(https://i.imgur.com/Oqr26nU.png)
Winter is coming. It is like Stables, but you gotta discard the good stuff and the good stuff cannot be redrawn this turn (this includes Clean-up and thus your next hand).
On the contrary, it is absolutely necessary as you can also freeze a card twice, thrice, four times and so on.
If "once" is intended to mean "with one ice token", then the latter is the wording used in the actual fan expansion. Igloo says "You may freeze this with 3 Ice tokens".
„Freeze x y times“ is a compact wording I use and prefer to „put y Ice tokens on x“ or whatever.On the contrary, it is absolutely necessary as you can also freeze a card twice, thrice, four times and so on.
I don't really understand. Can you give a case where 'once' will make difference?
you can't freeze a card twice from your hand since it will not be in your hand anymore. Does it mean 'once' as in you can't freeze with two scouts?
This is such a cool mechanic! I'm looking forward to seeing all the different entries, and hopefully I can come up with a decent one.
This is such a cool mechanic! I'm looking forward to seeing all the different entries, and hopefully I can come up with a decent one.
I'm a fan also. I experimented with it a little bit in one of my expansions. The first 6 cards all use this mechanic:
https://dominion-fantasy.weebly.com/
Glacial Village • $4 • Action
+2 Actions
You may freeze a card from your hand with 1 Ice token.
For each Ice token on your frozen cards, +1 Card
-
When you buy this, freeze it with 2 Ice tokens.
Ok Here is my card (Please read the note lower down)
(https://i.imgur.com/iYxMqoB.png)
Fika, can you confirm that you are ok with this rule change?
I am just using this rule change for my own card. Feel free to adopt it or ignore it.
„Freeze x y times“ is a compact wording I use and prefer to „put y Ice tokens on x“ or whatever.On the contrary, it is absolutely necessary as you can also freeze a card twice, thrice, four times and so on.
I don't really understand. Can you give a case where 'once' will make difference?
you can't freeze a card twice from your hand since it will not be in your hand anymore. Does it mean 'once' as in you can't freeze with two scouts?
IMPORTANT NOTE: I think the ice token mechanic is overall fine. The only problem is that it discards cards at the beginning of your turn. That means the first ice token doesn't do much (instead discarding at the end of your turn, you discard at the beginning of your next, which usually doesn't make too much of a difference). The other big problem is that it cause cards to miss the shuffle. With this card in particular (with the original rules as is) it's hard to make it work no matter how many ice tokens you put on it:So cards 'naturally thawed' at turn start would also wait until turn end to be discarded? That would mean one Freeze keeps a card out of deck for 1-and-a-bit turns, which would affect the usefulness of something like segura's Scout heavily. You could add an extra clause to this card, 'you may thaw one of your cards once; if it's then on 0, discard it at end of turn' (to use Freeze mat terms).
1 ice token: Can have infinite loops
2 ice tokens (my original thought): If you have a chain of them and use them to remove the other ice tokens, each will have one at the end of the turn and will come back at the beginning of your next which is pretty much a lab.
3 ice tokens (the not so great solution): Ok so add one ice token and everything's fine right? Not really. Labs tend to be in decks meant to draw your deck, thus the turn before you get them back, you likely triggered a reshuffle when drawing your starting hand, meaning frozen cards will likely go into an empty discard pile. Even if your deck was still strong enough to draw to them, it would be pointless because at that point you've already drawn all of your payload. It would have this really staggered and weak lab effect.
Solution: Ice token rule change - When you remove the last ice token from a card, discard that card at the end of that turn.
This does pretty much the same (just with one less ice token) except you get to shuffle the incoming cards into your deck, and have a chance at drawing them.
Glaciate - Action, $3 cost.Remodel where the only limitation is Victory cards, but the bigger step-up in cost you go, the longer you have to wait. Trim down your deck early, ready for the power to come in later.
+1 Action
Trash a card from your hand. Gain a non-Victory card costing purely $, freezing it once per $1 it costs more than the trashed card.
„Freeze card x y times“ means literally the same as „put y Ice tokens on card x“. It is a crystal clear wording and has nothing to do with KC. That card says „play an Action card three times“.„Freeze x y times“ is a compact wording I use and prefer to „put y Ice tokens on x“ or whatever.On the contrary, it is absolutely necessary as you can also freeze a card twice, thrice, four times and so on.
I don't really understand. Can you give a case where 'once' will make difference?
you can't freeze a card twice from your hand since it will not be in your hand anymore. Does it mean 'once' as in you can't freeze with two scouts?
