Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 3 4 [5]  All

Author Topic: Actually Passable Card Ideas  (Read 6711 times)

0 Members and 1 Guest are viewing this topic.

Minotaur

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2448
  • Respect: +3805
    • View Profile
Re: Actually Passable Card Ideas
« Reply #100 on: October 24, 2020, 04:19:34 am »
+1

Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.

The one-shot version with tokens seems really expensive for what it does, too.  Compared to Experiment and Acting Troupe, I don't immediately see a compelling reason it should cost more than $3.
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #101 on: October 26, 2020, 07:07:05 am »
+1

Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.

The one-shot version with tokens seems really expensive for what it does, too.  Compared to Experiment and Acting Troupe, I don't immediately see a compelling reason it should cost more than $3.

Well then, I'll just have to make it sillier:
Quote
Market Day
$5 - Action
+1 Card
+1 Buy
+1 Coffers. +1 Villager. +1 VP. You may trash a card from your hand. Gain a Silver. Gain a Horse or a Will-o-Wisp.
Trash this. If you don't, gain a Curse and a Copper.


And a bonus thematic semi-silly card:

Quote
Swamp
$3 - Action - Victory
Gain a Will O Wisp.
-
Worth 1VP
-
When you buy this, reveal your hand. +1 VP for every two Action or Treasure cards revealed.
-
When you trash this on your turn, lose 2 VP tokens.
Haven't we always wanted a card with 3 dividing lines?
(If I print this to use, I won't actually put 3 dividing lines. I really don't think they're all necessary, just like I don't think it's necessary for Harem or Noble Brigand to have any line.)

EDIT: one more:
Quote
Haunted Well
$4 - Night - Victory
Gain a Curse. If you do, choose one: +2 Coffers or +2 Villagers.
-
Worth 1 VP per X Curses in the trash, where X = the number of players in the game.
Night / Victory is a type combination not yet represented in my fan card rotation, so I made one.
Worth a lot of VP if all curses get trashed. If your opponent has more Haunted Wells than you, maybe you shouldn't trash that last Curse. Possibly OP with Watchtower, but then so are some other cards.
« Last Edit: October 26, 2020, 07:59:56 am by LibraryAdventurer »
Logged

Minotaur

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2448
  • Respect: +3805
    • View Profile
Re: Actually Passable Card Ideas
« Reply #102 on: October 26, 2020, 08:36:50 pm »
+1

Haunted Well is mostly garbage if there's no trashing, and maybe it should come with an Heirloom at the very least.  Like, idk...

Drowned Spirit
Heirloom-Treasure
$1

+$2
You may trash a Curse from your hand.  If you do not, gain a Curse.  If you do not, trash this.
« Last Edit: October 27, 2020, 10:47:14 pm by Minotaur »
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #103 on: October 27, 2020, 01:35:20 am »
0

I just wouldn't put it in a kingdom with no trashing, but that's a good option too.

Holger

  • Minion
  • *****
  • Offline Offline
  • Posts: 506
  • Respect: +253
    • View Profile
Re: Actually Passable Card Ideas
« Reply #104 on: October 27, 2020, 06:29:30 pm »
0

Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.
Indeed, vanilla Market may well be preferable to this when your deck can't cope with gaining extra Silvers every shuffle. The Horse gain is only a short-term compensation, effectively drawing the Silver for free a single time.
Logged

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #105 on: November 14, 2020, 03:23:49 pm »
0

Horsemen pile: 
Each one is different like Knights, but with an additional rule: Add the Ride event to the supply. Ride has this additional effect: At the start of clean-up, you may exchange a Horseman you have in play with the top Horseman in the supply.

