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1
Weekly Design Contest / Weekly Design Contest #102: Unspent
« on: January 20, 2021, 12:30:12 pm »
Previous judgments I ran: Contest #23: Curses, Contest #35: No-Vanilla, Contest #69: Pseudo-Terminal

Weekly Design Contest #102: Unspent
Make a Kingdom card or WELP that cares about the +Actions, Buys, or Coins that you have.  Consider using the resource as a condition or a reference, or perhaps directly spending it in some unusual way.  Be wary of tracking issues with these invisible resources.

Current examples include but are not necessarily limited to: Basilica, Diadem, Pageant, Storyteller, and Wine Merchant.  Overpay effects count, which adds Doctor, Herald, Masterpiece, and Stonemason to the list.  Free "terminal" Events that can be bought multiple times like Delay are a unique way to "spend" your Buys.  Donald X. once talked about an old Diadem variant that was a terminal Action that jumped back up into your hand, which could definitely be counted as "caring about the +Actions you have."  I'll do my best not to discredit any entries.

All submissions:
Find Judgment here!

2
Dominion: Nocturne Previews / Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 07:48:51 am »
Quote
Bard
Types: Action, Fate
Cost: $4
+$2. Receive a Boon.

Quote
Blessed Village
Types: Action, Fate
Cost: $4
+1 Card, +2 Actions.
When you gain this, take a Boon. Receive it now or at the start of your next turn.

Quote
Cemetery
Types: Victory
Cost: $4
2VP
When you gain this, trash up to 4 cards from your hand.

Heirloom: Haunted Mirror
Quote
Haunted Mirror
Types: Treasure, Heirloom
Cost: $0
$1.
When you trash this, you may discard an Action card, to gain a Ghost from its pile.

Quote
Changeling
Types: Night
Cost: $3
Trash this. Gain a copy of a card you have in play.
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.

Quote
Cobbler
Types: Night, Duration
Cost: $5
At the start of your next turn, gain a card to hand costing up to $4.

Quote
Conclave
Types: Action
Cost: $4
+$2. You may play an Action card from your hand that you don't have a copy of in play. If you do, +1 Action.

Quote
Crypt
Types: Night, Duration
Cost: $5
Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.

Quote
Cursed Village
Types: Action, Doom
Cost: $5
+2 Actions. Draw until you have 6 cards in hand.
When you gain this, receive a Hex.

Quote
Den of Sin
Types: Night, Duration
Cost: $5
At the start of your next turn: +2 Cards.
This is gained to your hand (instead of your discard pile).

Quote
Devil's Workshop
Types: Night
Cost: $4
If the number of cards you’ve gained this turn is:
2+, gain an Imp from its pile;
1, gain a card costing up to $4;
0, gain a Gold.

Quote
Druid
Types: Action, Fate
Cost: $2
+1 Buy. Receive one of the set-aside Boons (leaving it there).
Setup: Set aside the top 3 Boons face up.

Quote
Exorcist
Types: Night
Cost: $4
Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles.

Quote
Faithful Hound
Types: Action, Reaction
Cost: $2
+2 Cards.
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.

Quote
Fool
Types: Action, Fate
Cost: $3
If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.

Heirloom: Lucky Coin
Quote
Lost in the Woods
Types: State
At the start of your turn, you may discard a card to receive a Boon.
Quote
Lucky Coin
Types: Treasure, Heirloom
Cost: $4
$1. When you play this, gain a Silver.

Quote
Ghost Town
Types: Night, Duration
Cost: $3
At the start of your next turn, +1 Card and +1 Action.
This is gained to your hand (instead of your discard pile).

Quote
Guardian
Types: Night, Duration
Cost: $2
Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +$1.
This is gained to your hand (instead of your discard pile).

Quote
Idol
Types: Treasure, Attack, Fate
Cost: $5
$2. When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse

Quote
Leprechaun
Types: Action, Doom
Cost: $3
Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.

Quote
Monastery
Types: Night
Cost: $2
For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.

