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Messages - Holger

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1
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: January 19, 2021, 01:40:34 pm »
Yes, $3 sounds good.

You're right, as a Project this is better with no Actions in hand at all than as a Way, I didn't think of that. It's also better when you play only non-terminal Action cards (e.g. Labs) during your turn, or when the last Action card you want to play draws several cards - e.g. you'd rather play Village-Smithy (and then use the Project if your Smithy didn't draw any Action cards) than Village-Way of the Deer-Smithy (drawing three cards dead instead of one).

I hope this doesn't make BM too strong as you could essentially have 6-card hands from turn 2 in the absence of any terminal Actions in your deck, if you buy the Project on turn 1 - it essentially becomes a cheaper and faster (but non-stackable) Hireling. But it's probably fine...

If you want to keep the card's theme, I'd suggest the name Deer Park (or Game Park) for the Project. ;)

2
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 18, 2021, 04:57:38 pm »
Way of the Rabit (Way)
Trash this. Gain two cheaper Action cards.

This obviously should be "Return to the supply" or it will have a bad interaction with Fortress. Disregarding that, this seems to be rather weak. It needs to have an Action that outlives its usefulness AND cheaper spammable cards to be of any use. And even then, there needs to be the opportunity cost to play this before the spammable actions run out. This will definitely have its uses, but Way of the Butterfly generally does the exchanging part better.
Why spammable? The two cards gained can be different. I'd gladly use this both on a Witch after the curses are out, and to trash a Chapel for nothing once it's done its job.
But I agree that Way of the Butterfly is usually better.

3
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: January 11, 2021, 03:48:30 pm »
Way of the Deer would be far too strong IMO.

E.g. it can turn any Village into an optional Lab (or a Smithy, should you prefer that), as long as you have any Action in hand when playing it.
You're right. I didn't think about that. Maybe making it usable only once per turn would balance it enough.

That's probably fine in terms of balance. But a Way that you can only use once per turn and that doesn't "spend" the Action card on which you use it seems a bit awkward to me.
Essentially, it's equivalent to a free Project "Once per turn, you may spend an Action to draw a card." Therefore, I'd consider changing Way of the Deer into an actual Project, maybe costing $2 to $4 in order to make it an interesting decision whether to buy it.
(Sorry for necroing this ...)

4
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 10, 2021, 02:30:21 pm »
Congrats to grrgrrgrr! I would recommend that after we finish up with all the sets that we design cards for a hypothetical combination set. So we choose two existing sets and design a card that would be a merger of those two themes and mechanics. I believe someone previously suggested this, so it is not my own, but I wanted to throw that out there to either continue this thread or spur the creation of a new thread. It has been fun.





Quote
Horse Thieves - $4
Action - Attack
+$2
Each other player with 4 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.

I originally designed this as an improved Cutpurse a while back. I like that buying A Horse Thieves defends against the card by giving you horses, if you forgo gaining a treasure off the attack. Not sure if it is too good in its current state, but I can always adjust the price or the number of cards in hand needed for the attack to land. Feedback is appreciated.

This is strictly better than the mentioned Cutpurse, which hasn't even been removed or anything.
Technically Cutpurse can reduce a players handsize below 3. This was designed originally as a better, more appealing cutpurse. I have found Cutpurse an unappealing attack in general, but bumping up the price is probably warranted. Thanks for the feedback.

Yes, this would be far too strong at $4; except for the attack's limited stacking, playing this is at least as good as playing both a Caravan (as the topdecked Horse also gives you an extra card at the start of next turn) AND a Cutpurse. So it should cost at least $5, and quite possibly $6.

I expect the "gain a copy of a discarded card" option will rarely be used, as you usually don't want to gain a Copper, nor a Silver at a time when the game is so far advanced that the opponent has no Copper in hand to discard.

5
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 09, 2021, 10:24:16 am »


Quote
Obsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
I like this, it's clever. It's just a shame Renaissance already has Silos.


To me this feels radically different than silos. With Silos, you can still use Coppers for economy, you just get to sift them at start of turn to get to your engine better (or other Coppers). And, like all sifting, you still run the risk of your engine dying to a build draw, even later on. But Obsolete Denomination instantly reduces the economy Coppers provide to $0 and you still have to draw them to trash them.

With Obsolete Denomination a hand of 5 coppers does nothing for this turn, and helps future turns with trashing. With Silos, the hand of 5 coppers is like a guide.

