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Ironsmelter - Action
Trash 2 cards from your hand.
For each...
Action card, +1 Action
Treasure card, +
Victory card, +1 Card.A fairly straightforward trasher in the IronXYZ family.
Thematically Smelter implies that the card should work similar to Forge but I am not sure about this. "Trash Estate and Copper/Curse, gain 2$ card/Estate" depends on the Kingdom cards, "trash 2 Estates, gain 4$ card" is stronger whereas "Trash 2 Coppers/Curses, gain a Copper" is weaker than the pure trash version of the card. In decks with Shelters, Looters and Cursers the trash for benefit version is weaker.
It might be more interesting game-play wise though as it is a slow trasher in the early and a mini-Forge in the later part of the game. The card might be overpowered for 4 as it a trasher which enables you to nonetheless buy something on the turn, as opposed to early trashing with cards like e.g. Chapel or Steward. I am also not sure whether it is exciting enough.
Some ideas for a set of alternative Shelters:
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Townstreet (I scrapped my initial stupid Townstreet idea after having realized that DXV nixed a similiar card) - Action-Reserve-Shelter
+1 Action
Put this on your tavern mat
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At the start of your Buy phase you may call this for +1 Buy.This is just a modification of
Co0kieL0rd's Forest Hut. Forest Hut changes the openings (5/3 and 4/4; note that this is more balanced than Alms which leads to 5/4 and 4/4) and is specifically designed by Co0kieL0rd to kickstart an opening with 2 or 3
self-synergizing trashers.
My card doesn't change the opening that much (2+3or2+2/2 and 2+2/3) and reserv-ifies the Buy. It is fairly deck-dependent; with other cards that provide Buys you will most likely never call it except for your last turn whereas in decks without cards that provide buys it might be a degenerate card that you wanna use a few times.
In the presence of Peddler and Pawn or Candlestick Maker both versions are pretty strong for Shelters but I do not think that this is a big issue.
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Lost Garden - Victory-Shelter
Worth 1 VP for every Shelter, Ruins and Curse in your deck.Not sure about the ratio value yet. The idea of the card is to create a 'to trash or not to trash' decision. In the presence of good trashers you will never not trash but if there are some crappy trashers or expensive trashers which you can only buy fairly late in the game you might not wanna go for them. Or you might trash Curses/Ruins but stick to Lost Garden if you are only able to start trashing fairly late in the game.
I am not sure though and the card would probably work better for a normal Kingdom card (with a ratio of 2 or 3). Here it would also influence the decision of the attack card buying player and there would be the usual rush for this card in heavy junking games.
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Crypt - Action-Reaction-Shelter
At the end of your Buy phase, trash a card you have in play.
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When you trash this, gain a village (that costs no more than 3/4).
(Necropolis and any Kingdom card that does provide 2 or more Actions is considered to be a village.)Shelters should be weak so like Bonfire Crypt only trashes cards in play (i.e. mainly Coppers, Action-Shelters and Ruins). Its on-trash ability might be too strong in the presence of good villages, hence the potential price cap. The definition of village is ambiguous (what about Tribute or Ironmonger) so the playing group has to decide before the game in the case of amiguous villages how they wanna handle Crypt.
In case there is no village in the kingdom you can swap Crypt for Necropolis.