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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 20, 2019, 04:55:07 am »
Modeller explicitly requires to keep track of all card trashed in your turn, which would be a new mechanic.
No, it does not. This has nothing at all with tracking in the mechanical sense. You simply gotta remember the Coin value of all the cards you trashed.
It is literally the same as Smugglers, the presence of a cards forces you to remembering stuff and that isn't a new, complicated mechanic.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 19, 2019, 06:40:09 pm »

This being non-terminal scares me a little into thinking it should cost $5, but it would feel weak there. The presence of any draw card could make building with this too fast...
And tracking the trashes you've done should be OK?

The trash is an unordered multiset. As soon a card is added to the trash, you lose track of it. The game mechanics have no way to find out, which instance of card you have trashed and how much it costed when you trashed it. This also has issues with Rogue, Lurker, Graverobber and Possession.
Huh? There is no mechanical issue at all. This card works precisely like Smugglers, i.e. you have to remember what you gained/trashed. And it is actually on a practical level simpler to memorize/handle than Smuggler as you can put all the cards you have trashed this turn onto a slightly different place than the trash (and after your Night phase, you move them onto the trash heap).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 19, 2019, 09:52:03 am »

This is way too strong. Even if it was terminal, it would still compare favorably to Witch.

Even taking Goat into account?

If Chupacabra and Witch were both in the same set, Chupacabra would outclass Witch.
I don't know. Assuming that we talk about a potential terminal version of Chupacabra, well, +2 Coffers seems on average slightly better than +2 Cards to me. Which says very little. If Witch is the only draw in the Kingdom, you'd rather have Witch.

So yes. Cards that grant Heirlooms have to be at least somewhat balanced with or without their Heirloom.
Shepherd disagrees with that.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 18, 2019, 10:12:17 am »
Thanks for the numerous submissions, despite my slightly repetitive challenge!
This was very difficult as there were so many great cards. Favourites are bolded.

Hypocrite by Aquila
Although 'attacking everybody including yourself' is novel, it has a classical feel. A clean design and a clear favourite.
The Copper junking can be quite nasty when you play with few Treasures which is more likely in a Kingdom with trashers which again limits the nastiness of the Copper-junking.
What you obviously aim for is something like Village, Village, Hypocrite-Militia, Hypocrite-Copperjunker, trash your Coppers. Seems near impossible in 2P but in 3P that double Attack can be smeared over 2 turns: Alice plays Hypocrite-Militia, Bob plays some draw and then Hypocrite-Copperjunker, Charlie will suffer.

Bellwether by pubby
Cool idea but unsound implementation.
This is either a Copper/Curse junker, a Woodcutter Estate junker or a payload card that gains cards for the opponents.
All junking options are relatively weak (and come with the additional problem that you lack control as an opponent makes the choice) while the gaining option is nearly as good for the opponents as for you (unless you managed to play all your Actions, then e.g. gaining a Silver is relatively weak compared to +3 +1 Buy).
The main issue is that once you green, Bellwether becomes unplayable (so why did you buy it in the first place instead of Woodcutter?). This could be fixed via reducing the upper limit of Coin generation while creating the new problem of Province rushing (Alice play Bellwether, Bob reveals Province, Bob and Charlie gain a Province, Alice uses the 8 Coins and the Buy to buy a Province).

Consulate by King Leon
Perhaps I am missing something but this looks too weak.
Suppose you gain a Curse to hand and are able to trash it during the same turn. Then this is better than Sea Hag (one more Coin).
Suppose you gain a Curse to hand and are unable to trash it during the same turn. Then this is worse than Fortune Teller (one less Coin).
Suppose you gain a Copper to hand and don't trash it. Then this is like a terminal Silver that comes with a downside for everybody.
Gaining $3s to hand seems OK but not that brilliant (unless you are able to pull off tricks familar from Messenger like Humble Castle).
Making the card a terminal Silver would be one way to potentially fix it.