Quote
Centaur
$6 - Action - Night - Horseman
If it's your action phase: +2 Cards, +1 Action. If it's your night phase: Gain a Horse on top of your deck. Then reveal up to 2 cards from your hand, discard pile, or from play, and put them on top of your deck. If you topdecked a victory card, +1 VP and +1 Coffers.
(Horse Stargazer (my card) -I've posted this one before)
Quote
Mounted Knight
$6 - Action - Attack - Horseman
+1 Card, +1 Action, +$1.
Turn your journey token over (it starts face down). If it's face up, +1 Card and each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
Quote
Headless Horseman
$6 - Night - Attack - Horseman
Gain two Horses, putting one of them on top of your deck. Each other player gains a Curse.
Quote
Royal Cavalry
$6 - Action - Horseman
Choose one: +2 Cards, +1 Action or Gain three Horses.
-
When you gain this, +1 Buy, return to your action phase, and play this.
(Horse Cavalry)
Quote
Pony Express
$6 - Action - Horseman
+1 Action.
Choose one: +2 Cards, or +$2 and +1 Buy.
-
When you discard this from play, you may look through your discard pile and shuffle up to two cards from it into your deck.
(Horse Messenger -kind of)
Quote
Mounted Ranger
$6 - Action - Horseman
+1 Card, +1 Action, +1 Buy.
Turn you journey token over (it starts face down). If it's face up, +2 Cards.
Quote
Mounted Scout
$6 - Action - Horseman
+1 Card, +1 Action.
Reveal the top 4 cards of your deck and put the revealed victory cards and one additional card into your hand. Put the others back onto your deck in any order.
Quote
Mounted Pilgrim
$6 - Action - Horseman
+2 Cards, +1 Action. Turn your journey token over. (it starts face down). If it's face up, at the end of your Buy phase, gain a Horse or a copy of a card you have in play.
(Horse Pilgrimage)
Quote
Jouster
$6 - Action - Victory - Horseman
+2 Cards, +1 Action.
-
Worth 1 VP per 5 differently named cards you have.
(Horse Fairgrounds)
Quote
Ghostly Horseman
$6 - Night - Attack - Duration - Horseman
Each other player with at least 5 cards in hand puts a card from their hand on top of their deck. At the start of your next turn: +2 Cards and +1 Action.
(Horse Ghost Ship/Ghost) (Maybe this should be "Headless Horseman" and the one I called Headless Horseman should be "Mounted Nighthag" or something like that.)

Other semi-serious possibilities and silly joke Horsemen: (you decide which is which)
Quote
Mounted Caravan Guard
$6 - Action - Duration - Reaction - Horseman
+2 Cards, +1 Action. At the start of your next turn: +$2.
-
When another player plays an attack, you may play this from your hand.
Quote
Mounted Adventurer
$6 - Action - Horseman
+1 Card, +1 Action.
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.
(haha. I think this might actually be balanced at $6 despite being strictly way better than Adventurer.)
Quote
Mounted Gardener
$6 - Action - Victory - Horseman
+2 Cards, +1 Action.
-
Worth 1 VP for each 10 cards in your deck.
Quote
Mounted Duke
$6 - Action - Victory - Horseman
+2 Cards, +1 Action.
-
Worth 1 VP per Duchy you have.
(Having there be only one of them makes it so you're not going to "go for" them for VP which I think makes it okay at $6 -unless maybe if regular Duke is also on the board.)
Quote
Mounted Baron
$6 - Action - Horseman
+2 Cards, +1 Action.
Choose one: Discard an Estate from your hand for +$3 and +1 Buy, or gain an Estate.
Quote
Mounted Bandit
$6 - Action - Attack - Horseman
+1 Card, +1 Action.
Each other player reveals the top two cards of their deck and trashes a revealed treasure other than Copper. Gain a treasure from the trash or a Silver, putting the gained card into your hand.
EDIT: a couple more:
Quote
Cowboy
$6 - Action - Reaction - Horseman
+1 Card, +1 Action.
Discard any number of Victory cards, revealing them, for +2 Cards per card discarded.
-
When another player plays an attack card, you may put this on top of your deck to gain a Horse into your hand.
(Horse Shepherd + a reaction)
Quote
Masked Horseman
+2 Cards, +1 Action.
Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.
(Horse Masquerade!)
Let me know if you think any of them are unbalanced. (or if you think any of them would be good as a pile by itself.)
« Last Edit: November 15, 2020, 12:46:36 am by LibraryAdventurer »
Logged

