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Author Topic: Really bad card ideas  (Read 1863158 times)

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sparky5856

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Re: Really bad card ideas
« Reply #600 on: August 12, 2012, 03:09:21 pm »
0

Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

You may trash a card that's not a card.

Brilliant.
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NoMoreFun

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Re: Really bad card ideas
« Reply #601 on: August 12, 2012, 04:39:06 pm »
0

Jack of One Trade
Action:
+2 action
+$2
-$1 for each treasure in your hand (to a minimum of zero)
When you gain a victory card, you may trash this card from your hand
When you trash this, +1 card, discard a card

Jack of Seven Trades
Action:
Draw until you have 6 cards in hand
Do this 3 times
Trash two cards from your hand. Either gain a card costing the sum of the 2 cards, or $3 more than the cheaper card.
+$1 for each treasure trashed this way

Master of Eight Trades
Worth 6VP
+1 card
+1 action
+$1

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NoMoreFun

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Re: Really bad card ideas
« Reply #602 on: August 12, 2012, 04:42:13 pm »
+1

Ghost Cellar
+1 Action
Put any number of cards from your hand on top of your deck
For each card you do, +1 card
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qmech

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Re: Really bad card ideas
« Reply #603 on: August 12, 2012, 05:07:19 pm »
0

Ace of Trades $7
When you would gain a card, you may reveal this from your hand.  If you do, instead, gain a Gold.
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Titandrake

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Re: Really bad card ideas
« Reply #604 on: August 12, 2012, 05:14:56 pm »
+1

How To Carry a Theme Too Far
Action - Attack - Reaction
Cost: $1
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Discard 1 card.
Each other player discards 1 card.
Each other player gains 1 Curse.
Whenever another player plays an Attack, you may reveal and set aside this card. If you do, at the start of your next turn return this to your hand and gain 1 copy of this card to your hand.
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Graystripe77

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Re: Really bad card ideas
« Reply #605 on: August 12, 2012, 05:57:34 pm »
+3

Yea, I did: $4
Action
+1 Action

Reveal the top 4 cards of your deck. Put the revealed victory cards into your hand. Put the rest back on top of your deck in any order.
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sparky5856

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Re: Really bad card ideas
« Reply #606 on: August 12, 2012, 07:06:43 pm »
+7

Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.
$4 Action-Reaction-Attack

+1 Card
+1 Action
+1$
+1 Buy
+1 VP
Discard any number of cards.
+1 Card per card discarded.
You may immediately put your deck into your discard pile.
Gain a card costing up to $4.
Gain a Silver.
Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).
Trash this card. Gain a card costing up to $5.
Each other player discards down to 3 cards in his hand.
Trash a Copper from your hand. If you do, +$3.
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card.
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.
Choose an Action card in your hand. Play it twice.
Each other player draws a card.
Draw until you have 5 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
Each other player gains a Curse card.
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
You may trash a card from your hand that is not a treasure.
Put a card from your hand on top of your deck.
Discard any number of cards. +$1 per card discarded.
Each player passes a card in their hand to the player on their left. You may trash a card from your hand.
Reveal your hand. If you have no Action cards in hand, +2 Cards.
Each other player trashes the top card of his deck and gains a card with the same cost that you choose.
Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
You may discard an Estate card. If you do, +$4. Otherwise, gain an Estate card.
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
If you’ve played 3 or more Actions this turn (counting this): +1 Card; +1 Action.
Copper produces an extra $1 this turn.
You may trash this card immediately. If you do, +$2.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Choose one: +$2; or discard your hand, +4 Cards; and each other player with at least 5 cards in hand discards his hand and draws 4 cards.
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards.
Trash a card from your hand. Gain a card costing exactly $1 more than it.
Trash this card. Put an Embargo token on top of a Supply pile.
When a player buys a card, he gains a Curse card per Embargo token on that pile.
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Look at the bottom card of your deck. You may put it on top.
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.
Discard 3 cards.
Each other player discards a Copper card (or reveals a hand with no Copper).
Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.
Trash a card from your hand. +$ equal to its cost.
Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
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.
You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns.
Trash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has ◉ in its cost.
Trash a card from your hand. If it is an… Action card, gain a Duchy; Treasure card, gain a Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.; Victory card, gain a Gold.
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn’t an Action. Put all of your revealed cards into your hand.
You may gain an Action card costing up to $5.
Reveal cards from your deck until you reveal 2 Action cards other than Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM Cards. Discard the other cards, then play the Action cards in either order.
The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are trashed. Because this card is kinda overpowered.
Trash a card from your hand. +VP tokens equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.
If there are one or more empty Supply piles, +1 Card. If there are two or more, +$1 and +1 Buy.
Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
You may reveal a Treasure card from your hand. Gain a copy of it.
Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper.
Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
Discard any number of cards. +$1 per card discarded. Each other player may discard 2 cards. If he does, he draws a card.
Trash a card from your hand. Gain a card costing up to $3 more than the trashed card.
Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.
You may choose an Action card in your hand. Play it three times.
You may discard a card; if you do, +1 Action.
You may discard a card; if you do, +1 Buy.
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Do this twice: Trash a card from your hand; gain a card costing exactly $1 more than the trashed card.
Each player may reveal a Province from his hand.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed.
Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest.
Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise either he gains a copy of the discarded card or you do, your choice.
Each player (including you) looks at the top card of his deck, and discards it or puts it back.
Trash a card from your hand. Gain a card costing exactly $1 more than it and a card costing exactly $1 less than it, in either order, putting them on top of your deck.
Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.
+2 Cards
Each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn’t reveal a Treasure, he gains a Copper. You gain the trashed cards.
You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or +$2 and +1 Buy.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
Put a card from your hand on top of your deck.
Each other player draws a card, then discards down to 3 cards in hand.
Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.
Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly $1 ($2) more.
Gain all the Rats.

