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Messages - Erick648

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51
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 10:59:06 am »
Isn't Royal Galley just going to be bonkers strong? Looks stronger to me than throne room and probably stronger than any throne room variant for 4$. (Edge case: ghost, whose cost is literally 4$ but not 4$ in any other way.)
The Duration aspect is significant and I don't see that Royal Galley is automatically better or worse than Throne Room. For example, if I can draw my entire deck, I certainly prefer TR by a huge margin. If there are good Durations, I certainly prefer to be able to throne them.

it's definitely not anywhere near automatically or strictly better, but one card is the difference between a useless cantrip and a lab. Extreme cases aside, the general powerlevel seems extremely high.
Caravan is a Cantrip this turn and a Lab next turn, and is balanced at 4.  Royal Galley is a Cantrip this turn and a Lost City next turn that has a Scheme effect, but prevents you from playing a Duration after it and forces you to use the Scheme effect on the next Action card you play and make that Action card the first card you play next turn (not counting any other start-of-turn plays).  Do the restrictions roughly balance out the extra Action and Scheme effect and keep it balanced at 4?  Probably, but I guess we’ll find out.

52
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 30, 2022, 02:31:57 pm »


Fortune Seekers
$2 Action - Duration
The player to your left chooses one for you to receive: +2 Cards; +1 Card and +1 Action; +$2.
If you have at least 2 other copies of this in play, trash this and gain a non-Victory card to your hand.  Otherwise, at the start of your next turn, +1 Action and +1 Buy.

Notes: An upgrade of Treasure Map designed to be less swingy in a number of ways. First, it takes advantage of the Duration mechanic to require you to draw three copies in two turns rather than two copies in one turn.  Second, it's not dead when you don't upgrade it, just a bit weak.  Finally, it only lets you trash one copy for one reward at a time.  This last one wasn't entirely intentional - having it be a Duration meant I couldn't trash the copies already in play without creating tracking issues (which already happens, but seemed too difficult for an early expansion like Seaside) or using awkward language like "At the start of your next turn, if this is still in play..."

The on-play effect is designed to mimic "following the map."  While the options may look strong (and any one of them would likely make the card too strong if it was a fixed effect instead of at the mercy of your opponent), your opponent should usually be able to find something that isn't that helpful---there's a reason Advisor is much weaker than Laboratory.  Earlier versions were a Command "Your opponent chooses a non-Command Action card from the Supply for you to play, leaving it there," which was too swingy and potentially complex, and a Pawn chosen by your opponent, but then I decided to narrow it to the three generic benefits that cards often get in addition to their more unique effects: minimal terminal draw, cantrip, and terminal Silver.

The +1 Action is to guarantee that it's never impossible to get three copies in play (barring edge cases like Black Market): If nothing else you can play one copy on one turn and two on the next.  The +1 Buy is to make it easier to buy more Fortune Seekers, and because Seaside generally has too many cheap cards and not enough +Buys for them (just Scavenger, which doesn't increase your deck size, Tactician, which normally doesn't net you buys because it costs you the ability to buy anything useful the turn you play it, Wharf, and arguably Outpost).  The fact that it can gain cards other than Gold is just for fun, flexibility, and uniqueness.

As a bonus, here's a tokenless Embargo-Haven mashup that I didn't think was original enough to use as an entry but wanted to share anyway:



Monopoly
$3 Action - Attack - Duration
+$2
Set aside a card from your hand face-up.  At the start of your next turn, put it into your hand.
When any other player buys a copy of the card set aside here, they gain a Curse.

53
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 03:20:27 am »
Fantastic news! I predict 8 removals. The first seven seem clear to me: Embargo, Pearl Diver, Lookout, Navigator, Pirate Ship, Sea Hag, Explorer.

Donald seems to have recognized that Distant Lands is what Islands should have been, but that doesn't mean he'll cut Island. Merchant Ship might be cut to make room for a stronger and more interesting card. The suspense!
This list makes a lot of sense to me.  Lookout isn’t weak, but it could be replaced with something less scary to new players, just like how some of the other removed cards got similar replacements.