The problem with the compact version of the wording is that it's ambiguous and goes against existing cards like King's Court... [do X] [three times] is already used to mean the same as [do X][do X][do X]. In this case, the "X" would be "freeze the card", which as far as I can tell from the original expansion is defined to mean "set it aside".
It could work fine if "freeze X" were defined to "if X is not set aside, set it aside. Either way, add 1 ice token to it". That definition could work fine, and in that case "freeze X three times" would have the same effect as "freeze X with 3 ice counters on it". But as it is, "freeze X three times" seems to mean something different than the normal "do X three times" means.
(https://i.ibb.co/4F0dpHV/Arctic-Village.png)This looks like a weaker version of Exile, or in other words, among all cards so far this ihre closest implementation of freeze to Exile. I think it is a bit too weak, a Necro that Exiles seems far worse than Sanctuary and Bounty Hunter and this card is nearly strictly worse than Exile.
Btw, I quite like this mechanic. In fact, my expansion had something very similar but without using the mechanic. Unfortunately, the card kind of sucked and I eventually took it out. But I think the fault was not with the extended-discard idea but with the fact that the card was too weak and did nothing else. To improve on that, I made this one a sort of Village. On the one hand, it's a pretty shitty trasher, but on the other, having your +Actions and deck thinning on the same card should be quite nice.
So cards 'naturally thawed' at turn start would also wait until turn end to be discarded? That would mean one Freeze keeps a card out of deck for 1-and-a-bit turns, which would affect the usefulness of something like segura's Scout heavily.
I agree that it's a weaker version of Exile and that a Necropolis that does this is weaker than bounty hunter and Sanctuary. But Bounty Hunter and Sanctuary are both very strong, so I think that's fine. You can have deck thinning that's much weaker than either of them without having something too weak to be playable. I tend to like weak trashers and junkers.I think it is a $2 or $3. Take Raze, after the first shuffling, I’d rather lose that VP for some draw and sifting than not. Of in many other situations, your card is better than Raze as you always get an extra Action and can pseudoexile green. But I think this opening situation illustrates the serious weakness of a non-drawing card.
Permafrost
$5 - Action-Duration
At the start of each of your turns for the rest of the game, choose one: Freeze a card from your hand with 3 Ice tokens; add 2 Ice tokens to one of your Frozen cards; or remove 1 Ice token from one of your Frozen cards.
(This stays in play.)
+1 CardUsing 'thaw' here in place of something like 'remove the last Ice token from'.
+1 Action
+$1
If there are no Mammoths left in the supply, freeze this with 3 Ice tokens.
-
When you would thaw this, trash it instead. You may gain a Discovery.
$2'any Ice tokens in play' could easily be 'any cards with Ice tokens on them' or 'any cards of your Frozen mat', etc. if necessary.
Worth an additional $2 if you have any Ice tokens in play.
Interesting mechanic!
For my submission I wanted to explore the idea of how something differs prior to being frozen/after being frozen. Here's what I landed on (hope a split-pile is acceptable):
(https://i.imgur.com/q7sNKeo.png)Quote+1 CardUsing 'thaw' here in place of something like 'remove the last Ice token from'.
+1 Action
+$1
If there are no Mammoths left in the supply, freeze this with 3 Ice tokens.
-
When you would thaw this, trash it instead. You may gain a Discovery.
Which becomes...
(https://i.imgur.com/rpxcOkE.png)Quote$2'any Ice tokens in play' could easily be 'any cards with Ice tokens on them' or 'any cards of your Frozen mat', etc. if necessary.
Worth an additional $2 if you have any Ice tokens in play.
Standard 5/5 split. Mammoths run free until they are extinct. A frozen Mammoth makes for a truly valuable Discovery.
Funnily enough, freezing a Mammoth through other means allows a player to potentially gain a Discovery before it is uncovered in the supply.
(https://i.imgur.com/eSs5yTch.png) | Quote from: Ice House ICE HOUSE (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png) |
My Submission:
Quote from: Ice HouseICE HOUSE (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png)
ACTION
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png) per Ice token on one Frozen card you have (your choice).
This is gained Frozen with 5 Ice tokens.
A Poor House variant, this provides terminal money in variable amounts. If you Buy them at regular intervals, they can both be the source of the Ice and the mechanism to cash in on it. But if it's the only card with the Frozen mechanic, should they run out, you could end up stuck with a lot of dead cards (and the last one you buy will never be useful).
My Submission:
Quote from: Ice HouseICE HOUSE (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png)
ACTION
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png) per Ice token on one Frozen card you have (your choice).