LittleFish

  • Duke
  • *****
  • Online Online
  • Posts: 376
  • Respect: +160
    • View Profile
Re: Actually Passable Card Ideas
« Reply #106 on: November 14, 2020, 05:32:36 pm »
+1

Musician - Action $4]
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
Example songs:

Quote
Valorous Ballad
Action-Attack-Duration-Song-
At the start of your next turn, return this to the bottom of the song pile
Now and at the start of your next turn, each other player reveals the top card of their deck, and trashes one costing between and and discards the rest.
It's like a knight, but because it's a song about one, it gets stuck in your head, so you do it twice
Quote
Unfinished work
Action-Song-
+1 Action
Return this to the bottom of the Song pile
It's just a temporary Ruin. Not every song played by a musician is worth it
Quote
Folk Tune
Action-Duration-Song-
+5 Villagers
Return this to the bottom of the Song pile
Quote
Royal Fanfare
Action-Song-
You may play an action card from your hand twice. Return this to the bottom of the song pile
Quote
Mundane Song
Action-Song-
+1 Card
+1 Action
+
Return the to the bottom of the song pile

Logged

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #107 on: November 15, 2020, 12:39:11 am »
0

Musician - Action $4]
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
Example songs:

Quote
Valorous Ballad
Action-Attack-Duration-Song-
At the start of your next turn, return this to the bottom of the song pile
Now and at the start of your next turn, each other player reveals the top card of their deck, and trashes one costing between and and discards the rest.
It's like a knight, but because it's a song about one, it gets stuck in your head, so you do it twice
A double knight attack would be nasty and not fun. I'd just make it happen once and give it some other benefit.
I like the others, but I'd leave out the Unfinished Work. Maybe you can call the mundane song something like "Piano Concerto".
Also:
Quote
Dirge
$0 - Action - Song
Trash up to 2 cards from your hand. Return this to the bottom of the Song pile.
Quote
Lullaby
$0 - Night - Attack - Duration - Song
Each other player with at least 4 cards in hand discards one. At the start of your next turn: +2 Cards and return this to the bottom of the Song pile.
Quote
March
$0 - Action - Song
Choose one: +1 Card and +1 Action; or Look through your discard pile, play an Action card from it, and return this to the bottom of the Song pile.
Quote
Folk Dance about Horses
$0 - Action - Song
+1 Action, +2 Cards.
Each player with any cards in hand passes one to the next such player to their left, at once.
« Last Edit: November 15, 2020, 12:49:55 am by LibraryAdventurer »
Logged

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #108 on: November 30, 2020, 10:35:22 pm »
0

Littlefish recently posted this in the RBCI thread:
Reforming Hag
Action
Each player discards the top card of their deck. If they discard a curse, they may return it to the supply. each other player may then look through their discard pile and put a card from it onto their deck
--
When you buy this, you may overpay for it. For every overpayed, each other player discards the top card of their deck and gains a curse

I liked the idea, so I made this card based on it:
Quote
Mercenary Hag
Cost 3+  Action
+$1.
Discard the top card of your deck. You may trash it. Look through your discard pile and put a card from it on top of your deck.
-
When you buy this, you may overpay for it. For every $2 overpayed, each other player discards the top card of their deck and gains a curse on top of their deck.
Do you think it's balanced?
also, it's wordier than I like. Any suggestions for shortening it while keeping (at least most of) the effect?