For the eighth removal, I’m guessing Native Village.  It’s not a bad card, but if he’s getting rid of Pirate Ship and replacing Island’s mat with a simple “set this aside with another card,” getting rid of the last remaining mat seems like it would be too tempting.  And unlike Island, Native Village can’t really work without its mat, although we would likely see a replacement with the same general functionality that didn’t require a mat.

EDIT: It just occurred to me that Pearl Diver and Navigator may be immune for the same reason as Harem: They depict real people.

54
Rules Questions / Re: Gatekeeper exiled Experiment
« on: January 26, 2022, 08:43:50 pm »
Sorry folks got another one:

The Short:
Can the exile mat effect trigger more than once per gain?

The Long:
- an Experiment is already exiled
- opponent Gatekeeper in play
- gain Experiment, E1, which leads to gain of second Experiment, E2

Gain effects from the Exile Mat and E1 trigger. Gatekeeper does not trigger on E1 gain since an Experiment is exiled and is resolved for THIS gain. Choose Exile Mat effect first, and clear exile mat. Then E1 effect leads to E2 gain. Gatekeeper does trigger on E2 gain (since no Experiment is currently exiled). Gatekeeper exiles E2. Gain effects on E2 gain are done, so back to gain effects on E1. Can you now discard E2 since E2 is an "other copy" of E1? I think not but not sure why. Is it because the effect is on the mat (not the exiled cards) and that effect is already resolved? Is it a general rule that an effect from some effect producing thing can never execute more than once per event?
Couldn’t you just choose to resolve Gatekeeper before the Exile Mat, leading to the result that neither Experiment winds up exiled, which I think is also the intuitive result that most players would go with since that’s what would happen if you gained the Experiments separately instead of nesting the on-gain effects.  I think most players who have played with Gatekeeper and seen how gaining duplicates negates it would assume that two-for-one cards like Experiment and Port are effectively immune outside of unusual circumstances (e.g. if there’s only one left), and unless you go step-by-step and blunder your choice of effect order, they’d be right.

I suppose it might affect how the online implementation should be programmed, although I hope that follows the intuitive results since it would be a minor trap otherwise.

55
Variants and Fan Cards / Re: Fan Card Mechanics Week 26: Taskmaster
« on: January 22, 2022, 03:33:03 pm »
What is the timing on completing tasks?  That is, which of the following is true:
 
Option 1: You may claim the reward for a completed task as soon as it is completed or at any time thereafter when it is in a completed state, even if you're interrupting something else.

Option 2: You may claim the reward for a completed task whenever it is in a completed state and you are not in the middle of anything else (resolving a card, shuffling, etc.).

Option 3: You may claim the reward for a completed task as soon as it is completed, even if you're interrupting something else, or at any time thereafter when it is in a completed state and you're not in the middle of anything else.

Relatedly, can you claim the reward for a completed task during another player's turn?

For example, let's say you have the "have 3 action cards in play" task and the "discard your hand, +3 cards" reward.  With two action cards already in play, you play Minion, choosing the discard-and-draw option.  Can you discard your hand to Minion, then before drawing claim the reward to discard your (nonexistant) hand and draw 3 cards, then draw the 4 cards for Minion, leaving you with a 7-card hand?  Option 1 would allow this.

To avoid being disruptive or having too many effects waiting for other effects to finish, I would tend to favor Option 2 or Option 3, with the added rule that you can only claim rewards during your turn prior to shuffling in Clean-up.  The reason I'd limit it to your turn is to prevent the situation where multiple players can claim rewards at the same time (e.g., someone plays Mountebank when two other players have the "gain 2 cards in the same turn" task but wait until later in the turn to claim the reward).

56


Warlord
$5 Action - Duration
Each other player reveals a card from their hand. You may gain a copy of one of the revealed cards to your hand.
At the start of your next turn, play an Attack card from your Tavern mat.

Setup: Each player puts an Enforcer on their Tavern mat.

