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Author Topic: Really bad card ideas  (Read 1849799 times)

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ConMan

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Re: Really bad card ideas
« Reply #850 on: December 10, 2012, 07:10:13 pm »
+2

Here's a little game : try to guess the cards'names

Witchtower
Action attack reaction, $5
Draw until you have 6 cards in hand.
Each other player gains a Curse card.
-------
When you gain a Curse card, you may reveal this. If you do, either trash the gained card or put it on top of your deck.
Nuts, I guessed Watchtorturer.
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mDuo13

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Re: Really bad card ideas
« Reply #851 on: December 12, 2012, 07:55:06 pm »
+6

Online Market
Action - $7
+1 Card, +1 Action
You may buy any number of cards this turn. Reduce the costs of all cards by $2 while this is in play, but increase the cost of the first card you buy this turn by $5 to cover shipping and handling. (The shipping cost cannot be reduced.)
----
You can't buy this if you have any treasures in play.
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Robz888

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Re: Really bad card ideas
« Reply #852 on: December 18, 2012, 02:32:29 pm »
+1

Univercity
Type: Action
Cost: $5P

+2 Actions
Gain a card costing up to $5P.
If there is no more of [this card] in the supply, +2 Cards, +$1, + 1 buy.
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DWetzel

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Re: Really bad card ideas
« Reply #853 on: December 18, 2012, 03:49:59 pm »
+2

Cartographermit
Action - $5
+1 Card
+1 Action
Look at the top 4 cards of your deck.  Discard any of them.  Put the rest back in any order.
Look through your discard pile.  You may trash a card from your hand or discard pile that is not a Treasure.  Gain a card costing up to $3.
When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.
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zahlman

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Re: Really bad card ideas
« Reply #854 on: December 18, 2012, 06:36:27 pm »
+2

Scoutpost - Action - $5
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards in your hand and set aside the rest.
----
In this turn's clean-up phase, instead of drawing 5 cards, put the set-aside cards into your hand. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
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Tables

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Re: Really bad card ideas
« Reply #855 on: December 18, 2012, 06:56:43 pm »
+8

I see all your two card merges and raise you a third.

Talismandarinn - Treasure - $5
+$3
discard two cards
put a card from your hand on top of your deck
---
While this is in play, when you gain a card costing $4 or less, gain a copy of it.
---
When you gain this, look through your discard pile, reveal any number of action cards and shuffle them into your deck. Then put all treasures in play on top of your deck.

Apprenticellarmory - Action - $5
+1 action.
Trash a card from your hand and discard any number of cards then gain a card costing up to $4, putting it on your deck. Draw cards equal to the cost in $ of the trashed card, plus the number of discarded cards, plus two if it had a potion in it's cost.

Secret Chambassadoracle - Action/Reaction - $3
Look at the top two cards of your deck. Choose one: Discard any number of them, $1 per discarded card; OR reveal one of them, return up to two copies of the looked at cards to the supply and each other player gains a copy of it. Put the remaining cards back in any order.
+2 cards
---
When another player plays an attack card, you may reveal this. If you do, +2 cards then put two cards from your hand on top of your deck.
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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.

jotheonah

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Re: Really bad card ideas
« Reply #856 on: December 18, 2012, 09:33:05 pm »
+1

Lol! Tables just won the thread.
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Archetype

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Re: Really bad card ideas
« Reply #857 on: December 18, 2012, 09:38:19 pm »
+1

That first one is the best mashup ever.
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mail-mi

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Re: Really bad card ideas
« Reply #858 on: December 18, 2012, 09:52:02 pm »
0

Village Idiot III
Action-Duration-Reaction
+1 card
+1 action
When any player plays an action card, you may reveal this card.
At the start of your next turn, discard this card
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Tables

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Re: Really bad card ideas
« Reply #859 on: December 18, 2012, 11:21:52 pm »
+1

Oh gosh I just noticed I said when you gain a card costing less than $4, not buy a card. Well I guess I can get away with it, since this is the terrible ideas thread.

