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Author Topic: Reserves that do stuff on play and on call  (Read 1811 times)

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GendoIkari

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Reserves that do stuff on play and on call
« on: April 25, 2015, 10:19:04 am »
+2

So all but 1 Reserve card are used only for their on-call ability. On play, some of those give +1 action, some are cantrips, and 1 is a Copper... but none of them are things you would want to play; you play them to get them on your mat. And then there's Wine Merchant, which you only play for the on-play ability, it has no call ability in fact, just a way to discard it from the mat.

I'm just curious if it's a good idea to have a card that you both want to play, and want to call. Something that gives a medium-strength benefit on-play (more exciting than terminal silver, but not too strong), and also has medium-strength benefit when you call it. I'm assuming that the main reason nothing like this exists is that the concept of reserve cards is supposed to be "cards that wait until you need them," and this idea doesn't really fit into that. But could this be a fun and balanced idea? It would give you more incentive to call the card sooner; so that you can play it again sooner. So sometimes you'd have a tough decision to make; "should I call this now before I reshuffle, or should I wait until it can be called at a better time?"
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enfynet

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Re: Reserves that do stuff on play and on call
« Reply #1 on: April 25, 2015, 10:53:07 am »
+4

I think the obvious answer is a delayed Duration.

Reserve Wharf
+2 Cards
+1 Buy
Put this on your reserve mat
---
At the start of your turn you may call this for,
+2 Cards, +1 Buy
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GendoIkari

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Re: Reserves that do stuff on play and on call
« Reply #2 on: April 25, 2015, 10:59:06 am »
0

I think the obvious answer is a delayed Duration.

Reserve Wharf
+2 Cards
+1 Buy
Put this on your reserve mat
---
At the start of your turn you may call this for,
+2 Cards, +1 Buy

Good call. Though of course that card is a strictly better Wharf, so it would have to cost $6. And you would want to call it the next turn after playing it the vast majority of the time, I'd think. Something like Guide or Ratcatcher or Duplicate give you reasons to want to wait to call it.
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TheOthin

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Re: Reserves that do stuff on play and on call
« Reply #3 on: April 25, 2015, 11:20:28 am »
0

It could be possible to do something with trashing a card on two turns, but that'd be so close to both Ratcatcher and Amulet I'm not sure there'd be much of a point.
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market squire

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Re: Reserves that do stuff on play and on call
« Reply #4 on: April 29, 2015, 09:47:33 am »
+1

If you want the on-call effect as early as possible, it should just be a Duration.

You could do things with a special condition. Like:

Quote
Silversmith (Action - Reserve) $3
Put this on your Tavern mat.
Now and when you call this, discard a card from your hand. If it is a Silver, +3 cards.

You may call this at the start of your turn.

Or draw-to-6, this way I can recylce an idea from here...

Town Gate (Action - Reserve) $4
Put this on your Tavern mat.
Now and when you call this, draw until you have 6 cards in your hand. (You can call this after resolving an Action.)
While this is on your Tavern mat, when another player plays an Attack card, you may trash a card from your hand.
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FishingVillage

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Re: Reserves that do stuff on play and on call
« Reply #5 on: May 03, 2015, 03:30:51 pm »
0

I have 2 ideas in mind, the first one is probably quite strong, and the second will probably be more in line with what you're looking for. Once of the cool things about reserve cards is that they "trash" themselves until you need them, so in the event that the reserve cards aren't as necessary to you anymore, you can just leave them on the tavern and have a slimmer deck.

Quote
Phantom $3
Action - Attack - Reserve

Each other player gains a Curse, putting it in his hand.
When you play this, put it on your tavern mat.
---
At the start of your turn, you may call this, and put it in your hand.
It's a Cursing attack that puts the Curse in hand, which is slightly worse. But Phantom is very affordable, can basically hit every turn and doesn't ever worry about colliding with other Phantoms. And once the Curses are gone, you can leave the Phantoms in the tavern.

Quote
Chemist $4
Action - Reserve

$2, +1 Buy
When you play this, put it on your tavern mat.
---
At the start of your turn, you may call this, for +1 Card.
Chemist has a decent effect in and out of play; when played, it's basically a Woodcutter, and when called back, it's a cantrip. Pretty flexible! I personally don't think the call effect is a no-brainer, since Chemist is a terminal that you'll be shoving back into your deck and eventually have to deal with.
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enfynet

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Re: Reserves that do stuff on play and on call
« Reply #6 on: May 03, 2015, 03:55:44 pm »
+3

Phantom will plow through Curses faster than Familiar.
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