Dorp • $2 • Action
+1 Card
+1 Action
If you have 2 or more cards with the same name in play, +1 Action; if 4 or more, +$1.
(https://i.imgur.com/Ka5vOMy.png)This is cool, but I worry about gaining Golds with this. It's pretty easy to do as you can just play the remaining Golds after this, and a Gold gainer at $4 may be too powerful (and this can even gain Platina). You could restrict it to just Actions? Alternatively it would work as a Night card, but then you can't have the +$1.
Trophy - $5
Treasure/Gathering
+$2
Add 1VP to the Trophy Supply pile.
If you have more differently named cards in play than there are tokens on that pile, you may trash this to take those tokens.
(https://i.imgur.com/Ka5vOMy.png)This is cool, but I worry about gaining Golds with this. It's pretty easy to do as you can just play the remaining Golds after this, and a Gold gainer at $4 may be too powerful (and this can even gain Platina). You could restrict it to just Actions? Alternatively it would work as a Night card, but then you can't have the +$1.
$1
At the start of Clean-up, gain a card that you have exactly 1 copy of in play.
(https://i.imgur.com/Ka5vOMy.png)
Trophy - $5
Treasure/Gathering
+$2
Add 1VP to the Trophy Supply pile.
If you have more differently named cards in play than there are tokens on that pile, you may trash this to take those tokens.
FloristThis looks like it would end up being too similar to Forum most of the time except for the times it discards only one card (which would be a very strong effect for $5).
Action - $5
+3 Cards
+1 Action
Discard a card per copy in play of the card you have the most copies of in play (including Florists)
Haunted HouseLA likes making haunted cards. With this, you have to topdeck your Provinces in order to keep them, but it might be worth sacrificing one for the Ghost if you're betting on having it in play at the end.
$6 Action - Victory
+3 Cards.
You may put up to 3 cards from your hand on top of your deck for +$2 per card you topdecked.
Reveal your hand. Trash a revealed Province to gain a Ghost to your hand.
-
Worth 5 VP if you have a Ghost in play at the end of the game. Otherwise worth 1 VP.
Labormen - $6
Action
+3 Cards
+1 Buy
This turn, cards you don't have a copy of in play cost $1 less.
Trash a card from your hand. Gain a differently named card costing up to $1 more than it.
(https://i.imgur.com/bs0jsfah.jpg)The concept is neat, but I doubt that Treasures will be very desirable in a deck that can reliably activate Four Leaf Clover, and it can lead to a situation where you actively try to avoid activating it. I would put a "you may" there at least, so people don't activate it accidentally. But generally, I feel that a Wish or even some generically good VP/Coffers bonus might be better on this.
Four Leaf Clover
Action ($5)
+1 Card
+1 Action
+$1
If the cost in $ of all your cards in play is exactly $21, gain a Treasure.
A spin on Leprechaun, Four Leaf Clover is a Peddler variant with the possibility of an extra bonus if you time it just right. Like Leprechaun it synergizes with Throne variants, and it can also be popped more than once a turn with cost reduction. I wasn't 100% sure if I should limit it to gaining Golds, I decided to pick "Treasure" for now because there aren't a ton of official cards that can gain non-standard Treasures and I think the condition is difficult enough to warrant it.
This is admittedly one of my sillier ideas, but hopefully it can be silly in a fun way! :)
Some Name - $?Not sure what the best way to balance it would be in terms of the number X and the cost. But I think it's kind of neat. If you are lacking in inspiration this week, feel free to steal this idea :D I would like to see how it does.
Action
If you have more than X cards in play, +1 card, +1 action.
Otherwise, if this is the first [Some Name] you played this turn, and the previous turn wasn't yours, take another turn after this one.
I have made a submission already that I'm going to keep, but the contest made me consider another card idea:If you look at Outpost it should be a Duration.QuoteSome Name - $?Not sure what the best way to balance it would be in terms of the number X and the cost. But I think it's kind of neat. If you are lacking in inspiration this week, feel free to steal this idea :D I would like to see how it does.
Action
If you have more than X cards in play, +1 card, +1 action.
Otherwise, if this is the first [Some Name] you played this turn, and the previous turn wasn't yours, take another turn after this one.
Also, should it be a Duration?
I have made a submission already that I'm going to keep, but the contest made me consider another card idea:QuoteSome Name - $?Not sure what the best way to balance it would be in terms of the number X and the cost. But I think it's kind of neat. If you are lacking in inspiration this week, feel free to steal this idea :D I would like to see how it does.