Edit: Also that last card is missing the Oracle attack and needs to be attack type. Hmm... Each player reveals the top two cards of their deck. For each player, choose one... Vague wording hilarity ensues.
« Last Edit: December 18, 2012, 11:24:24 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.

Tables

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Re: Really bad card ideas
« Reply #860 on: December 18, 2012, 11:37:20 pm »
+1

Because, man, three wasn't enough, let's try seven. I think I'll stop there. But try and guess which 7 cards make this up before peeking!

Bureaucrossroasir Vanderbalistoreroomad Camp - Action/Attack - $lots
+1 card
+$1
Discard a card.
+1 buy
If this is the first [this card] you've played this turn, +3 actions. Gain a Silver, putting it on top of your deck. Each other player reveals the top two cards of their deck, trashes one costing from $3 to $6, then puts a revealed victory card on top of their deck (or reveals a set of revealed cards with no victory cards). Discard any number of cards. +1 card per card discarded. Discard any number of cards again. +$1 per card discarded.
---
When you discard this from play, you may put a treasure card in play on top of your deck.
---
When you trash this, gain a Gold
---
When you gain this, put it on top of your deck
« Last Edit: December 19, 2012, 10:03:06 am 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.

zahlman

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Re: Really bad card ideas
« Reply #861 on: December 19, 2012, 02:41:28 am »
0

But try and guess which 7 cards make this up before peeking!

You left it up outside spoiler tags as well...
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Tables

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Re: Really bad card ideas
« Reply #862 on: December 19, 2012, 10:02:59 am »
0

But try and guess which 7 cards make this up before peeking!

You left it up outside spoiler tags as well...

D: Well this is what happens when you do things at 4am :P
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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.

brokoli

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Re: Really bad card ideas
« Reply #863 on: December 23, 2012, 10:47:58 am »
+3

So, what about more ruins ?

Ruined Throne room
Choose an action card from your hand.
Play it once.

Abandoned workshop
Gain a card costing up to $2

Abandoned garden
Worth 1VP for every 100 cards in your deck (rounded down)

Bungled remodel
Trash a card from your hand.
Gain a card costing up to $0 more than the trashed card.

Ruined moat
When another player plays an attack card, you may reveal this from your hand.

Lost militia
Each other player discards down to 5 cards in hand.

And my favourite :

Lost scout
+1 action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
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hsiale

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Re: Really bad card ideas
« Reply #864 on: December 23, 2012, 10:57:50 am »
+1

Moat should be "Dry Moat" :)

Fallen Monument
+0 VP. +$0.

(I was thinking about a playable Fallen Monument ruin, giving just VP and no cash, but it would need some penalty, Monument is $4 card and we have a ruin that is an $3 card - Woodcutter with no +$2)
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Cuzz

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Re: Really bad card ideas
« Reply #865 on: December 23, 2012, 11:57:12 am »
0

Merchant Pirate Ghost King's Courtship - Action/Attack - $$$$$$$

+2 cards
Now and at the start of your next turn: +$2.
Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +$1 per Coin token you’ve taken with Merchant Pirate Ghost King's Courthips this game.
You may choose an action card in your hand. Play it three times.
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brokoli

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Re: Really bad card ideas
« Reply #866 on: December 23, 2012, 12:21:42 pm »
+2

Thinking about a new mechanic...

Bluffer
Treasure - $5
Worth $3
---
Whenever you want, you may play a card face down and announce that card is a bluffer. Any card can be played "as a bluffer".
Any other player can challenge you. If he does, reveal the card played face down. If the card is really a bluffer, the challenger gains a curse. Otherwise, you gain a curse and discard the card played "as a bluffer".
When there are no more curses in the supply, you can't play cards face down anymore.
« Last Edit: December 23, 2012, 12:23:41 pm by brokoli »
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ChocophileBenj

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Re: Really bad card ideas
« Reply #867 on: December 23, 2012, 05:22:17 pm »
+1

Militiadventurerminnt
(Insert here a good card description that could be a mix between Militia + adventurer + hermit + mint + inn)

Scounting house
+1 action
Look through your discard pile and reveal any number of victory cards in it, put them into your hand.

