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loneXolf

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Re: Kru5h's card ideas
« Reply #175 on: November 22, 2016, 11:48:33 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.

Seems like a worst gold for 6 unless you need the +1 buy.

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.

Seems like a weird split pile since the two cards have no synergy, Also is multiple players go for either of these the supply pile of 5 will be gone quickly. And beaches being 5 vp seems a tad too strong to me idk.

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

Static nerf, whatever.

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.)

Seems fair at the cost of 2 to me. idk, this could be a hidden buff to make Remodel work with Bronze better.

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.

Static buff seems good.
« Last Edit: November 22, 2016, 12:09:55 pm by loneXolf »
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loneXolf

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Re: Kru5h's card ideas
« Reply #176 on: November 22, 2016, 12:06:01 pm »
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.

Pupil- Seem weird, So I will just list types of cards that I think this card are good with: Gold gainers, "Ex: Bandit", Cards with their own usable once effect, "Ex:Wine Merchant, Mining Village, Feast" Combos, "Treasure Map" Cards that make the most of dead hands, "Ex: Tactician" Also Missing engine pieces.Also does this card just copy Distant Lands for 3? And this card can be hard to track of you copied multiple reserve cards.

Campus - Are you missing the text:"non-empty supply pile" not 100% sure on how the wording works here? This card seems fair, but I see it being so weak in games where both the duchy and province piles are out.
« Last Edit: November 22, 2016, 08:10:01 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #177 on: November 22, 2016, 07:01:41 pm »
+1

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.
I like Pupil and I don't think the combo with Pillage will come up often enough to be worth making it a split pile.

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.

Pupil- Seem weird, So I will just list types of cards that I think this card are good with: Gold gainers, "Ex: Bandit", Cards with their own usable once effect, "Ex:Wine Merchant, Mining Village, Feast" Combos, "Treasure Map" Cards that make the most of dead hands, "Ex: Tactician" Also Missing engine pieces. Also does this card just copy Distant Lands for 3? And this card can be hard to track of you copied multiple reserve cards.

Campus - Are you missing the text:"non-empty supply pile" not 100% sure on how the wording works here? This card seems fair, but I see it being so weak in games where both the duchy and province piles are out.
Pupil wouldn't work at all with reserve cards (except Wine Merchant) because "This is that card until it leaves play" It would stop being a Distant Lands (or whatever) when you put it on the tavern mat.

The wording works as-is for campus because if the pile is empty the card isn't in the supply anymore. Band of Misfits is worded in a similar way. I wonder if campus will be overpowered in any game that doesn't end on provinces. It is taking a risk when you buy it betting that the game will end on piles, so that might be okay. It seems pretty rare that both the provinces and duchies will run out.

loneXolf

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Re: Kru5h's card ideas
« Reply #178 on: November 22, 2016, 08:06:50 pm »
0


Pupil wouldn't work at all with reserve cards (except Wine Merchant) because "This is that card until it leaves play" It would stop being a Distant Lands (or whatever) when you put it on the tavern mat.


Right I didn't see until this card leaves play text. Also I miss read the Campus text, I must had posted that while I was tired.
« Last Edit: November 22, 2016, 08:13:37 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #179 on: November 22, 2016, 08:33:18 pm »
0

+1 Card terminals are usually frowned upon since it drew another Victory card it should be good.

Why are they frowned upon?

Rare Coin: Maybe just make it cost 4, i liked the simplicity of the pile.

Good idea.

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.
It has to be stronger than Ironworks, since it is limited and situational. It could perhaps be "Put it into your hand." for action cards, though.

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.
-------
When you buy this, you may overpay for it.

Thanks.

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.
------------
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.

It's a single use version of one of the most powerful cards in the game (Overlord.) I don't think it needs to be any more powerful.

As for the lose track, it's mostly only affected by Scheme. Oh well.


Inventor: With the drawback maybe it can cost $5.
Would be too powerful for Big Money, which only needs 1-2 of these.

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.
Yeah, it needs testing.

