Spectacle Fireworks -- X-tra | | | A Night version of a Worker's Village that returns to your Action phase. A very creative entry that looks like a lot of fun to play with. Great job on this one, X-tra. |
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Port Clerk Quill -- Xen3k | | | An Action card that gives + for each unique Treasure you play this turn (extra + for one-shots, since it only counts Treasures in play). I think it would seem pretty sad for if it didn't come with an Heirloom to boost both the unique Treasures in use and the unique Treasures you start with. However, the Heirloom that it comes with balances it beautifully. |
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Road Shortcut -- 4est | | | I think this is far too weak. Even with Shortcut, you need to play a lot of them for them to be consistently worthwhile. Especially since there are only 10 Roads; by the time they're reasonably useful for more than just being plain cantrips, the pile's empty or nearly there. And in 3 and 4 player games, you're decently unlikely to even get enough Roads for them to be useful. |
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Bridgestone Stone -- majiponi | | | I don't really have much to say about this. A pure vanilla card isn't exactly exciting. |
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Night Drive Carriage -- faust | | | I think this will gain too many Horses too easily; in the Secret History for Menagerie, Donald said he tried a card that terminally gained 3 Horses, and just that was too many. Especially since this only trashes from play, so it'll mainly trash Coppers and cards that cost . Plus it can always just trash itself to non-terminally gain 5 Horses. |
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Royal Signet Weighted Coin -- lompeluiten | | | I don't really find this much more interesting than Throne Room. Granted, Throne Room is one of the most exciting base set cards in my opinion, so it's still decent. But it's also kind of a boring version of Counterfeit. |
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Lightning Rod Lightning -- mathdude | | | A very unique Reaction trigger with a very unique top. But, it's kinda sad that half the vanilla bonuses it can give (one of which it always gives) is useless when an opponent triggers it. It's not bad, but there were other submissions I thought looked more fun to use. |
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Labor Guild Leverage -- spineflu | | | Either Merchant Guild or Merchant Guild but with Villagers depending on whether the cost in of the bought card is even or odd. Even without the presence of Leverage to help make even-costs odd and vice-versa, I think this is too good compared to Merchant Guild to share the same cost. |
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Chop Shop Burglary Tools -- emtzalex | | | I agree with segura that this is way too good, for the same reasons. I also don't really see the reason for it being an Heirloom card (other than the obvious "that's the prompt"), since Burglary Tools either just decreases the cost of both the trashed card and the gained card (thus doing nothing for its Remodeling ability) or makes Chop Shop even more OP by allowing it to Expand your cards. |
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Jeweller Emerald -- AJL828 | | | A very neat variable Cantrip gainer. Like Port Clerk, the Heirloom helps balance this card out wonderfully, but even more so. Another excellent submission. |
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Woodsman Lumber -- anordinaryman | | | As you pointed out, being a Reserve card amps up the strategic implications of this card dramatically. I love it. |
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Night Worker Torch -- NoMoreFun | | | A stronger combination of Armory and Ironworks. Not bad, but there were more interesting submissions. |
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Shipwright Mooring -- xyz123 | | | Takes two Shipwrights to be able to Shipwright a , but one has to be played during the Night before you play a different one in a later turn (during which you call the Shipwright). Seems like a pretty huge pain for the effect you get, and the below-line ability is otherwise pretty niche imo since it doesn't give you any vanilla bonuses like Villa or Cavalry do. Plus I don't really like that you can return to your Action phase in the middle of resolving a Treasure card. |
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Brooch Clasp -- JW | | | A Treasure trasher that can only trash Estates if combined with Clasp. Feels kinda uninspired since Goat exists, especially since Goat is an Heirloom. |
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Souk Lantern -- Timinou | | | A very interesting non-terminal DtX that also allows gain-and-play shenanigans. I like it. My only worry is that it may be too strong in a big money strategy. |
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Record Quill Pen - Aquila | | | A Scheme Event variant. I'm not sure it needs the cost restriction to be balanced; Scheme only needs to be bought once, and can potentially be played every turn. |
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Testing Room Prototype -- The Alchemist | | | Coincidentally very similar to Souk, which was posted shortly before it. I'm afraid Souk did this concept better imo. |
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Carnival Beer -- grep | | | I love the bottom part of Carnival. However, the top part isn't so exciting. Since it's the type of card you'd generally want to spam, I think it could just be a Market and play out very similarly if not largely the same. |