buy
-
While this is in play, when another player gains a Victory card, +1%
Marquis • $5 • Action - Duration
+2 Cards
While this is in play, when any player gains a Duchy, +2%.
At the start of your next turn, gain a Duchy.
Floodland • $4 • Victory - Reaction
1%
-
When another player gains a Victory card, you may discard this to return a card from your hand to the supply.
Causeway • @8 • ProjectReused a name. I like that this pulls from Adventures, Empires, and Renaissance, but I don't like entering card-like-things if I can help it.
When another player gains a Victory card, turn your Journey token over (it starts face up). If your Journey token is face up, exchange a card from your hand for a card costing up to $4, which goes to your hand.
Quote Practise • $3 • Event | Quote Bow • Artifact | Quote Rosin • Artifact |
Quote Seige • $5@5 • Event | Quote Ram • Artifact |
Quote Vespers • $2 • Event | Quote Soutane • Artifact |
Quote Contest • $5 • Event | Quote Tainia • Artifact |
Quote Graze • $5 • Event | Quote Crook • Artifact |
Quote Coerce • $10@8 • Event | Quote Gavel • Artifact |
Quote Offertory • @5 • Event | Quote Mite Box • Artifact |
Rag and Bone Man • $3 • Action - Command
+1 Action
Play a non-Command non-Duration Action card from the Supply, leaving it there. Trash it from the Supply. You may discard your hand; if you don't, or if your hand had no cards in it, trash this.
Bargain • $3 • Treasure - Night - Heirloom
If it's your Night Phase, you may exchange a card from your hand for a card from the Supply costing up to $3 that does not share a type with it. Otherwise, +$1.
Hub • $4 • Action
+1 Action
Choose a card type (Action, Treasure, etc). Cards of that type cost $1 less while this is in play.
Heirloom: Bargain
Contract • $3 • Treasure - Night - Heirloom
If it's your Night Phase and you still have one or more Buys, you may exchange a card from your hand for an Attack card from the supply costing up to $3 more than it.
Otherwise, +$1.
Cutthroat • $7 • Action - AttackWas kind of on a Night-remodel kick when I designed cards this week. Made a very mean attack that's maybe too close to Saboteur, and then an attacking remodel for the heirloom.
Trash a card from your hand.
Name a card type.
Each player discards a card of that card type (or reveals their hand to show they cannot). If they cannot, they reveal cards from their deck until you reveal a card of that type and trash it (discard the rest).
Heirloom: Contract
Tincture • $5 • Treasure - Heirloom
Choose one: $1 or ⚗️
Portent • $5⚗️ • Action - AttackAlso had the revelation that potions probably should've been a heirloom-esque mechanic. This was my attempt to fuse the two. Would've been a real feelsbad situation to play against someone whose opening allowed them to get a pre-shuffle Familiar though.
+1 Card
+1 Action
If this is the first Portent you've played this turn, each other player takes their –1 Card and –$1 tokens, then discards a card from their hand.
Otherwise, +$1
Heirloom: Tincture
Goose • $3 • Treasure - Heirloom
Discard a card from your hand.
If it cost...
...Exactly $0 or $1, +$2
...$2+, +$1, +1 Buy
...$4+, +$1, +1 Buy
...$6+, +$1, Gain a Copper to your hand.
...$8+, +$1, Gain a Copper to your hand.
(Do all that apply.)
Instauration • $6 • ActionThis one wasn't thematically connected. Re-reading some Francis Bacon for an essay on Watchmen I'm doing. Thinking a lot about Untitled Goose Game because I had just finished it.
Trash a card from your hand. Gain a card costing up to $3 more than it that doesn't share a type with it.
Heirloom: Goose
Census • $4 • ActionI wanted a super-iron card. I think the only thing this misses entirely is Hovel. On the bulk of "standard" boards this is just a village-adjacent card.
+1 Action
Reveal the top 2 cards of your deck.
If the reveal cards contain an...
