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Author Topic: McGarnacle's Fan Expansion  (Read 14659 times)

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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #25 on: December 19, 2016, 08:06:07 pm »
0

I find highwayman a bit too similar to militia, tbh. It's almost strictly better. Sure, it's only +$1, but it's non terminal, colliding is thus never a problem. Nah, sorry, not a huge fan. :) It's also unmoatable.

You can make it an Attack card and it will be Moatable... but people will have to remember which particular instance of the card they Moated, potentially several turns later when it's called.
Really Complicated Version:
Quote
(Action-Attack)
If you called this, each other player discards down to 3 cards in hand. Otherwise, +1 Action, +, and put this on your Tavern mat.
---------------
At the start of your Clean-up phase, you may call this, to play this.

Even if it rule wise works, it's a bit meh imo.

I would put a clause on the calling aspect, like whine mzrchant does

"Whine" Merchant should be a meme.   ;)
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McGarnacle

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majiponi

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Re: McGarnacle's Fan Expansion
« Reply #27 on: December 20, 2016, 07:34:58 pm »
+2

This one needs some work, but I like the idea: Wonder (Action )
+ $2
Reveal a Province, a Gold and an Action Card from your hand. If you do: +2 Cards, +2 Actions +1 Buy

http://shemitz.net/static/dominion3/?title=Wonder&description=%2B%20%242%0AReveal%20a%20Province%2C%20a%20Gold%20and%20an%20Action%20Card%20from%20your%20hand.%20If%20you%20do%3A%20%2B2%20Cards%2C%20%2B2%20Actions%20%2B1%20Buy&type=Action&price=%245&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2F736x%2F75%2F35%2F78%2F7535789d8c833fd47bf55f9069a40cc0.jpg&color0=0&color1=0
It is almost always just a terminal Silver. It is rarely broken City. Too swingy. The luckiest player almost always wins without Haven, Warehouse, or so on. That's unacceptable. The strongest who is least lucky should win. You already have Explorer, Legionary and City Quarter, which let you reveal Province, Gold, or Actions. Need another which is worse than Tournament?

How about this?

Quote
Wonder
cost $5 - Action
+$2
Reveal a card from your hand. If it is an...
Action card, +2 Action
Province, +2 Card
Gold, +1 Buy
« Last Edit: December 20, 2016, 07:41:40 pm by majiponi »
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Re: McGarnacle's Fan Expansion
« Reply #28 on: December 21, 2016, 01:50:48 am »
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<highwayman>
The nice thing about Militia is that it's like a breath of fresh air when your opponent doesn't draw & play it. With this, you can prevent your opponent getting any fresh air at all (Don't draw your highwayman? -just call one you have saved from an earlier turn when you played more than one). That would suck.

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Re: McGarnacle's Fan Expansion
« Reply #29 on: December 21, 2016, 06:42:10 am »
0

This one needs some work, but I like the idea: Wonder (Action )
+ $2
Reveal a Province, a Gold and an Action Card from your hand. If you do: +2 Cards, +2 Actions +1 Buy

http://shemitz.net/static/dominion3/?title=Wonder&description=%2B%20%242%0AReveal%20a%20Province%2C%20a%20Gold%20and%20an%20Action%20Card%20from%20your%20hand.%20If%20you%20do%3A%20%2B2%20Cards%2C%20%2B2%20Actions%20%2B1%20Buy&type=Action&price=%245&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2F736x%2F75%2F35%2F78%2F7535789d8c833fd47bf55f9069a40cc0.jpg&color0=0&color1=0

Too many requirements for a upgrade effect, most of the time it would just be a 5 cost terminal silver. Also when is a good time to buy this card?; You can only ever reach it's upgraded effect when you bought a province and if your deck is consistent enough at buying provinces. Then why waste a turn buying this unless you can reach double provinces and even if your deck cannot reach 8 coins consistently? And if your deck is inconsistent. Why even waste your time with this card instead of making your deck more consistent?

