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351
How is this card a reserve?

It isn't; that's left over from the previous, sucky version.

352
I also have an attack card named Infiltrator that interacts with the Tavern mat: http://forum.dominionstrategy.com/index.php?topic=15041.0. Great minds must think alike.

Question to this card: I assume that each player has multiple infiltration tokens available, in case they play multiples of this?

Mechanical observation: Do you need to have the Infiltrator go on the Tavern mat, when the Infiltration token is already there to mark the effect of the attack? If you don't, you can simply have 10 Infiltrators in the supply instead of up to 60.

General Comments: That said, do you need the Infilatration tokens or the Tavern at all? You could greatly simplify this, without massively altering the effect, by simply having its effect be:

+2 Cards
Each other player takes his -$1 token.
Trash this.
Gain a Gold.

I realize that this takes away the attacked players' decisions, but I see that as a positive, for three reasons:
--it takes out politics (where they choose to let one player have their Gold but not another)
--this card becomes massively OP in multiplayer (in a 4 player game, play this to eventually gain 3 Golds)
--rarely will a player choose not to lose the tokens, because there's little value in continually attacking yourself

This seems like a decent attack; you'd have to playtest to see how it compares to Soothsayer (as a Gold gainer), Pillage (as a one-shot attack), and Relic (as something that provides money and attacks with a penalty token).

Those are all great points. I didn't think about the fact that it scales extremely badly with more players, so I think I'll overhaul it to what you suggested, but change the name, as Infiltrator doesn't really make sense anymore.

353
Highwayman:
+2 Cards
Each other player takes his -$1 token.
Trash this. If you do, gain a Gold.
Cost: $5
Action - Attack

354
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 13, 2016, 06:46:15 pm »
My comments on the cards:

Siege: As written, it doesn't actually act as a Duration card, and therefore the attack does nothing; duration cards are discarded on the last turn in which they do something. Simply giving it the type "Duration" doesn't actually make it stay out for multiple turns. Also, it's awkward to try to react to while-in-play effects. Here's my suggested rewording:

+1 Action
All Events cost $1 less this turn, but not less than $0.
Until your next turn, other players cannot buy Events.

Setup: Add an Event to the Supply.
Cost: $3
Action - Attack - Duration

Since it expressly says "until your next turn," it actually does stay out for two turns, and this rewording also gives opponents something to react to.

Escort: So it doesn't affect $3 cost cards, correct? If I'm incorrect, it should say at least $3, and if I'm correct, it should say at least $4 to remove any confusion.

Fortified Village: Weaker than a Fortress in some ways and stronger in others. I like it.

Lagoon: As written, you discard all Victory cards after you draw, so it doesn't hold you accountable for the two cards you drew. You can fix this in one of two ways: have the player discard Victories before drawing, or have the player reveal his hand a second time between drawing and discarding (I prefer the former). The 2nd is, however, weaker, because with the 1st you keep any Victories you drew. And I also have a question: Why would you ever play it if you don't have any Estates in hand? All it does then is discard a card from your hand and give back the Action it took to play it. The only use I can see for playing it with no Estates is if you have at least one Tunnels in your hand, and games with Tunnels and Lagoon are a very small % of games.

River: If you don't have any non-terminal draw cards in hand or any Rivers in your next, this harms you, since it puts the Ruins on top, not into your hand. I think it would probably be okay if it put the Ruins in hand, since that is sometimes strong for its cost, but two of the Ruins (Ruined Village and Ruined Market) make it extremely weak for its cost (strictly worse than Village and Market Square, respectively), and it also has the drawback that you now have a junk card in your deck. If anything, it might be overpriced at $4, even with that buff. Another problem is that because of Survivors, you have to specify whether the +1 Card and +1 Action takes effect before or after resolving the played Ruins.

Settlement: As stated by Nflickner, there's no reason for it to be a Reserve; it could just trash itself for the exact same effect.

Trading Vessel: Almost strictly better than Amulet, but since it doesn't give you a choice in either case, it isn't quite strictly better than Amulet. May have to cost $4 anyway, though.

355
I've playtested this several times with an unlimited number of Mortgage tokens, and admittedly, it feels sort of like a variant. If you want it to play more like a normal Event, just limit players to 1 or 2 Mortgage tokens (which you can re-use after removing from the pile via the rule on the event).