Arson/Damages by Commodore Chuckles
We know the downgrading idea from Saboteur and Swindler and this looks like a fun combination of a trashing/junking attack. A definite favourite.
At 4 this looks at the first glance pretty strong. But if you open with this, at first play Arson is nearly always worse than Swindler: If you hit Copper, they gain a Ruins instead of a Curse and if you hit Estate, they get something better instead of another Estate.
I like that the Damages are not random such that you can pick whatever weakish engine piece you need. You can even imagine a Kingdom without any extra Buys in which you don't mind the first Arson hits that gift you Damaged Workshops.
The power level varies: Damaged Laboratory looks pretty strong whereas Damaged Estates is weak (but in a Shepherd game ...). But as you can always choose, this is no issue.

Corrosion/Tarnished by mail-mi
The variability of the Curse substitutes is too low for my taste but the flexibility of the design (you could e.g. play with them in Kingdoms without Corrosion to nerf Cursers slightly) is neat.
I don't have much too say, this is simply a good design. The Tarnished cards are on average slightly nerfed Curses and Corrosion is sound. On a sidenote, for practical reasons I'd make Corrosion a Reserve card (although 4 types are always visually crammed). A card on the Tavern mat is easier to track than a card in set-aside-nirvana.

Red Tide/Barnacle by NoMoreFun
This is a great implementation of the 'block pile' idea but Red Tide is a bit too weak.
What can I say, Barnacle is just lovely. It is clean and you immediately get it (gotta pay $1 more, get a junk card that you can get rid off).
But Red Tide is probably too weak. Armory is not the greatest gainer, you'd rather have Ironworks or Devil's Workshop, and the other two $5 Workshop variants, i.e. Cobbler and Sculptor, always gain to hand. The pile-blocking can of course be used strategically, e.g. if you know that the opponent(s) are in dire need of a village, but it can also be neutral if they don't buy Barnacle and gain what they need via Red Tide.

Brazen Bull by Fragasnap
Weird card with a negative self-synergy.
So it a Treasure-Curser that you can defend against via playing an engine.
Power-level seems roughly OK but in the opening and early middlegame it will often hit and being nonterminal is pretty strong.
A 5/2 opening is likely even more game-deciding than Mountebank whose "defense option" is likely easier to trigger.
Curse being a dead card matters usually more than negative VPs and while I like the variable, negative VPs, I am no fan of the quick, early, non-terminal cursing.

Gremlin by faust
A beautiful design with a potential nice nice minigame in non-mirrors about making a crucial engine piece a self-Hexer.
I love above all that this card creates new junk via just one token (instead of 30 new cards) and that, depending on what $2 card is Jinxed, play will vary a lot over Kingdoms (which isn't something one can say about all junkers).
Some folks who commented minded the Hexaganza but hey, nobody forces you to play 7 Hamlets in a row. That's the point of the card. If the Jinxed card is a cantrip, will you really play every card? Tricky decision.

Totem by Gubump
An interesting shot at a card with a very unusual cursing condition that suffers from making the 'deflect the attack' type of issue that is a big no for Reaction cards.
If Totem is in the Kingdom, nobody would ever gain another Curser. So all this does is to convert gainers or +1 Buy into cursing.
The economy is pretty strong, even if Totem misses a shuffle. But one has to keep in mind that this becomes dead once the Cursers are out.
I preferred the first version that always curses yourself, even though that suffered from being too scripted (in a 2P game, gain 2 Totems, first is a Cursed Gold, if Curses are distributed symmetrically you will play them a total of 7 times).

Plague Doctor/Plague by kru5h
Soothsayer and Patron had a love child.
This looks pretty strong. Sure, nobody loves Silver but the hand-gaining can be nearly as good as Soothsayer's Gold while the opponent doesn't draw a card but can be rather junked again.
I like that the Silvers act as defense against Plague Doctor but like Soothsayer, the Treasure gaining can hurt strategically.

Diplomatic Gift by anordinaryman
A very clean design that magically pulls off junkifying Silver, trashing and (quasi-)junking.

Charlatan by naitchman
A straightforward Swindler-Militia mixture.
Now you got a reason to stick with those Estates. After Charlatan has hit often enough and the Estate pile is empty, you might find Hamlets and can unleash the blue dogs from your former home.
This looks sound and it reduces the randomness of Swindler. But I think that in 2P games (in 3P games, chances are higher that a second Charlatan is played such that one opponent is down to 3) I'd more often than not prefer Swindler or Militia over this.

