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Variants and Fan Cards / Re: Fan Expansion - Magic
« on: June 22, 2012, 07:22:32 pm »
>>Ritual -- I'm saying it's situational because it is only better than Silver in situations where it bumps you up on the next turn. But in most cases, Silver is far better. Suppose you draw a hand of 4 Rituals. If they were Silvers instead, you could buy a Province. You could play them all and hope to get the Province on the next turn, but if you want the coin from Ritual you have to trash all those cards, leaving your deck in much worse shape than if you had gone for Silver.
Yes it is situational, but consider this- I think a one-off +4$ is better than having 2 silver in your hand. With 4$, you can likely buy Gold, which is better than 2 silver. Then, your deck is thinner too Instead of having 2 silvers and a Gold, you have Gold alone. If you do this a few times, you have 2-3 golds. 3 gold is much better than 6 silver in a cut down deck. This works especially well if your opponents don't buy any Rituals. You can trash them for money this turn or next turn, so if you don't have a Magic card in you hand, maybe you will next turn! Ritual/Magic + Big Money is killer, you just have to buy a couple other action cards.
Ex: My draw 2 Magics, 2 Rituals and a Copper. I will play Ritual giving me +3 Cards +1 Action. Then I will play my second Ritual, + 3 Cards +1 Action. Now, you have a 7 card hand (not counting your 2 Magic!), complete with an action. Say I drew another action card as one of those 6, say... Village. I play Village, giving me +3 Cards +2 Actions. I have 9 cards with 2 actions. And if I want, I can still trash those Rituals for +4$. That's a good setup for just about anything. Add in a +Buy action card, and the power can be dangerous. Too much money? I won't trash my Ritual cards, and they stay out like Duration.
I thought of this as I made these cards, but I had read about the Prosperity set. Some of those cards let you get way, way better turns.
>>Spell Book -- ah, I see. When I said "lets you TR every card" I just meant that this was Spell Book's effect, not that you should try playing it with Spell Book. Now that I see that it only works on attack cards, the glaring issue is that it's useless in any game without attacks. It just becomes a dead card in the kingdom. :\
Yes, I've never played with it without another attack card. I have an idea that can fix this. It's a card that lets you gain another card ala Tournament. Here's another card I made:
$6 Mob
Choose one:
Gain a Renegade
Opponents gain a *Damage
Reveal another Mob from your hand. If you do, +4$
*0$ Renegade - Action/Curse, can only be gained through Mob.
+2 Cards
+2 Actions
+1$
-1 VP
--->Those above cards aside, what if Spell Book had a weak(er) attack function in addition and cost $5?
>>Inn is +2 cards, +2 actions, discard 2 cards. On gain, it lets you shuffle action cards from your discard back into your deck.
Damn, Inn is pretty good. If it costs 5, Swamp should probably cost 4, even with the VP.
>>Sacrifice -- yeah, I can see it being an overpowered opener at $4. I guess it would be good at $5 too... hmm. I may have misevaluated it last night. Still, it sucks to be the one who opens 4/3 against an opponent with 5/2 when this is on the board.
Yes, that would hurt. Hopefully to be balanced out by a weak(er) card for $2. Or maybe there wouldn't be a $2 card on the board. It conflicts with other trashing cards too. The best you could do would be to sacrifice them later in game, or maybe trash an Estate or 2.
Sacrifice is a super powerful card, honestly. In heavy curse games, it's value goes way up too. The built in curse also raises the value of the remaining Sacrifices. It has to be $5 though. No one buys it at $6.
*What if these Damage cards said: You must play all Damage before other Treasure?
Yes it is situational, but consider this- I think a one-off +4$ is better than having 2 silver in your hand. With 4$, you can likely buy Gold, which is better than 2 silver. Then, your deck is thinner too Instead of having 2 silvers and a Gold, you have Gold alone. If you do this a few times, you have 2-3 golds. 3 gold is much better than 6 silver in a cut down deck. This works especially well if your opponents don't buy any Rituals. You can trash them for money this turn or next turn, so if you don't have a Magic card in you hand, maybe you will next turn! Ritual/Magic + Big Money is killer, you just have to buy a couple other action cards.
Ex: My draw 2 Magics, 2 Rituals and a Copper. I will play Ritual giving me +3 Cards +1 Action. Then I will play my second Ritual, + 3 Cards +1 Action. Now, you have a 7 card hand (not counting your 2 Magic!), complete with an action. Say I drew another action card as one of those 6, say... Village. I play Village, giving me +3 Cards +2 Actions. I have 9 cards with 2 actions. And if I want, I can still trash those Rituals for +4$. That's a good setup for just about anything. Add in a +Buy action card, and the power can be dangerous. Too much money? I won't trash my Ritual cards, and they stay out like Duration.
I thought of this as I made these cards, but I had read about the Prosperity set. Some of those cards let you get way, way better turns.
>>Spell Book -- ah, I see. When I said "lets you TR every card" I just meant that this was Spell Book's effect, not that you should try playing it with Spell Book. Now that I see that it only works on attack cards, the glaring issue is that it's useless in any game without attacks. It just becomes a dead card in the kingdom. :\
Yes, I've never played with it without another attack card. I have an idea that can fix this. It's a card that lets you gain another card ala Tournament. Here's another card I made:
$6 Mob
Choose one:
Gain a Renegade
Opponents gain a *Damage
Reveal another Mob from your hand. If you do, +4$
*0$ Renegade - Action/Curse, can only be gained through Mob.
+2 Cards
+2 Actions
+1$
-1 VP
--->Those above cards aside, what if Spell Book had a weak(er) attack function in addition and cost $5?
>>Inn is +2 cards, +2 actions, discard 2 cards. On gain, it lets you shuffle action cards from your discard back into your deck.
Damn, Inn is pretty good. If it costs 5, Swamp should probably cost 4, even with the VP.
>>Sacrifice -- yeah, I can see it being an overpowered opener at $4. I guess it would be good at $5 too... hmm. I may have misevaluated it last night. Still, it sucks to be the one who opens 4/3 against an opponent with 5/2 when this is on the board.
Yes, that would hurt. Hopefully to be balanced out by a weak(er) card for $2. Or maybe there wouldn't be a $2 card on the board. It conflicts with other trashing cards too. The best you could do would be to sacrifice them later in game, or maybe trash an Estate or 2.
Sacrifice is a super powerful card, honestly. In heavy curse games, it's value goes way up too. The built in curse also raises the value of the remaining Sacrifices. It has to be $5 though. No one buys it at $6.
*What if these Damage cards said: You must play all Damage before other Treasure?