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Author Topic: Kru5h's card ideas  (Read 112427 times)

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kru5h

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Re: Kru5h's card ideas
« Reply #150 on: November 20, 2016, 01:51:12 am »
0

Quote
Angry Mob Action - Attack,
+
Each other player draws a card,
then repeats the following until they have 3 cards in hand:
Choose a card from your hand and either discard it or put it onto your deck.

A less mean version of Militia.

Still a bit harsh and a little more wordy than I'd like. I can probably do better.

Quote
Angry Mob Action - Attack,
+
Each other player draws until they have 9 cards in hand,
puts 3 cards onto their deck, and then discards down to 3 cards in hand.

This is less wordy, but the problem is that if somebody has 5 or fewer cards in their deck/hand/discard, then they are forced into having a hand of 2 or fewer cards.

Quote
Angry Mob Action - Attack,
+
Each other player draws until they have 9 cards in hand,
sets 3 cards aside, puts 3 cards onto their deck, discards the rest,
then puts the set aside cards into their hand.

Meh. Still not liking this card.
« Last Edit: November 20, 2016, 02:56:45 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #151 on: November 20, 2016, 03:36:20 am »
0

Quote
Angry Mob Action - Attack,
+
Each other player draws until they have 9 cards in hand,
sets 3 cards aside, puts 3 cards onto their deck, discards the rest,
then puts the set aside cards into their hand.

Meh. Still not liking this card.

A good amount of the time this card will just help your opponent. Like really the attack nerf is so huge maybe +2 coins is workable. Also I would add "Each other player with at least 4 cards in hand..." or this card would just be so bad in 3 or 4 player games.
« Last Edit: November 20, 2016, 03:42:55 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #152 on: November 20, 2016, 04:55:12 am »
0

Quote
Trap Action - Attack,
+2 Cards
You may set aside an Action card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Wordy, but simple concept.
« Last Edit: November 20, 2016, 04:57:31 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #153 on: November 20, 2016, 11:51:50 am »
0

Quote
Trap Action - Attack,
+2 Cards
You may set aside an Action card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Wordy, but simple concept.

Hard to read how strong this is, I would need to see the attack work in game. However, by just looking at the attack it's seems weak early game and against big money type decks with few actions.  Also I see this card being really good with a double terminal split. Nice idea  ;)
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kru5h

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Re: Kru5h's card ideas
« Reply #154 on: November 20, 2016, 02:57:22 pm »
0

Quote
Trap Action - Attack,
+2 Cards
You may set aside an Action card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Wordy, but simple concept.

Hard to read how strong this is, I would need to see the attack work in game. However, by just looking at the attack it's seems weak early game and against big money type decks with few actions.  Also I see this card being really good with a double terminal split. Nice idea  ;)

I feel like it's a bit weak. I could double-buff it to Torturer-level of strength and make it a $5. (+3 cards instead of +2 and Action/Treasure instead of only Action.)

Quote
Trap Action - Attack,
+3 Cards
You may set aside an Action or Treasure card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

It becomes interesting when multiple copies of the same card are set aside. Either from the same player or from multiple players. "I'm not giving up all of my Silvers this turn just to avoid a Curse. But 3 Curses if I play any Silver?! Now that's a tough decision."

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Edit 3: This also works against Inherited Estates now.
« Last Edit: November 20, 2016, 06:13:45 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #155 on: November 20, 2016, 05:05:23 pm »
0

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Still hard to get a good read on this card, +3 Cards with a curse effect for 5 does seem really strong, however the attack is fairly situational not sure if it balances it out. I like both versions but my favorite is the 4 cost. 
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kru5h

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Re: Kru5h's card ideas
« Reply #156 on: November 20, 2016, 06:07:35 pm »
0

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Still hard to get a good read on this card, +3 Cards with a curse effect for 5 does seem really strong, however the attack is fairly situational not sure if it balances it out. I like both versions but my favorite is the 4 cost.

It's slightly worse than 3 cards because you set one aside for next turn (unless you have colliding terminals.)

The cursing is slightly worse than a Witch because the opponent can choose not to gain the Curse. Game Theory-wise, giving an opponent a choice between two things is always weaker than forcing them to do one of those things because the opponent will choose the weakest of the two.

Also, sometimes it doesn't even attack: Let's say you set aside a Curse because you need every single other card this turn. This will become more common as the number of Curses increase.

Also, once people start having a decent number of Curses in their deck, this card becomes weakened because they are less likely to have the set aside card in their hand.

