PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
Emphasis added
Guardian: Early on the set had a village that went into your next hand. I just told you about that. It was great so I thought I should try a second card like that, and the obvious concept was a Moat. At first it was a pure Reaction that was set aside for your next hand when you got it, and came with a Gold; then the Gold idea went on Skulk, and Guardian changed to be a Night card that gave you a Boon next turn, and went to your hand when gained. The Boon was too slow (since playing Guardian doesn't use up an Action), so now it just gives you +$1.
If you make a Fate Night card, you should ensure that it has some other effect that disincentivizes playing multiple of them.
Your Wild Hunt might be fine because it costs $5 and you'd rather draw 3 cards than receive a Boon. I like the original
Wild Hunt more though. It is both semantically simpler and more compelling for its unique effect.
(Considering the above quote though, I don't know how
Fool made it through testing if a weak Night card that gave 1 Boon didn't make it.)