When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck, and you are unaffected by that attack.
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

You can’t buy this if you have any Copper in play.
When you buy this, trash all Treasures you have in play.

There. Top THAT.

(Someone should seriously implement this on Goko Dominion.)
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eHalcyon

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Re: Really bad card ideas
« Reply #607 on: August 12, 2012, 07:07:36 pm »
+2

I became disinterested in these Jokes of all Trades after like the third one.  :-\
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Archetype

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Re: Really bad card ideas
« Reply #608 on: August 12, 2012, 07:45:09 pm »
+1

Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.
$4 Action-Reaction-Attack

Someone has a little too much time on their hands...   :P
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jotheonah

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Re: Really bad card ideas
« Reply #609 on: August 12, 2012, 07:48:05 pm »
+7

I did like the part where apparently you get to do Scout's ability 10 times.
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ConMan

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Re: Really bad card ideas
« Reply #610 on: August 13, 2012, 01:29:36 am »
+14

Inspired by the excessively wordy JoaT variants:

Bureaucrat (alternative version)

1. While acting in accordance with the Rules of Dominion (henceforth referred to as "The Rules") and any legislation pertinent to the location of the person who played this card (henceforth referred to as "you"), gain a copy of the card named Silver from the appropriate supply pile (if available). However, as according to the Special Provisions as laid out in "The Rules", place the gained card on top of your deck.

2. Persons playing in the game of Dominion in which this card was played, with the sole exception of the player who played this card (henceforth referred to as "each other player") must reveal to you and each other player a card from the set of cards referred to as their "hand" such that it is of type "Victory", notwithstanding the possible presence of other card types on said card, and place the revealed card on top of their deck. Each other player who is unable to reveal such a card is, in accordance with The Rules, required to reveal to you and each other player all cards currently in their "hand" in order to confirm the lack of such a card.

3. In the event that a player reveals a card of type "Reaction" (notwithstanding the possible presence of other card types on said card) in response to the playing of this card, in accordance with The Rules, then resolution of the effects of this card are to be suspended in preference of resolving the effects of the Reaction card, following which the resolution of the effects of this card may resume, potentially with modification as directed by the effects of the Reaction card.
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ConMan

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Re: Really bad card ideas
« Reply #611 on: August 13, 2012, 01:36:47 am »
0

Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

You may trash a card that's not a card.

Brilliant.
I'm glad you liked it. I was trying to work out "How do I make 'You may trash a card from your hand that isn't a Treasure' worse?"

Of course, like many other of these cards, there's a question of "When would this card ever actually be useful?" and so far about the only possibilities I can think of are with Tunnel, and some very very rare situations with something like Library where you wind up using MoN, Library and some sort of Village/Festival as a really weak Cellar/Warehouse variant.
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rspeer

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Re: Really bad card ideas
« Reply #612 on: August 14, 2012, 03:32:32 am »
+2

After speculating briefly about a hinted card whose name rhymes with a card costing $2P more:

Fail Chemist
Action - $1

+2 Cards
Gain a Potion.
--------
If you discard a Potion during your cleanup phase this turn, trash your discard pile.
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FishingVillage

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Re: Really bad card ideas
« Reply #613 on: August 14, 2012, 03:41:30 am »
0

<('u')> $0
Victory - Curse

0VP
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zahlman

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Re: Really bad card ideas
« Reply #614 on: August 14, 2012, 01:36:02 pm »
0

After speculating briefly about a hinted card whose name rhymes with a card costing $2P more:

Fail Chemist
Action - $1

+2 Cards
Gain a Potion.
--------
If you discard a Potion during your cleanup phase this turn, trash your discard pile.