I think Obsolete Denomination is the best fan card I've ever seen. It's simple, but strategically complicated about when you buy it.

i think it really does one unforgivable thing though, which is enable economic pins. Say you've got enough "other" economy (silvers, whatever), a handful of villages+draw to get it, and someone pulls off a KC-KC-swindler(s) to trash out all your other money. All the sudden you can't rebuild your deck at all. It's a midjudgement on your part doing that, but thats going to sour you on the game as a whole.

I don't think that's a huge problem, as most official cards with Debt have a similar issue: If you have unpaid Debt (e.g. due to buying City Quarter, Donate or Blacksmith) and lose all your deck's economy, you can't buy anything for the rest of the game, not even Coppers.
correct BUT you can only pin yourself with debt; this enables another player to do it to you
In both cases, you can unwillingly get pinned by your opponent: 
Suppose the only $ sources in my deck are 2 Silver and the starting Coppers, and I use a $3 hand to buy either Donate or OD to get rid of my Coppers (usually a reasonable thing to do).
Either way, my opponent can pin me if he can Swindle both of my Silvers into (say) Villages on his next turn, leaving me unable to buy anything (due to the now permanent Debt from buying Donate) resp. anything useful (with OD) for the rest of the game.

6
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 07, 2021, 12:15:42 pm »


Quote
Theatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.

A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
Villagers are unbounded, so the infinite VP,  endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)

It is a good point that Villagers are indeed uncapped. I still want it pseudo scaling with the number of villagers you have, so I changed it to be capped based on how many Theatre Venues you have.



Quote
Theatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.

Updated the original post here. Hopefully this change will address the potential infinite VP concern without nerfing the card too hard.


I don't think the potential danger of a golden deck with one of only two specific two-card combos* requires making Theatre Venue significantly more complicated (I consider your original version much simpler and more elegant than the update).
You'd already need two Theatre Venues (original version) in your deck (i.e. two otherwise dead cards) just to make Patron equivalent to Monument in terms of VP's gained per turn, and Monument is an official card that allows for a (weakish) golden deck without any help (except for a trasher). And just like Monument, Patron and Exploration do push the player toward buying more cards instead of building a golden deck, by giving $2 or 1 Coffers, respectively.
Finally, I don't see any "Villager golden deck" with TV even coming close to the Fortress-Bishop golden deck (which is guaranteed to give at least 12 VP per turn indefinitely): E.g. Exploration+your original TV gives at most 4 VP per turn, even if you managed to get all 8 TV's.


*Actually, Patron+TV is rather a 3-card combo, as you also need a strong trasher to create this golden deck.

7
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 07, 2021, 11:45:57 am »


Quote
Obsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
I like this, it's clever. It's just a shame Renaissance already has Silos.


To me this feels radically different than silos. With Silos, you can still use Coppers for economy, you just get to sift them at start of turn to get to your engine better (or other Coppers). And, like all sifting, you still run the risk of your engine dying to a build draw, even later on. But Obsolete Denomination instantly reduces the economy Coppers provide to $0 and you still have to draw them to trash them.

With Obsolete Denomination a hand of 5 coppers does nothing for this turn, and helps future turns with trashing. With Silos, the hand of 5 coppers is like a guide.

I think Obsolete Denomination is the best fan card I've ever seen. It's simple, but strategically complicated about when you buy it.

i think it really does one unforgivable thing though, which is enable economic pins. Say you've got enough "other" economy (silvers, whatever), a handful of villages+draw to get it, and someone pulls off a KC-KC-swindler(s) to trash out all your other money. All the sudden you can't rebuild your deck at all. It's a midjudgement on your part doing that, but thats going to sour you on the game as a whole.

I don't think that's a huge problem, as most official cards with Debt have a similar issue: If you have unpaid Debt (e.g. due to buying City Quarter, Donate or Blacksmith) and lose all your deck's economy, you can't buy anything for the rest of the game, not even Coppers.

8
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 02, 2021, 09:49:06 am »


Quote
Obsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.

Lord Bottington will buy this on turn 1...  ;D ;D

9
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 02, 2021, 09:45:06 am »
Letterpress
cost $6 - Project
When you gain a non-Victory card costing up to $4, gain a copy of it (that doesn't come with another).


A permanent Talisman.  Let's spell a magic of stella!  (Be careful when someone has a Witch.)

I like it. But the Curse thing seems more like a bug than a feature. Maybe "Action Card" rather than non-victory?

Also probably better if it can't double Tunnels. 4 VP for 3$ is a bit silly.

Tunnel is a Victory card.  I didn't say Action cards so that I can gain many Silvers.
First I tried "$5, mandatory gain", too easy to govern games. Next, "$6, optional gain", too useful. So this is "$6, mandatory", a little weakened.

