I don't really see how Thief qualifies, considering that it only cares about what it trashed.
(https://i.imgur.com/KroorVNh.png) | Quote from: Commodity
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(https://i.imgur.com/ei5qtL2.png)This can get extremely swingy in games where Provinces end up in the trash (e.g. due to Swindler). There is a reason that all official gain-from-trash cards have a price limit.
Start of the game: Trash stuff. Trash something you liked? Gain it back. Basically +1 Card +1 Action.
Mid-game: Gain a Copper from the trash to your hand if you're 1 coin short, or some other random useful card that happens to be there.
Late-game: Gain tie-breaker Estates back.
Mausoleum
Landmark
When scoring, 1 VP per Action card you have that has a copy in the trash.
(https://i.imgur.com/ifVjPzu.png)QuoteMausoleum
Landmark
When scoring, 1 VP per copy of an Action card in the trash that you have.
Shovel - Treasure, $4 cost.
Cards in the trash cost $2 less this turn. You may buy a card from the trash.
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Setup: add to the trash a random unused Supply pile costing $5, and one Gold per player.
Correct.(https://i.imgur.com/ifVjPzu.png)QuoteMausoleum
Landmark
When scoring, 1 VP per copy of an Action card in the trash that you have.
Just to confirm, if I have 5 Labs, and there are 2 in the trash, I would score 5VP, right?
(https://i.imgur.com/ifVjPzu.png)QuoteMausoleum
Landmark
When scoring, 1 VP per copy of an Action card in the trash that you have.
i agree that its worded poorly but i think its mechanically pretty close to tower, only it looks for "that card in the trash" rather than "the pile it came from is empty"(https://i.imgur.com/ifVjPzu.png)QuoteMausoleum
Landmark
When scoring, 1 VP per copy of an Action card in the trash that you have.
I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?
(https://i.imgur.com/ifVjPzu.png)QuoteMausoleum
Landmark
When scoring, 1 VP per copy of an Action card in the trash that you have.
I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?
When scoring, 1VP for each Action card you have that has a copy in the Trash.
How about,Ha, I was literally making that change as you were posting! Your post and my edit are less than a minute apart.QuoteWhen scoring, 1VP for each Action card you have that has a copy in the Trash.
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per differently named non-Zombie Action card in the trash. If it was an Action, +1 Action.
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The first time you buy this in a game, trash an Action card from the Supply.
Altruist - $5
Action - Duration
Trash any number of Treasures from your hand for +$1 each.
At the start of each of your Buy phases for the rest of the game, you may gain a Treasure from the trash to your hand.
(This stays in play.)
Relic Excavators - $4
Action
Exile a non-Victory card from the Trash. If it is an...
Action card, play it twice from Exile, leaving it there.
Treasure card, +2 Coffers.
Copper, discard all Action cards from your Exile.
(Heirloom: Worn Shovel)
Worn Shovel - $4
Treasure - Heirloom
Trash a card from your hand. If it is an...
Action card, gain 2 Horses.
Treasure card, +$2, +1 Buy.
Victory card, gain an Action card costing $4 or less.
(https://i.imgur.com/sAJFvc5h.jpg)
Foundry
Action ($5)
+1 Action
You may trash a card from your hand.
Choose one: +1 Card or draw until you have 1 card in hand per differently named card in the trash.
Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)
(https://i.imgur.com/uOiqdy0.png)This one becomes a full-on Workshop in a Shelters game as soon as you don't want to use the trashing anymore, which is pretty strong. If there are any trashing attacks then it won't take long until you can gain Provinces from it. And it's even Thronable!
(https://trello.com/1/cards/613bebbc7ef33b35c939e151/attachments/613bebcb4da0e117a00be512/previews/613bebce4da0e117a00be526/download/image.png)Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.QuoteTannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
(https://i.imgur.com/sAJFvc5h.jpg)This card seems like most games, you just want to use the first option, at which point it's still a card you want. But when the second option is good it becomes extremely powerful. I think this could maybe work it the trashing was at least mandatory, but it still has the problem that occasionally you'll be in a Knights game and then this draws to like 15+ cards.
