1
Variants and Fan Cards / Tomb - Gambling for a Draw or a Curse
« on: December 07, 2014, 11:47:26 pm »
Hi !
I had two games today with my sister and two friends. Putting the other card I recently presented on hold, we playtested a card I designed. I don't have the card picture in this computer right now, but I'll put it later. Without further ado, here it is :
So the first version was...
So that was pretty straightforward. Keeping on with my ''interaction with your piles'' theme, the goal of this card is too force you to keep track of your deck... But with great rewards if you do !
However, it had a problem : where do you put the cards that you don't draw ? We quickly ruled that you could put them back in any order on top of your deck. The first game played with this made it clear that it was really good ! In the beginning, always naming copper was at least a +$1, and really often it was a +$3, which is awesome for a non-terminal. The card became weaker and weaker as the game went on, but we each built decks that could build around Tomb's weakness (one of my friends had an awesome deck full of silvers and nobles and was drawing both of them like crazy).
My two options were to weaken the card or put it a $4. I like the fact that it kind of combos with itself, but in a risky way, so I decided to leave it at $3 (so you can open double Tomb). Here's the updated version :
So. This card was quite fun to play. Really stressful, you always wanted to name your powerful cards, like golds, but since you don't have much of those cards, it's a big gamble : you don't want the curse ! Pricing it at $3 was a great choice, because you don't lose your other Tombs in the discard when you reveal them with a first Tomb. An obvious combo was with powerful $3 cards : Masquerade and Silvers were my choice for this game and it worked quite well. I was discarding a lot of Band of Misfits and Fortress, but the strong drawing (a couple of silvers is a lot of money) was helping me staying alive.
Combos :
Strong $3.
Mystic.
Courtyard (if you can play a village before).
Scout (!!)
Cards playing stuff from your discard... (in coming in my expansion)
So. What do you think about this card ? Any obvious combos I missed ? Any big problem with the card ? It is priced low and has a huge potential, but I think that it can also hurt you a lot. Not sure if the actual balance is right. Comments are welcomed.
I had two games today with my sister and two friends. Putting the other card I recently presented on hold, we playtested a card I designed. I don't have the card picture in this computer right now, but I'll put it later. Without further ado, here it is :
So the first version was...
Quote
Tomb
Action - $3
+1 Action
Name a card. Reveal the top 4 cards of your deck. If there are matches, draw them. If there are not, gain a Curse.
So that was pretty straightforward. Keeping on with my ''interaction with your piles'' theme, the goal of this card is too force you to keep track of your deck... But with great rewards if you do !
However, it had a problem : where do you put the cards that you don't draw ? We quickly ruled that you could put them back in any order on top of your deck. The first game played with this made it clear that it was really good ! In the beginning, always naming copper was at least a +$1, and really often it was a +$3, which is awesome for a non-terminal. The card became weaker and weaker as the game went on, but we each built decks that could build around Tomb's weakness (one of my friends had an awesome deck full of silvers and nobles and was drawing both of them like crazy).
My two options were to weaken the card or put it a $4. I like the fact that it kind of combos with itself, but in a risky way, so I decided to leave it at $3 (so you can open double Tomb). Here's the updated version :
Quote
Tomb
Action - $3
+1 Action
Name a card. Reveal the top 4 cards of your deck. If there are matches, draw them. If there are not, gain a Curse. Discard the other cards costing $4 or more and put the other ones back on the top of your deck in any order.
So. This card was quite fun to play. Really stressful, you always wanted to name your powerful cards, like golds, but since you don't have much of those cards, it's a big gamble : you don't want the curse ! Pricing it at $3 was a great choice, because you don't lose your other Tombs in the discard when you reveal them with a first Tomb. An obvious combo was with powerful $3 cards : Masquerade and Silvers were my choice for this game and it worked quite well. I was discarding a lot of Band of Misfits and Fortress, but the strong drawing (a couple of silvers is a lot of money) was helping me staying alive.
Combos :
Strong $3.
Mystic.
Courtyard (if you can play a village before).
Scout (!!)
Cards playing stuff from your discard... (in coming in my expansion)
So. What do you think about this card ? Any obvious combos I missed ? Any big problem with the card ? It is priced low and has a huge potential, but I think that it can also hurt you a lot. Not sure if the actual balance is right. Comments are welcomed.