Lancers by Kudasai
A balanced cantrip junker (already a bit of a design miracle to pull that off) that requires precise or non-mirror play to defend against.
The obvious question is whether this is good enough in a non-mirror. On the one hand, nonterminal draw for less than $5 is always in high demand. On the other hand, a semi-Lab for $4 is a bit weaker than Caravan.
But there is also a meta/strategy benefit if the opponents forsake Lancers: you are safe from the junking attack and can play Lancers more freely, i.e. without worrying about whether the Journey token is up or not.
Basically this card has these two built-in defenses: don't get Lancers and be safe, or get enough Lancers to make the Journey token be up more often. This implies sometimes having to decide to not play the last Lancer in hand and this very agonizing decision looks very appealing to me.

Metamorphosis by spineflu
This is too Kingdom-dependent, on average too weak and the on-buy junking is borderline pointless. It is a challenge about junking so that junking should be slightly more central.
Without Potion cards the only constructive thing this does is to convert Curses/Ruins into Coppers and Estates into stuff like blue dogs.
Suppose it is an Alchemist Kingdom. You'd rather buy Alchemist immediately instead of a stop card that can remodel Silvers into Alchemists.
Suppose it is a Scrying Pool Kingdom. Then being able to Remodel those Estates into Scrying Pools is quite sweet.
Suppose it is a Vineyard Kingdom. Then you definitely want this and you'll get the Potion earlier than you would otherwise.
This is no Counting House, this is no subtle card that require skill to find combos in which it works. It rather advertises bluntly that it is only good with one of the 4 cheap Potion cards.

Stockpile by scolapasta
Self-cursing to nerf a card wasn't the idea of the challenge but this is a great implementation of a "reloadable" Gold.
In my opinion the latest version is the best. The second version does on average yield as much as Silver while gaining a Curse at third play. This seems pretty bad but averages aren't everything; if you open Stockpile you have a near fail-safe chance (Stockpile,Copper,Estate,Estate,Estate) to hit $5 after the first shuffle.
And the third version comes with a pyramid-scheme like reloading which we know from Lackeys.

Shyster by mandioca15
While the first version was broken, this can easily be too weak. Early on your will reveal Estates but e.g. in a mirror engine you got the best chances to hit if you reveal a village. But as Shyster doesn't draw, you want to play it last.

Racketeer by Gazbag
A Workshop-Curser, simple and good.
Playing with 2 Racketeers has a high opportunity cost and gainers always partially substitute extra Buys. But I nonetheless think that this might often enough Curse twice per turn.
That's why I'd consider making it a Copper junker. If it is too weak one can exchange the lines, such that this is basically guaranteed to junk 2 Coppers. That could be too strong though.
So yeah, the card already has a classical feel and I think that after some playtesting and perhaps some twitching it will become (or will turn out to already be) balanced and fun.

Scarab by majiponi
This is simply bad. There is a reason Magpies and Rats are cantrips.
You will sometimes keep your Necro and you can build a draw engine with Squire and Villa. But Squire+Smithy is like Peddler+Lab whereas Scarab+Smithy is just a Lab. In other words, villages that don't draw need a little extra to become decent.
You could argue that the "animal-style-procreation" thingy suffices as little extra but I have serious doubts. In a 2P games, Bob could simply not play along and those 10 Scarabs will hurt Alice far earlier and harsher than those 10 Curses will hurt Bob.

Runner-up: Lancers by Kudasai
Winner: Gremlin by faust

PS: I don't know whether it is mere coincidence but both of these cards imply having to make agonizing decisions. That's not always the case in Dominion, the focus is often more on what to gain than what to play.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2019, 05:45:16 pm »
I am gonna be able to go over the cards in about 18h so if you have any further ideas, please try to post them until then.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 02:38:04 pm »
Can we submit cards we've worked on before? I never finished working on my Plague Doctor/Plague cards and they would be perfect for this contest. I have never submitted them to design contests before.
Sure, as I said I don't want any tight rules.

Are we allowed to submit cards we’ve previously submitted, but haven’t won?

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 12:47:32 pm »
Can we submit cards we've worked on before? I never finished working on my Plague Doctor/Plague cards and they would be perfect for this contest. I have never submitted them to design contests before.
Sure, as I said I don't want any tight rules.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 11:45:53 am »
Self-junking as a straightforward nerf/downside like with Cursed Gold is not in the spirit of the contest whereas a card that would sometimes junk the opponents and sometimes you would. Junkin on-gain or on-buy or conditional upon the presence of a token are fine whereas a choice-junker like Torturer would be rather borderline.

