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26
This submission is OUT OF DATE, newer submission in a new post


Quote
Vallary | $5 | Treasure - Duration - Command
+$2

Choose one: play a non-Command card from your Exile mat, leaving it there; or gain a Horse.

The next time you play a non-Supply card, +1 Card

Plays with several of the menagerie concepts: horses, exile, and playing cards during unusual times.
Let's talk about that last one -- it let's you play a non-Command card from your Exile deck. If you choose to play a non-playable card (right now, not a Night, Action, nor Treasure), then nothing happens. But it lets you play Nights and Action Cards in unusual times, and lets you play cards you haven't even gained yet (Camel Train combo, anyone?)

Horses are a non-Supply card, so you can gain one, and play it later to release the Vallary for an additional card. But there's a lot of non-Supply cards in Dominion, so this also could get triggered with Prizes, Loot, Spoils, Spirits, Madmen, Mercenary, Travelers, Bat, Wish, (did I miss any?).

If you have a Horse in Exile, and you play it, well, that is before the "next-time" clause, so your Vallary doesn't trigger. It also adds a Silver+ to Menagerie, which doesn't have one.

The one problem is that this card is very strong when desireable cards get put into Exile, like Camel Train, Stockpile, Displace, and to some extent Bounty Hunter (and it's a soft-counter to Cardinal and Gatekeeper). Right now I'm thinking, fine, there are many strong cards in Dominion. It is also slowed down slightly by the "next-time" duration quality. If you randomly generate a Kingdom, there won't be too many Exiles, and I tried to make it still feel interesting (Horses and non-terminal draw attached to a silver can help many decks).

Open to feedback

27
Updated entry



Quote
Scavenger Dog | Action - Looter | $3
+2 Cards
You may play a Ruins from the Supply or your hand.
-
When you trash this, play it.

I've updated Scavenger Dog, it's now a soft-counter against most of the attacks in Dark Ages, similar to Watchtower was. You can choose to play a Ruins from the Supply which puts it in play without gaining the card, next turn it goes into your deck. Or, you could play a Ruins from your your hand, maybe you got junked by Marauder, or maybe you self-junked yourself with a previous Scavenger Dog. This doesn't defend against discard attacks though. Then there's the on-trash aspect, which defends against knights. I think the only interaction Scavenger Dog is missing is Spoils, but you can't put everything on one card then it would look like Junk as opposed to just a Junk Dog

28
Edit: I have updated the entry in a later post here


Quote
Junk Dog | Action - Looter | $3
+2 Cards
You may gain a Ruins from the Supply to play it.
-
When you trash this, play it

If ruined library is showing as the top Ruins, you could make this a smithy this turn (at the cost of self-junking the Ruin Library in your deck for future turns)

Junk Dog ties in a lot of Dark Ages themes. It's got a when-trash, which is of course fun. It also is a looter. It incorporates a sub-theme of self-junking for a gain this turn, like Beggar and to some extent Death Cart does. Lastly, it continues the "play a terminal action" theme from Cultists.

Open to feedback. Specifically I'm wondering whether I should do "You may gain a Ruins from the Supply. You may play a Ruins from your Hand" which makes it a lot stronger at handling Ruins from itself on future turns and other sources. I feel like that would push the cost to $4? Not sure if that would be worth it.

One thing is that I find Knights is often monolithic. They're fun, but it feels like you can't ignore them. I love having soft counters like fortress; Junk Dog is another counter, though it's terminal so you can't over-load up on them like you can with fortresses.

29
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 26, 2023, 04:12:05 pm »
Updated Entry



Quote
Magi Workshop | Night | $4
If you have no treasures in play, gain a Spoils.
If you have less than 8 cards in play, gain a Horse.
If you have no cards costing $2 or less in play, gain a Will-o'-Wisp.
If you have at least 3 copies of an Action card in play, gain an Imp.
 

The change I made is that this no longer gains Ghosts, as that is probably too strong in the opening. Now it can gain Will-o'-Wisps, but only if you don't really want them (when you don't have cards it will draw in play -- including Will-o'-Wisps). In the opening it could be worth getting this and then on T3/4/5 not playing anything to gain a Spoils, Horse, and a Will-o'-Wisp, at the cost of not doing much with your turn.

Thanks to segura for pointing out the original Ghost gaining was probably too strong in the opening.

30
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 23, 2023, 01:42:28 pm »
OLD submission, newest version is now in this post



Quote
Magi Workshop | Night | $4
If you have no Action cards in play, gain a Ghost.
If you have no treasures in play, gain a Spoils.
If you have less than 8 cards in play, gain a Horse.
If you have at least 3 copies of an Action card in play, gain an Imp.

The card name is a play on the story "gift of the magi", because it tends to give you gifts you don't really need. If you have few actions, why get a Ghost? Or, if you've loaded up on copies of the same action card, those Imps are just going to draw dead. The Spoils drawback is a little subtler: if you aren't using money your deck might not want it. The Horses is sort of like the whole point of Horses is so you can put a lot of other cards in play, so if you are able to do that, well this card stops giving you horses. Also, early on if you just play normal turns this card will just gain A Horse and be like a weak Caravan.

None of these gaining cards are optional. If you fit the criteria, you get the card.

In weak decks, it can be pretty strong, as you just skip to night phase and gain a ghost, horse, and spoils. In middle-to-strong decks it loses a lot of power. Though it can transition to being an imp gainer (my favorite non-supply pile). I also love Ghosts a lot, and wanted there to be more ways to gain them.

Always open to feedback. I attempted to order the clauses from easiest to check to hardest. (super easy to see if you have no actions or treasure in play, a little complicated to count total cards, and most complicated to check if you have at least three copies of a given action card)







Oh yeah it's an event I forgot to add that in the mockup

I feel that this is kinda weak. It's rare to want to trash an action or treasure that costs $3 or more, so this becomes like a weaker ride. I think you can include the ability to trash victory cards and it becomes better.

31
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 21, 2023, 08:16:59 pm »
Could your card be allowed if it gains non-vanilla non-supply cards?

For example
“Gain a Horse. If you have an odd number of cards in play, gain an imp”
Where imp is not vanilla.

Not my real entry.

32
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 18, 2023, 06:17:18 pm »
fwiw my card changes when any supply pile is empty not just it's own, you might have known that but it was hard to tell.

Ah crap, I did miss that. I don't think that changes my analysis, and in fact, exacerbates the problems I had with it.

33
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 18, 2023, 06:07:01 pm »
Analysis
Art Gallery by Cutepelican126

Action  $5
+1 Card +1 Action If any supply piles are empty, +1 Action +1$, Otherwise +1 card.
I think there's a cool concept in here of a strong card that gets weaker, opposite of city. Something you want a lot of early on but then your deck is damaged because of it. As such, a cheap lab that becomes terminal is interesting, a lab that becomes a cantrip also could be interesting. I think this design is missing something. Bazaar is a card you really want because of its village properties, if you had a cheaper village, you'd rather get that and a terminal draw or stronger terminal $. Also, it's pretty awkward to flood villages into the deck, since buy the time a 10-size pile of 5-cost cards is empty, you're well into the mid-game. So you either (1) already had to either have a balance of villages in your deck (so the new bazaars don't help), or (2) built a deck without villages, at which point the addition of 3-7 villages isn't all that helpful. In niche cases with villagers it becomes interesting, specifically acting troupe which might sustain you to piling out the Art Galleries (and a fun synergy of name), but that's a rare case. Labs are fun because of their high-drawing potential. In most cases this is just a lab minus the high-drawing potential later. It just doesn't look favorable compared to other labs right now (like lab, lost city, etc). The one place this shines is in the lab-deck. Against beginners, I'm able to crush them without trying just by piling out the labs (or even cities) before they realize how good it can be to have a ton in deck. This card does solve the problem that if I pile-them out, I end up with a weaker card. That is actually really cool design, and solves some problems with lab, I just think transforming to a bazaar is a not-very compelling answer. I think the simplest fix to make this more compelling is costing it 4 and transforming it into village. The $4-cost solves the village problem (now we can pile them out before the mid-late game). You could also consider transforming it into something terminal and costing 4, or even a terminal curser and costing it 5. Those ideas feel more compelling to me than a 5-cost weaker lab.






Musician by NoMoreFun

Action  $5
Choose one: Gain a Musician;
or +1 Card for every 2 cards (rounded down) in the Musician pile, and you may return this to its pile for +2 Actions.
The first two Musicians could be a one-shot +4cards +2actions for 5. So, that's kind of like playing a Madman. Which is similarly priced to Musician pile, the difference is Madman costs 1 extra buy and hermit is a lot cheaper. The problem is that that's only the first two musicians. After that, it's a slightly impressive one-shot of 3 cards two actions.
It's a little hard to reason about one-shots since there are fewer of them, but we could kind of interpret it as a duration if we squint, thinking this turn we gain a new musician, and next turn we return that musician to its pile. The duration equivalent would be "at the start of next turn +Xcards +1 action," where X would be  "1 Card for every 2 cards (rounded down) in the Musician pile - 1" (-1 because we didn't have to play it this turn).
This is kind of like last turn you bought expedition and played a ghost town. Which seems okay for a 5. But that's the best this duration equivalent of a Musician could be.
More often it would be like Caravan + Ghost Town, or just a Ghost Town, with all the drawbacks of having to play a terminal the previous turn.
Looking through these scenarios, we can see that Musician is too weak for a $5.
Aside from that, I love the concept your are exploring. Tying the card to the count in its pile is super interesting, and I love the mechanism to easily manipulate the size of the pile (via gaining and returning). That's elegant, awesome design.
I think it also adds some fun dynamics, I can't let you have the only Musician, so I need to buy one. But then if I just one-shot it, I lose it! So I have to gain another. I don't think I'm explanining my point well here, I just like that the card really invites you to play it.
I think it needs to be stronger. If you want to keep it a $5, a slight boost would be returning to pile before counting the Musician pile, but not sure if that is enough.
Alternatively, I think it could potentially be priced at $4 and only give +1 action when returned.
My last note here is that this doesn't scale well to multiplayer, the pile quickly drains it becomes weaker even faster.
Interesting design space! I just think it's not quite balanced. I could be wrong though, it would require extensive playtesting to be sure.



