Dominion Strategy Forum

Dominion => Variants and Fan Cards => Weekly Design Contest => Topic started by: Xen3k on March 22, 2021, 06:36:34 pm

Title: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 22, 2021, 06:36:34 pm
Weekly Design Contest #109: Raise the dead.

Objective: Design a new Zombie to be used with Necromancer, a new card-shaped thing that puts the Zombies in the trash and uses them in a meaningful way, or both.

Rules and Restrictions: There are no limitations on using custom card types and mechanics. Additional components like tokens, Heirlooms, non-supply cards, and such are allowed, but complexity will be taken into account. If you choose to to design both a Zombie and a card-shaped thing to interact with them, they will be judged together. If your design is intended for specific environments, like a 2-3 player game, and that is relevant, just be sure to mention it along with your entry.

References: For reference purposes only, this is Necromancer and the Zombies that currently exist.
(http://wiki.dominionstrategy.com/images/thumb/7/7e/Necromancer.jpg/373px-Necromancer.jpg) (http://wiki.dominionstrategy.com/images/thumb/8/8b/Zombie_Apprentice.jpg/373px-Zombie_Apprentice.jpg) (http://wiki.dominionstrategy.com/images/thumb/5/59/Zombie_Mason.jpg/375px-Zombie_Mason.jpg) (http://wiki.dominionstrategy.com/images/thumb/c/c9/Zombie_Spy.jpg/371px-Zombie_Spy.jpg)

Close Date: 3/30/2021 5:00 PM CST (but if you need to sneak it in later that day you probably can)

General: I'll try and be prompt on getting the results out to you, but as this falls within the week I cannot guarantee when as life can get busy. If you update your entry please try and do so on the original post and indicate that it has been updated. If there is an issue with your entry I will try and notify you as soon as possible. I will catalogue all the entries before the end date to make sure I did not miss any.

Hope you enjoy the contest!

Addendum
Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

Good question. I am going to judge all entries assuming all Zombies (the 3 original and any designed for their entry) are added to the trash by Necromancer unless otherwise specified in an entry. Additionally, you are free to design more than one Zombie, but the original 3 will have to be included in the design concept. Feel free to specify alternate methods of choosing what Zombies will be added to the trash if you want, just take into account the original Zombies.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: emtzalex on March 22, 2021, 07:20:40 pm
(https://i.imgur.com/ceNi9B8h.png)
Quote from: Zombie Horde
ZOMBIE HORDE -- $3
ACTION - ZOMBIE
Trash an Action card from the Supply.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 09:17:54 pm
Weekly Design Contest #109: Raise the dead.

Objective: Design a new Zombie to be used with Necromancer, a new card-shaped thing that puts the Zombies in the trash and uses them in a meaningful way, or both.

Rules and Restrictions: There are no limitations on using custom card types and mechanics. Additional components like tokens, Heirlooms, non-supply cards, and such are allowed, but complexity will be taken into account. If you choose to to design both a Zombie and a card-shaped thing to interact with them, they will be judged together. If your design is intended for specific environments, like a 2-3 player game, and that is relevant, just be sure to mention it along with your entry.

References: For reference purposes only, this is Necromancer and the Zombies that currently exist.
(http://wiki.dominionstrategy.com/images/thumb/7/7e/Necromancer.jpg/373px-Necromancer.jpg) (http://wiki.dominionstrategy.com/images/thumb/8/8b/Zombie_Apprentice.jpg/373px-Zombie_Apprentice.jpg) (http://wiki.dominionstrategy.com/images/thumb/5/59/Zombie_Mason.jpg/375px-Zombie_Mason.jpg) (http://wiki.dominionstrategy.com/images/thumb/c/c9/Zombie_Spy.jpg/371px-Zombie_Spy.jpg)

Close Date: 3/30/2021 5:00 PM CST (but if you need to sneak it in later that day you probably can)

General: I'll try and be prompt on getting the results out to you, but as this falls within the week I cannot guarantee when as life can get busy. If you update your entry please try and do so on the original post and indicate that it has been updated. If there is an issue with your entry I will try and notify you as soon as possible. I will catalogue all the entries before the end date to make sure I did not miss any.

Hope you enjoy the contest!

Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

This looks like a fun challenge!  I'll have to think about what to submit!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 09:26:14 pm
(https://i.imgur.com/ceNi9B8h.png)
Quote from: Zombie Horde
ZOMBIE HORDE -- $3
ACTION - ZOMBIE
Trash an Action card from the Supply.

Not Zombie Lurker?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 22, 2021, 09:26:42 pm
Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

This looks like a fun challenge!  I'll have to think about what to submit!

I suspect you would modify Necromancer to put (all) the Zombies in the trash, particularly if we would only add 1 to the total (i.e. the winner).  Though you could make a whole Zombie deck, from which you would just pick 3 (likely random... but whatever) for a given game.

I've had a few ideas already.  This is where I'm sitting right now, though I may change it later:

(https://i.imgur.com/fci29WD.png)

Is 2 horses sufficient to be on par with other Zombies?  Or should I be gaining 3?

Edit - updating submission to:

(https://i.imgur.com/Vv6RmV8.png)

Edit - updating again:

(https://i.imgur.com/K32K5fr.png)

Quote
Zombie Captain
Action - $5
Set aside a face-up, non-duration, Action card from the trash under this and play it, leaving it there.  At the start of your next turn, return it to the trash and play it, leaving it there
-
Setup: Put the Zombies into the trash
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 09:46:10 pm
Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

This looks like a fun challenge!  I'll have to think about what to submit!

I suspect you would modify Necromancer to put (all) the Zombies in the trash, particularly if we would only add 1 to the total (i.e. the winner).  Though you could make a whole Zombie deck, from which you would just pick 3 (likely random... but whatever) for a given game.

I've had a few ideas already.  This is where I'm sitting right now, though I may change it later:

(https://i.imgur.com/fci29WD.png)

Is 2 horses sufficient to be on par with other Zombies?  Or should I be gaining 3?

I'd say gaining 2 Horses is sufficient.  It's comparable to playing a Cavalry or Sleigh from the trash, except you also get to top-deck those Horses, so it feels fairly strong as it is
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: X-tra on March 22, 2021, 10:29:54 pm
Quote from: Zombie Horde
ZOMBIE HORDE -- $3
ACTION - ZOMBIE
Trash an Action card from the Supply.

I'm hesitating to even submit an entry this week. This is a very good submission. I'll have to think outside of the box now.  :D


Edit: Didn't take too long, lol. Here's my entry:

(https://i.postimg.cc/tJpYM0Hk/Throne-of-the-Dead-v1.png)

Fun challenge!


Edit 2: Funny how all cards submitted so far have no more than 2 lines of text, hahaha! Short and to the point; elegant. I love that. :)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: spineflu on March 22, 2021, 10:46:56 pm
EDIT: this is withdrawn.

(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/605955bd8996401743be6034/714e96f40918231df824b5c21cb7ca79/image.png)
Quote
Zombie Ironworker • $3 • Action - Zombie
Discard until you have 3 cards in hand, then trash your hand.
For each card you trash, if it's...
a Treasure, +$1
an Action, +1 Action
a Victory or Curse, +1 Card

it was going to be named Zombie Count, but i figured the "iron-*" association was more important? idk. "Zombie Iron Count" doesn't sound quite right. Good in the early game, i guess. Less so later, becoming more Minionesque.

EDIT:
Edit 2: Funny how all cards submitted so far have no more than 2 lines of text, hahaha! Short and to the point; elegant. I love that. :)
well, i guess not anymore, lol
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 11:01:12 pm
Quote from: Zombie Horde
ZOMBIE HORDE -- $3
ACTION - ZOMBIE
Trash an Action card from the Supply.

I'm hesitating to even submit an entry this week. This is a very good submission. I'll have to think outside of the box now.  :D


Edit: Didn't take too long, lol. Here's my entry:

(https://i.postimg.cc/tJpYM0Hk/Throne-of-the-Dead-v1.png)

Fun challenge!


Edit 2: Funny how all cards submitted so far have no more than 2 lines of text, hahaha! Short and to the point; elegant. I love that. :)

Ack!  I had almost the same idea (I used the name Zombie Banker)!  :-(  Well, back to the drawing board!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 11:04:20 pm
Quote from: Zombie Horde
ZOMBIE HORDE -- $3
ACTION - ZOMBIE
Trash an Action card from the Supply.

I'm hesitating to even submit an entry this week. This is a very good submission. I'll have to think outside of the box now.  :D


Edit: Didn't take too long, lol. Here's my entry:

(https://i.postimg.cc/tJpYM0Hk/Throne-of-the-Dead-v1.png)

Fun challenge!


Edit 2: Funny how all cards submitted so far have no more than 2 lines of text, hahaha! Short and to the point; elegant. I love that. :)

Ack!  I had almost the same idea (I used the name Zombie Banker)!  :-(  Well, back to the drawing board!

Also, with certain Treasures, this would be really fun.  You could use Scepter to replay two Actions, or one Action twice.  Since 0 is an even number, Idol would give each other player two curses, assuming you hadn't played any previously with something like Storyteller or Black Market (since it counts Idols in play).  A trashed Capital would be $12 +2 Buys and no debt!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: X-tra on March 22, 2021, 11:16:48 pm
Also, with certain Treasures, this would be really fun.  You could use Scepter to replay two Actions, or one Action twice.  Since 0 is an even number, Idol would give each other player two curses, assuming you hadn't played any previously with something like Storyteller or Black Market (since it counts Idols in play).  A trashed Capital would be $12 +2 Buys and no debt!

I'm sorry I beat you to the punch with this idea. Should this win, consider it a shared victory!  ;D

Also, this is what I like about Necromancer: you can only do these shenanigans once per turn, since Throne of the Dead will be flipped over. Zombies really benefit from that rule, it's fun designing cards for it!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 11:19:16 pm
Also, with certain Treasures, this would be really fun.  You could use Scepter to replay two Actions, or one Action twice.  Since 0 is an even number, Idol would give each other player two curses, assuming you hadn't played any previously with something like Storyteller or Black Market (since it counts Idols in play).  A trashed Capital would be $12 +2 Buys and no debt!

I'm sorry I beat you to the punch with this idea. Should this win, consider it a shared victory!  ;D

Also, this is what I like about Necromancer: you can only do these shenanigans once per turn, since Throne of the Dead will be flipped over. Zombies really benefit from that rule, it's fun designing cards for it!

Yeah, the restriction to one play per turn keeps it from being overpowered, while still being quite strong in the right kingdom
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 22, 2021, 11:26:22 pm
Also, with certain Treasures, this would be really fun.  You could use Scepter to replay two Actions, or one Action twice.  Since 0 is an even number, Idol would give each other player two curses, assuming you hadn't played any previously with something like Storyteller or Black Market (since it counts Idols in play).  A trashed Capital would be $12 +2 Buys and no debt!

I'm sorry I beat you to the punch with this idea. Should this win, consider it a shared victory!  ;D

Also, this is what I like about Necromancer: you can only do these shenanigans once per turn, since Throne of the Dead will be flipped over. Zombies really benefit from that rule, it's fun designing cards for it!

