My entry for this week is a new Treasure subtype: Jewelry:
Normally your buy phase consists of of two sub phases: First, play your treasure cards (spend coffer, pay off debt); second, buy card(s) (or event(s), or project(s))
Treasure-Jewelry cards are are cards you can play any time during your buy phase. Frequently, they will care about what or how many cards you have bought.
Examples:
(https://i.imgur.com/Bm1uZIj.png)(https://i.imgur.com/SWIjrKk.png)(https://i.imgur.com/bPlY8tS.png)(https://i.imgur.com/kB1lKPr.png)(https://i.imgur.com/TrGo7VM.png)
Charm BraceletA Charm/Haggler variant.
$5 - Treasure - Jewelry
+1 Buy
Gain an Action or Treasure card costing less than the most expensive card you bought this turn and play it.
Broach
$5 Treasure - Jewelry
$1
+1 Buy
Choose one: gain a card costing less than $4 and you may play it up to twice; or gain a Villager per Action card you have gained this turn.
(https://i.imgur.com/1Cq7UDph.png) | Quote Witchstone • Treasure - Jewelry - Attack • $5 | |
I guess Jewelry isn't getting a lot of love; not many submissions. I still think it's an interesting concept. :D It really is sort of a different phase in between the Night phase and buying your first thing, since you can't play Treasures. I like that it uses that space.I guess the problem is that it is pretty narrow design space. You need resources that you can still use in your Buy phase because otherwise you could implement it as Night, hence all Jewelry cards produce Coins and Buys. You also need to care about stuff that happened during the Buy phase, because otherwise you could implement it as normal Treasure.
I guess Jewelry isn't getting a lot of love; not many submissions. I still think it's an interesting concept. :D It really is sort of a different phase in between the Night phase and buying your first thing, since you can't play Treasures. I like that it uses that space.I guess the problem is that it is pretty narrow design space. You need resources that you can still use in your Buy phase because otherwise you could implement it as Night, hence all Jewelry cards produce Coins and Buys. You also need to care about stuff that happened during the Buy phase, because otherwise you could implement it as normal Treasure.
One challenge with the Jewelry mechanic (and any new mechanic, of course) is making sure that the same or similar effect can't be equally or more effectively achieved with existing mechanics.
A regular treasure with a "while this is in play, cards that share a type with cards you've bought this turn cost $1 less", while not the same, might be similar enough to what Bracelet is trying to do.
Hmm, now I'm wondering about the other cards:
Earrings compares to a regular treasure that said "When you play this, the next time you buy a card this turn, +$2 and gain a silver.", but that's different enough - you'd be able to spend the first $2 on the first buy and then get the $2 (and silver). Earrings on the other hand is one or the other - play it first for the $2 with no bonus, or buy something without it, then get all $4. So it feels like a good use of the mechanic, I think.
(though I might still remove the "then play any number of treasures" , just letting you play the silver. And have a new card with
+ Cards based on cards you've bought and then play any number of treasures...)
Ring (as a hybrid Treasure - Night type mechanic) and Necklace (limitation only if you play as a regular treasure) also show that there's some versatility for this mechanic.
Witchstone: This fits in very, very, nicely with all the midgame cursers that seem to be popping up in official sets a lot lately. The opportunity cost for cursing gets lower as the game goes on (buy your own junk -> forgo playing a decent card -> free cursing while you Green), just as the power of cursing goes down. Choosing this contest was worth it for this design. Gold star!
Winner: Witchstone
With its reaction, it's not particularly hard to buy 2 silvers and then get a province.That is what Circlet wants you to do, true. But you have to already have (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and 2 Buys -- If you used the discard-for-buy reaction, that means your hand is at least 2 Golds or 3 Silvers in addition to the Circlet. For a net of only +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png).
It is right to cost $7 but even then a bit too strong and not in an interesting wayIn some sets, it could definitely be overpowered. I agree that it's not the most interesting/exciting card; that's what ultimately left me unhappy with it.
I think there's the makings of an interesting concept here - +$X per Silver/Gold/Both you gained this turn is a good Jewelry mechanic. But not really suited to this power level.Yeah. The concept is best as Jewelry as opposed to plain Treasure or Night, which is a good thing... it's just not a great card.