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Author Topic: Really bad card ideas  (Read 1849759 times)

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Minotaur

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Re: Really bad card ideas
« Reply #3300 on: February 17, 2015, 12:06:23 pm »
+7

Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
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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.

LibraryAdventurer

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Re: Really bad card ideas
« Reply #3301 on: February 17, 2015, 01:55:55 pm »
0

Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
The Lookout can't trash it, the Cartographer can't discard it, and the Vagrant can only make ruin come quicker.


Necronomicon
3P - Action
Draw until you have 6 cards in hand. Set aside all cards drawn this way that do not start with "Cth", as you draw them; discard the set aside cards after you finish drawing.

pacovf

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Re: Really bad card ideas
« Reply #3302 on: February 17, 2015, 02:20:39 pm »
+1

Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
The Lookout can't trash it, the Cartographer can't discard it, and the Vagrant can only make ruin come quicker.

You can still counter it with a Pirate Ship.
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Minotaur

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Re: Really bad card ideas
« Reply #3303 on: February 19, 2015, 01:54:54 pm »
0

Sage thinks he can delay it, but he needs us all to build seven Bridges as fast as we can, no time for questions...
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SwitchedFromStarcraft

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Re: Really bad card ideas
« Reply #3304 on: February 19, 2015, 02:29:24 pm »
0

But there is time for musical inspiration while you build:

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pacovf

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Re: Really bad card ideas
« Reply #3305 on: February 19, 2015, 09:05:48 pm »
+2

Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
The Lookout can't trash it, the Cartographer can't discard it, and the Vagrant can only make ruin come quicker.

You can still counter it with a Pirate Ship.

The joke is that is how The Call of Cthulhu ends.
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Minotaur

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Re: Really bad card ideas
« Reply #3306 on: February 21, 2015, 12:14:17 pm »
0

Anyone else ever think of Ruins as "anti-cards?"  That is, playing another card and then a Ruins back-to-back has the same effect as discarding both cards and picking up the next card.

Ruined Library is essentially an anti-Village.
Ruined Village is an anti-Laboratory.

Ruined Mine is a Copper and an anti-Village.

Survivors is a buffed Scout and an anti-Village...


Anti-Scout 1 (play before Scout)
Action-Ruins
+2 Cards
+1 Action
Look through your deck and discard pile, and set aside the Victory cards from each from the game separately.  At the end of your turn, or the next time a different action is resolved, return the set aside Victory cards to your deck and discard pile, respectively, and shuffle your deck.

Anti-Scout 2 (play after Scout)
Action-Ruins
+2 Cards
+1 Action
Reveal your hand.  Place three Victory cards from your hand on top of your deck in any order.
« Last Edit: February 21, 2015, 12:24:34 pm by Minotaur »
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Minotaur

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Re: Really bad card ideas
« Reply #3307 on: February 21, 2015, 12:30:58 pm »
0

Mystery Machine (because it "takes off the mask")

+2 Actions
You may gain a card from the trash into your hand.
Each player passes a card to the right and takes the card passed to them in hand.
« Last Edit: February 21, 2015, 12:32:23 pm by Minotaur »
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Co0kieL0rd

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Re: Really bad card ideas
« Reply #3308 on: February 23, 2015, 02:10:43 pm »
+3

Poisoned Well
Action/Ruins
$0
Name a card.

This might seem like the worst card ever (it was a close competition with Scout) but it has great synergy with this card:

Public Well
Action
$1
+1 Card. +1 Action. If you named any cards this turn, you may reveal them.

which, in turn, synergizes with this card:

Ghost Well
Action
$2
You may set aside any cards you revealed this turn. Never return them to your deck.
« Last Edit: February 23, 2015, 02:17:13 pm by Co0kieL0rd »
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Re: Really bad card ideas
« Reply #3309 on: February 23, 2015, 02:16:40 pm »
0

Poisoned Well
Action/Ruins
$0
Name a card.

Toxic Well
Action/Ruins
$0
Reveal a card from your hand.
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Deadlock39

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Re: Really bad card ideas
« Reply #3310 on: February 23, 2015, 02:55:16 pm »
+1

I think Poisoned Well needs +1 action so I can play the Poisoned->Public->Ghost combo when there aren't any Villages in the Kingdom.

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

Minotaur

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Re: Really bad card ideas
« Reply #3311 on: February 23, 2015, 04:41:50 pm »
0

Poisoned Well
Action/Ruins
$0
Name a card.

This might seem like the worst card ever (it was a close competition with Scout) but it has great synergy with this card:

Public Well
Action
$1
+1 Card. +1 Action. If you named any cards this turn, you may reveal them.

which, in turn, synergizes with this card:

Ghost Well
Action
$2
You may set aside any cards you revealed this turn. Never return them to your deck.