I don't want to make the parameters too tight, if you have a good idea just roll with it.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 05:22:39 am »
Thanks, anordinaryman!

The new contest is about doing a non-conventional junker, i.e. it should not distribute Curses or Ruins unconditionally. You could do a Copper junker or come up with a new type of junk. Landscape cards are also OK.
Examples among official cards that would be good are Ambassador and Jester. Mountebank is also OK but something like Young Witch would be a bit borderline (lacking the third, Copper-junking option of Mountebank).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 12:42:43 am »
Guilds doesn't have VP tokens. Even if it did, this probably shouldn't have them. As long as Curses remain, Annexation with VP tokens is significantly better than Province at $8 (functionally 6VP in the form of 3VP that don't get in my way and -3VP in ~3 stop cards for the other players), let alone if you get $10+ to buy it. This would absolutely be strong enough without the VP tokens.
The Curses aren't automatically dead as the opponents can sift through them if you play Annexation. They can also sift through their Provinces.
This is nearly as good as a Fugitive (a $4.5) for the opponents which is why I disagree with your claim that the card would be overpowered even without the VP tokens.
It is probably too good but without the VP tokens it would be extremely weak in Kingdoms with other Cursers.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 07, 2019, 07:50:13 am »
I wasn't really talking about that kind of rush. I just think being able to spend $2 and a Buy to deplete 2 piles is a very dangerous effect that'll probably lead to many very fast 3 piles, usually in engines.
Not really. If there is an issue with Parade, it is due to an Estate/Gardens/Silk Road rush.

Building up an engine that yields several Buys (and, supposing for the sake of simplicity a non-mirror game in which the opponent simply plays money, can deal with the incoming green) takes time.

16 Coins and 8 Buys lead to a VP spread of 16 and 2 empty piles if one does the Estate thingy.
16 Coins and 2 Buys lead to a VP spread of 12 if one goes for Provinces.

So all those extra Buys provide only moderately more VPs and moderately more (Buys always provide some) pile control. Hard for me to see the supposed brokenness.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 05, 2019, 02:56:02 am »

I like this one the best.

Ok. I think I like that one too. I'll update my submission to that.
I'd consider a price of $4. At first play it is worse than Sea Hag and "trash 2, junk 1" is similar to Ambassador.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 05, 2019, 02:11:01 am »
Would this make a slog of every game by hammering the Estates? A higher price seems much safer so decks build towards bigger greens.
Naturally Parade will rarely be bought at any price if other Cursers are present, they are simply quicker.
But in the situations in which there are tricks, like e.g. using Farmland to gain a Province hand out 2 Curses, one player might go for Parade instead of the other Curser. This interesting possibility would be undone at a Project price of $5.

If there is no trashing, then buying the Estates is the same as skipping a 3-4$ buy to take VP from baths.  2 VP advantage generated over the opponent, no overall change in deck quality.  People usually do not rush baths.  If you are playing big money and your opponent is trying to line up Festivals against Smithies you've broken the symmetry a little bit but if we've generated a game where people played engine vs. big money that's definitely a custom card creation accomplishment, not a failure, in today's engine mirror universe.

When trashing is available, buying Estates should be even worse because it feels better to trash a Curse than it does to trash an Estate.  Trash for benefit is unlikely to make enough difference.

So yeah I think the rush criticism fails on its face by comparison to Baths.  It empties one more pile than Baths does but buying two of the curses yourself after you skipped a 4$ buy to unlock these Baths at all doesn't sound like a threatening strategy.

Baths doesn't empty 2 supply piles though. It's the pile emptying that makes this dangerous.
I don't see how a junky deck full of Estates (and Curses if the "buy Estate to distribute Curses" strategy is mirrored) is quickly ably to empty a third pile (except for Mapgies). Even if you gain the Estates via a Workshop variant, it will take quite some time.
And, as popsofctown has mentioned, tempo kind of matters. In a 2P game you need 9-10 (10 if you open 3-4) turns to empty Estates and Curses while having achieved a VP spread of 16 (and as already mentioned, a gainer will not speed this up significantly). In the meantime the other player had the opportunity to do something constructive.

