When something instructs you to play a card that's not an action, treasure, or night card, follow the instructions on the card like you would an action, treasure or night card, including when it would be cleaned up (for duration cards).
cards like Courtier aren't expecting zero types.
cards like Courtier aren't expecting zero types.
Why couldn't Courtier work with a card with zero types? If I discard no Victory cards with Shepherd, I get +0 Cards. Why would choose zero lead to undefined behavior?
Lamb
$2
Reaction - Duration
Now, or at the start of your next turn, +2 Cards.
____
When you gain a card, you may play this from your hand.
Comments: It has the fun of Sheepdog with a higher risk of not being able to usefully draw cards on your turn. To compensate, it has an option to delay your draw. $2 might be too cheap, but it seems a bit weaker than Sheepdog.
WDC 139 is:
Design a card that is not an Action, Treasure, or Night card, yet can still be brought into play.
For this contest, we'll work with the de facto rule of the following:QuoteWhen something instructs you to play a card that's not an action, treasure, or night card, follow the instructions on the card like you would an action, treasure or night card, including when it would be cleaned up (for duration cards).
This may be an on-buy triggered card (like a self-contained innovation+hireling combo), maybe a pure reserve type (http://forum.dominionstrategy.com/index.php?topic=18987.msg772694#msg772694), maybe a only via reaction (http://forum.dominionstrategy.com/index.php?topic=18987.msg803376#msg803376) does it get played, but it should have a way to get into play, and not be an Action, Treasure, or Night card. If it's solely an on-buy card, it should have some reason for not being an event.
If you need a "null type", or type that the card is when it has no real types, please either use Confusion (http://forum.dominionstrategy.com/index.php?topic=8619.0) or make up your own "dead" type; cards like Courtier aren't expecting zero types.
For this contest, I'm not going to rule out/DQ any cards - that was a bummer during contest 131 - but hopefully this gives some clear criteria on what you should be making.
Also for this contest, I'm going to request please no traveller lines, and please minimal fan mechanics. I get that this is easymode if it's a Dawn card or Supplier or something; the spirit of the card should be it gets into play in a weird way, not by following a rulebook, even if it's one you wrote.
wdc 139
Is a non-Supply card gained by a normal Action card acceptable?
(https://i.imgur.com/uDFOqIF.png)
Not sure whether it should cost 3 or 4.
(https://i.imgur.com/uDFOqIF.png)
Not sure whether it should cost 3 or 4.
(https://i.imgur.com/uDFOqIF.png)
Not sure whether it should cost 3 or 4.
Isn't this pretty much garbage? Buying the first one is buying a dead card. buying the second one now makes you now have 2 dead cards and 2 horses to negate the bonus of the dead card. Buying a third one will get you 4 Horses and you will have 3 dead cards if you are lucky, which basically means you have just one horse for one deck cycle and 3 Dead cards for the rest. Even getting very, very lucky with this card, I'm not sure I would take them for free if I had the choice.
Either now or at the start of your next turn, gain 2 Horses and you may play a Horse Factory from your hand.
When you buy this, play it.
(https://i.imgur.com/PTkklckh.png) | Quote from: A Far Better Thing A FAR BETTER THING |
Action, $5
+1 Card, +3 Actions
You may play a Spook card from your hand.
Play any number of Treasures from your hand. You may buy a Spook card.
Spook, $3*
Choose one: +4 Cards; or +$4
Return this to its pile.
(This is not in the Supply)
Thanks for the great feedback everyone!
1. I wonder what color it should be then. Is there a standard color for this?
2. Yeah it would be garbage, but you also play the one you buy. That being said, maybe it should be balanced differently, like +3 horses or something similar.
3. I'm wondering if it works well as a sort of hostelry, since I've heard that can form a good amount of draw. That being said, maybe there's some balancing that can be done.
Land Rush - $4
Reaction
+1 Buy
Play any number of Victory cards from your hand.
+$2 per Victory card played.
----
When you gain a Victory card, you may play this from your hand.
Thanks for the great feedback everyone!
1. I wonder what color it should be then. Is there a standard color for this?
Thanks for the great feedback everyone!
1. I wonder what color it should be then. Is there a standard color for this?
Maybe just use the Shelters color? There isn't a single-color thing in red yet.
