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Author Topic: Really bad card ideas  (Read 1862174 times)

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Minotaur

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Re: Really bad card ideas
« Reply #4600 on: July 13, 2016, 12:58:17 am »
0

Insolvent Duchess
Action/Tourist Attraction
Cost: $1

$2
Each player looks at the top card of their deck and either discards it or puts it back.
At the start of your clean-up phase, <3>, and you may pay off debt.
---------------------
Whenever you gain an Estate, gain a Financially Insolvent Duchess.
« Last Edit: July 13, 2016, 01:35:32 am by Minotaur »
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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.

Minotaur

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Re: Really bad card ideas
« Reply #4601 on: July 13, 2016, 11:53:36 am »
0

Impulsive Miser
Action/Tourist Attraction
Cost: $2

Choose one:  Either place a Copper from your hand under your Mattress mat, or trash all the Copper under your Mattress mat and +$1 for each.


(I wasn't sure whether to trash them and +$1, or just put them in your hand.  Trashing seems more impulsive thematically, though putting them in your hand would be more bad except for cases where you have interactions with handsize or treasures/Copper.  I could go either way, since the TA theme is "sort of bad versions of vanilla cards".)
« Last Edit: July 13, 2016, 12:24:54 pm by Minotaur »
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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.

Minotaur

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Re: Really bad card ideas
« Reply #4602 on: July 13, 2016, 12:45:36 pm »
+1

Embezzling Page
Action-Ruins-Traveler
+1 card
+1 action
Discard two cards
You may exchange this for a Bauble Seeker


Bauble Seeker
Action-Traveler (not in the supply)

+$1
Gain a Copper for each card the player to your right gained last turn.
You may exchange this for a Social Justice Warrior.


Social Justice Warrior
Action-Attack-Traveller (not in the supply)

+1 card
For each Traveler in play (including this), each other player discards the top card of their deck.  If it is a Bridge Troll, trash that card and this one.
You may exchange this for a Heroin.


Heroin
Action-Traveler (not in the supply)

+3 cards
+1 action
Reveal your hand.  Trash all of the revealed treasures.
You may exchange this for a Motivational Speaker.


Motivational Speaker
Action-Duration (not in the supply)

For the rest of the game, when another player plays an Attack card, you may take a coin token.  At the start of each turn, take your -$1 token.


Ok, try not to think too hard about the narrative of this one.  It makes no sense.  It's just pseudohomophones all the way down.

Pheasant
Action-Traveller-Ruins
Cost: $0

+1 Card
+1 Action
Reveal the top card of your deck.  If it is a Ruins, put it in your hand.  Otherwise, gain a Ruins.
You may Exchange this for a Solder when you discard it from play.


Solder
Action-Traveller (not in the supply)
Cost: $2

Trash two cards from your hand.  Gain a card whose cost is equal to the average coin cost of the trashed cards rounded up.
You may Exchange this for a The Fugitive.


The Fugitive
Action-Traveller (not in the supply)
Cost: $2

You may reveal a Duke from your hand and a Duchess from the trash that wasn't trashed by you.  If you do, +2 VP and gain a Curse.
You may Exchange this for a Discipline when you discard it from play.


Discipline
Action-Traveller (not in the supply)
Cost: $2

At the start of your clean-up phase, if your cards are neatly organized on the table, +1 VP.  (See rule sheet appendix for guidelines)
You may Exchange this for a Preacher.


Preacher
Action-Reserve (not in the supply)
Cost: $2

Put this on your Tavern mat.
----------------
At the start of your turn, you may Call this.  If you do, discard an Action card.  If you do, choose one: +1 Card, +1 Action, +$1, +1 Buy
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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.

Minotaur

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Re: Really bad card ideas
« Reply #4603 on: July 14, 2016, 10:34:19 pm »
0

Grand Maester
Action/Reserve
Cost: $5

Put this on your Tavern mat.  Gain a Sage from the Sage pile.  You may play a Sage from your hand.
----------------
When you play a Sage, you may Call this.  If you do, choose one:  Mine costs $2 this turn, or Mint costs $2 this turn.  The other costs $5.
You may not Call more than one Grand Maester in a turn.  Once you have Called a Grand Maester, Mine and Mint are immune to further cost alterations for the rest of the turn.

