(https://i.imgur.com/JrbBU4b.png)
Cupbearer is meant to be at the top of a split pile with Prince.
The card is fairly cheap and pretty nice for engines. It helps to draw your Action cards, so there is some synergy with Prince (and is itself a good target for Prince).
Goons could use a sidekick. Create a split pile using an official card that costs $5 or $6 as the bottom card.
Nice card, but the contest specified that the bottom of the split pile should cost $5 or $6. I assume that LibraryAdventurer considered this and had a reason for not specifying $5 or more. Is lobbying permitted? :-)Goons could use a sidekick. Create a split pile using an official card that costs $5 or $6 as the bottom card.
Nice card, but the contest specified that the bottom of the split pile should cost $5 or $6. I assume that LibraryAdventurer considered this and had a reason for not specifying $5 or more. Is lobbying permitted? :-)Goons could use a sidekick. Create a split pile using an official card that costs $5 or $6 as the bottom card.
Oops...I glossed over that requirement. I’ll try to come up with a different submission (or will think about whether Cupbearer would work well on top of a $5 or $6 cost card :P).
Collection • $1 • Treasure
$1
When you play a Gold this turn, +1 Buy.
Scrying Bones - $2
Action
+2 Cards
+1 Action
+1 Coffers
Put 2 cards from your hand onto your deck.
Trailblazer
Action $4
Reveal your hand and discard pile. Trash a revealed Copper from both; if you didn't trash any Copper this way, gain a Trailblazer; if you can't gain a Trailblazer, gain an Adventurer and a Gold.
Adventurer
Action $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.
I don’t know if it’s necessary to reveal cards in your discard pile and hand rather than looking through it (a la Hermit). I don’t think accountability would be an issue since it should be clear where the trashed Coppers are coming from (but if it’s a concern, it could be done sequentially from the hand then the discard pile).
I don’t know if it’s necessary to reveal cards in your discard pile and hand rather than looking through it (a la Hermit). I don’t think accountability would be an issue since it should be clear where the trashed Coppers are coming from (but if it’s a concern, it could be done sequentially from the hand then the discard pile).
The revealing is necessary because the Copper trashing is mandatory. Your opponents don't get to look through your discard pile and hand to make sure there aren't any Coppers you're lying about not being there to trash.
Here is my card for the week.
(https://cdn.discordapp.com/attachments/815638862353268757/893977258715381840/image0.png)
5 copies of Scrapyard on top of 5 copies of Forge.
It has 2 uses: providing junk to trash with forge, and being a gold or Duchy for 4 with sufficient deck control. It is not a lab for 4 - more like a ruined village in draw power as it produces 2 junk cards each play. Hope you like it!
Projection - Treasure, $2 cost.
At Clean-up, you may trash a Treasure card you would discard from play this turn, to gain a Treasure costing up to $3 more than it.
Land Survey
Action $3
+1 Action
Discard any number of Victory cards revealing them. $1 per card discarded.
This goes on top of Rebuild.
(https://i.imgur.com/1mYqDKX.png)I'm not sure this makes Cobbler better. Cobbler is an early-game card, and with this you can only gain it well into the midgame.
This goes on top of Cobbler. I love Cobbler and I want it to be better. The Boot token would make it much better in most kingdoms. There is only one Boot Token, so the price reduction applies to everyone. (Pretend the card says "Action-Duration" on the bottom. Looks like I forgot that part)
(https://i.imgur.com/skvCj8p.png) (http://wiki.dominionstrategy.com/images/thumb/8/87/Treasurer.jpg/200px-Treasurer.jpg)This makes the first option on Treasurer pretty useless, by buffing the other two and limiting Treasurer gains to the mid-late game, where trashing is less useful anyways. I also really don't think it's necessary to reward Key control more. The better design for this would be if the text that Lockbox has was on Key, and Key did nothing else, and the first Treasurer option was removed. But of course that doesn't fit the contest.