The only valid use for this card that I can see outside some Gear/Native Village like combo maybe?; Is trying to reach double province mega turns when this is the only +buy card, but that might be too slow since you have to waste a turn buying a single province to give a chance of this card activating assuming you didn't built a engine that can draw your whole deck.
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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #30 on: December 21, 2016, 08:32:38 am »
0

<highwayman>
The nice thing about Militia is that it's like a breath of fresh air when your opponent doesn't draw & play it. With this, you can prevent your opponent getting any fresh air at all (Don't draw your highwayman? -just call one you have saved from an earlier turn when you played more than one). That would suck.

Hmmm. Good Point. Maybe a clause which would keep you from playing it the same turn you move it to your mat?
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McGarnacle

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ThetaSigma12

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Re: McGarnacle's Fan Expansion
« Reply #32 on: December 21, 2016, 10:48:28 am »
0

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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #33 on: December 21, 2016, 11:37:24 am »
0

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majiponi

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Re: McGarnacle's Fan Expansion
« Reply #34 on: December 21, 2016, 07:49:41 pm »
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<highwayman>
The nice thing about Militia is that it's like a breath of fresh air when your opponent doesn't draw & play it. With this, you can prevent your opponent getting any fresh air at all (Don't draw your highwayman? -just call one you have saved from an earlier turn when you played more than one). That would suck.

Hmmm. Good Point. Maybe a clause which would keep you from playing it the same turn you move it to your mat?
Like this?
Quote
Highwayman
cost $3 - Treasure - Reserve
Worth $1
Put this on your Tavern Mat at the start of your Cleanup phase.

At the start of your Buy phase, you may discard this from your Tavern Mat to play Militia.
Maybe making it a split pile works.
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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #35 on: December 25, 2016, 09:04:37 am »
0

Craftsmen's Quarter (Action [$5+]
+3 Cards
+1 Buy
-
When you buy this, for each $2 you overpay (rounding up), take a coin token.

Is this really weak?
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Chris is me

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Re: McGarnacle's Fan Expansion
« Reply #36 on: December 25, 2016, 10:15:59 am »
0

It seems slightly weak, but it is pretty novel. I wonder if you could get a coin token for every $1 you overpay without it being broken. Either that, or have it give 1 Coun token on play?

To match the standard wording of overpay, it would read "When you buy this, you may overpay for it. For each $2 you overpaid (rounding up), take a Coin token."
« Last Edit: December 25, 2016, 10:17:23 am by Chris is me »
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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #37 on: December 25, 2016, 10:45:25 am »
0

It seems slightly weak, but it is pretty novel. I wonder if you could get a coin token for every $1 you overpay without it being broken. Either that, or have it give 1 Coun token on play?

To match the standard wording of overpay, it would read "When you buy this, you may overpay for it. For each $2 you overpaid (rounding up), take a Coin token."

Weak, like Jester weak, or weak like Transmute weak?
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tristan

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Re: McGarnacle's Fan Expansion
« Reply #38 on: December 25, 2016, 10:47:52 am »
0

This one needs some work, but I like the idea: Wonder (Action )
+ $2
Reveal a Province, a Gold and an Action Card from your hand. If you do: +2 Cards, +2 Actions +1 Buy

http://shemitz.net/static/dominion3/?title=Wonder&description=%2B%20%242%0AReveal%20a%20Province%2C%20a%20Gold%20and%20an%20Action%20Card%20from%20your%20hand.%20If%20you%20do%3A%20%2B2%20Cards%2C%20%2B2%20Actions%20%2B1%20Buy&type=Action&price=%245&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2F736x%2F75%2F35%2F78%2F7535789d8c833fd47bf55f9069a40cc0.jpg&color0=0&color1=0

Too many requirements for a upgrade effect, most of the time it would just be a 5 cost terminal silver. Also when is a good time to buy this card?; You can only ever reach it's upgraded effect when you bought a province and if your deck is consistent enough at buying provinces. Then why waste a turn buying this unless you can reach double provinces and even if your deck cannot reach 8 coins consistently? And if your deck is inconsistent. Why even waste your time with this card instead of making your deck more consistent?