Quote
Necromancer
Types: Action
Cost: $4
Play a face up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.
Setup: Put the 3 Zombies into the trash.
Quote
Zombie Apprentice
Types: Action, Zombie
Cost: $3
You may trash an Action card from your hand for +3 Cards and +1 Action.
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Zombie Mason
Types: Action, Zombie
Cost: $3
Trash the top card of your deck. You may gain a card costing up to $1 more than it.
Quote
Zombie Spy
Types: Action, Zombie
Cost: $3
+1 Card, +1 Action. Look at the top card of your deck. Discard it or put it back.

Quote
Night Watchman
Types: Night
Cost: $3
Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.
This is gained to your hand (instead of your discard pile).

Quote
Pixie
Types: Action, Fate
Cost: $2
+1 Card, +1 Action. Discard the top Boon. You may trash this to receive that Boon twice.

Heirloom: Goat
Quote
Goat
Types: Treasure, Heirloom
Cost: $2
$1. When you play this, you may trash a card from your hand.

Quote
Pooka
Types: Action
Cost: $5
You may trash a Treasure other than Cursed Gold from your hand. If you do, +4 Cards.

Heirloom: Cursed Gold.
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Cursed Gold
Types: Treasure, Heirloom
Cost: $4
+$3. When you play this, gain a Curse.

Quote
Raider
Types: Night, Duration, Attack
Cost: $6
Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t). At the start of your next turn, +$3.

Quote
Sacred Grove
Types: Action, Fate
Cost: $5
+1 Buy, +$3. Receive a Boon. If it doesn't give +$1, each other player may receive it.

Quote
Secret Cave
Types: Action, Duration
Cost: $3
+1 Card, +1 Action. You may discard 3 cards. If you did, then at the start of your next turn: +$3.

Heirloom: Magic Lamp
Quote
Magic Lamp
Types: Treasure, Heirloom
Cost: $0
$1.
When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.

Quote
Shepherd
Types: Action
Cost: $4
+1 Action. Discard any number of Victory card, revealing them. +2 Cards per card discarded.

Heirloom: Pasture
Quote
Pasture
Types: Treasure, Victory, Heirloom
Cost: $2
$1.
Worth 1VP per Estate you have.

Quote
Skulk
Types: Action, Attack, Doom
Cost: $4
+1 Buy. Each other player receives the next Hex.
When you gain this, gain a Gold.

Quote
Tormentor
Types: Action, Attack, Doom
Cost: $5
+$2. If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.

Quote
Tracker
Types: Action, Fate
Cost: $2
+$1. Receive a Boon.
While this is in play, when you gain a card, you may put that card onto your deck.

Heirloom: Pouch
Quote
Pouch
Types: Treasure, Heirloom
Cost: $2
$1, +1 Buy.

Quote
Tragic Hero
Types: Action
Cost: $5
+3 Cards, +1 Buy. If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.

Quote
Vampire
Types: Night, Attack, Doom
Cost: $5
Each other player receives the next Hex. Gain a card costing up to $5 other than a Vampire. Exchange this for a Bat.
Quote
Bat
Types: Night
Cost: $2*
Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.
(This is not in the Supply)

Quote
Werewolf
Types: Action, Night, Attack, Doom
Cost: $5
If it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.

Quote
Ghost
Types: Night, Duration, Spirit
Cost: $4*
Reveal cards from your deck until you reveal an Action. Discard the other cards and
set aside the Action. At the start of your next turn, play it twice.
(This is not in the Supply.)

Quote
Imp
Types: Action, Spirit
Cost: $2*
+2 Cards. You may play an Action card from your hand that you don't have a copy of in play.
(This is not in the Supply.)

Quote
Wish
Types: Action
Cost: $0*
+1 Action. Return this to its pile. If you did, gain a card to your hand costing up to $6.
(This is not in the Supply.)

Quote
Will-o'-Wisp
Types: Action, Spirit
Cost: $0*
+1 Card, +1 Action. Reveal the top card of your deck. If it costs $2 or less, put it into your hand.
(This is not in the Supply.)

