Distillery • $5 • Action
+3 Cards
You may play a Whisky from your hand. If you don't, you may gain a Whisky.
Whisky • $3* • Action - Spirit
Set up to 2 cards from your hand aside. If neither was a Victory card, +1 Action.
(This is not in the Supply)
I think the 2nd sentence of Whisky should be "If you set aside two cards and neither was a Victory card". As it is, it's not clear whether you get the +1 Action if you don't set aside any cards (or only one). Also, it's like Island in that there's no way to get back the set-aside cards, right?QuoteDistillery $5 Action
+3 Cards
You may play a Whisky from your hand. If you don't, you may gain a Whisky.QuoteWhisky $3* Action - SpiritOh, spirit?
Set up to 2 cards from your hand aside. If neither was a Victory card, +1 Action.
(This is not in the Supply)
(https://i.imgur.com/ulR7Ppj.png)(https://i.imgur.com/dhM2DUo.png)It seems like Haunted Mansion/Will-o-Wisp is essentially a 1-card engine; buys, draw, economy is all provided. You don't even need other Spirits.
In general, I think this contest needs a reminder that people need to specify how big the pile of the Spirit they designed is.
- Will-o'-Wisp (http://wiki.dominionstrategy.com/index.php/Will-o%27-Wisp)...(12 copies...)
- Imp (http://wiki.dominionstrategy.com/index.php/Imp) (13 copies)
- Ghosts (http://wiki.dominionstrategy.com/index.php/Ghost) (6 copies)
two cards other than exorcist that give imps. swamps gift is only one of twelve boons - hard to empty the pile that way.In general, I think this contest needs a reminder that people need to specify how big the pile of the Spirit they designed is.
Having only every played Nocturn online (and never having pushed up against the pile limits), I had no idea that there were not the same number of each Spirit.Quote from: http://wiki.dominionstrategy.com/index.php/Nocturne#Non-Supply_cards
- Will-o'-Wisp (http://wiki.dominionstrategy.com/index.php/Will-o%27-Wisp)...(12 copies...)
- Imp (http://wiki.dominionstrategy.com/index.php/Imp) (13 copies)
- Ghosts (http://wiki.dominionstrategy.com/index.php/Ghost) (6 copies)
This breakdown is...strange. Ghost seems to be pegged to Haunted Mirror, with the same number of copies (enough for 1 per player in the largest possible games). Less clear why there are 12 WoWs versus 13 Imps. Maybe Imp gaining with Tormentor is slightly more prolific than Wow gaining with Boons / from Exorcist trashing Estates? Maybe 12 WoWs is pegged to 4 players using Exorcist to trash their Estates? Or the 13 Imps has to do with them being mischievous/evil (and thus there is an "unlucky" number) versus the more lucky WoWs? Or it's a prime number since Imp's are more chaotic?
I think Imp is 13 rather than 12 because otherwise there would have been a blank. The flavor thing you mentioned is probably an added bonus.In general, I think this contest needs a reminder that people need to specify how big the pile of the Spirit they designed is.
Having only every played Nocturn online (and never having pushed up against the pile limits), I had no idea that there were not the same number of each Spirit.Quote from: http://wiki.dominionstrategy.com/index.php/Nocturne#Non-Supply_cards
- Will-o'-Wisp (http://wiki.dominionstrategy.com/index.php/Will-o%27-Wisp)...(12 copies...)
- Imp (http://wiki.dominionstrategy.com/index.php/Imp) (13 copies)
- Ghosts (http://wiki.dominionstrategy.com/index.php/Ghost) (6 copies)
This breakdown is...strange. Ghost seems to be pegged to Haunted Mirror, with the same number of copies (enough for 1 per player in the largest possible games). Less clear why there are 12 WoWs versus 13 Imps. Maybe Imp gaining with Tormentor is slightly more prolific than Wow gaining with Boons / from Exorcist trashing Estates? Maybe 12 WoWs is pegged to 4 players using Exorcist to trash their Estates? Or the 13 Imps has to do with them being mischievous/evil (and thus there is an "unlucky" number) versus the more lucky WoWs? Or it's a prime number since Imp's are more chaotic?