Thanks for the great feedback everyone!
1. I wonder what color it should be then. Is there a standard color for this?
2. Yeah it would be garbage, but you also play the one you buy. That being said, maybe it should be balanced differently, like +3 horses or something similar.
3. I'm wondering if it works well as a sort of hostelry, since I've heard that can form a good amount of draw. That being said, maybe there's some balancing that can be done.
Here is my updated Horse Factory.
(https://i.imgur.com/H3nWGQI.png)
Futures
$4
Duration - Reserve
When you gain a Victory card, you may call this. At the start of your next turn, return this to the Supply, +1 Buy and +$4.
-
When you gain this, put this on your Tavern mat.
Sacred Rites
$2
Reserve - Reaction
When you buy a Curse, you may call this to trash a card from your hand for +1VP per $1 it costs.
-
When you buy a Copper, you may put this from your hand onto your Tavern mat for +1 Buy.
QuibbleThis seems like it is a bit worse than Black Cat. When you buy a victory card, its better, since its like a den of Sin rather than just plain +2 Cards. However, when another player buys one, Black Cat is much better, giving everyone else a Curse. Also, Black Cat can just be played normally, while Quibble is useless unless someone buys a Victory card.
Duration-Reaction
$3
At the start of your next turn +2 Cards
_______________________________________________________________
When any player gains a Victory card, you may play this from your hand.
QuibbleThis seems like it is a bit worse than Black Cat. When you buy a victory card, its better, since its like a den of Sin rather than just plain +2 Cards. However, when another player buys one, Black Cat is much better, giving everyone else a Curse. Also, Black Cat can just be played normally, while Quibble is useless unless someone buys a Victory card.
Duration-Reaction
$3
At the start of your next turn +2 Cards
_______________________________________________________________
When any player gains a Victory card, you may play this from your hand.
(https://i.imgur.com/xcUc9YJ.png)
(https://i.imgur.com/xcUc9YJ.png)
I think this needs to be a Reaction and say "...play this from your hand." See Sheepdog and Falconer.
I ultimately decided the duration wasn't worth the extra wordiness, so this is my version for the contest now.
(https://i.imgur.com/cS2jrnX.png)
EDIT: Even worse, I might revise it again ;)
I think the intent is that it only returns if you play any from your hand, but as worded it would return immediately when you play it.I ultimately decided the duration wasn't worth the extra wordiness, so this is my version for the contest now.
(https://i.imgur.com/cS2jrnX.png)
EDIT: Even worse, I might revise it again ;)
I'm a bit confused how you could ever play any from your hand, since as soon as you gain it, you play it and it goes back to the Supply. So how would it ever be in your hand?
I ultimately decided the duration wasn't worth the extra wordiness, so this is my version for the contest now.
(https://i.imgur.com/cS2jrnX.png)
EDIT: Even worse, I might revise it again ;)
I'm a bit confused how you could ever play any from your hand, since as soon as you gain it, you play it and it goes back to the Supply. So how would it ever be in your hand?
I think the intent is that it only returns if you play any from your hand, but as worded it would return immediately when you play it.I ultimately decided the duration wasn't worth the extra wordiness, so this is my version for the contest now.
(https://i.imgur.com/cS2jrnX.png)
EDIT: Even worse, I might revise it again ;)
I'm a bit confused how you could ever play any from your hand, since as soon as you gain it, you play it and it goes back to the Supply. So how would it ever be in your hand?
If you played any, return this to the Supply.is "Horse Factories from your hand." It is the last thing that "any" could apply to. Thus, I think the second sentence is best understood as
If you played any [Horse Factories from your hand], return this to the Supply.It is, at the very least, ambiguous, and would probably be better phrased as
If you played any Horse Factories from your hand, return this to the Supply.
Hidden Cave
$3 Victory - Reaction
2VP
-
When another player plays an attack card, you may reveal this from your hand first. Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
Hidden Cave
$3 Victory - Reaction
Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2VP
When another player plays an attack card, you may first play this from your hand.