Jam Silver - Action - $1
+1 Card

Each opponent gains a Silver.
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jotheonah

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Re: Really bad card ideas
« Reply #615 on: August 14, 2012, 01:38:08 pm »
+2

Unfamiliar
$3P
+1 Card
+1 Action
Each opponent gains a card that is not a card.
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Tables

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Re: Really bad card ideas
« Reply #616 on: August 14, 2012, 01:59:33 pm »
+1

Time Bending Duke
$5 Victory
Worth 1VP per Duchy in your deck at the end of the next game
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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.

Gansura

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Re: Really bad card ideas
« Reply #617 on: August 14, 2012, 02:26:12 pm »
+1

Speculating on cards with tracking issues:
I assume the tracking issues everyone is discussing have to do with that one card which trashes the other card three turns from now if you had more than 7 cards in your hand last turn? This is going to be really confusing with Outpost and the other card that can't be trashed unless your discard pile has no more than two types of cards in it. But good move making it cost $1 per victory card bought by the opponent to your right on her last two turns.

Geographer's Clone
Action
$0* *This card costs $1 per victory card bought by the opponent to your right on his/her last two turns.
+1 Card per starting-hand cards in your hand.
+1 Action per action card trashed by an player since your last turn.
If you had more than 7 cards in your hand at some point last turn, you may trash a Gerbalist from your hand on your third turn after this one.

Gerbilist
Action-Reaction
$2 or $3, your choice
Put your deck into your discard pile.
You may shuffle any victory cards from your discard pile into your deck.
-----------------------------------
When someone buys a victory card that costs less than the last victory card they bought, you may reveal this card and put your deck into your discard pile.
-----------------------------------
*This card may not be trashed unless your discard pile has no more than two types of cards in it.
« Last Edit: August 15, 2012, 10:14:27 am by Gansura »
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Tdog

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Re: Really bad card ideas
« Reply #618 on: August 14, 2012, 08:46:24 pm »
+1

This one came out of a cutpurse confusion:

Cutthroat
Slit the throats of every other player. If you killed anyone this way, +2 cards +1 action.
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Schlippy

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Re: Really bad card ideas
« Reply #619 on: August 15, 2012, 06:46:20 am »
+4

Judas - Action, $0

You may betray your left neighbor.
If you succeed, gain 30 Silver.
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yudantaiteki

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Re: Really bad card ideas
« Reply #620 on: August 15, 2012, 07:30:52 am »
0

Judas - Action, $0

You may betray your left neighbor.
If you succeed, gain 30 Silver.

On your next turn, throw the 30 Silver at the feet of the player to your right.  If you do, you lose the game.
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DWetzel

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Re: Really bad card ideas
« Reply #621 on: August 15, 2012, 10:21:51 am »
+4

After speculating briefly about a hinted card whose name rhymes with a card costing $2P more:

I would have gone with:

Crying Pool:

$0 - Action

Shed a tear that you have Crying Pool in your deck.  If you do, trash this card.
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PenPen

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Re: Really bad card ideas
« Reply #622 on: August 15, 2012, 11:41:49 am »
0

I love bad ideas! Here be mine.

Parallel Dimension
$5 - Action
Start another game of Dominion using another set of kingdom cards.
If you win: +3 Cards, +1 Action
If you lose: +$1

While this card is in play, you may buy yourself another set of Dominion and/or its expansions if needed.
-----
Maybe if someone could TR or KC this, it'd be awesome.
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Tombolo

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Re: Really bad card ideas
« Reply #623 on: August 15, 2012, 05:02:47 pm »
0

After speculating briefly about a hinted card whose name rhymes with a card costing $2P more:

Zen Herd
$0 Victory
0 VP
When you buy or gain this, +$2.
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Axxle

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Re: Really bad card ideas
« Reply #624 on: August 15, 2012, 09:02:51 pm »
+11

Dark Ages Spoilers:


Mining Fortress - $4 Action
+1 Card; +2 Actions
You may trash this card immediately. If you do, +$2.
----------------------------------------
When you trash this, put it into your hand.
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We might be from all over the world, but "we all talk this one language  : +1 card + 1 action +1 buy , gain , discard, trash... " - RTT
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