I definitely had games where Swamp's Gift was set aside with Druid and the Will-o-Wisps emptied.two cards other than exorcist that give imps. swamps gift is only one of twelve boons - hard to empty the pile that way.In general, I think this contest needs a reminder that people need to specify how big the pile of the Spirit they designed is.
Having only every played Nocturn online (and never having pushed up against the pile limits), I had no idea that there were not the same number of each Spirit.Quote from: http://wiki.dominionstrategy.com/index.php/Nocturne#Non-Supply_cards
- Will-o'-Wisp (http://wiki.dominionstrategy.com/index.php/Will-o%27-Wisp)...(12 copies...)
- Imp (http://wiki.dominionstrategy.com/index.php/Imp) (13 copies)
- Ghosts (http://wiki.dominionstrategy.com/index.php/Ghost) (6 copies)
This breakdown is...strange. Ghost seems to be pegged to Haunted Mirror, with the same number of copies (enough for 1 per player in the largest possible games). Less clear why there are 12 WoWs versus 13 Imps. Maybe Imp gaining with Tormentor is slightly more prolific than Wow gaining with Boons / from Exorcist trashing Estates? Maybe 12 WoWs is pegged to 4 players using Exorcist to trash their Estates? Or the 13 Imps has to do with them being mischievous/evil (and thus there is an "unlucky" number) versus the more lucky WoWs? Or it's a prime number since Imp's are more chaotic?
Transfigure | Action | $4
Trash the top card of your deck. If it costs $4 or more, gain a Sprite.
Choose one: gain a card costing up to $2 more than the trashed card, or gain a card from the trash.
Sprite | Night - Spirit - Fate | $3*
Trash this.
-
When you trash this, if you haven't already trashed a Sprite this turn, take three boons. At the start of your next turn, receive them in any order.
(This is not in the Supply.)
(https://i.imgur.com/TEJJCWCh.png) | (https://i.imgur.com/YqTFbCXh.png) | |||
Quote from: Mischievous Fairies Mischievous Fairies $3* Night - Reserve - Spirit | Quote from: Fairy Ring Fairy Ring $4 Action - Night |
My submission:
(https://i.imgur.com/pSLOvJ2h.png) (https://i.imgur.com/YqTFbCXh.png) Quote from: Mischievous FairiesMischievous Fairies $3* Night - Reserve - Spirit
Put this on your Tavern mat. Set aside an Action card you have in play face up (on this).
At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.) Quote from: Fairy RingFairy Ring $4 Action - Night
If it's your Night phase, gain an Action card onto your deck costing up to $1 per differently named card you have in play (counting this). Otherwise, gain a Mischievous Fairies.
My submission is Mischievous Fairies. A mix between Ghost and Way of the Turtle (with the Reserve mechanic mixed in), it sets aside an Action card already in play, and allows a player to play the card at the start of one of their turns. While it may offer slightly more control than Ghost (both allowing the choice of cards in play and the choice not to play it at the start of each turn), it has a greater chance of missing (if drawn with no Action cards) and only plays the set-aside card once, rather than twice. And while the Reserve mechanic's ability to hold the card back until it is needed is great for cards that want collisions (making it like WotT), each turn you wait keeps both cards out of your deck.
There are 17 copies of Mischievous Fairies.
To get Mischievous Fairies, I created Fairy Ring, a day/night gainer that can always get MF, but will (generally) cost an Action to do so. If you save it for your Night phase, it gains an Action from the Supply, and topdecks it, but only if you have enough differently-named cards. There are some neat synergies here, as you can first use FR to gain MF, then use both (if you have them together) to set up collisions.
Mischievous Fairies has issues with Duration cards. As worded, you can e.g. play a Hireling and then set it aside with MF in the same turn.
Mischievous Fairies $3* Night - Reserve - Spirit
Put this on your Tavern mat. Set aside a non-Duration Action card you have in play.