Quote
Bad Omens
Types: Hex
Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't).
Quote
Delusion
Types: Hex
If you don't have Deluded or Envious, take Deluded.
Quote
Deluded
Types: State
At the Start of your Buy phase, return this, and you can't buy Actions this turn.
Quote
Envy
Types: Hex
If you don't have Deluded or Envious, take Envious.
Quote
Envious
Types: State
At the start of your Buy phase, return this and Silver and Gold make $1 this turn.
Quote
Famine
Types: Hex
Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.
Quote
Fear
Types: Hex
If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't).
Quote
Greed
Types: Hex
Gain a Copper onto your deck.
Quote
Haunting
Types: Hex
If you have at least 4 cards in hand, put one of them onto your deck.
Quote
Locusts
Types: Hex
Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.
Quote
Misery
Types: Hex
If this is your first Misery this game, take Miserable. Otherwise, flip it over to Twice Miserable
Quote
Miserable
Types: State
-2VP.
Quote
Twice Miserable
Types: State
-4VP.
Quote
Plague
Types: Hex
Gain a Curse to your hand.
Quote
Poverty
Types: Hex
Discard down to 3 cards in hand.
Quote
War
Types: Hex
Reveal cards from your deck until revealing one costing $3 or $4. Trash it and discard the rest.

Quote
The Earth's Gift
Type: Boon
You may discard a Treasure to gain a card costing up to $4.
Quote
The Field's Gift
Type: Boon
+1 Action, +$1.
(Keep this until Clean-up.)
Quote
The Flame's Gift
Type: Boon
You may trash a card from your hand.
Quote
The Forest's Gift
Type: Boon
+1 Buy, +$1.
(Keep this until Clean-up.)
Quote
The Moon's Gift
Type: Boon
Look through your discard pile. You may put a card from it on top of your deck.
Quote
The Mountain's Gift
Type: Boon
Gain a Silver.
Quote
The River's Gift
Type: Boon
+1 Card at the end of this turn.
(Keep this until Clean-up.)
Quote
The Sky's Gift
Type: Boon
You may discard 3 cards to gain a Gold.
Quote
The Sun's Gift
Type: Boon
Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
Quote
The Swamp's Gift
Type: Boon
Gain a Will-o'-Wisp from its pile.
Quote
The Wind's Gift
+2 Cards. Discard 2 cards.

3
Dominion General Discussion / First Edition Card Scans
« on: October 07, 2016, 05:53:15 pm »
Have the scans of the first edition cards been removed from the wiki? I expected to see them in the alternate images (particularly for those with wording changes), but there seem to only be non-English language and online versions there.

I'd quite like a copy of those original scans for my personal archive if they are available.

4
Variants and Fan Cards / Incidental 9-card Kingdoms
« on: February 17, 2016, 12:31:32 am »
I have a problem in a card I have designed and have been sitting on for Dominion: Greed. I am mostly sitting on it because the card relies upon Attack cards, but is not itself an Attack card (nor does any mechanism of the card ensure the inclusion of Attack cards--the card has a horizontal rule already), so there are instances when it appears in a Kingdom without Attacks that will make it completely useless.
However, the card is one of the more compelling and game-altering cards I have created, so I am loathe to simply cut it.

The particulars of the card are largely unimportant. My point is this question: Can a Kingdom card be compelling enough to justify the risk of turning some Kingdoms into 9-card Kingdoms?
What if a card like Goons read "In 50% of games using this, cards from this pile cannot be bought\gained." Would Goons still be worth having in Dominion just for how interesting Goons is? Is there a different percentage point that would make it acceptable\unacceptable (and what would that percentage be)?
Conspirator is already sometimes completely useless: Is that okay? Is there a threshold number of conditionally useless Kingdom cards that should be avoided?

5
Variants and Fan Cards / Dominion: Avarice (1.1b)
« on: March 21, 2015, 08:14:40 am »
    The nights have seemed long recently.  Maybe that's how they should feel: In the dark with no one to distract you from your sins.  Maybe the noise from those torture devices doesn't help.  It was only a little assassination.  And that extra slice of cake, too.  Anyone would have done the same in your position.  You have a family to think about, after all.  Everything will be better tomorrow.  You did fund those missionaries out to whatever those heathen lands to the north were.  Or was it the east?  You'll just have your historians scratch out what you did to the marquis and everyone will remember you as a saint.  Nothing could possibly go wrong.