Action
If you have more than X cards in play, +1 card, +1 action.
Otherwise, if this is the first [Some Name] you played this turn, and the previous turn wasn't yours, take another turn after this one.
Also, should it be a Duration?
(https://i.imgur.com/bs0jsfah.jpg)
Four Leaf Clover
Action ($5)
+1 Card
+1 Action
+$1
If the cost in $ of all your cards in play is exactly $21, gain a Treasure.
A spin on Leprechaun, Four Leaf Clover is a Peddler variant with the possibility of an extra bonus if you time it just right. Like Leprechaun it synergizes with Throne variants, and it can also be popped more than once a turn with cost reduction. I wasn't 100% sure if I should limit it to gaining Golds, I decided to pick "Treasure" for now because there aren't a ton of official cards that can gain non-standard Treasures and I think the condition is difficult enough to warrant it.
This is admittedly one of my sillier ideas, but hopefully it can be silly in a fun way! :)
Treetop Village
Action - $4*
+1 Card
+1 Action
You may play a cheaper Action card than this from your hand, for +1 Card. Otherwise, +1 Action.
-
On your turns, this has the same cost as the last Action you played this turn, if any.
Treetop Village
Action - $4*
+1 Card
+2 Action
If the next card you play is an action costing less than this, +1 Card.
-
On your turns, this has the same cost as the last Action you played this turn, if any.
Hostile Village - Action, $5 cost.
+3 Cards
+2 Actions
Trash a card you have in play that would be discarded this turn.
Stroke of Luck
Event $0
Once per turn: If you have a Copper, a Silver, and a Gold in play, trash those Treasures for +1 Buy and +4VP.
(https://i.imgur.com/6ttY1Z5.png)The instructions are not quite clear to me. "costs $1 per differently named Treasure and Victory card" reads like shorthand for "$1 per differently named Treasure plus $1 per differently named Victory" - i.e. this would always cost at least $8 (with non-empty piles) as it counts itself twice. If it is supposed to be counted only once, I would write "$1 per differently named Treasure or Victory".
also isn't this like.... your third time entering this? I've only been here for two years and like, contest 70 and the "promos" set design contest weren't *that* long ago.(https://i.imgur.com/6ttY1Z5.png)The instructions are not quite clear to me. "costs $1 per differently named Treasure and Victory card" reads like shorthand for "$1 per differently named Treasure plus $1 per differently named Victory" - i.e. this would always cost at least $8 (with non-empty piles) as it counts itself twice. If it is supposed to be counted only once, I would write "$1 per differently named Treasure or Victory".
(https://i.imgur.com/4vNI0uR.png)
A Remodel variant that lets you upgrade an action card you already played this turn. And if you don't match it with any cantrip, village, etc... you can always trash it to get a $6 card. As a bonus, if you pick up a new action card, you even get to play it!
(https://i.imgur.com/qgs6aO6h.png) | Quote from: Warlock
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(https://i.imgur.com/4vNI0uR.png)
A Remodel variant that lets you upgrade an action card you already played this turn. And if you don't match it with any cantrip, village, etc... you can always trash it to get a $6 card. As a bonus, if you pick up a new action card, you even get to play it!
This could whiff quite easily if you draw it without any other Action cards (or your $5-cost Action cards that you wouldn’t want to trash if there aren’t any $6-cost Action cards in the Kingdom). I would change the restriction of the gained card costing exactly $1 more to up to $1 more.
(https://i.imgur.com/qgs6aO6h.png) Quote from: WarlockWarlock -- $5If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Action - Night
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]
Sorry this is last minute (I was trying the get the Fan Mechanic Contest judged). Here's my entry: a twist on Necromancer, it puts your Action cards onto a mat, and later lets you throne those Action cards from the mat. Like Mandarin or Monastery, it moves cards that are in play.
(https://i.imgur.com/4vNI0uR.png)
A Remodel variant that lets you upgrade an action card you already played this turn. And if you don't match it with any cantrip, village, etc... you can always trash it to get a $6 card. As a bonus, if you pick up a new action card, you even get to play it!
This could whiff quite easily if you draw it without any other Action cards (or your $5-cost Action cards that you wouldn’t want to trash if there aren’t any $6-cost Action cards in the Kingdom). I would change the restriction of the gained card costing exactly $1 more to up to $1 more.
