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« on: September 14, 2017, 09:14:22 pm »
About Accountant, drawing instead of trashing is probably only good against trashing attacks, drawing instead of discarding is potentially broken (Warehouse nets 6 cards) and trashing instead of drawing is useful if there aren't any other trashers.
Alley seems weak, you need to buy 2 cards to make a Silver out of this, but it is the cheapest cost reducer to pimp Workshop variants.
Battle is a bit Masquerade-ish in terms of being useful when the opponents have no junk in hand.
Blockade seems great, especially with non-mirror play in alt-VP games.
Charlatan is probably most interesting in multiplayer as you can sometimes steal 2 tokens which is why you probably not want to take a token which the other players do not have (to not make yourself vulnerable to a 'steal 2 tokens attack).
Custom House is too narrow: either it does nothing if engine pieces provide payload or it ruins everything.
Compared to other trasher-junkers like Ambassador or Replace I don't like Cyclone.
The idea of Demolition, coins into VP, only works in a flexible form like Bishop. With fixed values it is hard to avoid the case where it is often too good or too weak.
Deserted Village looks like a 5.
I don't get Drought, it seems incredibly weak.
Dysentery is far too good. You can easily imagine situations in which only Dysentery will be bought until the Curses are out.
While Forge can be used to get rid of your junk and play tricks to get 1 Province per turn Emigration can only do the latter and potentially several Provinces. Trashing 4 Gold would yield 6 Provinces. That's certified crazy.
Villa converts 3 coins into 2 Actions and a Buy with the downside of a degenerate Village in your deck that yearns terminal draw cards in order to not be half-junk. Express converts 2 Coins into 1 Action and a hand-gain. Doesn't seem overpowered to me.
Frontier is great, especially in multiplayer where three-pile-endigns are more common.
Homestead is probably too good.
I like Liege and read it as Duchy gainer that (ideally, when you have Duchy in hand) is also a Band of Misfits yet self-junks you with Estates.
Magistrate is also nice. I particularly like that, Soothsayer-style, the Copper/Curse junking is alleviated by drawing a card.
Mendicant would be crazy at any price. Early on it trashes and provides brilliant economy (5 or 6!) and if you have only one junk card in hand and gotta trash the gained Copper and Silver it would still be "gain a Gold to hand" which would probably be balanced at 5.
I like the attack part of Military Village but it doesn't work on a non-terminal card for the standard reasons.
Orphanage can be 3 things: it can just draw a card, it can be a kind of a cantrip (with the forced play of Herald, Vassal, Golem, etc.) or it can be a double Peddler (where the Action is used to play a terminal Silver). This is hard to analyze. Not sure whether this is worth as payload compared to similar cards like Vassal or Conspirator. There will probably a switching point from "Orphans are too risky" to "now I have enough buys and can get them all plus some Orphanages" which will not make the card fun.
You could prevent this risk/rush issue via make it a dual pile, i.e. both parts are always available.
Posse can easily lead to pins, especially in multiplayer and in combo with other discard attacks.
Prairie Schooner draws 5 cards spread over two turns which is too good.
Public Assembly is not a good idea as it is only good in a weird deck that features enough cantrips or villages to pair them with Public Assembly but not too much to draw them dead after Public Assembly. It simply doesn't work.
Purchase/Territory wants to be on a 4/4 resepctively 6/6 pile such that the cards can be evenly split.
Royal Marriage is worse than Ruined Library so you could just make it a plain dead card. I'd make it +1 Action, +1 Card, discard a card such that it will get played at least sometimes and nerf the bonus down to +2.
Salt Pan is not good. You buy some, set them aside, call them, trash some Provinces, repeat the whole process (or another player does the same), buy a Duchy or something in between and the game will end quickly with a score like 8 - 7.
For my taste Shoekeeper is too vanilla. But it is balanced (except for Platinum and Gladiator games).
I don't get Standard Bearer. Narrow worse Throne Room plus discard for VP plus double Groundkeeper thrown into one card seems incoherent.
Tax Collector is far too nasty especially in multiplayer and Kingdoms that rely on Treasure for payload. Even a hand of 5 Gold would cancel only cancel 15 out of 20 debt if both opponents attacked you.
Wassail is OK but there are better ideas for gaining Coin tokens.
Unlike the other "rule breaks" here (all the discard pins) Waterfall could actually work as you cannot build a golden deck out of only Waterfalls. Cool idea.