Keg by X-tra

Action - Reserve - Victory  $3
Put this on on your Tavern mat, then +1 Card per Keg on your Tavern mat. | 1VP
This is simple card, and I mean that as a compliment. It's hard to find new design space and be straight-forward, so kudos to that.
This is kind of like a Great Hall/Distant Lands at first -- let me explain. A Great Hall proxies a VP token by being a cantrip "disappearing" card.
After playing it, Keg is also a "disappearing" card, at the cost of one more terminal action than Great Hall.
Of course, Great Hall isn't a great card -- it got removed. Your second play of Keg is a one-shot +2 cards, which isn't that much better. If your deck has the terminals to support Distant Lands, it's certainly happy to get those terminal draw attached to Key instead.
It keeps scaling up. But the problem is they each cost a buy, which is really expensive. Distant Lands are worth it because one buy and an action sorta gives you 4vp tokens.
Keg costs a lot more than that to get 4vp (4 actions, 4 buys, and $12), and the cumulative +10 cards is not even that impressive, distributed over the 4 plays.

I think this needs to be stronger. The only way I can think of doing it is making it non-terminal sometimes. For example "If you have less than 8 cards in hand +1 action." All the sudden, you don't have to worry about it costing an action at first, and it encourages you to buy the first few kegs, knowing you get a cheap lab. Once it gets up to a one-shot 4, it's fine to become terminal.







A ghostly Traveller line with terminal draw and silver trashing by silverspawn

Whimsical Wisp | Action - Traveller $3*
+2 Cards Each other player may trash a Silver from their hand, to gain a card costing up to $6.
--------------------
When you discard this from play, you may exchange it for a Bargaining Banshee.

Bargaining Banshee | Action - Traveller $4*
+3 Cards Each other player may trash a Silver from their hand, for +3 Cards
--------------------
When you discard this from play, you may exchange it for a Malevolent Phantom. (This is not in the Supply.)

Malevolent Phantom | Action - Attack - Traveller $5*
+4 Cards Each other player may trash a Silver from their hand. If they don't, they gain 2 Curses.
--------------------
When you discard this from play, you may pay $2 to exchange it for a Tyrant Specter. Otherwise, trash it. (This is not in the Supply.)


Tyrant Specter | Action $8*
+8 Cards You may trash a Gold from your hand. If you don't, discard 8 cards. (This is not in the Supply.)

You're free to design cards however you see fit. One of the judgement guidelines I put is "how well it fits in existing Dominion design-practices," and there's a lot here that doesn't fit. There's a general concept of negative-for-positive in Dominion, where you do something negative to yourself to get something positive. So, trash for benefit is a big example of this. Or cursed gold. Or Count. And it's interesting because on your turns, you have full control of your deck and the situation to try and minimize the negative and maximimize the positive, and that challenge is interesting. You don't have as much control when your opponents trigger it, so you'll notice Dominion is very light on opponent-triggered negative-for-positive. Vault is one of the only examples I can think of. You have a lot of it, which doesn't fit so well in existing Dominion paradigms. You also have silver-trashing, without any easy way to gain silvers. Seems kind of random and strange that Silver is thrown in there, which also doesn't fit well with Dominion paradigms. You even have pay to traveller upgrade to tyrant specter, which is confusing and goes against all the other traveller upgrades that exist. You also have a card that gives two curses, which just doesn't fit.

To me, I want my dominion fan-cards to feel like they could hypothetically have been printed in a real expansion, and these just don't seem to fit for me.

Lastly, each card is sort of a stronger version of the previous one, and you'll notice the existing traveller cards don't do that. It's more fun to have variety in the traveller-line, and it makes it more reasonable you might want to have different levels of the same-line in your deck at the same time.




















































































Tranquil Village by 4est

Action-Victory  $4
If the Tranquil Village pile isn't empty, +1 Card and +1 Action
--------------------
Worth 2VP if the Tranquil Village pile is empty (Otherwise worth 0VP).
I can imagine village idiots piling these early, and peacefully frolicking in their victory cards, with a dead deck.
You say the tricky thing is timing of piling it out, but I think that timing is largely out of your control. Which in
this case, makes it slightly less interesting, but still interesting.
In games where this is the only village it is most interesting. Can you build an engine in time to make it worth your while before the pile empties? I wish there were more than 8 of them in two player though, since that really doesn't give much time before they run out.
In games where there are multiple villages, this becomes also pretty interesting, especially in the case of 5 villages. You might grab a couple of these for cheap, then try to pile towards end game to get some points in.
This doesn't really do anything in games where there's no need for this 4-cost village (ie you already have village green and fishing village on the board, or you have a slog), in those games, you won't have time to pile this to make them worth VP, so they will sit around and never be bought, really.
Not every card has to be useful in each situation, but it's a slight mark against it. Plus, in those situations, any weak village would not be bought as well.
I think this is an interesting card for sure. I'm wondering if it could do with some more pile manipulation, like, "you may return this to its pile for +2 cards"








Finalist




Shapeshifting by grrgrrgrr

Shapeshifting | Trait
When you discard a Shapeshifting card from play, exchange it for a Shapeshifting card of the other pile.
--------------------
Setup: Set aside an unused Kingdom Supply pile costing the same as the Shapeshifting pile. These are also Shapeshifting cards.

I think I'm, at least initially, more drawn to your original submission, although I would have made it "If a supply pile is empty: when you discard a Shapeshifting card from play, exchange it for a card from the set aside pile."
I like the originally idea because it adds a lot of strategy about when the switchover happens, which can make some cards viable or not. It also would allow you to get one play of the old card if you gained it late.
This turns a card into a vampire/bat sort of thing. Which is interesting, but highly pair dependent and it's hard to analyze. And at the any of the day, traits aren't really about balance, they're about fun and variety.
This does introduce some fun and variety. I think a little less than the original version -- what made you swap to your second version?
You do have a problem in your phrasing -- what if there is no unused Kingdom Supply pile costing the same as the Shapeshifting pile? Engineer, Golem, Peddlers (assuming you don't own Prince) all present big problems.
Almost all of those is solveable by this phrasing "Set aside an unused Kingdom Supply pile costing the same in $ as the Shapeshifting pile. These are also Shapeshifting cards."
But Peddlers doesn't work, still. There's no elegant way to do it with having it be the same cost. You could try "Set aside an unused Kingdom Supply pile. These are also Shapeshifting cards."
or "Set aside an unused Kingdom Supply pile costing $5. These are also Shapeshifting cards." The last one is kind of nice as it will be an upgrade for almost all cards, but it's temporary since it switches back.

So, I think there's ways to make this better, but the general concept is interesting for sure

Finalist


A 7 card Traveller line with mandatory exchanging that loops, using themes from a variety of expansions by Zoyarox
 
I'm not sure how to provide critique here as there are 7 different cards to look at, plus how they work together in a line. It's a little bit too much for me to give you thorough feedback.
The fact that they are mandatory exchanges doesn't fit in with existing traveller paradigms and it removes the ability to keep a particular card in your deck, which is a super interesting aspect of the traveller lines.
You have sort of addressed with Nimmersatt going back down to Intrigant; however, it becomes out of the player's control which cards in the line to keep in their deck, and removes an interesting choice.
You also costed them at $0 which is strange.
One of the judgement guidelines I put is "how well it fits in existing Dominion design-practices," and due to a lot of those aspects, it does not fit.
Some individual notes:
  • Aspirant -- it was already done with Mission, which is an event for good reason. Some times you have nothing to do besides buying cards. This traveller line sort of fixes the problem by providing things to do (trashing, exiling, etc), but still this feels like not the best design here
  • Praetor -- This is missing the attack card type. I don't like the unconditional debt for VP gaining, it seems kind of harmful at many points of the game.
  • Nimmersatt -- it does not say what to do with the loot pile later. Normally you'd want to shuffle it. It also seems unconventional to pick which loot you gain.
I like that you fully embraced evolution, but I think the design has some gaps.