Yeah, the restriction to one play per turn keeps it from being overpowered, while still being quite strong in the right kingdom

(On the other hand, certain Treasures wouldn't be very useful at all with this card - Quarry would just be a Copper, and most of the time Bank would produce $0 since it can't even count itself!)

I wonder how it would interact with Capitalism.  If you use it to play, for example, a Grand Market, then, since the GM itself wasn't played by the Necromancer, I would think it wouldn't be flipped over, which means it would still be available for another Necromancer to play directly!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 01:27:26 am
(https://i.imgur.com/WABjgLx.png)
(https://i.imgur.com/Zol4HaT.png)
(https://i.imgur.com/IoaBXQp.png)

This is an attack that uses a double-sided State.  Because it uses a State, it does not stack.  The attack gives no immediate advantage to the person who plays it, which seems fair to me since it's potentially a very strong attack.  If you do not have either state, then you take Bitten.  At the start of your turn, you can trash a card costing $4 or more from your hand to get rid of Bitten, otherwise, the bite progresses to Infected.  When you're Infected, you take on debt the next time you buy a card.  Note, however, that since it scales with what you're buying, you can simply buy a Copper to avoid taking on debt, especially if you have extra buys, so that you can use the other buys on cards you actually want.  On the other hand, if your first buy after being Infected is, say, a Colony, then you're stuck with 5D!

Cost reduction interacts with this in interesting ways.  Canal and a Bridge Troll in play make Bitten more expensive to deal with, but cost reduction also reduces the amount of debt you take on if you progress to Infected.  Also, if you don't buy anything at all, you remain Infected, and your opponent can't hurt you with Zombie Apocalypse.  Note that the $4 cost means that a fortress in hand (assuming no Canal or Bridge Troll) effectively makes you immune to this attack.  Also, this could sometimes even help you with some on-trash effects.  But, most of the time it would be a fairly strong attack

EDIT: Changed the states to make them less oppressive, so now you can trash a Silver to get rid of Bitten, and even a Colony or Platinum only gives you 3 debt, with 2 debt being the maximum in a kingdom without Colony/Platinum
(https://i.imgur.com/jzw2AWv.png)
(https://i.imgur.com/jy1TzJk.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 23, 2021, 03:52:26 am
Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

This looks like a fun challenge!  I'll have to think about what to submit!

I suspect you would modify Necromancer to put (all) the Zombies in the trash, particularly if we would only add 1 to the total (i.e. the winner).  Though you could make a whole Zombie deck, from which you would just pick 3 (likely random... but whatever) for a given game.

I've had a few ideas already.  This is where I'm sitting right now, though I may change it later:

(https://i.imgur.com/fci29WD.png)

Is 2 horses sufficient to be on par with other Zombies?  Or should I be gaining 3?
I feel like 2 is already a bit much, considering how powerful Necromancer gets when you put those Horses in the trash.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Mahowrath on March 23, 2021, 10:10:11 am
(https://i.imgur.com/LUfC73u.png)

Quote
Zombie Summoner - $3
Action - Zombie

+$1
Turn your Journey token over (it starts face up). Then if it's face up, gain an Imp.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: majiponi on March 23, 2021, 11:02:50 am
Zombie Goat
cost $3 - Action - Zombie
After drawing your next hand, trash a card from your hand.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 23, 2021, 12:21:15 pm
Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

Good question. I am going to judge all entries assuming all Zombies (the 3 original and any designed for their entry) are added to the trash by Necromancer unless otherwise specified in an entry. Additionally, you are free to design more than one Zombie, but the original 3 will have to be included in the design concept. Feel free to specify alternate methods of choosing what Zombies will be added to the trash if you want, just take into account the original Zombies.

I will update the original post with this information.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 23, 2021, 12:44:47 pm
My entry for this week is a wacky one:

(https://i.imgur.com/br3Nj6p.png)
Quote
Voodoo Ritual - $4
Event

Once per turn: If the previous turn wasn't yours, take another turn after this one, and after this turn and the next, put your deck and hand into your discard pile, then swap your discard pile with the trash and draw 5 cards.
-
Setup: Put the 3 Zombies into the trash.

EDIT: Dropped price to $4, in line with Mission/Seize the Day
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: pubby on March 23, 2021, 01:05:21 pm
(https://i.imgur.com/FO3gsg0.png)
edit: changed the +Buy to +Action, which seemed to play better.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mutated on March 23, 2021, 01:52:49 pm
(https://i.imgur.com/iB0gvtR.png)

Gary??
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 01:58:29 pm
Zombie Goat
cost $3 - Action - Zombie
After drawing your next hand, trash a card from your hand.

I like it!  It could be risky, but less risky than Zombie Mason, since you usually have five cards to choose from to trash, rather than just the top card.  On the other hand, there's no gaining, so it should balance out.  And you could sometimes even ensure that you have a card you want to trash.  Like, if Haunted Woods were in effect and you had a Curse in your hand, then you're guaranteeing that the Curse will be available for trashing
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 23, 2021, 04:57:42 pm
My Submission:

Update:

(https://i.ibb.co/WvWwNGH/Pet-Sematary-v2.png)   
Pet Sematary
$3 – Action – Zombie

Quote

+$1

You may play an Action
 card from your hand. If
     it has a copy in the trash,     
+1 Card and +1 Action.


Thanks to silverspawn for the comments!


Original Submission:

(https://i.ibb.co/NTCJK2s/Pet-Sematary.png)   
Pet Sematary
$3 – Action – Zombie

Quote

You may play an Action
 card from your hand. If
     it has a copy in the trash,     
+1 Card and +1 Action.


Sometimes dead is better.” - Stephen King

Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: silverspawn on March 23, 2021, 05:19:18 pm
That seems weak compared to the other Zombies. The floor is a Ruined Library, the ceiling is a Village, and the Ceiling is pretty hard to get. I'd make it +2 Cards instead, so that the ceiling is a lab.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Lackar on March 23, 2021, 05:54:51 pm
Followed this contest for a while. Love the option everyone has come up with. Not sure I have the smarts like you all do for coming up with cards and welcome feedback, but will give this a try
Zombie Witch
Cost $5, Action - Zombie
+2 cards
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

A combination between Coven and Old Witch
(https://i.imgur.com/0Yd5IL9.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 23, 2021, 07:29:22 pm
Followed this contest for a while. Love the option everyone has come up with. Not sure I have the smarts like you all do for coming up with cards and welcome feedback, but will give this a try
Zombie Witch
Cost $5, Action - Zombie
+2 cards
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

A combination between Coven and Old Witch

Welcome! Glad to have you here.

As long as you are open to hearing feedback, your ability to design balanced, fun cards will significantly increase over the next few contests/weeks.

The card you have designed looks fun, but it is very overpowering. The"+2 cards, +1 action" is a laboratory already, worth $5. Then you have added the witch/coven mix which each cost $5. That doesn't mean it should cost $10, but at least 6 or 7. However, attacks rarely have +action, so that multiples in the same turn rarely happens. So as a minimum, I'd drop the +action. And then we're getting closer to a balanced card.

But designing Zombies actually adds another trick... they have to be relatively equal in power (I'd guess equivalent to a $3 or maybe $4 card). This is so that someone playing a Necromancer actually needs to make an informed choice as to which Zombie to play. If your card were there, it would almost always be chosen over the other Zombies.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: scolapasta on March 23, 2021, 07:42:48 pm
Followed this contest for a while. Love the option everyone has come up with. Not sure I have the smarts like you all do for coming up with cards and welcome feedback, but will give this a try
Zombie Witch
Cost $5, Action - Zombie
+2 cards
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

A combination between Coven and Old Witch

Welcome! Glad to have you here.

As long as you are open to hearing feedback, your ability to design balanced, fun cards will significantly increase over the next few contests/weeks.

The card you have designed looks fun, but it is very overpowering. The"+2 cards, +1 action" is a laboratory already, worth $5. Then you have added the witch/coven mix which each cost $5. That doesn't mean it should cost $10, but at least 6 or 7. However, attacks rarely have +action, so that multiples in the same turn rarely happens. So as a minimum, I'd drop the +action. And then we're getting closer to a balanced card.

But designing Zombies actually adds another trick... they have to be relatively equal in power (I'd guess equivalent to a $3 or maybe $4 card). This is so that someone playing a Necromancer actually needs to make an informed choice as to which Zombie to play. If your card were there, it would almost always be chosen over the other Zombies.

I would add that if it's too strong, then you also have an issue in Necromancer / Graverobber (or Lurker or Rogue) in that one player would have a chance to gain it.

re: attack with +1 action: true, but you could be fine for a balanced Zombie, since you can't play multiple.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 23, 2021, 08:18:00 pm
I love the balance of cards submitted so far.

The official Zombies are well-designed to offer balance, choice, growth, etc.  One of them has you trash an Action card (setting up future possibilities for the next Necromancer) for great gain.  Another has a possibility of trashing an Action card, still at a moderate gain for the person who played it.  And the third is a catch-all remainder/fallback, being a cantrip.

Many of the submissions so far continue the same possibility of putting in more Action (and Treasure, for the Throne of the Dead) cards for future use.  (A note - Throne of the Dead itself doesn't set up for its future use, and it would have to rely on the luck/usage of Zombie Mason, if the kingdom was absent of other Trashers, so this is a definite drawback).  But I like the idea of encouraging growth of usage, not just putting a unique (possibly slightly powerful but not overpowering) card in the trash and calling it a Zombie.  On this point, my submission is actually very un-thematic or unbalanced, so I'll probably change it.

I am trying to figure out another card/thing that could use the Zombies, meaning the Necromancer wouldn't be the only thing putting them in play/trash.  It's a lot harder to work with this idea.  Faust's Event attempts to do this.  It looks like a really cool idea (effectively giving you an extra turn with only cards currently in the trash), and that adds extra variety/complexity to the submissions.  But the Event is very complex in the wording.  I'm not sure if it's intentional or not, but any card you gain with that extra turn would not remain yours... it would go back into the trash after the second swap.  Alternatively, the upside to that event is that you could use a Zombie Apprentice and "trash" a Zombie Spy, Zombie Mason, or other card that was in the trash, which means it goes into your hand after the second swap... I'm guessing this is the main intention of the way the Event is worded?

Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 23, 2021, 08:30:52 pm
Replacing my submission with this, new Kingdom Action card:

(https://i.imgur.com/Vv6RmV8.png)

Edit - Updated - see my original post.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Lackar on March 23, 2021, 08:33:45 pm
Followed this contest for a while. Love the option everyone has come up with. Not sure I have the smarts like you all do for coming up with cards and welcome feedback, but will give this a try
Zombie Witch
Cost $5, Action - Zombie
+2 cards
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

A combination between Coven and Old Witch

Welcome! Glad to have you here.

As long as you are open to hearing feedback, your ability to design balanced, fun cards will significantly increase over the next few contests/weeks.

The card you have designed looks fun, but it is very overpowering. The"+2 cards, +1 action" is a laboratory already, worth $5. Then you have added the witch/coven mix which each cost $5. That doesn't mean it should cost $10, but at least 6 or 7. However, attacks rarely have +action, so that multiples in the same turn rarely happens. So as a minimum, I'd drop the +action. And then we're getting closer to a balanced card.