Here's my entry this week. 5 copies of Lockbox go on top of 5 copies of Treasurer. +Buy helps deplete the top half of the pile, and then once you get the Key from Treasurer, you can "unlock" your Lockboxes for an extra one-shot $3 each. Be careful though: your opponent can swipe Lockboxes from the trash for themselves, but they'll need to steal the Key from you too to activate them.
(https://live.staticflickr.com/65535/51537957502_9f384fd3ab_b.jpg) (http://wiki.dominionstrategy.com/images/thumb/3/37/Mystic.jpg/374px-Mystic.jpg)Giving Mystic an inbuilt combo cheapens the experience I feel. Now you can't enjoy those times when there are other combos, and much of the deck-tracking rewards from Mystic are gone.QuoteScrying Bones - $2
Action
+2 Cards
+1 Action
+1 Coffers
Put 2 cards from your hand onto your deck.
A cheap Candlestick Maker variant that can set up Mystic and helps you find the Mystics. It is an even 5 and 5 split with Mystic. Not sure if the draw 2 cards then return 2 cards effect is equivalent to a +Buy, but pricing it at $3 does not seem very appealing, so I went with $2. This also goes great with a number of other cards that care what is on top of your deck. Feedback is appreciated.
(https://i.ibb.co/Pc7js4T/Treasure-Vault.png)This should probably have a ? in the top corners, as the $4 is conditional (see Charm). I'm not convinced that this is good enough for King's Court to be uncovered a signficant portion of the time. Even if it is, though, limiting to 5 King's Courts makes it likely that the person who wins the split has a massive advantage.
Goes on top of King's Court
Unpopular opinion time! I find it hard to design a card for this, because many of the existing cards just play better if they're not part of a split pile. The submissions so far reinforce that opinion for me.(https://live.staticflickr.com/65535/51537957502_9f384fd3ab_b.jpg) (http://wiki.dominionstrategy.com/images/thumb/3/37/Mystic.jpg/374px-Mystic.jpg)Giving Mystic an inbuilt combo cheapens the experience I feel. Now you can't enjoy those times when there are other combos, and much of the deck-tracking rewards from Mystic are gone.QuoteScrying Bones - $2
Action
+2 Cards
+1 Action
+1 Coffers
Put 2 cards from your hand onto your deck.
A cheap Candlestick Maker variant that can set up Mystic and helps you find the Mystics. It is an even 5 and 5 split with Mystic. Not sure if the draw 2 cards then return 2 cards effect is equivalent to a +Buy, but pricing it at $3 does not seem very appealing, so I went with $2. This also goes great with a number of other cards that care what is on top of your deck. Feedback is appreciated.
Unpopular opinion time! I find it hard to design a card for this, because many of the existing cards just play better if they're not part of a split pile. The submissions so far reinforce that opinion for me.(https://i.imgur.com/1mYqDKX.png)I'm not sure this makes Cobbler better. Cobbler is an early-game card, and with this you can only gain it well into the midgame.
This goes on top of Cobbler. I love Cobbler and I want it to be better. The Boot token would make it much better in most kingdoms. There is only one Boot Token, so the price reduction applies to everyone. (Pretend the card says "Action-Duration" on the bottom. Looks like I forgot that part)(https://i.imgur.com/skvCj8p.png) (http://wiki.dominionstrategy.com/images/thumb/8/87/Treasurer.jpg/200px-Treasurer.jpg)This makes the first option on Treasurer pretty useless, by buffing the other two and limiting Treasurer gains to the mid-late game, where trashing is less useful anyways. I also really don't think it's necessary to reward Key control more. The better design for this would be if the text that Lockbox has was on Key, and Key did nothing else, and the first Treasurer option was removed. But of course that doesn't fit the contest.