Snakes: Change the name please dude. I like it, but I'm pretty sure there's a reason Chapel has a limit.
I'm not really worried about naming or art until I work on balance. Chapel has a limit, but this is a one-use card. Donate doesn't have a limit.

Promotion: Too strong. A workshop-to hand could already maybe cost $5, and letting it remodel is too good.
Probably, but I haven't found an elegant way to nerf this card yet. It's similar in strength to Trading post. It can gain a 4 instead of a Silver and only trashes one card instead of 2. Trading post isn't that powerful, so this could actually work out to be fine.

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?

Meh.

Cipher: I think it should cost $4. It's way better than courtyard as-is.

It's a bit strong. If there are no Villages, this is weaker than Smithy. If there are Villages, you have to use a second action to net +2 cards. (This card was inspired by Asper's Road, which allows you to play +2 cards as many times as you want.) That's strong, but usually there are better terminals to play. Keep on mind that Courtyard is a 2-cost. I'll keep my mind open for elegant nerfs, though.
« Last Edit: November 22, 2016, 08:38:22 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #180 on: November 22, 2016, 08:46:39 pm »
0

Quote
Campus Victory,
When scoring, treat this as if it were the top card of a Supply pile that you choose.
This is that card card until scoring is complete.

Clarified and slightly buffed. Now you can play it as a Silver if you need just one more Silver for your Feodum. It can be one more Action card for your Vineyard. Etc. This could be a King's Castle in a Castle game. Whichever combination gets you the most points.

This may seem weak in a game that isn't going to three-pile, but remember that if you get to Campus in a 2-player game, there are only 4 of them in the Supply. It would be pretty easy to empty that pile and maybe 3-pile the game. It's a risk, though.

kru5h

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Re: Kru5h's card ideas
« Reply #181 on: November 22, 2016, 09:01:41 pm »
0

I'll probably just change Promotion to this:

Quote
Promotion Action,
Trash a card from your hand.
Choose one:
Gain a card costing up to onto your deck; or
gain a card costing up to more than the trashed card.

A bit boring, though.

« Last Edit: November 22, 2016, 11:06:22 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #182 on: November 22, 2016, 09:07:20 pm »
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.

Seems like a worst gold for 6 unless you need the +1 buy.

The option value of this card is huge. If a treasure card were simply +2 now or +2 next turn, that alone could be worth $5. You're playing it at the very end of your turn, exactly when you know how much money you'll need to buy what you want. Don't need the money? Save it for next turn and it's a gold.

+1 Buy +2 coin is worth about $5 by itself (See Charm.)
+3 coin next turn is worth $5 by itself.
Choosing which option you want exactly when you need it? That's nearly perfect option value.

Edit: I did end up buffing it, though:

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

Never mind. I changed it back to 5. I forgot that you can only play it for +3 coin every other turn, which can significantly weaken it.
« Last Edit: November 23, 2016, 09:05:18 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #183 on: November 22, 2016, 09:57:46 pm »
+1

Hounds compares too favorably to sage.
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kru5h

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Re: Kru5h's card ideas
« Reply #184 on: November 22, 2016, 10:15:55 pm »
0

Hounds compares too favorably to sage.

I should probably make it cost 3.

It would still be better than Sage, but I'm fine with that.

kru5h

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Re: Kru5h's card ideas
« Reply #185 on: November 23, 2016, 04:52:25 pm »
0

This might be overpowered, but worth a thought:

Quote
Hounds Action,
Name a Type (Action, Attack, Etc.)
Reveal cards from your deck until you reveal one of that type.
Put it into your hand and discard the rest.
If you named...
Action, +2 Actions
Treasure, +1 Buy and +
Victory, Draw until you have 7 cards in hand.

Essentially it's a slightly better Village when you need a Village.
It's a slightly better Woodcutter when you need coin.
It's decent draw when you need cards.
Extremely versatile. Probably too much.

Edit: Never mind. I don't like this version.
« Last Edit: November 23, 2016, 05:48:23 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #186 on: November 23, 2016, 06:06:28 pm »
+1

Quote
Fame Treasure,
Gain a card costing up to .
For each in its cost above , take 2 Debt tokens.

