Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained to your deck (instead of your Discard pile)
DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.
I don't think it's too weak. Crown sees plenty of play and this is arguably a better Throne Room+ effect.DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.
It wasn't a choice between regular Throne Room and delayed Throne Room, though. This has to cost (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) due to being strictly better than Throne Room. Although I agree that it may be too weak for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) (and thus unpriceable).
(https://i.imgur.com/yFCNAZX.png)
Salvage • $4 • Treasure
Choose one: +$1; or trash a card costing $2 or more from your hand, and at the start of your next turn, +$1 per copy of that card in the trash.
(https://i.imgur.com/6uuHtrs.png)
Novice is a Duration-Draw version of Apprentice. I added a slight on-gain buff since it otherwise seemed on the weaker side of $5.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6100688b6e1b8a27cfa25b4f/0fcd227594c72ad81e13a8724a216f10/image.png)QuoteSalvage • $4 • Treasure
Choose one: +$1; or You may trash a card costing $2 or more from your hand, and at the start of your next turn, if this is still in play, +$1 per copy of that card in the trash.
tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, and phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.
Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.
(https://i.imgur.com/6uuHtrs.png)
Novice is a Duration-Draw version of Apprentice. I added a slight on-gain buff since it otherwise seemed on the weaker side of $5.
1. This could almost certainly stand to be unconditionally non-terminal. As it currently is, it compares really poorly to Research, which costs less. And it would honestly still compare poorly to Apprentice. Being able to play it on-gain is not nearly enough to offset the drawbacks of being Duration draw rather than regular draw.
2. This has difficult-to-track issues. You have to remember what you trashed for an entire round of play. That's why Research sets aside cards, to track how many cards you're supposed to draw next turn. Ofc, this approach would make it a lot weaker (by making you unable to draw the set-aside cards and thus unable to draw deck this turn), to the point of being strictly worse (identical if you take my advice in #1) than Research on-play.
(https://i.imgur.com/CzuAYU7h.png) | Quote from: Investment
|
(https://i.imgur.com/HjS7pdN.png)
Here's my entry this week. Sentinel is a cheap Night-Duration sifter/next turn set up card, granting you a double City Gate-like ability (or Secret Chamber reaction, remember that card) either during this Night phase or at the start of your next turn. +Cards at Night is a little awkward sometimes, but you can save your best two leftover cards for next turn (especially nice for dead-drawn Actions) while potentially sifting some junk out of your next hand. Using it at the start of next turn can help prevent duds and activate cards that care about the top of your deck (e.g. Wishing Well, Ironmonger, Chariot Race, etc.). Both options should see usage.
P.S. I was moments away from posting a nearly identical card to emtzalex (mine didn't have the on-play +Buy, but was otherwise the same, including the name!). Great minds I guess.
I'm changing the rules for playing a card you can't physically put into play. The new rule is, you can't! Wait: except, Thrones still get to play cards a 2nd time that went into play the first time but then vanished (I would like to kill this, but players are too attached to it). This rule as phrased by Ingix:(I.e. Stop-Moving now prevents Harbor from being played if it's moved to somewhere it doesn't expect itself to be.)
"An effect that tries to play a card for the first time can only do so when the card is where the effect expects it to be. If it can play it the first time, subsequent plays will also work.".
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6100688b6e1b8a27cfa25b4f/0fcd227594c72ad81e13a8724a216f10/image.png)QuoteSalvage • $4 • Treasure
Choose one: +$1; or You may trash a card costing $2 or more from your hand, and at the start of your next turn, if this is still in play, +$1 per copy of that card in the trash.
tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, and phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.
Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.
I don't think you need "You may" for the second option, as the player can almost always just choose the first. If you keep it, it should not be capitalized.
I also don't know that you need to design around using Counterfeit. If there were any official Treasure-Durations, it would probably be errata'ed to say non-Duration, but for now it works the same as if you Crowned it and then used Bonfire to trash it (alternatively, when using it you could just presume the errata on Counterfeit).
DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.
(https://i.imgur.com/o5FQ3ZE.png)
Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).
As phrased, this would try (and fail) to gain a copy of it, and get discarded that turn.(https://i.imgur.com/o5FQ3ZE.png)
Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).
What happens when the next Action card played is a non-supply card?
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6100688b6e1b8a27cfa25b4f/0fcd227594c72ad81e13a8724a216f10/image.png)QuoteSalvage • $4 • Treasure
Choose one: +$1; or You may trash a card costing $2 or more from your hand, and at the start of your next turn, if this is still in play, +$1 per copy of that card in the trash.
tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, and phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.
Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.
I don't think you need "You may" for the second option, as the player can almost always just choose the first. If you keep it, it should not be capitalized.
I also don't know that you need to design around using Counterfeit. If there were any official Treasure-Durations, it would probably be errata'ed to say non-Duration, but for now it works the same as if you Crowned it and then used Bonfire to trash it (alternatively, when using it you could just presume the errata on Counterfeit).
I agree with the 2nd point (I also think Procession didn't need the "no longer works on Durations" errata), but I think it's problematic to have an option lack accountability, even if you could always just choose one of the other options. I have the same gripe with Treasurer and Graverobber.
$2
Choose one: put your hand onto your deck; or trash an Action card from your hand to gain a Victory card costing up to $2 than it.
$2
Choose one: you may put your hand onto your deck; or you may trash an Action card from your hand to gain a Victory card costing up to $2 than it.
I mean, yeah, but neither assertion is really hurting the card.
(https://i.ibb.co/KWyL2sY/image.png) (https://shardofhonor.github.io/dominion-card-generator/index.html?title=Wagenburg&description=%2B1%20Card%0A%2B2%20Actions%0AYou%20may%20put%20your%20-1%20Card%20token%20on%20your%20deck.%20If%20you%20did%2C%20at%20start%20of%20your%20next%20turn%2C%20%2B1%20Card.%0A-%0AWhile%20this%20is%20in%20play%2C%20you%20are%20unaffected%20by%20other%20players%27%20Attack%20cards.&type=Action%20-%20Duration&credit=&creator=&price=%244&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fmedia.moddb.com%2Fimages%2Fmods%2F1%2F43%2F42803%2Fstrucna-historie05.1.png&expansion=&custom-icon=%2C&color0=4&color1=0&size=0) | Wagenburg $4 - Action - Duration +1 Card +2 Actions You may put your -1 Card token on your deck. If you did, at start of your next turn, +1 Card. - While this is in play, you are unaffected by other players' Attack cards. |
Information Broker - $5
Action - Duration
+2 Cards
+1 Action
Either now or at the start of your next turn, if you have no Debt, +2 Cards and take 4 Debt.
(https://live.staticflickr.com/65535/51342682115_795e637b3e_b.jpg)QuoteInformation Broker - $5
Action - Duration
+3 Cards
Either now or at the start of your next turn, +1 Card, +1 Action, and take 4 Debt.
A Smithy+. Either you take the debt the same turn to have it be non-terminal with an extra draw, or you delay the debt to get an extra card and action on the following turn. I wanted the debt cost to be significant enough to make it a real choice to take the turn you play Information Broker or not. I am not sure how successful I was. I imagine it will be much more powerful later in the game when the average value in your deck is higher. Please let me know what you think, feedback is appreciated.
(https://live.staticflickr.com/65535/51342682115_795e637b3e_b.jpg)QuoteInformation Broker - $5
Action - Duration
+3 Cards
Either now or at the start of your next turn, +1 Card, +1 Action, and take 4 Debt.
A Smithy+. Either you take the debt the same turn to have it be non-terminal with an extra draw, or you delay the debt to get an extra card and action on the following turn. I wanted the debt cost to be significant enough to make it a real choice to take the turn you play Information Broker or not. I am not sure how successful I was. I imagine it will be much more powerful later in the game when the average value in your deck is higher. Please let me know what you think, feedback is appreciated.
