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Topics - Just a Rube

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Variants and Fan Cards / Thought Experiment: On-Gain Scout
« on: July 03, 2013, 10:56:38 pm »
Apologies if this has been done before.

People make fun of scout. It takes up a card in your hand, requires $4 and a buy, and maybe lets you grab a few (mostly) useless green cards in your hand.

But what if it were on-gain?


Surveyor $4
+$2, +1 Buy
When you gain this, reveal the top 4 cards of your deck. You may put any revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

The top-action doesn't matter (well it does, but not right now).
The key is that this opens up a fewer broader uses:
1) 5/2 openings become potentially 5/5 openings, where one is a Woodcutter (similar to Nomad Camp)
2) Late game while you are greening, you can pull green cards out of your next hand, to keep from stalling (sort of like Mandarin)
3) A bit more shuffle control.

Would something like this be a useful/interesting card?

Dominion: Guilds Previews / 5/3 Openings
« on: June 03, 2013, 09:11:58 pm »
So, now that we can open 5/3, how does that affect other cards? And when would you prefer 6/2 or 4/4?

A few thoughts, to start off:
-Mint. It's biggest problem as an opener is that you trash all your copper, and now you only have $2 left in your deck. Now you can open mint/silver (or something morally equivalent).

-Goons obviously wants to open 6/2 or 6/- if there is even decent support for it.

-If you're going Courtyard Big Money, do you want to open Courtyard-Gold, or is it better to save the token for later? Or even open Courtyard-Baker?

-Potion and another $4 (or save the coin so you guarantee to get that familiar)

What do you guys think?

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