Explosion by Will(ow|iam)

Event  $3
Once per game: +10 Cards, +4 Actions, +3 Buys, and return to your Action phase.
I'm curious about the 3 cost. It seems like no matter what you cost this card, it would be worth it, so then you want to cost it for one of three conditions:
1. Cost it low so it can be bought whenever ($0-$4)
2. Cost it high-ish so it can be bought mid-game ($5-$7)
3. Cost it very high so it's debatable whether it's worth it, or whether you'd rather just get a province ($8+. Although probably it'd have to be 10+)

Seems like you chose to cost it low. In that case, $3 is hardly a penalty, and I think it would be fine at $1 or $0. $3 seems strange since it's so low it hardly affects things. I actually like $0 because it could enable a cost-reducer gainer pile out.
I also think this event would be interesting at $10
As of right now, you have to buy it, it's a matter of when. I think most events are priced in a way that you don't have to go for it, so this is strange design. The notable exception is Donate, but it has such high strategic choice on how and when you buy it, that it makes up for it. Because this card gives you extra buys, it's sort of like saying take two turns in a row (and each turn gets an extra action and half a buy). So basically, you buy this card as soon as you have a deck that is bloated enough that it would take advantage of two turns simultaneously, or, if you're building an engine that will soon draw-deck, as soon as you can handle one more turn. This decision is a little less interesting than donate, so I think more of the strategic fun of this card could and should come from a higher price point.

Ringleader by faust

Action - Command  $6
+1 Card +1 Action Play the card with the Ringleader token on it, leaving it there.
--------------------
When you gain this, place the Ringleader token on a non-Command Action supply pile.
I like player interaction like this! Really interesting to have the Ringleader token keep moving around.
One issue I have with this is that it's very strong and could create a compounding effect that isn't balanced. Grand Market has the same issue where Grand Markets make it a lot easier to buy Grand Markets, and so on. If someone gets a lucky shuffle they can quickly get a majority and win. Ring leader has the same problem, because it's essentially +2Cards +2Actions and one of the two cards you draw is almost guaranteed to be very good. It's like a super lost city! And Lost City has a huge drawback when you gain it.
I'm imagining using the token on a card like Grand Market, or Hunting Grounds, Margave, Old Witch. Any of those easily allows you to afford more Ringleaders and creates that compound effect. But I think costing this $7 is prohibitive and $5 makes it real tough for a 2/5 vs 3/4 start. I'm wondering if you could investigate adding a penalty to the gain. You could try Lost City's penalty, you could try a "gain a curse, if you do place the Ringleader token..." which adds additional strategy about piling out curses to "freeze" the ringleader pile, though a self-cursing might be too prohibitive of a cost and would have to drag it to a $5.
I do like this card a lot, and I will take a more in-depth look at Kingdoms to think about its power level later. I love that the token could move around a lot. Early on it wants to be on Witch, but then you switch it over to a "weaker" card like Smithy. Very cool.


Finalist












Outcast/Wilderness Throne by SignError

Outcast
Action  $2
+1 Action Exile a card from your hand. If it’s an Action, +2 Cards. Otherwise, gain an Outcast.


Wilderness Throne
Action $5
You may play an Action from your Exile or hand.  Play it again.


There's a lot of very nuanced and complicated design behind this simply-phrased cards, and I applaud you for that. I was thinking about how Wilderness Throne was far too powerful since it throne rooms your card of choice, but then I realized the card goes into play and you no longer can throne that card with subsequent Wilderness Thrones. And now you are stuck with that card out of Exile for next turn (though if you get it in hand you can throne it). So there's a great balancing there.
I think both cards are well-designed and would be worth buying as single-piles (although Wilderness Throne would need an exiling mechanic, but that's what Outcast is for).
Since there are only 5 Outcasts, they will run extremely quickly. It's a cheap non-terminal single-card thinner, so absent of stronger trashing, you probably would buy more than one anyway, making the pile effectively run low to uncover wilderness thrones. I don't know if it needs to run its own pile out so quickly with the self-gains. I actually think I like the design a lot more if you dropped the self-gaining clause, or else made the self-gaining clause not hit as often ("if it costs $2 or more" or "if it's a treasure")
But overall, this looks novel, balanced, and fits well with existing Dominion paradigms. Very well done.


Finalist






















































A traveller line with sifting and trash for benefit by BryGuy

Field Mouse | Action - Traveller $3
+1 Action Reveal your Deck's top card. If it ... costs $1 or less exchange it for a Field Mouse;
otherwise you may discard it.

--------------------
At Clean-up, you may exchange this for a House Cat.

House Cat | Action - Traveller $4*
+2 Actions Reveal cards from your Deck until you reveal a Rats or a card costing $2 or less, trash it.
--------------------
At Clean-up, you may exchange this for a White Wolf. (Not in the Supply)

White Wolf | Action - Traveller $5*
+1 Card +2 Actions +$1 You may trash a card from your Hand to gain a Field Mouse.
--------------------
At Clean-up, you may exchange this for a Wild Jaguar. (Not in the Supply)

Wild Jaguar | Action - Traveller $6*
+4 Cards +1 Action Discard two cards. You may trash a card for $2.
--------------------
At Clean-up, you may exchange this for a Brown Bear.
(Not in the Supply)


Brown Bear | Action - Traveller $7*
+3 Cards +2 Actions Review your deck's top five cards, discarding any. You may exchange a Brown Bear from your Hand for a Wish. (Not in the Supply)

Before talking about the line overall some individual notes
Some individual notes:
  • Field Mouse -- There's no need for the "..." I think that was with an earlier design. Also this card seems pretty weak. It discards estates and good cards from top of your deck? At the value of potentially gaining another Field Mouse? It is weak, of course it's the start of the line so it should be weak, but I think it should have some value. Page and Peasant both feel better. If the end of the line was super strong, maybe field mouse makes sense, but then it's a feel-bad card to play: either you rejoice at another Field Mouse, or you don't get one AND you discard a good card. Yikes!
  • House Cat -- it's very weird for this to refer to a card "Rats" that is not even guaranteed to be in the game, and in most games, won't. Very anti-Dominion design patterns. I'm a big fan of loan as a trasher, and this seems even better, so I like it.
  • White Wolf -- Bazaar is always welcome, and maybe some games you stop here if you need Villages. I think a strong Village is a very compelling design to put in a traveller line because it opens up the question of whether to stop or not. Unfortunately, you discredit this with Brown Bear also being a village and House cat being a village. Would be better if Brown Bear only gave 1 action. I still think this card is over-powered. Bazaar is already a $5, and this allows you to trash more? Also incorporating trashers later in the line make people less likely to hold onto their House Cats and Field Mouses, which makes it less interesting
  • Wild Jaguar -- This is one of the strongest lab variants, on par with Sibyl. A little strong for my taste, but it's the 4th in a Traveller line so it can work.
  • Brown Bear -- This is crazy strong. It's a double lab! AND it's a village? It does not need that extra action. Also "Review" is not a thing in Dominion. Did you mean "reveal?" And what happens to the rest you don't discard? I think you need "put the rest back in any order." But it'd be better if you killed that clause, super lab is strong enough. You can exchange other Brown Bear's for Wishes, but why would you? Super-lab is a super-lab. I think Brown bear could read "+3 Cards +1 Actions" with no other text and it'd be better designed.[/i]
Overall, you have too many cards in the traveller line that that are basically pure upgrades of cards earlier in the line. This is bad design because it takes away the choice of when to stay. I've noted some places to fix (multiple trashers, multiple villages), but I think you could overall rethink this to incorporate the design lessons from existing Traveller Lines.





Finalists and sample Kingdoms

Okay for the finalists, let's look at a few randomly generated Kingdoms. I'll generate a Kingdom of 9, then add an additional card for shapeshifting, randomly select the shapeshift, then add a card with same cost.

First Kingdom
Raze, Underling, Lookout, Blessed Village, Courier, Ironworks, Cobbler, Mandarin, Kings Court
Way of the Turtle
Ally: Island Folk

Shapeshifter adds Golem. And the shapeshifter is Mandarin/Master Mind. (First time I rolled for the first shapeshifter card it hit Golem, so I had to re-roll)
General Thoughts: good non-terminal trashing, but no +buy and difficult drawing limits the engine. However you can get two Provinces a "turn" via consistent Island Folk usage and King's Court makes it viable, and interesting.
  • Shapeshifting: Adding Golem gives us a little bit more draw which is helpful. In this particular Kingdom, we don't really need Master Mind since we already have King's Court, so it doesn't feel that interesting. In general looking at the pairing of Mandarin/Mastermind is interesting and makes the pile more viable, but not looking engaging in this particular Kingdom.
  • Tranquil Village: Blessed Village is hard to beat here, as the added boons could be nice. But I think this is an interesting card here, you could try to get the Tranquil Villages earlier on before you've got a full engine up, and then once it's going, you can handle all the alt VP flooding your deck. It's definitely an interesting decision, and while it's hard to handle all 8 in your deck, Way of the Turtle gives you a way to secret them away. So I think it works a lot!
  • Ring Leader: Kings Court is now cheaper. This becomes a super powered card. A nefarious opponent could turn it into a Village (with token on Raze). Putting it on Underling turns it into lost city with a favor, which would be a great way to rack up the favors for Island Folk. Either way, you have to go for it, and I think the added accessibility of King's Court is cool here.
  • Outcast/Wilderness Throne: There's a lot of non-terminal single-card thinners already, so it's debatable whether you'd go for the Outcasts. With King's Court, you probably don't even need the Wilderness Throne as much, so I think you have to think twice about this card. But I think that's interesting. You also may go for the thinner since it exiles for you and you can spend your early buys on the non-thinner cards instead. Hm.