The art is public domain from here: http://www.publicdomainpictures.net/view-image.php?image=76955&picture=country-home-painting

Certainly looks interesting. I wouldn't be surprised if this was close to one of the events in the upcoming Empires expansion.

356
Just mocked up the original version of this card (Too lazy to do all the others). The only thing I changed was the cost which was reduced to 4. This should make for funner games.

I think you said this wrong. The cost in your card is $5, and the original cost is already $4.

357
Variants and Fan Cards / Re: Technology Cards
« on: April 10, 2016, 12:58:51 am »
Setup: Add an extra Kingdom Action card pile costing $3 or $4 to the Supply. Cards from that pile are Invention cards and gain the Technology type.
Cost: $5
Action
Invent: What is an 'invention' card? Did you mean 'Invent'?

Dude. Seriously? Did you not actually read the second part of the card? Invention cards are an extra Supply pile, like Bane cards.

EDIT: The extra pile are no longer titled Invention cards, but sill gain the Technology type, and Invent only has to trash Technology cards in general to play the gained card.

358
Variants and Fan Cards / Re: Technology Cards
« on: April 09, 2016, 08:42:06 pm »
I have now added two more cards, Invent and Clock Tower. Also, because of how quickly Mad Scientist becomes a dead card, I have made it so that it can give out Coppers instead of Curses if the user wishes. I have also bolded the names of all cards, so that the OP is easier to read.

359
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: April 09, 2016, 06:48:28 pm »
But grift is per gain, not play.

Nope. Look again. Grift is per play, Invest is per gain.

360
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 09:39:43 pm »
If you're going to have cards that require trashing Battery, why not make Battery semi-untrashable? For example, on Battery, you could have:

'When you trash this, you may discard two cards from your hand, to put it into your Discard pile.' (This also protects the Battery against Swindler etc.)

Alternately, Mad Scientist probably only needs to discard (or maybe even play?) a Battery to give a Curse. Having two cards collide is already hard enough without trashing the Battery the first time you use it. Otherwise, you'd have to fill your deck with Batteries to use them, and since Battery itself is a glorified Copper, this doesn't seem to me to be a winning strategy, no matter how awesome the Technology cards are.

Mad Scientist now only needs to discard a Battery to give out Curses.

Here's a base card that's always added when at least one Technology card is in the Supply:

Instead of the unusual wording on Battery (that it puts Technology cards into the Supply), wouldn't it be easier to have an under-the-line text on each Technology card that 'you may not buy this unless you have a Battery in play'.

I think it's the other way around. Technology cards are Kindom cards that you can put out like any other, and you only put Batteries out when they're there. I agree that it would instead be better to put the rule on the Technology cards - maybe say "you may not gain this unless you have a Battery in play".

You are correct.

361
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 09:27:18 am »
Neat idea, and I like the looks of Steam engine. Looking forward to what else you come up with for this.
I don't like mad scientist because I don't like any card that doesn't do anything for the one who played it.

Since tech cards are harder to buy (since you need a battery), they should be on the strong side for their cost. Steam engine might be, but mad scientist should cost less then $5.

@Marcory: Battery is a treasure.

1: If Mad Scientist turns out to be too weak for $5, I'll boost it by giving the user a bonus.
2: Playtesting will prove whether they are or not. We've already playtested an earlier version of Steam Engine in one game, and it probably is, but Mad Scientist hasn't been playtested at all yet.

362
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 09:23:59 am »
I get that Battery's strength lies in enabling the Technology cards, but its vanilla abilities are strictly worse than Herbalist. Compare to Black Market--it's only a terminal silver and worse than other $3 Terminal Silvers in it's vanilla ability, but it's (usually) better than the $2 Terminal Silvers: Duchess (which helps your opponent) or Embargo (which is a one-shot). Meanwhile, Tournament is a Peddler (except when it isn't), making it reasonably priced at $4.

Maybe have Battery be +2 Cards, +1 Buy? That way, you still might buy it for the buy or draw even if you don't need the Tech cards. Otherwise, since Battery is so key to the Tech Cards, you might want to move its price point to $2, for the same reasons that Chapel is $2--you don't want to force people to have to open Battery/nothing on a $5/$2 opening (if you intend for Tech cards to be truly powerful.) Alternately, you might want to make Batteries non-terminal (e.g. $2, +1 Action, +1 Buy) so that people aren't penalized by buying several of them. Or you could make Batteries an alternative Treasure, like Potion.

