Urban Legend • $5 • Night - Attack
+2 Villagers
If you've played 6 or more cards this turn (including this), each other player gains a Jack-O-Lantern.
Jack-O-Lantern • $3* • Treasure • 2-3p: 12/pile, 4p: 15/pile, 5-6p: 20/pile
-$1
(You can't go below $0)
If you've played another Treasure this turn, trash this.
(This is not in the Supply)
Warding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, and either way, draw up to 6 cards in hand.
Ouija Board - $2
Treasure - Night
+1 Buy
If it's not your Night phase, +1 Coffers.
Otherwise, you may choose one: Remove a token from your Coffers to buy a Spirit from one of the Spirit piles for its cost; or trash this for +2 Coffers.
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).
(https://i.imgur.com/HToRvrV.png)QuoteHaunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).
I wanted to design an action night card that elegantly had different uses in each phase, while being the same text. In your Action phase, it is used to draw cards (hey sometimes moat is your drawer) and set up a few top-deck interactions. There's a lot of cards that become better if you can top deck specific cards: Chariot Race, Lookout, Native Village, Zombie Mason, etc. Or if you terminal collide with this terminal draw, simply top-deck your terminals. It's a weak drawer with some possible other interactions.
In the night phase, it becomes a weak sifter. Drawing cards in the night phase is like discarding from your deck. If you actually draw a card you wanted to see, you can simply top-deck it. You can delay a Province later for next turn's tournament. Perhaps you have an extra village, you can put it back on top to kick-start next turn.
It joins Villa as the second Action card that is always gained to hand. Hey, that's got to be useful sometimes.
Theming comes from basement with the whole sifting analogy (Catacombs, Cellar, Secret Passage, Dungeon, Store room, etc), and Haunted of course refers to top-decking (Haunted Castle, Ghost ship, etc)
Open to feedback. I was considering costing it $3 but $2 seems better. I also considered having it cost $5 and draw 3 cards, but I felt this made the Action so much stronger than the Night that it would pretty much only be used as an Action card.
(https://i.imgur.com/HToRvrV.png)
I suppose the "any order" here is important as well.
I suppose the "any order" here is important as well.
I don't think "any order" is necessary here, actually. That's only used when the cards were already in a specific order on your deck or some such. I don't think cards in your hand are really ordered at all.
(https://i.imgur.com/aMJJeM8h.png) | Quote from: Goblin GOBLIN |
What happens if you throne a Goblin?
What happens if you throne a Goblin?
You can't, it's a Night card.
EDIT: And, more importantly, it's not an Action card.
Haunted Basement | Action - Night | $2
+2 Cards
Put any number of cards from your hand onto your deck in any order.
This is gained to your hand (instead of your discard pile).
QuoteHaunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).
If you’re drawing deck this essentially lets you topdeck cards that you gained in your buy phase, and it comes with the added flexibility in your Action phase. Even when you’re not drawing deck it can be helpful for cycling (you could even build a Night card engine!). I don’t know if needs to cost $3, but it’s definitely a strong $2 IMO.
Thank you for the feedback!(https://i.imgur.com/HToRvrV.png)
"Top deck" is actually not an official Dominion term. It would have to be: "You may put any number of cards from your hand onto your deck in any order." I suppose the "any order" here is important as well. Likewise, according to Werewolf, the colour scheme (black/white) is reversed. The card is really neat though, I'm just being picky. :P
(https://i.imgur.com/r0h8Oiih.jpg)
Spectre
Night - Attack - Duration ($5)
At the start of your next turn, +2 Cards. Until then, when any other player buys a(n):
Action card: They take their -1 Card token.
Treasure card: They take their -1 Coin token.
Victory card: They gain a Curse.
Seance (Night-Gathering, $3)
For each card you gained this turn, choose one: trash a card from your hand and add a VP token to the Seance Supply pile, or take the VP tokens from the Seance Supply pile.
(https://i.imgur.com/VpEbZi4.png)
QuoteWarding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.