Imo, +4 Cards, +1 Action, take (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png) is already super strong for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) even without the ability to delay part of its effects to next turn.
QuoteInformation Broker - $5
Action - Duration
+3 Cards
Either now or at the start of your next turn, +1 Card, +1 Action, and take 4 Debt.
Edit: Bumped up the price to $6 since it is a non-terminal Hunting Grounds with a drawback. If it seems too good still I will mess with the rest of it.
Indebted Blacksmith (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Action
+3 cards. If you have no (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png), +3 actions and take (http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png).
I've updated my entry:
(https://i.imgur.com/MHsDOum.png)
Novice is a delayed, terminal Apprentice that allows you to trash up to two cards.
(https://i.imgur.com/o5FQ3ZE.png)
Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).
What happens when the next Action card played is a non-supply card?
I've updated my entry:
(https://i.imgur.com/MHsDOum.png)
Novice is a delayed, terminal Apprentice that allows you to trash up to two cards.
(https://i.imgur.com/yFCNAZX.png)
Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained to your deck (instead of your Discard pile)
Sovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. You may set it aside if there's a copy of it in the Supply, to play it twice at the start of your next turn.
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.
Changing out my entry, after having slept on it a minute.
(https://trello.com/1/cards/61040ba0688dca6add2e9b84/attachments/61040ba716e4ce4d61f8f3a0/previews/61040baa16e4ce4d61f8f425/download)QuoteSovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. If there's a copy of it in the Supply, you may set it aside and at the start of your next turn, play it twice.
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.
Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.
Adapted from a card (Sultan) that gubump posted in the discord.
Changing out my entry, after having slept on it a minute.
(https://trello.com/1/cards/61040ba0688dca6add2e9b84/attachments/61040ba716e4ce4d61f8f3a0/previews/61040baa16e4ce4d61f8f425/download)QuoteSovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. If there's a copy of it in the Supply, you may set it aside and at the start of your next turn, play it twice.
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.
Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.
Adapted from a card (Sultan) that gubump posted in the discord.
"If there's a copy of it in the Supply, you may set it aside..." makes it sound like you set aside the copy that's in the Supply.
Changing out my entry, after having slept on it a minute.
(https://trello.com/1/cards/61040ba0688dca6add2e9b84/attachments/61040ba716e4ce4d61f8f3a0/previews/61040baa16e4ce4d61f8f425/download)QuoteSovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. If there's a copy of it in the Supply, you may set it aside and at the start of your next turn, play it twice.
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.
Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.
Adapted from a card (Sultan) that gubump posted in the discord.
"If there's a copy of it in the Supply, you may set it aside..." makes it sound like you set aside the copy that's in the Supply.
(https://trello.com/1/cards/61040ba0688dca6add2e9b84/attachments/610442ad9445e07f64995ee6/previews/610442af9445e07f64995f2f/download)
better?
1. Is it intentional that this behaves wonky with cards that don't cost purely (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)? For example, if I set aside a Transmute and a Copper, this would wait until next turn to trash them (because (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) + (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) = (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) =/= (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)) even though it doesn't draw anything. If not, it should say "if their total cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)..."
2. This could be worded more simply: "Set aside up to 2 cards from your hand (on this). If their total cost in $ is $0, trash them. Otherwise, at the start of your next turn, trash them and +1 Card per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) they cost."
I like the design of this a lot compared to Research, but why not just make it "Choose one: Trash now; or trash next turn for +1 Card per $". That solves the issue of non $ costs acting weird.
Skipper | Action - Duration | $5Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
I'm highly considering this change for Skipper:QuoteSkipper | Action - Duration | $5Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
- Turn 10: you Skipper Wharf α (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
- Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
- on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)
But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.
These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.
With these changes, there isn't room for gain to deck.
Thoughts? Is this an actual improvement in card quality?