Also, how does the 'while this is in play' clause work? I get that playing Battery allows you to buy Tech cards (or Workshop them, Remodel into them, etc), but it will probably do weird things with City, the game-ending conditions, etc. Is that a feature or a bug?

Finally, Mad Scientist is worded weirdly. The way it's written, if I trash a Battery or spend a Fuel token, and my opponent reveals Moat, I can now discard a Battery for more Fuel. But that's only relevant if I have two Batteries in my hand. Is that what you meant?

Otherwise, you can have Mad Scientist set aside a Battery or Fuel token, have everyone gain a curse, and then trash/spend the set-aside item if anyone did get cursed.

As per your suggestion, Mad Scientist's last clause takes effect if you didn't even try to Curse anybody with it, and all the Technology cards are in the Supply but still usually unobtainable, since my intention was that they always counted towards the 3-pile ending and towards City.

Also, as LibraryAdventurer pointed out, Battery is a Treasure, not an Action.

363
Variants and Fan Cards / Technology Cards
« on: April 07, 2016, 11:08:21 pm »
Cards with the type "technology" cannot be gained or bought, but are still in the Supply. So how do you get them? Some cards specifically mention Technology cards in gaining cards, and others temporarily make them so that they can be obtained.

Here's a base card that's always added when at least one Technology card is in the Supply:

Battery:
$1
+1 Buy

While this is in play, you may gain Technology cards.
Cost: $3
Treasure

And here are two of the Technology cards:

Steam Engine:
+2 Cards
You may spend a Fuel token. If you do, +2 Actions.
You may trash a card from your hand. If you do, take a Fuel token for every $1 it cost.
Cost: $3*
Action - Technology

Clarification: The trashing and the fuel token bonuses are not mutually exclusive, so you can do both. They are in order, however, so you can't spend one of the Fuel tokens you just received.

Mad Scientist:
You may discard a Battery from your hand. If you do, each other player gains a Curse or a Copper, your choice.
You may spend a Fuel token. If you do, each other player gains a Curse or a Copper, your choice.
If you didn't do either, you may discard a Battery from your hand. If you do, take two Fuel tokens.
Cost: $5*
Action - Attack - Technology

Clarification: Again, the first two abilities are not mutually exclusive, so you can potentially give out two Curses with a single Mad Scientist, which is the only thing preventing it from being strictly worse than a Sea Hag.

Clarification 2: Either every opponent gains a Curse or every opponent gains a Copper. You can't discriminate between opponents.

Clock Tower:
Choose an Action card from your hand. Play it now and, if it's still in play, at the start of your next turn.

This costs $2 more if this isn't the first card you've bought this turn. (Applies after cost reduction)
Cost: $0*
Action - Duration - Technology

Clarification: If the card you CTed trashed itself the first time, CT is discarded from play the same turn you played it.

Clarification 2: After you've bought a card, the minimum possible cost for CTs is $2, because the cost increase takes effect after cost reduction effects, which can't reduce its price below $0.

Invent:
Trash a card from your hand. Gain a card costing up to $2 more than it, which may be a Technology card.
If you trashed a Technology card, play the gained card.

Setup: Add an extra Kingdom Action card pile costing $3 or $4 to the Supply. Cards from that pile gain the Technology type.
Cost: $5
Action

364
Maybe make it more like a knights pile, where every barrack does a small different attack? That could be fun too.

That's a fantastic idea! I think I'll do that.

365
This costs $4 instead of $3 because in a game with it and village, if this cost the same as village, everybody would buy Barracks and never buy Villages until the Barracks pile was empty, because everybody wants to be free of the annoying effect.
No, they don't. If your economy runs using treasures and mine doesn't, I'll want to buy Village rather than Barracks, because Barracks's presence in the supply hurts you and doesn't hurt me.

OK, fair point.

