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Author Topic: Really bad card ideas  (Read 839777 times)

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[TP] Inferno

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Re: Really bad card ideas
« Reply #6050 on: October 15, 2019, 04:13:55 am »
+2

Throne, but for everything
$6
Action-Treasure-Night-Victory
If it's your Action phase, you may play an Action card from your hand twice.
If it's your Buy phase, you may play a Treasure from your hand twice.
If it's your Night phase, you may play a Night card from your hand twice.
-------
If it's the end of the game, you may choose a Victory card of yours to be worth twice as much.
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Re: Really bad card ideas
« Reply #6051 on: October 15, 2019, 04:20:35 am »
+2

Rainbow
$1
Shelter-Duration-Treasure-Victory-Reaction-Curse
$1
Now and at the start of your next turn, +$1, +1 Buy.
-------
When another player plays an Attack card, you may reveal this from your hand to gain a Unicorn.
-------
-1VP
-------
Worth 1VP for each Unicorn you have.

Unicorn
$0
Action
Reveal a card from your hand. For each colour it has, +1 Card, +1 Action, +1 Buy.
(This is not in the Supply.)
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Minotaur

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Re: Really bad card ideas
« Reply #6052 on: October 15, 2019, 05:08:11 pm »
+3

Throning Station
Project
Cost: <12>

Take a third Project token, and put your other two tokens on another Project and an identical copy of that Project.

Throning Ceremony
Event
Cost: <10>

Perform another Event of your choice twice (without having to Buy it)
« Last Edit: October 15, 2019, 05:13:08 pm by Minotaur »
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Re: Really bad card ideas
« Reply #6053 on: October 17, 2019, 07:24:02 am »
0

Scout, $4
+1 action
Look at the first 4 cards of your deck. Put the victory cards into your hand and put the rest of the cards back on your deck in any order
« Last Edit: October 17, 2019, 10:00:43 am by Joseph2302 »
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6054 on: October 17, 2019, 09:28:25 am »
0

Scout, $4
Look at the first 4 cards of your deck. Put the victory cards into your hand and put the rest of the cards back on your deck in any order

Strictly worse than the original Scout is really bad. At least the original was non-terminal.
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Minotaur

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Re: Really bad card ideas
« Reply #6055 on: October 17, 2019, 09:57:41 am »
+2

Busy House
Treasure
Cost: $5

+$4
-$1 for each Action.  (This cannot bring you below $0.)
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Re: Really bad card ideas
« Reply #6056 on: October 17, 2019, 06:04:31 pm »
0

Aggressive Goat
Treasure-Heirloom

Each player (including you) reveals their hands. Trash each revealed card that has any type of plant in its art. If any Overgrown Estates are trashed, gain them instead and trash them.
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Re: Really bad card ideas
« Reply #6057 on: October 17, 2019, 06:08:38 pm »
0

Counting House
Action
+1 Action
+5 Buys
Put your deck into your discard pile. Gain every Copper. Look through your discard pile. Reveal any number of Treasures from it and put them into your hand. Gain a Coppersmith to your hand.
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grep

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Re: Really bad card ideas
« Reply #6058 on: October 17, 2019, 07:24:57 pm »
0

Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
« Last Edit: October 17, 2019, 07:27:06 pm by grep »
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Fly-Eagles-Fly

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Re: Really bad card ideas
« Reply #6059 on: October 21, 2019, 05:04:39 pm »
+1

Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
That's actually not that bad of an idea, something like this:

Title
$5 Project
When you gain a second copy of a non-victory card in a turn, you may gain another copy.
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grep

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Re: Really bad card ideas
« Reply #6060 on: October 21, 2019, 05:16:03 pm »
0

Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
That's actually not that bad of an idea, something like this:

Title
$5 Project
When you gain a second copy of a non-victory card in a turn, you may gain another copy.

Sale is deliberately broken, especially in the case of split piles (gladiator and two fortunes for $6) and castles.
Title is ok, though, to my taste, too expensive ($3-4 would be fine)
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Minotaur

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Re: Really bad card ideas
« Reply #6061 on: October 21, 2019, 05:33:41 pm »
0

Reveal the top three cards of a pile, and then pay for any two of them which do not cost strictly less than the third.*

If you do, gain all three.