This is gained Frozen with 5 Ice tokens.
A Poor House variant, this provides terminal money in variable amounts. If you Buy them at regular intervals, they can both be the source of the Ice and the mechanism to cash in on it. But if it's the only card with the Frozen mechanic, should they run out, you could end up stuck with a lot of dead cards (and the last one you buy will never be useful).
Small wording suggestion: instead of "This is gained Frozen with 5 Ice tokens", you could use "When you gain this, freeze it with 5 ice tokens" (or "freeze it 5 times" or whatever language). I think it's a little easier to read and it's more clear to me how it interacts with other alternative gains/when-gain triggers.
I like the concept either way!
Winter Village - Victory - $3*
2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
-
When you buy this, you may overpay for it. If you do, freeze this with an Ice token for each $1 you overpaid.
When you remove an Ice token from this, choose one: +1 Villager or +1 Coffers
Frozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may Freeze it 4 times to play this from your hand.
So this definitely feels like a 0.1 version, but I want to get it out there to get some feedback:
(https://i.imgur.com/KdtZdxs.png)QuoteWinter Village - Victory - $3*
2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
-
When you buy this, you may overpay for it. If you do, freeze this with an Ice token for each $1 you overpaid.
When you remove an Ice token from this, choose one: +1 Villager or +1 Coffers
Basically, the freeze mechanic seems ripe for something with overpay in order to delay it getting into your deck. And the main reason you would pay extra is if it were a stop card, I think. The villager or coffers is a little extra bonus.
Things that could need tweaking:
• number of VP this is worth
• cost
• the extra bonus*
* a different take on this I'm considering is +1 VP token instead. So it would be a victory card that you could make worth a lot more and help keep out of your deck, BUT you risk it not getting to that value, if the game ends before you collect all the tokens. The cost of this version felt a lot harder to calibrate so I figured I'd start with the posted version. But please comment on what you think of the VP version too, if that feels like a better bonus here.
Frozen Village
Action
$5
Freeze this with 3 Ice tokens
-
When you remove an Ice token from this, +1 Action
Frozen Village
Action
$5
+1 Action
Freeze this with 2 Ice tokens
-
When you gain this, freeze it with 1 Ice token. When you remove an Ice token from this, +1 Card +1 Action
(https://i.imgur.com/laAQ4Wq.png)This looks weaker and more expensive than Fishing Village.QuoteFrozen Village
Action
$5
Freeze this with 3 Ice tokens
-
When you remove an Ice token from this, +1 Action
Essentially a sort of quasi-Duration card using the Ice mechanic. On the turn you play it, you get no benefit, but on the next 3 turns, you get a Village effect at the start of turn
Fishing Village only lasts one turn, though, and this lasts 3(https://i.imgur.com/laAQ4Wq.png)This looks weaker and more expensive than Fishing Village.QuoteFrozen Village
Action
$5
Freeze this with 3 Ice tokens
-
When you remove an Ice token from this, +1 Action
Essentially a sort of quasi-Duration card using the Ice mechanic. On the turn you play it, you get no benefit, but on the next 3 turns, you get a Village effect at the start of turn
This provides net +2 Actions, spread over 3-4 turns (depends on whether you draw into it the turn you discard it), whereas Fishing Village provides net +2 Actions +2 Coins, spread over 2 turns.Fishing Village only lasts one turn, though, and this lasts 3(https://i.imgur.com/laAQ4Wq.png)This looks weaker and more expensive than Fishing Village.QuoteFrozen Village
Action
$5
Freeze this with 3 Ice tokens
-
When you remove an Ice token from this, +1 Action
Essentially a sort of quasi-Duration card using the Ice mechanic. On the turn you play it, you get no benefit, but on the next 3 turns, you get a Village effect at the start of turn
That's a good pointThis provides net +2 Actions, spread over 3-4 turns (depends on whether you draw into it the turn you discard it), whereas Fishing Village provides net +2 Actions +2 Coins, spread over 2 turns.Fishing Village only lasts one turn, though, and this lasts 3(https://i.imgur.com/laAQ4Wq.png)This looks weaker and more expensive than Fishing Village.QuoteFrozen Village
Action
$5
Freeze this with 3 Ice tokens
-
When you remove an Ice token from this, +1 Action
Essentially a sort of quasi-Duration card using the Ice mechanic. On the turn you play it, you get no benefit, but on the next 3 turns, you get a Village effect at the start of turn
(https://i.imgur.com/laAQ4Wq.png)QuoteFrozen Village
Action
$5
Freeze this with 3 Ice tokens
-
When you remove an Ice token from this, +1 Action
Essentially a sort of quasi-Duration card using the Ice mechanic. On the turn you play it, you get no benefit, but on the next 3 turns, you get a Village effect at the start of turn
Frozen VillageMade it stronger, now it's non-terminal the turn you play it, plus it also gives an extra card at the start of each turn, and works on the turn immediately after buying it. It's thus similar to Ghost Town, except acting over two turns. One major difference is that, due to the Ice mechanic, it gets discarded at the start of the last turn that it has an effect, and thus may potentially be drawn back into your hand on the same turn. Three Ice tokens would probably be overpowered with these stronger effects, so I reduced it to two.
