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Author Topic: Really bad card ideas  (Read 1849322 times)

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GendoIkari

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Re: Really bad card ideas
« Reply #775 on: October 22, 2012, 01:28:07 pm »
0

How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.
« Last Edit: October 22, 2012, 01:31:11 pm by GendoIkari »
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Ozle

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Re: Really bad card ideas
« Reply #776 on: October 22, 2012, 02:03:26 pm »
+2




I can bearly stand to listen to you two argue.



Me...............................................................too

Fine, I'll bite.


Why the big pause?

Because its a big bear!

Badoom TSCH!
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Re: Really bad card ideas
« Reply #777 on: October 22, 2012, 02:15:55 pm »
0

How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.

That's different from "strictly superior," though, especially since cycling is outright harmful once you get into the endgame, and probably in a few edge cases as well.  To be fair, though, I did somehow manage to forget about the "play it if it's a treasure" clause....there are still a couple of edge cases though.
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GendoIkari

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Re: Really bad card ideas
« Reply #778 on: October 22, 2012, 02:23:48 pm »
0

How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.

That's different from "strictly superior," though, especially since cycling is outright harmful once you get into the endgame, and probably in a few edge cases as well.  To be fair, though, I did somehow manage to forget about the "play it if it's a treasure" clause....there are still a couple of edge cases though.

And of course you also have Moneylender, Coppersmith, and Counting House. So, as usual, it's almost always possible to show that there's reasons to not consider one card "strictly better" than another. But yeah, with the "play it if it's a treasure" part, you'd have to be in pretty contrived situations before you think that you'd rather have Copper than Failed Venture. Not that you'd often want either...
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Titandrake

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Re: Really bad card ideas
« Reply #779 on: October 22, 2012, 02:31:14 pm »
+2

GendoIkari this is the bad card idea thread
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GendoIkari

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Re: Really bad card ideas
« Reply #780 on: October 22, 2012, 02:33:57 pm »
0

GendoIkari this is the bad card idea thread

Touché.
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Drab Emordnilap

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Re: Really bad card ideas
« Reply #781 on: October 22, 2012, 04:03:52 pm »
0

People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.

This is almost functionally equivalent to simply "+3 actions". Except a little worse, because you can't play actions that you drew after playing the first action.

Mostly it was a riff on "what would the opposite of a King's Court be".
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jotheonah

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Re: Really bad card ideas
« Reply #782 on: October 24, 2012, 12:41:43 am »
+4

Band of Mystics
Action - $5
+1 Action
+$2

Name a card.
Reveal the top card of your deck.
If it's the named card, this card is now that card until it leaves play.
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jotheonah

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Re: Really bad card ideas
« Reply #783 on: October 24, 2012, 12:44:26 am »
+9

Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.
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jotheonah

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Re: Really bad card ideas
« Reply #784 on: October 24, 2012, 12:47:22 am »
+3

Prossession
Action - $5P
You may play an Action card from your opponent's hand twice. Discard it. Gain an Action card costing exactly one more than it.




There are depths of Dark Ages combo cards still to go. Tag in, RBCI friends. Anyone want to give "Death Cartographer" a try?
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DWetzel

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Re: Really bad card ideas
« Reply #785 on: October 24, 2012, 12:57:54 am »
+3

Fool's Copper
$2 - Treasure - Reaction

If this is the first time you've played Fool's Copper this turn, it's worth $1.  Otherwise, it's worth $1.
----------
When another player gains a Province, you may trash this from your hand.  If you do, gain a Fool's Copper, placing it on your deck.
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gman314

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Re: Really bad card ideas
« Reply #786 on: October 24, 2012, 01:07:19 am »
+3

Death Cartographer
Action - Looter $3

+$5
Look at the top 4 cards of your deck, trash the revealed actions and put the rest back on top in any order. If you trash no action cards this way, trash this.

When you gain this, gain 2 Ruins.
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gman314

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Re: Really bad card ideas
« Reply #787 on: October 24, 2012, 01:07:40 am »
0

Although, it may be a little too good for this thread.
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jotheonah

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Re: Really bad card ideas
« Reply #788 on: October 24, 2012, 02:12:44 am »
0

A really good card can still be a really bad card idea.
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NoMoreFun

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Re: Really bad card ideas
« Reply #789 on: October 24, 2012, 04:27:47 am »
+2

Never seemed bad before, part 1
$2
Action
+$1
Gain a Silver

Never seemed bad before, part 2
$2
Action
+$1
+2 Actions

Okay it did seem kind of bad
$2
Action
+$1
+2 Buys
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brokoli

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Re: Really bad card ideas
« Reply #790 on: October 24, 2012, 04:39:46 am »
+8

Band of misread
Action - $5
While this is in play :
- Fairgrounds becomes Farmland and inversely
- Possession becomes Procession and inversely
- Mine becomes Mint and inversely
They are that card until Band of misread leaves play.
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brokoli

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Re: Really bad card ideas
« Reply #791 on: October 24, 2012, 04:46:37 am »
+4

Poor Lighthouse
Action - $1
+1 action
Now and at the start of your next turn :
+1$
Reveal your hand. -1$ per treasure card in your hand, to a minimum of $0.
---
While this is in play, when another player plays an attack card, it affect you.
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Re: Really bad card ideas
« Reply #792 on: October 24, 2012, 10:34:34 am »
0

Bulbasaur 40HP G
Basic
GG Leech Seed 20
Unless all damage from this attack is prevented, you may remove one damage counter from Bulbasaur.
Weakness R Resistance -
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TWoos

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Re: Really bad card ideas
« Reply #793 on: October 24, 2012, 05:37:30 pm »
+1

Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.