Second Kingdom
Transmute, Chapel, Coin of the Realm, Hamlet, Castles, Mill, Counterfeit, Harvest, Hireling
Shapeshifter adds Transmogrify. And Shapeshifter is Hamlet/Crossroads
Event: Toil

General Thoughts: Megatrashing with chapel, and hamlet and counterfeit gives the buy, but there is no draw engine here, you gotta buy a bunch of Hirelings and hope that's enough. With Mill and Harvest slightly pulling me to the Castles pile. There aren't that many terminals to play but I'm happy to keep a Coin or two to help me when I need them.
  • Shapeshifting: Transmogrify does a bit to do something with your Chapel and helps you get up to Hireling slightly. I think the Hamlet/Cross roads is quite interesting of a combination. It certainly accelerates the push towards castles, and it helps you get a lot of crossroads because some will be Hamlets instead. Pretty cool!
  • Tranquil Village: Well, we don't have a need for Villages so much, though it does something interesting with the castle pile as it could be a nice third pile to pile out, if you plan right, the extra points are nice. It's just hard to justify the initial cost since you don't need the villages so badly here. But it's an interesting decision.
  • Ring Leader: Well, you could make an improved Hireling (I believe it works) where you make it non-terminal. You can also make it hamlet or mill to get some lab drawing in, all the sudden a draw engine becomes a little more possible. You can punk your opponents into ring leading a transmute and chapel which is funny. Toil has a nice interaction where you could buy a Ring leader to change the token, then toil to play a ring leader from hand as the new type.
  • Outcast/Wilderness Throne: Exiling the castles and the chapel is pretty nice, so you might have a use for those outcasts anyway. A wilderness throne can also help with the draw slightly if you happen to play the exiled card, so that's interesting. I'd like to get one.

Third Kingdom
Pixie, Menagerie, Monkey, Sentinel, Rats, Temple, Walled Village, Den of Sin, Storyteller
Shapeshifter adds Trading Post. And Shapeshifter is Walled Village/Scavenger
Landmark: Labyrinth

General Thoughts: Draw with Storyteller, Monkey, Menagerie. Trashing with Sentinel. No multiple gains, but there's fun alt VP with Temple and Rats Labyrinth. Those shenanigans might be worth it since you can otherwise only build up to a province a turn. You'll need treasures since that's the only source of money, and I'm sure someone would try a Den of Sin Big Money thing and try to race without getting any of those alt-vps, and they might win.
  • Shapeshifting: Trading Post gives an additional Labyrinth source which is nice. Giving a card with money has an impact in this kingdom, and you don't need that many villages, so the shapeshifting works here.
  • Tranquil Village: We don't really need that many villages. The alt-vp source would be helpful, but I don't see piling out happening here.
  • Ring Leader: Gets to be a Lost City+ with storyteller so it's worth it for the draw. Could potentially be a nice source of VP with Temple. Interesting, you could definitely switch it throughout the game. I like it. Your opponent can put it on rats, dangit! But that's fun because it gives you some temple fodder. 
  • Outcast/Wilderness Throne: Great use of non-terminal thinning here, especially as it can enable Menagerie plays. So outcast has a great role here, and throning some cards could be nice, but maybe not as valuable this game.

Looking at this, I learned that Shapeshifting made some cards more worth it than previously, which was not what I thought.
I learned Tranquil Village seems to really depend on the Kingdom's needs of villages, and I didn't see a scenario where it was extremely compelling in my small sample size of three kingdoms.
I learned Ring Leader is as powerful as I thought, but in a "fun" kind of way, which was interesting.
I learned Outcast/Wilderness Throne is very well balanced.

Honestly, I really like all 4 of these cards. I see them all fitting in with Dominion. To really evaluate, I'd have to do dozens of playtest games which I don't have the time for. At the end of the day, there has to be a winner.

Ring Leader and Outcast/Wilderness Thrones were my favorite from the test Kingdoms, and I enjoy them both a lot. I think that Ring Leader is slightly less balanced than outcast/wilderness throne though.



Results



Winner: Outcast/Wilderness Throne by SignError
Runner up: Ringleader by faust

3rd/4th: Shapeshifting by grrgrrgrr/ Tranquil Village by 4est


Thanks everyone! Feel free to push back on anything I said, I am not infallible. My hope is that my critique can help you improve your card designs. If it didn't, well, like I said, I'm not infallible.


34
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 15, 2023, 06:41:55 pm »
submissions closed

Will judge this weekend

35
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 14, 2023, 01:32:10 pm »
You seem to have missed my submission- PAWNSHOP

You didn't follow the Contest Guidelines
 

36
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 14, 2023, 12:39:37 pm »
24 Hour Warning. Check the First Post to make sure your submission is listed. If it is not listed, either I missed it or you missed one of the submission instructions.

37
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 08, 2023, 01:21:56 pm »


Quote
Explosion
$3 Event
Once per game: +10 Cards, +4 Actions, +3 Buys, and return to your Action phase.

It evolves from "It doesn't do much" to "It lets you play a bunch of actions" to "It lets you double province on a board where that might not have otherwise been possible", or it could evolve to "You can't buy this anymore because you bought it already.

The "evolution" feels kinda tenuous, so lmk if it doesn't count and I'll submit something else.

This counts enough for the contest. Adherence to the theme isn’t a judging criteria as long it fits in some way, and you’ve explained a way it fits.



zoyarox: if you submit 7 cards in a traveller, I won’t be able to give the same level of critique in the end as I would if it were fewer cards, unless each card is super simple.

38
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 06, 2023, 09:40:12 pm »
Hey Everyone, I wanted to point out this section of the rules for the contest:


Your entry must contain both card text and a mock-up.
If you don't do this, I may not judge the card. You don't need to add card art, but I want to see the text fit on a card. I recommend using this mock-up tool.


The reason for the mock-up is because it is helpful to see the card text fit on a picture to get a sense of how many words it is.
The reason for the card-text is because I want to include both in the judging post, such that even if your image hosting site of choice goes down, we can still understand the cards.

Please help me out and do so, feel free to edit your posts if you only included text or only included a mockup.

If you're too busy to do both, that's fine, some weeks are super busy and I wouldn't want you to not be able to contribute to the contest. I'm just trying to ask nicely here.



Can we use a Fan Mechanic designed for evolution, like Week 15's Level-type or Week-70's Turn-type?
For Week 15, I wanted to adapt Violet CLM's Project cards.

Project cards are works in progress. The archetypal Project card starts out weak but can be made strong by repeatedly investing in it. When you buy a Project card, you have a choice: either you gain the card as usual, or you add one of your Project tokens to that card's supply pile. (This still counts as buying a card for the purposes of e.g. Merchant Guild or Contraband.) The number of Project tokens each player has on a given supply pile is referred to as that player's level of that pile; each supply pile therefore starts out at level 0. There is no hard limit on how many Project tokens a player can have, in total or on any given supply pile, though specific cards may stop accruing benefits after specific levels.

or

Design a card(-shaped object) that cares about what turn number it is. It's like the classic Seasons mechanic, but broader!

Sure, feel free to use a fan mechanic, but both of these are seemingly implemented within normal Dominion conventions. Levels can be accomplished with an Event that says "Choose one: gain an X; or add one of your Y tokens to the X pile." And caring about turn number is simple enough to do as well.
It's probably best practice to attribute the creator of the fan mechanic you are using.

39
Weekly Design Contest / Weekly Design Contest #206: Evolution
« on: December 05, 2023, 08:29:19 pm »
Weekly Design Contest #206: Evolution

I find it interesting that even with static text, the effect of some cards changes throughout the game.
Design a card that evolves as the game goes on. This could mean lots of things! It could "transform" ala Vampire/Bat, Urchin/Mercenary, Hermit/Madman, the traveller pile, etc. Its power could directly increase or change like City, Carpenter, Territory, Paddock, etc. It's power could even subtly change -- later in the game Black Cat becomes an attack, while Goatherd becomes weaker as your opponents are less likely to trash on their turns. Stockpile becomes a true 1-shot when its pile runs out. Soothsayer would qualify for this challenge, Witch would not. Gathering cards could potentially qualify for the challenge.


Contest Guidelines
  • You may design a card that evolves OR a card-shaped thing that creates evolution. For example, you could create an event that places a new token that goes on a pile and gives +1 Buy per curse in the Supply when you play a card from that pile.
  • Please briefly say what the "evolution" is. I'll be pretty generous with what fits, I just want some sense of how you think your idea fits the contest
  • Your entry must contain both card text and a mock-up. If you don't do this, I may not judge the card. You don't need to add card art, but I want to see the text fit on a card. I recommend using this mock-up tool.
  • Make a new post if you update your entry, please do not edit posts. I include this because I might miss your update!

Judgment Details:
  • The contest will close roughly one week from today.
  • I will judge the entries based on balance, how well it fits in existing Dominion design-practices (for example, attacks are not political), how fun I think the card is, simplicity where possible, and novelty.


