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Author Topic: Really bad card ideas  (Read 1849891 times)

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shmeur

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Re: Really bad card ideas
« Reply #3900 on: August 25, 2015, 08:09:03 pm »
+2

Wherehouse - Action - $3
-1 Action
Put 3 cards from your hand on top of your deck.
Put 3 cards from your discard pile into your hand.

Pore House - Action - $1
-$4
Reveal your hand.  +$1 for every Treasure card in your hand (minimum of 0).
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Minotaur

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Re: Really bad card ideas
« Reply #3901 on: August 25, 2015, 08:34:46 pm »
0

Rallec
Action
Cost: $4P

+1 Action
Draw your discard pile and discard an equal number of cards.

The great mage Rallec wasn't much of a morning person.  He did his best work in the early evening, when most of the day's actions had been discarded.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Seprix

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Re: Really bad card ideas
« Reply #3902 on: August 25, 2015, 08:36:34 pm »
+1

Hoarder $2 Action-Duration

Now and at the start of each turn this is in play:
Gain an Estate and a Copper.
__________________
This stays in play for the rest of the game. Setup: add 12 more Estates to the Supply.

Personal foul.  Fishing too hard for a "combos with Scout" joke.  Five yard penalty.  Repeat 2nd down.

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RelzeriZynx

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Re: Really bad card ideas
« Reply #3903 on: August 25, 2015, 09:17:48 pm »
+2

Rage $0 Action-Attack

Choose one: Trash your hand, trash your discard, or trash your deck.
Every other player does the same.

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Minotaur

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Re: Really bad card ideas
« Reply #3904 on: August 25, 2015, 10:02:41 pm »
0

Rage $0 Action-Attack

Choose one: Trash your hand, trash your discard, or trash your deck.
Every other player does the same.

Aw, I was thinking more like,

"Flip the table.  If it is a two-player game, you lose.  If there are more than two players, you forfeit, and the other players start over with the same kingdom".

I guess maybe it's more of an omnipresent event-reaction costing $0, but still.
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MetaSkipper

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Re: Really bad card ideas
« Reply #3905 on: August 28, 2015, 12:17:41 pm »
+2

Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.
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Witherweaver

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Re: Really bad card ideas
« Reply #3906 on: August 28, 2015, 12:34:48 pm »
+1

Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

Gets progressively worse when stacked!
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Re: Really bad card ideas
« Reply #3907 on: August 28, 2015, 12:35:53 pm »
0

Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

Gets progressively worse when stacked!

Unless you combine it with Black Market and Poor House.
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Minotaur

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Re: Really bad card ideas
« Reply #3908 on: August 28, 2015, 05:13:52 pm »
0

Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

This should at least grant +1 buy...
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Axxle

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Re: Really bad card ideas
« Reply #3909 on: August 28, 2015, 06:38:36 pm »
+3

*points at thread title*
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Minotaur

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Re: Really bad card ideas
« Reply #3910 on: August 28, 2015, 08:10:18 pm »
0

Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

This should at least grant +1 buy+7 buys...

FTFM.
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MetaSkipper

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Re: Really bad card ideas
« Reply #3911 on: August 29, 2015, 12:02:47 am »
0

Arsonist - $3
Action
Trash a non-Treasure type card from your hand. If you do, gain a Curse and Copper into your hand.
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Marcory

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Re: Really bad card ideas
« Reply #3912 on: August 29, 2015, 01:22:19 am »
+8

***note that the exchanges on this Degenerate Traveler sequence are mandatory

Wastrel Action-Traveler $6

+1 Card
+2 Actions

Trash up to 3 cards from your hand.
--------------
When you discard this from play, exchange it for a Spendthrift.

Spendthrift Action-Traveler $5*

+$5
Take your -1 Card token. While this is in play, when you gain a card, gain a Copper.
________________
This is not in the Supply. When you discard this from play, exchange it for a Ne'er Do Well.

Ne'er Do Well Action-Traveler $4*

Discard two cards from your hand. If you do, +5 cards.
________________
This is not in the Supply. When you discard this from play, exchange it for a Drunkard.

Drunkard Action-Traveler $3*

Reveal cards from the top of your deck until you reveal two Action cards. Play them in either order.
Gain two Potions.
________________
This is not in the Supply. When you discard this from play, exchange it for a Junkie.

