6720
« on: August 06, 2012, 09:00:43 am »
Graverobber: A really cool sounding card that only is good in multiples with extra actions, and is only great with expensive +2 Action cards. Will be loved by newbies, avoided by intermediates, and used only sparingly by experts. An expand with option to gain a card from the trash instead, AND it only costs 5?!? Yes please! But wait just a minute, the expand only works with actions. And with Graverobber on the board, other people will have the means to resurrect many of the actions that you 'Expand'. Maybe this will be stronger if it's in the Black Market deck and you have the only one, but then you also need a trasher card that will be used on desirable cards from 3-6. When I think about trashes I've seen after playing (IRL only do I notice the trash, since I am usually the one to sort it) there aren't normally good cards there unless apprentice is on the board, or there were a few late-game remodels of gold to province. If someone is turning gold to provinces, the game is too close to ending for me to bother nabbing the gold from the trash. And if there's apprentice on the board, I'd probably buy it over Graverobber with every 5 I have. So this looks terrible, but what if I have a lot of this terrible card? With plenty of plus actions, I can use this to gain something really expensive for free. Play Graverobber to turn my Bazaar into a Province, then play a Graverobber to get the Bazaar back before my opponent has a chance to grab it. This works great with City, Bazaar, Festival, Inn, Nobles (any expensive card that gives +2 actions). Especially Nobles, since they give enough +cards that you will have more than one Graverobber. Actually, having 2 Graverobbers and a +2 actions in hand is asking a lot without plenty of +cards, and if you're trying to buy +cards, +actions, and multiple Graverobbers, that seems like a tough combo to pull off.
Poor House: Very happy in moneyless engine decks; possible counter to economy wrecking attacks and loooves Black Market. But there's a reason it costs $1, in most decks this will be a terminal silver (or worse) with no other benefit. Damnation, a card that costs 1. Well we expected it, but it won't make Copper Remakers happy. Or maybe it will, if they have the plus actions to back it up. This card looks to be unbelievably great in moneyless engine decks. Here is a great counter to Pirate Ship, and for multiplayer games where heavy Theif-ing can also wreck your economy. The good news is that those attacks are especially tough with villages or TR/KC and these are also cards that will make your Poor Houses shine. If I have no money, +$4 is great, but +$12 is even better (now where can I find some +Buys?). This card will also make Gardens/Silk Road rush strategies happier Any given hand will probably have some copper/silver, but will likely have more VP cards. This will be a way to keep your economy up without having to spend $3 for a silver instead of buying an Estate that turn. As long has you have the +Buys, you just buy a Poor House every time you hold an odd amount of money. Also, Black Market is an obvious way to get Treasure out of your hand before your action phase is done, so that's one card it works well with.
Sage: Bad card that might help to bring together an engine when facing bad shuffle luck, but mostly wants to be avoided when you're busy buying good cards Look at that dumb man writing in his dumb books. Doesn't he realize that he's probably just going to give me a silver? Maybe if my deck were full of curses, I'd appreciate this cantrip that makes certain your replacement card is good. But mostly I'd just want to buy more actual good cards. This can be a good buy with an unfortunate 3 while building an engine; it will help you find your engine parts better, and doesn't clutter things like your 3rd or 4th silver will. So this is a friend to engine builders that don't have competing parts at $3. Not a card you'd ever want more than two of, probably not more than one.
Feodum: A really exciting card that, despite its coolness, will be nearly impossible to make into a viable alt-VP strategy compared to other card-counting victory cards. Cool! I remember all those times I had crazy bad shuffle luck and kept hitting $4 for the first 6 turns? Well now I want all those silvers, so take that vaguely remembered opponents. Actually this card can be pretty awesome. Even without trashing, this could be ok, and with trashing it is great because you now have a way to gain Silvers quickly. It comes at the cost of a Feodum, but because of calculus and stuff (optimization problems!!! I always told my students they'd be useful) you want your X Feodum's to be worth X, instead of (X+1) feodums to be worth (X-1), so count your silvers folks. Actually that rule will only apply to the endgame with very few turns left. Otherwise, keep the feodums and grab more silvers with +buys. (X+1 worth X are even better). I'm just excited to crack those Silver piñatas and boost my economy. This is best used in the early game for extra Silver, or in the endgame for a better option than Duchy (like Farmland). This won't make a serious alt-VP strategy. Also, Develop a Feodum into a Silver and a Graverobber, gaining 4 Silvers and the card you need to take Feodum back...
Cultist: Now here's a card that makes me say wow. This will be a top-tier $5 card, in the top 10 for sure. It's a weaker witch AND a weaker lab, and that's what makes this great. I can imagine boards where giving an opponent a Ruined Market actually helps them, but that's not the only Ruins; no Ruin will be as painful as a Curse, but +1 Card (or +1 action) will be a card I would rather to without. I'm really hoping for a card that can trash things in play, but even with the Trash bonus just being a gimmick, this card will be one of my new favorites. It will be good in multiples, but there isn't the gained money like Minion stacks. Perhaps with enough Silver and card draw Cultist stacks will work; well hello early 3 Silvers from Feodum.
Ruined Market: Painful card; fun alternative to curses. I wonder if there's a way to turn ruined things into non-ruined thing. If I could turn this into a Grand Market, then Ruins will really not be scary. I hope these are scarier; + Buy is a bad card, but in an engine I may actually like it. Can't wait to see the other Ruins.