But designing Zombies actually adds another trick... they have to be relatively equal in power (I'd guess equivalent to a $3 or maybe $4 card). This is so that someone playing a Necromancer actually needs to make an informed choice as to which Zombie to play. If your card were there, it would almost always be chosen over the other Zombies.

True I was going with a mix of the 2 and trying to come up with something different. If the +action is too much than it would make sense to leave it out. Old witch gives 3, gives curse and lets you trash a curse and coven gives action.  In relative of 3-4 cost than maybe only +2 cards instead.
Definitely up for constructive criticism. Only way to create cards that are fun and that people would say they would like to play. And will always listen to what people say, suggest or options. Only way to learn. Thanks for the thought and I will try to design a card pic also later.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 08:40:07 pm
Followed this contest for a while. Love the option everyone has come up with. Not sure I have the smarts like you all do for coming up with cards and welcome feedback, but will give this a try
Zombie Witch
Cost $5, Action - Zombie
+2 cards
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

A combination between Coven and Old Witch

Welcome! Glad to have you here.

As long as you are open to hearing feedback, your ability to design balanced, fun cards will significantly increase over the next few contests/weeks.

The card you have designed looks fun, but it is very overpowering. The"+2 cards, +1 action" is a laboratory already, worth $5. Then you have added the witch/coven mix which each cost $5. That doesn't mean it should cost $10, but at least 6 or 7. However, attacks rarely have +action, so that multiples in the same turn rarely happens. So as a minimum, I'd drop the +action. And then we're getting closer to a balanced card.

But designing Zombies actually adds another trick... they have to be relatively equal in power (I'd guess equivalent to a $3 or maybe $4 card). This is so that someone playing a Necromancer actually needs to make an informed choice as to which Zombie to play. If your card were there, it would almost always be chosen over the other Zombies.

The fact that it can only be played once in a turn does ameliorate that somewhat, but as is, I agree that it's still overpowered.  Also, the cost should probably be the same as the other Zombies.  For Zombies, cost isn't really important most of the time since you can't buy them (it is relevant for things like Graverobber or Rogue gaining from the trash - though that only cares about the range $3-$6 - or trash-for-benefit if you've already gained from the trash)

Avoiding a Curse by Exiling it is an interesting idea.  It's not nearly as good as Old Witch's trashing, but if there's no trashing in the kingdom, it's still better than nothing, since it gets it out of your deck
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 08:42:39 pm
(https://i.imgur.com/WABjgLx.png)
(https://i.imgur.com/Zol4HaT.png)
(https://i.imgur.com/IoaBXQp.png)

This is an attack that uses a double-sided State.  Because it uses a State, it does not stack.  The attack gives no immediate advantage to the person who plays it, which seems fair to me since it's potentially a very strong attack.  If you do not have either state, then you take Bitten.  At the start of your turn, you can trash a card costing $4 or more from your hand to get rid of Bitten, otherwise, the bite progresses to Infected.  When you're Infected, you take on debt the next time you buy a card.  Note, however, that since it scales with what you're buying, you can simply buy a Copper to avoid taking on debt, especially if you have extra buys, so that you can use the other buys on cards you actually want.  On the other hand, if your first buy after being Infected is, say, a Colony, then you're stuck with 5D!

Cost reduction interacts with this in interesting ways.  Canal and a Bridge Troll in play make Bitten more expensive to deal with, but cost reduction also reduces the amount of debt you take on if you progress to Infected.  Also, if you don't buy anything at all, you remain Infected, and your opponent can't hurt you with Zombie Apocalypse.  Note that the $4 cost means that a fortress in hand (assuming no Canal or Bridge Troll) effectively makes you immune to this attack.  Also, this could sometimes even help you with some on-trash effects.  But, most of the time it would be a fairly strong attack

I'm starting to think this might be overpowered
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 23, 2021, 08:49:29 pm
--snip--

Thanks for the thought and I will try to design a card pic also later.

If you've never done such before, here is the process I use (some people use other image hosting sites):

1. https://shardofhonor.github.io/dominion-card-generator/
(enter all relevant information for the card, including the option to use an image though I often skip an image)

2. download card (button near bottom left)

3. upload that dowloaded image to imgur.com/upload

4. click the 3 dots (...), "Get share links", then click the "copy link" by BBCode (Forums)

5. you can just paste that directly in your reply here, but you need to modify it or it will show up huge
(it pastes as "[ img ] link to imgur image here [ /img ]" but you have to add a size to the opening tag, such as "[ img width=250 ]" - I've added spaces so it shows up for you here - when you post it, don' t include any spaces)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 23, 2021, 08:57:34 pm
(https://i.imgur.com/WABjgLx.png)
(https://i.imgur.com/Zol4HaT.png)
(https://i.imgur.com/IoaBXQp.png)

This is an attack that uses a double-sided State.  Because it uses a State, it does not stack.  The attack gives no immediate advantage to the person who plays it, which seems fair to me since it's potentially a very strong attack.  If you do not have either state, then you take Bitten.  At the start of your turn, you can trash a card costing $4 or more from your hand to get rid of Bitten, otherwise, the bite progresses to Infected.  When you're Infected, you take on debt the next time you buy a card.  Note, however, that since it scales with what you're buying, you can simply buy a Copper to avoid taking on debt, especially if you have extra buys, so that you can use the other buys on cards you actually want.  On the other hand, if your first buy after being Infected is, say, a Colony, then you're stuck with 5D!

Cost reduction interacts with this in interesting ways.  Canal and a Bridge Troll in play make Bitten more expensive to deal with, but cost reduction also reduces the amount of debt you take on if you progress to Infected.  Also, if you don't buy anything at all, you remain Infected, and your opponent can't hurt you with Zombie Apocalypse.  Note that the $4 cost means that a fortress in hand (assuming no Canal or Bridge Troll) effectively makes you immune to this attack.  Also, this could sometimes even help you with some on-trash effects.  But, most of the time it would be a fairly strong attack

I'm starting to think this might be overpowered

I was wondering the same thing when I first read it.  Compare it to Skulk, which is another attack that gives no real benefit to the person playing it - it only gives a Hex, which is comparably weaker than Bitten/Infected (though Skulk does give +Buy which is otherwise absent in some kingdoms).  The idea is really cool and thematic.

What about dropping Bitten's trashing threshold down to $3 instead of $4 (allowing the trashing of silver or an early-game Action that has outlived its purpose if you are lucky enough to get one in hand)?  And/or maybe drop the debt down to 1 per $3 of the gained card instead of 1 per $2 (now giving a max of 2 debt, other than platinum/colony which give 3)?  These options seem more balanced with the Hexes' power level, which makes sense given the comparison in price to Skulk.

The fact that it gives no benefit to the player playing it, and that it doesn't stack (in 3+ player games) does help reduce its power.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 09:04:43 pm
Replacing my submission with this, new Kingdom Action card:

(https://i.imgur.com/Vv6RmV8.png)

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: spineflu on March 23, 2021, 09:21:33 pm
--snip--

Thanks for the thought and I will try to design a card pic also later.

If you've never done such before, here is the process I use (some people use other image hosting sites):

1. https://shardofhonor.github.io/dominion-card-generator/
(enter all relevant information for the card, including the option to use an image though I often skip an image)

2. download card (button near bottom left)

3. upload that dowloaded image to imgur.com/upload

4. click the 3 dots (...), "Get share links", then click the "copy link" by BBCode (Forums)

5. you can just paste that directly in your reply here, but you need to modify it or it will show up huge
(it pastes as "[ img ] link to imgur image here [ /img ]" but you have to add a size to the opening tag, such as "[ img width=250 ]" - I've added spaces so it shows up for you here - when you post it, don' t include any spaces)

you can also just copy it from the card generator, paste it @ imgur if you don't want to have stray dominion cards floating around your hard drive.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 09:55:10 pm
(https://i.imgur.com/WABjgLx.png)
(https://i.imgur.com/Zol4HaT.png)
(https://i.imgur.com/IoaBXQp.png)

This is an attack that uses a double-sided State.  Because it uses a State, it does not stack.  The attack gives no immediate advantage to the person who plays it, which seems fair to me since it's potentially a very strong attack.  If you do not have either state, then you take Bitten.  At the start of your turn, you can trash a card costing $4 or more from your hand to get rid of Bitten, otherwise, the bite progresses to Infected.  When you're Infected, you take on debt the next time you buy a card.  Note, however, that since it scales with what you're buying, you can simply buy a Copper to avoid taking on debt, especially if you have extra buys, so that you can use the other buys on cards you actually want.  On the other hand, if your first buy after being Infected is, say, a Colony, then you're stuck with 5D!

Cost reduction interacts with this in interesting ways.  Canal and a Bridge Troll in play make Bitten more expensive to deal with, but cost reduction also reduces the amount of debt you take on if you progress to Infected.  Also, if you don't buy anything at all, you remain Infected, and your opponent can't hurt you with Zombie Apocalypse.  Note that the $4 cost means that a fortress in hand (assuming no Canal or Bridge Troll) effectively makes you immune to this attack.  Also, this could sometimes even help you with some on-trash effects.  But, most of the time it would be a fairly strong attack

I'm starting to think this might be overpowered

I was wondering the same thing when I first read it.  Compare it to Skulk, which is another attack that gives no real benefit to the person playing it - it only gives a Hex, which is comparably weaker than Bitten/Infected (though Skulk does give +Buy which is otherwise absent in some kingdoms).  The idea is really cool and thematic.

What about dropping Bitten's trashing threshold down to $3 instead of $4 (allowing the trashing of silver or an early-game Action that has outlived its purpose if you are lucky enough to get one in hand)?  And/or maybe drop the debt down to 1 per $3 of the gained card instead of 1 per $2 (now giving a max of 2 debt, other than platinum/colony which give 3)?  These options seem more balanced with the Hexes' power level, which makes sense given the comparison in price to Skulk.

The fact that it gives no benefit to the player playing it, and that it doesn't stack (in 3+ player games) does help reduce its power.

Good idea.  I'll go with that revision to the states.  I've edited the post to reflect that now
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 23, 2021, 10:25:45 pm
Replacing my submission with this, new Kingdom Action card:

(https://i.imgur.com/Vv6RmV8.png)

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky

Since there's no "leaving it there" clause as with Necromancer, it seems like it would play oddly with cards like Experiment.  You play the Experiment.  It returns itself to the Supply, and Zombie Captain is unable to set it aside.  However, since there's no "if you did" clause on that, it would still be able to be played the second time, but now Zombie Captain can't return it to the trash, since it's already returned to the Supply (and conceivably have even been gained since then!).  And with self-trashing cards that have an "if you did" clause, you'd be able to get their effects on the second turn, but not the first.  E.g., play a Pillage from the trash.  The first turn nothing happens - it's already in the trash.  But then you set it aside and play it again on your second turn.  This time, it is able to trash itself, so you get the attack (and then Zombie Captain is unable to return it to the trash, since it put itself there, but that wouldn't really have any practical effect)

Maybe something like this to avoid both effects: "Set aside an Action card from the trash under this and play it, leaving it there.  At the start of your next turn, return it to the trash and play it, leaving it there".  Wording's a bit awkward (especially the repeating of "leaving it there"), but I think it gets its point across without causing confusion
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 23, 2021, 10:44:24 pm
Replacing my submission with this, new Kingdom Action card:

(https://i.imgur.com/Vv6RmV8.png)

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: scolapasta on March 23, 2021, 11:53:02 pm
Replacing my submission with this, new Kingdom Action card:

(https://i.imgur.com/Vv6RmV8.png)

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: majiponi on March 24, 2021, 03:46:34 am
Replacing my submission with this, new Kingdom Action card:

(https://i.imgur.com/Vv6RmV8.png)

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 24, 2021, 03:48:43 am
That seems weak compared to the other Zombies. The floor is a Ruined Library, the ceiling is a Village, and the Ceiling is pretty hard to get. I'd make it +2 Cards instead, so that the ceiling is a lab.