Hidden Cave
$3 Victory - Reaction
2VP
-
When another player plays an attack card, you may reveal this from your hand first. Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
Two problems I see here:
1. There's no limit to how many times you can reveal a card as a reaction. This would allow you to go through your deck as many times as you want, which would be especially problematic with cards like Tunnel - you could empty out the Gold pile right away with that - and even without cards like that, you could reveal it as many times as you want to get a perfect next three cards
2. This doesn't put it into play, which was the requirement of the contest
I would suggest the following:QuoteHidden Cave
$3 Victory - Reaction
Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2VP
When another player plays an attack card, you may first play this from your hand.
There's no limit to the number of times you can reveal a Reaction card. Secret Chamber (removed from Intrigue) could be revealed as many times as you wanted to allow you to change which two cards are on top of your deck, and other cards like Horse Traders have below-the-line text that prevents them from being revealed infinitely.Hidden Cave
$3 Victory - Reaction
2VP
-
When another player plays an attack card, you may reveal this from your hand first. Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
Two problems I see here:
1. There's no limit to how many times you can reveal a card as a reaction. This would allow you to go through your deck as many times as you want, which would be especially problematic with cards like Tunnel - you could empty out the Gold pile right away with that - and even without cards like that, you could reveal it as many times as you want to get a perfect next three cards
2. This doesn't put it into play, which was the requirement of the contest
I would suggest the following:QuoteHidden Cave
$3 Victory - Reaction
Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2VP
When another player plays an attack card, you may first play this from your hand.
I see your point, but it can only be revealed on an attack card, so it can't be an endless reaction correct? but yes, you have a more correct way of design so I will edit it
I ultimately decided the duration wasn't worth the extra wordiness, so this is my version for the contest now.
(https://i.imgur.com/cS2jrnX.png)
EDIT: Even worse, I might revise it again ;)
I'm a bit confused how you could ever play any from your hand, since as soon as you gain it, you play it and it goes back to the Supply. So how would it ever be in your hand?
Let us talk about power level. This is Experiment with an extra Buy on top (+) and the option to Labify previous Horse factories (+).
It is more expensive (-) and a potential anti-Lab if the Horse Factories don't collide (respectively you stop going for Horse Factories) (-).
I'd try it at $3 and $4.
(https://i.imgur.com/rcfWmRg.png)
Lamb • $3 • Reaction - DurationA lower risk sheepdog, one you don't mind proc-ing at the end of the buy phase. I feel like you'll nearly always be able to do the duration-draw thing with it off the buy phase and so it should be priced more comparably to Den of Sin.
Now, or at the start of your next turn, +2 Cards.
-
When you gain a card, you may play this from your hand.
Vacation Spot • $4 • Victory - Duration - Reaction
At the start of each of your turns for the ret of the game: +1 Buy. Worth 2% if in play at the end of the game (Otherwise worth 0%).
-
When you gain a card costing at least $6, you may play this from your hand.
(This stays in play).
A Far Better Thing • $2 • ReserveFINALIST
When you buy a card, you may call this, to exile that card and to Exile any number of copies of it from your hand.
-
When you gain this, put it on your Tavern mat.
Medium • $5 • Action
+1 Card
+3 Actions
You may play a Spook card from your hand.
Play any number of Treasures from your hand.
You may buy a Spook card.
~ * ~ * ~
Fiend • $3* • Spook
Choose one: +4 Cards; or +$4. Return this to its pile.
(This is not in the Supply)
Ark • $3* • Victory - DurationFINALIST
2%
-
When you gain this, play it. While this is in play, opponents may buy this for $3 more.
Land Rush • $4 • ReactionI think I'd like this better if it didn't play the Victory cards but instead did the $7 castle thing of discarding them for $2 each, just because, there's established functionality on things like Bonfire that prevent it from being a way to trash estates.
+1 Buy
Play any number of Victory cards from your hand.
+$2 per Victory card played.
-
When you gain a Victory card, you may play this from your hand.
Futures • $4 • Duration - ReserveFINALIST
When you gain a Victory card, you may call this. At the start of your next turn, return this to the Supply, +1 Buy and +$4.
-
When you gain this, put this on your Tavern mat
Sacred Rites • $2 • Reserve - ReactionKind of an awkward card. I feel like the VP boost from ritual is only borderline worth it, most times. If I had to get a copper to use it, it almost always wouldn't be.
When you buy a Curse, you may call this to trash a card from your hand for +1% per $1 it costs.
-
When you buy a Copper, you may put this from your hand onto your Tavern mat for +1 Buy.
