Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1]

Author Topic: Cards In Need of Play Testing  (Read 797 times)

0 Members and 1 Guest are viewing this topic.

Rafy235

  • Steward
  • ***
  • Offline Offline
  • Posts: 25
  • Respect: +6
    • View Profile
Cards In Need of Play Testing
« on: September 08, 2015, 04:21:00 pm »
0

The following are some fun cards I've designed, but would like some help balancing.



The idea is not only to block junking attacks, but also provide some combos with workshop and such. When not used to react,
it's simply a village. The real debate is whether it should be 5 or not.


Inspired by lost arts, I wanted a way to give those cards that are lacking that last vanilla effect they need to jump up in power.
It can't be stacked, and you only have four of the tokens available tokens. To powerful? I don't know.


Because zeppelins are awesome, I figured they needed an installment in my favorite game. I gave it a contraband effect
that can't be stacked between turns. Still, it might need to be priced at 6.


It's a Margrave in reverse order, with the balance of filling up your deck with T-Rex. It might even be under-powered due to this clogging mechanism.

Thanks in advance for all critique and play-testing, hope you enjoy!
Logged

Rafy235

  • Steward
  • ***
  • Offline Offline
  • Posts: 25
  • Respect: +6
    • View Profile
Re: Cards In Need of Play Testing
« Reply #1 on: September 08, 2015, 04:31:37 pm »
0

For some reason this has been posted twice, and I received an error message when trying to remove it. Does anyone know how to fix?
Logged
Pages: [1]
 

Page created in 0.068 seconds with 20 queries.