* - In some cases, the amounts you may choose to pay may fail to be a single unique amount if it's a fan card split pile where cards cost Potions, $, and/or <>.
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grep

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Re: Really bad card ideas
« Reply #6062 on: October 21, 2019, 09:45:32 pm »
0

Ok then.
Supermarket
$6 - Project
At the beginning of your Buy phase, +1 Buy
When you buy the second card during your turn, gain a card strictly cheaper than any of the two first bought cards.
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crj

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Re: Really bad card ideas
« Reply #6063 on: October 22, 2019, 07:01:59 am »
+7

Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
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Re: Really bad card ideas
« Reply #6064 on: October 22, 2019, 12:10:14 pm »
0

Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
That's actually not that bad of an idea, something like this:

Deal
$5 Project
When you gain a second copy of a non-victory card in a turn, you may gain another copy.

Sale is deliberately broken, especially in the case of split piles (gladiator and two fortunes for $6) and castles.
Deal is ok, though, to my taste, too expensive ($3-4 would be fine)
Yeah obviously as you worded it if fits this forum. Also I forgot to actually put a title.
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Fly-Eagles-Fly

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Re: Really bad card ideas
« Reply #6065 on: October 22, 2019, 12:11:35 pm »
+2

Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
What have you done
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Minotaur

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Re: Really bad card ideas
« Reply #6066 on: October 22, 2019, 12:49:13 pm »
+2

Pamphleteer
Action-Command
Cost: $5

Move a non-Command Action card from the Supply to your Tavern mat.  Play it, leaving it there.
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Re: Really bad card ideas
« Reply #6067 on: October 22, 2019, 06:41:21 pm »
0

Sleuthhound
Action - Reaction - $2
+2 Cards
When one of your cards leaves play, you may reveal this from your hand to put it back in play.
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LibraryAdventurer

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Re: Really bad card ideas
« Reply #6068 on: October 22, 2019, 08:02:07 pm »
+1

Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
I still like the old wording better:

"This is this card until it leaves play."
« Last Edit: October 22, 2019, 08:03:10 pm by LibraryAdventurer »
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Re: Really bad card ideas
« Reply #6069 on: October 22, 2019, 09:08:12 pm »
+1

Action-Duration-Attack
Cost:
Choose an Action card from the Supply. That is this card until someone gains it.

The Attack type is just to make Moat interactions really confusing.
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[TP] Inferno

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Re: Really bad card ideas
« Reply #6070 on: October 22, 2019, 09:31:10 pm »
0

Iron General
Action-Command
Gain 4 Command cards to your hand costing less than this. If you gained a...
Overlord, +2 Cards
Band Of Misfits, +2 Actions
Necromancer, +2 Buys
Captain, +
Choose one: Play this as if it were each of those gained cards, and this is those cards until it leaves play; or play those cards from your hand, leaving them there.
« Last Edit: October 22, 2019, 09:34:12 pm by [TP] Inferno »
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Re: Really bad card ideas
« Reply #6071 on: October 22, 2019, 09:38:45 pm »
+1

Admiral Of The Guild
Action-Duration-Command
+1 Card
+1 Action
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to per you overpaid, leaving it there.
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Minotaur

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Re: Really bad card ideas
« Reply #6072 on: October 23, 2019, 11:50:19 am »
0

Admiral Of The Guild
Action-Duration-Command
+1 Card
+1 Action
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to per you overpaid, leaving it there.

So it's a one-time Summon that doesn't gain you the card?  Seems pretty bad, but yet could probably be used in edge cases.
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Re: Really bad card ideas
« Reply #6073 on: October 23, 2019, 04:02:19 pm »
0

Admiral Of The Guild
Action-Duration-Command
+3 Cards
+1 Buy
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to per you overpaid, leaving it there.
Fixed that for myself. But anyway, why am I balancing an RBCI?
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Minotaur

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Re: Really bad card ideas
« Reply #6074 on: October 23, 2019, 04:08:39 pm »
0

Admiral Of The Guild
Action-Duration-Command
+3 Cards
+1 Buy
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to per you overpaid, leaving it there.
Fixed that for myself. But anyway, why am I balancing an RBCI?

Wait, now it's a Smithy with +Buy for $2...  X-D

Maybe it could be a "terminal Pouch"?  (Or terminal Candlestick Maker possibly)

EDIT:  "Terminal Candlestick Maker" fits the general theme for "Guild" variants in Dominion, so that's my final suggestion.
« Last Edit: October 23, 2019, 04:20:37 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.
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