Here's my entry this week. 5 copies of Lockbox go on top of 5 copies of Treasurer. +Buy helps deplete the top half of the pile, and then once you get the Key from Treasurer, you can "unlock" your Lockboxes for an extra one-shot $3 each. Be careful though: your opponent can swipe Lockboxes from the trash for themselves, but they'll need to steal the Key from you too to activate them.(https://live.staticflickr.com/65535/51537957502_9f384fd3ab_b.jpg) (http://wiki.dominionstrategy.com/images/thumb/3/37/Mystic.jpg/374px-Mystic.jpg)Giving Mystic an inbuilt combo cheapens the experience I feel. Now you can't enjoy those times when there are other combos, and much of the deck-tracking rewards from Mystic are gone.QuoteScrying Bones - $2
Action
+2 Cards
+1 Action
+1 Coffers
Put 2 cards from your hand onto your deck.
A cheap Candlestick Maker variant that can set up Mystic and helps you find the Mystics. It is an even 5 and 5 split with Mystic. Not sure if the draw 2 cards then return 2 cards effect is equivalent to a +Buy, but pricing it at $3 does not seem very appealing, so I went with $2. This also goes great with a number of other cards that care what is on top of your deck. Feedback is appreciated.(https://i.ibb.co/Pc7js4T/Treasure-Vault.png)This should probably have a ? in the top corners, as the $4 is conditional (see Charm). I'm not convinced that this is good enough for King's Court to be uncovered a signficant portion of the time. Even if it is, though, limiting to 5 King's Courts makes it likely that the person who wins the split has a massive advantage.
Goes on top of King's Court
The current judge's opinion of Faust's post: There's a reason I suggested using Goons. Generally, putting a card on the bottom of a split pile effectively makes it weaker because it makes it harder to get. It is unlikely you are going to help a weak card be better by putting another card on top of it. Perhaps I should've said this earlier, but the idea was to take an especially strong official card and put it on the bottom of a split pile. So KC and Mountebank are good choices, IMO. Probably Treasurer too. Adventurer or Mystic, not so much*.
(*Maybe Adventurer could get its cost cut in half and go on the top of a split pile with a nice treasure on the bottom, but not for this contest...)
The current judge's opinion of Faust's post: There's a reason I suggested using Goons. Generally, putting a card on the bottom of a split pile effectively makes it weaker because it makes it harder to get. It is unlikely you are going to help a weak card be better by putting another card on top of it. Perhaps I should've said this earlier, but the idea was to take an especially strong official card and put it on the bottom of a split pile. So KC and Mountebank are good choices, IMO. Probably Treasurer too. Adventurer or Mystic, not so much*.
(*Maybe Adventurer could get its cost cut in half and go on the top of a split pile with a nice treasure on the bottom, but not for this contest...)
Weak cards can be improved inelegantly without that much trouble by adding spammable top-cards that are worded to directly power them up. I’ve already got my entry (http://forum.dominionstrategy.com/index.php?topic=20919.msg878518#msg878518), which does this for Raider. But consider the lowly Adventurer. It’s not hard to create a simple card that powers it up.
Adventuring Village
$4
Action
+1 Card and +2 Actions.
You may trash a Copper from your hand; or, you may play an Adventurer from your hand, for +1 Card and +1 Buy.
Stablehand • $2 • Action
+2 Actions
Gain a Horse.
The next time you gain a Horse this turn, gain an additional Horse.
Outriders
Action - Duration: $3
+1 Card
+1 Action
At the start of your next turn, if this is still in play, +2 Cards
-
Discard this from play when another player buys a card with at least $2 unspent.
(https://i.imgur.com/XWczKf3h.png) | Quote from: Art Colony ART COLONY |
(http://wiki.dominionstrategy.com/images/thumb/1/1d/Artisan.jpg/200px-Artisan.jpg) |
(https://media.discordapp.net/attachments/449166977991180299/895461991848747059/Farmer_2.png?width=438&height=676)
Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.
Vanishing Coin | Treasure | $3
$1
Trash a card you have in play.
-
When you trash this, +1 Card +1 Buy and gain a Vanishing Coin.