And what about some scouthief/scoutransmute ?


(gee, this topic is gonna become mad with those mixed cards names and scout jokes... no matter, it was already !)
« Last Edit: December 23, 2012, 05:23:22 pm by ChocophileBenj »
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Tables

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Re: Really bad card ideas
« Reply #868 on: December 23, 2012, 06:33:04 pm »
0

Thinking about a new mechanic...

Bluffer
Treasure - $5
Worth $3
---
Whenever you want, you may play a card face down and announce that card is a bluffer. Any card can be played "as a bluffer".
Any other player can challenge you. If he does, reveal the card played face down. If the card is really a bluffer, the challenger gains a curse. Otherwise, you gain a curse and discard the card played "as a bluffer".
When there are no more curses in the supply, you can't play cards face down anymore.

I've actually done this :P. It worked decently in 2 player, but was too political.
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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.

DWetzel

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Re: Really bad card ideas
« Reply #869 on: December 24, 2012, 12:43:27 pm »
+5

After my tournament beatdown and a couple subsequent games, I think this is an actual card:

Stef Market
Action - Reaction - Attack
This card has no cost.  It is only accessible to Stef, who automatically starts with it in his deck.

Choose up to four: Visualize the perfect engine at turn 1; automatically connect engine components for the entire game; trash any cards you don't want; or draw the perfect hand in the endgame to win by 1 point.
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zahlman

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Re: Really bad card ideas
« Reply #870 on: December 24, 2012, 07:27:06 pm »
+2

...and I thought *my* rants about luck were creative...
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hypercube

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Re: Really bad card ideas
« Reply #871 on: December 25, 2012, 02:13:49 am »
+6

Wormhole
Victory/Reaction - $3
2VP
----------
If this card is in a discard pile and cards are discarded on top of it, move those cards to underneath another visible Wormhole card (either in the Supply or at the top of another player's discard).

Tunnel of Love
Victory/Reaction - $3
2VP
----------
You may reveal this card when another player plays an Attack card. If you do, gain a hug from that player.
« Last Edit: December 25, 2012, 02:16:18 am by hypercube »
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heron

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Re: Really bad card ideas
« Reply #872 on: December 25, 2012, 11:23:29 pm »
+1

Goko Launch
Action
Cost: More money than you have.

Shut down isotropic.

If goko doesn't stop crashing for me, this would be a very bad card indeed.
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Nicrosil

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Re: Really bad card ideas
« Reply #873 on: December 27, 2012, 04:44:49 pm »
+2

Fool's Golem
Cost: P
Action
If this is the first time you played a Fool's Golem this turn, reveal cards from your deck until you reveal an Action card other than a Fool's Golem. Otherwise reveal cards from your deck until you reveal 4 Action cards other than Fool's Golem cards. Discard the other cards, then play the Action cards in any order.
---
When another player gains a Province, you may trash this from your hand. If you do, gain a Golem, putting it on your deck.
« Last Edit: December 27, 2012, 04:46:05 pm by Nicrosil »
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zahlman

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Re: Really bad card ideas
« Reply #874 on: December 28, 2012, 04:10:09 am »
0

Fool's Golem
Cost: P
Action
If this is the first time you played a Fool's Golem this turn, reveal cards from your deck until you reveal an Action card other than a Fool's Golem. Otherwise reveal cards from your deck until you reveal 4 Action cards other than Fool's Golem cards. Discard the other cards, then play the Action cards in any order.
---
When another player gains a Province, you may trash this from your hand. If you do, gain a Golem, putting it on your deck.

That would make more sense if Golem played three Actions...
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