    Dominion:
Greed Avarice is a fan expansion that has been in the making since the release of Dominion: Guilds in 2013 between myself and Lamestar, a friend of mine. It adds 25 new Kingdom cards to Dominion, including 22 Actions, 2 Treasures, 1 Victory card, and 1 Reaction.  Heavily featured are cards with "In games using this" effects, that introduce blanket changes to core elements of gameplay.  Dominion: Greed is a fan expansion and cannot be played by itself; to play with it, you need the Basic cards and rulebook (Dominion provides both).

Some Kingdom cards have Edicts.  The Randomizer card is an Edict (and the Kingdom card has a blue stripe labeled Edict to remind).  In any game where the Edict is chosen, its Kingdom card should be included and vice versa.  Edicts apply effects to all players, even if no players buy or use the card, and continue to affect the game regardless of the state of its partner pile.  Edicts have no bearing on the inclusion of other Landscape cards such as Events, Landmarks, and Projects.  Include as many Edicts as there are Kingdom card piles that call for them.  Kingdom card piles with Edicts
It is recommended to use reminder tokens: In games using Architect, Countess, Fletcher, Opium Den, or War Flag, the cost or effects of some cards change, which make placing reminder tokens onto relevant supply piles helpful. The reminder tokens are not intended to do anything themselves except help players remember these effects.

Change log:
Quote from: Greed 1.0
  • Theme changes due to new official cards:
    • Blacksmith→Country Blacksmith
    • Idol→Brazen Bull
    • Inventor→Visionary
    • Patrol→Salon
    • Scholar→Servants
  • Removed: Friar; proved too weak, a bit out of step with the release of Landmarks, and generally better implemented by Shepherd.
  • Brazen Bull only gives Curses to players who cannot reveal 3 cards that are Actions or Curses (from unconditional).  You can sometimes outpace Brazen Bull, but probably not so well if you are buying Brazen Bulls.
  • Missionary optionally discards or trashes a non-Victory card (instead of mandatory unrestricted trash).
  • Salon now costs $3 (from $4) and gives +1 Card before discarding a card if you don't trash (from +$1).
  • War Flag now costs $6 (from $7) and its Attack is contingent on feeding it a Treasure or trashing itself (from an Attack identical to Legionary with no cost).  Trashing War Flag to buy another War Flag is a fairly common move as its In-games-using-this effect causes this to clean your deck.
  • New cards:
    • Charity School: A Laboratory with a +Buy at $3, the catch being that extra Buys turn into Curses because of its in-games-using-this effect.  A cute inter-set nombo with Street where you get 2 Buys every turn.
    • Commission: A sifting Throne Room.  You have to discard down to 4 cards, but could in-so-doing play a single Action 4 or more times!
    • Courier: Hit yourself with a Knight-styled effect to get a big amount of money. Use the +Buy it gives you to top-deck the new card with Courier's In-games-using-this effect.
    • Kitchen: A Laboratory at $4 that Enchantresses your next Action.  It is worse than discarding a card, I swear.
    • Séance: A terminal-Gold Curser.  It hits yourself with a Swindler-like effect so long as you aren't milling Victory cards.  The in-games-using-this makes its Cursing and self-Cursing much weaker as it gives everyone free Harbingers.
    • Usurer: A Super Grand Market at $4 that restricts your next Buy, but you have to unlock it with other cards.

Quote from: Avarice 1.1a
  • Set name changed to Avarice (from Greed).  This is to go hand-in-hand with a major change of In-games-using-this effects to Edicts (and also for internal reasons that are amusing only to me).
  • Majority of artwork is refit to higher quality.  All art is now properly credited (previously missed source on some free domain art).
  • The majority of In-games-using-this effects are turned into Edicts: They are implemented differently here in that they are necessarily married to a Kingdom card, so the randomizer that includes the Kingdom card is itself the Edict with which it is paired.  This change generally cleans up the text boxes of those cards.  Servants, Prospector, and Frontier retain their In-games-using-this as they refer to themselves specifically.
  • Removed: Visionary; too difficult to both amass Visionaries and be in a Kingdom where gaining so many $4-cost things was good.
  • Countess cost down to $3 (from $4).
  • Courier now trashes a card from hand or digs to find one to trash (instead of doing the Knight thing).  It gives +2 Buys (from +1 Buy) and +$5 (from +$4) when you trash something, and nothing if you fail (from +$2).
  • Fletcher now gains a non-Victory card costing up to $4 (from up to $3), and can only gain a second copy and an Estate if the pile is sufficiently large.  Its Edict now applies to all cards with types other than Action, Treasure, or Victory (from Attack only), so many more cards are pulled into its price range.
  • Missionary's Edict triggers on trashing any Action (from Missionary specifically) so as to use an Edict instead.
  • Street cost up to $4 (from $3), draws +3 Cards (from +2 Cards), and makes you discard a card if you don't have a Buy to lose (from doing nothing in that circumstance).
  • Usurer wildly simplified into an activated Conspirator that either explodes or restricts your buy.  It is paired with an Edict that makes Silvers give a +Buy so you'll never be in a Kingdom where you can only pop the Usurers.
  • Cards generally updated to Menagerie standards.  I stand by the "you may X. If you do Y." wording.