I didn't feel like doing an attack for this contest (My first idea was an attack, and I expect most entries will be attacks). The name is a reference to the old reason some people would wear masks on halloween: to ward off evil spirits.
(https://live.staticflickr.com/65535/51612835399_9d2c2d1e31_b.jpg)QuoteOuija Board - $2
Treasure - Night
+1 Coffers
+1 Buy
If it's your Night phase, remove 2 tokens from your Coffers to buy a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this.
A Ducat without the Copper Trashing, but allows the ability to buy Spirits at an upcharge of 2 Coffers (thinking of making it 3). I am unsure of the wording, but am going off the text from Butcher and Exorcist. Comes with a built in Buy so you can still buy something in your Buy phase if you want. Feedback is appreciated.
(https://live.staticflickr.com/65535/51612835399_9d2c2d1e31_b.jpg)QuoteOuija Board - $2
Treasure - Night
+1 Coffers
+1 Buy
If it's your Night phase, remove 2 tokens from your Coffers to buy a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this.
A Ducat without the Copper Trashing, but allows the ability to buy Spirits at an upcharge of 2 Coffers (thinking of making it 3). I am unsure of the wording, but am going off the text from Butcher and Exorcist. Comes with a built in Buy so you can still buy something in your Buy phase if you want. Feedback is appreciated.
I think Buying from non-supply piles is confusing. And this card is confusing. Can you buy any spirit for 2 Coffers? Or do you mean that you pay 2 coffers and then pay the cost of the Spirit Pile?
Some possible wordings for both cases:
"remove 2 tokens from your Coffers to gain a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this."
"remove 2 tokens from your Coffers and spend any amount of $ to gain a Spirit the costs exactly equal to the $ you spent"
Also, should the removing tokens be mandatory?
This card seems to have more uses if you add "If it's your Night phase, you may remove 2 tokens from your Coffers. If you do..."
Also, I am unsure why this is a Treasure Night. The only difference is as a treasure you get a +buy, and as a night you can do that activity. But there is no inherent reason for the activity of gaining spirits to happen in the night phase and not the Treasure phase. This card could just be a Treasure. You're going to be spending two coffers to do the exchange, so it doesn't matter that turn if it was played as a Treasure or a Night.
My recommendation would be to explore the space to have it do something different in Treasure and Night that affects those faces. What if it gains a Coffer in your night phase, but gives $2 in your buy phase? That would be a more meaningful difference! Of course price would have to change.
(https://i.imgur.com/LxHNYs6.png)
You draw up to six cards either way. I'll change it in the OP.QuoteWarding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.
I didn't feel like doing an attack for this contest (My first idea was an attack, and I expect most entries will be attacks). The name is a reference to the old reason some people would wear masks on halloween: to ward off evil spirits.
What happens if you do not put a card from your discard pile into your hand, do you still draw up to 6 cards? I feel like there is some precedent to say "At the start of your next turn, you may put a card from your discard pile into your hand, and either way draw up to 6 cards in hand."
Haunted Village | Action - Attack - Night | $4It's the Village brother of Werewolf, except it is always the quite effective Haunting Hex, which does stack once.
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.
Fairy Ring | Night - Victory | $4Compares too well to Silk Road, which gives a mere 1/4 per Victory (which is another Victory card that counts itself) and is an actual trash card (even setting aside how weak Silk Road is in the average Kingdom). If uncontested in a 2-player game, Fairy Ring gives 32VP. The fact that Fairy Ring offers so many points while also giving delayed Coffers, making the Province split 6/2 against still gives the game to Fairy Ring--and that's without any additional support. With a +Buy and any Night cards in the Kingdom there will be little else to do.
+1 Coffers
Draw until you have 5 Cards in hand.
-----
Worth 1VP per 2 Night cards you have (rounded down).
Sarcophagus | Night - Victory | $3EDIT: Missed an appropriate non-Victory clause, sorry!
Choose one: Exile a non-Duration card you have in play; or gain a copy of a non-Victory card you have in Exile.
Worth 1VP for each differently named card costing at least $3 that you have in Exile.