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Re: Kru5h's card ideas
« Reply #187 on: November 24, 2016, 12:35:56 am »
0

Quote
Fame Treasure,
Gain a card costing up to .
For each in its cost above , take 2 Debt tokens.

Maybe too much like Capital?
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kru5h

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Re: Kru5h's card ideas
« Reply #188 on: November 24, 2016, 03:50:15 am »
0

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
« Last Edit: November 24, 2016, 03:56:15 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #189 on: November 24, 2016, 04:16:35 am »
0

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.

Weird effect. it might limit new card effects, good in a 5/2 split. Also I don't see someone buying more that 1 often.
« Last Edit: November 24, 2016, 02:48:28 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #190 on: November 24, 2016, 07:40:30 am »
+1

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
It's been done before (Called Swamp), and it was 6VP. That seems better.
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kru5h

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Re: Kru5h's card ideas
« Reply #191 on: November 24, 2016, 12:00:45 pm »
0

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
It's been done before (Called Swamp), and it was 6VP. That seems better.

Funny thing is, I almost named this Swamp by pure coincidence.

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Re: Kru5h's card ideas
« Reply #192 on: November 24, 2016, 12:11:31 pm »
+1

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
It's been done before (Called Swamp), and it was 6VP. That seems better.

Funny thing is, I almost named this Swamp by pure coincidence.

Swamp was mine.  :) Here's some discussion on it: http://forum.dominionstrategy.com/index.php?topic=11495.msg400579#msg400579
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kru5h

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Re: Kru5h's card ideas
« Reply #193 on: November 24, 2016, 08:17:43 pm »
0

Quote
Auction Action,
Reveal and set aside the top 5 cards of your deck.
The player to your left distributes 4 debt tokens on the 5 cards any way they choose.
Put any number of the set aside cards into your hand, taking the debt tokens they have on them.
Discard the rest.

This is really weak at the beginning of the game. Suppose you draw 3 Coppers, an Estate, and a Silver. The player to your left just puts 2 debt on the Silver and one on most of the Copper. As your cards get better, you get a better deal. If there's an amazingly good card, it might have a lot of debt on it, allowing you to get the weaker cards for free.
« Last Edit: November 24, 2016, 08:22:07 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #194 on: November 24, 2016, 09:14:16 pm »
0

Quote
Auction Action,
Reveal and set aside the top 5 cards of your deck.
The player to your left distributes 4 debt tokens on the 5 cards any way they choose.
Put any number of the set aside cards into your hand, taking the debt tokens they have on them.
Discard the rest.

This is really weak at the beginning of the game. Suppose you draw 3 Coppers, an Estate, and a Silver. The player to your left just puts 2 debt on the Silver and one on most of the Copper. As your cards get better, you get a better deal. If there's an amazingly good card, it might have a lot of debt on it, allowing you to get the weaker cards for free.

Not a bad card idea, However I think most decks would rather have a higher costed terminal draw card. Too weird of a card to see how powerful it is, since nothing in the game does the same thing like this does.
« Last Edit: November 25, 2016, 01:49:31 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #195 on: November 24, 2016, 09:49:33 pm »
0

Quote
Auction Action,
Reveal and set aside the top 5 cards of your deck.
The player to your left distributes 4 debt tokens on the 5 cards any way they choose.
Put any number of the set aside cards into your hand, taking the debt tokens they have on them.
Discard the rest.

This is really weak at the beginning of the game. Suppose you draw 3 Coppers, an Estate, and a Silver. The player to your left just puts 2 debt on the Silver and one on most of the Copper. As your cards get better, you get a better deal. If there's an amazingly good card, it might have a lot of debt on it, allowing you to get the weaker cards for free.

Not a bad card idea, However I think most decks would rather have a higher costed terminal draw card. Too weird of a card to see how powerful it is, since nothing in the game does the same thing like this does.

Closest card is envoy.