... Action, +1 Action
... Treasure, +1 Buy
... Victory, +1 Card
... Curse, +1 Card
... Duration, +1 Villager
... Attack, +1 Coffers
... Night, +$1
(Do all that apply)
Discard any cards revealed this way.
Peruse • $4 • ActionPotentially overpriced terminal lookout-remodel hybrid. Worse than either of them but probably fine for initial de-junking.
Reveal the top two cards of your deck.
You may trash one of them and gain a card costing exactly $1 more than it.
Discard the rest of the cards revealed this way.
Cultivate • $5 • Action - Reactionnon-terminal Patron variant that self-synergizes but also helps the whole table.
+1 Action
Reveal and discard the top 3 cards of your deck. +$1 for each differently named card revealed this way.
-
When something causes you to reveal this (using the word "reveal"), all players get +1 Coffers.
Secret Grove • $3 • Action - Reaction - VictoryGrove mat would be analogous to a pirate ship mat. It doesn't move the game closer to ending ever, so it's kinda busted/golden-deck-y in that sense.
+1 Action
Reveal the top 3 cards of your deck; put one back and discard the rest.
-
When something causes you to reveal this (using the word "reveal"), add a coin token to your Grove mat.
This is worth 1% per 2 tokens on your Grove mat, rounded up.
Fabulist • $5 • ActionCan probably be priced at $6, given it's either a smithy, a lab, or an expand*.
Name a card. Reveal the top two cards of your deck and put them into your hand.
If the card you named was revealed, choose one:
+1 Cards; +1 Action; or trash the card you named and gain a card costing up to $3 that does not share a type with it.
Oyster Diver • $2 • ActionNice and simple, this was my first alternate. Can do some fun synergy with Crown or Quarry.
+1 Action
Reveal the top and bottom cards of your deck. If either is a treasure, play it. Discard the cards that were revealed but not played.
Damned • $2 • Action - CurseActually mocked this one up because there's a lot of dominion card img generator syntax here.
Choose one:
+1 Card, +1 Action; or Trash a card from your hand.
-
–1% for each Damned in your deck.
If you have at least 3% in # tokens when you gain this, you may return 3# to trash this immediately. Otherwise, gain a Copper to your hand.
Burial Ground • $2 • Action - Curse
Trash a card from your hand.
-
-2%
When you gain this, gain an Estate.
Setup: In games using this, replace the Curses with Burial Grounds (using the same number of Burial Grounds as you would Curses).
Truss • $4 • ActionYou got a couple Trusses and you've pretty much got a Bridge - For me, the most annoying part of Bridge / Highway is it's hard to stack Bridges and it's hard to branch (+Buys) with Highways. This lets you pick and choose as you go.
Choose one:
+1 Buy, +$1; or cards cost $1 less this turn.
You may play a Truss from your hand.
Colliery • $4 • Treasure - ReactionI feel like the Patron style reaction is very under-utilized. "set aside" reactions also seem to be a ripe area for development.
$1
Reveal the top two cards of your deck. You may play any Collieries revealed this way. Discard the other revealed cards.
-
When something causes you to reveal this (using the word "reveal"), you may gain a Colliery.
Fabulist • $5 • ActionNon-terminal remodeling! Without being bonkers strong! Novel! Note that "costing up to $3" is not "costing up to $3 more than it" - it's mostly a de-junker/silver gainer.
Name a card. Reveal the top two cards of your deck and put them into your hand.
If a card you named was revealed, trash it and gain a card costing up to $3 that does not share a type with it.
You may play a Fabulist from your hand.
Split pile - Meridian/Azimutha Bank variant. Or, really, a pair of bank variants that care about each other. Also another way to get modular +Buys (see Truss, above). DQ'd from competition but I'm probably not going to do anything with it anyhow so here it is.QuoteMeridian • $4 • Treasure
Name a Treasure you haven't named yet this turn. When you play this, it's worth $1 per Treasure with that name you have in play.QuoteAzimuth • $5 • Treasure
Worth $1 per differently named Treasure you have in play.