Ultimate Scout combo.
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Kirian

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Re: Really bad card ideas
« Reply #3312 on: February 24, 2015, 11:53:10 am »
+2

Poisoned Well
Action/Ruins
$0
Name a card.

This might seem like the worst card ever (it was a close competition with Scout) but it has great synergy with this card:

Public Well
Action
$1
+1 Card. +1 Action. If you named any cards this turn, you may reveal them.

which, in turn, synergizes with this card:

Ghost Well
Action
$2
You may set aside any cards you revealed this turn. Never return them to your deck.
Well, well, well...
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GendoIkari

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Re: Really bad card ideas
« Reply #3313 on: February 24, 2015, 12:00:08 pm »
0


That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.
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Witherweaver

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Re: Really bad card ideas
« Reply #3314 on: February 24, 2015, 12:13:40 pm »
0


That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!
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Minotaur

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Re: Really bad card ideas
« Reply #3315 on: February 24, 2015, 12:16:32 pm »
0


That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

You have all the Gardens and you're playing against Noble Brigand?
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GendoIkari

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Re: Really bad card ideas
« Reply #3316 on: February 24, 2015, 12:18:30 pm »
0


That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

I seriously started to add in the edge cases before posting that, and decided it wasn't worth it.
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TheOthin

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Re: Really bad card ideas
« Reply #3317 on: February 24, 2015, 12:20:23 pm »
0


That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

You have all the Gardens and you're playing against Noble Brigand?

Or Their or Pirate Ship! Instead of getting a Copper, you avoid letting them steal one.
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Witherweaver

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Re: Really bad card ideas
« Reply #3318 on: February 24, 2015, 12:21:07 pm »
+1


That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

You have all the Gardens and you're playing against Noble Brigand?

I was thinking Mountebank, then Menagerie, then decided to just say "edge cases". 
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Deadlock39

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Re: Really bad card ideas
« Reply #3319 on: February 24, 2015, 01:58:51 pm »
0

Yeah, so everyone ninja'd me already, but I defend my statement as well.  Cards can't be strictly better/worse if they don't share the same type.

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Re: Really bad card ideas
« Reply #3320 on: February 24, 2015, 02:08:42 pm »
0

Yeah, so everyone ninja'd me already, but I defend my statement as well.  Cards can't be strictly better/worse if they don't share the same type.

Why couldn't they?
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Seprix

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Re: Really bad card ideas
« Reply #3321 on: February 24, 2015, 02:18:00 pm »
+1

Mach 5
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+1 Action


Yell "AH!". If you do, choose a letter from A to G. If you choose A, jump around; B, skid on the floor; C, cut up a card from your hand; D, put on an extra pair of clothes; E, put on glasses; F, jump into a pool; and G, let go of any birds you currently own into the wild.

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Minotaur

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Re: Really bad card ideas
« Reply #3322 on: February 24, 2015, 02:22:28 pm »
+1

Yeah, so everyone ninja'd me already, but I defend my statement as well.  Cards can't be strictly better/worse if they don't share the same type.

Why couldn't they?

I sort of agree with Awaclus, I think.  Usually it's hard to compare because, for example, actions need Actions, but it's compensated in some way.  Just cut the compensation, and you'll get a card that's better 99% of the time.  You need something like King's Court or Scyring Pool that reaaaally cares about card type to get edge cases...

Herpy McDerp
Action
Cost: $0

+$1

Derpy McDerperson
Action
Cost: $3

+$2

Derp Herpington the III, Esq.
Action
Cost: $6

+$3
« Last Edit: February 24, 2015, 02:30:30 pm by Minotaur »
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Minotaur

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Re: Really bad card ideas
« Reply #3323 on: February 24, 2015, 02:33:57 pm »
0

Likewise, a free Peddler would be better than a Copper 99% of the time.  Maybe just 95% of the time because of terminal draw...

Beverly Hills Copper
Action
Cost: $0

+1 Card
+1 Action
+ $1

Silver Surfer
Action
Cost: $3

+1 Card
+1 Action
+ $2

Goldfinger
Action
Cost: $6

+1 Card
+1 Action
+ $3

Platina, Goddess of Avarice
Action
Cost: $9

+1 Card
+1 Action
+ $5
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Deadlock39

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Re: Really bad card ideas
« Reply #3324 on: February 24, 2015, 02:43:18 pm »
0

But... you guys keep using these numbers... like 99% and 95% and well, that isn't "strictly better".
Strictly better means no edge cases.
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