That's not bad, that's awesome.
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Drab Emordnilap

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Re: Really bad card ideas
« Reply #794 on: October 24, 2012, 05:38:27 pm »
0

Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.

That's not bad, that's awesome.
It should probably be labeled Attack, though.
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brokoli

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Re: Really bad card ideas
« Reply #795 on: October 25, 2012, 07:59:12 am »
0

Altarmory
Action - $6
Trash a card from your hand.
Gain a card costing up to $4, putting it on top of your deck.

Grand market square
Action reaction - $4
+1 card
+1 action
+1 buy
---
When one of your card is trashed, you may discard this from your hand.
If you do, gain a platinium.
---
You can't buy this if you have any copper in play.

(and what about hunting grounds party or bandit nomad camp ?)
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ChocophileBenj

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Re: Really bad card ideas
« Reply #796 on: October 25, 2012, 11:33:15 am »
+2

Hunting grounds party (action $7)
Reveal your hand. Reveal cards from top of your deck until you reveal 4 differently named cards that aren't duplicates of your hand. Add them to your hand and discard the rest.
-----
When this is trashed, gain a Fairgrounds or ?????.

Bandit nomad camp (action $5) :
+1 card
+2 actions
Gain a Spoils
-----
When you buy this card, put it on top of your deck

Count Erfeit (action $5)
+$1, +1 buy
You may choose to play an action card twice. If you do, discard 4 cards, put 2 cards on top of your deck or gain 2 coppers.

Spoilers (Treasure attack $0, not in the supply)
+$3
Return this to the supply. If you do, each other player reveals the 5 cards of top of his deck, discards any number you choose and puts the rest back on his deck in any order you choose.
(kinda looks like pillage ?)

Mining Pillage :
Trash this. If you do, +$2. Either case, each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Native Pillage :
Trash this. Choose one : each other player with 5 or more cards in hand reveals his hand and sets a card on his Native Pillage mat that you choose OR they put all the cards from their Native Pillage mat in their hand. Either case, gain 2 Spoilers.
--------
All opponents may look at your Native Pillage mat at any time. Trash the cards on it when the game ends.

Worker's Pillage
+1 buy. Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Fishing Pillage :
Trash this. Now and at the start of your next turn, each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Farming Pillage :
Trash this. Reveal cards from top of your deck until you reveal an action or treasure card. Put it into your hand and discard the rest. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Border Pillage :
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.
-------
When you gain this, gain a card costing less than this.

(yeah, the last one got its own spoiler !!!)
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ChocophileBenj

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Re: Really bad card ideas
« Reply #797 on: October 30, 2012, 04:23:34 pm »
0

Once again :

Vision attacks :

-See through the Sea- Action attack, cost $4
+$2
Each player (including you) reveals the top 5 cards of his deck. Choose one for each : either he discards them all, or he puts them back in any order he chooses.

-Noble Thief Oracle-
+$1
When you buy this or play it, each player (including you) reveals the 2 top cards of his deck. Choose one for each player : he discards them, or he puts it back in any order he chooses ; then he reveals the 2 top cards of his deck. If a treasure other than copper is revealed, they trash one you choose, and discard the rest. Gain any of the trashed cards. Opponents that didn't reveal any treasure gain a copper.

-Crying Pool-
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then, each opponent trashes the first card of their deck and gain a card costing at least $1 less that you choose.

Victory cards and fodders :
-Duke of the Silk-
$9, victory
Worth 1 VP per Victory card you have.

-Fresh Mint- (already done ?)
$5, action
You may reveal a victory card from your hand. Gain a copy of it.
-----------
When you buy this, reveal your hand and trash all victory cards in it, plus all victory cards you have in play.

-Island in the Sun-
$5, action victory
Set aside a card from your hand. Return it to your deck at the end of the game.
---
Worth 2 VP.

City of Dreams (a not so bad card -_- even if there may be better)
$5, action victory
+1 card
+2 actions
---
Worth 1 VP per empty stack.

Philosopher's Garden (and not Fool's Garden ^^)
$9, victory treasure
When you play this, count yur deck, discard pile, and hand. Worth $1 for every 10 cards in it.
Worth 1 VP for every 12 cards in your deck (rounded down) ;
Whenever you count your number of cards, this counts for 4 cards instead of 1.

Feotunnel :
Victory Reaction, cost $6
Worth 1 VP for every 3 Golds in your deck (rounded down)
---
When you discard this from play outside of your Clean-up phase, you may reveal this. If you do, gain a Gold. When you trash this, gain 3 golds.

And last one :

Worse trader(s) :
Action reaction, cost $4
+1 buy
+$3
Trash 2 cards. Gain a number of silvers equal to the cost in $ of the most expensive of them.
---
When an opponent plays an attack, or you gain a card, you may reveal this and set this aside. If you do, instead, gain a silver, setting it aside. At the start of your next turn, return this and the gained silver to your hand.
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jotheonah

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Re: Really bad card ideas
« Reply #798 on: October 30, 2012, 04:36:19 pm »
0

There are some good ideas buried in these bad ideas. I LOVE the idea of a self-synergizing tunnel.
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GendoIkari

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Re: Really bad card ideas
« Reply #799 on: November 06, 2012, 04:59:17 pm »
+1

Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...
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