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Author Topic: Really bad card ideas  (Read 1860044 times)

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sudgy

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Re: Really bad card ideas
« Reply #1125 on: June 07, 2013, 12:12:04 pm »
0

Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

SirPeebles

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Re: Really bad card ideas
« Reply #1126 on: June 07, 2013, 12:18:55 pm »
0

Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.
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sudgy

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Re: Really bad card ideas
« Reply #1127 on: June 07, 2013, 12:23:25 pm »
+1

Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.

 ??? ??? :o :o 8) 8)
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

liopoil

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Re: Really bad card ideas
« Reply #1128 on: June 07, 2013, 12:24:57 pm »
0

instead of infinity, just make it high enough that you could never want more (excepting goons and stuff). Say, 1000. Then with goons it's not a tie. still, it's a race to get as many of these and goons as you can.

Then there's procession of course, but also any trasher. play this, then forge to clear out everything. Then this is your only dead card in your deck.
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gman314

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Re: Really bad card ideas
« Reply #1129 on: June 07, 2013, 12:40:46 pm »
0

Procession is the only way to get all the benefits but still remove it from play.
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liopoil

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Re: Really bad card ideas
« Reply #1130 on: June 07, 2013, 12:43:49 pm »
0

can you buy a fortress, trash it with watchtower, and put it into your hand, and it loses track of it?

can you put nomad camp on top of your deck?
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eHalcyon

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Re: Really bad card ideas
« Reply #1131 on: June 07, 2013, 12:45:18 pm »
+1

Procession is the only way to get all the benefits but still remove it from play.

Watchtower!  Both this and the Infinity card have on-gain effects, but you can choose which one to resolve first.  So you can just buy everything and topdeck it all.  Or trash it, whatever.

Edit: ninja'd slightly, but Watchtower alone is all you need.  Lose track doth apply.
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SirPeebles

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Re: Really bad card ideas
« Reply #1132 on: June 07, 2013, 12:47:36 pm »
0

Procession is the only way to get all the benefits but still remove it from play.

Watchtower!  Both this and the Infinity card have on-gain effects, but you can choose which one to resolve first.  So you can just buy everything and topdeck it all.  Or trash it, whatever.

Edit: ninja'd slightly, but Watchtower alone is all you need.  Lose track doth apply.

Unless you wanted to gain Nomad Camps.
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liopoil

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Re: Really bad card ideas
« Reply #1133 on: June 07, 2013, 12:57:56 pm »
0

oh right, watchtower can topdeck too!
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sudgy

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Re: Really bad card ideas
« Reply #1134 on: June 07, 2013, 04:00:48 pm »
0

Well then, change it to "would gain" (or, if that doesn't work, "would would gain").  I still like the Infinity ;)
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

dominator 123

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Re: Really bad card ideas
« Reply #1135 on: June 08, 2013, 12:41:12 am »
0

Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.
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KingZog3

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Re: Really bad card ideas
« Reply #1136 on: June 08, 2013, 01:01:47 am »
0

Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.

Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
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Axxle

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Re: Really bad card ideas
« Reply #1137 on: June 08, 2013, 01:06:14 am »
+1

Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.
So... +∞ Actions?


Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
No because you immediately draw it so you don't have it for next turn.
« Last Edit: June 08, 2013, 01:07:20 am by Axxle »
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KingZog3

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Re: Really bad card ideas
« Reply #1138 on: June 08, 2013, 01:19:35 am »
0

Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
No because you immediately draw it so you don't have it for next turn.

True. But still pretty good. Infinite Actions is decent at least.
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Jimmmmm

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Re: Really bad card ideas
« Reply #1139 on: June 08, 2013, 01:44:15 am »
+2

Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.

It also gives you 2 infinity of everything.
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math

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Re: Really bad card ideas
« Reply #1140 on: June 08, 2013, 11:33:23 am »
0

Metropolis
Action-$7
+2 Actions
Put this card on top of your deck.

Now I'm wondering if there is any way to balance this idea.  Would it be broken at $7?
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Warfreak2

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Re: Really bad card ideas
« Reply #1141 on: June 08, 2013, 12:01:22 pm »
+1

A Necropolis that topdecks itself? This has the effect of turning +n Cards +m Actions into +(n-1) Cards +(m+1) Actions. Smithy becomes Laboratory, Witch becomes Familiar, Council Room sort of becomes Governor. But Laboratory becomes... Village. Of course, you could choose not to play it.
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KingZog3

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Re: Really bad card ideas
« Reply #1142 on: June 08, 2013, 12:08:36 pm »
0

Metropolis
Action-$7
+2 Actions
Put this card on top of your deck.