366
Original Version:
Barracks:
+1 Card
+2 Actions

While this is in the Supply, at the start of your Buy phase, reveal your hand. If you revealed any Treasures other than Copper, take your -$1 token.
Cost: $4
Action


New Version: Like Knights, the different Barracks cards are shuffled into the same pile. They (mostly) have the same cost, but different effects and (probably) names. Only the top card of the pile's auto-attack takes place.

[] means "While this is in the Supply, at the start of your buy phase, you may reveal a Barracks from your hand or a hand containing only Coppers and Estates. If you don't, "

Feel free to suggest names for these.

Barracks 1:
+1 Cards
+2 Actions
Each other player takes his -$1 token.

[] take your -$1 token.
Cost: $5
Action - Attack - Barracks

Barracks 2:
+1 Card
+2 Actions
Each other player takes his -1 Card token.

[] take your -1 Card token.
Cost: $5
Action - Attack - Barracks

Barracks 3:
+1 Card
+2 Actions
Each other player gains a Curse. If he does, he draws a card.

[] gain a Curse.
Cost: $6
Action - Attack - Barracks

Barracks 4:
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand.

[] discard down to 3 cards in hand.
Cost: $5
Action - Attack - Barracks

Barracks 5:
+2 Actions
Choose one: Draw until you have 5 cards in hand; or +1 Card.

[] discard your hand and draw 3 cards.
Cost: $5
Action - Barracks

Barracks 6:
+3 Cards
Each other player takes his -$1 token.

[] discard a Treasure card (or reveal a hand with none).
Cost: $5
Action - Attack - Barracks

Barracks 7:
+3 Cards
Each other player takes his -1 Card token.

[] reveal your hand and put two Victory cards from it on top of your deck.
Cost: $5
Action - Attack - Barracks

Barracks 8:
+3 Cards
Each other player gains a Curse, and if he does, draws a card.

[] trash a non-Victory card from your hand that isn't a Copper (or reveal a hand with none).
Cost: $6
Action - Attack - Barracks

Barracks 9:
+3 Cards
Each other player discards down to 3 cards in hand.

[] the player to your left looks at the top 5 cards of your deck and discards one of them.
Cost: $5
Action - Attack - Barracks

Barracks 10:
Choose one: Draw until you have 7 cards in hand; or +3 Cards.

[] choose an Action Supply pile; shuffle this into that pile.
Cost: $6
Action - Barracks

367
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: March 28, 2016, 04:41:54 pm »
For the life of me, I can't seem to find the creator of Ascetic).

If this is the card you are using:

Quote from: Nic
Ascetic
Types: Action
Cost: $2
Trash this and any number of Treasures from your hand. +1 VP for each Treasure trashed this way.

Then it was created by Nic for the Prosperity Treasure Chest Contest. Although I believe there is a newer version floating around with +2 cards added on.

There is; you can find it pretty easily using Google Images.

368
Variants and Fan Cards / Re: AdrianHealey's Tested Fan Card Thread
« on: March 27, 2016, 07:52:50 pm »
Auction and Floodgate are by LastFootnote, and i think they are part of Enterprise.

I believe that all of LFN's fan cards are part of Enterprise.

369
Sorry if you guys have mentioned this already, but why was Peltmonger removed from the set?

370
About Season fan cards:
I can not speak for the both of us, but as far as i am concerned, it's cool. We are both very busy right now and i don't know when we'll finish this. So from my point, go for it.

However, if you want to be sure, you might want to wait for CookieLord to reply on this, too. Or wait a sensible amount of time for him to reply, you know. In either case, we demand credit by building life-sized statues of ourselves, preferrably from Baklava. Or writing that the Season idea was ours, whatever you prefer.

I have no idea what either of you look like, so I will go with the 2nd option.

371
Do you guys mind if I create my own thread for making Season card ideas? I'll give credit to you for the original mechanic, of course.

372
Quote
Pioneer
Types: Action Duration
Cost: $5
+3 Cards
+1 Buy

On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.

Weird...I think I like it.  I think the extra effect might be weak, just because spending say $4 on a card just to play it once seems like a bad deal.  But there are definitely cases where you can make big things happen with it, and oh man Fortress is a thing.

So here's a bizarre question.  If I buy an Estate with this, which is Inherited as card X, and then buy Inheritance to move Estate token to card Y, when I play Estate next turn, I play it as card Y right?  I don't know why that wouldn't be the case, but it just seems weird.  I guess that situation can already happen with Summon.

