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Author Topic: Really bad card ideas  (Read 726149 times)

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Ghacob

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Re: Really bad card ideas
« Reply #5300 on: March 19, 2018, 07:35:08 pm »
+6

Strongest Potion
$PPPPPPPPPPPPPPPPP Action

You win the game.
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5301 on: March 19, 2018, 08:12:40 pm »
0

Really Bad Card Ikea
Action
Cost: $2

Find a way out of the Labyrinth. If you do, gain 50 Tealights, an Allen Key, an Incomprehensible Building Instruction and a Hot Dog.


I laughed so hard when I saw this. Every part of it is true especially the labyrinth part. One time my dad and I took two hours to get out of that place.
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Ghacob

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Re: Really bad card ideas
« Reply #5302 on: March 20, 2018, 01:17:11 am »
0

Plate
$2 Action

+1 Card
+1 Action
+1 Coffers
Take 1 Debt
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King Leon

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Re: Really bad card ideas
« Reply #5303 on: March 20, 2018, 01:58:23 am »
0

Fooling Gold
Treasure
Cost: $2

When you play this, gain a Fooling gold. Worth $3 if it's the first time you played a Fooling Gold this turn, otherwise worth $0.

(There are 20 copies in the Fooling Gold pile.)

I like the philosophy, but feel this is backwards.
It should be worth 3$ if you've already played a real gold, and 0$ otherwise. 
You have to prove you are trustworthy before you hand out the fake stuff.

Like the markets in china, where the first couple of beers they sell you are legit, and once you're a little buzzed they throw in the counterfeits

I actually thought about a Cursed Gold variant here. Polluting your deck with useless treasure cards is not as nice as it seems at the first moment. The cost of $2 is correct, as this card is self-replicating and $3 would make it too strong for Remodel, Mine, Salvager and other trash-for-benefit cards.
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Ghacob

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Re: Really bad card ideas
« Reply #5304 on: March 20, 2018, 02:28:06 am »
0

Fooling Gold
Treasure
Cost: $2

When you play this, gain a Fooling gold. Worth $3 if it's the first time you played a Fooling Gold this turn, otherwise worth $0.

(There are 20 copies in the Fooling Gold pile.)

I like the philosophy, but feel this is backwards.
It should be worth 3$ if you've already played a real gold, and 0$ otherwise. 
You have to prove you are trustworthy before you hand out the fake stuff.

Like the markets in china, where the first couple of beers they sell you are legit, and once you're a little buzzed they throw in the counterfeits

I actually thought about a Cursed Gold variant here. Polluting your deck with useless treasure cards is not as nice as it seems at the first moment. The cost of $2 is correct, as this card is self-replicating and $3 would make it too strong for Remodel, Mine, Salvager and other trash-for-benefit cards.

You made a good joke on Fool's Gold, while weesh is working on reinventing it
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Minotaur

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Re: Really bad card ideas
« Reply #5305 on: March 20, 2018, 06:02:13 am »
0

Really Bad Card Idiom
Cost: $2

Top o'the mornin'.  If there's an elephant in the room, shake a leg.  If you would knock on wood, don't have a cow, but you may flip your lid if you're on your last straw.  Otherwise, don't sweat it.  If it's smooth sailing, +1 bee's knees and gain a Cat's Pajamas.

The effect of that card is so unclear it made me want to flip the table.

I couldn't stop the I-DCI trend so I joined it.
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Minotaur

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Re: Really bad card ideas
« Reply #5306 on: March 20, 2018, 02:52:55 pm »
+3

Strongest Potion
$PPPPPPPPPPPPPPPPP Action

You win the game.


Wizard Duelist
Cost: $3
Action

+1 Buy
+$1
The player to your left discards the top card of their deck.  If it has no P or <P> cost, +P.  If it has no $ or <$> cost, +$2.

Arcane Secrets
Cost: $8 <PPPPPPPP>
Treasure

+5 Buys
When you play this, double your current P (regardless of whether you have already done so this turn or not).
---------------
When you gain this, gain a Potion for each Wizard Duelist you have in play.
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Marcory

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Re: Really bad card ideas
« Reply #5307 on: March 27, 2018, 06:40:43 pm »
+1

RBCI, Holy Week edition:

Betrayal Event

Once per game:
You may reveal a Council Room and a Treasurer from your hand. If you do, trash the Treasurer and gain 30 Silvers and a Curse.

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LostPhoenix

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Re: Really bad card ideas
« Reply #5308 on: March 27, 2018, 07:29:24 pm »
+8

Fixed Possession
Action
Cost: $6P

Take an extra turn after this one, in which all decisions are made by Lord Rattington.
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Ghacob

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Re: Really bad card ideas
« Reply #5309 on: March 28, 2018, 01:23:00 am »
0

Bar Druid
Action - $4

+$2
Receive the set-aside Boon (leaving it there)
                                                           

Setup: Set aside the top Boon face up
« Last Edit: March 28, 2018, 01:25:59 am by Ghacob »
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King Leon

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Re: Really bad card ideas
« Reply #5310 on: March 29, 2018, 01:55:59 am »
+6



Edit: It’s a Finding Nemo reference!
« Last Edit: March 31, 2018, 04:21:30 am by King Leon »
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jonaskoelker

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Re: Really bad card ideas
« Reply #5311 on: March 29, 2018, 07:48:53 am »
0

Complexly Bad Card Idea
... [sqrt(n) where n < 0] ...
...
Neeeeeeeerd!