Like I said, it's very similar in power to Torturer. Maybe slightly stronger, but probably not as strong as Cultist or Mountebank. It will be up to playtesting, though.
« Last Edit: November 20, 2016, 06:47:50 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #157 on: November 20, 2016, 08:03:10 pm »
0

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Still hard to get a good read on this card, +3 Cards with a curse effect for 5 does seem really strong, however the attack is fairly situational not sure if it balances it out. I like both versions but my favorite is the 4 cost.

It's slightly worse than 3 cards because you set one aside for next turn (unless you have colliding terminals.)

The cursing is slightly worse than a Witch because the opponent can choose not to gain the Curse. Game Theory-wise, giving an opponent a choice between two things is always weaker than forcing them to do one of those things because the opponent will choose the weakest of the two.

Also, sometimes it doesn't even attack: Let's say you set aside a Curse because you need every single other card this turn. This will become more common as the number of Curses increase.

Also, once people start having a decent number of Curses in their deck, this card becomes weakened because they are less likely to have the set aside card in their hand.

Like I said, it's very similar in power to Torturer. Maybe slightly stronger, but probably not as strong as Cultist or Mountebank. It will be up to playtesting, though.

Yeah I didn't say it was overpowered or better than witch. I just can't really get a good idea on how good it will be, since it's pretty much a bit of witch, torturer, swamp hag and haven mixed into one card.
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kru5h

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Re: Kru5h's card ideas
« Reply #158 on: November 21, 2016, 02:19:41 am »
0

Quote
Angry Mob Action - Attack - Duration,
+
Each other player discards down to 4 cards in hand.
Until your next turn, when another player ends their turn (after drawing),
they discard down to 4 cards in hand.

A cheap/weak Militia. Meh.

I should probably nerf it slightly so that it isn't so similar to Fortune Teller.

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
Until your next turn, when another player ends their turn (after drawing),
they discard down to 4 cards in hand.
At the start of your next turn,
+

You don't want it to say "Now and at the start of your next turn, each other player discards down to 4 cards in hand" because that's harder to track with reaction cards.

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or put this into your hand.

Okay, I'm kinda liking this version. You want to keep replaying it until you're going to shuffle, you have no spare +actions, or you really need the +$2. All of those can be hard to judge sometimes. It can be a bit annoying if played every single turn for the rest of the game, but I'm working on that part.

Quote
Angry Mob Action - Attack - Duration,
+1 Action
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or put this onto your deck.

Kind of weak. You're giving up an average card to your next hand to make everybody else give up the worst of 5 cards in their hand. Definitely against your interests to put this on your deck.

Quote
Angry Mob Action - Attack - Duration,
+1 Action
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to put this into your hand.

The +$2 is slightly strong when you get +1 Action.

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.
« Last Edit: November 21, 2016, 03:59:11 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #159 on: November 21, 2016, 04:31:35 am »
0

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.

Cute card, the "discard a card to play this again" effect is handy, since it gives you the option to save +2 coins for another turn. Angry Mob looks to be around the same strength level as Fortune Teller, however I don't see this card being Impactful as Swindler, Ambassador, Catapult or Oracle can be at times which is fine.
« Last Edit: November 21, 2016, 01:44:14 pm by loneXolf »
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #160 on: November 21, 2016, 04:42:27 am »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.
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kru5h

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Re: Kru5h's card ideas
« Reply #161 on: November 21, 2016, 04:58:04 am »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

It could work, it's just not my style of card. You can do it yourself if you'd like.

kru5h

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Re: Kru5h's card ideas
« Reply #162 on: November 21, 2016, 05:02:10 am »
0

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.

Cute card, the "discard a card to play this again" effect is handy, since it gives you the option to save +2 coins for another turn. Angry Mob looks to be around the same strength level as Fortune Teller, however I don't seeing this card being Impactful as Swindler, Ambassador, Catapult or Oracle can be at times which is fine.

I feel like this card could use a tiny buff.

Quote
Angry Mob Action - Attack - Duration,
You may discard a card for +1 Card.
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.

The first time you play this, the discard/+1 Card is useful. The second time you play it, it's not as useful because you already discarded a card to play this again, but it's still microscopically useful. Enough to offset the fact that you're delaying your +$2 for another turn.

Edit: Or maybe:

Quote
Angry Mob Action - Attack - Duration,
+1 Card
Discard a card.
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.
« Last Edit: November 21, 2016, 12:13:11 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #163 on: November 21, 2016, 07:13:19 am »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.
Hmm, I actually like this one.
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #164 on: November 21, 2016, 07:31:51 am »
+1

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.
Hmm, I actually like this one.

