Hello everyone! This thread has been basically dead for months but meanwhile I kept working on Roots and Renewal, took out some cards, added others, and playtested a lot (big thanks to Asper for so many games I can't even count). Finally, I've done a complete overhaul of the opening post of this thread. Please check it out (
http://forum.dominionstrategy.com/index.php?topic=11563.msg406369#msg406369) to see the current state of the set with all the cards that are considered part of it. You may find older cards that are still playable in my second thread here:
http://forum.dominionstrategy.com/index.php?topic=13625.msg512473#msg512473Here's the most novel thing: I'm trying out a new mechanic for a few cards that use the so-called
Prime token. The Prime token sits on an Action Supply pile (once it has been moved there) and affects all cards from that pile regardless of where they are. It increases their cost by $1. Now I know effects like this have been suggested countless times and we know all the potential confusion that comes with cost-reducers but hear me out!
The Prime token overrides all previous, current and future cost reductions of cards from the pile it is placed on and annuls them as long as it's staying there. As soon as the Prime token is removed from that pile, this effect is made void retroactively, meaning that all past and current cost reductions now apply to cards from that pile even if they are result of resolving cards that have been played when the Prime token was still there. Revaluate, $5, Action
Move the Prime token to an Action Supply pile. Cards from that pile cost $1 more and their cost can’t be reduced. Trash a card from your hand and gain a card costing up to $2 more than it.
Capital, $6, Victory
Worth 2 VP for every 2 different costs of the Action cards in your deck (rounded down).
When you gain this, move the Prime token to an Action Supply pile. Cards from that pile cost $1 more and their cost can’t be reduced.
Salesman, $2, Action/ Reserve
Move the Prime token an Action Supply pile. Cards from that pile cost $1 more and their cost can’t be reduced. Put this on your Tavern mat.
At the start of your turn, you may call this. If you do, all cards cost $1 less this turn, but not less than $0.
Revaluate has been tested a bunch and it seems to work out so far. The mid-turn cost changes allow some cute interactions with other trash-for-benefit cards although the main use is to turn itself into a Graverobber for a specific action card.
Capital has gotten a little testing but not enough to see if it's often enough a worthwhile strategy to go for. The way it counts points it can benefit a lot from its on-gain effect. But you might just pick one up to mess with the cost of a card your opponent is planning to do stuff with.
Salesman hasn't been tested, yet. Originally it was supposed to be a reaction but there were some issues in theory coming with using the Prime token when another player would buy a card that I couldn't solve. This reserve version has nothing to do with that but it should work out. I hope it will be fun, too.