When you buy the Estate, you haven't yet gained it.  Therefore it is not an Action card, therefore Pioneer would not set it aside.  Likewise, you cannot use Summon to gain an Estate.

Even if you could do this with Estate, you can't change its Inheritance because the Event is only once per game.

In both the wiki page and the instruction booklet:
"This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port."

In other words, on-buy effects do count, and therefore, Pioneer would set it aside.

Hmm, I think this one is debatable since this isn't an on-buy effect of the Estate, but I see the argument.  Still doesn't work for Summon, and the question is still moot because Inheritance is once per game.

Yeah, those two points are unquestionable; I was only arguing that Pioneer would set aside the Estate.

373
Quote
Pioneer
Types: Action Duration
Cost: $5
+3 Cards
+1 Buy

On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.

Weird...I think I like it.  I think the extra effect might be weak, just because spending say $4 on a card just to play it once seems like a bad deal.  But there are definitely cases where you can make big things happen with it, and oh man Fortress is a thing.

So here's a bizarre question.  If I buy an Estate with this, which is Inherited as card X, and then buy Inheritance to move Estate token to card Y, when I play Estate next turn, I play it as card Y right?  I don't know why that wouldn't be the case, but it just seems weird.  I guess that situation can already happen with Summon.

When you buy the Estate, you haven't yet gained it.  Therefore it is not an Action card, therefore Pioneer would not set it aside.  Likewise, you cannot use Summon to gain an Estate.

Even if you could do this with Estate, you can't change its Inheritance because the Event is only once per game.

In both the wiki page and the instruction booklet:
"This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port."

In other words, on-buy effects do count, and therefore, Pioneer would set it aside.

374
Quote
Breakwater
Types: Action Victory Duration
Cost: $4
+1 Action
+$1

At the start of your next turn:
+$1
Gain a Duration card.

Worth 1VP

Seems quite cheap for a non-terminal, no-cost-limit Duration gainer, don't you think? I think $6 would be good for this one.

Quote
Captain's Log
Types: Action Duration
Cost: $4
You may choose an Action card from your hand. If you do, play it. If it is a Duration card, play it again. Otherwise, set it aside.

At the start of your next turn, if you set a card aside with this, play the set aside card.

See my previous post.

Quote
Cargo
Types: Action Duration
Cost: $5
Set aside any number of cards from your hand. At the start of your next turn's buy phase, play the set-aside Treasure cards and discard the rest.

I think that most of the time, I'd rather play the Treasure cards now.

Quote
Diving Bell
Types: Action
Cost: $3
Put a card from your hand on top of your deck.
+2 Cards
+1 Action

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.

Now this is an interesting card. +1 Action should actually be first on the card, since order doesn't matter when it comes to +Actions since you have to finish resolving to use them anyway, but that's the only flaw I see. It also has sweet synergy with Pearl Diver, which is something that card desperately needs.

Quote
Fisherwoman
Types: Action Duration
Cost: $5
Reveal the top card of your deck.
If the revealed card is an action set this card aside and play the revealed card. If the revealed card is not an action discard it and gain an action card worth up to $5.

If you set this aside, at the start of your next turn; gain and play an action card worth up to $4.

Another very interesting card. It reminds me of a weird mix between Herald and Band of Misfits. Of course, it isn't strictly better than BoM because that the gaining and playing an Action happens next turn, not this one. I'm definitely voting for this one.

Quote
Harbourmaster
Types: Action Duration Reaction
Cost: $3
+2 Cards

At the start of your next turn:
Discard any number of cards.
Draw until you have 5 cards in hand.

When another player buys a Victory card, you may play this card from your hand.

Seems kind of bleah. It's current turn effect is Moat and its Duration effect is Cellar, and its Reaction is similar to Caravan Guard's. It's bad when a card seems like you just threw a bunch of random, completely-unrelated cards together.

Quote
Helm
Types: Action
Cost: $4
+2 cards
Discard a card.
Choose an Action card from your hand. Play it now and at the start of your next turn.

Note to artist: Helm as in ship's wheel, not helm as in helmet.