At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.)
i still don't get why he'd do that and not 13 hexes.I think Imp is 13 rather than 12 because otherwise there would have been a blank. The flavor thing you mentioned is probably an added bonus.In general, I think this contest needs a reminder that people need to specify how big the pile of the Spirit they designed is.
Having only every played Nocturn online (and never having pushed up against the pile limits), I had no idea that there were not the same number of each Spirit.Quote from: http://wiki.dominionstrategy.com/index.php/Nocturne#Non-Supply_cards
- Will-o'-Wisp (http://wiki.dominionstrategy.com/index.php/Will-o%27-Wisp)...(12 copies...)
- Imp (http://wiki.dominionstrategy.com/index.php/Imp) (13 copies)
- Ghosts (http://wiki.dominionstrategy.com/index.php/Ghost) (6 copies)
This breakdown is...strange. Ghost seems to be pegged to Haunted Mirror, with the same number of copies (enough for 1 per player in the largest possible games). Less clear why there are 12 WoWs versus 13 Imps. Maybe Imp gaining with Tormentor is slightly more prolific than Wow gaining with Boons / from Exorcist trashing Estates? Maybe 12 WoWs is pegged to 4 players using Exorcist to trash their Estates? Or the 13 Imps has to do with them being mischievous/evil (and thus there is an "unlucky" number) versus the more lucky WoWs? Or it's a prime number since Imp's are more chaotic?
If you didn't set aside a victory card, (including if that means you didn't set aside a card at all) you get the +1 Action.I think the 2nd sentence of Whisky should be "If you set aside two cards and neither was a Victory card". As it is, it's not clear whether you get the +1 Action if you don't set aside any cards (or only one). Also, it's like Island in that there's no way to get back the set-aside cards, right?QuoteDistillery $5 Action
+3 Cards
You may play a Whisky from your hand. If you don't, you may gain a Whisky.QuoteWhisky $3* Action - SpiritOh, spirit?
Set up to 2 cards from your hand aside. If neither was a Victory card, +1 Action.
(This is not in the Supply)
i still don't get why he'd do that and not 13 hexes.
the problem I see is that Transfigure can gain colonies from the trash
the problem I see is that Transfigure can gain colonies from the trash
Hmm with transfigure its hard to get colonies in the trash in the first place. You have to luckily have them on top of deck when you play it, and play a second transfigure.
But with salt the earth it becomes ridiculous. Upgrade, too, and rebuild.
Is this risk worth restricting it to not gaining victory cards? Or an odd less than $8 clause?
the problem I see is that Transfigure can gain colonies from the trash
Hmm with transfigure its hard to get colonies in the trash in the first place. You have to luckily have them on top of deck when you play it, and play a second transfigure.
But with salt the earth it becomes ridiculous. Upgrade, too, and rebuild.
Is this risk worth restricting it to not gaining victory cards? Or an odd less than $8 clause?
Restricting it to non-Victories would be awful; nobody wants to risk losing 10(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) from playing their Transfigure. Less than (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) is better, but still has the problem of people not wanting to Locust themselves.
Well, you simply need to do the thing before you have drawn your deck. If you have a card remaining in your deck you can be sure that you won't hit the gained Colony.the problem I see is that Transfigure can gain colonies from the trash
Hmm with transfigure its hard to get colonies in the trash in the first place. You have to luckily have them on top of deck when you play it, and play a second transfigure.
But with salt the earth it becomes ridiculous. Upgrade, too, and rebuild.
Is this risk worth restricting it to not gaining victory cards? Or an odd less than $8 clause?
Restricting it to non-Victories would be awful; nobody wants to risk losing 10(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) from playing their Transfigure. Less than (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) is better, but still has the problem of people not wanting to Locust themselves.
oh that's an excellent point!!! Thanks for pointing that out!
I think in that case I will have to live with the possible Colony gaining. I did some more thought and it's kind of hard to activate...
1. Remodel a Colony into a Colony.
2. Play Transfigure, trash a card that is not colony and gain the trashed Colony.
But it is actually more complicated-- if you drew your deck, then you play remodel, when you play Transfigure you trash a colony so you don't net an extra Colony from it! You have to gain a card first. And if you can't draw your deck, it's difficult to line up the Remodel with a Colony!