I'm highly considering this change for Skipper:QuoteSkipper | Action - Duration | $5Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
- Turn 10: you Skipper Wharf α (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
- Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
- on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)
But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.
These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.
With these changes, there isn't room for gain to deck.
Thoughts? Is this an actual improvement in card quality?
Setting aside a copy from the Supply that gets returned immediately after it's played anyway seems largely pointless most of the time imo; that very rarely really accomplishes anything different from how it currently works, except allowing you to redraw the played card. This change would also have the unintended consequence of trashing one-shots from the Supply (e.g. the copy of Pillage that was set aside from the Supply would trash itself as part of playing it, and then Stop-Moving would prevent it from being returned to the Supply). Otoh, the current wording doesn't work at all with one-shots, so maybe it's a good change if you really want it to work on those?
I'm highly considering this change for Skipper:QuoteSkipper | Action - Duration | $5Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
- Turn 10: you Skipper Wharf α (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
- Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
- on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)
But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.
These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.
With these changes, there isn't room for gain to deck.
Thoughts? Is this an actual improvement in card quality?
ImitationThis has a somewhat problematic interaction with Hireling.
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.
A 6-cost Kiln! You can copy another Duration card like Mastermind.
ImitationThis has a somewhat problematic interaction with Hireling.
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.
A 6-cost Kiln! You can copy another Duration card like Mastermind.
Also, the gaining should probably be dependent upon successfully setting the card aside, otherwise it may cause tracking issues with one-shots.
Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or leave it into play until the start of your next turn, to gain a copy of it into your hand.
Merchant Wagon $4
Action - Duration
+1 Action
Choose one: Discard any number of cards, then draw that many; or at the start of your next turn: +2 Cards
I assume that's supposed to be Merchant Wagon?Ups, thanks!
Estate trader
Action - Duration
Cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.
[width=250 img]https://i.imgur.com/fWteIQr.png[/img]
Estate trader
Action - Duration
Cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.QuoteEstate trader
Action - Duration
Cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
(https://i.imgur.com/r9C88xK.png)
Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.The wording is ambiguous. I guess you intend "you may draw a card and set it aside" and not that you can look through your deck and pick a card of your choice.QuoteEstate trader
Action - Duration
Cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
(https://i.imgur.com/r9C88xK.png)
You don't need "for the rest of." That's implied (see Bridge, Livery, and Inventor).
I'm pretty sure "from your deck" means "from the top of your deck" unless otherwise specified. Otherwise, both Scrying Pool and Golem (which only say to "reveal cards from your deck" rather than "reveal cards from the top of your deck") would allow you to reveal cards from anywhere in your deck.Thanks
Estate trader v 0.2(https://i.imgur.com/C5qiTDP.png)
Action - Duration
Cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 Cards
+1 Buy
This turn, when you gain a Victory card, you may set aside a top card of your deck face down (on this). At the start of your next turn, put those cards into your hand.
You don't need "for the rest of." That's implied (see Bridge, Livery, and Inventor).I'm pretty sure "from your deck" means "from the top of your deck" unless otherwise specified. Otherwise, both Scrying Pool and Golem (which only say to "reveal cards from your deck" rather than "reveal cards from the top of your deck") would allow you to reveal cards from anywhere in your deck.ThanksQuoteEstate trader v 0.2(https://i.imgur.com/C5qiTDP.png)
Action - Duration
Cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 Cards
+1 Buy
This turn, when you gain a Victory card, you may set aside a top card of your deck face down (on this). At the start of your next turn, put those cards into your hand.
Blockade Runner $3
Action - Duration
Either now or at the start of your next turn, +$2.
---
While this is in play, when you gain a card, either trash that card or put it onto your deck.
---
Set up phase: Each player adds an Embargo token to a Supply pile.(For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Call to Arms
⑤ Action - Duration
You may play a non-Duration
Action from your hand twice.
Trash a card from your hand.
If it's an Action, set the card
you played aside (on this).
If you did, at the start of your
next turn, play it twice.
