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Author Topic: Really bad card ideas  (Read 1849168 times)

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Awaclus

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Re: Really bad card ideas
« Reply #2950 on: August 21, 2014, 10:04:24 am »
0

Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving
...and a +card.

Let's compare it with Masquerade, one of the strongest cards in the game:

Masquerade:
 + Safer (chooses the worst one out of 6 cards to trash, know 4 options before playing the card)
 + Can sometimes luck out and receive a good card in exchange for a bad card

Inspire:
 + Leaves you with a better hand for this turn
 + Smaller chance of terminal collision
 + Leaves you with a better deck for the remaining turns this shuffle
 + Some control over getting a good turn now vs. getting a good turn next turn
 + Cycles more cards
 + Triggers more wanted reshuffles
 - Triggers more unwanted reshuffles

Looks like broken.
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Holger

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Re: Really bad card ideas
« Reply #2951 on: August 21, 2014, 10:39:49 am »
0

Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving
...and a +card.

Right, I missed the extra card draw.  That makes Inspire indeed much stronger, but still not "obviously broken" IMO.

Quote
Let's compare it with Masquerade, one of the strongest cards in the game:

Masquerade:
 + Safer (chooses the worst one out of 6 cards to trash, know 4 options before playing the card)
 + Can sometimes luck out and receive a good card in exchange for a bad card

Inspire:
 + Leaves you with a better hand for this turn
 + Smaller chance of terminal collision
 + Leaves you with a better deck for the remaining turns this shuffle
 + Some control over getting a good turn now vs. getting a good turn next turn
 + Cycles more cards
 + Triggers more wanted reshuffles
 - Triggers more unwanted reshuffles

Looks like broken.

You're missing the fact that Masq's trashing is optional, Inspire's isn't, so Inspire is often dead in the late game, and you can't use it for +2 cards in an engine. Also, Masq is a great counter for junking attacks.
Each of Inspire's "+"es is rather small in comparison (you can only cycle/discard a single bad card, and make another likely to miss a reshuffle.) It's probably a bit stronger than Masq overall, but I think it should work as a strong $4 (or possibly a weak $5).
« Last Edit: August 21, 2014, 10:42:51 am by Holger »
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Witherweaver

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Re: Really bad card ideas
« Reply #2952 on: August 21, 2014, 10:42:23 am »
0

Masquerade an be dead late in the game, too, as sometimes you get hands where you can't risk giving your opponent a card.
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Holger

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Re: Really bad card ideas
« Reply #2953 on: August 21, 2014, 10:53:49 am »
0

But usually, the optimal strategy is to name zero each time, so as to keep HoPoP in your deck.

That's not the point, the point is that Goko can't assume that, so it has to ask you every time.

Technically that's true, but Goko doesn't ask you infinitely often whether you want to reveal a Moat either. It makes no more sense to name a different number here than it makes to (not) reveal Moat several times.

Masquerade an be dead late in the game, too, as sometimes you get hands where you can't risk giving your opponent a card.

Occasionally, yes. But usually the chance of you having to give the opponent a good card is outweighed by the chance of him having to give you a good card.
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Awaclus

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Re: Really bad card ideas
« Reply #2954 on: August 21, 2014, 11:08:18 am »
0

But usually the chance of you having to give the opponent a good card is outweighed by the chance of him having to give you a good card.
That's only because you get to see 4 of the cards that you might be giving the opponent before you play Masq. That's already addressed in the "safer" plus.

I agree that it would work as a strong $4 or as a weak $5, probably better at $4. Inspire/Silver is still pretty strong, but not unreasonably strong, and you can't do the Inspire/Inspire opening which sounds like extremely powerful unless it's a Baker board.
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GendoIkari

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Re: Really bad card ideas
« Reply #2955 on: August 21, 2014, 02:08:02 pm »
0

Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.

Shouldn't be any different than Throning a Feast.

Hm.. you have N unique cards in play.  First unique, Goko asks you "How many times do you want to trash Horn of Plenty Plenty?", and you answer something.  Second unique, Goko asks you ..., and you answer some  other random number, ....  I imagine each request would cause a bit of lag from sending messages back and forth.  Opponent rage quits.

The point was not the technicality of the trashing, but that, on a literal reading, you have to supply a number for each differently named card you have in play, so Goko asks you what that number is.

But usually, the optimal strategy is to name zero each time, so as to keep HoPoP in your deck.

That's not the point, the point is that Goko can't assume that, so it has to ask you every time.

Actually I think it would only ask the first time, unless you answered 0 the first time. If you answered 1 or more, then the card would be trashed, and after that, any attempts to trash it would fail. So even though you can choose to trash it again, it wouldn't do anything anyway. I'm assuming that if you Throne Room a Mining Village, and choose to trash it the first time, then Goko doesn't give you the option to choose to trash it the second time, does it?
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Witherweaver

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Re: Really bad card ideas
« Reply #2956 on: August 21, 2014, 02:09:39 pm »
0

I'm not actually sure about that point.
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Minotaur

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Re: Really bad card ideas
« Reply #2957 on: August 21, 2014, 02:46:46 pm »
0

Inspire isn't Really Bad after all, I guess.  And the game needs more Pearl Diver enablers, even inconsistent ones (i.e., your third good card out of five would go to the diver generally)

EDIT: $4 sounds more fair though, like others said.  The fact that it's terminal and has mandatory trashing might keep it under $5 IMO, but it could use testing.
« Last Edit: August 21, 2014, 03:11:52 pm by Minotaur »
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liopoil