So it's actually kind of like.
1. Draw your deck
2. Remodel-variant a Colony into a Colony (Salvager works too). Note that these cards are pretty much always terminal.
3. Top-deck a card, or Gain a card to the top of your deck (OR gain several cards and then get lucky on your Transfigure play)
4. Play Transfigure to trash the non-colony, and then gain the colony you trashed in step 1.
That's a lot of steps and it'll be rare that Kingdoms can support this. So I think I will just live with this as a potential powerful combo to exploit in those Kingdoms.
i still don't get why he'd do that and not 13 hexes.
Oh man, I didn't even think of that during testing. I might have pushed for it, but honestly getting to 12 Hexes was hard enough.
https://i.imgur.com/3TG4tYg.png
Quote I found that will - o' - wisp was one of my favorite Spirits, so I wanted to double down on that. I have provided two cards that can be paired with my heirloom Walking Stick. The Landmark version provides an all in Wisp strategy comparable to Rats I think. While my other kingdom card Wisperer, *whispers* shhh we need to keep quiet about the spelling, I know *whispers* is a card that will help to set up your wisp strategy and possibly allow you to gain other Spirits besides the Wisps. All Wisps are piles of 12 Edit: I've updated Walking stick for brevity. For those who feel Wisperer is too strong, my thoughts are that it doesn't give you the cost reducer for buying cards on the turn you play it, and since it requires cards in your deck to be able to remain out for the duration (and with it being duration it does miss the shuffle), the $2 isn't overpowered, especially since none of the cards I made give a buy. It is essentially a silver for next turn when you have no buy. I've considered the interaction with workshop and it doesn't feel much different than if it was a cost reducer of $1 rather than $2. For the small interaction of remodel, yes it is strong, but in the case you can set up two of these on the turn before and then gain a province, you could have done something similar with other kingdom cards without all the hooplah. It also encourages something outside of just going with wisps. |
(https://i.imgur.com/3TG4tYg.png) (https://i.imgur.com/F59Iy3e.png) (https://i.imgur.com/WIP4QXl.png)Some commentary on this.
QuoteWhispering Woods
Landmark
When scoring 1% per Spirit you have.
Setup: Summon Spirits. QuoteWalking Stick
Treasure - Heirloom
$2
$1
When you play this, you may gain a Spirit costing up to $0. QuoteWisperer
Night - Duration
$4
Set aside the top 5 cards of your deck face down under this (you may look at them). At the start of your next turn, put them on top of your deck in any order.
-
While this is in play, cards cost $2 less on your turns.
(https://i.imgur.com/Ah8rRRz.png) (https://i.imgur.com/aZqHW9U.png) (https://i.imgur.com/EKWe2w6.png) (http://wiki.dominionstrategy.com/images/thumb/4/4f/Will-o%27-Wisp.jpg/200px-Will-o%27-Wisp.jpg) QuoteWind Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, +1 Coffers.
(This is not in the Supply.) QuoteWater Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, +1 Villager.
(This is not in the Supply.) QuoteWar Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, +1%.
(This is not in the Supply.) QuoteWillow Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, put it in your hand.
(This is not in the Supply.)
I found that will - o' - wisp was one of my favorite Spirits, so I wanted to double down on that. I have provided two cards that can be paired with my heirloom Walking Stick. The Landmark version provides an all in Wisp strategy comparable to Rats I think. While my other kingdom card Wisperer, *whispers* shhh we need to keep quiet about the spelling, I know *whispers* is a card that will help to set up your wisp strategy and possibly allow you to gain other Spirits besides the Wisps.
1) Not sure what "Setup: Summon Spirits" is supposed to mean. You don't need special setup rules for Spirits.
2) Why does Walking stick say "up to $0"? Cards in Dominion cannot cost less then $0, so you might as well just say "a Spirit costing $0".
3) Wisperer's cost reduction seems very strong. There is a bit of a tricky thing here in that you need to still have cards to set aside, which may be tricky on the 2nd play - I like that design-wise. But I worry that even 1 Wisperer per turn is too good.