You know what to do, young padawan.
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Re: Kru5h's card ideas
« Reply #165 on: November 21, 2016, 01:55:10 pm »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

Seems fair, a silver/w effect card that you should buy over province when the province pile is near full, if you can. However this card seems pretty worthless in a colony game unless you plan to rush provinces, even then Platinum is probably a better buy instead of this when the victory piles are full or almost full. Also all of the versions of Fame buffs hero by a lot (I know Fortune is in the game but still)
« Last Edit: November 21, 2016, 03:27:24 pm by loneXolf »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #166 on: November 21, 2016, 04:25:37 pm »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

Seems fair, a silver/w effect card that you should buy over province when the province pile is near full, if you can. However this card seems pretty worthless in a colony game unless you plan to rush provinces, even then Platinum is probably a better buy instead of this when the victory piles are full or almost full. Also all of the versions of Fame buffs hero by a lot (I know Fortune is in the game but still)
Maybe a "You can't gain this during your Action phase" would help avoid Mint/Hero/Bridge and Workshop shennaigans
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navical

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Re: Kru5h's card ideas
« Reply #167 on: November 21, 2016, 08:08:17 pm »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

Seems fair, a silver/w effect card that you should buy over province when the province pile is near full, if you can. However this card seems pretty worthless in a colony game unless you plan to rush provinces, even then Platinum is probably a better buy instead of this when the victory piles are full or almost full. Also all of the versions of Fame buffs hero by a lot (I know Fortune is in the game but still)
Maybe a "You can't gain this during your Action phase" would help avoid Mint/Hero/Bridge and Workshop shennaigans

I really don't think it's needed. The first two seem strong but they're not unskippable while in the third case, at that point you can just Workshop the Provinces directly too so I'm not seeing the problem.
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Re: Kru5h's card ideas
« Reply #168 on: November 21, 2016, 08:11:10 pm »
0

Fame
Treasure - $9*
Worth $2
You may trash this. If you do, gain a victory card.

When you would gain this during your action phase, instead trash this.
This costs $12 if there is a victory card costing more than $8 in the supply.

How does this look?
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kru5h

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Re: Kru5h's card ideas
« Reply #169 on: November 21, 2016, 08:38:03 pm »
0

Quote
Fame Treasure,
When you play this, gain a card costing up to per card you have in play.
The player to your left chooses a card you have in play other than this.
Trash that card.
« Last Edit: November 21, 2016, 08:39:44 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #170 on: November 21, 2016, 09:36:05 pm »
+1

Quote
Fame Treasure,
When you play this, gain a card costing up to per card you have in play.
The player to your left chooses a card you have in play other than this.
Trash that card.

Looks like a more powerful Horn of Plenty sorta. You need 8 cards in play to make the most of this effect or you would just be trashing a engine piece or gold for the same card or a duchy. This card seems meh, only will be really useful if it's the only way to gain a second province per turn in the kingdom or maybe if you can get a lot of actions into play. This card also requires your deck to run well and at the point of the game why not just buy a province? Also what happens when a duration card gets trashed?
« Last Edit: November 21, 2016, 10:17:20 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #171 on: November 21, 2016, 09:43:34 pm »
0

Panoply (Treasure) $9
+$2
When you play this, you may trash this, to gain a Province.

This is the the version I might make sometime.
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kru5h

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Re: Kru5h's card ideas
« Reply #172 on: November 22, 2016, 03:44:26 am »
0

I made some modifications to my cards.

Quote
Bond Treasure - Duration,
When you play this, choose one:
+1 buy and + now; or
+ at the start of your next turn.

This used to cost 5. Wow. that was overpowered.

Quote
Sellout Event,
+1 Buy
Once per turn: Gain a curse. If you did, + and you can't buy Victory cards this turn.

This has had several changes. I can't keep track of them anymore. Needless to say, I think this version is the best.

Hounds


I need to change the +2 cards to +1.

Quote
Rare Coin/Beaches Split Pile (Supply 12)

This pile starts the game with 6 copies of Rare Coin on top, then 6 copies of Beaches.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Rare Coin Treasure,

When you play this, if there are no Rare Coins left in the supply, +.
---
While this is in play, Rare Coins cost less, but not less than .

Quote
Beaches Victory,
3
Worth 2 more if there are no Beaches left in the supply.

Rare Coins make other Rare coins cheaper. It didn't used to do that.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain an Estate.

Changed "Victory card, gain a copy of it" to Estate.

Quote
Bronze Treasure

+1 Buy
When you gain this or play it, you may trash a Copper from your hand.
If you do, you may gain a Bronze.

Changed cost to 3 (from 2.)

Quote
Whispers Event, +
You may overpay for this.
Gain a card costing less than the amount you paid and a card costing up to .

Used to cost 4 to gain a 4 and a 2.