Quote from: Avarice 1.1b
Release of Allies
  • Theme changes due to new official cards:
    • Courier→Gravedigger
    • Marquis→Scutagium
  • Countess cost down to $2 (from $3).
  • War Flag's Edict updated to use an on-gain trigger due to complete deprecation of on-buy triggers.
  • Set is expanded to 400 cards.  New Cards:
    • Barkeep: A terminal Gold with a Buy, unless you have $ in which case he takes them and gives you a bunch of cards like a super Workshop.
    • Philosopher: A devastating Attack regardless of hand-size that knocks out everything with types other than the normally playable things.  The discard is relevant even of Victory cards because its Edict requires you to have chaff to discard to stop yourself from getting Cursed.
    • Sluice: A Victory card that pulls Estates out of the trash.  Its worth 4VP on its own if the Province pile is emptied, so 2.5VP per card (unless there aren't Estates in the trash, obviously).
    • Visionary: A super-Kiln, gaining whatever you want and to the top of your deck, but with the worst part of Outpost attached.
    • 20 Landmarks:
      • Blood Money: Curse anyone by trashing valuable stuff.  A big buff for trash-for-benefit or an excuse to trash weird things you might not normally.
      • Blueblood Legacy: All the middle cards become terrible for your score.
      • Campaign: Make sure you gain Actions as the game ends.
      • Charity: Stop playing high-cost cards to cash in VP.
      • Day of Mourning: Everything is Hideout.
      • Fissures: Opposite to Wolf Den, repetitive cards become bad... even Victory cards.
      • Grand Migration: A major nerf to Copper-trashing as it gives the player to your left +Cards.
      • Hidden Kingdom: Avoid Provinces for a huge 22VP stipend.  Then again, you're normally allotted 24VP from Provinces...
      • Land Grab: You can get +Buys from getting Victory cards.
      • Market Closing: An end-game Mission to produce as much $ as possible.
      • Old World: Get lots of Victory cards and lord the size of your Dominion over other players.
      • Ossuary: VP for keeping a bunch of cards with copies in the trash.  A Duchy starts in the trash for good measure.
      • Precipice: A reverse of Tower, VP for having cards from non-empty Supply piles.
      • Revolution: The losing player gets the Estate pile (kind of).
      • Royal Nursery: Throne Room for Victory cards, we just determine which one it affects at the start of the game.
      • Sacrament: A little VP mini-game for Curses, or else nullifies the VP value of losing the Curse split.
      • Sprawling Conquest: Provinces come with more Victory cards.
      • Supply Line: VP for alternative Treasures.  Some bonus VP for Silvers as well (since it will often not matter otherwise).
      • Town Well: The Estate version of Fountain.
      • War-torn Land: VP for Attacks and fewer for those precious Provinces.
[/list]

6
Variants and Fan Cards / Cemetery: $3, Count-the-Trash Victory Card
« on: March 11, 2015, 07:00:14 pm »

Quote
Cemetery
Types: Victory
Cost: $3
Worth 1VP for every 2 Estates in the trash (rounded down).
When you gain this, trash any number of cards from your hand.