I think you are right. There is a quite complex interaction between Necromancer - Pet Sematary - trashed Action card - copy of it in player's hand - that I haven't fully thought out. While Pet Sematary as is, would work well enough with trashed terminal Action cards, it doesn't give benefits for non-terminal Action cards.

When designing Pet Sematary, I thought about adding a constant +$1 (i.e. on top/without requiring a trashed copy) to it. It would make Pet Sematary fairly attractive already at the start of the game, but wouldn't make Necromancer too powerful. The floor would be a non-terminal Copper (as one of 4+ options) and the ceiling would be a Bazaar. This looks more exciting than the Horse/Lab variant, which becomes a bit abundant nowadays.

What do you (or anyone else) think about this version?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 24, 2021, 03:50:56 am
Replacing my submission with this, new Kingdom Action card:

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?

No, but is that relevant here? It seems that Zombie Captain is an alternative to Necromancer, not a target.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: fika monster on March 24, 2021, 03:52:18 am

Can Necromancer play Duration cards?
[/quote]

no
(http://wiki.dominionstrategy.com/images/thumb/7/7e/Necromancer.jpg/373px-Necromancer.jpg)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 24, 2021, 07:36:29 am
Replacing my submission with this, new Kingdom Action card:

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?

No, but is that relevant here? It seems that Zombie Captain is an alternative to Necromancer, not a target.

I think the idea was that Zombie Captain also should not be able to play duration cards. My card is going to get very wordy. I'll update once I can sit at a computer and look at it.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Timinou on March 24, 2021, 08:23:08 am
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.
(https://i.imgur.com/2lnDbIu.png)

Original:
(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.  If a card is trashed by this, trash a Necromancer or Zombie you have in play.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 24, 2021, 08:46:22 am
Replacing my submission with this, new Kingdom Action card:

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?

No, but is that relevant here? It seems that Zombie Captain is an alternative to Necromancer, not a target.

I think the idea was that Zombie Captain also should not be able to play duration cards. My card is going to get very wordy. I'll update once I can sit at a computer and look at it.

I see. I think I took the question too literally. If adding "non-Duration" is the only problem, I think that bit would still fit without making the text too wordy. 
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 24, 2021, 08:49:23 am
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.

(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

Interesting, but quite harsh. Wouldn't this be always favored over the other Zombies?

Edit: On a second thought, maybe make it less brutal by narrowing the range to "$3 or $4"? Also, what about in the final part, Exiling instead of trashing the Zombie Knight? This would avoid abusing Zombie Knight when it is out of the trash.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Timinou on March 24, 2021, 08:54:45 am
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.

(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

Interesting, but quite harsh. Wouldn't this be always favored over the other Zombies?

Possibly.  However, if you are always playing Zombie Knight, then you will trash all your Necromancers.  Depending on which cards end up in the trash, it may be more optimal to not trash your Necromancers.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 24, 2021, 09:08:35 am
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.

(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

Interesting, but quite harsh. Wouldn't this be always favored over the other Zombies?

Possibly.  However, if you are always playing Zombie Knight, then you will trash all your Necromancers.  Depending on which cards end up in the trash, it may be more optimal to not trash your Necromancers.

It seems that your card is more complex than I originally thought. Better forget about my previous comment. I still don't like the idea too much to have a trashing-Attack Zombie. On the other hand, my statement that I find the card interesting still holds.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 24, 2021, 09:18:06 am
I am trying to figure out another card/thing that could use the Zombies, meaning the Necromancer wouldn't be the only thing putting them in play/trash.  It's a lot harder to work with this idea.  Faust's Event attempts to do this.  It looks like a really cool idea (effectively giving you an extra turn with only cards currently in the trash), and that adds extra variety/complexity to the submissions.  But the Event is very complex in the wording.  I'm not sure if it's intentional or not, but any card you gain with that extra turn would not remain yours... it would go back into the trash after the second swap.  Alternatively, the upside to that event is that you could use a Zombie Apprentice and "trash" a Zombie Spy, Zombie Mason, or other card that was in the trash, which means it goes into your hand after the second swap... I'm guessing this is the main intention of the way the Event is worded?
Yeah, it's hard to pull off another thing to do with Zombies. Necromancer is in a way the simplest thing to do and its wording is already fairly complex. It's hard to come up with something else that does not get overly complex. My idea I think is not too wordy on its own but extra turns just add a whole bunch of required wording.

The idea that on the extra turn, to gain is to trash and vice versa is very much intended. You can't gain cards yourself but you could build a trash that is more appealing to use in future turns. Of course your opponent can also make use of it. The event is super weird with Durations, but I found no easy way to prevent that interaction, and it is kind of hilarious.

I have previously toyed with the idea of a card that puts an entire pile's worth of each Zombie in the trash and can somehow gain cards from the trash, but it didn't lead anywhere that was interesting enough to justify the extra components.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: spineflu on March 24, 2021, 10:39:02 am
I figured out an entry I like better.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/605b4e5d61d04d270316694c/ae3d91394b49ea45586ba36fb05e1dd2/image.png)
Quote
Wilt • $3 • Action - Zombie
Trash the top card of each Supply pile.

If this isn't in the trash, trash this.

If it's your Action phase, advance to your Buy phase.

What if Salt The Earth for everything?
Comes with a downside though - it's the last action you play* so you won't get to reap the actions-in-trash benefits until next turn with your necromancers.

*barring returners like Villa/Cavalry

Some notes:
• Some very big combos with Tomb and Priest. I considered changing the first line to like, "Put the top card of each supply pile into the trash (this is not trashing)" to avoid them but that seems .... like going out of my way to describe trashing, but avoiding the keyword. Big combos exist, it's not ideal but whatever.
• The "if this isn't in the trash, trash this." could just be shortened to "trash this" and let the necromancer's "don't move things" let it ignore it, but i figured spell it out for those who want to Lurker/Graverobber/Rogue yoink this from the trash.


Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Lackar on March 24, 2021, 10:58:19 am
Followed this contest for a while. Love the option everyone has come up with. Not sure I have the smarts like you all do for coming up with cards and welcome feedback, but will give this a try
Zombie Witch
Cost $5, Action - Zombie
+2 cards
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

A combination between Coven and Old Witch

Welcome! Glad to have you here.

As long as you are open to hearing feedback, your ability to design balanced, fun cards will significantly increase over the next few contests/weeks.

The card you have designed looks fun, but it is very overpowering. The"+2 cards, +1 action" is a laboratory already, worth $5. Then you have added the witch/coven mix which each cost $5. That doesn't mean it should cost $10, but at least 6 or 7. However, attacks rarely have +action, so that multiples in the same turn rarely happens. So as a minimum, I'd drop the +action. And then we're getting closer to a balanced card.

But designing Zombies actually adds another trick... they have to be relatively equal in power (I'd guess equivalent to a $3 or maybe $4 card). This is so that someone playing a Necromancer actually needs to make an informed choice as to which Zombie to play. If your card were there, it would almost always be chosen over the other Zombies.

Edited the original post and added a design. Nerfed it hopefully so it isn't too overpowered

+1 Card

Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 24, 2021, 01:25:52 pm
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.

(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

Interesting, but quite harsh. Wouldn't this be always favored over the other Zombies?

Edit: On a second thought, maybe make it less brutal by narrowing the range to "$3 or $4"? Also, what about in the final part, Exiling instead of trashing the Zombie Knight? This would avoid abusing Zombie Knight when it is out of the trash.

I like the way this card works. It encourages more actions to go in the trash, like 2 of the 3 official Zombies. And if someone can take it out of trash (to prevent others from using it), it has a mechanism to get back in the trash.

I do agree a slight nerf might be appropriate... maybe $3-$5 though.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Chappy7 on March 24, 2021, 03:09:56 pm
(https://i.imgur.com/xrqCRzr.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Chappy7 on March 24, 2021, 04:49:11 pm
Zombie Goat
cost $3 - Action - Zombie
After drawing your next hand, trash a card from your hand.

I like the idea.  I like thinking about what the image would look like even more lol
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 24, 2021, 05:07:54 pm
My entry for this week is a wacky one:

(https://i.imgur.com/br3Nj6p.png)
Quote
Voodoo Ritual - $4
Event

Once per turn: If the previous turn wasn't yours, take another turn after this one, and after this turn and the next, put your deck and hand into your discard pile, then swap your discard pile with the trash and draw 5 cards.
-
Setup: Put the 3 Zombies into the trash.

EDIT: Dropped price to $4, in line with Mission/Seize the Day

I'm a bit confused here, what do you mean by "swap"?  Because it sounds to me like you're exchanging your entire deck with whatever was in the trash, but that can't be right, because why would you ever want to do that?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 24, 2021, 05:09:47 pm
My entry for this week is a wacky one:

(https://i.imgur.com/br3Nj6p.png)
Quote
Voodoo Ritual - $4
Event

Once per turn: If the previous turn wasn't yours, take another turn after this one, and after this turn and the next, put your deck and hand into your discard pile, then swap your discard pile with the trash and draw 5 cards.
-
Setup: Put the 3 Zombies into the trash.

EDIT: Dropped price to $4, in line with Mission/Seize the Day

I'm a bit confused here, what do you mean by "swap"?  Because it sounds to me like you're exchanging your entire deck with whatever was in the trash, but that can't be right, because why would you ever want to do that?

Oh, wait, never mind, I get it.  You're doing that twice, so you'll end up getting back your cards after the second swap.  Could be really cool with Knights.  During your Voodoo Ritual turn you use a Knight that was previously in the trash, it ends up trashing itself and your opponent's Knight, and then you get both Knights back after the Voodoo Ritual turn!

EDIT: Also, I just realized, although it's unlikely that you'd want to do this, this could theoretically put a Fortress in the trash - just gain a Fortress during your Voodoo Ritual turn, and afterwards it ends up in the trash!

Anything that trashes from hand - which would automatically include Voodoo Apprentice at the least - would be really strong on your Voodoo Ritual turn, as long as there were good cards in the trash.  Just imagine a game with Swindler leaving Provinces in the trash - if you have anything that lets you trash from hand could essentially act as a Province-Gainer!

You'd probably also want to avoid playing a Duration card on the same turn that you buy this, since it would end up in the trash after the Voodoo Ritual turn (excepting those that stay out multiple turns)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: scolapasta on March 24, 2021, 05:14:16 pm
I will admit the "and after this turn and the next" confused me at first, didn't realize it happened twice.