4) I am not convinced that in a game with Whispering Wood you ever want to add anything to your deck except for Spirits (and possibly $2 cards). A bunch of Will-o-Wisps in, you draw your deck, then you can starting adding War Wisps to generate VP indefinitely.
Quote
1) Not sure what "Setup: Summon Spirits" is supposed to mean. You don't need special setup rules for Spirits.
2) Why does Walking stick say "up to $0"? Cards in Dominion cannot cost less then $0, so you might as well just say "a Spirit costing $0".
3) Wisperer's cost reduction seems very strong. There is a bit of a tricky thing here in that you need to still have cards to set aside, which may be tricky on the 2nd play - I like that design-wise. But I worry that even 1 Wisperer per turn is too good.
4) I am not convinced that in a game with Whispering Wood you ever want to add anything to your deck except for Spirits (and possibly $2 cards). A bunch of Will-o-Wisps in, you draw your deck, then you can starting adding War Wisps to generate VP indefinitely.
The reason I added setup: Summon Spirits was because other cards have setup rules and I felt it was weird Spirit cards did not. Also, it was just cute flavor mostly. I modeled Walking Stick text off of other gainers, but you are correct in that "s Spirit costing $0" is simpler and will work. I'll get that adjusted. I agree that Wisperer's cost reduction could be strong, but due to you needing enough cards in your deck to be able to set aside for it to be a duration and thus get the bridge effect it might be okay. If everyone thinks that is too strong I'm not opposed to lowering the cost. As far as Whispering Woods goes, I considered lowering the number of available War Wisps, and/or changing scoring the be 1 VP per different Spirit you have. Due to you potentially avoiding other kingdom cards with that landmark is the reason I made Wisperer, as an alternative way to play with Walking Stick and is more of my main entry.
Devoted Thrall - $4
Action
+2 Actions
+$2
If you have 3 or more Action cards in play, trash this and gain a Lost Soul from its pile.
----
You may buy this from the trash as if it was in the Supply.
Lost Soul - $0*
Night - Spirit
You may pay any amount of $. If you did, exchange this for a Spirit costing less than what you paid from one of the Spirit piles.
(This is not in the Supply.)
Retired Dread Pirate
$5 - Action - Reserve
Reveal the top card of your deck. If it's a Duration card or a Treasure, you may play it. You may gain a Gold for each Duration card you have in play. If you gained any Golds, put this on your tavern mat. Otherwise, +1 Action and gain a Ghost Pirate.
Ghost PirateFAQ: Once placed on the tavern mat, the Retired Dread Pirate stays there for the rest of the game.
$2 - Night-Duration-Spirit
When you discard a Treasure or Action-Duration card from play this turn, you may set it aside. At the start of your next turn, discard any number of Coppers from your hand for +1 Card each, then put the set-aside card into your hand.
Dryad Forest SpiritFlavor nitpick: A dryad is a forest spirit.
My submission:
(https://i.imgur.com/TEJJCWCh.png) (https://i.imgur.com/YqTFbCXh.png) Quote from: Mischievous FairiesMischievous Fairies $3* Night - Reserve - Spirit
Put this on your Tavern mat. Set aside a non-Duration Action card you have in play.
At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.) Quote from: Fairy RingFairy Ring $4 Action - Night
If it's your Night phase, gain an Action card onto your deck costing up to $1 per differently named card you have in play (counting this). Otherwise, gain a Mischievous Fairies.
My submission is Mischievous Fairies. A mix between Ghost and Way of the Turtle (with the Reserve mechanic mixed in), it sets aside an Action card already in play, and allows a player to play the card at the start of one of their turns. While it may offer slightly more control than Ghost (both allowing the choice of cards in play and the choice not to play it at the start of each turn), it has a greater chance of missing (if drawn with no Action cards) and only plays the set-aside card once, rather than twice. And while the Reserve mechanic's ability to hold the card back until it is needed is great for cards that want collisions (making it like WotT), each turn you wait keeps both cards out of your deck.