Action
$5
+1 Action
Freeze this with 2 Ice tokens
-
When you gain this, freeze it with 1 Ice token. When you remove an Ice token from this, +1 Card +1 Action
(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
You do need the "in play" because of the reaction that lets you play it when you gain a card.
But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
You do need the "in play" because of the reaction that lets you play it when you gain a card.
But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
Now that you mention it's not exactly clear how the reaction works. If I gain a card, can I play frozen mine for free (and trasha treasure for a silver) and freeze the gained card? This just makes it even more powerful.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
You do need the "in play" because of the reaction that lets you play it when you gain a card.
But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
You do need the "in play" because of the reaction that lets you play it when you gain a card.
But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
About the Reaction, being able to quais-Exile green you gain is pretty sweet in the endgame, but the ability to Mine Coppers into Silvers is largely irrelevant back then.
So I don't know how strong it is but it is definitely far below the power level of a $5. So it is a $2, $3 or a $4.
My Submission:
(https://i.imgur.com/Z3bLoeLh.png) Quote from: Ice HouseICE HOUSE (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png)
ACTION
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/32px-Coin1.png) per Ice token on one Frozen card you have (your choice).
This is gained Frozen with 5 Ice tokens.
Small wording suggestion: instead of "This is gained Frozen with 5 Ice tokens", you could use "When you gain this, freeze it with 5 ice tokens" (or "freeze it 5 times" or whatever language). I think it's a little easier to read and it's more clear to me how it interacts with other alternative gains/when-gain triggers.
I like the concept either way!
To be fair, in Gazbag's original post the cards use the wording "This is gained frozen with X ice tokens" (See frigid village and Glacier). Then again, there is some wording inconsistency in Gazbag's original post (sometimes it says frozen with x ice tokens, and sometimes it says to set the card aside and put x ice tokens on it).
Snow Hag Crystal Ball (https://i.imgur.com/n9tmdIu.png) (https://i.imgur.com/FCCmrP8.png)
Nomad Glacier (https://i.imgur.com/1fLhjTa.png) (https://i.imgur.com/kigCVYs.png)
Igloo:
(https://i.imgur.com/jZfreVd.png)
(https://i.imgur.com/Oqr26nU.png)
When you gain this, Freeze it 5 times.
I was going to suggest a wording change for that card, but it's for the upper half. "Choose a card you own. +1$ per Ice token on it."
(edited 'you own')
Choose a card you have Frozen. +$1 per Ice token on it.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
You do need the "in play" because of the reaction that lets you play it when you gain a card.
But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
About the Reaction, being able to quais-Exile green you gain is pretty sweet in the endgame, but the ability to Mine Coppers into Silvers is largely irrelevant back then.
So I don't know how strong it is but it is definitely far below the power level of a $5. So it is a $2, $3 or a $4.
I basically designed it to be useful for getting rid of Copper if there are no better trashers, defend against Junkers if there are no better Moats, and allow Greening pretty early without hurting the deck. If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty. I get that it is a bit unusual in how all the elements work together, but I didn't intend for it to be a powerhouse. I can see it may be considered a bit too cheap at $2, especially when compared to something kinda similar like Amulet, so maybe bumping it up to $3 would be a good change.
"When you gain a card, you may Freeze it 4 times to play this from your hand."
"When you gain a card, you may set it aside with 4 Ice tokens on it to play this from your hand."
Quote from: Ice HouseChoose a card you have Frozen. +$1 per Ice token on it.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.(https://live.staticflickr.com/65535/51162454983_5f7f0910fd_b.jpg)QuoteFrozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.
A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.
This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).
You do need the "in play" because of the reaction that lets you play it when you gain a card.
But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
About the Reaction, being able to quais-Exile green you gain is pretty sweet in the endgame, but the ability to Mine Coppers into Silvers is largely irrelevant back then.
So I don't know how strong it is but it is definitely far below the power level of a $5. So it is a $2, $3 or a $4.