Junkie
Action-Traveler $2*

+1 Card
+1 Buy
Gain a Curse.
____________________
When you trash this, put it on top of your deck.
« Last Edit: August 29, 2015, 02:40:59 pm by Marcory »
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Minotaur

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Re: Really bad card ideas
« Reply #3913 on: August 29, 2015, 06:01:44 am »
0

A $6 card you're never going to buy?  Needs a gainer...

Wretched Hive of Scum and Villainy
Action-Duration
Cost: $5

At the start of each turn for the rest of the game:

+$1, +1 Buy.  Turn over your Journey token.  If it is face up, gain a Wastrel.
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Seprix

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Re: Really bad card ideas
« Reply #3914 on: August 29, 2015, 11:24:17 am »
0

That's cute. A powerful card with diminishing effects. I feel like that such a card should be kept track of via a cool system I thought of.

If you have less than 3 Coppers, do X good thing. If you have less than 6 Coppers, do X not as good thing. And finally it goes down to the card gaining a curse and a copper oand something nefarious, such as discarding down to 4 or 3 cards in your hand. A cute tally system would be as follows:

'If you play this card, set aside a copper from the supply onto your OP-At-First Mat. These are the coppers you will be counting.'

see how great of an idea this is? lololololol
« Last Edit: August 29, 2015, 11:26:15 am by Seprix »
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Witherweaver

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Re: Really bad card ideas
« Reply #3915 on: August 29, 2015, 11:52:46 am »
+2

A $6 card you're never going to buy?  Needs a gainer...

*points to Axxle's comment*
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Re: Really bad card ideas
« Reply #3916 on: September 10, 2015, 04:59:54 pm »
+2

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).
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pst

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Re: Really bad card ideas
« Reply #3917 on: September 10, 2015, 07:36:42 pm »
+1

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".
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MetaSkipper

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Re: Really bad card ideas
« Reply #3918 on: September 10, 2015, 08:02:43 pm »
0

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".

Remind me what the functional difference is?
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LibraryAdventurer

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Re: Really bad card ideas
« Reply #3919 on: September 10, 2015, 08:42:44 pm »
+1

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".

Remind me what the functional difference is?
Technically, at the end of your turn, you've already discarded your hand for that turn and drawn your hand for the next turn. So the province you gained with this card wouldn't still be in your hand at the end of your turn. The start of your clean-up phase is right after you finish buying stuff (and resolving any on-buy/on-gain effects).

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Re: Really bad card ideas
« Reply #3920 on: September 10, 2015, 10:17:56 pm »
0

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".

Remind me what the functional difference is?
Technically, at the end of your turn, you've already discarded your hand for that turn and drawn your hand for the next turn. So the province you gained with this card wouldn't still be in your hand at the end of your turn. The start of your clean-up phase is right after you finish buying stuff (and resolving any on-buy/on-gain effects).

That's what I meant. Otherwise, it'd be too easy to dodge the return.

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the start of your clean-up phase, return a Province from your hand to the supply (or reveal a hand with no Province).
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Minotaur

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Re: Really bad card ideas
« Reply #3921 on: September 11, 2015, 12:50:11 am »
+3

I like how this new card doesn't combo with Scout.
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Re: Really bad card ideas
« Reply #3922 on: September 13, 2015, 02:18:02 am »
0

Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?
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Minotaur

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Re: Really bad card ideas
« Reply #3923 on: September 13, 2015, 09:36:21 am »
+1

Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?

I think since the first one is still in play, you get your $8, but it immediately becomes $7.  But if you Procession it, I'm not so sure.  I guess it would constantly check itself to see whether it's in play, so it would check before Procession had a chance to trash it.

The real thing to do is to spam +buys, though.  Nothing fancy - just Market Square or maybe some Squires and/or Goons.
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Eran of Arcadia

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Re: Really bad card ideas
« Reply #3924 on: September 14, 2015, 11:49:26 am »
+1

Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?

I think since the first one is still in play, you get your $8, but it immediately becomes $7.  But if you Procession it, I'm not so sure.  I guess it would constantly check itself to see whether it's in play, so it would check before Procession had a chance to trash it.

The real thing to do is to spam +buys, though.  Nothing fancy - just Market Square or maybe some Squires and/or Goons.

You mean Counterfeit?
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