I wonder if something like "both before and after that turn" might be a little clearer.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: silverspawn on March 24, 2021, 05:26:38 pm
New Version:

(https://i.ibb.co/qnhXXkB/Zombie-Village.png)

Old Version:

(https://i.ibb.co/tP3ZwPM/Zombie-Village.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: grep on March 24, 2021, 05:30:44 pm
(https://i.ibb.co/XLN67kz/image.png)
Zombie Mechanic
$3 - Action - Zombie
Trash a card costing up to $4 from the Supply. Gain a copy of it.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: silverspawn on March 24, 2021, 05:37:00 pm
@Xen3k: does an entry qualify if it only puts 1 or 2 zombies into the trash?

(The problem I see with my entry as-is is that getting Zombie Mason first may be too big of an advantage.)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 24, 2021, 05:42:39 pm
(https://i.ibb.co/XLN67kz/image.png)
Zombie Mechanic
$3 - Action - Zombie
Trash a card costing up to $4 from the Supply. Gain a copy of it.

Cards with when-trash effects would have fun combos with this.  It can gain you two Fortresses, or a Feodum + 3 Silvers, or a Silk Merchant + 2 coffers + 2 villagers.  With cost reduction, get a Catacombs + a second card with a nominal cost up to $4, or a Cultist + draw 3 cards
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 24, 2021, 06:37:38 pm
Submission updated:

(https://i.imgur.com/K32K5fr.png)

There will still be interesting (and sometimes overpowering) interactions.  But I think that will be true of most of the submissions (as well as already true of the Necromancer and existing Zombies).  Hopefully what I've got now at least accounts for the majority of cases, as is typical.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 24, 2021, 07:00:56 pm
@Xen3k: does an entry qualify if it only puts 1 or 2 zombies into the trash?

(The problem I see with my entry as-is is that getting Zombie Mason first may be too big of an advantage.)

If you have alternate methods of choosing what Zombies to add to the trash during setup, I'll allow it, but the original 3 will need to be taken into account. The main thing I would shy away from is veering away from the original concept of single copies of Zombies in the trash. I would rather not have a design that puts 20 duplicate zombies into the trash as that kinda goes against the spirit of the design behind Necromancer and the original Zombies. Additionally, if you design a new non-zombie card I will take into account how it would interact with Necromancer if both appear in the same game. To be clear, if Necromancer and the new non-Zombie card do not interact in the best way it will not be disqualified, there are plenty of cards that break others or make others irrelevant.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: gambit05 on March 25, 2021, 07:02:32 am

I've updated my card (also in the original post (http://forum.dominionstrategy.com/index.php?topic=20727.msg865105#msg865105)):

(https://i.ibb.co/WvWwNGH/Pet-Sematary-v2.png)   
Pet Sematary
$3 – Action – Zombie

Quote

+$1

You may play an Action
 card from your hand. If
     it has a copy in the trash,     
+1 Card and +1 Action.


Thanks to silverspawn for the comments!

Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Wolflover on March 25, 2021, 10:22:41 am
First timer, decided to give this a try. Here is my submission
(https://i.imgur.com/qCPshWK.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: silverspawn on March 25, 2021, 03:06:53 pm
Okay, nevermind putting only Zombie Spy into the trash -- I've decided to change it in a different way. Instead of making others draw if you can't gain a card, it now makes other draw if you do gain a card. Since this makes it much weaker, I reduced the cost to 3$.

(https://i.ibb.co/qnhXXkB/Zombie-Village.png)

It's obviously now quite different, but at least it shouldn't give a massive advantage to the person who gets Zombie Apprentice in decks without other TfB.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: LibraryAdventurer on March 25, 2021, 10:44:55 pm

Quote
Zombie Infiltrator
$5 Action - Attack
At the start of your next turn, +$3.
Until then, the first time each other player plays an Action card costing at least $3, they play a Zombie from the trash, leaving it there, instead of following the instructions of the Action they played.
-
Setup: Put 3 zombies in the trash.
A zombie-enchantress.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 25, 2021, 10:51:07 pm

Quote
Zombie Infiltrator
$5 Action - Attack
At the start of your next turn, +$3.
Until then, the first time each other player plays an Action card costing at least $3, they play a Zombie from the trash, leaving it there, instead of following the instructions of the Action they played.
-
Setup: Put 3 zombies in the trash.
A zombie-enchantress.

What if all the Zombies have left the trash?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 25, 2021, 11:20:56 pm
First timer, decided to give this a try. Here is my submission
(https://i.imgur.com/qCPshWK.png)

Should that be "$4 or more", or do you really mean for it to only apply to cards costing *exactly* $4?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: fika monster on March 26, 2021, 04:19:50 am
This weeks theme is spoooky  :o

(https://i.imgur.com/ohQ4eng.png)
A wacky throne room. Probably a lot of problems with it, but i havnt been very inspired this week

edit: Pubby pointed out an obvious looping with itself: added Command type to it
(https://i.imgur.com/GPHSWy7.png)

Edit 2:
(https://i.imgur.com/ECWnqCv.png)
Math dude pointed out Duration card issues. I decided to make Undead throne be able to play Command cards, except for itself.

Edit 3: Pubby suggested a wording change that i like a lot. thanks pubby!
(https://i.imgur.com/1nK8on5.png)


Also, im Adding another zombie to be used with Undead Throne, to make it work better in 4P games. And also because i want to make a zombie
(https://i.imgur.com/vc69i1C.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: pubby on March 26, 2021, 04:32:45 am
This weeks theme is spoooky  :o

(https://i.imgur.com/ohQ4eng.png)
A wacky throne room. Probably a lot of problems with it, but i havnt been very inspired this week
It infinitely loops rather easily. If you play a throne in the trash, it can play itself repeatedly.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 26, 2021, 04:42:32 am
I will admit the "and after this turn and the next" confused me at first, didn't realize it happened twice.

I wonder if something like "both before and after that turn" might be a little clearer.
I've used the "after this turn" wording because "after this turn" is already a well-defined time in a game of Dominion (through Donate). If it was "before this turn", that would lead to questions about whether when you buy Donate and Voodoo Ritual, you could choose the order of things or not.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 26, 2021, 07:32:23 am
This weeks theme is spoooky  :o

(https://i.imgur.com/ohQ4eng.png)
A wacky throne room. Probably a lot of problems with it, but i havnt been very inspired this week

edit: Pubby pointed out an obvious looping with itself: added Command type to it
(https://i.imgur.com/GPHSWy7.png)

Adding the "Command" type was definitely important to avoid infinite loops. But Command cards usually also specify non-Duration if tracking would be an issue. And since your Throne is trashed, it couldn't be left out with the Duration for tracking (like a regular Throne Room) so I think that restriction is needed here too.

But I think there's a bigger problem here... there are 3 Zombies in the trash at the start of game and there are 10 of your Throne. So unless there is other trashing that can put decent Actions or Treasures there, most of the cards in this pile are not useful. You could maybe add to Setup that you put the top card of each Kingdom Pile in the trash (or each Action and Treasure Kingdom Pile to exclude things like Gardens, or Action and Treasure Supply Pile to include Silver and Gold).
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 26, 2021, 07:38:43 am
But I think there's a bigger problem here... there are 3 Zombies in the trash at the start of game and there are 10 of your Throne. So unless there is other trashing that can put decent Actions or Treasures there, most of the cards in this pile are not useful. You could maybe add to Setup that you put the top card of each Kingdom Pile in the trash (or each Action and Treasure Kingdom Pile to exclude things like Gardens, or Action and Treasure Supply Pile to include Silver and Gold).
I don't think that's too big of a problem; most of the cards in the Chapel pile are not useful either. It's definitely too swingy to put like, Goons or stuff in the trash during setup.

Also, every game with this will have Zombies, which themselves provide a way to put stuff in the trash.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Wolflover on March 26, 2021, 10:19:59 am
First timer, decided to give this a try. Here is my submission
(https://i.imgur.com/qCPshWK.png)

Should that be "$4 or more", or do you really mean for it to only apply to cards costing *exactly* $4?

Exactly $4
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: pubby on March 26, 2021, 12:42:26 pm
Regarding undead throne, you can avoid issues by gaining the card first, and trashing from a different location. Something like:
Quote
Gain an Action card from the trash. If you did, play the gained card twice. If you didn't, trash an Action card from the supply.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: fika monster on March 26, 2021, 02:59:30 pm
Regarding undead throne, you can avoid issues by gaining the card first, and trashing from a different location. Something like:
Quote
Gain an Action card from the trash. If you did, play the gained card twice. If you didn't, trash an Action card from the supply.

I liked this suggestion a lot, and implemented it. Funnily enough, its a buff: because you can now sorta gain cards with it.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mandioca15 on March 26, 2021, 04:18:30 pm
Can't think of much, but here is something (possibly broken):

Zombie Forager (Action-Zombie, $3)

+1 Buy
Trash a card from your hand, then +$1 per two differently named cards in the trash (round down).
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Timinou on March 26, 2021, 05:38:50 pm
Can't think of much, but here is something (possibly broken):

Zombie Forager (Action-Zombie, $3)

+1 Buy
Trash a card from your hand, then +$1 per two differently named cards in the trash (round down).

I don’t think it’s necessarily broken given that you can’t play it more than once per turn except in some rare circumstances.  But it doesn’t take much to get this to become a terminal Gold (Zombies, Copper, Estate, and one other differently named card in the trash).  In games with Ruins and/or Shelters, I could see this being overpowered.  I like the concept overall though.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Chappy7 on March 26, 2021, 06:31:38 pm
This is not an entry.  I originally wanted to make a victory card, then I went away from it when it felt awkward, but I wanted to post it anyway to get some advice. What would be the best wording for the middle section? It's looking at card types, like Courtier. "worth %1 per different type of card in the trash" sounds better, but then it seems like it's less clear.  The goal is for it to easily be worth 3 points, usually be 4 or 5, and with some work, it could get up to 6+.  It might be too good in comparison to Duchy, but I'm mostly looking for wording advice since this isn't an official entry.

(https://i.imgur.com/5dJTXl0.png)
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 26, 2021, 07:28:35 pm
Can't think of much, but here is something (possibly broken):

Zombie Forager (Action-Zombie, $3)

+1 Buy
Trash a card from your hand, then +$1 per two differently named cards in the trash (round down).

I don’t think it’s necessarily broken given that you can’t play it more than once per turn except in some rare circumstances.  But it doesn’t take much to get this to become a terminal Gold (Zombies, Copper, Estate, and one other differently named card in the trash).  In games with Ruins and/or Shelters, I could see this being overpowered.  I like the concept overall though.

I actually wonder if it could be a Kingdom Action card (with Setup: add 3 Zombies to the trash) instead of being a Zombie card. As is, it would probably need to cost $6 or maybe even $7. But maybe it changes to $1 per 3 differently named cards in the trash.
It shares some similarities to Trade Route
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: silverspawn on March 26, 2021, 07:54:32 pm
... different type among cards in the trash
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 26, 2021, 08:43:42 pm
Can't think of much, but here is something (possibly broken):

Zombie Forager (Action-Zombie, $3)

+1 Buy
Trash a card from your hand, then +$1 per two differently named cards in the trash (round down).

I don’t think it’s necessarily broken given that you can’t play it more than once per turn except in some rare circumstances.  But it doesn’t take much to get this to become a terminal Gold (Zombies, Copper, Estate, and one other differently named card in the trash).  In games with Ruins and/or Shelters, I could see this being overpowered.  I like the concept overall though.

