I don't plan on playtesting these cards, but I'd still like to get constructive feedback on them, whether it's about card name, wording, price, balance, awesomeness, terribleness, originality (or lack thereof), etc. They are in price order, and if a card price changes I will rearrange it accordingly. Thanks in advance for helping me improve these cards!
Baked Goods
$0 Treasure
+$2
Trash this card.I feel like this idea isn't new... would it work?
Drone
$2 Action
+1 Card
+1 Action
If this is in your hand during your Buy phase, +$1, +1 Buy.Similar to Pawn; I like the idea of withholding a card from play and having it still be useful.
Deuce
$2 Action
Choose one: +$2; or gain a Silver.I wanted a card that would give the choice of a later benefit or an immediate benefit.
Feedbag edited wording
$3 Action-Reaction
+$2
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When you discard this or trash this except during a Clean-Up phase, you may reveal this. If you do, +2 Cards.The only Reaction card I made. Is it balanced? I feel it could be way too weak on most boards and possibly too strong on some boards...
Refurnish
$3 Action
Trash a Treasure card from your hand. Gain a Victory card costing up to $2 more than the trashed card.
More of a late-game benefit... would it be too little too late?
Gilded Village
$3 Action
+2 actions
Reveal your hand. +1 Card for every Gold in your hand.
Village that is mostly weaker, sometimes on par, and sometimes stronger than Vanilla Village, and obviously encourages buying Gold.Dealer
$3 Action
Each player chooses a card in his hand. The person to your right reveals their chosen card, then you reveal yours. +$1 per total cost in coins of those cards. Each player passes his chosen card to the left. You may trash a card from your hand.In my opinion this adds more strategy to an already great card in Masquerade.
Homesteader edited wording
$3 Action
+1 Card
+1 Action
Reveal your hand. If you reveal any Estates, +1 Card.I just like interactions with Estates.
Comradery edited wording
$4 Action
+1 Action
Choose one: +1 Card; or reveal your hand. For each Comradery revealed, +$2.Inspired by Minion, and like Minion, you want as many Comraderies as possible. 2 in hand at once gives you $2, 3 in hand at once gives you $6. I'm wondering if price and card balance are okay here.
Old Hag
$4 Action-Duration
+2 Cards
If another player reshuffles his deck before the start of your next turn, he gains a Curse on top of his deck.A Duration-Curser! This is a regular Duration card in that it doesn't get cleaned up until the end of the player's next turn, but I didn't know how to put that information on the card, or if it even needs that wording at all. I wanted to make other players take the reshuffle in consideration even more than they do. I have no idea how strong or weak this card would be in practice, just that the earlier you get it, the better!
Dilemma
$4 Action
+1 Card
+1 Action
Choose one: gain a Silver; gain 2 Estates.I love the idea of a card that gives an early or late-game benefit. It's 2 Estates instead of 1 because I don't think just 1 would be significant enough. I made this a cantrip to further differentiate this card from Deuce, if I remember correctly. What do you think?
Mutator
$4 Action
Trash a card from your hand. If it's an Estate, Copper, or Curse, gain a Silver; otherwise, gain a Gold.This is one of my favorite cards of this bunch, sort of inspired by Transmute.
Cheapskate
$4 Action
Choose one: gain a card costing $2 and a card costing $4; or gain a Silver and a card other than Silver costing $3.I feel like this would be a fun Workshop-related card. I think this would be really strong in Garden and Silk Road games, which is great because I love alt-VP!
Streets of Gold
$4 Victory
Worth 1VP per every 2 Golds in your deck, rounded down.
Simply an alt-VP dependent on Gold... what do you think?Conquistador
$4 Action-Attack
+$2
Each other player reveals their hand, trashes any Gold in their hand, and gains that number of Silvers, putting them into their hand.I'm afraid this attack will often not do too much, and is discouraging buying Golds a good idea?
Prohibiter
Action-Attack
Cost: $4
+1 Card
+1 Action
+1 Buy
Each other player discards a Gold (or reveals a hand with no Gold).Another Gold-discouraging card... is this card better or worse (design/balance-wise) than Conquistador?
Silo edited wording
$4 Action
Reveal the top 4 cards of your deck. Place revealed cards costing $6 or more on the top of your deck, in any order. Draw the other revealed cards into your hand.This card would suuuck with most or all top-deck attacks. Other than that I like the idea of drawing some cards and leaving some good cards on the deck.
Gilded Witch
$4 Action-Attack
+2 Cards
Reveal your hand. If you have any Gold in your hand, each other player gains a curse.Here's a card that encourages Gold-buying. The cursing effect will have a slow start. The +2 Cards will help Gold collision somewhat. I'm curious as to what you think of this card.
Entrepreneur
$4 Action
+1 Buy
Gold is worth $1 more this turn.
Shaky on this card, which is too similar to and weaker than Coppersmith (except with heavy trashing?), but maybe the +Buy would make this card sometimes worth it? Would it be better or broken at $3?Placer Mine
$5 Action
You may reveal a Gold from your hand. Gain a copy of it. You may trash any number of Coppers from your hand.I love the name Placer Mine, and I love how it can do different things for you at different times, or sometimes even both things at once. Is it better priced at $4 or $5?
Golden Village
$6 Action
+2 Actions
When you buy this, gain a Gold.Inspired by Border Village, one of my favorite cards.
Acreage
$7 Action
Trash this card. Gain a Province. Each other player gains an Estate.Just missed the $8 needed for a Province? Have no fear!
Estates could be bad for other players (early game) or good for them (late game), and I like how this card changes over time in that respect. But the problem is, if you have $7, how often would you take this over Gold?