Entries:
  • Art Gallery by Cutepelican126 Art Gallery | Action $5  | +1 Card +1 Action If any supply piles are empty, +1 Action +1$, Otherwise +1 card.
  • Musician by NoMoreFun Musician | Action $5 | Choose one: Gain a Musician; or +1 Card for every 2 cards (rounded down) in the Musician pile, and you may return this to its pile for +2 Actions.
  • Keg by X-tra Keg | Action - Reserve - Victory $3 | Put this on on your Tavern mat, then +1 Card per Keg on your Tavern mat. | 1VP
  • A ghostly Traveller line with terminal draw and silver trashing by silverspawn Whimsical Wisp | Action - Traveller $3* | +2 Cards Each other player may trash a Silver from their hand, to gain a card costing up to $6. | When you discard this from play, you may exchange it for a Bargaining Banshee.
    Bargaining Banshee | Action - Traveller $4* | +3 Cards Each other player may trash a Silver from their hand, for +3 Cards | When you discard this from play, you may exchange it for a Malevolent Phantom. (This is not in the Supply.)
    Malevolent Phantom | Action - Attack - Traveller $5* | +4 Cards Each other player may trash a Silver from their hand. If they don't, they gain 2 Curses. | When you discard this from play, you may pay $2 to exchange it for a Tyrant Specter. Otherwise, trash it. | (This is not in the Supply.)
    Tyrant Specter | Action $8* | +8 Cards You may trash a Gold from your hand. If you don't, discard 8 cards. | (This is not in the Supply.)
  • Tranquil Village by 4est Tranquil Village | Action-Victory $4 | If the Tranquil Village pile isn't empty, +1 Card and +1 Action | Worth 2VP if the Tranquil Village pile is empty (Otherwise worth 0VP).
  • Shapeshifting by grrgrrgrr Shapeshifting | Trait | When you discard a Shapeshifting card from play, exchange it for a Shapeshifting card of the other pile. | Setup: Set aside an unused Kingdom Supply pile costing the same as the Shapeshifting pile. These are also Shapeshifting cards.
  • A 7 card Traveller line with mandatory exchanging that loops, using themes from a variety of expansions by Zoyarox
  • Explosion by Will(ow|iam) Explosion | Event $3 | Once per game: +10 Cards, +4 Actions, +3 Buys, and return to your Action phase.
  • Ringleader by faust Ringleader | Action - Command $6 | +1 Card +1 Action Play the card with the Ringleader token on it, leaving it there. | When you gain this, place the Ringleader token on a non-Command Action supply pile.
  • Outcast/Wilderness Throne by SignError Outcast | Action $2 | +1 Action Exile a card from your hand.  If it’s an Action, +2 Cards. Otherwise, gain an Outcast. Wilderness Throne | Action $5 | You may play an Action from your Exile or hand.  Play it again.
  • A traveller line with sifting and trash for benefit by BryGuy Field Mouse | Action - Traveller $3 +1 Action Reveal your Deck's top card. If it … costs $1 or less exchange it for a Field Mouse; otherwise you may discard it. | At Clean-up, you may exchange this for a House Cat. House Cat | Action - Traveller $4* +2 Actions Reveal cards from your Deck until you reveal a Rats or a card costing $2 or less, trash it.
    | At Clean-up, you may exchange this for a White Wolf. (Not in the Supply)
    White Wolf | Action - Traveller $5* +1 Card +2 Actions +$1 You may trash a card from your Hand to gain a Field Mouse. | At Clean-up, you may exchange this for a Wild Jaguar. (Not in the Supply) Wild Jaguar | Action - Traveller $6* +4 Cards +1 Action Discard two cards. You may trash a card for $2. | At Clean-up, you may exchange this for a Brown Bear. (Not in the Supply) Brown Bear | Action - Traveller $7* +3 Cards +2 Actions Review your deck's top five cards, discarding any. You may exchange a Brown Bear from your Hand for a Wish. (Not in the Supply)

40
Thanks for the nod, will get out my contest shortly!

41


Quote
Night Market | Action - Duration | $4
The next time you buy a Curse, trash this.

While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy

It's kind of like a treasury, sitting around and giving you $ and a buy every turn! Well, maybe it's kind of like a Market. Except, you can't buy Provinces when it's in play, you'll have to buy a curse to trash them -- they are immediately removed from play so that means the turn you buy a curse you can buy Provinces. Good thing they have a +Buy. You could also attempt to forgo Provinces entirely, trying for a 3-pile with alt victory cards.

Costing them at a $4 with the knowledge that once you start greening they go away, and comes with the expense of a curse in your deck.

I'm open to feedback. Treasury is quite weak for a $5 -- is this un-fun strong for a $4? I'd consider making it gain a Copper when you trash it but that might be too prohibitive. I think the cost may work as is, since it is terminal and does nothing on your first play.

42
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 15, 2023, 09:30:51 am »
Unsure how good this is as a submission, but here we go


Quote
Rallier
4$, Action
Put a card from your hand onto your Tavern mat that you don't have any copies of there.
You may trash this for +1 Card and +1 Action per differently named card on your Tavern mat.

It seems this is a more natural fit for the Exile mat, rather than the Tavern.

I like the general idea.

Overall though it’s a terminal single card thinner with a one-shot explosive draw… so compare it to hermit/madman and this feels a little weak to me. I think you could have it be non terminal and allow you to exile any card, then trash for + card for differently named card in exile (not giving extra actions for simplicity)

43
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 13, 2023, 03:21:42 pm »


Quote
Travelling Merchant | Action | $5
+1 Buy
+$1 per Merchant token you have in the Supply
-
Setup: Each player adds one Merchant token to each Action Supply pile. Remove other players's Merchant tokens when you gain a card from that pile.

Merchant tokens are colored, so that each player's is distinct. If Player A buys a Travelling Merchant, they remove Player B and Player C's Merchant tokens on that pile, but keep their own.

So, essentially this card says "+$1 per action card in the supply your opponents have not yet gained a copy of."

It starts off super strong, but because it costs 5, by the time you get one, you've probably lost a few $. It's still worth it though, easily providing $6-7 on first-play. This card encourages variety -- you have to get lots of different cards to hurt your opponent's Travelling Merchants. By the mid-game this is probably worth at most $3, but might even get as far as $0. Well, at least you get a + buy. Theme wise, the Merchants can only sell things people don't already have, that's the money decreasing thing.


44
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 11, 2023, 01:32:50 am »

Quote
Tired Chemist - $5
+4 Cards
+1 Action
Discard a card for each Action you've played this turn (counting this).

Did you specifically want cards that get better as they count higher? Because if you did, I want to submit something else.

I don't know if we care about this, but a similar card won a contest a while back:

Quote
Burial Ground | Action | $4
+3 Cards
+1 Action
Discard a card per Action card you have in play.
If you have no cards in your hand, trash this to gain any Prize (from the Prize pile).

(this won contest 40)

Regardless, it seems that Tired Chemist is a little too strong for its non-terminal drawing/sifting powers. You could try making it a duration so it stays around longer (and count "in-play" action cards so it limits its own abilities)





Quote
Jeweler
$5 - Action

Gain a non-Victory card costing exactly $1 per card in your hand.  If you didn’t gain a card, gain a Loot.


I think this solves some problems with Architect in that a non-terminal $4 gainer is pretty much required opening buy, plus it has the super strong potential to gain provinces and $5s, non-terminally. I like this cost design and I think the loot aspect is a wonderful way of handing the 7+-card hand. I think you should consider keeping it in the contest.





This is the second time I have changed my post, but I keep liking my new ideas more...

I think there's too much going on with this card. I don't think it needs to be a cantrip. Consider simplifying immensely. You can have each card self trash and it's functionally similar while being way simpler to read. I don't know why this needs to be a cantrip. You could try something like:
"+1 Buy
You may trash this for +$1. You may return 2 cards from the trash to the supply to gain a card costing up to their combined cost in $"
You could still keep the cost less clause if you want, I think you'll see this wording will simplify the card a lot. As is it's just hard to read.

45
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 07, 2023, 02:00:20 pm »
First a general observation: Menagerie was by far the most popular expansion to use a Mixed Box with. It shows that the concepts it introduced are fairly versatile and could potentially be revisited later!

I'm now going to go card by card with the aim of trying to analyze each card. If you disagree with my evaluation -- you may very well be correct! I am not infallible. Just see this as one person's attempt to improve the cards. I'll leave comments where I can to think of ways to improve the card.

Thank you for everyone who took the time to submit. If you didn't have an image attached, I added one for you, but with no card art, I'm not made of time :)


Way of the Opposum
by Will(ow|iam).
Renaissance+Menagerie
A way that Gives you Coffers and everyone else a Villager
Way of the Opposum fits really well in your new Mixed Box 2. It uses Coffers and Villagers (Renaissance main-mechanic), is simple (Renaissance sub-theme), has non-attack interaction (Renaissance sub-theme), and is a Way (Menagerie main-mechanic). Nice work on that! In some games that are tight on villages, you would never use it. But that's totally fine, because it's a Way. One problem is that it gives 2 coffers -- have you noticed that the only cards to do that cost $5 (Villain, Butcher)? It's because it can be demoralizing to get a huge stack of coffers. So it seems less likely to be a printed card. Then again, the fact that it is a Way helps here -- everyone has equal access to the Way. I do worry about a situation where everyone uses it, so everyone has a surplus of Villagers, so then the drawback to giving opponents another villager doesn't hurt, and then more people use it, in a snowballing effect. This is less the intention of Ways as it turns several cards into using the Way.