I actually wonder if it could be a Kingdom Action card (with Setup: add 3 Zombies to the trash) instead of being a Zombie card. As is, it would probably need to cost $6 or maybe even $7. But maybe it changes to $1 per 3 differently named cards in the trash.
It shares some similarities to Trade Route

Forget this idea. It doesn't interact well with the actual Zombies... unless it were to give a choice to either play an Action card from the trash or take the coins already mentioned.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 27, 2021, 10:11:00 am
First timer, decided to give this a try. Here is my submission
(https://i.imgur.com/qCPshWK.png)

Should that be "$4 or more", or do you really mean for it to only apply to cards costing *exactly* $4?

Exactly $4

Just to confirm, Zombie Wolf is a single copy to be used with Necromancer and not a standard Kingdom card with 10 cards, correct?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Wolflover on March 27, 2021, 11:31:59 am
First timer, decided to give this a try. Here is my submission
(https://i.imgur.com/qCPshWK.png)

Should that be "$4 or more", or do you really mean for it to only apply to cards costing *exactly* $4?

Exactly $4

Just to confirm, Zombie Wolf is a single copy to be used with Necromancer and not a standard Kingdom card with 10 cards, correct?

Correct, Single card for Necromancer and not a 10 card stack
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 27, 2021, 11:38:52 am
First timer, decided to give this a try. Here is my submission
(https://i.imgur.com/qCPshWK.png)

Should that be "$4 or more", or do you really mean for it to only apply to cards costing *exactly* $4?

Exactly $4

Just to confirm, Zombie Wolf is a single copy to be used with Necromancer and not a standard Kingdom card with 10 cards, correct?

Correct, Single card for Necromancer and not a 10 card stack

Ok, cool. Thanks for confirming.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: NoMoreFun on March 27, 2021, 06:23:20 pm
Day of the Dead
Event - $4
Once per turn: If the previous turn wasn't yours, take an extra turn after this one. In that turn, cards are played face up from the trash instead of from your hand. Leave non-Duration cards there, and turn them face down for the turn. (Setup: Put the Zombies into the trash)

Rules clarifications:
* In your Day of the Dead turn, you still have a hand, you just can't play cards from it the way you usually do. What you usually do with your hand, you do with the face up cards in the Trash (e.g. play Actions in your action phase, play Treasures in your buy phase)
* If you play a card from the trash that instructs you to play a card from your hand (e.g. Throne Room), or a start of turn effect tells you to (e.g. Mastermind), you still play the card from your hand.
* If you play a Duration from the trash, it goes into your play area, and is essentially "yours" (it goes into your discard pile at the end of the turn it stops having effects), though it doesn't trigger when-gain effects
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: NoMoreFun on March 27, 2021, 10:24:32 pm
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.

(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

How about "Trash a Zombie or Necromancer you have in play"
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: NoMoreFun on March 28, 2021, 08:58:56 pm
My entry for this week is a wacky one:

(https://i.imgur.com/br3Nj6p.png)
Quote
Voodoo Ritual - $4
Event

Once per turn: If the previous turn wasn't yours, take another turn after this one, and after this turn and the next, put your deck and hand into your discard pile, then swap your discard pile with the trash and draw 5 cards.
-
Setup: Put the 3 Zombies into the trash.

EDIT: Dropped price to $4, in line with Mission/Seize the Day

I missed this one. On the surface it's quite similar to mine but they play quite differently.

As I read it, the cards you gain during your Voodoo Ritual turn end up in the Trash, and cards you trash during it end up in your deck. So the goal is actually to get good cards in the Trash, then somehow trash them using the components of the Trash (e.g. with Zombies), to gain it.

Day of the Dead on the other hand works well when the Trash has a good capacity to gain cards. Voodoo Ritual could have this by adding  "where you (may) trash cards when you gain them".

I think Day of the Dead is less situational, but Voodoo Ritual is simpler and less prone to crazy games where it's an autobuy (e.g. if there are 8+ Coppers in the trash).

I might change my entry to something more original.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Timinou on March 29, 2021, 01:27:04 pm
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.

(https://i.imgur.com/m6s1Mks.png)

Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

How about "Trash a Zombie or Necromancer you have in play"

Thanks for the suggestion.  If you are able to get Zombie Knight out of the trash, you can probably get other Zombies out of the trash and trash those instead of Zombie Knight.  Nevertheless, I don't think that is a big issue, and I think having slightly less text may be desirable.

I've updated the OP with your suggested revision.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 30, 2021, 05:22:11 am
It has been a week, but I have seen no 24 hour warning or similar. Is the judging coming soon?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Shael on March 30, 2021, 05:49:49 am
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Shael on March 30, 2021, 06:39:23 am
(https://i.imgur.com/5dJTXl0.png)
I think it need an other dividing line.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on March 30, 2021, 06:47:26 am
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 30, 2021, 07:35:16 am
It has been a week, but I have seen no 24 hour warning or similar. Is the judging coming soon?

I was going to give 24 hour warning later today. Close date is 3/30/2021. If people want this to wrap up earlier I am fine with that.

This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?

Balance will be important and how the new Zombie effects it will be looked at. Elegance is a bit more difficult to objectively, but I will be taking it into account. In the end I will will be influenced by personal preference.

Edit: ok, I have been busy and missed it was already the 30th, my apologies. Consider this the 24 hour warning!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on March 30, 2021, 12:21:47 pm
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.

I think Debt does seem like a good idea, as it allows it to be bought earlier than it otherwise would (since this is helpful earlier in the game, probably more than later).  $8 seems too high.  4 debt plus $4 cost is effectively no different than 8 debt.  What about $6?  Or $6 plus 2 debt?  Then it's not an immediate buy, but still is reachable early enough.

A completely different take on it - you could "... may trash a card from your hand costing at least $2 to..."
This seems more in line with the official cards, encouraging actually useful cards to go into the trash for future use.  It would still allow trashing your 3 estates, but it couldn't trash copper or curse for benefit anymore.  At this point, full debt cost would probably be okay (and/or possibly a cheaper cost).
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 30, 2021, 05:28:55 pm
Entries
This is just for organizational purposes and to ensure I do not miss an entry. I will be editing this as I collect the entries. If you do not see yours here please let me know.


Zombie Horde (http://forum.dominionstrategy.com/index.php?topic=20727.msg864972#msg864972) by emtzalex

Zombie Captain (http://forum.dominionstrategy.com/index.php?topic=20727.msg864978#msg864978) by mathdude

Throne of the Dead (http://forum.dominionstrategy.com/index.php?topic=20727.msg864981#msg864981) by X-tra

Zombie Apocalypse (http://forum.dominionstrategy.com/index.php?topic=20727.msg864990#msg864990) by mxdata

Zombie Summoner (http://forum.dominionstrategy.com/index.php?topic=20727.msg865038#msg865038) by Mahowrath

Zombie Goat (http://forum.dominionstrategy.com/index.php?topic=20727.msg865044#msg865044) by majiponi

Voodoo Ritual (http://forum.dominionstrategy.com/index.php?topic=20727.msg865065#msg865065) by faust

Zombie Merchant (http://forum.dominionstrategy.com/index.php?topic=20727.msg865073#msg865073) by pubby

Pet Sematary (http://forum.dominionstrategy.com/index.php?topic=20727.msg865105#msg865105) by gambit05

Zombie Witch (http://forum.dominionstrategy.com/index.php?topic=20727.msg865108#msg865108) by Lackar

Zombie Knight (http://forum.dominionstrategy.com/index.php?topic=20727.msg865154#msg865154) by Timinou

Wilt (http://forum.dominionstrategy.com/index.php?topic=20727.msg865166#msg865166) by spineflu

Zombie Welcoming Committee (http://forum.dominionstrategy.com/index.php?topic=20727.msg865181#msg865181) by Chappy7

Zombie Village (http://forum.dominionstrategy.com/index.php?topic=20727.msg865191#msg865191) by silverspawn

Zombie Mechanic (http://forum.dominionstrategy.com/index.php?topic=20727.msg865193#msg865193) by grep

Zombie Wolf (http://forum.dominionstrategy.com/index.php?topic=20727.msg865262#msg865262) by Wolflover

Zombie Infiltrator (http://forum.dominionstrategy.com/index.php?topic=20727.msg865273#msg865273) by LibraryAdventurer

Undead Throne & Zombie Workshop (http://forum.dominionstrategy.com/index.php?topic=20727.msg865277#msg865277) by fika monster

Zombie Forager (http://forum.dominionstrategy.com/index.php?topic=20727.msg865298#msg865298) by mandioca15

Day of the Dead (http://forum.dominionstrategy.com/index.php?topic=20727.msg865376#msg865376) by NoMoreFun

Necromancy (http://forum.dominionstrategy.com/index.php?topic=20727.msg865633#msg865633) by Shael
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Holger on March 31, 2021, 05:51:58 am
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.

I think Debt does seem like a good idea, as it allows it to be bought earlier than it otherwise would (since this is helpful earlier in the game, probably more than later).  $8 seems too high.  4 debt plus $4 cost is effectively no different than 8 debt.  What about $6?  Or $6 plus 2 debt?  Then it's not an immediate buy, but still is reachable early enough.
[...]

I would actually try it at $8 (or maybe $6+6 debt). Necromancy is extremely strong, and with a pure debt cost you would practically always buy it on turn 1, which is not so interesting. AFAICS it's usually at least as good as a Princed cantrip trasher, or as good as Cathedral, Barracks and a Hireling combined (as you can trash a card from your hand each turn and then play Zombie Spy for +1 Action+1 card).
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on March 31, 2021, 07:30:17 am
Ok, gonna close submissions. I will try to get results out within a day or so, but it being the middle of the week and me missing my own deadline may delay things. Thank you all for your patience.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Shael on March 31, 2021, 10:36:24 am
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.

I think Debt does seem like a good idea, as it allows it to be bought earlier than it otherwise would (since this is helpful earlier in the game, probably more than later).  $8 seems too high.  4 debt plus $4 cost is effectively no different than 8 debt.  What about $6?  Or $6 plus 2 debt?  Then it's not an immediate buy, but still is reachable early enough.

A completely different take on it - you could "... may trash a card from your hand costing at least $2 to..."
This seems more in line with the official cards, encouraging actually useful cards to go into the trash for future use.  It would still allow trashing your 3 estates, but it couldn't trash copper or curse for benefit anymore.  At this point, full debt cost would probably be okay (and/or possibly a cheaper cost).
Originaly I've made it at just 8 coins and that's how I put it on discord. But they point out that, with this cost, the first player who buy it will probably win the game. So they advice me to put it at the same cost as Donate because it's exactly for these reason that card like chappel or Donate have a cost that allow them to be bought in your first shuffle.
Your idea of a trash-fer benefit is a good idea and this is how I'll change the card if the constest wasn't finished (exept if we could change it before the result)

Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on March 31, 2021, 02:36:35 pm
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.

I think Debt does seem like a good idea, as it allows it to be bought earlier than it otherwise would (since this is helpful earlier in the game, probably more than later).  $8 seems too high.  4 debt plus $4 cost is effectively no different than 8 debt.  What about $6?  Or $6 plus 2 debt?  Then it's not an immediate buy, but still is reachable early enough.