For each Meridian you have in play, +1 Buy.
Prepare • $4 • Action - VictoryThis was withdrawn for being too fiddly - it's inspirations, Spy & Scrying Pool, are also way fiddly.
+1 Action.
Look at the top 3 cards of your deck. You may discard any number of them. All players reveal cards from their deck until they reveal a Victory card. Put one of your revealed cards into your hand and discard the rest. Each other player may discard a card revealed this way then put the rest back in the same order.
-
2%
White Elephant • $4 • ActionMaybe too mean for something that's supposed to benefit everyone? Or too boring with everyone passing copper. Could probably revise to "All players who received a card costing less than $3" for the bonus gaining.
+1 Card
+1 Action
Each player reveals a card from their hand, then passes it the player on their left. All players who received a Victory or Curse this way may gain a Treasure to their hand costing up to $5.
Winter Break • $4 • Action - DurationBoring? Probably good, but kinda boring. Also maybe too good for everyone else.
+2 Cards
Now and at the start of your next turn, each player chooses one: +1 Card; or discard a card from your hand for +1 Coffers.
Greeting Card • $4 • Action - DurationSort of a worse Amulet, for more money. Also silver flooding isn't that good.
Gain a Silver to your hand. At the start of your next turn, +$1 and each player (including you) gains a Silver.
Goose • $3 • TreasureA Venture for Everyone. Honk.
$1
Each player (including you) may discard a card from their hand. Each player that does reveals cards from their deck until they reveal a Treasure, which they put in their hand (they discard the rest of the revealed cards).
How do you make a junking attack not hurt so much? Make it junk with lesser spoils. Of note here:QuoteKrampus • $4 • Action - Attack
+1 Card
+1 Action
You may trash this. If you do, +2 Cards and gain a Coal to your hand and each other player gains a Coal to the top of their deck.QuoteCoal • $2* • Treasure
$1
Return this to the Coal pile.
(This card is not in the supply)
Haunt • $5 • Project
Gain a Christmas Ghost to your hand and place three Haunt tokens here.
-
-3% per Haunt token you have here
Christmas Ghost • $3* • Night - Duration
Remove one of your Haunt tokens. If you have:
2 Haunt tokens remaining: choose an Action or Treasure card from your discard pile and set it aside with this.
1 Haunt token remaining: reveal cards from your deck until you reveal an Action card and set it aside with this.
0 Haunt tokens remaining: choose an Action costing up to $5 from the supply and set it aside with this.
At the start of your next turn, play the set aside card twice. If you have no Haunt tokens remaining, return this to the Christmas Ghost pile and each player (including you) gets +2 Coffers.
(This is not in the supply)
Rite • $6 • EventThe two effects didn't seem very related but this was also an attempt at making more "attack" events like Raid.
+1 Buy. Flip over your Journey token (it starts face up). If it's face up, gain a card costing up to $5; otherwise, each other player takes their –1 Card token.
Exclusive Contract • $6 • ProjectJunking attack project. I used a project for this (and my real submission) since you can't edit the functionality of the tokens themselves, you need a pointer to the token to signify where more functionality could be toggled on/off. I chose the + Buy token for this since that and trashing are two standard things that have a good chance of being missed in a random setup.
Move your +1 Buy token to an Action supply pile. (When you play a card from that pile, you first get +1 Buy). When another player gains a card from the pile with your + Buy token, they gain an Estate and a Copper to the top of their deck.
Improvise • $5 • ProjectAuto-disqualified since it changed how the trash token was used.
Move your Trash token to an Action supply pile. When you play a card from that pile, you may trash a card from your hand.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e067b76ffb22f13e0051d14/281d8e078beccbd888a4e7c35e928436/image.png)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e067b76ffb22f13e0051d14/8f2e5ca8cd0d0f6619dedf29ee956031/image.png)[/quote]
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Move your –$2 cost token to a non-Victory pile. If cards from that pile cost $0, gain a Carpenter and take your –1 Card token.QuoteCarpenter • $3* • Action
You may gain a card costing up to $4. You may trash a card from your hand. If you did both, you may take the Hammer or Nails, then return this to the Carpenter pile.