Isn't the difference between mandatory and optional gain negligible in the majority of games that don't have a junker? It's rare that you intentionally gain a cheap card and wouldn't want another copy of it for free - except for cheap trashers like Chapel, which you'll gain before your first $6 hand anyway.

10
Dominion General Discussion / Re: Distribution of Dominion card costs
« on: December 24, 2020, 06:01:29 pm »
Just out of curiosity, I calculated the average costs of Kingdom cards in each expansion, counting the same cards as The Alchemist: (Sorted in ascending order)
Alchemy: 3.5
Seaside: 3.73
Nocturne: 3.85
Guilds: 3.92
Adventures: 3.97
Base & Renaissance: 4
Intrigue: 4.04
Empires: 4.11
Hinterlands: 4.12
Cornucopia: 4.15
Menagerie: 4.23
Dark Ages: 4.25
Prosperity: 5.12

Unsurprisingly, Prosperity is the top-heaviest expansion cost-wise, by far. The gap between 1st and 2nd is smaller than the gap between 2nd and last. It's surprising that an expansion called Dark Ages would have the second highest average cost, though.

Prosperity would drop slightly below 5.00 if you counted Peddler by a "fair" price of $4 instead of the nominal $8. Still by far the highest average cost, though.
Promos would be the second-most expensive "expansion" at an average of $4.6, thanks to Prince.

11
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 15, 2020, 06:05:17 pm »
8 Coins for 5 cards looks far too harsh. Storyteller does it 1 for 1. I doubt that the Capital style effect, and the fact that you can draw before you play your payload cards, compensates for that.

What would your thoughts be about Capital if you hadn't played with it?

Sure, but Capital gives an extra $3 and a buy compared to the more expensive Gold, while Garrison only gives 1 more card and a buy compared to Hunting Grounds.
And Garrison is specifically worded to prevent almost all Capital combos that make it really strong.

12
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 02, 2020, 05:35:25 pm »

Homage
Event - $0
Once per turn: Discard a Victory card from your hand to gain a cheaper card.



I'm going for a card gaining Event similar to Alms and Pilgrimage, significantly altering the pattern of the game. You will probably like to get an early Province for faster development, and the end game junked hands turn into Duchy gainers.

Nice!  It would pair well with something like Ranger that would let you cycle through your deck faster to draw a Province and also give you +1 Buy. 

How did you decide on a cost of $0?  It seems a lot more powerful than Alms, assuming you are able to get an early Province (or a Noble).

Yes, when there's strong $5-$7 cards of which you want many copies (e.g. KC or Goons), this probably gives more incentive to buy an early Province (or two) than Tournament, as it turns them into a kind of super-University.
Being able to gain a free Platinum or Province whenever you have a Colony in hand also sounds extremely strong.

Still, it's a very interesting concept. Maybe you want to give Homage a cost of $2 or $3, or limit the cost of the gained card to $4 or $5?  Then it'd still work fine with Duchies and most kingdom victory cards, but wouldn't become insane with Provinces and Colonies.

13
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 26, 2020, 04:30:01 am »
I donít know, the Silver gaining could degenerate into self-junking.

That is actually intended as a feature. You always do have the option to not play an Action. Too many Monkeys and they may feel like junk as well. Hinterlands has something of a theme of making large decks and filtering through it, I wanted Monkey to be something of a Magpie/Rats/Imp that emphasized that.
Monkey seems quite weak to me. At best, it's a Pouch that automatically gains copies of itself or Silver, junking your deck unless you play Big Money. And if you don't play an Action with it, it's significantly worse than Woodcutter...

14
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 13, 2020, 05:32:37 am »
Hmm I like Restore even better with that wording, but think it should really cost $4. This is partly because of power level (it's weaker than Upgrade usually), but also because at $4 you can Restore a Restore into a $5 card, and can restore a Silver into a Restore.
i dont agree because its definitely stepping on vanilla remodel's toes for strictly better early game (copper->silver, etc) (likewise trading post or other silver-centric trashers).

Not really. IMO the preferred use of Remodel in the early game is usually trashing Estates, which Remodel can turn into $4 cards (including more Remodels) but Restore can only turn into $3 cards.
So Restore is worse at upgrading Estates (or even Shelters) than Remodel, but better at upgrading Coppers. It has the advantage of being nonterminal, but after the early game you usually don't want more Silvers, and Restore can't turn Golds into Provinces like Remodel can. Therefore I'd also try it at $4.

15
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: October 28, 2020, 05:55:08 pm »
Way of the Deer would be far too strong IMO.

E.g. it can turn any Village into an optional Lab (or a Smithy, should you prefer that), as long as you have any Action in hand when playing it.