Enforcer
$0* Action - Attack - Reserve
Each other player discards down to 3 cards in hand.
Look through your discard pile. You may put a card from it on your Tavern mat.
Put this on your Tavern mat.
(This is not in the Supply.)

I wanted the Attack to synergize with the Duration in some way.  Here, they create a dilemma for your opponent: Discard your bad cards and risk only having good cards to reveal to Warlord, or keep a bad card in hand to thwart an opponent's Warlord.  I don't think it's overly likely to get political, at least not any more than, say, Governor or even Advisor (which I've used politically at least once).  In games with other attacks, Enforcer can add them to your mat as other options for Warlord.  They don't stay there, though, since that might be too powerful with certain Attacks.  When matting anything other than Attack or Reserve cards, Enforcer acts as pseudo-trashing, which may make you more willing to gain a Copper with Warlord.

In multiplayer, it's harder to stop the Warlord from getting a good card, and Warlord becomes more powerful.  I considered having Warlord only affect the player to your left to prevent this, but that makes it more political (since one player can control Warlord's options and is the only one who can stop Warlord by keeping junk in hand when Enforcer is played), and creates the "Smuggler problem" for the Warlord player where being seated to the correct side of someone who is pursuing the same strategy as you gives you an advantage.  I didn't make Warlord an Attack because revealing a single card of your choice from your hand isn't really harmful, similar to Chariot Race, and because making it an Attack might make people think that Moating Warlord also blocked Enforcer.  This originally had its own mat, but I thought, why not use the existing mat?  Doing so adds a synergy with Miser and Wine Merchant (and, to a lesser extent, other Reserves), which is fun.

EDIT: Added text of the cards in case anyone can't see the images.

57
Weekly Design Contest / Re: Weekly Design Contest #138: A Revealing Contest
« on: December 28, 2021, 02:13:50 am »
25-Hour Notice

I'm not sure whether this is an oddly-specific amount of time for a warning or a typo.
It was posted at 11:14pm Eastern Time (which appears to be the time zone mxdata is in), so I’m guessing it’s accurate and the contest ends at midnight Eastern.

58
I’m by no means the best player on here, but if you’re even considering buying Copper in a non-alt-VP game, isn’t that a sign that you’re greening too early?  If I’m spending a turn buying a building component rather than VP, I’d rather do it with my pre-greening deck (i.e. by greening a turn later) than with a green-heavy deck.  And while I can understand having dud hands in an otherwise good deck, I have trouble believing that any deck that can benefit from Copper (deck money density <$1/stop card) has a good chance of ever buying the last Province (hand money density >$1.6/stop card).

59
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 26, 2021, 08:30:59 pm »


I decided to follow a fairy tale theme to keep with Nocturne.  The little men will improve your stuff, but if you get too greedy, they'll send you away.  They'll also help out everyone else, except the "bad kids" who've already offended them. ​ They're not the same as the Cobbler's elves, but instead come from the "good person is good to a stranger and gets rewarded, bad person hears and tries to imitate it but is bad and gets punished" line of tales.

This was an interesting State to make a card for.  I had three objectives:
  • Make the card affect other people, either as an attack or as a benefit.
  • Make the decision whether to take Forbidden an interesting one.
  • Make the card not be a Confusion if you take Forbidden, since that's too boring, especially if you don't have trashing.
I tried to make sure the card was not only balanced relative to its cost and but also as to the decision whether to take Forbidden.  Do you keep upgrading you trash, or sacrifice your future benefits for a big card?  You can gain Potion-cost cards (or Debt-cost cards), which I thought was thematic, but doing so will get you Forbidden unless you trashed a similarly-costed card.  I had to really fine-tune the wording to make sure it worked this way (if you trash a Copper for a University, the gained card costs $2+P more than the trashed card, which is not less than $5).  If you avoid getting Forbidden, Strange Little Men is kind of like a cheaper and more flexible delayed Mine that gives your opponents Silver, which I thought was balanced at $4---Caravan vs. Laboratory implies that the cost difference is appropriate for the delay (treating the flexibility, nonterminality, and VP as balanced by the Silver-giving), and it keeps you from opening with two, which might be too dominant otherwise.  Finally, while a Victory card worth negative VP is a bit odd, I thought it was worth it to add a bit more weight to the "non-Forbidden" side of the decision and keep it relevant (albeit as a pseudo-Curse) if you take Forbidden.  This would likely take a good amount of playtesting to get right, but I'm happy with the concept.