(This is not in the Supply)QuoteHammer • Artifact
When you buy a card from the pile with your –$2 cost token, +1 Action and you may return to your Action phase.QuoteNails • Artifact
During your turn, cards cost $1 less.
Exclusive Contract mkII • $2 • Projectliterally thought of this right now and i'm upset i didn't think of it sooner because this is way better than what i entered. the placement restrictions allow it to be used on kingdom treasures/night cards without screwing up the base treasures for anyone.
Move your –$2 cost token to a non-Victory kingdom pile with no –$2 cost tokens on it. Cards with another player's –$2 cost token cost $1 more during your turn
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+1 Action
You may play a Treasure card from your hand.
Draw until you have five cards in hand.
If you have two or more treasures in play, you may buy a card from the Tools pile.
QuoteApiculturist • $1+ • Action
+1 Action
+1 Coffers
-
When you buy this, you may overpay. For each $2 you overpay (rounded down), each other player gains a Bees to the top of their deck.QuoteBees • $1 • Treasure
$1
Return this to the Bees pile.
(This card is not in the supply)
Doppelganger • $4+ • Action - Attack - DoomWoof what a mess. scolapasta did the attack throne (http://forum.dominionstrategy.com/index.php?topic=18987.msg822010#msg822010) way better than I was trying to, and what a wall of text I ended up with. plus attacks don't usually stack well. and this adds a single-card token-mat? we haven't seen those since prosperity. nah. too much.
Play an Attack from your hand twice. For each token on your Doppelganger mat, choose one (the choices must be different): Each other player ...
... with four or more cards in hand discards a card.
... gains a Copper.
... takes their -$1 Token;
... receives the next Hex, and remove a token from your Doppelganger mat.
-
When you buy this, you may overpay. If you do, add a token to your Doppelganger mat.
Doppelganger redux • $5 • Action - Attack - Commandbut even then, you run into a problem like with hexes where ppl gotta read and respond to 10 other new cards.
Play the top card of the Doppelganger pile, leaving it there.
Play it again, leaving it there, but choose one:
It doesn't affect you; or it doesn't affect other players.
-
Setup: Create a deck of 10 different Attack cards costing $4 or $5, which are shuffled and kept face-down. These are not in the Supply.
QuoteSupply Route • $4 • Treasure
$1
If you have 3 or more Buys, +$2. Otherwise, +1 Buy.QuoteSupplies • $3 • Treasure
$1
When you play this, double the number of Buys you have.
Conjure • $4 • ActionLookout variant / topdeck grooming. Does a little better than Lookout. Probably underpriced at $4, given its self-synergizing reaction.
Reveal the top 2 cards of your deck. Set aside an Action revealed this way and play it at the start of your next turn. For each of the other revealed cards, either trash or discard them.
-
When something causes you to reveal this (using the word "reveal"), +1 Card.
Fiend • $6 • Night - Attack - DurationCould probably slow the game down to "just buy money". Swingy. Not in love with it although it'd be nice to use Envious and Deluded more than with just the hexes.
Each other player that doesn't have Envious or Deluded takes Envious.
At the start of your next turn, reveal cards from your deck until you reveal an Action. Play it. Take Envious or Deluded (your choice), and each player who doesn't have Envious or Deluded takes Deluded.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/658591fab02f706ea3616034d2f92a75/image.png)Too much reading. May make gold viable, but damn, too much reading.QuotePoltergeist • $4 • Action - Command
Reveal and discard cards from your deck until you reveal a Gold, Silver, or Copper. Play it, then play the Spectre card with the same cost, leaving it there.
-
Setup: next to the Gold, Silver, and Copper piles, place a random Spectre card with the same cost. These cards are not in the supply.