We have evidence of this kind of thing: Followers mainly hurts due to the discarding, and not due the VP spread (you nearly always want to trash the Estate). And Followers doesn't cost a buy to gain the Estate. This is pretty basic, Curses suck mainly because they are dead cards. That they also provide -1VP is less relevant.
Also IGG. The key difference to IGG, which also empties two piles, is that IGG provides economy which often suffices to empty Duchies.

So yeah, I am pretty sure that the Estate rush rarely works which is why one could formalize the idea also as a general rule that does not have to be unlocked, i.e. put it on a Kingdom (Victory) card via a "in games using this" wording.

Dominion General Discussion / Re: Strictly Better
« on: July 04, 2019, 05:08:10 pm »
That's not a genuine edge case. You may decide you'll never trash Mining Village, in which case it is identical in behaviour to regular Village. It's better unless you somehow deem worthless the option to decide otherwise.

To take an extreme and pared-down analogy: I give person A a dollar. I give person B a dollar plus the option to toss a coin for double or quits. What I've given person B is better.

No I think he's right... imagine in your analogy you gave person B a dollar plus the option to roll a d-1000 for double or quits... he gets $2 on 2-1000, and nothing on 1. The mathematically right move is to always take the roll, and that's also the practical right move unless a person is in a situation where they really need 1 dollar, but don't need 2.

The fact that a person can choose to not roll doesn't seem to matter here, because basically everyone will roll; it's the correct decision financially and in terms of game theory.

But for the person who rolls a 1, it would have been better for them if they hadn't had the option to roll.

*Edit* This just comes down to a part of the definition of "strictly better" that I don't think has ever been defined. For a person who has incredibly bad luck, his overall outcome will be worse if he's given the die roll choice with his dollar every time, assuming that he plays correctly. But it's still true that a person can choose not play correctly and instead pretend that his dollar is just a dollar without the die roll.
Ignoring your probabilities which heavily favour one outcome, I disagree. What faust mentioned is a risk management issue and has less to do with "strictly better". I know too little about stochastic game theory but I guess that technically speaking you could say something like: not liquidating does not stochastically dominante liquidating Mining Village or vice versa and thus by extension, Mining Village does not stochastically dominate Village as you can pick an option which is good ex ante but turns out to suck afterwards. In other words, via buying Mining Village instead of Village, you gave yourself rope to hang yourself (more technically speaking, more options are not better than fewer options in a stochastic world or when you cannot calculate everything; e.g. in chess keeping the position opaque and giving your opponent more options instead of forced moves can be a decent strategy, especially if the opponent is in time trouble).

This risk management issue would still occur if, as DXV has suggested somewhere, Mining Village could be trashed for Coins at the start of the Buy phase (as you can still make a mistake concerning judging how long the game will take; you can still trash the Mining Village too early) but Mining Village 2.0 would then be superior to Village (ignoring funky edge cases like Possession, Will-of-Wisp with cost reduction and a deck with Forge and a lot of 5s that want matching 3s instead of 4s to forge into Provinces).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 04, 2019, 04:53:58 pm »
Also Sorcerer's Apprentice's ability to tuck Victory cards away forever is trying to slip under the radar here. That effect is pretty ridiculous. I think it should not be able to put Victory cards away, let alone giving a benefit for doing so.
Seems pretty good at the first glance but the fact that this draws after having Tavern-ized the Victory card matters quite a bit (although not as much as the matching problem of ordinary villages & Smithy variants vs. non-drawing villages like Festival/Villa/Conclave & Smithy variants as Sorcerer's Apprentice features other options besides setting aside green).
This is counterbalanced by the ability to always set aside Treasures at near Moneylender like strength and IMO this is the real issue. Without this ability, Sorcerer's Apprentice would be far more risky in non-alt-VP middlegames.

So I'd either keep it as a card that is similar to Sacrifice but change the bonus of setting aside green or I'd do a card that can only set aside green and purple, e.g.
+1 Card
+1 Action

You may put a Victory or Curse card from your hand onto your Tavern mat for [mild bonus].

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 04, 2019, 04:39:20 pm »
Submission for Renaissance.