I basically designed it to be useful for getting rid of Copper if there are no better trashers, defend against Junkers if there are no better Moats, and allow Greening pretty early without hurting the deck. If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty. I get that it is a bit unusual in how all the elements work together, but I didn't intend for it to be a powerhouse. I can see it may be considered a bit too cheap at $2, especially when compared to something kinda similar like Amulet, so maybe bumping it up to $3 would be a good change.
I like that this does a few different things not as well as some other cards. I think the versatility balances out the relative inefficiency in some of the things it does. I like it at $2; since you are "missing" buying a Silver, this can (sort of) make up for that.
However, the wording "...you may play this from your hand to..." is a bit ambiguous, as it isn't clear whether (a) you're playing the card (and resolving it's effect normally) plus icing the gained card; or (b) playing the card and getting the icing ability instead of the normal effect (like an internal Way). From your comment ("If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty"), it seems clear that you meant it to be (a). You might want to clarify the language by saying...Quote"When you gain a card, you may Freeze it 4 times to play this from your hand."
...or if you don't want to use the "Freeze [the card] x times" suggested by segura (that I very much like, see my previous post), it could be...Quote"When you gain a card, you may set it aside with 4 Ice tokens on it to play this from your hand."
Original Post Updated (http://forum.dominionstrategy.com/index.php?topic=20780.msg869309#msg869309)
(https://live.staticflickr.com/65535/51164256611_a043b8d308_b.jpg)
Changed it to the suggested wording. Kinda strange how the reaction is triggered by gaining a card, but the conditional requirement of having Frozen Mine in your hand is not checked until after the Freezing instructions. The original wording used the Black Cat template, but the added Freezing effect did make it ungainly. I like this more. My only concern is whether there are any situations where you can play Frozen Mine without Freezing something, but I can't think of any.
@emtzalex: remember to actually update the image
Thanks for the feedback. Just to clarify, if you played dissolve on turn 3 (without another one) you'd remove the first ice token on turn 4, and the second on turn 5, so you'd get it back at the end of turn 5 not turn 4.
ah, oops
my brain melted a bit during this contest judging, was a ton of cards too judge. i don't think it would have been my win pick even if I had understood it correctly
Judgment has been posted! Apologies for taking time
added runners up, tho all 9/10s could be considered runner upsJudgment has been posted! Apologies for taking time
Thanks for the great judging, fika monster, and for the feedback on my card.
I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
Judgment has been posted! Apologies for taking time
Thanks for the great judging, fika monster, and for the feedback on my card.
I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
added runners up, tho all 9/10s could be considered runner upsJudgment has been posted! Apologies for taking time
Thanks for the great judging, fika monster, and for the feedback on my card.
I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
Runner ups:
Glaciate by Aquila
Way of the scrat by Timinou
(https://i.imgur.com/vuXnQl4h.png) | Quote from: Arctic Expansion Arctic Expansion -- $10 |
(https://i.imgur.com/JROb3aMh.png) | Quote from: Let It Go Let It Go -- $4 |
(https://i.imgur.com/ogNFPr3h.png) | Quote from: Woods and Frozen Lake Woods and Frozen Lake -- $6 |
Woot! This is the first time I've won any of these contests (I've had a few runners-up!)
Thanks fika monster, I thought I had a decent shot, because like i said, it felt like ice tokens would "synergize" so well with overpay on a victory card. But there were so many other good entries, I wouldn't have been surprised with receiving another runner-up either.
And interestingly enough, both my entries this week were alt-VP and both did well, so maybe I should just stick with that from now on. :)
I'll get a new contest up in a couple of days - 1) because I want to think about if I can come up with a new mechanic or I just borrow one from the almanac, 2) this contest and the weekly contest have both been ending around the same time, and (at least to me) it would be nice to stagger then a little.
Quote from: Woods and Frozen LakeWoods and Frozen Lake -- $6
Night - Duration - Attack
Until your next turn, when any other player discards an Action card from play, Freeze it twice.
At the start of your next turn, gain a Horse.
On that front, I came up with this Haunted Woods variant, which Freezes your opponent's Action cards (and is a reference to a much less commercial piece of culture).
Judgment has been posted! Apologies for taking time
Thanks for the great judging, fika monster, and for the feedback on my card.
I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
I've been meaning to say thank you so much for creating and keeping the Hall of Fame post up to date! You did miss 3rd place on the "aquatic" theme week. It was your entry, so I'm thinking you may have left if off on purpose? But no reason to be humble, 3rd place is great and official and deserves a spot on the HoF.