Copper Spectres:
(one card of each)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/7bd498b7fc076263113f3a7d9e3f7a87/image.png) QuoteBook • $0* • Action - Spectre
+1 Card
(This is not in the Supply)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/6e7b3c2fa9269302065e959b378c0039/image.png) QuoteTeapot • $0* • Action - Spectre
+$1
(This is not in the Supply)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/28bd67540ec00ffc474b447c534a23b7/image.png) QuoteClock • $0* • Action - Spectre
Discard your deck. You may put a card from your discard pile on top of your deck.
(This is not in the Supply)Silver Spectres:
(one card of each)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/6ccd2e906fa4c5fc8c3f5af9d14ceeea/image.png) QuoteNest Egg • $3* • Action - Spectre
Choose one:
+1 Buy and +$1; or +1 Coffers
(This is not in the Supply)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/f40788beed385e6760f0c4a6da6b6343/image.png) QuoteRosary • $3* • Action - Spectre
Trash up to two cards from your hand
(This is not in the Supply)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/43fc36a6233db06cc313516694d92f89/image.png) QuoteCrawlspace • $3* • Action - Spectre
When drawing a new hand during Clean up, +1 Card
(This is not in the Supply)Gold Spectres:
(one card of each)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/6dd836bcba6a5cb8d3b8cc34ba5b4f29/image.png) QuoteShade • $6* • Action - Spectre
Play a non-Command Action or Treasure from the Supply costing up to $5, leaving it there.
(This is not in the Supply)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/762f9f87c1a6098279ea64cec1064033/image.png) QuoteWatch • $6* • Action - Spectre
You may play a Treasure from your hand, then draw until you have five cards in hand.
(This is not in the Supply)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e29becb8193540c687091e4/296da885bc4a88646ed87811bde1194e/image.png) QuoteRepent • $6* • Action - Spectre
Trash a card from your hand. Gain a card costing up to $3 more than it that doesn't share a type with it.
(This is not in the Supply)
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5e2a564abb500a5b87e6fb68/fe275936b378ba4a66395ad370ae751a/image.png)I don't think this is necessarily non-viable but it's also kinda not great. The +1 Action was added so even if you dud on your roll, you can play a different action. Has the command type so you can't get an infinite loop going on your BoM. Will there ever be a place for dice in dominion? Not here, at least.QuoteTown Crier • $4 • Action - Command
+1 Action
Roll a d10. Play the card whose number you rolled, leaving it there.
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Setup: Randomly assign each Action or Treasure kingdom pile other than Town Crier a number from 1 to 10. Put any remaining numbers with the Silver pile.
Mothman • $5 • Action - AttackProbably too good. Wasn't feeling super enthused about this. Don't remember why I named it "Mothman" but I did - maybe because it oracles an attack? idk.
Each other player reveals the top 2 cards of their deck. If no Actions are revealed this way, gain a Gold. Otherwise, play a non-Mothman Action revealed this way. All other players discard the Actions and Treasures revealed this way and put the rest back in any order.
Public House • $3 • ActionI came up with this after reading Will-o-wisp's secret history. I don't feel too strongly about it. Definitely too good at $3, re-reading it, but i think i did that so you could chain them if you had an intermediary card like Village or Guide or something (after the first one, these qualify as costing $2 or less).
Discard the top card of your deck until you find one costing $2 or less; put it in your hand. You may trash a card costing $2 or less from your hand for +1 Coffer. You may play an Action costing $2 or less. This turn, cards cost $1 less.
Repent • $3 • Night
Trash a card from your hand. If this is the first Repent you've played this turn, trash a card with the same name from the Supply to gain a card costing $2 more than it. Otherwise, +1%
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This is gained to your hand (instead of your discard pile).
Blame • $4 • Action
+1 Card
+1 Action
Place a token on the Curse pile.
If the player to your left does not play a Blame during their next turn, at the start of Clean up, they gain a Curse to the top of their deck for each token on the Curse pile, then remove all tokens from the Curse pile.