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Re: Really bad card ideas
« Reply #2958 on: August 21, 2014, 02:55:11 pm »
0

no, the one card out of 5 is too strong for $3, even $4. Think about it in big money: it will always draw a silver, usually gold... in addition to sifting and trashing.
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Awaclus

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Re: Really bad card ideas
« Reply #2959 on: August 21, 2014, 03:18:50 pm »
0

no, the one card out of 5 is too strong for $3, even $4. Think about it in big money: it will always draw a silver, usually gold... in addition to sifting and trashing.
Always drawing a Silver isn't that great, since just buying a Silver instead is the same thing. It's a strong big money enabler, but I think it's definitely much stronger in engines. Just like Masquerade, only a bit stronger for both types of decks.
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silverspawn

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Re: Really bad card ideas
« Reply #2960 on: August 21, 2014, 03:34:15 pm »
+2

Quote
Jack of all lol's - Action - lol$
Lol a lol. Lololololololol. Lol the top lol of your lol. Lolololol. You may lol a lolololol that's not a lololol. Lolololol.

silverspawn

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Re: Really bad card ideas
« Reply #2961 on: September 24, 2014, 01:48:13 pm »
+6

Witherweaver - Action - Reaction - 0$
Gain any card that's not in the supply.
---
When you put a card on top of your deck, you may reveal this from your hand. If you do, other Players will know that you have it in your hand.

Marcory

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Re: Really bad card ideas
« Reply #2962 on: September 29, 2014, 02:36:44 am »
+1

Foreign Ministry Action--$5

Reveal the top 500 cards of your deck. The player to your left chooses 100 for you to discard. Draw the rest.

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Witherweaver

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Re: Really bad card ideas
« Reply #2963 on: September 29, 2014, 09:56:56 am »
0

Witherweaver - Action - Reaction - 0$
Gain any card that's not in the supply.
---
When you put a card on top of your deck, you may reveal this from your hand. If you do, other Players will know that you have it in your hand.

Am I the first forum member to have my own card?!
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silverspawn

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Re: Really bad card ideas
« Reply #2964 on: September 29, 2014, 10:04:30 am »
0

silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

Hydrad

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Re: Really bad card ideas
« Reply #2965 on: September 29, 2014, 10:06:53 am »
0

silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

I don't know... Is it ever possible to afford yours? If not I don't think yours could be better.
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Witherweaver

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Re: Really bad card ideas
« Reply #2966 on: September 29, 2014, 10:13:44 am »
+1

silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

That wouldn't really change me being the first...
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silverspawn

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Re: Really bad card ideas
« Reply #2967 on: September 29, 2014, 10:15:18 am »
0

well time is relative  :P

but yea, you're probably the first

Witherweaver

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Re: Really bad card ideas
« Reply #2968 on: September 29, 2014, 10:18:35 am »
0

well time is relative  :P

but yea, you're probably the first

Length of time intervals is relative, order of events is not~
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GeoLib

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Re: Really bad card ideas
« Reply #2969 on: September 29, 2014, 10:59:20 am »
+5

well time is relative  :P

but yea, you're probably the first

Length of time intervals is relative, order of events is not~

O Rly?

http://en.wikipedia.org/wiki/Relativity_of_simultaneity
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Witherweaver

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Re: Really bad card ideas
« Reply #2970 on: September 29, 2014, 11:22:29 am »
0

well time is relative  :P

but yea, you're probably the first

Length of time intervals is relative, order of events is not~

O Rly?

http://en.wikipedia.org/wiki/Relativity_of_simultaneity

Actually you're right, my mistake.
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Axxle

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Re: Really bad card ideas
« Reply #2971 on: September 29, 2014, 01:46:13 pm »
0

There was one for our Based Chameleon

Quote
Celestial Chameleon
Reaction - Shelter $1
When you shuffle your deck within the first 5 turns, you may place your deck in any order.
________________
In games using this, use the following kingdom: Hamlet, Black Market, Watchtower, Fortress, Nomad Camp, Procession, Catacombs, Haggler, Goons, King's Court and Peddler.  Use the following Black Market deck: Young Witch, Cultist, Squire, Woodcutter, Bridge, Gardens, Quarry, Sir Martin, Worker's Village, City, Council Room, Counting House, Festival, Margrave, Market, Fairgrounds, Hunting Grounds, Bank, Expand, Forge, Vineyard, Scrying Pool

(Replaces Hovel)
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sudgy

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Re: Really bad card ideas
« Reply #2972 on: October 01, 2014, 12:45:18 am »
+5

silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

Yeah, copying treasures is a lot better than winning the game if you can't afford to win the game.
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Awaclus

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Re: Really bad card ideas
« Reply #2973 on: October 01, 2014, 04:53:40 am »
0

silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

Yeah, copying treasures is a lot better than winning the game if you can't afford to win the game.

It's not exactly a surprise if you can't afford to win the game when you keep junking yourself, though.


Also,

sudgy
$1 Action
Trash this and 99 sudgy cards from your hand. If you do, gain a Dango Star from the Dango Star pile.
(there are 100 copies of this card in the supply)

Dango Star
$0* Victory
9001 VP
(this is not in the supply)
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KingZog3

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Re: Really bad card ideas
« Reply #2974 on: October 01, 2014, 10:19:00 am »
+1

KingZog3 - Action - $5

When you play this, take an AndrewisFTTW card from the AndrewisFTTW pile, beat it at Dominion, then trash it.


*AndrewisFTTW - Treasure - 0$

Worth 0$

When you trash this, put it in the AndrewisFTTW pile.

(This is not in the supply)
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