The only valid use for this card that I can see outside some Gear/Native Village like combo maybe?; Is trying to reach double province mega turns when this is the only +buy card, but that might be too slow since you have to waste a turn buying a single province to give a chance of this card activating assuming you didn't built a engine that can draw your whole deck.
Huh?  That's like saying that Tournament and Prizes is a stupid concept. Also, not every game ends in perma Province gaining, especially not in the presence of cards that incentivize you to green earlier.
The card is obviously quite narrow and while its condition is harder than that of Tournament its payoff is consistent.
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tristan

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Re: McGarnacle's Fan Expansion
« Reply #39 on: December 25, 2016, 10:53:01 am »
+2

Craftsmen's Quarter (Action [$5+]
+3 Cards
+1 Buy
-
When you buy this, for each $2 you overpay (rounding up), take a coin token.

Is this really weak?
I think this would be cool if, like Chris said, this would be on play:
While this is in play, when you buy a card you may overpay for it. If you do, for every 2 you overpay, take a Coin token.

This would be a non-Event implentation of Asper's Conserve that avoided Conserve's problems.
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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #40 on: December 25, 2016, 02:03:23 pm »
0

I guess my question is it is passable. I've already printed it and I'm trying to figure out if I have to re-print it.
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Chris is me

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Re: McGarnacle's Fan Expansion
« Reply #41 on: December 25, 2016, 02:14:16 pm »
+3

Craftsmen's Quarter (Action [$5+]
+3 Cards
+1 Buy
-
When you buy this, for each $2 you overpay (rounding up), take a coin token.

Is this really weak?
I think this would be cool if, like Chris said, this would be on play:
While this is in play, when you buy a card you may overpay for it. If you do, for every 2 you overpay, take a Coin token.

This would be a non-Event implentation of Asper's Conserve that avoided Conserve's problems.

This isn't what I suggested, but it's a good idea.

I guess my question is it is passable. I've already printed it and I'm trying to figure out if I have to re-print it.

Definitely passable. Compare it to Margrave, it's fairly similar. So it's maybe a bit below average for a $5 but very playable and could be valuable on many boards. It's nice when +Buy is "free" with something you already want.
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McGarnacle

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Re: McGarnacle's Fan Expansion
« Reply #42 on: December 27, 2016, 01:38:26 pm »
0

New versions of three cards:

Highwayman (Action- Attack )
+1 Action
Put this on your Tavern Mat.
-
At the end of your clean-up phase (but not on the turn after playing this), you may call this. If you do, each other player discards down to 3 cards.

Harbor (Action/Duration )
+2 Cards +1 Action Put a Treasure card from your hand on top of your deck.
 At the start of your next turn: + $2 +1 Buy

Magic Shop (Action )
+1 Card +1 Action + $1 +1 Buy Gain a Potion.
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McGarnacle

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MattLee

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Re: McGarnacle's Fan Expansion
« Reply #44 on: December 30, 2016, 04:43:43 pm »
0


Marines (Action - Attack $4)
+1 Card
+1 Action
Take 1D
Each other player reveals the top card of their deck, trashes it if it costs from $3 to $5 and discards the rest

I'd worry that stacking these could decimate your opponents deck. In a 4 player game it's possible that you will loose cards faster than you can gain them, especially if you have debt you need to repay.
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AdrianHealey

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Re: McGarnacle's Fan Expansion
« Reply #45 on: December 30, 2016, 07:58:52 pm »
+1

Two new Empires-ish cards. This one is a split pile, with the Marines on top.