Foundry
Action ($5)
+1 Action
You may trash a card from your hand.
Choose one: +1 Card or draw until you have 1 card in hand per differently named card in the trash.
(https://live.staticflickr.com/65535/51445255014_e15fa97c85_b.jpg) (https://live.staticflickr.com/65535/51443754797_de573debc6_b.jpg)QuoteRelic Excavators - $4
Action
Exile a non-Victory card from the Trash. If it is an...
Action card, play it twice from Exile, leaving it there.
Treasure card, +2 Coffers.
Copper, discard all Action cards from your Exile.
(Heirloom: Worn Shovel)QuoteWorn Shovel - $4
Treasure - Heirloom
Trash a card from your hand. If it is an...
Action card, gain 2 Horses.
Treasure card, +$2, +1 Buy.
Victory card, gain an Action card costing $4 or less.
Trying out something unusual. The Heirloom is necessary for the Action card to function. I am not sure if the Heirlooms reward for trashing an Action is enough to incentivize it. Thinking of allowing the Heirloom to trash from play. Feedback is appreciated.
Carpenter
Action
Cost (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Trash a card from your hand. Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more than it. Choose a non-Victory card from the trash. You may Exile it's copy from the Supply.
I think it's very hard to design a card that scales in power depending on the number of stuff in the trash, especially given existing cards.(https://trello.com/1/cards/613bebbc7ef33b35c939e151/attachments/613bebcb4da0e117a00be512/previews/613bebce4da0e117a00be526/download/image.png)Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.QuoteTannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
(1) - this doesn't really matter; most cards in your deck are actions, so most of the time one gets trashed it will be an action.I think it's very hard to design a card that scales in power depending on the number of stuff in the trash, especially given existing cards.(https://trello.com/1/cards/613bebbc7ef33b35c939e151/attachments/613bebcb4da0e117a00be512/previews/613bebce4da0e117a00be526/download/image.png)Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.QuoteTannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
Fixed the Necromancer interaction; there's not a ton I can do about the trashing attacks but (1) there's not a ton of those that care about actions specifically and (2) it's not a problematic interaction for Forager and <thief variant of choice> so i guess it's fine, just know it's a little better in those games.
(https://trello.com/1/cards/613bebbc7ef33b35c939e151/attachments/613ca8e0c6cc493e7385ea08/previews/613ca8e2c6cc493e7385ea2b/download/image.png)QuoteTannery • $4 • Action
You may trash a card from your hand for +1 Card per non-Zombie Action card in the trash. If it was an Action, +1 Action.
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The first time you buy this in a game, trash an Action card from the Supply.
edit: updated to care about the interaction between this and necromancer.
(https://trello.com/1/cards/613bebbc7ef33b35c939e151/attachments/613ca8e0c6cc493e7385ea08/previews/613ca8e2c6cc493e7385ea2b/download/image.png)QuoteTannery • $4 • Action
You may trash a card from your hand for +1 Card per non-Zombie Action card in the trash. If it was an Action, +1 Action.
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The first time you buy this in a game, trash an Action card from the Supply.
edit: updated to care about the interaction between this and necromancer.
I think this can still be pretty nuts even with the non-Zombie restriction. If for example there are Ruins in the Kingdom with any decent trashing, Tannery could easily draw 10+ cards. I agree with faust about having some kind of ceiling (either differently named cards or maybe a cost restriction).
I guess I'm less concerned about that, and here's why:I guess what I'm saying is that often enough the trash will fill without any effort, so it's not like any one player is "overenabling"; it just happens. "Differently named" definitely makes it more reasonable, unless you're playing a Knights game. And I guess Ruins could also still make this draw a lot.