16
Other Games / Re: Pandemic Legacy (probably will have spoilers)
« on: October 27, 2020, 06:47:12 pm »
What we did is rotate the deck sections with each epidemic in so they're alternating directions. That way there's no counting needed, just look at the number of cards in each pile. IIRC one of the Pandemic designers mentioned this method at one point and I don't recall exactly what they said, but basically they didn't see it against the spirit of the game as they wanted to make it about strategy, not memory.
Yeah, I've also considered doing this to keep better track of the Epidemics - normally we just roughly estimate when a new epidemic will be due.

Since you can calculate the number of cards that have been drawn from the deck at any time with public information anyway, rotating the sections is technically not even a memory aid (like a Dominion point counter), it just relieves you from repeated card counting.

17
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: October 27, 2020, 06:29:30 pm »
Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.
Indeed, vanilla Market may well be preferable to this when your deck can't cope with gaining extra Silvers every shuffle. The Horse gain is only a short-term compensation, effectively drawing the Silver for free a single time.

18
Rules Questions / Re: Way 'for its own ability'
« on: October 27, 2020, 06:07:56 pm »
Thanks.  Can you clarify an example of what you mean by '...for the purposes of things that care about what card names are in play...'? Apologies for not understanding the lingo on this thread.
E.g. Horn of Plenty counts how many differently named cards are in play, no matter whether they were played as Ways or as themselves.

19
Variants and Fan Cards / Re: Action-Treasures
« on: October 25, 2020, 01:56:10 pm »
You're right that Horse Trainer is a worse Caravan in the buy phase, not a worse Moat, as it's nonterminal then.
But with 2 or more Actions left, I think it's usually worse than Smithy, not better: Since you still have an Action left after playing it, drawing a third "nonterminal" card now with Smithy is usually better than drawing it at the start of next turn with HT.
So Horse Trainer is basically a slightly weaker Smithy with a back-up option available when drawn dead. I would still try it at $4.

It seems like maybe you're missing that the first Horse will draw the second? Or else I don't understand what you're saying? Regardless, I think you're right that it should cost $4. I'll edit the OP.
Oops, you're right, I missed that. :-[
So it's indeed slightly better than Smithy when you have 2+ Actions, due to the possibility to keep one or both Horses for later.

20
Variants and Fan Cards / Re: Action-Treasures
« on: October 25, 2020, 06:19:43 am »
I understand what you're saying now. The way I had been thinking about is was like a Smithy with a plus and a minus: the plus is that it has some flexibility and can be played even when drawn dead, the minus is that you need an extra action to actually use the draw. But I now see that the buy phase option is basically a worse Caravan, since you get the draw sometime next shuffle, rather than on play. Although it isn't a duration so you can still play it every turn when drawing your deck.

Actually, it's kind of interesting that the only case where it's not a Smithy+ is when you have exactly 1 action. With 2 or more you can play it as a Smithy or a Caravan minus, and with 0 actions you can play it as a Caravan minus (whereas a Smithy would be unplayable). With 1 action you are forced to play it as the Caravan minus.

I don't know what the best fix is. I think it compares too favorably to Smithy at $4. Would +1 buy be enough to justify $5? Or what if both horses are gained to hand? I think this is what I originally had, but I thought that would be too good compared to Hunting Grounds.

You're right that Horse Trainer is a worse Caravan in the buy phase, not a worse Moat, as it's nonterminal then.
But with 2 or more Actions left, I think it's usually worse than Smithy, not better: Since you still have an Action left after playing it, drawing a third "nonterminal" card now with Smithy is usually better than drawing it at the start of next turn with HT.
So Horse Trainer is basically a slightly weaker Smithy with a back-up option available when drawn dead. I would still try it at $4.

21
Variants and Fan Cards / Re: Action-Treasures
« on: October 14, 2020, 05:06:53 am »
Horse Trainer is like Caravan in that gaining a Horse onto your deck is functionally very similar to Caravan's +1 card at the start of your next turn, unless you can play your other horse this turn.
Even in the best case when you can play the one Horse immediately, Horse Trainer is essentially +2 cards now, +1 card at the beginning of next turn, which is by far worse than Wharf and only marginally better than Smithy.
And when you can't play the one horse immediately, it's essentially +1 card at the beginning of next turn and +1 card some time next shuffle, which is worse than Moat due to the massive delay.

22
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 10, 2020, 06:54:41 am »


Not really sure on the wording.

Conceptually elegant, but totally busted. +2$ +2 cards is reasonable at 5$, and this is actually better than that since you'll essentially always use +2$ now and then can't draw cards dead on the next turn.