While I'm here, here's another APCI which started out based on "Treasure chest" by naveisawesome
Quote
Buried Treasure
$6 - Treasure - Reaction
+2 Coffers, +1 Buy.
-
When you discard this other than during clean-up, play it. (+Buy has no effect when it isn't your turn.)
(I'm aware that it makes you not want to play discard attacks.)
« Last Edit: December 01, 2020, 02:28:54 am by LibraryAdventurer »
Logged

Minotaur

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2448
  • Respect: +3805
    • View Profile
Re: Actually Passable Card Ideas
« Reply #109 on: December 01, 2020, 02:21:50 am »
0

Overpay for curses sounds a little sketchy.  Buried Treasure is probably fine?  It sounds ok when it's not strong and has +Buy in a pinch, and should be pretty strong with deck inspectors.  Turning Discards into +card that only works on Silver is probably fine for $6.
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2448
  • Respect: +3805
    • View Profile
Re: Actually Passable Card Ideas
« Reply #110 on: January 13, 2021, 07:11:33 pm »
+2

Split pile.  Might be tricky to balance the numbers, but the reverse-distant-land mechanic feels interesting to me.

Promised Land
Victory
Cost: $5

Worth 2VP
When you would gain this, exile it instead.
Worth another 2 VP if not in exile.


Prophet
Action
Cost: $3

+1 Card
+1 Action
You may discard a Promised Land from exile to get +$2 and +1 Buy
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #111 on: January 15, 2021, 03:37:09 pm »
+1

Had another idea for this week's weekly design contest, but I already entered a card and I don't know which is better...

Quote
Chamberlain
$5 Action
If your journey token is face up, trash up to 2 cards from your hand and you may gain a card costing up to the total cost of the trashed cards. If it's face down, +3 Cards.
-
While this is in play, when you gain a Treasure, turn your journey token over.

EDIT: This might be a bit weak for $5. Probably the card I already entered is better...
EDIT2: removed "you may"
« Last Edit: January 19, 2021, 08:14:16 pm by LibraryAdventurer »
Logged

Minotaur

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2448
  • Respect: +3805
    • View Profile
Re: Actually Passable Card Ideas
« Reply #112 on: January 19, 2021, 07:44:14 pm »
+1

EDIT: This might be a bit weak for $5. Probably the card I already entered is better...

idk, it's probably fine?  Sometimes it won't be worth it, but even if it's the only trasher on the board for example, it's already not half bad.  The "you may" clause on the gain makes it a lot stronger than if you *had* to gain, say, a Copper after you trash two Copper, or a $2 after trashing a Copper and an Estate.  The while-in-play effect is nice.  I think maybe it's more subtle if flipping the Journey token is mandatory?  You have at least two chances to gain or not gain that turn, so the mini-game doesn't need to be any more generous IMO.
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2448
  • Respect: +3805
    • View Profile
Re: Actually Passable Card Ideas
« Reply #113 on: January 19, 2021, 07:46:16 pm »
0

It's a little odd that it doesn't flip the token outright, though.  Such a departure from the usual rules and I don't think there's a strong enough justification here to break convention.
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

LibraryAdventurer

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1517
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +1208
    • View Profile
Re: Actually Passable Card Ideas
« Reply #114 on: January 19, 2021, 08:13:41 pm »
0

EDIT: This might be a bit weak for $5. Probably the card I already entered is better...

idk, it's probably fine?  Sometimes it won't be worth it, but even if it's the only trasher on the board for example, it's already not half bad.  The "you may" clause on the gain makes it a lot stronger than if you *had* to gain, say, a Copper after you trash two Copper, or a $2 after trashing a Copper and an Estate.  The while-in-play effect is nice.  I think maybe it's more subtle if flipping the Journey token is mandatory?  You have at least two chances to gain or not gain that turn, so the mini-game doesn't need to be any more generous IMO.
Yeah, I think I'll take out the "you may".
Pages: 1 ... 3 4 [5]  All
 

Page created in 0.087 seconds with 21 queries.