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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 19, 2020, 09:10:07 am »
Well, it is. Apprentice draws far earlier than this card. I guess the problem is the 3 threshold, that simply makes it too weak.
It takes a lot of time to trash all 3 Estates. Update would have netted you 3 Silvers in the meantime while Junk Dealer would have also helped your economy quite a bit.Looks weak. You gotta trash 2 Estates until this does something. I cannot see any situation in which this is superior to Junk Dealer, Update or Sanctuary.I disagree, it is clearly a megaturn card, and with just your starting estates as fodder it can triplelab when you pull the trigger.
Discarding played cards is something you should never ever do to avoid loops. Also, it is weird to have such a strong buff occur in the part of the card that is supposed to nerf it. For tracking reasons, I would put the „leasing costs“ into Clean-up.Neat idea, but why do they discard themselves instead of staying in play? With a few Mountain Villages, you'd never need more than one of those draw cards.
As I said, the cards are not ready yet. Usually I start with as little text as possible, and then I look whether or what changes they need. Do you think they would be too strong if they can be discarded immediately? At least the player has to pay for it. On the other hand with version 2, a player could draw 8 cards for $3+1 Debt, which looks like a superb deal.
You always emphasize that you can just use the card as Necro without going into how bad that actually is. Any draw engine needs to combo splitters and drawers, and if you are forced to always play the card as Necro, that is miles worse than having Squire, Fishing Village, Villa or any other non-drawing village.
All these cards suffer from not being able to draw (decreases consistency and this the chance to match drawers and splitters) but at least they all provide some Coins or Buys. Necro does not and Necro+Smithy does only half the job as Village+Smithy does (plus the aforementioned matching Problem that even applies when you have a pretty good non-drawing village like Festival).
I simply don’t get your argument. This is pretty simple: either it is a Necro which is super bad or it is worse than Village (discard your best, draw two average cards). Optionality is usually worth something but here it is not as the options are additive.
You claimed that you should not add terminals to decks with Gatehouse ... but why would you then want a Village (that decreases the average card quality) in the first place?
No. You just cannot pick the extreme case I mentioned and then say, I emphasize it. What I have said is that you shouldn't ignore the possibility. I don't know whether the card works as it is, maybe not, and I have mentioned my uncertainty about it before. However, you also ignore the best case scenario; that is that there is no best card to discard because it has been already played. I think this is the critical point of the card. How often can a player manipulate their hand to reach this point.
Also, I haven't claimed that no terminal cards should be added; just that the player has to be more careful, i.e. adding less to their deck
Anyway, what do you think about the suggestion to reveal all, but one card? Would that work?
Sure, but if you don't want to create a new type, it can only be a Reaction.Nothing against new types, but why not simply make it a pure Reaction?
Other cards with on-gain or on-trash abilities aren’t reactions though. Not that they couldn’t have been, but as I understand it, the reason they aren’t is because reactions happen when the card is in a hidden place; usually your hand, but maybe your discard. Though Patron seems to be a weird exception, it’s a reaction even though it is always publicly visible at the time that it is reacting.
ValkyrieThe VPs are not the issue, the non-terminality and self-trashing ability are.
$4 – Action - NightQuoteIf it’s your Action phase,
gain a card costing up to $4.
Otherwise, trash a card you
have in play.
----------------------------
When you trash this, +1VP
per differently named card
in the trash.Wow this thing is bonkers bananas overpowered.
Without the trashing bit it's already a Workshop+ that could reasonably cost $4, though the Night ability isn't super amazing without the bottom part.
At its very baseline, the trashing bonus is +2 VP (Valkyrie will always be in the trash and pretty certainly you'll at least trash a Copper with this). the card might work with a straight +2 VP on trashing, I'll say that much. But if there's other trashing? then you'll have Estate in the trash, so that's +3 VP. If there are Shelters, this goes up to +5 VP (i.e. better than Distant Lands - okay, Distant Land you don't need to connect, but the self-gaining on this more than makes up for that - for $4). If there's even as much as Necromancer in the game, this gives at least as much VP as a Province, and won't end up a dead card in your deck. Consider a game with Looters - it will be worth 8 VP. And I've not even considered any trashing attacks so far, which easily push this over to being better than Dominate without putting in any effort.
This is broken. It needs at least an upper limit on the VP, and if you don't want to go with a flat +2 VP, you probably also need to stop the self-gaining.
Thank you for the feedback.
When I designed the card, I was unsure whether to give it a cost of $4 or of $5; I decided to go for $4, but immediately after posting I thought $5 would have been better and I think I’ll go for it.
You are right, when Ruins, Shelters, and/or Zombies are present, trashing Valkyrie gives way too many VP tokens. Giving it a fixed +2VP for trashing solves those problems easily, but makes the card less interesting; so I have thought about how to fix the “+1VP/something part”.
If I want to stick to the concepts of the card without clumsy wording, the best solution I came up with is: “…per differently named card in the trash costing $2 or more.”
This eliminates VP scoring through Ruins, Shelters and even Coppers.
What can still produce high VPs are Zombies and trashing attacks, especially Knights, but I can live with just a few official card that makes Valkyrie extraordinary strong. There are enough official cards that shine in situations that are even more likely to happen. The interplay with trashing attacks could even be interesting in a way that Valkyrie can serve as a counter, potentially making those nasty attack cards less desirable.Valkyrie cannot trash Hovel or Overgrown Estate. The card is definitely too good, but not that crazy. I’d simply get rid of the Night type and make it terminal.
The Monastery thingy is not novel anyway and that brings the power level down on a reasonable level. Of course it would then be a more expensive Workshop in Kingdoms without trashers but Fortress is also a more expensive Village in Kingdoms without trashers as well.
Most Kingdoms would have other trashers and allow trashing those Shelters.
I like the Night type as it separates trashing from gaining and compared to the gaining part, it makes the trashing a bit stronger as it can trash played cards and does not need an Action.Maybe you could use something like this: "when you trash this, if there are at least 3 differently named cards in the trash, +3 vp."
I have thought about the first part of your suggestion, except it was "2 differently named card". I also thought about "different named cards with at least 2 copies", but I don't think those changes would make the card better in terms of being balanced. I don't like the fixed VP score, as it seems to be less interesting.
The summary of changes I intend to make (for details see above): Card costs $5; I add “…costing $2 or more” at the end.
What do you think about these changes?
I was looking at Way of the Chameleon and misread the name, which lead to this:Strictly better than Ox and utterly broken.
Probably way too strong, but does require having multiple actions in hand at once to do anything.