(... he said on the board game strategy forum)
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Minotaur

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Re: Really bad card ideas
« Reply #5312 on: March 29, 2018, 05:29:44 pm »
0



I think if you gain the card they buy, then they Lose Track and gain nothing.
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singletee

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Re: Really bad card ideas
« Reply #5313 on: March 29, 2018, 06:09:16 pm »
+1

I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Minotaur

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Re: Really bad card ideas
« Reply #5314 on: March 29, 2018, 06:38:53 pm »
0

I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.
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AJD

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Re: Really bad card ideas
« Reply #5315 on: March 29, 2018, 08:09:27 pm »
+2

I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.

Yeah when you really think about it Talisman's kind of weird, since when-buy effects take place before when-gain.

—I buy a Sir Martin.
—Oh cool, when I buy a card I gain a free copy of it! Now I gain Sir Martin for free!
—Okay, done resolving when-buy effects, now I gain the card I bought.
—Aw, no Sir Martin is available in the supply. How sad! Guess my buy went to waste.
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Minotaur

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Re: Really bad card ideas
« Reply #5316 on: March 30, 2018, 12:24:16 am »
0

I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.

Yeah when you really think about it Talisman's kind of weird, since when-buy effects take place before when-gain.

—I buy a Sir Martin.
—Oh cool, when I buy a card I gain a free copy of it! Now I gain Sir Martin for free!
—Okay, done resolving when-buy effects, now I gain the card I bought.
—Aw, no Sir Martin is available in the supply. How sad! Guess my buy went to waste.

Is the bought card set aside before any on-gain effect happens?  Because otherwise, Talisman should just gain you the card you were going to gain anyway, or it should fail to find a "copy" of the card because it's underneath the card you bought...
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AJD

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Re: Really bad card ideas
« Reply #5317 on: March 30, 2018, 01:00:32 am »
+1

I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.

Yeah when you really think about it Talisman's kind of weird, since when-buy effects take place before when-gain.

—I buy a Sir Martin.
—Oh cool, when I buy a card I gain a free copy of it! Now I gain Sir Martin for free!
—Okay, done resolving when-buy effects, now I gain the card I bought.
—Aw, no Sir Martin is available in the supply. How sad! Guess my buy went to waste.

Is the bought card set aside before any on-gain effect happens?  Because otherwise, Talisman should just gain you the card you were going to gain anyway, or it should fail to find a "copy" of the card because it's underneath the card you bought...

So apparently when you dig into it, the result of buying a card isn't exactly gaining the bought card; it's gaining a copy of the bought card. Talisman does gain you the card you were going to gain anyway; and then the act of buying gets you the next copy of the same card, because the card you bought isn't in the supply anymore.
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Minotaur

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Re: Really bad card ideas
« Reply #5318 on: March 30, 2018, 01:09:59 am »
0

So apparently when you dig into it, the result of buying a card isn't exactly gaining the bought card; it's gaining a copy of the bought card. Talisman does gain you the card you were going to gain anyway; and then the act of buying gets you the next copy of the same card, because the card you bought isn't in the supply anymore.

That is flipping weird as hell.  Is this officially written out somewhere official?
« Last Edit: March 30, 2018, 01:13:14 am by Minotaur »
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singletee

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Re: Really bad card ideas
« Reply #5319 on: March 30, 2018, 01:18:17 am »
0

http://forum.dominionstrategy.com/index.php?topic=6313.0

But on second thought, Seagull Mine works on would-gain, not on buy, so it could be different.

dz

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Re: Really bad card ideas
« Reply #5320 on: March 30, 2018, 01:24:42 am »
+2

So apparently when you dig into it, the result of buying a card isn't exactly gaining the bought card; it's gaining a copy of the bought card. Talisman does gain you the card you were going to gain anyway; and then the act of buying gets you the next copy of the same card, because the card you bought isn't in the supply anymore.

That is flipping weird as hell.  Is this officially written out somewhere official?

Here you go (and yes, I took the time to find a quote from 6 years ago):

You gain the Talisman copy before the regular card.
« Last Edit: March 30, 2018, 01:26:02 am by dz »
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5321 on: March 30, 2018, 01:55:01 pm »
+2

So it turns out this whole time we thought we were buying Silvers, we were actually buying an Event that that said: "$3 - Gain the top card of the Silver pile." Mind = blown.
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Minotaur

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Re: Really bad card ideas
« Reply #5322 on: March 30, 2018, 06:33:23 pm »
+1

So it turns out this whole time we thought we were buying Silvers, we were actually buying an Event that that said: "$3 - Gain the top card of the Silver pile." Mind = blown.

Buy Silver is strictly worse than Delve????? *

* - [Possession clause]
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5323 on: March 31, 2018, 10:45:07 am »
+1

So it turns out this whole time we thought we were buying Silvers, we were actually buying an Event that that said: "$3 - Gain the top card of the Silver pile." Mind = blown.

Buy Silver is strictly worse than Delve????? *

* - [Possession clause]

I suppose the theory isn't fully airtight, since cost reduction doesn't affect Events.
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Minotaur

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Re: Really bad card ideas
« Reply #5324 on: April 01, 2018, 12:44:32 pm »
0

Fixed Possession
Action
Cost: $6P

Take an extra turn after this one, in which all decisions are made by Lord Rattington.

Oh god, I gained the Poacher pile and passed two Cities with Masquerade!!!
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