Finalist

 
Horse Trainer
by BryGuy.
Intrigue+Menagerie
A non-terminal horse gainer with a discard for draw or more horses
This uses choices (Intrigue) and Horses (Menagerie). To be honest, choices is a weak theme of Intrigue, and I would be looking for something a little more on-theme. For example, you could have it discard a victory card to gain extra horses, and that would be more on-theme.
Anyway, not taking that into account, I don't think this is well balanced. Horse gaining is similiar to + cards, so it's like a lab with a buy (already super powerful), and then it gives you the opportunity to filter for more cards, becoming a super-lab in the process. It's just far too strong.
I think an earlier version of the card was a lot more balanced "Gain a Horse. Choose one: gain a Horse; or discard a Silver or Horse to gain two Horses." though you would have to make it cheaper, like comparing it to Sleigh it would be a weak $3 probably. I think one version could be something like "Gain 2 Horses, you may discard a victory card to gain a horse" and cost it at $3






Priestess
by segura.
Nocturne+Alchemy
A cantrip boon gainer or hexer
Priestess absolutely nails being a Nocturne+Alchemy fusion, using both boons and nights (Nocturne mechanic), caring about cards in play (Nocturne sub-theme and more specifically odd/even from Idol), Potion (Alchemy mechanic), and Action Chains/cards you want multiple copies of (Alchemy sub-theme). Of all the cards submitted, you did the best job making something that truly would represent your Mixed Box 2, and if that was the only judging criteria you would win. But now let's look into the balance and other aspects of this card.
Donald X has gone on to say that boons are slow to resolve, so there's always restrictions on cards giving boons, like only on gain, or being terminal, or being a one-shot. This card seems to grant boons more easily than other cards, so that would be a problem -- except brilliantly this costs potion which makes getting a lot more difficult. Excellent work! This seems like one of the few designs that really truly needed both expansion mechanics to make it work.
One problem with this card is it makes you over-think every single play of Priestess -- "do I want to play this as a boon or as a hex? " -- you have to stop and think after each action play. That leads to less-fun games. To combat this problem you could have it count copies of Priestess in play, like Idol does. This also simplifies counting.
Even so, I think boons and hexes are fun, so I like this card a lot. Power-level, most boons + a cantrip is equivalent to a 5-cost card, so this roughly makes sense. It also costs the same as can-trip curser Familiar, and it's a similar power level since, although hexes overall are less powerful than a straight curser, they also retain their potency far-longer (which is something you really want on a cantrip). Hm, the more I think about this card the more I like it.

Finalist



 
Sneak Thief
by Builder_Roberts.
Nocturne+Menagerie
A night drawer/exiler
I like how simple this card is. I have a soft-spot for 3-cost non-terminal thinners (Lookout, Loan, Forager, Goatherd, Student, Church, kind of Scrap) so we have to compare it with those cards. We also should consider comparing it with the other night-thinner, Monastery. Lastly we want to consider similar exilers, of which Bounty Hunter is the closest comparison.
Before we do that, I want to acknowledge that the draw during night phase is pretty interesting, it helps you get a card to exile, and it can possibly draw you more nights. There will definitely be players that feel bad drawing their good treasures and action cards dead. I'm not one of those players, but I do think it's the type of thing that often gets avoided in Dominion-designed cards.
First looking at those list of 3-cost non-terminal trashers, I probably prefer all of them (even loan -- I was a sucker for it) to Sneak Thief which makes me feel that it was weak, but then I consider I usually want a second copy of a non-terminal trasher, and I'd almost always pick Sneak Thief as the second copy, even when I had a lot of those options to choose from. That's because I like the versatility of exiling victory cards in the late game, and it can't be drawn-dead. So that makes me think it's actually super well priced. Compared to Monastery though, it comes up a little short for me, however, chapel makes all those $3-cost trashers look bad so maybe that's not a good comparison. Compare to bounty hunter, I can see some situations where I would want one over the other, so it seems appropriately priced.
Honestly, when I first reviewed this, I thought it was weak, but now I see it fits in well. I like that it's a card you almost always want at least one of, and you're not displeased with getting multiple copies since they can't be drawn dead by themselves (unlike mercenary).  Nice job. I think the main thing hurting this card is the drawing-actions or non-Copper treasures in night phase feels really bad. You may consider a slightly more complicated and powerful design that allows the player to top-deck a single card from their hand. Maybe even "Choose one: Exile a card from your hand; or put a card from your hand on top of your deck." I could argue that that could still cost a $3.

Finalist


Bezoar Stone
by majiponi.
Alchemy+Cornucopia
In in-hand harvest treasure with setup of adding more variety ala young witch's bane
This definitely fits in with both expansions, with Alchemy for the notable potions, and with Philosopher Stone, makes a sub-theme of Treasures whose value depends on counting! It also uses Cornucopia's variety theme, and reuses the Bane setup of adding to the Kingdom. What I like here is you've solved a problem with Alchemy in that Potion has a high opportunity cost, this card brilliantly lowers the opportunity cost by introducing two extra Piles. This card is similar to Pendant since you play it in your Buy phase however, Pendant gets to count itself. On the other hand, Bezoar Stone gets to count Victory Cards, so in early game, they probably the same value. Then Bezoar stone can count Night cards and unplayed Actions. Interesting! So, it's a little stronger than Pendant, and the cost is of course a little higher as well. So it seems balanced there. I do really like this card.
I do have a few critiques. I think that adding 2 whole extra Potion cards seems a little excessive. In general, most of the Potion-cost cards are designed so that they are worth it for just one card (Apothecary, Scrying Pool, University, Alchemist, Familiar -- kingdom depending), so it feels a bit over-kill to add two more. It also complicates things. What happens if there aren't enough Potion-costing cards to do the setup? It would be super rare since there are 9 other Potion cost cards currently (8 if you like many people ban possession), but it still feels strange to me.
You could solve everything by doing something like:
"Setup: If this is the only card with P in the cost, add an extra card to the Kingdom that has P in the cost."
Finalist

 
Ghostly Steed
by JW.
Nocturne+Menagerie
A night-time Haunting attack and horse gainer
It's a little of a balance problem when an Attack card is its own defense. It makes it more of a must-buy which is not so interesting. The Horses are a soft-counter to the Haunting attack. I also think the Haunting attack is kind of brutal. Most Haunting attacks are terminal. The only exception is Clerk, but you have to have it in your opening hand. Ghostly Steed doesn't have that constraint, and you can even draw it with a terminal and still play it. To me this too easily enables constant top-decking which is just frustrating.










Group of Farriers by X-tra.
Allies+Menagerie
An ally that gives horses for different favor thresholds
In your post, you mentioned the fun of flooding everyone with Horses, but to me this sort of over-tips from crazy fun, to just too much. It basically turns the draw-engine into, just stock up on Liasons. Especially since you don't lose the favors. In games I play with my girlfriend she easily racks up 12 Favors without even a convincing reason to get so many. I think this needs some serious changes: You could either
1. Make players pay their favors to get Horses (ala Mountain Folk)
2. Up the threshold to 5 favors per Horse
3. Take more influence from League of Shop-keepers and have it gain once a threshold is met, but doesn't scale forever

Of course, your card got plenty of up-votes, so others may disagree. I simply don't have the time to do significant play testing to double check. It's true that craziness can be fun! Chapel/Donate games, Wall games, etc are wild and change the game quite a bit. However the main difference is that in those games, there are still lots of strategies and different decisions to make. At the current threshold of Group of Farriers, the game breaks down into "pile out the Baubles ASAP." It encourages monolithically reaching for favors in a way that I think is less fun. I could be wrong, though!
 
Raiders Base
by NoMoreFun.
DarkAges+Renaissance
A project that discards treasures for spoils
Spoils are under-utilized, so I'm glad you used them. I see the forced-discard is interesting, it's sort of like a permanent lose $ for the rest of the game. Which is hard to evaluate without playing with it a lot. Comparing this to Bandit Camp, which also costs $5 makes this seem less favorable. If you're drawing your deck, you'd much rather have Bandit Camp, which gains you Spoils that you can still draw that turn, it provides actions for your engine, and does not force a discard. Of course Raiders Base always triggers, even if you don't want to discard. This seems frustrating, in late-game discarding a treasure from a hand of $8 is brutal, and in the early game, discarding down $5s to $4s is also equally brutal.
I think you basically solve all these problems if you make the discard optional, but required to gain a spoils.
So, something like "At the start of your Buy Phases, you may discard a Treasure to gain a Spoils" which also gets rid of the annoying "or reveal you can't" type clause. I still think this would still be appropriately priced at $5.


