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« on: June 10, 2016, 12:11:56 am »
Archive: 9/10-It basicly turns the next three cards in your deck into reserve cards for three turns that you can pull out one at a time, but I think this card has a lot potential to build some strong turns especially with legionary or encampment as far as matching gold.
Bustling Village: 8/10- This has the potential to be a mega-encampment with an extra action and copper without the drawback but even if there's no settlers in the discard, I'd still prefer this over a bazaar just to play that extra action. Although it will take some time to dig it out.
Capital: 8/10- A really strong treasure. It helps you get those expensive cards early on. It reminds me of tactician but in reverse so you can have a mega money turn now and most likely forgo your next turn depending on how you use it.
Catapult: 6/10- I think it's pretty decent possibly situational but I could see this working well with silver decks cause you’re really getting a follower attack for each silver you trash.
Castles: 8/10- Just getting the humble castle for 3$ itself could be worth up to 9 victory points and with all the castles is more all the provinces alone I think. Although I think this will be a bit weaker with colonies out, it's still a good alt to victory.
Charm: 8/10- A really cool treasure that suits to any situation. If you don't have enough money or buys pick the 2$ plus buy or get another 5 $ card since you bought emporium which is like using a platinum right there so good all around.
Chariots: 5/10- It has a fun interaction. It’s still very situational, I think I'd still prefer an oasis just to skip the luck though. That's not to say you can't make your own luck and it's definitely a grade up from wishing well.
City Quarter: 7/10- I feel like I'd have to get a lot of terminals or trashes to be comfortable enough to buy this so kind of unsure cause right now I see it as an 8$ village most of the time and I think it's going to take while to really stack all those terminals in your hand.
Crown: 8/10- it's good all around obviously cause it works with any hand except for an extreme case of all victories, but yeah not much to say.
Emporium: 6/10- I'm sure you could get 5 actions easily for that 2vp as long as there's enough non-terminal actions to so it's a decent reward but I don't know if it's quite worth digging out the patrician to get it.
Encampment: 6/10- It's obviously a powerful 2$ card but most likely a one-shot. I could see people buying this early and not even using it just to wait until they have more gold or so. At least that's what I’m going try.
Enchantress: 8/10- Even though personally I hate this card, it is pretty strong for the most part. You’re already setting up a better next turn of plus 2 cards and you could potentially make those lonewolf debt invested actions such as overlord into cantrips which is insidious but good x).
Engineer: 7/10- I think it's one of the best workshop variants next to armory. I think it's really cool that you can get rid of it when you don't need it anymore. I would probably even buy this with an extra buy for 1 or 2$ down. Then possibly gain cards as you’re paying off the debt
Farmer's Market: 7/10- I can see it having some potential with villages and engines but the money you get out of it and the points at the end of the cycle are worth the investment.
Fortune: 10/10- I think for the most powerful treasure in the game this is going to be more accessible than people think b/c of gladiator’s ability to trash itself in the supply early on assuming it wins the challenge even once. I mean a 16 dollar treasure is not something you can just ignore I think on any board. So I think it will be OP
Forum: 7/10- I appreciate an improved variant of warehouse. The plus buy could be useful maybe if I got 7 I could go for a combo with settlers. Discard copper and then pick it back up. Nice engine card in general.
Gladiator: 7/10- It’s a pretty decent card in the sense you can get a terminal 3 if you mix your deck with different cards and if you do you can also get to the fortune faster so that’s a nice ability in general.
Groundkeeper: 8/10- This seems like a nice mid to late game card for when your engine is ready. It will be even more powerful with plus buy cards to dish out the extra points per groundkeeper.
Legionary: 9/10- A really amazing attack but with the catch of matching the gold. The terminal gold though is still pretty handy considering it has minor backlash as with Mandarin, horse traders, and etc.
Royal Blacksmith: 5/10- Don’t give me wrong plus 5 cards is always nice to cycle through your deck quicker but is it really going to be worth discarding 3 to 5$ worth of on average to get those cards. I mean you can trash most of the coppers then this will be amazing. But it really comes down to your ability to get rid of copper. Until then I’ll stick with an embassy instead.
Overlord: 9/10- Very convenient considering that you can get it turn one no matter what and use most of whatever action you want on the board so it will help fill that niche your missing on your turn most of the time unless you have really bad cards out but overall really strong card.
Patrician: 4/10- it has a nice reward if you’re lucky but stacking a good ratio of 5$ or more can be challenging without good trashers but it could act like a vagrant as you get more provinces.
Plunder: 7/10- It’s basicly a monument that’s not limited to actions anymore. It also has another role in preserving your encampments if you don’t have much gold around already so pretty useful.
Rocks: 3/10- To be blunt, the worse card in this set and it’s just not worth digging. I appreciate the humorous interaction though.
Sacrifice: 6/10- It’s an okay trasher. It’s convenient that it gives you different rewards for trashing certain cards but the rewards seem just average in general and I probably wouldn’t think about trashing action until it got closer to the end game with the exception of ruins but other than that just average.
Settlers: 7/10- I think settlers is pretty solid for 2$. I mean I can’t imagine a game where you just never have copper in your discard unless you’ve trashed most of them and it combos really nicely with Bustling village. So two/third or 75 percent of the time it’s going to be a peddler.
Temple: 6/10- It seems like a good opening trasher for trashing estate and copper. I think its secondary effect though is going to encourage players to plog up their deck with useless temples and essentially slow them down in the long run so I’d personally prefer bishop but that’s just my take for now.
Villa: 9/10- Has quite a bit of potential to build the perfect turn to cash out your deck. Although you still gotta pay up for that mega turn however long you may want it to last. Great for Smithy like cards.
Wild Hunt: 7/10- Speaking of smithys, For now I can’t see Wild Hunt as anything else but a smithy that your opponents can potentially take advantage of if you let them. It does have a useful effect but I can’t see myself wanting to stop the plus 3 cards just to get an estate and a few points (maybe if was 4). But also I think it’s a card that’s dependent on villages to work with that point advantage.