Quote
Angry Mob Action - Attack - Duration,
+1 Card
Discard a card.
Each other player discards down to 4 cards in hand.

At the start of your next turn, choose one:
+; or discard a card to play this again.

The first line used to be "You may discard a card for +1 Card." But that was slightly weak.
« Last Edit: November 22, 2016, 04:00:10 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #173 on: November 22, 2016, 04:24:54 am »
0

Quote
Pupil Action,
Play this as if it were an Action card in the Supply costing up to .
This is that card until it leaves play.
When you discard this from play, trash it.

Turn a card in the supply into a cheaper, single-use version.

I'm tempted to put this into a split pile so there aren't 10 of them. Using them as $3 Pillages would be quite annoying.

Split Pile: 6 Pupils on top and 6 Campuses on bottom. Use four of each for a two-player game.

Quote
Campus Victory,
At the end of the game, treat this as if it were a copy of a Victory card in the supply that you choose.

Usually these will be Duchies. If the game 3-piles, these are Provinces. In a Colony game these are usually cheap Provinces. Sometimes there will be Colonies left at the end of the game. That means that people will desperately rush for these and green very early, but not too early because they need to buy all the Pupils first. In an Alt-VP game, these can be an extra copy of that Alt-VP if there are any left. If there aren't, these can be Provinces. The possibilities are endless.

Campus could probably use some work.
« Last Edit: November 22, 2016, 05:20:33 am by kru5h »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #174 on: November 22, 2016, 07:47:14 am »
0

Bond: That seems good, I'll change that in the next mock-up.
Sellout: I'm still not interested in it. If you dropped the Curse part then it would be cool:
Quote
+1 Buy. Once per turn: If you gained no victory cards this turn, +$2 and you can't buy victory cards this turn.
Hounds: That seems good, and even though +1 Card terminals are usually frowned upon since it drew another Victory card it should be good.
Rare Coin: Maybe just make it cost 4, i liked the simplicity of the pile.
Cobbler: I don't like it. It's either way better than Ironworks, as it can directly play cards costing up to 3, and when the only good cards are 4, it's annoying and just a weaker explorer usually. I think it would be more interesting at 5.
Bronze: I like King Leon's Charcoal Burner better. It seems more interesting and more balanced. (see mini-set mockups 2.0)
Whispers: I don't like the name. One of the most important parts of the card is the name. The effect is nice enough, but it needs the wording
Quote
Gain a card costing up to $2 and a card costing less then the amount you paid for this.
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When you buy this, you may overpay for it.
Pupil: It's cool I guess, but a more powerful version would be more interesting:
Quote
Pupil (Action-Treasure) $3
If it's your Action phase, play this as if it were an Action other than Pupil in the supply. If it's your buy phase, play it as a Treasure instead. This is that card until it leaves play.
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When you discard this from play, trash this.
Even then I'd just make it trash itself to avoid all kind of lose-track shenanigans.
Campus: I like this one.

Reviews of the older cards:

Rabbits: I like the concept, and I can live with the name.
Young Noble: It's cool.
Inventor: With the drawback maybe it can cost $5.
Cell: A permanent haven isn't that interesting. I'd try to spice it up.
Mulligan: I like it. I used a similar idea for a card with a new mechanic I'm working on.
Caltrops: The attack is unique, but the whole card is really weak (sorry i read it wrong but I still agree with the rest). It's a powerful millita-thingy usually, and I imagine it would either lead to un-fun decks or un-fun turns. In other words, the concept is cool but I have a hunch that playing with it would suck.
Snakes: Change the name please dude. I like it, but I'm pretty sure there's a reason Chapel has a limit.
Locksmith: It has an exotic concept, and I think if you really nail the wording it would work out nicely.
Promotion: Too strong. A workshop-to hand could already maybe cost $5, and letting it remodel is too good.
Magic Lamp: Too similar to Wishing Well. A bigger better version is just uninteresting, and I feel like Accomplice is similar too. Maybe if you combined them:
Quote
Accomplice $7
+2 Actions
Name a card, then reveal the top 4 cards of your deck. Choose one: trash the named cards, or put them into your hand. Discard the rest
what do you think?
Ivory Tower: Other than the name (Beacon? Edifice?) it's by far my favorite. It's unique, cool and seems to work.
Dagger: I guess? It's still a meh card.
Cipher: I think it should cost $4. It's way better than courtyard as-is.
Scepter: It's cool I guess.
Bell: I notice a big top-of-your deck theme. Maybe you should keep Magic Lamp and Accomplice as-is, and make all 3 of these a little synergistic. It would definitely be a cool sub-theme.
Angry Mob: +1 Card on a terminal is frowned upon. I like the card, but maybe too much like Caltrops?
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