There are 17 copies of Mischievous Fairies.
To get Mischievous Fairies, I created Fairy Ring, a day/night gainer that can always get MF, but will (generally) cost an Action to do so. If you save it for your Night phase, it gains an Action from the Supply, and topdecks it, but only if you have enough differently-named cards. There are some neat synergies here, as you can first use FR to gain MF, then use both (if you have them together) to set up collisions.
EDIT:
Submission updated (on the advice of Gubump) to fix Mischievous Fairies so they don't set aside Duration cards (which has tracking issues, and also allows a player to play a single copy of Hireling multiple times).
Old Version
(https://i.imgur.com/pSLOvJ2h.png)
My submission:
(https://i.imgur.com/TEJJCWCh.png) (https://i.imgur.com/YqTFbCXh.png) Quote from: Mischievous FairiesMischievous Fairies $3* Night - Reserve - Spirit
Put this on your Tavern mat. Set aside a non-Duration Action card you have in play.
At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.) Quote from: Fairy RingFairy Ring $4 Action - Night
If it's your Night phase, gain an Action card onto your deck costing up to $1 per differently named card you have in play (counting this). Otherwise, gain a Mischievous Fairies.
My submission is Mischievous Fairies. A mix between Ghost and Way of the Turtle (with the Reserve mechanic mixed in), it sets aside an Action card already in play, and allows a player to play the card at the start of one of their turns. While it may offer slightly more control than Ghost (both allowing the choice of cards in play and the choice not to play it at the start of each turn), it has a greater chance of missing (if drawn with no Action cards) and only plays the set-aside card once, rather than twice. And while the Reserve mechanic's ability to hold the card back until it is needed is great for cards that want collisions (making it like WotT), each turn you wait keeps both cards out of your deck.
There are 17 copies of Mischievous Fairies.
To get Mischievous Fairies, I created Fairy Ring, a day/night gainer that can always get MF, but will (generally) cost an Action to do so. If you save it for your Night phase, it gains an Action from the Supply, and topdecks it, but only if you have enough differently-named cards. There are some neat synergies here, as you can first use FR to gain MF, then use both (if you have them together) to set up collisions.
EDIT:
Submission updated (on the advice of Gubump) to fix Mischievous Fairies so they don't set aside Duration cards (which has tracking issues, and also allows a player to play a single copy of Hireling multiple times).
Old Version
(https://i.imgur.com/pSLOvJ2h.png)
It's unclear whether the set-aside card is discarded. Right now, you would permenantly lose the set-aside card. You could add a "discarding it" clause at the end of the card.
(https://trello.com/1/cards/6207e2bac6d1ef76e59eaba2/attachments/6207e6156a4b0f69105ea15e/download/Gnome_v1.2.png) | (https://trello.com/1/cards/6207e2bac6d1ef76e59eaba2/attachments/62085d30cc18a130567d6632/download/Fairy_v1.2_(1).png) |
Quote from: Gnome Gnome | Quote from: Fairy Fairy |
(https://trello.com/1/cards/6207e2bac6d1ef76e59eaba2/attachments/6207e6156a4b0f69105ea15e/download/Gnome_v1.2.png) (https://trello.com/1/cards/6207e2bac6d1ef76e59eaba2/attachments/6207e3cb7662987ecf5f9357/download/Fairy_v1.1.png)
Quote from: GnomeGnome
Treasure
Cost: 5
Worth $2
Look at the top two cards of your deck. Discard any number
of them, then put the rest back in any order.
When you gain this, gain a Fairy. Quote from: FairyFairy
Night - Spirit
Cost: 3*
At the start of your next turn: +1 Action
When you draw this, +1 Card
(This is not in the supply.)
Where the Gnomes go, the Fairies follow. The Gnomes improve the gardens, and are valuable. Fairies also improve the gardens, but instead of adding value to them, they add beauty. Gnome is a Silver, with some added, useful filtering for your next turn. Though Gnome has slightly more text than is usual, it's complexity is low, is not hard to play with, and a useful buy comsidering that it comes with a Fairy. Fairy is an interesting village, it works for your next turn, cannot be drawn dead due to it's night type, and is like a cantrip because of the below the line effect. In essence, it is a different, useful village. It is a good option for Exorcist, and is good for reliability.