"Play an Action now and at the start of your next turn" is an idea that everybody and their dog has tried by now. I'm kind of tired of it. The only good version I've seen is Royal Heirloom by LibraryAdventurer.

Quote
Helmsman
Types: Action
Cost: $3
+1 Action
Name a cost. Reveal cards from the top of your deck until you reveal one costing exactly the named amount. Put that card on top of your deck and discard the rest.

Pretty sweet. It seems like a mix between Wishing Well and Sage. Now, I know I said that throwing together a bunch of existing cards to make a new one is bad earlier, but that's only if it seems random and poorly thought out. This is anything but. Great job, whoever made this one! This one is my favorite of all of these cards.

Quote
Pier
Types: Action Duration
Cost: $6
At the start of each of your turns for the rest of the game: Gain a Silver.

EDIT: Oops, I accidentally skipped this one. Why would I want to gain a Silver every turn, with the exception of Feodum? Silver starts harming your deck eventually, at least in Colony+Platinum games, which makes up nearly all of the games that I play.

Quote
Pioneer
Types: Action Duration
Cost: $5
+3 Cards
+1 Buy

On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.

I think I know who made this, but I'll keep my mouth (fingers?) shut. I liked it then, and I still like it now, so I am voting for it.

Quote
Prawn Shop
Types: Action Duration
Cost: $4
+1 Buy
+$1

At the start of your next turn:
+1 Card
+1 Action

Is this card's name a pun on Pawn Shop? It seems too similar to Caravan for my tastes.

Quote
Prospector
Types: Action
Cost: $5
Trash a card from your hand.
Choose one: +$2; or draw until you have 5 cards in hand.

This seems like you pulled three random effects out of a hat and made a card with those effects. Along with the cost, since this has the power of a $3-coster, maybe a $4-coster, but certainly not a $5-coster.

Quote
Sunken City
Types: Action Duration
Cost: $2
+1 Action
Now and at the start of your next turn: Reveal the top card of your deck. If it is an Action card, play it. Otherwise, discard it.

I also know who made this one, and like I said for Pioneer, I don't think I'll ever stop liking it, unless I playtest it and it turns out to absolutely suck.

Quote
Tactical Village
Types: Action Duration
Cost: $5
+1 Action
As long as this in play: At the start of each of your turns for the rest of the game: +1 Action

You may discard Tactical Village from play during your turn. If you do: discard one duration card from every other player.

Clarification: I hope the way I phrased it, that it's also possible to discard Tactical village for example with Oasis. But it not, that's fine too.

Too confusing if you discard somebody's Duration other than Tactical Village; other Durations' duration effects aren't contingent on that Duration staying in play, so tracking would be a nightmare.

Quote
Treasure Finder
Types: Action Duration
Cost: $4
At the start of each of your turns, look at the top three cards of your deck. You may discard as many as you like. Put the rest back on top of your deck in any order.

For the rest of the game? You DO know that that means you can pretty nearly filter out any and all Coppers, Victory cards, Ruins, and, if you don't have any Trashers, Curses, right? Forget Chapel, this is about as strong as if you PRINCED a Chapel! Even better, in fact, since you can ignore Victories without having to trash them! Sorry, but this is just horrendously OP.

Quote
War Room
Types: Action
Cost: $6
You may choose an Action card from your hand. Play it twice.
Once during this turn, when one of your Action cards would leave play, you may put it on top of your deck.

This is not quite a mix between Scheme and TR, because this can topdeck one-shots like Madman (although, because of the "would leave play, using its topdeck ability on Madman would prevent it from doubling your handsize since you didn't return it), and even Processioned cards! Pretty strong, and definitely worth $6.

375
Quote
Captain's Log
Types: Action Duration
Cost: 4
You may choose an Action card from your hand. If you do, play it. If it is a Duration card, play it again. Otherwise, set it aside.

At the start of your next turn, if you set a card aside with this, play the set aside card.

Not sure what happens with the duration card? I also think this is ridiculously much better than throne room, no? What am I missing?

Actually, this is a much WEAKER Throne Room. It Thrones Duration cards, but Durationizes non-Duration cards, and there was an outtake that always Durationized, but it was discarded for being too weak. Therefore, Durationizing is worse than Throning, and therefore, this is nearly strictly worse than Throne Room for the same cost. Only reason I didn't vote for it.

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