Zoo
by 4444.
Empires+Menagerie
A landmark that rewards early Way plays, which adds a second Way
The problem with ways is that they have to be weak, because if they were strong, you'd always play them instead of cards. So, often you barely end up using Ways, or you have to wait for that ideal situation. Or sometimes, you just forget they are there, sitting on the table. Zoo perfectly solves that problem, giving an incentive for playing Ways early. It adds all the strategic choice of landmarks. I'm a big fan of this one; however, I don't like "add an extra Way." You'd have to add in sections to the rules about what multiple Ways mean (do you do both, or just choose one) and it's not so elegant. I think this card would be improved if the text read something like "Include a Way if there is none"
Finalist




Mass Produced Resource
by Cutepelican126.
Reniassance+Menagerie
A Project that that can turn a given card into two different Ways
Welcome to the forums! I appreciate you submitting to this contest. I think there's a lot interesting here, the concept of using a project to power up a card is pretty cool. I think if you played some sample games with it you might see the drawback is that the power-level varies quite a bit. I'm going to draw some combos to see what happens.
  • Turtle/Horse: Depending on interpretations of the losing track rule (if you set the card aside, does it still return to the pile as a horse?) it turns into a Lab, which is super strong. Or it just turns into way of the Horse which would be an unfortunate use of buying a Project just to get that way. So we see this combo seems either super strong or weak, and has confusing rule problems
  • Butterfly/Mule: a non-terminal self-upgrading card with $1. There's two scenarios, either it's a card you wanted at some point in the game temporarily (like a trasher), or it's a card you don't want anyway. If it's a card you want temporarily, you probably don't want too many of them, and it's not clear that it's worth a buy and $3 to get rid of them. This is a slightly interesting decision though. If it's a card you don't want anyway, then the whole reason to do this is to upgrade it to a better card. But it seems like it is slow to upgrade (you have to gain the un-desired card, and then play it) that it would be faster just to buy the card you want to upgrade it to. Still not so convincing.
  • Monkey/Mouse: This depends on the kingdom a bit, but adding +1 Buy and a Money to a random 2 or 3 cost is pretty good. Like if it's on Pawn this becomes a Market. So this is very strong, but on a Chapel it's pretty weak.
  • Monkey/Squirrel: this is pretty good. "Mass-produce" a cheap card, and use the extra Buy to get it.
  • Sheep/Seal: a terminal $3 with ability to top-deck gained cards, this is super strong to put on a cheap "Mass-produce"d card.
  • Butterfly/Frog: The Frog ability doesn't work so it just becomes Way of the Butterfly. Super weak
  • Camel/Worm: both of these are things that you don't use many times in a game, but it makes for fun choices when to do it. The magic is that you can use these ways on any card. But you're limited to just a single card. And you have to spend a buy on the project makes it seem much less worth it
  • Otter/Frog: an alchemist that top-decks regardless of potion. This is ridiculously, game-changingly strong and broken. Alchemist is tough to buy, but this is not tough to buy, and you can "Mass Produce" a super cheap card
  • Mole/Sheep: non-terminal silver that mulligans your hand for 3 cards. This is fairly good, but the entire power of Mole is that any card can do it. Which means this combo is best if you overload on that card. If you make a whole strategy out of it it turns into a sort of Minion, which is sort of annoying to play live.
As you can see, most times this is either super week or broken. Other times it's confusing or annoying to play. Dominion is at its best when you have difficult and interesting decisions about what cards/projects to buy. It seems like the decision for this card is usually super easy. It's either too strong that you have to get it, and put it on the card you can easily get the most copies of (often the cheapest card), or it's super weak and you ignore it entirely.

I think you'd have to change the concept a lot to make it more balanced. I wish I could give you some more constructive criticism how to move this concept along to the next step. I hope you see my detailed feedback is a desire to help you out and not tear you down. Thanks again for submitting to the contest, and looking forward to see your future creations!



Faerie Village
by Augie279.
Guilds+Nocturne
Village Coffer gainer that top decks, with an over-pay for spirit-gaining
Faerie Village Incorporates the spirits from Nocturne and overpay and coffers from Guild.
I like that you kept the sort of get a cheaper spirit idea from Exorcist. It does fit well in your Mixed Box 2. However, looking at that card's text "...Gain a cheaper Spirit from one of the Spirit piles." I think that your card is missing some text. Your card should be something like "Gain a spirit from one of the Spirit piles costing less than the amount overpaid."
There's two type of engines, normal draw and draw-to-x. This card is hard to work in both situations.
Playing this card lowers your hand-size by 3 which is challenging for a normal draw engine. And the cards you top-deck you just have to draw again. Same thing for a draw-to-x engine. This card doesn't even filter (discard) your bad cards, so you just draw them again. So that is kind of annoying. The top-decking does have a very nice combo with Will-o'-Wisp that I appreciate.

I imagine the mandatory top-decking is to balance out non-terminal +2 Coffers, which is strong. There's a reason why all the +2 Coffer cards are terminal. So I think you should re-design this card to make the top-decking optional, and then either replace +2 Coffers with +$2, or change it to +1 Coffers.

Will-o'-Wisps are pretty strong, so I think this card needs to cost at least $4 so that you have to pay $5 to get them. So this is priced well.

I also like a non-terminal top-decker enables combos with Wishing Well, Mystic, Zombie Mason, Native Village, etc.

This card was close to being a finalist, but I don't love the compulsory top-decking.

 
Corral
by grep.
Adventures+Menagerie
A reserve that exiles with horse gaining depending on exile
This uses the reserve mechanic to keep it around until you have something you want to Exile, which is a pretty good fit with the two expansions. You always dream to bounty-hunter or displace your Provinces, but it's hard to line them up. My one complaint is that this card seems to do a lot, it gives you $, it lets you thin, and it provides draw (via horses). There's a place for versatile cards (Jack of Trades, Count, Steward), but they usually have constraints or weaknesses to balance it out, and they are all relatively simple in their affects. So I think the versatility here doesn't fit so well. I think it would be more streamlined if it drew cards instead of providing $. Still, I have a soft-spot for non-terminal thinning.
Another piece of feedback is that you could simplify it to something like "...hand. If you have 3 differently named cards in Exile, gain a Horse." This is only more powerful in the case that you have an empty hand at the start of your turn, you can still call this to gain a Horse. Of course the edge-case is so rare (all I can think of Tormentor and Vault shenanigans), that it's fine to do it.





Kelpie
by D782802859.
Nocturne+Menagerie
Night-time hand-gainer (or horse hand-gainer) with reaction to play
This one does a good job of incorporating the two sets together. Obviously there's the night phase from nocturne, and it has horse-gaining and reaction-to-play from Menagerie. The thing I'm wondering is why it has to be a night card. It seems like it could accomplish everything if it was a treasure card, with the gaining to hand making treasure gaining more viable. Compared to other gainers, the cost seems about right for this. I wonder why you have the non-Victory card restriction on it? It doesn't seem super necessary to me, as it starts weakening this card in the end-game unnecessarily, since it can't really gain helpful victory cards any way. I really like the concept of "gain a Horse or a card costing up to $4" I do like this card a lot, but other finalists had less things I could think to improve, and also seemed to fit with their expansions more. It seems like this is mainly a Night because you wanted to create a Night card, rather than working from the concept and thinking which phase made it make most sense.







 
Night Owl
by fika monster.
Nocturne+Renaissance
Night-time leftover-action -> villager and leftover $ -> coffer converter
This one got disqualified unfortunately by breaking several contest rules: the original post labeled 3 different expansions, you did not include an image, and you edited your post which are all against contest rules. But the biggest problem is you edited after the contest deadline so I can't see the original post anymore and I can't judge what was submitted in time. The wording I did see previously was confusing, maybe consider designing a card that only deals with actions -> villagers or $ -> coffers. That could have simplified the text a lot and given you room to be more clear how the converter works.

Deposit
by RovingBear.
Prosperity+Adventures
A sort of reserve super-plunder
This needs something like, "At the start of your Buy phase" in the beginning of the reserve section. This wouldn't be published as a Dominion card without it, since all reserve cards need to specify their trigger point. Look at the wiki for examples. This does fit as nice blend of the expansions, using treasures (prosperity), VP (prosperity), and reserve (adventures). I am just not that compelled by the general idea. It's like a much slower Plunder that requires you to discard your "good" treasures to recover. It's just not that exciting to me. I also can't evaluate it properly because the card would have different strengths if you said "At the start of your turn" vs "At the start of your Buy phase."


--- so now I'll look at 3 randomly generated Kingdoms. I will generate 10 Kingdom cards and mark the alphabetically first one in (parentheses) to be included only if the finalist card I'm analyzing is not a Kingdom Card. For Bezoar, I will randomly roll two additional alchemy cards, and for Zoo I will draw a random Way

First Kingdom
(Apothecary), Clerk, Hunting Party, Inventor, Market, Remodel, Secret Cave, Throne Room, Tiara, Trade Route.
without apothecary, looks like a really great hunting party board -- lots of cards you can fit into your deck, +Buy, remodel, a fairy strong engine. You get tripped up on the shelters, and magic lamp, though. Weak trashing, but you can definitely make this engine work. It's a little awkward in that the action $ is weak, but there is Clerk and tiara'd golds should help. Your village is Throne Room can-trips, which is always interesting. You expect to get Magic Lamp off relatively soon with copper, silver, magic lamp, necropolis, Hunting Party, Trade Route or something. This is super helpful to get those expensive can trips you need for villages/draw.
Way of the Opposum. (and Apothecary): The coffers help a ton you spike up to the Hunting Party's. Not sure if you go for Apothecary's but if you don't, you'll need the draw and winning the Hunting Party split is important. So a few early coffers helps a lot. Plus the Villager you give to opponents doesn't help them too much with all the non-terminals.
Priestess: It's another bit of variety to help your Hunting Party, and it's can-trip variety which is Hunting Party's favorite. I think you do consider going for this, the extra hexs could hurt your opponent a lot, and you could help for the boons. It's a little weak as the only potion cost card, but still reasonable. I probably pick one up because the boons and hexes are fun and justifiable. Plus remodel helps me get rid of that Potion later.
Sneak Thief: Trashing is relatively weak this game, so you're happy to get this non-terminal thinner. But with no other nights, your going to end up drawing dead in the mid-game. Still, this is definitely worth getting as it will help the engine out a lot.
Bezoar Stone (and Transmute, and Scrying Pool): Well, Scrying Pool enables a whole engine, so the addition of it warps the entire game. At this point, you definitely want your Potions, and Bezoar stone's power increases greatly because of the shelters and Heirloom. Combining it with the Tiara and you get get a bunch of buys and money. I see this is as a relatively strong payload this game, plus there's a good chance you over-draw and can count your extra can-trips as more $. Definitely this helps the engine a ton. Even without the addition of Scrying Pool, I still see it as having value on this board.
Zoo (and Way of the Pig): So, trashing early is important. But this turns every card into a cantrip 2VP which is very good. I see this being a hard and interesting decision about when to do it. Since the engine's potential is so high, with +Buys and inventor cost lowering, that maybe the Zoo VP split isn't as important. Still it's an interesting decision, and the cantrip nature makes it all the more tempting.