Quibble • $3 • Duration - ReactionI wouldn't buy this at $3. Maybe having it at $1 would be better - changes up the game similar to Poor House in Upgrade/Remodel situations.
At the start of your next turn +2 Cards
-
When any player (including you) gains a Victory card, you may play this from your hand.
Shipwreck Cove • $4 • Victory - DurationFirst off, Gubump is right, this should be a Reaction. That said, there's some neat stuff here. It has a bit of a Sinister Plot vibe. I think it would be better without the VP and Victory type. Less of a first mover advantage.
When any player, including you, gains a Victory card, you may play this.
-
While this is in play, it is worth 2%. At the start of your turn, you may discard this to take all tokens from this and put them anywhere on your Coffers/Villagers mat. If you don't, put a Coin token on this.
Fanfare • $3 • ReserveI feel like this and Expedition are occupying a very similar game space. Like, this is probably the most event-y entry of these.
When you play an Action card, you may first call this for +2 Cards, then return this to the supply
-
When you gain this, put it on your Tavern mat
Wizard's Tower • $5 • Victory - DurationFINALIST
2%
-
When you gain this, play this and gain an Action card costing up to $4, setting it aside on this. Play it at the start of your next turn.
Hidden Cave • $3 • Victory - ReactionI like this. I'd replace Tunnel with this. It's neat to have defense cards that interact primarily with certain types of attacks (in this case, Rabble/topdeck attacks).
Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2%
When another player plays an Attack card, you may first play this from your hand.
Horse Factory • $4 • ConfusionI feel like this has an induction problem, which is, why would you ever not just play it right away for two horses and getting the junk out of your deck? Like it's just worse Experiment that happens to be buy-neutral. Something where this accounted for other Horses/Horse Factories you've played this turn would've been better (so that there was a reason to keep it in your deck).
Gain 2 Horses. You may return this to the Supply.
-
When you gain this, +1 Buy, then you may play this and any number of Horse Factories from your hand.
Basketmaker • $4 • ReactionI both like and hate how this card interacts with cost reduction. Like in a game with Highway and Witch, you almost don't want to play your witch because people will scoop up provinces out-of-turn with this. Even in a self-junking scenario (which I think is how you're intending it to normally proc), stacking up a couple of these, buying a copper, and emptying the duchies seems real powerful.
+1 Buy
Gain a card costing up to $5
-
When you gain a card costing $0, you may play this from your hand.
(https://i.imgur.com/06oyk2o.png)You missed my card during judging
A card that consistently gives coffers, and can late game be discarded for VP. But when saving up Coffers, you usually want to save them for late game, but then you can't get the VP from here. Not sure on cost or if this is too over/underpowered. Any suggestions on a name welcome!
Also, I'm not sure how the coloring should be, whether it should be 50-50 or all of one color.
(https://i.imgur.com/06oyk2o.png)You missed my card during judging
A card that consistently gives coffers, and can late game be discarded for VP. But when saving up Coffers, you usually want to save them for late game, but then you can't get the VP from here. Not sure on cost or if this is too over/underpowered. Any suggestions on a name welcome!
Also, I'm not sure how the coloring should be, whether it should be 50-50 or all of one color.
Spineflu, I don't understand the feedback on my card. Of course, if you play it as a worse experiment, it's, uh, going to be a worse experiment. The whole point is that you have the flexibility to just load up on Horse Factories and then play a bazillion a turn. The more Horses you have in your deck, the easier it is to draw all your Horse Factories in hand to buy a Horse Factory for a lot of Horses etc. I don't know if it's quick enough for competitive play, but at my play level (50 on the ladder) with the others I was playing with, it was certainly able to serve as the main draw for my engine, whereas experiment on its own can't.
(https://i.imgur.com/2KwE5lf.png)
Quote from: emtzalexA Far Better Thing • $2 • ReserveFINALIST
When you buy a card, you may call this, to exile that card and to Exile any number of copies of it from your hand.
-
When you gain this, put it on your Tavern mat.
First off, love the theme on this. second off, love how it plays. I do love a good junk card, and a one shot that turns into junk (but plays sort of like Doctor or Ambassador) is going to be a real fun card to play with.
Winner:
emtzalex's A Far Better Thing