(1) consider a city quarter game. Aw man Player A can draw their whole deck in two plays of a city quarter. but they took the time to tailor that deck to do that.
(2) trash isn't personal. The buy-in on Tannery isn't cost adjusted per player. if you put the game into a state where you can draw your deck off a single play of tannery (which still requires trash-feed to really work), your opponent can also get in on that for $4. Overenabling of Tannery is going to be a hubris move, like buying the penult province without having the win in the bag.
That said, changing it to be "differently named" actions is probably also prudent.
(https://i.imgur.com/A9DpPbFh.jpg)
Foundry
Action ($4)
+1 Action
Trash a card from your hand.
Choose one: +1 Card; or draw until you have 2 cards in hand for each differently named Treasure in the trash.
Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)
EDIT: Lowered price to $4, made trashing mandatory, and changed it to only count Treasures but for 2 cards each instead of 1.
(https://i.ibb.co/BqWKpSF/image.png)
Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.
(https://i.ibb.co/BqWKpSF/image.png)
Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.
Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.
(https://i.ibb.co/BqWKpSF/image.png)
Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.
Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.
Agree, I missed this loop. Will reformulate to fix it
Ritual Tithe
Victory $2^(Potion)
Worth 1% per differently named Treasure in the trash.
-
When you gain this, you may trash a card from your hand. Gain a Spoils per $1 it costs. Gain a Spoils onto your deck if it has ^ in its cost.
Heirloom: Chalice
Chalice"
Treasure - Heirloom $3^(Potion)
^
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When you discard this from play, +1 Coffers.
Landfill
Project - $4
When you play an Action, if there are no other copies in play and at least one in the trash, play it twice instead.
My weird idea of the week:Looks like Orchestra and Harp can steal cards from under someone's Grand Piano. Is it intended?
Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
My weird idea of the week:Looks like Orchestra and Harp can steal cards from under someone's Grand Piano. Is it intended?
Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
It won't be easy to to activate Grand Piano
My weird idea of the week:
(https://media.discordapp.net/attachments/815638862353268757/887058872592908308/image0.png)
(https://media.discordapp.net/attachments/815638862353268757/887058891421151232/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058898601803786/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058907204317254/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058920579928074/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058924677763082/image0.png)
Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
Trash a card...from the trash.
Put the 20 Instruments into the trash.
My weird idea of the week:
(https://media.discordapp.net/attachments/815638862353268757/887058872592908308/image0.png)
(https://media.discordapp.net/attachments/815638862353268757/887058891421151232/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058898601803786/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058907204317254/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058920579928074/image0.png)(https://media.discordapp.net/attachments/815638862353268757/887058924677763082/image0.png)
Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.
Old Drum is crazy. Even if you do not intend to exchange it, a cantrip trasher for $3 is overpowered as you can open with two copies of it.
Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.
Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.
and uh the turn 1 chalice effective split of 1/6, which is Not IdealHaving Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.
Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.
Having a Coffer to spend before the first shuffle is better than only having it to spend after the first shuffle. Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom, so you're looking at opening splits of 4/2, 2/4, or 3/3. However, a player with Chalice in hand on Turn 1 will effectively have a more "normal" split of 4/3, 2/5, or 3/4 if they choose to spend the Coffer on Turn 2; whereas the player who only sees it on Turn 2 will likely have a worse opening. This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom.
and uh the turn 1 chalice effective split of 1/6, which is Not IdealHaving Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.
Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.
Having a Coffer to spend before the first shuffle is better than only having it to spend after the first shuffle. Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom, so you're looking at opening splits of 4/2, 2/4, or 3/3. However, a player with Chalice in hand on Turn 1 will effectively have a more "normal" split of 4/3, 2/5, or 3/4 if they choose to spend the Coffer on Turn 2; whereas the player who only sees it on Turn 2 will likely have a worse opening. This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom.
This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the KingdomExcept the Tithe is a 2^ costing card and if a player purchases Tithe (getting another green card unfortunately) which can trash an estate from in hand for two spoils and try to spike after the shuffle with 2 temporary golds and maybe an unused coffers.