(https://abload.de/img/harborcontest7xk6b.png)
(https://abload.de/img/harborcontest7xk6b.png)
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
(https://abload.de/img/harborcontest7xk6b.png)
(https://abload.de/img/harborcontest7xk6b.png)
This is strictly better than Hunting Grounds, except for the latter's on-trash ability.
(https://abload.de/img/harborcontest7xk6b.png)
I have designed cards like this, and they raise a question (which I do not believe arises in any official card's design), which is this: do you have to choose the number of cards you want to draw, then draw them all at once? Or can you draw one at a time, and decide after each (until you reach 4) if you want to draw another card this turn or draw the rest next turn? The latter ability is significantly better than the former.
(https://abload.de/img/harborcontest7xk6b.png)
This is strictly better than Hunting Grounds, except for the latter's on-trash ability.
Hunting Grounds is weak and more importantly, as you point out, it has an on-trash ability and thus isn't actually strictly worse. If Hunting Grounds didn't have its on-trash effect, I'd agree that this couldn't cost (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), but neither one is actually strictly worse or better than the other.
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here (http://forum.dominionstrategy.com/index.php?topic=20842.msg872867#msg872867)), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).
I've made a second card for this contest. You can participate with two cards, can you?You can only submit one card.
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here (http://forum.dominionstrategy.com/index.php?topic=20842.msg872867#msg872867)), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).
We use Revolutionary as the person (noun), commonly, but it can also be an adjective describing a person, idea, etc. Revolutionist strictly refers to the person.
Regarding the choice to always trash... yes, to maximize the card's benefit, you want to. But by midgame, there are times you have a hand with no cards you want to trash. I've had more than a few times that I didn't play a Junk Dealer because unless I drew junk, I didn't want to have to trash something.
Maybe the attack added on just makes it too strong then.
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here (http://forum.dominionstrategy.com/index.php?topic=20842.msg872867#msg872867)), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).
We use Revolutionary as the person (noun), commonly, but it can also be an adjective describing a person, idea, etc. Revolutionist strictly refers to the person.
Regarding the choice to always trash... yes, to maximize the card's benefit, you want to. But by midgame, there are times you have a hand with no cards you want to trash. I've had more than a few times that I didn't play a Junk Dealer because unless I drew junk, I didn't want to have to trash something.
Maybe the attack added on just makes it too strong then.
To me this card does not follow the chalange. It is not the choise “now or next turn”. The choice is: “is there anything i want to trash”
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)
Revolutionist
Action- Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.
This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?
I think i still want to buy 1 or 2 of them on $5. It trashes, and when you are done trashing it provides engine power. It isn't an dead card like some other trashers.This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)
Revolutionist
Action- Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.
This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?
If you don't trash, this is the same as Caravan. This is basically "choose one: Caravan or cantrip trasher", so it's strictly better than Caravan at the same price.
I suggest to familiarize yourself with the official cards lest you suggest again that a card which is strictly better than an official $4 should perhaps be priced at $3.This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)
Revolutionist
Action- Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.
This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)
Revolutionist
Action- Duration, $5
+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card, trash a card.
Edit: updated again
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:
Revolutionist
Action- Attack-Duration, $4
+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.
This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
Skipper | Action - Duration | $5Tracking with Durations seems difficult (something like Wharf for instance, leads to questions of “umm, how many times did I play that last turn again?”). I think the strength level is ok, comparable to something like Royal Carriage ($5 throne with a bit more flexibility, this one is good with some overdraw, top decking on gain can also help set up your next turn).
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained onto your deck (instead of your discard pile).
NoviceDouble trashing with no other bonus for $5 isn’t very strong so most of the time I'd be wanting to make use of the second option. I like this card’s ability to setup megaturns or spike high purchase points. I think overall it’s weaker than Apprentice but it has some different things it can do for you.
Action - Duration ($5)
Set aside up to 2 cards from your hand (on this). Choose one: trash them now; or at the start of your next turn, trash them and +1 Card per $1 they cost in total.