As a bonus, here are some Outtakes I went through on the way here:


Helper Elves was the first card I tried, and is obviously a prototype of Strange Little Men.  I thought the Alms-ish nature of counting your buys against you was nice for flavor, but when I thought about how it would work in practice, it didn't work out.  The self-trashing reaction was so it wouldn't stick around as a Confusion, but it was too boring to be a good reaction, so I switched it to the VP bonus/penalty.

Chieftain's Hall was my next attempt.  I wanted to do something interesting with the set-aside action, but also have the attack still work if you couldn't set anything aside so the card wouldn't be useless with Forbidden.  I thought of several options (e.g., making copies of the set-aside action cheaper, requiring other players to buy that action to avoid a penalty, etc.), but it ultimately proved too complicated to make work.  Originally, you got Forbidden by buying/revealing a Province:  The chieftain's authority fades once the crown (you) formalizes its own authority.  This kind of flips the flavor of Forbidden as a state, since it's the chieftain's laws that are forbidden instead of you.  I later thought making Curse get you Forbidden helped players who were being hit hard by the attack, similar to Mountebank, instead of helping players who were already doing well.

Finally, I thought:  Forbidden can stop its accompanying card from pinning you, so it could let a card do things that would otherwise create a pin.  Unfortunately, I didn't have any scrapped cards on hand that could have been good but for pin potential.  Ascetic Order was my attempt to make such a card, but making a potential pin card just because you can didn't seem like a good idea.  So I returned to Helper Elves and fixed it up.

60
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 20, 2021, 04:30:49 pm »


I decided to stay a bit seasonal with this one.  This is generally harmful, but it could also be a helpful thinner if you still have only Coppers.  It could be a challenge to craft the right companion for this given its variable impact, but I think it could create interesting strategic decisions if done properly.

EDIT:  This probably works regardless of whether States stack, since stacking Generous would eventually just become Mint's on-buy effect.  Stacking it could be devastating if it's given out by an Attack, but the variable nature of the effect makes me suspect that it will probably be used as a self-inflicted drawback/bonus rather than as an Attack.  If the person designing the card does use it as an Attack, then it will probably be important that it not stack.

61
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: December 01, 2021, 11:22:00 pm »




An "iron" variant with Night as a fourth type option (since Night cards usually aren't Action/Treasure/Victory/Curse and vice-versa).  You'll always have at least one Night card you can gain because you can gain another Santa's Workshop.  Instead of a one-time bonus, you get to enact an ongoing bonus for everyone that gives a bit more control to you:  The toy's owners get the option to save the +Action or +$ and the option to make the +Card a card you saved from the previous turn. 

I originally was going to have the fourth one be +Buy to complete the set, but it didn't seem as interesting, and I wanted a way to take the toys out of play so the bonuses wouldn't necessarily be permanent.  So instead you can use Santa's list to get everyone's toys taken away---or get your own toys taken away if you get greedy and use Santa's Workshop to get another Santa's Workshop.

62
Weekly Design Contest / Re: Weekly Design Contest #134: This is Worthless
« on: November 13, 2021, 07:46:21 pm »
Just in time for Winter (in the northern parts of the world, anyway):  Snow!



Like Ruins, the Snow cards are mixed together in a Supply pile (there are 4 Fine Powders for every 3 Ices and 3 Packed Snows) and included in the Supply whenever there's a Frost in the Kingdom.  As you can see, they're self-disposing with a minor inconvenience, almost an anti-Ruin.  They also don't stay trashed, so the quick distribution and disposal won't run down the pile.