(https://i.imgur.com/xb4fN5A.png) (http://wiki.dominionstrategy.com/images/thumb/7/71/Adventurer.jpg/379px-Adventurer.jpg)QuoteVanishing Coin | Treasure | $3
$1
Trash a card you have in play.
-
When you trash this, +1 Card +1 Buy and gain a Vanishing Coin.
Adventurer isn't good. We all know that. But if you could clear out your coppers, it would be a lot better. Still not too strong, but hey. I wanted to add a card that made you happy to see Adventurer and its split pile on the board.
Adventuring Village
$4
Action
+1 Card and +2 Actions.
You may trash a Copper from your hand; or, you may play an Adventurer from your hand, for +1 Card and +1 Buy.
(https://media.discordapp.net/attachments/449166977991180299/895461991848747059/Farmer_2.png?width=438&height=676)
Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.
The on-play effect alone seems too strong for a $4 cost. At the start of a (non-Shelters) game, this effect is quite a bit better than Laboratory.
(https://media.discordapp.net/attachments/449166977991180299/895461991848747059/Farmer_2.png?width=438&height=676)
Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.
The on-play effect alone seems too strong for a $4 cost. At the start of a (non-Shelters) game, this effect is quite a bit better than Laboratory.
The on-play is a risky peddler that requires a collision with a victory. Even when it does collide, it's just a peddler with a single card restricted cellar effect, which is already a weak $2. The people on the discord in fact preferred the on-play priced at $3, not $4, so I don't think it's better than a lab in the open.
(https://media.discordapp.net/attachments/449166977991180299/895461991848747059/Farmer_2.png?width=438&height=676)
Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.
The on-play effect alone seems too strong for a $4 cost. At the start of a (non-Shelters) game, this effect is quite a bit better than Laboratory.
The on-play is a risky peddler that requires a collision with a victory. Even when it does collide, it's just a peddler with a single card restricted cellar effect, which is already a weak $2. The people on the discord in fact preferred the on-play priced at $3, not $4, so I don't think it's better than a lab in the open.
Do the people in discord know that discarding a victory card's not a real cost in early game, so it's better than a peddler? And how is it risky when it's always a cantrip, and when it's not better than that your hand is already really good? There isn't always trashing.
Also, without the coin, this is comparable to fugitive.
(https://media.discordapp.net/attachments/449166977991180299/895461991848747059/Farmer_2.png?width=438&height=676)
Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.
The on-play effect alone seems too strong for a $4 cost. At the start of a (non-Shelters) game, this effect is quite a bit better than Laboratory.
The on-play is a risky peddler that requires a collision with a victory. Even when it does collide, it's just a peddler with a single card restricted cellar effect, which is already a weak $2. The people on the discord in fact preferred the on-play priced at $3, not $4, so I don't think it's better than a lab in the open.
Do the people in discord know that discarding a victory card's not a real cost in early game, so it's better than a peddler? And how is it risky when it's always a cantrip, and when it's not better than that your hand is already really good? There isn't always trashing.
Also, without the coin, this is comparable to fugitive.
Yes, it is better than a peddler when it collides with a victory, let's say that's worth $5. It's also significantly worse than peddler with no collision, easily less than a $2. Making it $4 then, does not seem to be an issue. Discard first then draw is significantly weaker than draw first and discard, so fugitive is not a valid comparison, cellar is.
(https://i.imgur.com/xb4fN5A.png) (http://wiki.dominionstrategy.com/images/thumb/7/71/Adventurer.jpg/379px-Adventurer.jpg)QuoteVanishing Coin | Treasure | $3
$1
Trash a card you have in play.
-
When you trash this, +1 Card +1 Buy and gain a Vanishing Coin.
Adventurer isn't good. We all know that. But if you could clear out your coppers, it would be a lot better. Still not too strong, but hey. I wanted to add a card that made you happy to see Adventurer and its split pile on the board.