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal
Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom
Quoteand uh the turn 1 chalice effective split of 1/6, which is Not Ideal
If a player gets the 1/6 spilt is it too different from getting the usual 2/5 split? an early 6 getting a Gold is not too importantly different from a terminal +$3 action card until mid game when being an action becomes a bit of a liability. And as far as giving out the 2/5 split more often, that is not to different than baker's free coffers during set up. If this effect creates too many uneven starts, I feel that players can agree to start with sorted decks if randomness is too impactful for them which many tables do, already.
(https://i.imgur.com/YUT4dlb.png)
v2 (https://i.imgur.com/QxOd2lJ.png)
v2 (https://i.imgur.com/QxOd2lJ.png)
I think the wording could be simplified a bit: "Choose one: Play a non-Command Action card in the trash twice; or trash a card from your hand and each other player discards a copy of it (or reveals they can't)."
I'm assuming it intentional that you do not leave the played card in the trash (you put it in play and then discard it normally during Clean-up, so would effectively gain it but without triggering any on-gain abilities). If not, then you need to add "leaving it there" to the first option.
I'm not sure if this has too much first-player advantage, or gives too much strength to a 5/2 opening. But here's my submission anyway:Yeah I think this is too swingy by only giving the first Estate the Wish. If this used Exile instead, then everyone could get a Wish from their first Copper/Estate. But then this guarantees 2 Wishes, which might make it too powerful.
(https://i.imgur.com/eqCO4zH.png)
You can start by trashing a Copper to gain a Wish, but as soon as someone trashes an Estate, that is the benchmark (and a Copper usually gets you nothing unless Poor House is in the Kingdom). But once someone self-trashes with this card, it becomes a much weaker card to everyone, since the benchmark is now trashing a minimum $5 card to get a Wish. The consolation, $2 and trash to gain a card $1 more is fairly weak at $5 IMO, so you need to use it wisely. And once someone trashes theirs, you will likely want to trash yours too. But if someone trashes a $6 card with it first (usually would only happen with a $7 card in the Kingdom, like Bank, King's Court, etc), then even self-trashing the card is weakened.
I'm not sure if this has too much first-player advantage, or gives too much strength to a 5/2 opening. But here's my submission anyway:Yeah I think this is too swingy by only giving the first Estate the Wish. If this used Exile instead, then everyone could get a Wish from their first Copper/Estate. But then this guarantees 2 Wishes, which might make it too powerful.
(https://i.imgur.com/eqCO4zH.png)
You can start by trashing a Copper to gain a Wish, but as soon as someone trashes an Estate, that is the benchmark (and a Copper usually gets you nothing unless Poor House is in the Kingdom). But once someone self-trashes with this card, it becomes a much weaker card to everyone, since the benchmark is now trashing a minimum $5 card to get a Wish. The consolation, $2 and trash to gain a card $1 more is fairly weak at $5 IMO, so you need to use it wisely. And once someone trashes theirs, you will likely want to trash yours too. But if someone trashes a $6 card with it first (usually would only happen with a $7 card in the Kingdom, like Bank, King's Court, etc), then even self-trashing the card is weakened.
It's not just the first Estate that gets a Wish. It's every Estate trashed with this until someone trashes something more expensive than $2. Does that make it too powerful then? It's not just a $6 gainer (particularly early game), it's a $6 gainer that gains a card which matches well with the first hand you draw it with. Should it then cost $6 instead of $5? At that point, it's almost useless for trashing Estates/Coppers, and the card is already significantly weakened later in the game. I think I'm okay leaving it at $5.Oh I misunderstood. Then it's definitely too strong. It effectively remodels Estates into $6 cards... Expand costs $7 and only goes up to $5 for Estates. And even if it doesn't work anymore you still get a Priest effect, which is a very solid $4.