I think it would be fine at $5, as it is nerfed by being a Duration. The card's effect is clearly stronger than Merchant Ship, but probably weaker than Wharf as it lacks +Buys.

23
Variants and Fan Cards / Re: Card updating contest
« on: August 31, 2020, 05:29:52 am »
Sea Hag variant:



Sea Hag
$4 Action - Attack
Quote
Each other player gains a Curse.
If this is the first time you played a Sea Hag
this turn, they gain it onto their deck.
If there are one or more empty Supply piles, +$1.

This is clearly stronger than the printed version, especially in multiplayer. I don't think Sea Hag needs to be made even stronger, though the empty-pile bonus is a nice idea ...

24
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 04, 2020, 11:41:20 am »
Bounty Hunter seemed utterly crazy when it came out but itís not. So a terminal Gold is most definitely fine at $4. Also, if you play money and gain lots of Golds, discarding does not hurt. If you play an engine, you are unlikely to gain cards that costs more than $6. So all the card mainly hurts in an engine are Remodel strategies.

At $5 it can hardly compete with all the other terminal Golds.

Bounty Hunter is neither terminal nor a Gold, as it does not give +$3 unconditionally. IMO it's worse than a terminal Gold in Big Money games: It gives you +$3 only a single time (when exiling the first Estate; assuming no Shelters) until at least a shuffle after you have started greening. And even then, it only gives you +$3 when you're lucky to have it collide with a Victory card you haven't exiled yet.
(Exiling the first Copper only nets you +$2, and exiling further Coppers/Estates gives no economy at all.)

Also, there's several engine cards that cost $6 or more - Grand Market, Goons, King's Court,...
Bounty Hunter non-terminally yields 3 Coins at least 3 times in a standard Kingdom (Copper, Estate, Province) which ignores stuff like Duchies, Curses, Shelters or situationally Exiling a card you don't want anymore. It thins, sets aside Green, non-terminally provides Coins (which means that it is better than terminal Gold in SEVERAL WAYS the first 2 times you play it and yeah, I did intentionally ignore your weird argument that it is only a net 2 Coins as that implies that you do not want to thin Copper which is pretty much never the case; it is like saying that using Chapel to trash 4 Coppers is like taking 4D and thus worse than not killing those Coppers) and yet it is not broken.


If an Action card is only good in BM where terminal space is not used, well, that is not really particularly impressive (especially not if the handsize Attack does not hurt that much unless you wanna talk about BM-Remodel games which is frankly far too specific/rare to be relevant). The very reason all those terminal Golds have been introduced during the later expansion is due the realization that terminal space is limited and that you rather use it to draw than to do something which Gold always does.

I was pretty sure that terminal Gold is OK at $4 before Menagerie. But after Bounty Hunter, it is pretty much definitely the case. The effects of all those terminal Golds at $5 are usually so good that they do not justify terminal Gold being in the $4.5 price space (familar from Fugitive, i.e. the card is too good at $4, that it is too weak at $5 is obvious).

I was only talking about Big Money in my posts, where Chapel is indeed not a good card, and trashing/exiling Coppers is at best marginally good. What's weird about saying that 3-1 equals 2? Using Bounty Hunter on the first Copper is like playing Moneylender in terms of economy, but I haven't seen anybody call Moneylender a "terminal Gold", as it clearly only increases your economy by $2 the turn you play it.

Of course Bounty Hunter is much better than a terminal Gold in most engine games, but since it does not consistently give $3 when played, in can be worse im BM games where exiling doesn't help that much. (Moneylender might well be better for pure BM games than Bounty Hunter because it effectively gives +$2 seven times per game, instead of giving +$3 only two or three times and +$2 once.)

And for a card to be balanced at a given price point, it should not only be balanced in engine games, but it should also not give rise to a dominant one-card BM strategy (like Rebuild does/did). I agree that a terminal Gold for $4 would be fine or even weak in engines, but I am not so sure about its BM strength. For deciding about the latter, comparing it to engine cards like Bounty Hunter does not really help IMO. Of the existing cards, the closest to a terminal Gold is probably Livery, which does cost $5. Its extra Horse bonus is fine but not that huge (you can gain a Horse for $2 with Ride, or two Horses for $3 with Experiment).

25
Dominion General Discussion / Re: Getting cards
« on: June 03, 2020, 08:45:32 am »
We have a new one now in Menagerie... Exile from the supply in Coven.

Half the card-shaped things that use the exiling mechanic can exile a card from the supply: Camel Train, Transport, Invest, Coven, Enclave, Way of the Camel, Way of the Worm.

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