Of course, a Ruins-variant needs cards to distribute it, so on to the Frost cards:



First, the card that started it all:  A junker that distributes Snow but likes it.  Despite the Sea Hag-type topdeck attack, Snow is weak enough junk that it shouldn't be too punishing.  In particular, the pin that necessitated Sea Hag's discard clause is likely impossible due to both the fact that all Snow cards draw (Fine Powder in particular is good at clearing out Snow cards in bulk) and the fact that Snow Queen's self-junking makes them hard to chain.  I went back and forth on whether to make Snow Queen's gain $2 or $3 per Snow, but $3 seemed to make it too easy to gain Provinces.  The gain is mandatory, but you can always discard nothing and gain another Snow.

Now, a non-attack card (very mild pseudo-attack aside) with an on-gain Snow ability.  It has to cost $4 to avoid too many being bought in the opening.  It provides some mild sifting with a bonus for discarding Snow cards (or Action cards that collide with it).  Do you gain a Snow to avoid having to discard a useful card, and potentially get the +1VP?

Finally, Winter is coming with the Northern Lake.  As soon as the first Province is bought, the lake effect brings the Snow on everyone.  Do you trigger the blizzard early, hoping you can weather it better than your opponents?

One theme with these cards is that the Snow falls on everyone:  The question is how well you can deal with it.

63
Curio Merchant
Action
+3 Cards
+1 Buy
You may turn your Journey token over.  If you do, and it's face up, you may take the Automaton.

Automaton
Artifact
Directly after you finish playing an Action card, you may discard a card for +1 Villager if your Journey token is face up or for +1 Coffer if your Journey token is face down.

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 31, 2020, 07:07:10 pm »
Conscript
Action - Looter
Draw until you have 7 cards in your hand, then discard 2 cards.
---
When you discard this from play, you may discard a Treasure costing more than $0.  If you do, exchange this for a Mercenary.  Otherwise, exchange this for a Madman and gain a Ruins.

Interacts with: Madman (gains Madman), Mercenary (gains Mercenary).


Also interacts with Ruins, but they're not non-Supply.


The conscript will help undo the effects of attacks for a single turn (or just get you a slightly better hand in general), but then you need to decide whether you want to actually pay him.  If you do, he continues working for you as a mercenary.  If not, he goes on a rampage and winds up mad.

Note that these effects interact with each other to some degree: Mercenary can trash the Ruins you get with your Madman (and getting those Ruins will keep Mercenary fueled), Conscript can draw you back up after you've trashed to Mercenary, and Madman can ensure you have actions (although normal Villages are probably easier for this).  The Ruins keep you from massing Madmen too easily, and Mercenary makes Madman harder to kick off (although Conscript can counteract this somewhat), so I don't think a mass Madman strategy is dominant with this even if theoretically you could get more Madmen with this than with Hermit.  On a lighter note, Conscript makes Ruined Village less terrible compared to the other Ruins (since you can play it for "free" before playing a Conscript).

This started off as the idea, "What if there was another way to gain the two Dark Ages pseudo-travelers?" which led to the idea of a peasant who was conscripted into the military and how well you treat him determines his fate.  I then tried to balance it without making the on-play ability too long.  My original idea was a Moat variant (since a conscript might be recruited to defend against invaders), but I didn't want two dividing lines and a Reaction-only Moat doesn't work if there's no Attacks, so I eventually settled on draw-to-X-and-discard as a way of countering the effects of most Attacks (directly countering handsize attacks and also providing sifting to counter junkers and deck-order attacks).

65
Dominion General Discussion / Re: Misinterpretation of Lighthouse/Moat
« on: December 30, 2020, 07:53:39 pm »
The way I see it, revealing your cards is an effect on the person revealing the cards (Player B in the Bureaucrat example), not the other players.  To the extent it affects other players (by letting them see your cards), this is done indirectly through affecting the game state (your hand is briefly changed from secret to publicly visible).