Now I'm wondering if there is any way to balance this idea.  Would it be broken at $7?

Maybe it's more a question of "is it practical?" $7 Villages essentially make engines not possible. Think of Border Village, except this doesn't even give you the other part of the engine. So yes, it probably does qualify for this thread :P
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gman314

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Re: Really bad card ideas
« Reply #1143 on: June 08, 2013, 12:11:32 pm »
0

And, think of Nobles. I will not buy Nobles as the only Village on the board in most circumstances.
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math

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Re: Really bad card ideas
« Reply #1144 on: June 08, 2013, 12:32:40 pm »
0

The difference is that after you play Metropolis, it will be in every subsequent hand (you just play it again after your last terminal draw card).  Say you are building a Nobles-Smithy engine.  You need to alternate Nobles and Smithy, ending up with, say, 4 Nobles and 4 Smithy.  If Metropolis is your village, you can end up with 7 Smithy and just one Metropolis.  You only need to hit $7 once and you're set.

Also, Laborotory doesn't need to turn into Village.  If you have Lab and Metropolis in the same hand, just play the Lab first - then it's still a Lab.
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Warfreak2

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Re: Really bad card ideas
« Reply #1145 on: June 08, 2013, 12:43:36 pm »
0

Curse is a bad card. Necropolis is a bad card. A Curse which topdecks itself is worse, but a Necropolis which topdecks itself is $7?
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math

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Re: Really bad card ideas
« Reply #1146 on: June 08, 2013, 12:51:52 pm »
0

On the contrary, Necropolis is not a bad card.  Necropolis is a village, and any kind of village is a good card in many setups.  Topdecking a good card is good.

Furthermore, the whole point of any village is to draw it with your terminal draw cards.  In a standard engine, given that you have a terminal draw card in hand, what is the chance of having a village in hand as well?  It depends on how well your engine is built; probably anywhere from about 50% to about 90%.  With Metropolis as your village, the probability is 100%.  It will happen every time.
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AJD

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Re: Really bad card ideas
« Reply #1147 on: June 08, 2013, 01:40:55 pm »
+1

On the contrary, Necropolis is not a bad card.  Necropolis is a village, and any kind of village is a good card in many setups.

To frame it a slightly different way, Necropolis is a bad card because either

1) there are other villages available, and they outclass Necropolis so severely that it's often the case that you should just trash your Necropolis and get more of the other villages

or

2) there are no other villages available, in which case Necropolis is your only village, in which case you'd be a fool to build a deck that depends on having +Actions, in which case Necropolis isn't helping you very much.

Necropolis is the Copper of villages—very useful because it lets you do things at the beginning of the game, and sometimes not worth the effort of trashing it... but not a "good" card.
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Re: Really bad card ideas
« Reply #1148 on: June 08, 2013, 02:18:58 pm »
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I had a 3 player game today where the number of Goons I could play at once was limited by the number of Villages I managed to get; they were in short supply, since my opponents were rushing them while I Chapelled down. Probably I would have kept my Necropolis if it had been a Shelters game. But this is an Edge CaseTM!
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KingZog3

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Re: Really bad card ideas
« Reply #1149 on: June 08, 2013, 03:51:52 pm »
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Most villages also give something other than just Actions. Even that +1 card means if you didn't have a smithy in my hand, I could still pick it up. I can have metropolis every hand, but I still need Smithy in my hand. If I don't, then it's a completely dead card in my hand. I can maybe see this at $4 maximum.

Think of it like this. If I keep topdecking it, I draw less cards from my smithys, since I don't actually get anything from Metropolis. If I don't get another Smithy in the 2 cards after the topdecked Metropolis, then I'm stuck. Regular Village doesn't have this problem, since it replaces itself in your hand. I get Village, play it, draw a card and still have a 5 card hand. And even those that lower your hand size like Fishing Village give me something like $. This lowers my hand size and limits what I can draw. Sure you'll need one village in your deck, but you'll need way more +cards.
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