Feedback is appretiated.
Fairy needs to be a Reaction and say "when you draw this, you may reveal it for +1 Card." As it is currently, it has a major accountability issue because it's mandatory but your opponents have no way of seeing what cards you draw.
Fairy needs to be a Reaction and say "when you draw this, you may reveal it for +1 Card." As it is currently, it has a major accountability issue because it's mandatory but your opponents have no way of seeing what cards you draw.
Thank you, I've updated my submission.
All Hallows' Eve
^ or @5
Event
If the number of cards you've gained this turn is:
2+, gain a Ghost from its pile or gain 2 Horses;
1, gain an Imp from its pile;
0, gain a Poltergeist from its pile.
PoltergeistQuantity 12
$5*
Action - Spirit
Reveal your hand. Choose a different thing per differently named card in your hand: +2 Actions; +2 Buys; gain a Horse; cards cost $1 less this turn; gain a card costing up to $3.
(This is not in the Supply.)
These are not my entries. I thought others might enjoy tinkering with these ideas down the line and since it is late in the contest I am hopefully not be limit others' entries by posting similiar ideas.
(https://i.imgur.com/H2HVCSq.png)(https://i.imgur.com/2KgMV8B.png)
(https://i.imgur.com/RIaLTcp.png)(https://i.imgur.com/93WuAsb.png)QuoteEvil Eye
$5
Treasure
$2
-
While you have this in play, you may buy Spirits from their piles as though they were in the Supply.QuoteSixth Sense
$5
Project
During your turns, you may buy Spirits from their piles as though they were in the Supply.QuoteApparition
$3*
Action - Spirit
Choose four: +1 Card; +1 Action; +1 Buy; or +$1. You may choose the same choice up to twice.
Return this to its pile.
(This is not in the Supply.)QuoteBanshee
$3
Night - Attack - Spirit
Each other player with 5 or more cards in hand puts cards from their hand onto their deck until they have 4 cards in hand.
You may play an Action card from your hand.
(This is not in the Supply.)
It's unclear whether the set-aside card is discarded. Right now, you would permenantly lose the set-aside card. You could add a "discarding it" clause at the end of the card.
Since it doesn't say "leaving it there", the set-aside card goes into play.
Runestone + Essence by Faust
I am assuming Runestone does not prohibit a $0 overpay so you can gain Will-O-Wisps. If so, this could be very strong with cost reduction where you can make Runestones free.
Results time.Yes, this allows you to play a Night card in the Action phase, and it's optional to play it for when you reveal a Crypt (or anything else you didn't want to play at the moment), so there wouldn't be any problem.
Retired Dead Pirate + Ghost Pirate by LibraryAdventurer
http://forum.dominionstrategy.com/index.php?topic=21062.msg885571#msg885571
What should happen if the top card of your deck when you play Retired Dead Pirate is a Night Duration? Do they then end up being played in your action phase? This potentially causes a problem with Crypt as you would not normally have Treasures in play during your action phase. It also has an impact on how Ghost plays.
There are some nice ideas here. I like the Gold gaining is optional. Ghost Pirate offers a nice way of smoothing out an engine if you are unable to get rid of your starting Coppers.I planned for the possibility, and I think it would still be decent (worthwhile sometimes at least) in kingdoms without other durations.
I think some of the conditions on the cards would be better if they found a way not to be limited to Durations. Ghost Pirate couldn't work on all Action cards as that would be overpowered. The problem though is if you have no other Durations in the kingdom as then Ghost Pirate would only work on itself and Treasures.
Just to clarify, this was the intended way to play.Runestone + Essence by Faust
I am assuming Runestone does not prohibit a $0 overpay so you can gain Will-O-Wisps. If so, this could be very strong with cost reduction where you can make Runestones free.
You can't overpay (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) to get two (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)-cost Actions with Stonemason, so I think you'd have to overpay (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) to get a Will-o-wisp.