Setup:  Add the Sage pile to the sideboard.  Mine and Mint supply piles must be included in the game, replacing other Kingdom piles if necessary.
« Last Edit: July 16, 2016, 12:48:58 am by Minotaur »
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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.

Tombolo

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Re: Really bad card ideas
« Reply #4604 on: July 15, 2016, 02:24:44 pm »
+1

Pokemon Go
$2 Action

Turn over your Server token. (it starts face up)  If your Server token is face up, gain as many Magpies, Rats, and/or Zubats as you would like from the Supply.

alternative version

$0 Event

Wander blindly into traffic.  If you do, gain a Province.
« Last Edit: July 15, 2016, 03:25:59 pm by Tombolo »
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We’ve had a hard day at work, we’ve been looking forward to our Dominion, how can you expect us to play anything else, you ogre.

eHalcyon

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Re: Really bad card ideas
« Reply #4605 on: July 15, 2016, 04:15:23 pm »
+1

Pokemon Go
$2 Action

Turn over your Server token. (it starts face up)  If your Server token is face up, gain as many Magpies, Rats, and/or Zubats as you would like from the Supply.

alternative version

$0 Event

Wander blindly into traffic.  If you do, gain a Province.

But wouldn't you just gain ALL the Zubat then?

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Minotaur

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Re: Really bad card ideas
« Reply #4606 on: July 16, 2016, 12:42:26 am »
0

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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.

madeofghosts

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Re: Really bad card ideas
« Reply #4607 on: August 02, 2016, 10:53:35 am »
+6

Christening
$2 Event

Name a card.
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SirClemens

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Re: Really bad card ideas
« Reply #4608 on: August 02, 2016, 06:58:30 pm »
+1

Christening
$2 Event

Name a card.

Inspired me for an event.

Buff for effects where you name a card
3$ Event

Rename a card.
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Too bad Dominion doesn't have Gunpowder.

Seprix

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Re: Really bad card ideas
« Reply #4609 on: August 02, 2016, 07:04:13 pm »
+3

Event
Event - $0

+1 Buy
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DM me for ideas on a new article, either here or on Discord (I check Discord way more often)

singletee

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Re: Really bad card ideas
« Reply #4610 on: August 02, 2016, 07:54:03 pm »
+1

Christening
$2 Event

Name a card.

Echthroi
$0 Event

X a card.

Marcory

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Re: Really bad card ideas
« Reply #4611 on: August 02, 2016, 08:29:45 pm »
+1

Iocaine Powder Action $P

When you play this, the player to your right places a card from his hand face down on the table. Put this face down next to that card. Face away while the player to your right shuffles the cards. Each of you picks one card.

The player who picks Iocaine is considered to have been the object of an Attack, and may React. If no Reaction blocks the Attack, that player immediately loses. If other players are still in the game, they may continue playing normally.

Fixed Version:

Iocaine Powder Action $P

When you play this, put this and another card from your hand face down on the table. Look away for a moment. The player to the right chooses one of the cards, and then you do. 

The player who picks Iocaine is considered to have been the object of an Attack, and may React. If no Reaction blocks the Attack, that player(s) immediately lose(s). If other players are still in the game, they may continue playing normally. 
« Last Edit: August 03, 2016, 10:19:14 pm by Marcory »
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Minotaur

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Re: Really bad card ideas
« Reply #4612 on: August 03, 2016, 12:58:32 pm »
+1

They were both poison.
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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.

Marcory

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Re: Really bad card ideas
« Reply #4613 on: August 03, 2016, 10:15:38 pm »
+1

They were both poison.
Fair enough. Will edit the previous one.
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Roadrunner7671

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Re: Really bad card ideas
« Reply #4614 on: August 04, 2016, 12:46:57 am »
0

Just buy two copies and get them to collide
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Marcory

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Re: Really bad card ideas
« Reply #4615 on: August 04, 2016, 10:03:20 am »
0

You have to get them to collide with a Moat, otherwise you both die. (buying the moat represents the years of building up an immunity to the powder).
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Minotaur

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Re: Really bad card ideas
« Reply #4616 on: August 04, 2016, 10:13:00 am »
+1

Just get a handsize-reducing engine.  Discard down to just the one card.  Win the game.  (This depends a lot on the card wording)

Cellars and Warehouses ftw
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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.

