Marquis • $5 • Action - Attack - Duration
+1 Buy
On your next turn, +1 Buy and Copper produces an extra $1. Until then, when any player (including you) buys a card, they first gain a Copper to the top of their deck.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6043979d014bce527c390de7/be36bc05271af8dadee7cc94d2183ab5/image.png)Doesnt this run into the Sea hag problem: The other player could end up with 5 coppers for their next hand?QuoteMarquis • $5 • Action - Attack - Duration
+1 Buy
On your next turn, +1 Buy and Copper produces an extra $1. Until then, when any player (including you) buys a card, they first gain a Copper to the top of their deck.
Coppersmith and Swamp Hag combination. So named because most aristocratic titles care about one of the base cards - Duke + Duchess care about Duchy, Baron: Estate, Count: Copper, Governor: Silver (Gold), and so on.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6043979d014bce527c390de7/be36bc05271af8dadee7cc94d2183ab5/image.png)Doesnt this run into the Sea hag problem: The other player could end up with 5 coppers for their next hand?QuoteMarquis • $5 • Action - Attack - Duration
+1 Buy
On your next turn, +1 Buy and Copper produces an extra $1. Until then, when any player (including you) buys a card, they first gain a Copper to the top of their deck.
Coppersmith and Swamp Hag combination. So named because most aristocratic titles care about one of the base cards - Duke + Duchess care about Duchy, Baron: Estate, Count: Copper, Governor: Silver (Gold), and so on.
Provisions
Treasure - $4
+1 Buy
Choose one:
Gain a Copper into your hand for each Treasure card in play,
or trash any number of Coppers from your hand for $1 each.
Tinker $3 - Action Quote
|
(https://i.ibb.co/2d2ZFLJ/Accountant.png)
CONCESSION -- $7
PROJECT
During your turns, Estates are also Treasures with:
" $1 "
"You may return a Copper from your hand to the Supply for +$2; if you don't, gain a Copper to your hand."
If we are designing cards that mention Estates, should we be paying attention to how the card would play in games with Shelters?I won't penalize a card if it's not very good with Shelters.
(https://i.ibb.co/2d2ZFLJ/Accountant.png)
But, if I had Coppers, since the card has no accountability build in, I would still choose “discard 2 Coppers,” claim I had none, and discard nothing. As a result, I always get +5 cards and discard none.
If I understand your intention correctly, the easiest way to achieve it is probably to delete everything above the line except “+5 Cards,” and replace it with the following: “Discard 2 Coppers. If you didn’t, discard 5 cards.” (Or, if you prefer, for greater clarity: “You may discard 2 Coppers. If you didn’t, discard 5 cards. ”)
That's not quite right. Given that this is terminal drawing, unless you used a village this will be the end of your Action phase, so your Buy phase would start thereafter. You would either have to play those Coppers, revealing that you cheated, or hide them in your hand, which would eliminate any benefit of not discarding them.No. Having more than one Action in a turn is not an edge case. Trust me: I’ve seen it happen. All these crazy cards with “Village” in their names . . .
I agree with your overall point, but these two phrasings matter in an important way. If you have 2 Coppers and 4 Victory cards (in addition to other Treasure), under the first wording you would be required to discard the Coppers, while under the 2nd wording you could discard 1 Copper and 4 Victory cards. That would be even more important if one or more of those Victory cards was a Tunnel.So use the second wording. It's clear, it works, and it mirrors what was likely intended.
But, if I had Coppers, since the card has no accountability build in, I would still choose “discard 2 Coppers,” claim I had none, and discard nothing. As a result, I always get +5 cards and discard none.
That's not quite right. Given that this is terminal drawing, unless you used a village this will be the end of your Action phase, so your Buy phase would start thereafter. You would either have to play those Coppers, revealing that you cheated, or hide them in your hand, which would eliminate any benefit of not discarding them.
That's not quite right. Given that this is terminal drawing, unless you used a village this will be the end of your Action phase, so your Buy phase would start thereafter. You would either have to play those Coppers, revealing that you cheated, or hide them in your hand, which would eliminate any benefit of not discarding them.No. Having more than one Action in a turn is not an edge case. Trust me: I’ve seen it happen. All these crazy cards with “Village” in their names . . .
In any case, what’s your argument? You only get to cheat sometimes, so it’s cool? Just no.
Vagabond - Action Attack Duration, $4 cost.
At the start of your next turn, +2 Cards. Until then, when another player trashes a card other than a Copper, they gain a Copper.