This card isn't nearly enough to redeem Adventurer. Adventurer is so weak that it needs a card that directly interacts with Adventurer to power it up, like the topt card I've proposed above (which isn't my entry for this contest, because I like my entry better than that idea, so feel free to copy any or all of it).Adventuring Village
$4
Action
+1 Card and +2 Actions.
You may trash a Copper from your hand; or, you may play an Adventurer from your hand, for +1 Card and +1 Buy.
Trailblazer (by arowdok)If you have no Coppers to trash, then you're not going to want another Trailblazer (you probably don't need a second one anyway). Probably the "gain a Trailblazer" part should be "trash a Trailblazer from the supply". So Trailblazer is a decent Copper trasher (which could probably cost $3 imo), but Copper trashing isn't nearly enough to make Adventurer worthwhile. (although getting the Adventurer for free helps.)
$4 cost - Action
Reveal your hand and discard pile. Trash a revealed Copper from both.
If no Coppers were trashed, gain a Trailblazer. If you can't gain a Trailblazer, gain an Adventurer and a Gold.
Vanishing Coin (by anordinaryman)I like this better than Trailblazer. Vanishing Coin is a nice Treasure/ruins trasher that trashes itself when you're done with it. It's a fine card, but it takes more than this to make Adventurer worthwhile.
$3 - Treasure
Trash a card you have in play.
-
When you trash this, +1 Card, +1 Buy, and gain a Vanishing Coin.
Destitute Village (by JW)(on top of Raider)
$1 cost - Action
+3 Actions
+1 Buy.
+1 Card for each Raider you have in play.
Cupbearer (by Timinou)(on top of Prince)
$3 cost - Action
+1 Card
+1 Action.
Reveal the top card of your deck. If it's an Action, put it in your hand. Otherwise, discard it.
Old Boot (by Chappy7)(on top of Cobbler)
$2 cost - Action - Duration
+2 Cards.
At the start of your next turn, choose one: trash an Old Boot from the supply, or move the Boot token to an Action supply pile (card from that pile cost $1 less).
Stablehand (by spineflu)(on top of Livery)
$2 - Action
+2 Actions
Gain a Horse.
The next time you gain a Horse this turn, gain an additional Horse.
Lockbox (by 4est)(on top of Treasurer)
$2 - Treasure
+$1, +1 Buy.
If you have the Key, +$3 and trash this.
Scrying Bones (by Xen3k)(on top of Mystic)
$2 cost - Action
+2 Cards
+1 Action
+1 Coffers.
Put two cards from your hand on top of your deck.
Scrapyard (by Boomyday)(on top of Forge)
$4 cost - Action
+2 Cards
+1 Action.
Gain an Estate and a Silver.
-
When you trash this, +2 Cards, +1 Action, and gain a Duchy or a Gold to your hand.
Skeptic (by NoMoreFun)(on top of Mountebank)
$2 - Action
+$1.
Trash a card from your hand. If it costs less than this, +1 Card, +1 Action.
Projection (by Aquila)(on top of Venture)
$2 - Treasure
At clean-up, you may trash a Treasure you would discard from play this turn, to gain a Treasure costing up to $3 more than it.
Land Survey (by xyz)(on top of Rebuild)
$4 - Action
+1 Card
+1 Action
Discard any number of Victory cards revealing them. $1 per card discarded.
Goshawk (by mandioca15)(on top of Falconer)
$3 - Action - Reaction
+2 Cards
———
When you play a card that has two or more types, you may play this from your hand.
Treasure Vault (by silverspawn)(on top of King's Court)
$2 - Treasure
You may discard an Action card for +$4.
Outriders (by Mahowrath)(on top of Outpost)
$3 - Action - Duration
+1 Card
+1 Action
At the start of your next turn, if this is still in play, +2 Cards
-
Discard this from play when another player buys a card with at least $2 unspent.
Art Colony (by emtzalex)(on top of Artisan)
$2 - Action
+1 Card
You may play an Action card from your hand. If you did, reveal the top card of your deck. If it's an Action costing less than the card played, play it.