Navy (Action - Attack $5)
+3 Cards
Take 2D
Each other player discards an action card from their hand, or reveals a hand with no action cards.
You may reveal a Marines from your hand. If you do, + $2.

http://shemitz.net/static/dominion3/?title=Navy&description=%2B3%20Cards%0ATake%20%401%0AEach%20other%20player%20discards%20an%20action%20card%20from%20their%20hand%2C%20or%20reveals%20a%20hand%20with%20no%20action%20cards.%0AYou%20may%20reveal%20a%20Marines%20from%20your%20hand.%20If%20you%20do%2C%20%2B%20%242.&type=Action%20-%20Attack&price=%245&preview=&picture=http%3A%2F%2Forig08.deviantart.net%2Feca0%2Ff%2F2012%2F184%2F4%2F3%2Froman_warship_by_radojavor-d55uf49.jpg&color0=0&color1=0

Marines (Action - Attack $4)
+1 Card
+1 Action
Take 1D
Each other player reveals the top card of their deck, trashes it if it costs from $3 to $5 and discards the rest.

http://shemitz.net/static/dominion3/?title=Marines&description=%2B1%20Card%0A%2B1%20Action%0ATake%20%401%0AEach%20other%20player%20reveals%20the%20top%20card%20of%20their%20deck%2C%20trashes%20it%20if%20it%20costs%20from%20%243%20to%20%245%20and%20discards%20the%20rest.&type=Action%20-%20Attack&price=%244&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2Foriginals%2F60%2F45%2F15%2F604515fb8f00b2b2fe2b25dc6e4a6c36.jpg&color0=0&color1=0

You know that awful feeling when you play Warrior?

Let's HAVE MORE OF THAT. And non terminal!
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weety4

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Re: McGarnacle's Fan Expansion
« Reply #46 on: January 03, 2017, 02:33:10 am »
+1

Marines, a cantrip trashing attack, is pretty nasty. But unlike Knights it only targets the top card of your deck and it doesn't do anything for your economy until Navy is around.
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Re: McGarnacle's Fan Expansion
« Reply #47 on: January 03, 2017, 09:59:32 am »
0

Craftsmen's Quarter (Action [$5+]
+3 Cards
+1 Buy
-
When you buy this, for each $2 you overpay (rounding up), take a coin token.

Is this really weak?
I think this would be cool if, like Chris said, this would be on play:
While this is in play, when you buy a card you may overpay for it. If you do, for every 2 you overpay, take a Coin token.

This would be a non-Event implentation of Asper's Conserve that avoided Conserve's problems.

Sure, it's a cool idea, but what happens when you buy a card that already has overpay?
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Re: McGarnacle's Fan Expansion
« Reply #48 on: February 07, 2017, 03:07:45 pm »
0

Quote from: JacquesTheBard
Revolutionary: Action-Reserve
+1 Card, +1 Action. Put this on your Tavern Mat.
When you play a Revolutionary, you may call this from your Tavern Mat. If you do, +, and each other player with 4 or more cards in hand discards a card.
Found this on the forums, looks like a better version of Highwayman. I think it fixes the attack problem if you make it:
Quote
(Action-Attack-Reserve)
+1 Card
+1 Action
You may call a Revolutionary. If you did, each other player with 4 or more cards in hand discards a card.
----------------
When you call this, +.
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Re: McGarnacle's Fan Expansion
« Reply #49 on: February 08, 2017, 12:10:49 pm »
+1

Quote from: JacquesTheBard
Revolutionary: Action-Reserve
+1 Card, +1 Action. Put this on your Tavern Mat.
When you play a Revolutionary, you may call this from your Tavern Mat. If you do, +, and each other player with 4 or more cards in hand discards a card.
Found this on the forums, looks like a better version of Highwayman. I think it fixes the attack problem if you make it:
Quote
(Action-Attack-Reserve)
+1 Card
+1 Action
You may call a Revolutionary. If you did, each other player with 4 or more cards in hand discards a card.
----------------
When you call this, +.
Your version doesn't specify when the card is put on the Tavern mat. I guess at the very end to prevent you from being able to immediately call the card. But then it is functionally identical (besides rightly including the Attack type) to the first version.

If you have enough of them so that you can chain them in one turn Revolutionary is economy-wise better than Caravan Guard. This is why the card seems a bit too strong to me so I would make it "each other player with 5 or more cards in hand discards a card." and thus more similar to Urchin.
« Last Edit: February 08, 2017, 12:12:50 pm by weety4 »
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