As i kept the last few days nagging about your cards, i thought i should give you a chance to strike back
So here are some cards from my first fan expansion, Magic. I designed it as some kind of expansion-expansion, featuring mechanics from Seaside, Intrigue, and the two small sets Cornucopia and Alchemy (Hinterlands just happened to smuggle itself in). The sets main idea are cards that somehow help defend against attacks and cards that change the balance of existing cards as a sub theme (you'll see what i mean).
Anyhow, here are some of the cards. Let me know what you think. And if you'd like to playtest some, i would be glad. Many are allready playtested, but some tweeks probably still need to be made.
Shaman+ 1$
Each other player gains a Curse. Each player (including you) may put a card from his hand back in the supply and gain a card costing exactly 0$.
If you gain a card this way, put it in your hand.
0$P Action - Attack
(A Curser that get's weaker when played very often, but also stays dangerous longer if curses are put back in the supply.)Ranger V3
+ 1 Action
Look at the top two card of your deck. Put one of them in your hand and discard the other one.
$2 Action
(The really complex card from before could be condensed to this. It seems familiar, but i don't know from where...)Artefact1$
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If you just resolved an Action Card, you may discard this. if you do: + 1 Action
3$ Treasure - Reaction
(A Smithy colliding with another terminal? Let's gamble and see if we draw an Artefact. This is one of my favourites.)Grand Vizier+ 1 Action
Trash up to two cards from your hand that are not Victory Cards. If you trash no card and your hand consists of only 2 or less cards by now, gain a Treasure Card costing up to 6$ and put it in your hand.
$4 Action
(I wanted to make a Card that makes you want to reduce your hand size. I like it a lot. The one action is necessary to be able to gain a Gold even if no other cards are there that reduce handsize or no action is available after doing that, and no handsize attacks are in play. First it just let you gain a Gold, but i changed it to "A Treasure Card costing up to to 6$", as it would make the card a bit better - and as it's a Grand Vizier, gaining a Harem seems legit )SeerDiscard a Card from your hand. Reveal cards from your deck until you reveal an Action Card. Discard all other cards revealed and play that Action Card.
$3 Action
(Originally this had no discard clause. I added it, as otherwise you'd just need to buy a single expensive action and only seers after that. Now you wouldn't do that, as any Seer you play makes you loose one card from your hand. It also has a little Chancellor effect.)Incantation+ 1 Card
+ 1 Action
You may trash a Card from your hand. If you do and it is an Action Card, Victory Card or Treasure Card: Reveal Cards from your deck until you reveal a Card of the same type that costs more than the trashed card and put it in your hand. Discard all other revealed cards.
$3P Action
(An almost-Lab that lets you trash stuff and changes it for something better. Usually you'll trash a Treasure or Ruin for this, but Tournament likes this card, too. Also nice to find your Potions. Keep in mind you also lose something from your hand when you play this, so this probably is not too much stronger than Lab itself. I have not playtested it that much, though.)And something simple...
Dragon+ 3 Cards
Each other player reveals his hand. You decide whether he has to discard them all and draw 5 new Cards.
$5 Action - Attack
(Groups of Dragons can be nasty. Too nasty, maybe? What do you think?)If you like those, i'll post more cards, maybe even the ones that i'm confident about from my other set
EDIT: Removed Swamp for now, altered Ranger and Shaman, redoing Unicorn right now.