By analogy, Moating an Urchin doesn't keep you from seeing the card another opponent discarded to the Urchin---the movement to the publicly visible top of the discard pile lets you see that card despite the Moat.  Likewise, Bureaucrat's movement of Player B's hand to "being revealed land" doesn't affect Player C, even if the hand now being in "being revealed land" lets the other players see the cards in it.

66
Vassal Mouse with "play this now" Reactions can get really weird in the right (=constructed) Kingdom.  With a Throne-chain type deck that relies on gainers rather than buying, you can basically take a turn in the middle of your opponent's turn.  Add in Mandarin, along with Crown as your Throne variant and possibly Capitalism (which needs to have been bought by your opponent), and you can get your cards back out of play to be ready to do it again (and even stack your deck for your next Mouse Vassal "turn").  And if you happen to have a card that triggers your opponents' "play this now" Reactions, and they have similar decks...

Let's see: Caravan Guard, Rogue, Watchtower (Rogue+Watchtower=Mandarin gains not limited by the Supply), Crown, Mandarin, Storyteller, four other good Kingdom cards for this deck (preferably facilitating goals other than gaining cards, such as VP tokens, to keep the game from ending too quickly), Capitalism, and Way of the Mouse(=Vassal).  And, of course, six players...

Note that while this could be an infinite loop, playing Rogue to gain Mandarin lets your opponents interrupt you with their own Caravan Guard Mouse Vassals, making it actually several infinite loops taking turns interrupting each other (assuming more than one player is set up correctly).

67
Dominion General Discussion / Re: Homage to the Best Card
« on: March 10, 2020, 09:59:43 pm »
When you're a Reaction in Menagerie:

68
Having just played my first game with Church, it really seems like more of a Tactician-esque utility card than a trasher.  I mean, yes, it can trash, but as a single-card trasher that's twice as likely to miss the reshuffle, it's fairly slow at it.  For example, in my game, the only trashers were Church and Amulet.  I bought one of each early on, and I'm definitely glad I had Amulet and not just Church (even with the two of them, it took me a while to trash all of my starting cards).

On the other hand, Church is great for spiking higher price points.  In the game I played, I got an early Gold followed by an early Platinum just by saving most or all of my money for next turn (and then quickly got a couple more Platinums).  It can also be used for smoothing, for improving your Engine's reliability by saving spare components, or for making green cards miss the reshuffle.  Definitely a fun card---just don't use it as a reason to skip another trasher.

69
Dominion General Discussion / Re: Homage to the Best Card
« on: May 04, 2019, 07:31:37 pm »
Why-house: Like Cellar Dweller, but with Warehouses.
Charity Worker: Buys Bishop solely for trashing.
"Get Rich Quick" Victim: Tries to get Golds with unsupported Transmutes or Treasure Maps instead of building up economy to just buy them.

And some broader categories:
Rat King: Always plays as many action cards as possible, even if they're likely to do more harm than good.
Try Everything: Buys some of every Kingdom card without any coherent plan to use them together (or variety rewarders).
Easy Reader: Ignores any cards with too much text, regardless of how simple they are in practice ("I have $5 and need more draw. I hear Journeyman is good for draw, but I can't be bothered to read all that text, so I'll just get a Smithy instead.").
The Berserker: Solely focused on playing as many Attacks as possible, ignoring things like greening and non-Attack payload (since those slow down the Attack engine).  Because if I hit you with 8 Spy attacks per turn and you never score a hit on me, that means I'm winning, right?

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 22, 2019, 07:34:38 pm »
Iron Fist
$1 - Reaction
When you buy a card, you may discard this from your hand.  If you do, if the bought card is an...
Action card, +1 Villager
Treasure card, +1 Coffers
Victory card, set aside the top card of your deck, putting it into your hand at the end of the turn

Clarification: If you use this to react to buying a Victory card when your draw deck and discard pile are empty, you discard this first, then when trying to set aside the top card of your deck, you shuffle your discard pile (which only contains Iron Fist barring other interactions) into a new deck, and set aside the top card of that new deck (i.e., the Iron Fist you just discarded).