Warding Mask | Night - Duration - Fate | $3Donald X. said that Guardian used to give a Boon at the start of your next turn and that it made the game take too long with all the Boon flipping. And he said that while playing Nocturne games.
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.
Ouija Board | Treasure - Night | $2Your update has made Ouija Board significantly weaker as you now must play 3 Ouija Boards to gain a single Will-O'-Wisp.
+1 Buy
If it's not your Night phase, +1 Coffers.
Otherwise, you may remove 2 tokens from your Coffers. If you do, buy a Spirit from one of the Spirit piles for its cost. If it costs more than this, trash this.
Haunted Basement | Action - Night | $2This is incredibly powerful in games where you draw your deck: You get to immediately draw and tuck your new buys into your next hand. I think it does not need to be gained to hand as a $2-cost, as it still has that ability once it is in your deck. If you want it to go to hand it should probably cost $3.
+2 Cards
Put any number of cards from your hand on top of your deck in any order.
-
This is gained to your hand (instead of your discard pile).
Chantry | Action - Night | $2This is simple and cute. The two abilities don't touch at all. It's probably similar to Monastery on average, making it a weaker trasher. It's fine, but it's not very exciting.
If it is your Night phase, trash a card from your hand. Otherwise, +2 Cards.
Goblin | Night - Reserve | $4The fact that it trashes the Treasure from play means you still get the production of the Treasure. This seems like the strongest Mine variant, as its Reserve effect is functionally a better version of Merchant Ship (as you can wait a turn to pop its $, and further chain that $ with a second Goblin to upgrade to Gold quite fast). It is not necessarily a problem because both Mine and Merchant Ship are pretty weak, but these comparisons make me want it to cost $5.
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
Asylum | Action - Night | $4Any wording issues aside, in many, many Kingdoms the drawback won't even matter, as you can use Asylums to help to draw your trashers with the only 3 non-Action non-Treasure cards in your hand. You probably need a catch to make dumping Treasures in the Buy phase harder, something like "At the start of your Clean-Up, if you have at least $1 unspent, trash this, otherwise reveal your hand..." It starts getting wordy, though.
If its your Night phase, you may discard your hand. Otherwise, +2 Cards, +1 Action and at the start of your Clean-Up phase, reveal your hand and put all non-Action cards on top of your deck.
Maybe I'm crazy.Sarcophagus | Night - Victory | $3Because you get to play the card you Exile, even with only the Exiling option, Sarcophagus is a ludicrous source of VP. There are often enough targets it can Exile on its own that will make it worth 10VP. The primary gating factor is that Sarcophagus is also an incredibly fast non-terminal Workshop variant, so a Sarcophagus can gain more Sarcophagi to run piles very quickly.
Choose one: Exile a non-Duration card you have in play; or gain a copy of a card you have in Exile.
Worth 1VP for each differently named card costing at least $3 that you have in Exile.
All that is ignoring interaction with other Exiling options that would permit Sarcophagus to be a $3-cost better-than-Province Province-gainer. Consider Exiling Duchies and Provinces with Bounty Hunter or playing with Transport.
If you reeled this in to only Exiling cards from play and not counting Victory cards you have in Exile (with no card gaining), then maybe it could work at $3. With those changes and the gaining appropriately bounded to non-Victory cards, this should cost at least $5.
Crime Lord - $4
Night/Duration/Command
Exile a non-Duration card you have in play. Name a playable non-Command card you have in Exile. Choose one: Play it, leaving it there; or set it aside, and play it at the start of your next turn.
Goblin | Night - Reserve | $4The fact that it trashes the Treasure from play means you still get the production of the Treasure. This seems like the strongest Mine variant, as its Reserve effect is functionally a better version of Merchant Ship (as you can wait a turn to pop its $, and further chain that $ with a second Goblin to upgrade to Gold quite fast). It is not necessarily a problem because both Mine and Merchant Ship are pretty weak, but these comparisons make me want it to cost $5.
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
(https://i.imgur.com/QgSxBt5.png)QuoteCrime Lord - $4
Night/Duration/Command
Exile a non-Duration card you have in play.