Farmer (by The Alchemist)(on top of Farmland)
$4 - Action
+1 Card
+1 Action
You may discard a Victory card for +1 Card and +$1.
-
When you Trash this, +$2.
QuoteArt Colony (by emtzalex)(on top of Artisan)
$2 - Action
+1 Card
You may play an Action card from your hand. If you did, reveal the top card of your deck. If it's an Action costing less than the card played, play it.
I really like how this card works together with Artisan, and as Art Colony is a cheap cantrip, it shouldn't be much trouble to uncover the Artisans. This is my favorite of the entries that go on top of official gainers. Also, since Artisan costs $6, you might not be able to get it real early anyway, so I don't mind putting another card on top of it as much.
FINALIST
It's hard to choose from the few finalists, but I think I'll go with...
Stablehand by spineflu as the Winner
...which proves that just because I don't have a lot to say about a card doesn't mean I don't like it.
Runners up:
Art Colony by emtzalex
Destitute Village by JW
SHEEP | ALTAR | ||
Quote from: Sheep Sheep | (https://i.imgur.com/H0eeT2yh.png) | (http://wiki.dominionstrategy.com/images/a/ad/AltarDigital.jpg) | |
CABIN BOY | CAPTAIN | ||
Quote from: Cabin Boy Cabin Boy | (https://i.imgur.com/xspJkYRh.png) | (http://wiki.dominionstrategy.com/images/thumb/d/d4/CaptainDigital2.jpg/372px-CaptainDigital2.jpg) | |
CURATOR | HIRELING | ||
Quote from: Curator Curator | (https://i.imgur.com/i4R9jv0h.png) | (http://wiki.dominionstrategy.com/images/9/93/HirelingDigital.jpg) | |
HUNTER | HUNTING GROUNDS | ||
Quote from: Hunter Hunter | (https://i.imgur.com/bRqFl4Jh.png) | (http://wiki.dominionstrategy.com/images/d/d4/Hunting_GroundsDigital.jpg) | |
EYE OF NEWT | APPRENTICE | ||
Quote from: Eye of Newt Eye of Newt | (https://i.imgur.com/l6YZ0tZh.png) | (http://wiki.dominionstrategy.com/images/6/65/ApprenticeDigital.jpg) | |
ARCHIVIST | ARCHIVE | ||
Quote from: Archivist Archivist | (https://i.imgur.com/DXeyZweh.png) | (http://wiki.dominionstrategy.com/images/a/a0/ArchiveDigital.jpg) | |
CLOTH MERCHANT | BAZAAR | ||
Quote from: Cloth Merchant Cloth Merchant | (https://i.imgur.com/5k4WI7Ph.png) | (http://wiki.dominionstrategy.com/images/4/4d/BazaarDigital.jpg) | |
SHEEP | BUTCHER | ||
Quote from: Sheep Sheep | (https://i.imgur.com/H0eeT2yh.png) | (http://wiki.dominionstrategy.com/images/b/b2/ButcherDigital.jpg) | |
FAGIN | COUNTERFEIT | ||
Quote from: Fagin Fagin | (https://i.imgur.com/mLsMyAAh.png) | (http://wiki.dominionstrategy.com/images/6/6e/CounterfeitDigital.jpg) | |
HENCHMAN | VILLAIN | ||
Quote from: Henchman Henchman | (https://i.imgur.com/zfADC4Qh.png) | (http://wiki.dominionstrategy.com/images/b/b3/VillainDigital.jpg) | |
FIELD HAND | HARVEST | ||
Quote from: Field Hand Field Hand | (https://i.imgur.com/25FOJh1h.png) | (http://wiki.dominionstrategy.com/images/8/81/HarvestDigital.jpg) | |
SPIRE | PATROL | ||
Quote from: Spire Spire | (https://i.imgur.com/f4ZF4ZVh.png) | (http://wiki.dominionstrategy.com/images/3/31/PatrolDigital.jpg) |