-
When you gain this, you may set it aside. If you do, play it.
Heirloom: Begging Bowl
Begging Bowl - Treasure Heirloom, $1 cost.Begging Bowl is using a new but hopefully simple term, 'let'. You may give each other player the option to trash a card from their hand, and no matter how many do trash, you get + $1.
$1
You may let each other player trash a card from their hand for + $1.
As worded, unless I’m missing something, this card doesn’t achieve its purpose. As a general principle of Dominion, a player may choose an option they can’t do. So any time I have no Coppers, I would choose “discard 2 Coppers” and discard nothing. But, if I had Coppers, since the card has no accountability build in, I would still choose “discard 2 Coppers,” claim I had none, and discard nothing. As a result, I always get +5 cards and discard none.
How's this play with Inheritance?
(https://i.imgur.com/1ZXpcHp.png)
Games using picnic has two Extra Estates per player in the supply
At first it,s an Lab, Then its a smithy but with a lot of Estates in your deck.
Cat Burglar - $4
Night
Each other player reveals an Estate or Copper from their hand, or reveals a hand with none.
If a Copper was revealed, gain a Spoils, otherwise +1 Coffers.
If an Estate was revealed, +1 Villager, otherwise +1 Card at the end of this turn.
Codger
$4 - Action
Exile a Copper from your hand to gain a card costing up to $1 per Copper on your Exile mat. Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
I think you can tighten up this language a bit:Quote from: CodgerCodger
$4 - Action
Exile a Copper from your hand and if you did, gain a card costing up to $1 per Copper on your Exile mat. Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
I think you can tighten up this language a bit:Quote from: CodgerCodger
$4 - Action
Exile a Copper from your hand and if you did, gain a card costing up to $1 per Copper on your Exile mat. Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
"Exile a Copper from your handand if you did,to gain a card costing up to $1 per Copper on your Exile mat."
See Beggar, Duplicate, Enhance, Fool's Gold, Haunted Mirror, Hostelry, Improve, Market Square, The Earth's Gift, The Sky's Gift, Tunnel, Urchin, Way of the Butterfly, and Way of the Rat.
I think you can tighten up this language a bit:Quote from: CodgerCodger
$4 - Action
Exile a Copper from your hand and if you did, gain a card costing up to $1 per Copper on your Exile mat. Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
"Exile a Copper from your handand if you did,to gain a card costing up to $1 per Copper on your Exile mat."
See Beggar, Duplicate, Enhance, Fool's Gold, Haunted Mirror, Hostelry, Improve, Market Square, The Earth's Gift, The Sky's Gift, Tunnel, Urchin, Way of the Butterfly, and Way of the Rat.
Thanks - I've updated the OP with the wording you suggested.
I think either way is fine. The new Embargo text is a mandatory trash and uses "to". But anyway here is a list of mandatory self-trashers with either "to" or "if you do/did":I think you can tighten up this language a bit:Quote from: CodgerCodger
$4 - Action
Exile a Copper from your hand and if you did, gain a card costing up to $1 per Copper on your Exile mat. Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
"Exile a Copper from your handand if you did,to gain a card costing up to $1 per Copper on your Exile mat."
See Beggar, Duplicate, Enhance, Fool's Gold, Haunted Mirror, Hostelry, Improve, Market Square, The Earth's Gift, The Sky's Gift, Tunnel, Urchin, Way of the Butterfly, and Way of the Rat.
Thanks - I've updated the OP with the wording you suggested.
That wording is only used for optional effects. It isn't used for mandatory effects like Codger; see Pillage, Madman, and Wish.
I think you can tighten up this language a bit:Quote from: CodgerCodger
$4 - Action
Exile a Copper from your hand and if you did, gain a card costing up to $1 per Copper on your Exile mat. Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
"Exile a Copper from your handand if you did,to gain a card costing up to $1 per Copper on your Exile mat."
See Beggar, Duplicate, Enhance, Fool's Gold, Haunted Mirror, Hostelry, Improve, Market Square, The Earth's Gift, The Sky's Gift, Tunnel, Urchin, Way of the Butterfly, and Way of the Rat.
Thanks - I've updated the OP with the wording you suggested.
That wording is only used for optional effects. It isn't used for mandatory effects like Codger; see Pillage, Madman, and Wish.
Cablemaker - $3Tricky Moneylenderish Bridge variant: On the one hand easier to acquire than Bridge, and who doesn't like trashing junk better than $1? On the other hand, this does less than nothing for your economy early game, and needs considerably more work to chain.