A completely different take on it - you could "... may trash a card from your hand costing at least $2 to..."
This seems more in line with the official cards, encouraging actually useful cards to go into the trash for future use.  It would still allow trashing your 3 estates, but it couldn't trash copper or curse for benefit anymore.  At this point, full debt cost would probably be okay (and/or possibly a cheaper cost).
Originaly I've made it at just 8 coins and that's how I put it on discord. But they point out that, with this cost, the first player who buy it will probably win the game. So they advice me to put it at the same cost as Donate because it's exactly for these reason that card like chappel or Donate have a cost that allow them to be bought in your first shuffle.
Your idea of a trash-fer benefit is a good idea and this is how I'll change the card if the constest wasn't finished (exept if we could change it before the result)

I would also suggest adding "turning it face-down for the turn" as on Necromancer.  Otherwise, if you have both this and Necromancer in the kingdom, you could play the same card with both
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: faust on April 01, 2021, 01:04:06 am
I would also suggest adding "turning it face-down for the turn" as on Necromancer.  Otherwise, if you have both this and Necromancer in the kingdom, you could play the same card with both
And that's an issue why?
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mxdata on April 01, 2021, 01:35:44 am
I would also suggest adding "turning it face-down for the turn" as on Necromancer.  Otherwise, if you have both this and Necromancer in the kingdom, you could play the same card with both
And that's an issue why?

Well, I suppose you're right, it's not that big a deal
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Xen3k on April 02, 2021, 06:23:34 pm
Weekly Design Contest #109: Raise the dead
Results


Zombie Horde (http://forum.dominionstrategy.com/index.php?topic=20727.msg864972#msg864972) by emtzalex
(https://i.imgur.com/ceNi9B8h.png)
Quote
Zombie Horde - $3
Action - Zombie
Trash an Action card from the Supply.

A really simple and clean design. This has a really cool interaction with cards that have an effect when trashed. This will certainly make Necromancer more centralizing as trashing a Goons or Expand from the supply would make Necromancer one of the strongest $4 cost card in Dominion. The nature of Zombies and how Necromancer works, however, makes this slightly less nightmarish. Everyone gets access to the trash and each action in the trash can only be played once with Necromancer. I still think allowing any action to be trashed may be a bit too much. It would quickly become a game that ignores the other 3 Zombies, unless trashing and non-terminal cards are absent from the Kingdom. I like the design, it is very elegant, but I would only really want to use this in a predetermined Kingdom to limit its power.


Zombie Captain (http://forum.dominionstrategy.com/index.php?topic=20727.msg864978#msg864978) by mathdude
(https://i.imgur.com/K32K5fr.png)
Quote
Zombie Captain - $5
Action - Duration
Set aside a face-up, non-duration, Action card from the trash under this and play it, leaving it there.  At the start of your next turn, return it to the trash and play it, leaving it there
-
Setup: Put the Zombies into the trash

Zombie Captain is a great duration variant of Necromancer. A very innovative way to make it work and it is very clear on how it works so not to be confusing. The cost seems good at $5 as it can monopolize an action if you have multiple Zombie Captains. I think this would benefit greatly from additional Zombies. After a few non-Zombie actions have made their way into the trash, this looks like it would get a lot more fun. Not much more to say, I would not mind playing with this.


Throne of the Dead (http://forum.dominionstrategy.com/index.php?topic=20727.msg864981#msg864981) by X-tra
(https://i.postimg.cc/tJpYM0Hk/Throne-of-the-Dead-v1.png)
Quote
Throne of the Dead - $3
Action - Zombie
Play a Treasure from the trash twice, leaving it there.

This is a very clean and simple Zombie that rewards trashing more than just actions. This relies on either Zombie Mason or other trashing cards to get the treasure in the trash, but it makes using Zombie Mason less of a gamble even after getting some Silver or other treasures in your deck. I imagine this would be crazy good with Crown, but I do not think that is a problem. A really nice continuation of the trash matters theme of Necromancer.


Zombie Apocalypse (http://forum.dominionstrategy.com/index.php?topic=20727.msg864990#msg864990) by mxdata
(https://i.imgur.com/WABjgLx.png)
(https://i.imgur.com/jzw2AWv.png)(https://i.imgur.com/jy1TzJk.png)
Quote
Zombie Apocalypse - $3
Action - Zombie - Attack
Each other player without Bitten or Infected takes Bitten.
Quote
Bitten
State
At the start of your turn, you may trash a card costing $3 or more from your hand to return this. If you do not, flip this over to Infected.
Quote
Infected
State
The next time you buy a card, return this for 1 Debt per $3 the card costs (round down).

This is a very simple Zombie with most of the heavy lifting being done with the State. I like that the Zombie itself gives no benefit and using the State makes the attack scale very nicely in games with more than 3 players. Bitten/Infected  is a pretty brutal State later in the game. I definitely think the changes you made were warranted. I like that players can plan out whether they are going trash a card, eat the Debt penalty, or spend a buy getting junk (unless there is a decent $2 cost card). A very innovative way to use Debt that is not heavy-handed.


Zombie Summoner (http://forum.dominionstrategy.com/index.php?topic=20727.msg865038#msg865038) by Mahowrath
(https://i.imgur.com/LUfC73u.png)
Quote
Zombie Summoner - $3
Action - Zombie
+$1
Turn your Journey token over (it starts face up). Then if it's face up, gain an Imp.

I am a bit of a sucker for Imp and having a new way to get one is always welcome. The use of the Journey Token to delay the gain and warrant the ability to get such a powerful card is smart. I think it also benefits from not being able to play Zombie Summoner more than once a turn with Necromancer. Very nice design.


Zombie Goat (http://forum.dominionstrategy.com/index.php?topic=20727.msg865044#msg865044) by majiponi
Quote
Zombie Goat - $3
Action - Zombie
After drawing your next hand, trash a card from your hand.

This is a clean design and a simple idea. Captures the feel of Goat with a nice Zombie twist of uncertainty. It would be a great addition to the current zombies, being weaker than Mason and Apprentice, but is safer and gives more control over what you are trashing. I do not think this would greatly alter the power of Necromancer, but would just give more options.


Voodoo Ritual (http://forum.dominionstrategy.com/index.php?topic=20727.msg865065#msg865065) by faust
(https://i.imgur.com/br3Nj6p.png)
Quote
Voodoo Ritual - $4
Event
Once per turn: If the previous turn wasn't yours, take another turn after this one, and after this turn and the next, put your deck and hand into your discard pile, then swap your discard pile with the trash and draw 5 cards.
-
Setup: Put the 3 Zombies into the trash.

This card is weird. For a moment there I didn't think it really did anything, but I did get what happened eventually. I see the major issues with it are that it benefits from having ways to trash in the Kingdom, but trashing will usually mean a trash filled with coppers and estates. Additionally, if you do spend the buy and $4 to get a turn and buy things for the trash, everyone benefits from your efforts. I really like the innovative use of both the trash in a general sense and using the Zombies. Though, I do think a winning action is to use this event before the first shuffle to use Zombie Apprentice to trash Zombie Mason into your deck. I would have to play with it to be sure, but my first impression is that your bonus turn will likely not usually be very helpful. It is a very cool idea though and worth playtesting to at least see what strange situations it creates.


Zombie Merchant (http://forum.dominionstrategy.com/index.php?topic=20727.msg865073#msg865073) by pubby
(https://i.imgur.com/FO3gsg0.png)
Quote
Zombie Merchant - $3
Action - Zombie
+1 Action
Flip every card in the trash besides Zombie Merchant face-up. +$1 per card flipped.

This is a real nifty design. It pushes gaining multiple Necromancers, or ways to play Necromancer multiple times in a turn like Throne Room or similar Command cards. It allows you to play really powerful cards in the trash multiple times by flipping them face up again and getting paid as you do it. A nice compliment to the other Zombies, but I can see this making Necromancer slightly more centralizing, depending how the rest of the Kingdom looks.


Pet Sematary (http://forum.dominionstrategy.com/index.php?topic=20727.msg865105#msg865105) by gambit05
(https://i.ibb.co/WvWwNGH/Pet-Sematary-v2.png)
Quote
Pet Sematary - $3
Action – Zombie
+$1
You may play an Action card from your hand. If it has a copy in the trash, +1 Card and +1 Action.

Allows Necromancer to act like a Peddler/Village. This originally looked fairly awkward as if I have a nice action in hand, why not just play that action and use the Necromancer on the copy in the trash? What it does though is allows terminal cards in hand to not be terminal. Pet Semetery is a nice Village option that is otherwise missing from the original line-up of Zombies. Very nice design.


Zombie Witch (http://forum.dominionstrategy.com/index.php?topic=20727.msg865108#msg865108) by Lackar
(https://i.imgur.com/0Yd5IL9.png)
Quote
Zombie Witch - $4
Action - Zombie
+1 action
Each other player reveals their hand and exiles a curse from their hand, If they can't then they gain a curse.

Zombie Witch is a curser similar to Old Witch or Young Witch. It should have the Attack type added to it. The addition of this makes Necromancer a fairly weak Curser, especially as you can only ever get one attack off on a given turn. However, having that ability as an option allows Necromancer to conttribute to a more agressive attack focused Kingdom or put extra actions to use. I like that the Curses stick around in Exile even when blocking the attack as it makes such an early attack less oppressive but still impact the game . It was also a good choice not to provide too much of a vanilla bonus as anything more than +1 Card would make this an easy first pick when choosing a Zombie to play with Necromancer.


Zombie Knight (http://forum.dominionstrategy.com/index.php?topic=20727.msg865154#msg865154) by Timinou
(https://i.imgur.com/2lnDbIu.png)
Quote
Zombie Knight - $3
Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.  If a card is trashed by this, trash a Necromancer or Zombie you have in play.

I like the flavor of this card and how its mechanics match expectations for a Zombie Knight. I would have appreciated if it had the Knight card type as well, but that would have had no real impact on how it plays and would have likely been confusing when trying to play with the other Knights. I definitely think it is a smart move to have it self trash or trash a Necromancer in play as the power level of this definitely makes Necromancer stronger. Very nice design. That it only trashes Necromancers when played from the Trash is completely fine as going beyond that was outside the scope of the challenge.


Wilt (http://forum.dominionstrategy.com/index.php?topic=20727.msg865166#msg865166) by spineflu
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/605b4e5d61d04d270316694c/ae3d91394b49ea45586ba36fb05e1dd2/image.png)
Quote
Wilt - $3
Action - Zombie
Trash the top card of each Supply pile.
If this isn't in the trash, trash this.
If it's your Action phase, advance to your Buy phase.

Well, this makes Necromancer go from zero to a hundred in a hurry. I think this is interesting as every player that has bought a Necromancer will benefit from someone using this. I think this will make Necromancer a multiplicative force on any game warping actions that appear in the Kingdom. Expand and strong attack cards being available early on can be very oppressive. Additionally, this has really bonkers interactions with Tomb and any Kingdom cards that have a when trashed effect. I do like how this has a built in draw-back and that it makes Necromancer into more of a quasi Band of Misfits. I would need to playtest this quite a bit to determine where it would break and how easily it would. In a game with a non-random Kingdom I can see this being a fun addition that would make Necromancer into a centerpiece card for the Kingdom. A very cool design regardless.