71
Avengers: Infinity War
Cultist
Harbinger
Lost City
Philosopher's Stone
Tragic Hero

Battlefield

Yes, that's intentional.

72
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 28, 2019, 12:33:53 am »


The effect is that of a cantrip Cellar. Unlike the Adventure vanilla tokens not necessarily that strong in multiples but of course you still want it on the pile of which you have most copies. I think it can get away with not being restricted to Actions as sifting during your Buy or Night phase is probably not that strong anyway.
The main reason of the Debt cost is to make this available early in Kingdoms in which it is strongest, i.e. without trashers.

And interesting idea for a "vanilla" token, but the event seems overpriced. I think +1 card, +1 action, and + are all much stronger tokens; this event should cost less than those events. It could probably be . But the cheaper it gets, the less reason you have for giving it debt cost.
A cantrip Cellar would probably be too strong for $4 and slightly weak at $5. So from this perspective it is weaker than Lab/Pathfinding yet better than Peddler/Training and Village/Lost Arts*.
The decreasing benefits of playing multiple cantrip Cellars makes it weaker relatively to the other vanilla tokens.
But Debt costs make the card available when it is strongest, i.e. early on (as opposed to getting Training / Lost Arts in the middlegame).

I don't know which of these pluses and minuses weighs heavier but as is pretty similar to I leave it as this price. I also think that the Adventures tokens are a bit too centralizing and don't mind if this Event is on average only bought in every second or third Kingdom.

As you pointed out, at lower costs Debt makes less sense and or even could be too prohibitive: in non-trasher Kingdoms you want that sifter as early as possible.

*- As Lost Arts eliminates the standard matching problem of villages and terminal draw cards (which is the very reason Village and Smithy can be cheaper than two Labs) its effect is significantly stronger than that of he corresponding vanilla card, Village, so this is where this simple comparison fails.
Interestingly, I've had an identical event that I've been using for the past couple years that costs .  It seems to work okay.  Not a star, but still worth considering, with the potential to be very useful in the right deck.

73
Variants and Fan Cards / Re: All Durations?
« on: March 25, 2019, 10:20:06 am »
How you know you're on F.DS:
OP: "What do you think of this Kingdom with all Durations?"
Reply 1: Analyzes Kingdom, but includes the word "payload."
Replies 2-10: Debate the definition of "payload."

Back on topic, I do think that Outpost is strong due to all the ways you can set up your Outpost turn to be worthwhile.  Enchantress is interesting since it hits twice with an opponent's Outpost, but doesn't attack if you play it on your normal turn when you also play Outpost.  Also, all of the Duration effects mean you'll get a lot of your benefits prior to Enchantress hitting, which makes it less likely to seriously harm your turn, and a Duration hit with Enchantress doesn't stay in play, letting you get it back faster.  So on the whole, I'd say Enchantress is weaker than normal here.

74
If nothing else, having an abundance of Markets, coupled with Bridge, Talisman, and seemingly having already bought a lot of cards, creates the possibility of three-piling the moment you get the lead ("With 3 Bridges, many Markets, and a Talisman in play, I buy 2 Provinces, then buy several cheap cards, gaining copies with Talisman, and ending the game due to three piles being empty.").  True, a fast strategy might be able to gain too much of a lead for this, but without knowing what Wolphmaniac was doing, we can't say whether that was a danger here.

75
#10 Envy: Apart from weird hypotheticals involving not wanting to draw with Storyteller, never.

#11 Delusion: Never. Fewer options is always worse.
Don't forget, Envy can protect you from Delusion and vice-versa. 

For example, if you have a hand of Gold-Gold-Silver-Province-Province and your opponent is playing a lot of Doom Attacks, you may be happy to get Delusion.  Likewise, if you're building an engine with virtual coin and your opponent is playing a lot of Doom Attacks, getting Envy will make you feel safe in the knowledge that you won't be stopped from buying more engine parts. 

Sure, it's quite situational, but so's the rest of this list (Hexes aren't meant to be beneficial, after all).

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