Action
+1 Buy
You may trash a Copper from your hand. If you did, cards cost $1 less this turn.
Commission - $4
Action
Trash up to 3 Coppers from the supply.
Then, if there are fewer cards in the trash than in your deck, gain a card costing up to $5.
(https://i.imgur.com/BOot7Bfh.png)QuoteCONCESSION -- $7
PROJECT
During your turns, Estates are also Treasures with:
" $1 "
"You may return a Copper from your hand to the Supply for +$2; if you don't, gain a Copper to your hand."
^more?No, it's supposed to be this way around.
At first it,s an Lab, Then its a smithy but with a lot of Estates in your deck.
(https://i.imgur.com/ZNVEZeS.png)
(https://i.imgur.com/4rhvrvx.png)QuoteCommission - $4
Action
Trash up to 3 Coppers from the supply.
Then, if there are fewer cards in the trash than in your deck, gain a card costing up to $5.
I think it is not too strong as a Lab - Labs are good when you can spam them, and that's not really possible with Picnic. However, what might be too strong is that you are building a VP lead while draining a pile, and not slowing down your building. If there is any chance of a 3-pile ending then Picnic becomes a super important card.At first it,s an Lab, Then its a smithy but with a lot of Estates in your deck.
(https://i.imgur.com/ZNVEZeS.png)
wondering on extra feedback on this. Can you play it too many times as a lab? Is it exciting/fun? Should i add more estates per player in the setup or remove the setup entirely?
^more?No, it's supposed to be this way around.
^more?No, it's supposed to be this way around.
So, the idea is that you trash Coppers from the supply to disable the card for your opponent, provided you have the larger deck?
Draw pile. See e.g. Windfall.^more?No, it's supposed to be this way around.
So, the idea is that you trash Coppers from the supply to disable the card for your opponent, provided you have the larger deck?
By "deck" here, are we talking about your draw pile, or all cards you own?
QuoteCommission - $4
Action
Trash up to 3 Coppers from the supply.
Then, if there are fewer cards in the trash than in your deck, gain a card costing up to $5.
Homestead - $3
Victory
2VP
----
When you gain this, gain an Estate.
(https://i.imgur.com/BOot7Bfh.png)QuoteCONCESSION -- $7
PROJECT
During your turns, Estates are also Treasures with:
" $1 "
"You may return a Copper from your hand to the Supply for +$2; if you don't, gain a Copper to your hand."
I feel like the two different texts are somewhat distanced from each others. Also, i dont understand if both texts are supposed to apply to estates, making them like a sort of Moneylender?
Cursed Blacksmith - (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Gain a Curse. If you do, +3 Cards, +1 Buy, and +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If you don't, trash this.
-
When you gain this or trash this, gain a Copper.
gotta add that width=250 attribute on the img tag; i've added it for you, but click modify on your posr to see what i did
I don't think it's terrible. Commission is a $5 gainer but it's conditional. If a player blocks another from using Commission then they are also blocking themselves on future turns and are turning the Commission they have into a worse card. And is that a trade-off worth making if they can't even be sure that the opponent has a Commission in their hand?QuoteCommission - $4
Action
Trash up to 3 Coppers from the supply.
Then, if there are fewer cards in the trash than in your deck, gain a card costing up to $5.
I wonder, would including discard pile in the calculation (as per pstone) help make this less swingy?
As it is, in a 2-player 4-3 mirror I make it ~35% that one player will immediately block the other's commission; and being a $5 gainer it's likely unskippable.
Medallion | Treasure | $4*
$1
The next time you play a Copper this turn, +$2 +1 Buy
-
This costs $1 more per Copper you have in play.
(https://i.imgur.com/HI15Egh.png)QuoteCablemaker - $3Tricky Moneylenderish Bridge variant: On the one hand easier to acquire than Bridge, and who doesn't like trashing junk better than $1? On the other hand, this does less than nothing for your economy early game, and needs considerably more work to chain.
Action
+1 Buy
You may trash a Copper from your hand. If you did, cards cost $1 less this turn.
Coppers or Estates? Sure, I'll use both. And I'll keep it simple.
(https://abload.de/img/copperminecontest5xje5.png)
I’ve changed the text and price several times, seeking balance. The top has been Coppersmith (too powerful), a non-cantrip Merchant for Copper (not quite powerful enough), and now a non-cantrip double Merchant for Copper. I also considered several +Buy ideas in order to accelerate Estate/Copper gains: unconditional +1 Buy; conditional +1 Buy on first play of Copper (together with the +$1 or +$2); and even Pouch as an Heirloom, which feels thematic.