I guess I came up with this because I like it when junking happens later in the game. First I wanted to do it on-buy but on-gain seems more fun as funky things can happen e.g. with Ambassador, Replace and Farmland.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 01, 2019, 01:17:48 am »

A buffed version would be without discarding, i.e.: Reveal your hand. For each Victory card revealed, gain a Spoils from its pile.
Probably mainly useful early on, with alt-VP or in an overdrawing engine.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 28, 2019, 09:47:05 am »
$4 Action
Reveal the top 3 cards of the Black Market deck. You may play one of the revealed cards. Put the rest on the bottom of the Black Market deck in any order.
When that card leaves play, put it on the bottom of the Black Market deck.
Setup: Make a Black Market deck out of different unused Kingdom cards.
Ignoring whether this is balanced and should perhaps cost $5, it is far more practical than Black Market as you do not have to exchange the randomizer for the Kingdom card.

Variants and Fan Cards / Re: Kru5h's card ideas
« on: June 28, 2019, 05:23:56 am »
I know stuff like this has been done before, but the most recent expansion makes the wording a lot easier.

Plague, Reaction $0 (Supply = Same as Curse Supply)
When something causes you to reveal this (using the word "reveal"), gain a Plague.

Plague Doctor, Action-Attack, $5
Gain a Silver to your hand.
Each other player reveals their hand and gains a Plague.
I like it but it is kind of the opposite of Mountebank, i.e. it is a junk amplifier instead of moderator.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 28, 2019, 04:00:19 am »
$3 - Action

If you don't have Deluded or Envious, take Envious.
Do this twice: Choose one: Put your deck into your discard, or look through your discard pile and reveal a card costing up to $6 from it, and put it into your hand.
Updated version of Polymath to make it more useful.
As this is not limited to drawing Treasures anymore, Envious and the cost limitation seem out of place. It also nerfs the card too much, i.e. targetdraw 2 cards (best case scenario) plus -x Coins seems pretty weak.
I'd also buff the card further: if you have no discard simply draw like Mountain Village.

This can get away with no price restrictions. $2s are unproblematic, stuff that costs more than $5 is rare, Potion cards are basically dead and Debt cards seem unproblematic. I'd also test 3 as 4 cards could make it too automatic (likelihood of trasher/junker on mat conditional on no trasher/junker in the Kingdom).

Variants and Fan Cards / Re: Wording Challenge: Planetarium
« on: June 27, 2019, 05:31:58 pm »
Cool bluffing card. Spineflu's wording is best IMO as it shows the 3 options very clearly.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2019, 05:27:49 pm »
Returned Adventurer
cost $5 - Action
Name a type. Reveal 5 cards from your deck. Put 2 cards with that type into your hand, and discard the rest.
Cool idea but strictly worse than Embassy. I'd make the card dig for 2 cards of the named type and consider a price of $4 or consider another buff.

That would be strictly better than Adventurer.
And? Adventurer is a) removed and is b) underpowered like Mandarin, i.e. it sucks at any price.

Even though it's small, the fact that Embassy gives your opponents a Silver on-gain is intended to act as a drawback; which means that Returned Adventurer having a strictly worse effect for the same price is ok. Though I agree it's probably much weaker than Embassy.

Removed or not; no official second edition cards are strictly stronger or weaker than first edition cards. Even if it's a really minor drawback (like hey, maybe your opponents gain a Silver when you gain it!), I think it should have something to prevent it from being strictly stronger than Adventurer.
I faintly remember that LFN argued that Adventurer could cost $2. Sounds right given that in an engine it is worse than Moat.
Using a mispriced, underpowered, removed card as benchmark for fan cards leads to mispriced fan cards.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2019, 05:01:24 pm »
Returned Adventurer
cost $5 - Action
Name a type. Reveal 5 cards from your deck. Put 2 cards with that type into your hand, and discard the rest.
Cool idea but strictly worse than Embassy. I'd make the card dig for 2 cards of the named type and consider a price of $4 or consider another buff.

That would be strictly better than Adventurer.
And? Adventurer is a) removed and is b) underpowered like Mandarin, i.e. it sucks at any price.

Variants and Fan Cards / Re: Kru5h's card ideas
« on: June 27, 2019, 03:29:24 pm »
Jetty looks fine. Easy to test it directly in a Kingdom with Artisan and Lab.

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