In testing:
Since it can be used as a one-time Forge-a-like (in terms of trashing), it proved useful regardless of its Victory points: With a big hand it can be worth picking one up for the super fast trashing it gives. The problem it ultimately has is that players have to be tricky to be able to get enough of them for its points to be worth building up. A 3-5 or 3-4-5 Cemetery split doesn't count for much, even ignoring that it is stronger in multiplayer.

Edit: Silly me, fixed the image.

7
I had been working on a fan expansion for a time. The expansion was based primarily on revealing cards from decks, which, beyond the difficulty of flavoring that intangible mechanic, got about as fiddly as you can imagine. The cards were largely complex and unwieldy and the few good ideas present weren't worth expanding into even a small set, let alone a larger one. However, some cards still live on as they divorced themselves from the admittedly weak mechanical theme. (By the by, I'm still working with the aforementioned set, but it is low priority).

This started as a card that wanted to transform into an Action from another player's deck. I played around with the idea for a while. I found digging through another player's deck was long-winded and took a lot of words to convey. Such an unreliable card needs to be cheap, but if it is effective, digging around in another player's deck slows the game down a lot. Looking at another player's hand was rather redundant because, not only could it miss entirely, but it would be played as a card that was likely going to be played just next turn which felt rather redundant. This all is, of course, assuming it is still optimal to buy other Action cards when another player can copy them with Orphans rather than simply playing a Big-Money deck.
Furthermore, I wanted it to have a consistent effect. I played with a couple of different effects (namely +2 Cards on one version, +2 Actions on another). A big problem with inconsistent cards like Tribute is that it is sometimes nonterminal, but you won't know until you play it. The fact that this could transform into a Village meant you would be left with a lot of bad feelings when you draw it "dead" with a Smithy. On an inconsistent card, you can't really stand to be so unsure to whether it is terminal or not, so +2 Cards was out. +2 Actions seemed much more promising, but then it became the case that one would often buy Orphans to get the Actions and it transforming into powerful cards was happenstance. No good there either.

When Band of Misfits came around, I took from its wording. Since then, I've tested it a bit and I ultimately have this:
Quote
Orphans
Types: Action
Cost: $3
If this is the first Orphans you've played this turn, shuffle the Orphans deck and then reveal a card from it. Choose one: +1 Action, +1 Buy, +$1; or play this as if it were the revealed from the Orphans deck this turn and this is that card until it leaves play.

Setup: In games using this, make an Orphans deck out the randomizer of each Action in the Supply costing up to $7 other than Orphans.

Quote
Orphans
Types: Action
Cost: $3
If this is the first Orphans you've played this turn, shuffle the Orphans deck and then reveal a card from it. Choose one: +1 Action, +1 Buy, +$1; or play this as if it were the revealed from the Orphans deck this turn and this is that card until it leaves play.
Setup: In games using this, make an Orphans deck out the randomizer of each Action in the Supply costing up to $6 other than Orphans.
Because it started using an extra deck, it really feels more like a promotional card than anything else, so I've started treating it as such. By the by, its FAQ would point out that it should be played as the top Knight if the Knights from Dark Ages are selected (and fails if the Knight pile is empty). It is somewhat wordy, but it works.

The first time you play it you pick a random Action that each Orphans can transform into. Each Orphans you play can be a vanishing Copper with a Buy (bad enough that you don't want to load up on them, good enough that you won't despair when you draw it with a better terminal), but also might transform into something better.

Revealing a card from the Orphans deck is moderately troublesome, but gets the job done fairly quickly. Most importantly, the card is fun to use, even if you'd rather have something more consistent. In a lot of Kingdoms it is a very powerful card because there are a lot of $5 or $6 cards worth playing. In other Kingdoms, it's pretty terrible since it doesn't have any good targets. Trash-for-benefits are notoriously bad for Orphans.

The construction of the Orphans deck has changed since I first started testing it. Originally, it had every Action, but the chance of whiffing totally by drawing Orphans or striking big by drawing Possession was too swingy, so I limited it to Actions costing up to $8 and removed the Orphans card from the Orphans deck. Now that has needed to change: I included $8 cards really just to catch Peddler, but, as if hitting King's Court wasn't funny enough from time to time, now you could hit Prince? No thank you.

So, in case anyone wondered what transforming cards looked like in my head before Dark Ages, this was it.

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