Regarding price, without trashing or Shelters, Copper Mine is immediately worth 3VP, so $5 didn’t seem great vis-a-vis Duchy. Then again, Duchy doesn’t force you to keep extra dead cards. But Duchy is never worth more than 3VP. So with the Merchant-like boost for Copper, $6 felt ok. I certainly wouldn’t pay more.
(https://files.coding4.coffee/selif/2gg9qvyq.png)QuoteMedallion | Treasure | $4*
$1
The next time you play a Copper this turn, +$2 +1 Buy
-
This costs $1 more per Copper you have in play.
Medallion is a Gold+ if you line it up with a Copper, which is easy when you have lots of Coppers. But if you have lots of Coppers, this is harder to buy ... Coppers don't help you buy this card. This similar to the Grand Market restriction, but actually there are a lot of differences. For example, you can buy a Medallion with Medallion/Silver/Copper. If you play with enough heirlooms, you can even open Medallion. Or if there's Bargain/Demand, etc. There's lots of ways to get treasures in play in your Action phase. Why not buy Cavalry/Villa or use Black Market/Storyteller/etc and get 5 coppers in play, then Displace the now $9 cost Medallion into a Colony?
This is strong for its price in many games and you often won't buy Silver. It's a similar thing to me as Destrier often costing much lower, and you won't often buy Lab.
Open to feedback.
QuoteCablemaker - $3
Action
+1 Buy
You may trash a Copper from your hand. If you did, cards cost $1 less this turn.
I think this is a great idea, but I think it should cost $4. $3 is too strong for this. It's miles above trade route, which, we know is a weak $3, but seeing these two at the same price feels wrong to me. If you use the two buys this card is trash a copper for +$2 +1 Buy which then makes it comparable to Money Lender which is $4. So seeing this and Money Lender at the same price point feels right.
If you compare it to Bridge though, well, Bridge is better at the Payload game, but Cablemaker is not necessarily weaker. Trashing Coppers is great. So, again, this feels like it fits in the realm of $4s.
I like this card. It seems like a ripe target to remodel into, but having a stronger Gold that synergises and antisynergises with Copper is fun.QuoteMedallion | Treasure | $4*
$1
The next time you play a Copper this turn, +$2 +1 Buy
-
This costs $1 more per Copper you have in play.
I don't think it's terrible. Commission is a $5 gainer but it's conditional. If a player blocks another from using Commission then they are also blocking themselves on future turns and are turning the Commission they have into a worse card. And is that a trade-off worth making if they can't even be sure that the opponent has a Commission in their hand?Up to you of course, and no one's saying it's terrible. I do think the trade-off of trashing 2 Coppers is always worth making T3 if you haven't seen your opponent's yet, as the disadvantage is roughly symmetric, and the upside of having an extra $5 over your opponent is often decisive. I can see that the additional counting might be a pain though.
I don't want to include more counting as that makes it take longer to resolve.
(https://files.coding4.coffee/selif/2gg9qvyq.png)QuoteMedallion | Treasure | $4*
$1
The next time you play a Copper this turn, +$2 +1 Buy
-
This costs $1 more per Copper you have in play.
Medallion is a Gold+ if you line it up with a Copper, which is easy when you have lots of Coppers. But if you have lots of Coppers, this is harder to buy ... Coppers don't help you buy this card. This similar to the Grand Market restriction, but actually there are a lot of differences. For example, you can buy a Medallion with Medallion/Silver/Copper. If you play with enough heirlooms, you can even open Medallion. Or if there's Bargain/Demand, etc. There's lots of ways to get treasures in play in your Action phase. Why not buy Cavalry/Villa or use Black Market/Storyteller/etc and get 5 coppers in play, then Displace the now $9 cost Medallion into a Colony?
This is strong for its price in many games and you often won't buy Silver. It's a similar thing to me as Destrier often costing much lower, and you won't often buy Lab.
Open to feedback.
Medallion | Treasure | $4*
$1
You may play a Copper from your hand. If you do, +$2 +1 Buy
-
This costs $1 more per Copper you have in play.
You've missed out my entry (the first reply in this thread, no less).Oops, I'm very sorry. I did review it in my head already I just forgot to write it out. This was one of the better cards IMO, but it didn't make the standings.