SawmillI never played Dominion in the time of the original Woodcutter, but I don’t think it’s a card I’d like using very often (Nomad Camp also doesn't impress me, Messenger is alright). This looks alright for spiking some purchases but I don’t see much else I’d get this card for besides that or the only source of +Buy.
Action - Treasure - Duration ($4)
At the start of your next Buy Phase, +$2, +1 Buy
INVESTMENT ($5)Similarly to Sawmill, I like the look of this card for spiking high purchases, don’t think I’d get it much otherwise. The extra Buys on the Duration option may also help with stuff like cost reduction or Peddler. I don't know, this one just doesn't excite me very much.
TREASURE - DURATION
+1 Buy
Choose one: +$2; or, at the start of your next turn, +1 Buy and +$3.
SentinelI think this is a flexible card where both options will get some good usage. I’d aim to use the first choice more since I can keep reusing the same Sentinel, but the second choice also has some nice synergies (stuff that cares about the top of deck, as you already pointed out). Also because I saw it brought up, the name being the same as one of my other WDC cards doesn’t really mean anything to me, just made me chuckle a bit when I first saw it. :P
Night - Duration ($2)
Either now or at the start of your next turn, +2 Cards then put 2 cards from your hand onto your deck.
HarborA simple twist on Barge that sets up some interesting ideas. You can gain a bunch of them in a turn with some Workshops to set up a huge turn next turn. You can buy a couple to set up your next turn, like Den of Sin. And of course you can always just play it normally for a bit of extra draw now or next turn. Great work on this one!
Action - Duration ($4)
Either now or at the start of your next turn, +2 Cards and +1 Buy.
--
When you gain this, you may play it.
TabernacleThe ability to trash next turn instead can be nice so that you still have a 5 card hand to work with, but I think this is too slow of a trasher for something that doesn’t provide any other options after you’re done trashing (exs. Amulet, Steward, Masquerade). A terminal +1 Card on something can also be awkward since it can draw stuff dead without increasing handsize at all.
$2
Action - Duration
Now, or at the start of your next turn, you may trash a card from your hand for +1 Card.
Capstan (Action-Duration, $4)Fantastic card for spiking purchases. I also like its lategame utility of discarding all your green cards/unneeded Actions or Treasures to set up a reliable next turn.
+1 Card
+1 Action
Discard any number of cards. At the start of your next turn, draw that many cards.
CopycatI think the gaining to hand and cheaper cost make this compare too favourably to Kiln. Yes, it can’t gain Treasures, but being able to immediately use a powerful Action outweighs that imo.
Action - Duration ($4)
The next time any player plays an Action, gain a copy of it to your hand.
RefitThis solves a big problem that Expand has (that being by the time you can hit $7, it’s usually a little late for what it does). I think both options have some good usage, first for late game Gold -> Province and the second for early game Estates -> $5 (for example). Overall, great card. Interesting and easy to understand.
Action - Duration ($5)
Choose one: Trash a card from your hand and gain a card costing up to $2 more than it; or at the start of your next turn trash a card from your hand and gain a card costing up to $3 more than it.
WagenburgA $4 village is already in a relatively safe spot strength wise, but I like the unique options this card gives you. Overdraw can make the +1 Card next turn meaningful, and since you only need 1 out at a time to block attacks I don't think there is too much concern about losing all of your +Actions.
$4 - Action - Duration
+1 Card
+2 Actions
You may put your -1 Card token on your deck. If you did, at start of your next turn, +1 Card.
-
While this is in play, you are unaffected by other players' Attack cards.
Information Broker - $6This one was probably the most difficult for me to evaluate, since no other Action gives Debt on play. With excess payload (which is something I find myself with often enough) taking debt for extra draw seems useful. I like the change of making the draw conditional on having no Debt, otherwise “gainer” focused decks look like they could get out of control.
Action - Duration
+2 Cards
+1 Action
Either now or at the start of your next turn, if you have no Debt, +2 Cards and take 4 Debt.