Name a non-Command card you have in Exile. Choose one: Play it, leaving it there; or set it aside, and play it at the start of your next turn.
(https://i.imgur.com/LxHNYs6.png)
Would this be added to the standard Knight pile?
Haunted Village | Action - Attack - Night | $4
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.
It's the Village brother of Werewolf, except it is always the quite effective Haunting Hex, which does stack once.
It is probably a devastating win to win-more sort of effect, as extra Villages provide decent smoothing and the extras are giving a powerful Ghost Ship effect. The benefit of Werewolf's middling Hexing comes attached to a $5-cost that does nothing for you when you Hex, which is a lot less than Haunted Village's consistency.
(https://i.imgur.com/LxHNYs6.png)
Would this be added to the standard Knight pile?
Yes, but you could also select 10 random Knights to use out of 11.
I figured it wasn't too big of a deal because usually you wouldn't want to do it. The Bonfire interaction is weird but kind of cute. However the Changeling interaction is bad; nice catch!(https://i.imgur.com/QgSxBt5.png)QuoteCrime Lord - $4
Night/Duration/Command
Exile a non-Duration card you have in play.
Name a non-Command card you have in Exile. Choose one: Play it, leaving it there; or set it aside, and play it at the start of your next turn.
In the presence of Exile-from-hand cards (Bounty Hunter, Displace, Sanctuary), this has the capacity to "play" unplayable Victory / Curse cards. This could matter for the Curses if the only trashing in the game is Bonfire. It could also allow you to use Changeling to gain a Victory card (e.g. Province or Colony).
My Submission:It feels like this design is a rules issue waiting to happen. It is linked to the card it set aside, but it becomes indistinguishable from other Goblins. One question would be this: Assume I play 2 Goblins, one of them fails to set aside a Treasure (due to Trader or something); now I have 2 Goblins on my Tavern mat but only one set aside Treasure. Can I call a Goblin without putting that Treasure into my hand (because it remembers that it wasn't the card that set it aside)?
(https://i.imgur.com/aMJJeM8h.png) Quote from: GoblinGOBLIN
NIGHT - RESERVE
Cost: $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, putting it and this on your Tavern mat.
At the start of your Buy phase, you may call this, to put a Treasure from your Tavern mat into your hand.
It feels like this design is a rules issue waiting to happen. It is linked to the card it set aside, but it becomes indistinguishable from other Goblins. One question would be this: Assume I play 2 Goblins, one of them fails to set aside a Treasure (due to Trader or something); now I have 2 Goblins on my Tavern mat but only one set aside Treasure. Can I call a Goblin without putting that Treasure into my hand (because it remembers that it wasn't the card that set it aside)?
Quote from: GoblinGOBLIN
NIGHT - RESERVE
Cost: $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
Since this already uses the Tavern mat, I think a cleaner design would be this:QuoteTrash a Treasure have in play. Gain a Treasure costing up to $3 more than it, putting it and this on your Tavern mat.
At the start of your Buy phase, you may call this, to put a Treasure from your Tavern mat into your hand.
Jinx
^(Potion)
Night - Reaction
When you play this, Exile it.
-----
When you gain a Duchy, you may Trash this from your hand.
-----
-2%
Stutter
$4
Action - Attack - Voodoo
You may gain a Duchy.
Each other player may discard a Jinx. If they don't, they gain a Jinx.
Each other player discards down to 4 cards in hand.
<Stutter/Jinx>I think Stutter would be very strong occasionally (with Sanctuary, Duke, or a good trash for benefit), and then not worth buying on most other boards. Also, what's the point of Jinx having a potion cost?
<Trick or Treat>There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"
(https://i.imgur.com/eMmrx2T.png)
Trick or Treat is a $4-cost Silver that could be used to push your luck in a money-based strategy. It might also be useful to have one or two in an engine in order to help cycle your deck or seed your next turn.
Brownie
Night - Spirit
You may Exile a card from your hand for 2D
(This is not in the Supply.)