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Re: Kru5h's card ideas
« Reply #196 on: November 24, 2016, 09:53:54 pm »
0

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Edit 2: Meh. I don't like this change. I have enough trashing cards as it is.
« Last Edit: November 25, 2016, 02:08:50 am by kru5h »
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Re: Kru5h's card ideas
« Reply #197 on: November 25, 2016, 02:11:21 am »
+1

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Review for the 2 cost version: Seems way better than sage for picking up actions, since it cannot pick up dead victory cards and silvers. The treasure option is useful for the +1 buy and when there is trashing, Also the victory option seems weak at +1 card(Would be too strong at +2). However it can be useful in some rare cases.

Review for the 4 cost version: I really like the "Either trash it or put it into your hand" effect. I would nerf the victory option down to +1 card or +1 VP and would slightly buff the treasure option by making it +1 coin, +1 buy so it's better at trashing coppers(Idk might make it too strong).
Random Idea - Make this card force trash the revealed card, however greatly buff benefits to something like this: Action, +2 Cards +1 Action; Treasure, 2+ Coins +1 Buy; Victory, Gain VP Tokens equal to half of the cost of the trashed card in coins, rounded down.
« Last Edit: November 25, 2016, 02:18:23 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #198 on: November 25, 2016, 02:17:29 am »
0

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Review for the 2 cost version: Seems way better than sage for picking up actions, since it cannot pick up dead victory cards and silvers. The treasure option is useful for the +1 buy, however it will be sorta weak if there is no trashing for copper, since it turns this card into a mini-Adventurer with +1 buy. Also the victory option seems weak at +1 card(Would be too strong at +2). However it can be useful in some rare cases.

Review for the 4 cost version: I really like the "Either trash it or put it into your hand" effect. I would nerf the victory option down to +1 card or +1 VP and would slightly buff the treasure option by making it +1 coin, +1 buy so it's better at trashing coppers.
Random Idea - Make this card force trash the revealed card, however greatly buff benefits to something like this: Action, +2 Cards +1 Action; Treasure, 2+ Coins +1 Buy; Victory, Gain VP Tokens equal to half of the cost of the trashed card in coins, rounded down.

My current version is the same as the original except it costs 3 and has +1 card instead of 2 for victory. Two-cost is too cheap since it's usually better than Sage.

I don't really like the forced trashing. I feel like Sacrifice from Empires fits that niche.

The 4-cost with +1 card is a decent card, but I just have so many trashers as it is, so I prefer the 3-cost/+1 Card version.

Edit: The +1 coin change is a really good change if I decide to go with the 4-cost version.
« Last Edit: November 25, 2016, 02:43:49 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #199 on: November 25, 2016, 02:25:48 am »
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I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Review for the 2 cost version: Seems way better than sage for picking up actions, since it cannot pick up dead victory cards and silvers. The treasure option is useful for the +1 buy, however it will be sorta weak if there is no trashing for copper, since it turns this card into a mini-Adventurer with +1 buy. Also the victory option seems weak at +1 card(Would be too strong at +2). However it can be useful in some rare cases.

Review for the 4 cost version: I really like the "Either trash it or put it into your hand" effect. I would nerf the victory option down to +1 card or +1 VP and would slightly buff the treasure option by making it +1 coin, +1 buy so it's better at trashing coppers.
Random Idea - Make this card force trash the revealed card, however greatly buff benefits to something like this: Action, +2 Cards +1 Action; Treasure, 2+ Coins +1 Buy; Victory, Gain VP Tokens equal to half of the cost of the trashed card in coins, rounded down.

My current version is the same as the original except it costs 3 and has +1 card instead of 2 for victory. Two-cost is too cheap since it's usually better than Sage.

I don't really like the forced trashing. I feel like Sacrifice from Empires fits that niche.

The 4-cost with +1 card is a decent card, but I just have so many trashers as it is, so I prefer the 3-cost/+1 Card version.

Yeah sacrifice does first came to mind with that idea, however it trashes the top card of your deck of that type instead from your hand which is way stronger, but obviously has way less control on what card you will trash. Anyway, the 3 cost version of Hounds does still sorta feel like a powercreep of sage to me, since it's just plain better at fishing actions while having the other two options for more flexibility, and also having way more control on the card you get most of the time.
« Last Edit: November 25, 2016, 02:39:10 am by loneXolf »
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