That is quite possible that it will miss (so does Throne Room). I was wondering if that would reduce the value of this card, or just make it a dud altogether.
However, I believe your suggestion will allow someone to empty the entire Recast pile the first time they play one... self-trash, gain a new one, it's an Action, so play it... repeat until you get the last one in the pile.
I do have an outtake on the card that I might bring back, changing its function a fair amount, but leaving the same general idea of trashing a played card. I'll think about it for a bit.
(https://i.imgur.com/4vNI0uR.png)
A Remodel variant that lets you upgrade an action card you already played this turn. And if you don't match it with any cantrip, village, etc... you can always trash it to get a $6 card. As a bonus, if you pick up a new action card, you even get to play it!
This could whiff quite easily if you draw it without any other Action cards (or your $5-cost Action cards that you wouldn’t want to trash if there aren’t any $6-cost Action cards in the Kingdom). I would change the restriction of the gained card costing exactly $1 more to up to $1 more.
That is quite possible that it will miss (so does Throne Room). I was wondering if that would reduce the value of this card, or just make it a dud altogether.
However, I believe your suggestion will allow someone to empty the entire Recast pile the first time they play one... self-trash, gain a new one, it's an Action, so play it... repeat until you get the last one in the pile.
I do have an outtake on the card that I might bring back, changing its function a fair amount, but leaving the same general idea of trashing a played card. I'll think about it for a bit.
True, it could autopile easily with my suggestion. Specifying "differently named" would prevent that.
It would have cost $5, and been "+$2. You may trash a card you have in play. If you did, gain a card costing exactly$1 more."
But I like the posted version better. I like that it sometimes whiffs, like throne room. And sometimes it's quite powerful.
It would have cost $5, and been "+$2. You may trash a card you have in play. If you did, gain a card costing exactly$1 more."
I don't think that's a $5-cost card. It's arguably better than Improve, but not unequivocally.
Warlock by Majiponi
http://forum.dominionstrategy.com/index.php?topic=20912.msg878230#msg878230
Interesting idea. I can see this being very powerful, the question is how long it takes to set up by getting the right cards onto your Warlock mat. I wonder if this could be a golden deck enabler by getting the right cards onto the Warlock mat.
(https://i.imgur.com/qgs6aO6h.png) Quote from: WarlockWarlock -- $5If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Action - Night
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]
Sorry this is last minute (I was trying the get the Fan Mechanic Contest judged). Here's my entry: a twist on Necromancer, it puts your Action cards onto a mat, and later lets you throne those Action cards from the mat. Like Mandarin or Monastery, it moves cards that are in play.
You need Command type to stop infinite loops.
You play set aside Warlock to play itself twice, once to play a Smithy, once to play itself twice, ...
(https://i.imgur.com/Wal4vn2l.png) | Quote from: Warlock
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QuoteWarlock by Majiponi
http://forum.dominionstrategy.com/index.php?topic=20912.msg878230#msg878230
Interesting idea. I can see this being very powerful, the question is how long it takes to set up by getting the right cards onto your Warlock mat. I wonder if this could be a golden deck enabler by getting the right cards onto the Warlock mat.
This is not my card. I just said it needs fixing.
(https://i.imgur.com/qgs6aO6h.png) Quote from: WarlockWarlock -- $5If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Action - Night
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]
Sorry this is last minute (I was trying the get the Fan Mechanic Contest judged). Here's my entry: a twist on Necromancer, it puts your Action cards onto a mat, and later lets you throne those Action cards from the mat. Like Mandarin or Monastery, it moves cards that are in play.
You need Command type to stop infinite loops.
You play set aside Warlock to play itself twice, once to play a Smithy, once to play itself twice, ...
Thanks for the feedback. You are of course correct. I was slammed judging the Fan Mechanic Contest so I had to put this out really quickly and didn't spend enough time thinking about all of the potential for loops.
Here is the fixed card:
(https://i.imgur.com/Wal4vn2l.png) Quote from: WarlockWarlock -- $5If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Action - Night - Command
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]QuoteWarlock by Majiponi
http://forum.dominionstrategy.com/index.php?topic=20912.msg878230#msg878230
Interesting idea. I can see this being very powerful, the question is how long it takes to set up by getting the right cards onto your Warlock mat. I wonder if this could be a golden deck enabler by getting the right cards onto the Warlock mat.
This is not my card. I just said it needs fixing.
As majiponi pointed out, this was my card, not his (although he did provide good feedback).