Marcory

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Re: Really bad card ideas
« Reply #4617 on: August 04, 2016, 07:36:53 pm »
0

Just get a handsize-reducing engine.  Discard down to just the one card.  Win the game.  (This depends a lot on the card wording)

Cellars and Warehouses ftw

[notes name of forum]
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popsofctown

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Re: Really bad card ideas
« Reply #4618 on: August 08, 2016, 03:29:51 pm »
0

Recession
12$ - Event
Trash all treasures you have in play.
Gain a Province. 
If you did gain a Province, each player takes possession and control of the cards, tokens, zones, mats, ongoing effects, and play areas of the player to his left.
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Tables

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Re: Really bad card ideas
« Reply #4619 on: August 12, 2016, 04:30:02 pm »
0

Take any card which gives +1 action. Remove +1 action from it, give it duration type, and make it read "Now and at the start of your next turn: [all normal effects]"

What cards get most broken by this? What cards become actually pretty interesting?

For example:

Now and at the start of your next turn: +1 card, look at the top 4 cards of your deck, discard any number and put the rest back in any order. $5 cost. Action - Duration

Now and at the start of your next turn: +1 card, +$1, trash a card from your hand. $5 cost. Action - Duration.

Now and at the start of your next turn: Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. $3 cost. Action - Duration.

Edit option: Now and at the start of your next turn: Now and at the start of your next turn: +$1. While this is in play, when another player plays an attack, it doesn't affect you. $2 cost. Action - Duration - Duration.
« Last Edit: August 12, 2016, 04:34:49 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Marcory

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Re: Really bad card ideas
« Reply #4620 on: August 12, 2016, 08:43:35 pm »
+3

Take any card which gives +1 action. Remove +1 action from it, give it duration type, and make it read "Now and at the start of your next turn: [all normal effects]"

What cards get most broken by this? What cards become actually pretty interesting?

For example:

Now and at the start of your next turn: +1 card, look at the top 4 cards of your deck, discard any number and put the rest back in any order. $5 cost. Action - Duration

Now and at the start of your next turn: +1 card, +$1, trash a card from your hand. $5 cost. Action - Duration.

Now and at the start of your next turn: Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. $3 cost. Action - Duration.

Edit option: Now and at the start of your next turn: Now and at the start of your next turn: +$1. While this is in play, when another player plays an attack, it doesn't affect you. $2 cost. Action - Duration - Duration.

Ruined Village: Now and at the start of your next turn, do nothing.
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Asper

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Re: Really bad card ideas
« Reply #4621 on: August 12, 2016, 08:55:56 pm »
+1

Take any card which gives +1 action. Remove +1 action from it, give it duration type, and make it read "Now and at the start of your next turn: [all normal effects]"

What cards get most broken by this? What cards become actually pretty interesting?

For example:

Now and at the start of your next turn: +1 card, look at the top 4 cards of your deck, discard any number and put the rest back in any order. $5 cost. Action - Duration

Now and at the start of your next turn: +1 card, +$1, trash a card from your hand. $5 cost. Action - Duration.

Now and at the start of your next turn: Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. $3 cost. Action - Duration.

Edit option: Now and at the start of your next turn: Now and at the start of your next turn: +$1. While this is in play, when another player plays an attack, it doesn't affect you. $2 cost. Action - Duration - Duration.

Ruined Village: Now and at the start of your next turn, do nothing.

Assuming the ruling would be to leave it out (even though it does nothing), you could at least make it miss the shuffle...
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Marcory

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Re: Really bad card ideas
« Reply #4622 on: August 12, 2016, 11:59:40 pm »
+1

Houselight Action-Duration

Now and at the start of your next turn:
+
-----------
When this is not in play, when another player plays an attack, it doesn't affect you.
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mail-mi

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Re: Really bad card ideas
« Reply #4623 on: August 13, 2016, 01:27:23 am »
+2

Houselight Action-Duration

Now and at the start of your next turn:
+
-----------
When this is not in play, when another player plays an attack, it doesn't affect you.

I would never purchase a houselight.
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Minotaur

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Re: Really bad card ideas
« Reply #4624 on: August 13, 2016, 09:59:46 pm »
0

Terminal Duration Rebuild sounds pretty disgusting.

Terminal Duration Treasure Hunter could mess up your strategy.
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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.
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