Wood Sculptor ($5)
Action - Duration
Either now or at the start of your next turn, gain a card to your hand costing up to $4.
Sovereign • $5 • Action - DurationPowerful throning with a drawback isn’t something I’ve seen before, I like the concept. This is a card that greatly rewards different playstyles and/or meticulous tracking of your opponent’s deck, after all if they don’t have the card you set aside, who cares about the drawback? I also like having “non-Duration” on this so that way my head doesn’t spin trying to remember what got played when. :P
You may play a non-Duration Action from your hand twice. You may set it aside if there's a copy of it in the Supply, to play it twice at the start of your next turn.
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.
ImitationThis is a much more flexible version of Kiln, so I think the higher price is appropriate. I think it would excel in games with high cost Actions, or Potion/Debt costs. It seems a bit slow for some games (as each gain takes 2 turns), but I think it has enough times where it is worthwhile.
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or leave it in play until the start of your next turn, to gain a copy of it into your hand.
Merchant Wagon ($4)Another decent card for spiking purchases. $4 for the Cellar effect isn’t very good though, so I think I’d prefer something a little stronger for this effect.
Action - Duration
+1 Action
Choose one: Discard any number of cards, then draw that many; or at the start of your next turn: +2 Cards
VanguardI think this card is a little weak overall, but it has some great utility not seen in many other cards. It’s great with terminal draw BM, and is also a nice counter to many attacks including Rabble, Ghost Ship, and Sea Hag. The next turn effect can also be useful for setting up an extra reliable starting hard.
Action - Duration ($5)
Either now or at the start of your next turn: put your deck into your discard pile. Put 2 cards from your discard pile into your hand.
Estate TraderThis card is sad when you’ve drawn your whole deck, as you have nothing else to set aside for your next turn, compared to most other duration draw cards that give you +Cards at the start of your turn. I think this card would be much more flexible if it could set aside cards from your hand as well. It may seem a little OP at first, but since you’re usually not greening until the end I don’t think it’s an issue.
Action - Duration ($4)
+2 Cards
+1 Buy
This turn, when you gain a Victory card, you may set aside the top card of your deck face down (on this). At the start of your next turn, put those cards into your hand.
Blockade Runner $3The on-play ability and the “while in play” ability are both pretty nice and simple. I dislike the Set-Up section though. It’s unclear what order the players place the Embargo tokens, and I feel it also tries to “force” part of the “while in play” ability when similar cards (such as Watchtower) can function just fine without needing everything to be fully utilized 100% of the time.
Action - Duration
Either now or at the start of your next turn, +$2.
---
While this is in play, when you gain a card, either trash that card or put it onto your deck.
---
Set up phase: Each player adds an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Call to ArmsMy first thought with this card (naturally) is “LOL Fortress.” :P Even without that, I think this is another $5 Throne that offers some good utility (trashing is helpful of course) and combos very nicely with other things such as Horses or cheap cantrips you normally don’t really need. Nice work!
⑤ Action - Duration
You may play a non-Duration
Action from your hand twice.
Trash a card from your hand. If it's an Action, set the card you played aside (on this). If you did, at the start of your next turn, play it twice.
HarborWhile it isn’t strictly better than Hunting Grounds (due to no on-trash bonus), I do think this card compares to it a little too favourably. I do love the flexibility this card offers but I feel it needs to be a little more expensive (not sure if $7 makes it too weak though). Maybe a small on-gain penalty?
Action - Duration ($6)
Draw up to 4 cards. For each card less than 4 you draw, put a token on this. At the start of your next turn, +1 Card per token
RevolutionistThis one seems pretty good. A cantrip trasher with the option to delay the trashing (for when you draw this with all your $ early on) is quite nice. Giving an extra +1 Card next turn is also nice, since it allows you to operate with a “normal” handsize for each of the 2 turns.
Action- Duration, $5
+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card and trash a card from your hand.