(https://i.imgur.com/eMmrx2T.png)
Trick or Treat is a $4-cost Silver that could be used to push your luck in a money-based strategy. It might also be useful to have one or two in an engine in order to help cycle your deck or seed your next turn.
This has the problem of pulling your opponent out of their turn. Suppose they play a Witch. You gain a Curse. You react with Sheepdog, played as way of the Mouse, playing Black Market. Trick or Treat is a Treasure, so you play it for that Black Market. Since it is not your Buy phase, you are instructed to jump back to your Buy phase after drawing 2 cards. What happens then?
Since the interaction is a little funky, I suggest that the first clause of the card be: "If it's your Night phase, +2 Cards and return to your Buy phase. Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)." This means that you can only ever switch phase if you were already in one of your own phases.
<Trick or Treat>There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"
Oh yeah, I didn't think about that.<Trick or Treat>There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"
If this isn’t a Night card, it can’t draw cards that you bought in your Buy phase.
Oh yeah, I didn't think about that.<Trick or Treat>There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"
If this isn’t a Night card, it can’t draw cards that you bought in your Buy phase.
<Stutter/Jinx>I think Stutter would be very strong occasionally (with Sanctuary, Duke, or a good trash for benefit), and then not worth buying on most other boards. Also, what's the point of Jinx having a potion cost?
Quote Haunted Village | Haunted Village - JW A Village+, where the + is the ability to use as a once stackable attack, useful, especially once you've drawn your deck (or enough coin) each turn. Decent card, and as pointed out above, an interesting "brother" to werewolf. |
(https://i.imgur.com/r0h8Oiih.jpg) | Spectre - AJL828 Another Attack, in the vein of Haunted Woods, Swamp Hag, etc, except it's a Night card. The attack is non stackable, unless your opponents gain Victory cards, in which case they would gain multiple Curses, though they can also avoid it by buying Night cards. While technically not strictly better than Den of Sin (due to not gaining to hand), still feels like it migh tbe overpowered as is for $5. |
Quote Trick or Treat | Trick or Treat - xyz123 A 5 typer! I like the idea of Fate Doom cards, as there are no official such cards. This one hexes now and rewards you later. It doesn't necessarily need to be a Night card, though, unless I'm missing something. (The action version could have +1 Action; that said, the only official Boon card that give +1 Action and gives Boons on play is Pixie, which must then be trashed.) |
Quote Seance | Seance - mandioca15 Cares about cards you gained and allows you to trash and/or gain some VP points from it. Simple and seems like a fun card to play with / compete for the tokens with. |
(https://i.ibb.co/xFXS7vR/image.png) | Fairy Ring - grep I like the idea of Night - Victory cards. I think would need some testing in order to figure out the right balance of VP per Night card (or as pointed out if it should just be fixed). The drawing is interesting, though, you'd only gain from drawing other Night cards (or bad cards). |
(https://i.imgur.com/3sqZzk4.png) | Sarcophagus - 4est Another Night-Victory! This one exiles from play, so early on maybe you'd exile some coppers, while later trying to get some better cards in exile, so you can up how much this one is worth. I like it, unique idea, and would also be fun to figure out how to optimize this. |
(https://trello.com/1/cards/617073b04545f259c93897cb/attachments/617074b876430416e2c7230e/previews/617074bb76430416e2c723be/download/image.png) | (https://trello.com/1/cards/617073b04545f259c93897cb/attachments/617075ae88432e7c7d8db7ba/previews/617075b188432e7c7d8db8a4/download/image.png) | Urban Legend / Jack-o-Lantern - spineflu Back to the Attacks. I like that as a Night card this one cares about how many cards you've played. And the junk in hands out seems interesting too. Add to that that I've always liked Villagers, it combines a lot of good things. Would have to test it out to see how effectively. :) |
Quote Warding Mask | Warding Mask - LibraryAdventurer Another Night card that hands out boons (so effectively +1 Action). That said with the timing of Night phase, a lot of these will just be a bonus for next turn. It is also effectively +1 Card (and a card you often choose), so feels pretty strong for the next turn. I'd have to play with it to see how much it slows things down. |