Second Kingdom
(Carpenter), Guide, Mountain Village, Pillage, Relic, Spice Merchant, Squire, Storeroom, Tactician, Vagrant. Project: Guildhall
Kind of an awkward engine where Vagrant and Tactician are the only way to increase your hand-size. Guide and Storeroom help you line up the correct cards though. I always want to make a double-tactician game work, but it's fairly awkward with there being no way to turn a single card into $2 (spice merchant takes two cards, store room turns cards into $1, etc). I wonder if a sort of good-stuff big money deck works better, letting you attack your opponent more (Pillage them and use the spoils), Relic, Gold might be stronger. Guild Hall does tip the balance towards money even more. An interesting balance. Let's see what the finalist do to the kingdom
Way of the Opposum. (and Carpenter): All the sudden we have made our double-tactician engine semi-viable. This tips the scales in an interesting way. The Big Money/good-stuff player certainly benefits from a few villagers, but not as much as the double-tactician player. Interesting it means mirroring makes each player stronger. Carpenter helps you get those needed Mountain Villages for the engine and lets you then draw them. Squire also is a decent splitter here. Cool stuff.
Priestess: It just seems like there may be too high of an opportunity cost to go for Potion here. The only consolation is that Spice Merchant can trash it at the end. I think I'm either trying to build the engine, in which I don't have time for Potion, or I'm trying to do good-stuff Big Money in which I don't have time for the Potion -- plus I have Pillage and Relic to harass my opponents any way. So I don't think I go for it. Which isn't necessarily a problem with the design, since similiar logic would apply to Familiar as well (although with a lack of curse-trashing, probably Familiar is more worth it in this Kingdom).
Sneak Thief: Ah, we now have some more trashing to support the spice merchant. You definitely get this card, but it becomes a super dead card in a double-tactician engine which is slightly frustrating, but trashers become dead anyway.
Bezoar Stone (and Apothecary, and Alchemist): Alchemist enables an entirely new type of engine and makes the Potion worth it, even Apothecary does with such little trashing and helping you get your coppers for Spice Merchant to trash. Bezoar stone is powered up since you can't trash estates, it's pretty easy for it to become $5 (estate, copper, silver, Relic, Gold) and can't be ignored. This totally gets rid of any double-tactician dreams, but that's fine. The +Buy is also helpful being on a non-terminal here. Also makes Guildhall more appealing.
Zoo (and Way of the Camel): Sadly exile doesn't trigger Guildhall. But I think this encourages early plays of the Camel which is interesting because it does nothing for your current hand, and I think the temptation to play it earlier makes it really interesting. Definitely brings in some decisions here.

Third Kingdom
(Berserker), Bureaucrat, Captain, City Quarter, Distant Lands, Duchess, Horn of Plenty, Nomads, Relic, Skulk, Spice Merchant
Well, this is a bit of a trash kingdom. It's appealing to make the engine out of City Quarter, but with weak payload and no trashing, it seems tough to do. Seems this is more $ oriented, which means there is no draw since the only draw is City Quarter. Captain doesnt have very good targets. Seems like a deck where you try to hurt your opponent when you can with Beserkers (if in the Kingdom), Relics, Skulks 
Way of the Opposum. (and Berserker): It seems like the villagers might enable your opponent to do more terminals, which you want to avoid. Not sure if that is worth the extra coffers you get -- they are helpful for spiking to Gold though.
Priestess: With such a weak engine, it's hard to know if Potion is worth it. However, I do think some Boons could really come in handy in the right time, and some extra hex-ing. It's hard to justify it though.
Sneak Thief: Well, we got thinning now! This actually makes engines potentially viable, however they don't count for city quarter, so it's not for free.
Bezoar Stone (and Familiar and Scrying Pool):  Interestingly enough, the Scrying Pool engine is also difficult to make work without trashing, but introducing another cantrip in Familiar helps both it and City Quarter. Bezoar stone also could easily be worth a gold (potion, relic, copper), although with relics in play it will be hard to get a bunch. It still seems interesting though.
Zoo (and Way of the Worm):  Interesting! Way of the Worm is now worth 3VP on each play, which in a deck hard to get an engine going is super worth it, so for my opening buy, rather than Silver, I'd get a Duchess.

Overall, I learned that Bezoar Stone's additional Potion cards really transforms the Kingdom in a way that I honestly like a lot. I still like my idea to change it to something like "Setup: If this is the only card with P in the cost..." or "Setup: If there are less than 3 cards with P in the cost..." I also learned that Priestess's main drawback is it costing Potion and the opportunity cost of Potion; however, this is much less of a big deal in Mixed Box 2, so may not be a fair criticism, since it does apply to all alchemy cards. I learned that Sneak Thief is more powerful than I thought, although that may have been a symptom of the specific randomly-generated Kingdoms. I learned that Zoo _super_ encourages early Way plays as expected. I learned that Way of the Opossum makes for some interesting decisions to play it occasionally, like all good Ways do. Though it feels too strong overall.

So, overall, a worthwhile exercise. And I'd be happy to have any of these 5 cards added to Dominion!

But there can only be one winner.

I do really love the non-attack interaction of Way of the Opossum, but I find the +2 Coffers problematic and overall just not as exciting of a decision as the other finalists.
Priestess has a major problem of slowing down play when you decide what order to play cantrips. I really love this card a lot and wish it was based on the number of Priestess's in play to remove that slow-down. With that modification, it may have won the contest.
Zoo I like a lot, but I find the decisions involved seem fairly straight-forward.
Sneak Thief is wickedly simple, but could benefit from being a greater mix of the two expansions and help deal with the problem of drawing actions and treasures in Night phase. I don't see Donald X. ever publishing the card in its current state if we had a promo for that mixed box, so it won't be winning.
Bezoar Stone Is a solid fit with all the expansions, gives a use for unplayed trashers later (extra $), combos with Nights well. Plus the setup rules works well. I do think you should adjust the condition to account for cases where every Potion cost card is already in the Kingdom, but I do like it.

I have to give it Bezoar Stone by majiponi as the winner!
You did a wonderful job combing both expansion concepts and designed a cool treasure. It's hard to make treasures exciting, and you did it!


Runner ups:
1. Sneak Thief by Builder_Roberts
2. Priestess by segura



Sadly, the judgement is final, but if you think I've totally misevaluated things, I'd love to hear it and be convinced where I'm wrong.

46
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 06, 2023, 03:17:05 pm »

Contest closed! If you made a post or edit above this that is missing from the OP, let me know AS SOON AS POSSIBLE!


I will try and get judgement done over the next few days.


47
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 04, 2023, 04:55:41 pm »
24 hour warning!!!

Please check the first post to make sure your entry is listed.



https://i.imgur.com/CQ98euV.png

My first post! I could use help with the cost perhaps.

Welcome to the forums!!! You can make a link directly by wrapping your image in tags, like so.

Code: [Select]
[img width=250]https://i.imgur.com/CQ98euV.png[/img]

48
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 02, 2023, 05:29:05 pm »


Not 100% on the wording of the bottom text, but the idea is that Zoo comes into the game with its own Way that doesn't count towards the number of landscapes selected during setup.

(Landmarks from Empires, Ways from Menagerie)

Clarification, does “extra way” mean that you would potentially have 2 ways? Or is this meant to ensure at least one Way?

49
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 30, 2023, 09:29:22 am »
Question about the prompt: If you use a mechanic that appears in multiple but not all expansions like Events or Durations, do you have to pick one of the expansions it appears in for the Mixed Box?

Yes.

If your card only uses one mechanic or sub-theme of an expansion it doesn’t feel super fitting in with that mixed box specifically. So a card that is an event (various) that gives coffers (guilds/renaissance) won’t do very well with the second judgement criteria specifically, Unless it incorporates other aspects of the two sets like it is simple (renaissance) and helps
Play cards at unusual times (menagerie sub theme)

50
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 28, 2023, 06:36:04 pm »

Im not that good at theming, I hope it's not counted too bad against me.

To clarify -- I will judge based on theme-fit; however, I mean mechanical theme, not card-flavor. I won't give bonus points if a Nocturne/Menagerie card is some sort of fantasy(nocturne flavor) animal(menagerie flavor). If you called this card "Wheel Barrow", I would not count that negatively in final judgement.

I am judging based on meeting the mechanical themes and sub-themes of those sets. I've listed a few examples in the opening posts of cards that would hypothetically fit in well with the expansions themes and sub-themes. If you have questions on what the mechanical themes and sub-themes are for expansions the wiki is a good source, and I can also try to provide my perspective for any specific ones!

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