Zombie Welcoming Committee (http://forum.dominionstrategy.com/index.php?topic=20727.msg865181#msg865181) by Chappy7
(https://i.imgur.com/xrqCRzr.png)
Quote
Zombie Welcoming - $3
Action - Zombie
+2 Actions
For the rest of this turn, when you trash a card, +$1

A Village that makes all trashing more beneficial. This is a great addition as the original Zombies are missing a Village option. This definitely benefits from more trash for benefit cards in the Kingdom and enhances the trashing theme of Zombie Apprentice and Mason.


Zombie Village (http://forum.dominionstrategy.com/index.php?topic=20727.msg865191#msg865191) by silverspawn
(https://i.ibb.co/qnhXXkB/Zombie-Village.png)
Quote
Zombie Village - $3
+1 Card
+2 Actions
Gain an Action card from the trash. If you did, each other player draws a card.
-
Setup: put the three Zombies into the trash.

A very simple and elegant non-Zombie card. I like the drawback of everyone else drawing a card if you gain a card off of it. It likely still has a problem where one person gets the Zombie Apprentice or Zombie Mason and someone gets stuck with the Spy. However, a village for $3 is almost always welcome and gaining actions of opportunity can be nice even if you only got the Zombie Spy. I see the value of this changing depending on what trashing is available in the Kingdom and being very unappealing if Ruins or Rats are in the game. Very balanced and uses the Zombies in an interesting way.


Zombie Mechanic (http://forum.dominionstrategy.com/index.php?topic=20727.msg865193#msg865193) by grep
(https://i.ibb.co/XLN67kz/image.png)
Quote
Zombie Mechanic - $3
Action - Zombie
Trash a card costing up to $4 from the Supply. Gain a copy of it.

A Workshop that sets up the trash with the card you gain which is useful if you gain an action card. This inherently has a cool interaction with Necromancer and winning the split if there is a race for Necromancers as it drains the pile. I don't see a race happening too often even if this card is added to the existing Zombies as it is not too powerful. Greatly benefits from certain cards with effects when trashed are in the Kingdom such as Silk Merchant and Squire. That you can get two Fortresses from this in one go may be a bit busted, but that is more the fault of Fortress than this card.


Zombie Wolf (http://forum.dominionstrategy.com/index.php?topic=20727.msg865262#msg865262) by Wolflover
(https://i.imgur.com/qCPshWK.png)
Quote
Zombie Wolf - $4
Action - Zombie
+1 Card
+1 Action
Reveal bottom card of your deck, if the cost is $4 put it in your hand, otherwise leave on bottom.

This is a weird Zombie. It is a quasi Pearl Diver that only cares about cards that cost $4. It is potentially a Lab, which is better than Pearl Diver, but it does not change what is on the bottom of your deck if that card does not cost $4. This makes Zombie Wolf a cantrip most of the time, unless you manage to fill your deck with $4 cost cards. I think this could benefit from some changes. You could make it effect cards of a range of costs, allow you to trash or discard the bottom card, or something. I think its effect as it is right now is pretty limited, but it has potential.


Zombie Infiltrator (http://forum.dominionstrategy.com/index.php?topic=20727.msg865273#msg865273) by LibraryAdventurer
Quote
Zombie Infiltrator - $5
Action - Attack
At the start of your next turn, +$3.
Until then, the first time each other player plays an Action card costing at least $3, they play a Zombie from the trash, leaving it there, instead of following the instructions of the Action they played.
-
Setup: Put 3 zombies in the trash.

This needs to have the Duration type added, but I understand what is intended. This is a really Enchantress variant. Less oppressive than Enchantress, as oyu can at least play Zombie Spy, if it is still in the trash. If players get all Zombies out of the trash this becomes much more oppressive than Enchantress. It would be rare that it would happen, but the possability is there. Making a new Zombie that cannot leave the trash and does something very simple like +1 Action may be a solution. Regardless, this is a very cool use of Zombies.


Undead Throne & Zombie Workshop (http://forum.dominionstrategy.com/index.php?topic=20727.msg865277#msg865277) by fika monster
(https://i.imgur.com/1nK8on5.png) (https://i.imgur.com/vc69i1C.png)
Quote
Undead Throne - $4
Action - Command
Gain a non-Command Action or Treasure card from the trash. If you did, play the gained card twice. If you didn't, trash an Action card from the supply.
-
Setup: Put the 4 zombies in the trash.
Quote
Zombie Workshop - $3
Action - Zombie
Gain an Action and a Treasure each costing up to $4.

This is the only entry that included both a Zombie and non-Zombie card. Undead Throne is a crazy mix of Lurker and Throne Room. The Throneing only happens when you gain an Action from the trash which limits its power and only being able to trash actions from the supply when you cannot gain from the trash is a nifty way to slow down the gaining of expensive actions. This has an interesting interaction between players that both buy Undead Throne, very similar to Lurker. Zombie Workshop is a very strong Workshop variant that gains both an action and treasure. As all the Zombies are very appealing when Throne Roomed, gauging one as better to gain first is difficult to determine, though Zombie Apprentice is likely the hardest to benefit from Throneing. Zombie Workshop may be stronger then the rest after it gets into your deck early game, but later on it is likely just junking your deck, depending on the Kingdom. Over all this is a great alternative to Necromancer and an interesting Zombie to boot.


Zombie Forager (http://forum.dominionstrategy.com/index.php?topic=20727.msg865298#msg865298) by mandioca15
Quote
Zombie Forager - $3
Action - Zombie
+1 Buy
Trash a card from your hand, then +$1 per two differently named cards in the trash (round down).

This is a really nice coin payload Zombie similar to Trade Routes. I like that it continues the trashing theme of Zombies. I can see this getting kinda crazy in a game with Ruins and Shelters. Even without those, with the 4 Zombies, Estate, and Copper, it becomes a terminal Gold.  This can easily become a +$4 while trashing junk, and though it can only be used once by Necromancer, it definitely looks stronger than the other Zombies. As long as there are no ways to gain this from the trash, it still effects all players equally and really just makes Necromancer more centralizing. I think it breaks if used with Ruins or Shelters, but otherwise just really bumps up the power of Necromancer and makes using Zombie Forager more appealing then the other zombies most of the time. A nerf of some kind would probably change that evaluation for me, maybe something like restricting the card types evaluated for the +coin or limiting what can be trashed? It has potential.


Day of the Dead (http://forum.dominionstrategy.com/index.php?topic=20727.msg865376#msg865376) by NoMoreFun
Quote
Day of the Dead - $4
Event
Once per turn: If the previous turn wasn't yours, take an extra turn after this one. In that turn, cards are played face up from the trash instead of from your hand. Leave non-Duration cards there, and turn them face down for the turn. (Setup: Put the Zombies into the trash)

This is an interesting seize the day variant. I think the lack of cap on what you can play from the trash will get out of hand quickly if there is even decent trashing available. Gaining durations you play from the trash is an interesting quirk, and trashing an action from your hand to Zombie Apprentice then playing that action you trashed seems like a really fun interaction. I really like how simple and intuitive the design for this is, but the lack of limits on how many cards you can play from the trash makes this an auto buy later in the game if a decent number of treasure have been trashed. I would not mind playing with it to see how crazy it got, but I am not sure if it would end up being fun.


Necromancy (http://forum.dominionstrategy.com/index.php?topic=20727.msg865633#msg865633) by Shael
(https://www.zupimages.net/up/21/13/pk9n.png)
Quote
Necromancy - 8Debt
Project
At the start of your turn, you may trash a card from your hand to play a non-Duration card from the trash, leaving it there.
-
Setup: Put the 3 Zombies into the trash.

Being able to trash a card from your hand at the start of your turn is nice in itself, getting to play an action from the trash is even better. I really like how simple this design is. The price as Debt makes this pretty easy to grab at the start of the game, and may be a no-brainer buy depending on the Kingdom. However, I don't see it as being unbalanced as everyone has the opportunity to buy it first thing and you do have to sacrifice at least 2 turns paying off the debt. A really good design.


Runners-Up
In no particular order.
Zombie Merchant (http://forum.dominionstrategy.com/index.php?topic=20727.msg865073#msg865073) by pubby
Zombie Mechanic (http://forum.dominionstrategy.com/index.php?topic=20727.msg865193#msg865193) by grep
Undead Throne & Zombie Workshop (http://forum.dominionstrategy.com/index.php?topic=20727.msg865277#msg865277) by fika monster

Winner
Zombie Captain (http://forum.dominionstrategy.com/index.php?topic=20727.msg864978#msg864978) by mathdude



Conclusion
Thank you to everyone who submitted an entry to the challenge. I hope everyone enjoyed the challenge. I really had trouble picking a winner as I liked all of the designs in one way or another. I could have easily added more to the runners-up I did pick. I want to apologize for the delay on posting this as this has clearly gone longer than a week. I know some of my choices or critiques may be off, but I tried to be honest and up front with my reasonings. Thank you for letting me oversee this challenge.

Congratulations to mathdude and I look forward to the next challenge!
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: mathdude on April 02, 2021, 09:01:52 pm
Thanks Xen3k!

I found this contest really fun. I may end up printing a few of these on blanks and add them to my Nocturne set.

I'll get the next contest up shortly. Maybe tonight or maybe tomorrow morning.
Title: Re: Weekly Design Contest #109: Raise the dead.
Post by: Holger on April 03, 2021, 06:51:15 am
This is my participation:
(https://www.zupimages.net/up/21/13/pk9n.png)
Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.

I think Debt does seem like a good idea, as it allows it to be bought earlier than it otherwise would (since this is helpful earlier in the game, probably more than later).  $8 seems too high.  4 debt plus $4 cost is effectively no different than 8 debt.  What about $6?  Or $6 plus 2 debt?  Then it's not an immediate buy, but still is reachable early enough.

A completely different take on it - you could "... may trash a card from your hand costing at least $2 to..."
This seems more in line with the official cards, encouraging actually useful cards to go into the trash for future use.  It would still allow trashing your 3 estates, but it couldn't trash copper or curse for benefit anymore.  At this point, full debt cost would probably be okay (and/or possibly a cheaper cost).
Originaly I've made it at just 8 coins and that's how I put it on discord. But they point out that, with this cost, the first player who buy it will probably win the game. So they advice me to put it at the same cost as Donate because it's exactly for these reason that card like chappel or Donate have a cost that allow them to be bought in your first shuffle.

I don't think that being the first to get a $8 Necromancy is a game-winning advantage, compared to existing cards and landscapes costing $8 (Prince, Citadel, Pathfinding). Trashing a card is much weaker by the time you have built your deck up to $8, and whether you get Necromancy on turn 6 or turn 8, say, may not make such a huge difference.

Donate is a different case as you usually don't want to buy it turn 1, so Donate's debt cost doesn't remove the interesting decision of when to gain it (the same is true for Royal Blacksmith). But Necromancy (like Cathedral) is usually best bought as soon as possible, which means turn 1 with a pure debt cost.

Quote
Your idea of a trash-fer benefit is a good idea and this is how I'll change the card if the constest wasn't finished (exept if we could change it before the result)
Agreed, this suggestion sounds good.