(https://live.staticflickr.com/65535/51628200917_898edc9c8c_b.jpg) | Ouija Board - Xen3k I like the idea of another card interacting with Spirits, I'm just not sure if some version if this would be better off as just a pure Night card. |
(https://i.imgur.com/Ft1tpoQ.png) | Haunted Basement - anordinaryman I love the idea of a dual phase not card not having "otherwise" in it, and playing differently depending on which phase you do play it in. I think this one would be fun to play with. |
(https://i.postimg.cc/GdVvSw-Gd/Chantry-v3.png) | Chantry - X-tra Another +2 Cards as an action. Or trash a card at night. Comparing to Moat, the problem is it only does one or the other, I think, making it a little weak. I would consider also allowing trashing from play, maybe? |
(https://i.imgur.com/aMJJeM8h.png) | Goblin - emtzalex One of my favorite cards I've designed is a Night-Reserve, so I'm glad to see one of these. While by virtue of not being an Action, it can't be thrones, another of my cards did allow you to TR a Night card, so I'd want a final version of this to address that. I like that it "mines" a card from in play and then the reserve aspect allows you to build them up like Coffers. |
(https://i.imgur.com/LxHNYs6.png) | Black Knight - Gubump Huh - I had not even considered a non pile entry that would work for this contest. I think this is a good addition to the Knights pile (and I like the idea of a "Night-Knight" card). My one concern is that as an attack you only get that - I wonder if maybe dropping the action part and having the extra part be more a weak version of an existing Night card (e.g. "You may trash a card from play") or something new, but weakish (e.g. "For each card gained this turn, +1 Coffers.") |
(https://i.imgur.com/G0hxxYc.png) | Asylum - Freddy10 I think I'd be concerned that the drawback of just using these as Action cards is not bug enough; especially in games where you can get rid of your starting estates. (until you start to green, of course, but then maybe you do use one of these at Night. |
(https://i.imgur.com/mXNY5ol.png) | Crime Lord - faust This one is has some different possibilities, I think. Exile a card that plays well at Night, and then you can use these to get rid of your coppers; or use it as a more powerful scheme, since you get to replay a card from this turn, next turn. I do wonder if that 2nd use is strong enough for $4 and if this should be $5. |
(https://i.imgur.com/8Ui9Pdl.png) | Trick or Treat - Timinou Another card named Trick or Treat! I originally wasn't sure of this one, but it's grown on me, while I've let it sit. Simple premise, but has some interesting combos with some other Night cards. and in this case I think drawing at Night is interesting, because you're only drawing action (on most boards) dead, so there's some reason to take that risk - and it fits the "trick" theme. (small tweak, I think it should probably be Treasure-Night, as that corresponds to the order of the phases; but we are also in uncharted territory with many of these!) |
(https://i.imgur.com/xExLP2h.png) | (https://i.imgur.com/q63wg8B.png) | Stutter / Jinx - arowdok I'm not sure Stutter, to me, feels like a fun enough card to buy, as the non attack part is often not useful. Of course, it is useful in the case of Jinx's reaction, so I do think these two cards do have synergy between them. Also, Jinx costing a potion is weird - I saw your comment about someone wanting to buy one to get one out of exile. But I think you would very, very rarely want to do that, and to buy a potion for that? I think that would only happen for other potion reasons. |
(https://i.imgur.com/f2Ahosw.png) | Brownie - mxdata Like adding a new Knight, adding another Spirit is a fun idea. But I'm not sure I'd really want a card that only Exiles and has you take debt for it. I think it needs something more. |
Quote Wolf | Wolf - exfret Lets you draw cards based on your play or others. I see some weirdness with the when another player gains a card, just because of timing - since you'd want to wait until they gained their last card. Online would be especially tricky, but the interface that tells them to wait for you to react, allows them some knowledge that you have it, and may change their decisions. As an aside, I think all official cards that round, round down, so I think any and all rounding should always be down. That, of course, would change this card substantially. |